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TIDERULER OF MARAN - HALL OF HEROES - PC SHEETS
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<blockquote data-quote="MetaVoid" data-source="post: 7031130" data-attributes="member: 87106"><p><strong>Half-orc Alchemist</strong></p><p></p><p>Hagadark Argentum, </p><p>Half-orc Alchemist (Trap-breaker) 5</p><p></p><p>STR: 16</p><p>DEX: 16</p><p>CON: 16 (+1@4th)</p><p>INT: 16+2</p><p>WIS: 12</p><p>CHA: 6 </p><p></p><p>AC: 10 + 3 (dex) +4 (armor) +1 (buckler) = 18</p><p>Move: 30'</p><p></p><p>HP: 43</p><p>Init: +3 (+3 dex)</p><p></p><p>Attacks:</p><p>Falchion: +7 / 2d4+3 (18-20/x2)</p><p>Enlarged: +8 / 2d6+5</p><p>Mutagen (Str +4): +9 / 2d4+5</p><p>Enlarged: +10 / 2d6+7</p><p>Bomb (9/day): +7 / 3d6+6 (9 splash in 5') (19-20/x2) (+1 to hit and damage within 30')</p><p>Ranged: +6 / (dmg by weapon)</p><p></p><p><strong>Saves:</strong></p><p>Fort: 4 + 2 + 2 (luck) = 8</p><p>Ref: 4 + 3 + 2 (luck) = 9</p><p>Will: 1 + 1 + 2 (luck) = 4</p><p></p><p>CMB = 3 (BAB) + 3 (Str) = 6</p><p>Enlarged = +9</p><p>Mutagen = +8</p><p>Enlarged = +10</p><p></p><p>CMD = 10 + 3 (BAB) + 3 (Str) + 3 (Dex) = 19</p><p>Enlarged = 20</p><p>Mutagen = 21</p><p>Enlarged = 22</p><p></p><p><strong>Prepared extracts (5/5 uses)</strong></p><p>Enlarge Person</p><p>Heightened Awareness</p><p>Vocal Alteration</p><p>1 unassigned (needs 1 minute to fill)</p><p></p><p><strong>Prepared extracts (3/3 uses)</strong></p><p>Ironskin</p><p>Alchemical Allocation</p><p></p><p><strong>Traits:</strong></p><p>Fates Favored (luck bonuses increased by 1)</p><p>Pragmatic Activator (Use Magic Device based on Int)</p><p></p><p><strong>Feats:</strong></p><p>Alchemist 1: Throw Anything</p><p>Alchemist 1: Brew Potion</p><p>Racial: <a href="http://www.d20pfsrd.com/feats/general-feats/endurance-final/" target="_blank">Endurance</a></p><p>Level 1: Point Blank Shot</p><p>Level 3: Extra Discovery (Precise Bombs)</p><p>Level 5: Splash Weapon Mastery (includes Far Shot for bombs)</p><p></p><p></p><p><strong>Skills:</strong></p><p>Skill Ranks per Level: 4 + Int modifier = 8 x 4</p><p>* = Class skill</p><p>Format: Skill name (ability) ranks (total = rank + ability +class +misc mods)</p><p>Bluff (Cha) 0 (-2), Acrobatics (Dex) 0 (+3-1), Climb (Str) 0 (+3-1), Alchemy (*Int) 4 (+14), Diplomacy (Cha) 4 (+3),</p><p>Disable Device (*Dex) 4 (+12-1), Disguise (Cha) 0 (-2), Escape Artist (Dex) 0 (+3-1), Fly (*Dex) 0 (+3-1), Heal (Wis) 0 (+1),</p><p>Intimidate (Cha) 0 (-2), Arcana (*Int) 3 (+10), Dungeoneering (Int) 2 (+6), Local (Int) 1 (+5), Nature (*Int) 1 (+8),</p><p>Planes (Int) 0 (+4), Religion (Int) 0 (+4), Perception (*Wis) 2 (+3 / +5 traps), Perform (Cha) 0 (-2), Ride (Dex) 0 (+3-1),</p><p>Sense Motive (Wis) 1 (-1), Spellcraft (*Int) 3 (+10), Stealth (Dex) 1 (+4-1), Survival (*Wis) 1 (+5), Swim (Str) 1 (+4-1),</p><p>Use Magic Device (*Int) 4 (+11)</p><p></p><p></p><p><strong>Background skills: 6 points</strong></p><p>Appraise (*Int) 0 (+4), Craft(*Int) 0 (+4), Handle Animal (Cha) 0 (-2), Engineering (Int) 0 (+4), Geography (Int) 1 (+5),</p><p>History (Int) 2 (+6), Nobility (Int) 1 (+5), Profession (Wis) 0 (+1), Sleight of Hand (Dex) 4 (+10-1)</p><p></p><p></p><p>[sblock=Racial traits]</p><p>Ability Score Racial Traits: Half-orc characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.</p><p>Size: Medium </p><p>Base Speed: 30 feet.</p><p>Languages: Common, Orc. Extra: Abyssal, Draconic, Giant, Goblin</p><p></p><p></p><p><s>Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.</s> replaced by Shamans Apprentice</p><p><strong>Shaman’s Apprentice: </strong>Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.</p><p><s>Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.</s> replaced by Sacred Tattoo</p><p><strong>Sacred Tattoo:</strong> Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.</p><p><strong>Weapon Familiarity: </strong>Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.</p><p><strong>Darkvision: </strong>Half-orcs can see in the dark up to 60 feet.</p><p></p><p><strong>Orc Blood: </strong>Half-orcs count as both humans and orcs for any effect related to race.</p><p>[/sblock]</p><p></p><p>[sblock=Alchemist]</p><p> An alchemist can utilize spell-trigger items if the spell appears on his formulae list (STAFF, ROD, WAND), but not spell-completion items (SCROLLS)</p><p><a href="http://www.d20pfsrd.com/classes/base-classes/alchemist/#TOC-Alchemy-Su-" target="_blank">Alchemy</a></p><p><a href="http://www.d20pfsrd.com/classes/base-classes/alchemist/#TOC-Swift-Alchemy-Ex-" target="_blank">Swift Alchemy:</a> create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.</p><p></p><p>[/sblock]</p><p>[sblock=Trap-breaker]</p><p>Trapfinding (as rogue) - replaces poison use and poison resistance</p><p>Explosive Disarm - disarm traps that can be reached by throwing a bomb</p><p>[/sblock]</p><p></p><p>[sblock=Discoveries]</p><p>2nd level: Frost Bomb (Creatures that take a direct hit from a frost bomb are <a href="http://www.d20pfsrd.com/gamemastering/conditions/#TOC-Staggered" target="_blank">staggered </a>on their next turn unless they succeed on a Fortitude DC 16 save.)</p><p>Feat: Extra discovery: Precise Bombs</p><p><a href="http://www.enworld.org/forum/showthread.php?490514-IC-TIDERULER-OF-MARAN&p=7148647&viewfull=1#post7148647" target="_blank">Bonus (book of secrets)</a>: Spontaneous Healing</p><p>4th level: Infusion</p><p></p><p>ToDo:</p><p>Tanglefoot Bomb</p><p>Tumor Familiar</p><p></p><p><a href="https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/constructs/ioun-wyrd" target="_blank">https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/constructs/ioun-wyrd</a> +1 AC</p><p><a href="https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/animals/hedgehog" target="_blank">https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/animals/hedgehog</a> +2 Will</p><p><a href="https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/plants/petrifern" target="_blank">https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/plants/petrifern</a> +1 AC</p><p>[/sblock]</p><p></p><p>[sblock=Extracts]</p><p><strong>1st</strong></p><p>Crafters Fortune</p><p>Cure Light Wounds</p><p>Detect Secret Doors</p><p>Enlarge Person</p><p>Heightened Awareness</p><p>Long arm</p><p>Monkey Fish</p><p>Vocal Alteration</p><p></p><p><strong>2nd</strong></p><p>Alchemical Allocation</p><p>Ironskin</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Items]</p><p>[sblock=Weapons and Armor]</p><p>MW Falchion 375 gp 8 lbs. </p><p>MW Chain Shirt 250 gp +4 AC +4 Max Dex -1 ACP 25lbs</p><p>MW Buckler 155 +1 AC, no ACP</p><p>Spring loaded wrist-sheet x2 10gp</p><p>[/sblock]</p><p></p><p>[sblock=Equipment ]</p><p>Pink and Green Ioun Stone (cracked) 200gp +1 competence bonus on <strong>diplomacy</strong></p><p></p><p>MW Thieves Tools 100gp</p><p>Glass-cutter 5gp</p><p>Journal + Ink x2 26gp</p><p>Pathfinders kit 12</p><p style="margin-left: 20px">This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone</p><p>Mirror 10gp</p><p>Rope 1gp</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Alchemical weapons]</p><p>Acid flask(s) x 10 100gp</p><p><s>Alcali flask</s> x2 30gp</p><p>Alchemist Fire x5 100gp</p><p>Burst Jar x2 70gp</p><p>Flash Powder x1 50gp</p><p>Ghast Retch Flask x1 50gp</p><p>Holy Water x2 50gp</p><p>Liquid Ice x2 80gp</p><p>Shard gel x1 25gp</p><p>Tanglefoot bag x2 100gp</p><p><s>Tangleburn bag x1 150gp</s> - <a href="http://www.enworld.org/forum/showthread.php?490514-IC-TIDERULER-OF-MARAN&p=7204709&viewfull=1#post7204709" target="_blank">used here</a></p><p>[/sblock]</p><p></p><p>[sblock=Potions, oils and stuff]</p><p>Anti-plague x2 100gp</p><p>Anti-toxin x2 100gp</p><p></p><p>Healing potion x2 100gp</p><p></p><p>Smelling salts x1 (12 doses) 25gp</p><p>Tindertwig x10 10gp</p><p>Vermin repellent x5 25gp</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Alchemical equipment]</p><p>Alchemist lab (portable) x1 75gp</p><p>Hybridization funnel x1 200gp</p><p>Formula Alembic x1 200gp</p><p>Iron vial x10 1gp (reuseable)</p><p>Bomb Launcher x10 100gp (NOT reusable)</p><p>[/sblock]</p><p></p><p>Thieves guild token (from far away, generally useless here, a memento)</p><p></p><p>---------</p><p></p><p> </p><p>Remaining: 175gp</p><p>[/sblock]</p><p></p><p>Carrying capacity:</p><p>Light: < 76lbs. (< 133 w/ mutagen)</p><p>Medium: < 153lbs. (< 266 w/ mutagen)</p><p>Heavy: < 230lbs. (< 400 w/ mutagen)</p><p></p><p></p><p>[sblock=Wishlist]</p><p>Wayfinder</p><p>Jingasa of the Fortunate Soldier</p><p>+Int item</p><p>+Dex item</p><p>[/sblock]</p><p></p><p>[sblock=Image & Backstory]</p><p>[ATTACH]81464[/ATTACH]</p><p></p><p>[ATTACH]81432[/ATTACH]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="MetaVoid, post: 7031130, member: 87106"] [b]Half-orc Alchemist[/b] Hagadark Argentum, Half-orc Alchemist (Trap-breaker) 5 STR: 16 DEX: 16 CON: 16 (+1@4th) INT: 16+2 WIS: 12 CHA: 6 AC: 10 + 3 (dex) +4 (armor) +1 (buckler) = 18 Move: 30' HP: 43 Init: +3 (+3 dex) Attacks: Falchion: +7 / 2d4+3 (18-20/x2) Enlarged: +8 / 2d6+5 Mutagen (Str +4): +9 / 2d4+5 Enlarged: +10 / 2d6+7 Bomb (9/day): +7 / 3d6+6 (9 splash in 5') (19-20/x2) (+1 to hit and damage within 30') Ranged: +6 / (dmg by weapon) [B]Saves:[/B] Fort: 4 + 2 + 2 (luck) = 8 Ref: 4 + 3 + 2 (luck) = 9 Will: 1 + 1 + 2 (luck) = 4 CMB = 3 (BAB) + 3 (Str) = 6 Enlarged = +9 Mutagen = +8 Enlarged = +10 CMD = 10 + 3 (BAB) + 3 (Str) + 3 (Dex) = 19 Enlarged = 20 Mutagen = 21 Enlarged = 22 [B]Prepared extracts (5/5 uses)[/B] Enlarge Person Heightened Awareness Vocal Alteration 1 unassigned (needs 1 minute to fill) [B]Prepared extracts (3/3 uses)[/B] Ironskin Alchemical Allocation [B]Traits:[/B] Fates Favored (luck bonuses increased by 1) Pragmatic Activator (Use Magic Device based on Int) [B]Feats:[/B] Alchemist 1: Throw Anything Alchemist 1: Brew Potion Racial: [url="http://www.d20pfsrd.com/feats/general-feats/endurance-final/"]Endurance[/url] Level 1: Point Blank Shot Level 3: Extra Discovery (Precise Bombs) Level 5: Splash Weapon Mastery (includes Far Shot for bombs) [B]Skills:[/B] Skill Ranks per Level: 4 + Int modifier = 8 x 4 * = Class skill Format: Skill name (ability) ranks (total = rank + ability +class +misc mods) Bluff (Cha) 0 (-2), Acrobatics (Dex) 0 (+3-1), Climb (Str) 0 (+3-1), Alchemy (*Int) 4 (+14), Diplomacy (Cha) 4 (+3), Disable Device (*Dex) 4 (+12-1), Disguise (Cha) 0 (-2), Escape Artist (Dex) 0 (+3-1), Fly (*Dex) 0 (+3-1), Heal (Wis) 0 (+1), Intimidate (Cha) 0 (-2), Arcana (*Int) 3 (+10), Dungeoneering (Int) 2 (+6), Local (Int) 1 (+5), Nature (*Int) 1 (+8), Planes (Int) 0 (+4), Religion (Int) 0 (+4), Perception (*Wis) 2 (+3 / +5 traps), Perform (Cha) 0 (-2), Ride (Dex) 0 (+3-1), Sense Motive (Wis) 1 (-1), Spellcraft (*Int) 3 (+10), Stealth (Dex) 1 (+4-1), Survival (*Wis) 1 (+5), Swim (Str) 1 (+4-1), Use Magic Device (*Int) 4 (+11) [B]Background skills: 6 points[/B] Appraise (*Int) 0 (+4), Craft(*Int) 0 (+4), Handle Animal (Cha) 0 (-2), Engineering (Int) 0 (+4), Geography (Int) 1 (+5), History (Int) 2 (+6), Nobility (Int) 1 (+5), Profession (Wis) 0 (+1), Sleight of Hand (Dex) 4 (+10-1) [sblock=Racial traits] Ability Score Racial Traits: Half-orc characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Medium Base Speed: 30 feet. Languages: Common, Orc. Extra: Abyssal, Draconic, Giant, Goblin [S]Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.[/S] replaced by Shamans Apprentice [B]Shaman’s Apprentice: [/B]Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait. [S]Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.[/S] replaced by Sacred Tattoo [B]Sacred Tattoo:[/B] Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. [B]Weapon Familiarity: [/B]Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon. [B]Darkvision: [/B]Half-orcs can see in the dark up to 60 feet. [B]Orc Blood: [/B]Half-orcs count as both humans and orcs for any effect related to race. [/sblock] [sblock=Alchemist] An alchemist can utilize spell-trigger items if the spell appears on his formulae list (STAFF, ROD, WAND), but not spell-completion items (SCROLLS) [url="http://www.d20pfsrd.com/classes/base-classes/alchemist/#TOC-Alchemy-Su-"]Alchemy[/url] [url="http://www.d20pfsrd.com/classes/base-classes/alchemist/#TOC-Swift-Alchemy-Ex-"]Swift Alchemy:[/url] create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action. [/sblock] [sblock=Trap-breaker] Trapfinding (as rogue) - replaces poison use and poison resistance Explosive Disarm - disarm traps that can be reached by throwing a bomb [/sblock] [sblock=Discoveries] 2nd level: Frost Bomb (Creatures that take a direct hit from a frost bomb are [URL="http://www.d20pfsrd.com/gamemastering/conditions/#TOC-Staggered"]staggered [/URL]on their next turn unless they succeed on a Fortitude DC 16 save.) Feat: Extra discovery: Precise Bombs [URL="http://www.enworld.org/forum/showthread.php?490514-IC-TIDERULER-OF-MARAN&p=7148647&viewfull=1#post7148647"]Bonus (book of secrets)[/URL]: Spontaneous Healing 4th level: Infusion ToDo: Tanglefoot Bomb Tumor Familiar [url]https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/constructs/ioun-wyrd[/url] +1 AC [url]https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/animals/hedgehog[/url] +2 Will [url]https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/plants/petrifern[/url] +1 AC [/sblock] [sblock=Extracts] [B]1st[/B] Crafters Fortune Cure Light Wounds Detect Secret Doors Enlarge Person Heightened Awareness Long arm Monkey Fish Vocal Alteration [B]2nd[/B] Alchemical Allocation Ironskin [/sblock] [sblock=Items] [sblock=Weapons and Armor] MW Falchion 375 gp 8 lbs. MW Chain Shirt 250 gp +4 AC +4 Max Dex -1 ACP 25lbs MW Buckler 155 +1 AC, no ACP Spring loaded wrist-sheet x2 10gp [/sblock] [sblock=Equipment ] Pink and Green Ioun Stone (cracked) 200gp +1 competence bonus on [B]diplomacy[/B] MW Thieves Tools 100gp Glass-cutter 5gp Journal + Ink x2 26gp Pathfinders kit 12 [INDENT]This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone[/INDENT] Mirror 10gp Rope 1gp [/sblock] [sblock=Alchemical weapons] Acid flask(s) x 10 100gp [S]Alcali flask[/S] x2 30gp Alchemist Fire x5 100gp Burst Jar x2 70gp Flash Powder x1 50gp Ghast Retch Flask x1 50gp Holy Water x2 50gp Liquid Ice x2 80gp Shard gel x1 25gp Tanglefoot bag x2 100gp [S]Tangleburn bag x1 150gp[/S] - [URL="http://www.enworld.org/forum/showthread.php?490514-IC-TIDERULER-OF-MARAN&p=7204709&viewfull=1#post7204709"]used here[/URL] [/sblock] [sblock=Potions, oils and stuff] Anti-plague x2 100gp Anti-toxin x2 100gp Healing potion x2 100gp Smelling salts x1 (12 doses) 25gp Tindertwig x10 10gp Vermin repellent x5 25gp [/sblock] [sblock=Alchemical equipment] Alchemist lab (portable) x1 75gp Hybridization funnel x1 200gp Formula Alembic x1 200gp Iron vial x10 1gp (reuseable) Bomb Launcher x10 100gp (NOT reusable) [/sblock] Thieves guild token (from far away, generally useless here, a memento) --------- Remaining: 175gp [/sblock] Carrying capacity: Light: < 76lbs. (< 133 w/ mutagen) Medium: < 153lbs. (< 266 w/ mutagen) Heavy: < 230lbs. (< 400 w/ mutagen) [sblock=Wishlist] Wayfinder Jingasa of the Fortunate Soldier +Int item +Dex item [/sblock] [sblock=Image & Backstory] [ATTACH]81464._xfImport[/ATTACH] [ATTACH=CONFIG]81432._xfImport[/ATTACH] [/sblock] [/QUOTE]
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TIDERULER OF MARAN - HALL OF HEROES - PC SHEETS
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