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Bahamut's Character Sheets

 
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ginpu
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Joined: 25 Apr 2007
Posts: 1564


Location: Florida

PostPosted: Tue Jun 26, 2007 1:54 pm    Post subject: Bahamut's Character Sheets Reply with quote

Slowly working on these. need to make a format first. Please don't respond on this thread until I am done. I will delete anything added before I am done.

As you can see, I have been very busy figuring this out. heh.


CHARACTER SHEET
    Basics
  • Name: Rhinli
  • Player: Ginpu
  • Class & Level: 10HD Dragon/ Lvl 1 Rogue
  • Alignment: CG
  • Size: Small
  • Age: 11.2 years
  • Gender: Female
  • Race: Copper Dragon
  • Deity: None

    Attributes
  • Strength: 16 Ability Modifier: 3
  • Dexterity: 18 Ability Modifier: 4
  • Constitution: 16 Ability Modifier: 3
  • Intelligence: 17 Ability Modifier: 3
  • Wisdom: 15 Ability Modifier: 2
  • Charisma: 14 Ability Modifier: 2

  • Hitpoints: 117
  • Initiative: 4 dex mod+misc mod
  • Fly Speed: 120ft
  • Land Speed: 50ft
  • Burrow Speed: 0ft
  • Swim Speed: 0ft

  • Armor Class: 24 10+nat armor+dex mod+size mod
  • Touch AC: 15 10+dex mod+size mod
  • Flat-footed AC: 20 10+nat armor+size mod

    Saving Throws
  • Fortitude: 9 base save+con mod
  • Reflex: 12 base save+dex mod
  • Will: 8 base save+wis mod

    Attack & Weapon damage from primary attack gets full str mod added, secondary get half, rounded down
  • Base Attack Bonus: 10
  • Grapple: 14 base attack bonus+str mod+size mod
  • Attack: Bite - attack bonus +14, damage 1d6+3, crit 20, range 5ft.
  • Attack: Claw x2 - attack bonus +12/+10, damage 1d6+1, crit 20, range 5ft.
  • Attack: Line of Acid - damage 4d4, range 40ft., reflex DC 18
  • Attack: Cone of Slow - range 20ft., fort DC 18, slowed for 1d6+2 rounds

    Skills
    Trained Skills total number is ranks + ability modifier, and misc modifiers if applicable.
  • Bluff: 14
  • Disable Device: 5
  • Escape Artist: 10
  • Hide: 18
  • Jump: 15
  • Knowledge (dragons): 8
  • Listen: 7
  • Move Silently: 14
  • Open Lock: 8
  • Search: 13
  • Sense Motive: 7
  • Sleight of Hand: 7
  • Spot: 7
  • Tumble: 11
  • Use Magic Device: 7

    Untrained Skills these skills can be used untrained. Only the ability modifier applies.
  • Appraise: 3
  • Balance: 4
  • Climb: 3
  • Concentration: 3
  • Craft(____): 3
  • Diplomacy: 6
  • Disguise: 2 (Synergy +2 to act in character)
  • Forgery: 3
  • Gather Information: 2
  • Heal: 2
  • Intimidate: 4
  • Survival: 2 (Synergy +2 following tracks)
  • Swim: 3
  • Use Rope: 4 (Synergy +2 for bindings)

    Special Abilities
  • Sneak Attack: 1d6 If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
  • Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20
  • Immunity to Acid
  • Spider Climb: This ability is always active. The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.

    Feats
  • Multiattack The creature’s secondary attacks with natural weapons take only a -2 penalty.
  • Combat Relexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
  • Improved Natural Attacks Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category. Claws are now 1d6
  • Improved Speed +20ft to fly speed, +10ft to all others you know.

    Languages
  • Draconic
  • Common
  • Celestial
  • Terran
  • Sylvan

    Gear
  • Ring of Protection: +2 This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
  • Figurine of Wondrous Power: Bronze Griffon When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette.
  • Horn of Fog: This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; fog clouds travel 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
  • Potions of Cat's Grace: Qty. 2 Duration: 8 minutes The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
  • Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

_________________
Sarcasm, just one more service that I offer.


Last edited by ginpu on Wed Jul 04, 2007 12:23 am; edited 7 times in total
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PostPosted: Tue Jun 26, 2007 4:47 pm    Post subject: Reply with quote

CHARACTER SHEET
    Basics
  • Name: Alec
  • Player: Dr. Salem
  • Class & Level: 9HD Dragon/ Lvl 1 Soulknife
  • Alignment: CN
  • Size: Small
  • Age: 4 years
  • Gender: Male
  • Race: Topaz Dragon
  • Deity: ??

    Attributes
  • Strength: 18 Ability Modifier: 4
  • Dexterity: 17 Ability Modifier: 3
  • Constitution: 16 Ability Modifier: 3
  • Intelligence: 16 Ability Modifier: 3
  • Wisdom: 17 Ability Modifier: 3
  • Charisma: 17 Ability Modifier: 4

  • Hitpoints: 101
  • Initiative: 3 dex mod+misc mod
  • Fly Speed: 100ft
  • Land Speed: 40ft
  • Burrow Speed: 5ft
  • Swim Speed: 60ft

  • Armor Class: 22 10+nat armor+dex mod+size mod
  • Touch AC: 14 10+dex mod+size mod
  • Flat-footed AC: 19 10+nat armor+size mod

    Saving Throws
  • Fortitude: 8 base save+con mod
  • Reflex: 10 base save+dex mod
  • Will: 10 base save+wis mod

    Attack & Weapon damage from primary attack gets full str mod added, secondary get half, rounded down
  • Base Attack Bonus: 9
  • Grapple: 15 base attack bonus+str mod+size mod
  • Attack: Mindblade - attack bonus +16, damage 1d4+4, crit 19-20, range 5ft.
  • Attack: Bite - attack bonus +15, damage 1d6+4, crit 20, range 5ft.
  • Attack: Claw x2 - attack bonus +13/+11, damage 1d4+2, crit 20, range 5ft.
  • Attack: Cone of Dehydration - damage 2d8, range 20ft., reflex DC 17

    Skills
    Trained Skills total number is ranks + ability modifier, and misc modifiers if applicable.
  • Climb: 5
  • Concentration: 20
  • Escape Artist: 20
  • Hide: 10
  • Intimidate: 18
  • Listen: 15
  • Move Silently: 6
  • Search: 17
  • Spot: 15

    Untrained Skills these skills can be used untrained. Only the ability modifier applies.
  • Appraise: 3
  • Balance: 5
  • Bluff: 4
  • Craft(____): 3
  • Diplomacy: 4
  • Disguise: 4
  • Forgery: 3
  • Gather Information: 4
  • Heal: 3
  • Jump: 4
  • Sense Motive: 3
  • Survival: 3 (Synergy +2 following tracks)
  • Swim: 13 (topaz dragons get 1 rank of swim per hit die free)
  • Use Rope: 3 (Synergy +2 for bindings)

    Special Abilities
  • Cold Immunity
  • Water Breathing
  • Wild Talent Your latent power of psionics flares to life, conferring upon you the designation of a psionic character.
  • Mindblade As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder.
  • Weapon Focus: Mindblade You gain a +1 bonus on all attack rolls you make using the selected weapon.

    Feats
  • Multiattack The creature’s secondary attacks with natural weapons take only a -2 penalty.
  • Agile You get a +2 bonus on all Balance checks and Escape Artist checks.
  • Dodge During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
  • Inquisitor To use this feat, you must expend your psionic focus. You gain a +10 bonus on a Sense Motive check to oppose a Bluff check. You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn’t lying, you still expend your psionic focus.

    Languages
  • Draconic
  • Common
  • Elven
  • Dwarven
  • Auran

    Gear
  • Ring of Protection: +2 This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
  • Ioun Stone: Pale blue rhomboid +2 enhancement bonus to Strength.
  • Boots of Skating: These boots allow the wearer to slide along the ground at will as if using the skate power.
  • Potions of Bull's Strength: Qty. 2 Duration: 8 minutes The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
  • Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

_________________
Sarcasm, just one more service that I offer.


Last edited by ginpu on Wed Jul 04, 2007 12:23 am; edited 3 times in total
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PostPosted: Sat Jun 30, 2007 8:39 pm    Post subject: Reply with quote

CHARACTER SHEET
    Basics
  • Name: Zotasu
  • Player: Durandal
  • Class & Level: 9HD Dragon/ Lvl 1 Psion
  • Alignment: LN
  • Size: Medium
  • Age: 6 years
  • Gender: Male
  • Race: Emerald Dragon
  • Deity: ??

    Attributes
  • Strength: 16 Ability Modifier: 3
  • Dexterity: 16 Ability Modifier: 3
  • Constitution: 19 Ability Modifier: 4
  • Intelligence: 20 Ability Modifier: 5
  • Wisdom: 17 Ability Modifier: 4
  • Charisma: 17 Ability Modifier: 3

  • Hitpoints: 104
  • Initiative: 5 dex mod+misc mod
  • Fly Speed: 150ft
  • Land Speed: 40ft
  • Burrow Speed: 5ft
  • Swim Speed: 60ft

  • Armor Class: 21 10+nat armor+dex mod+size mod
  • Touch AC: 13 10+dex mod+size mod
  • Flat-footed AC: 18 10+nat armor+size mod

    Saving Throws
  • Fortitude: 10 base save+con mod
  • Reflex: 9 base save+dex mod
  • Will: 12 base save+wis mod

    Attack & Weapon damage from primary attack gets full str mod added, secondary get half, rounded down
  • Base Attack Bonus: 9
  • Grapple: 12 base attack bonus+str mod+size mod
  • Attack: Bite - attack bonus +12, damage 1d8+3, crit 20, range 5ft.
  • Attack: Claw x2 - attack bonus +7/+2, damage 1d6+1, crit 20, range 5ft.
  • Attack: Wing x2 - attack bonus -3/-8, damage 1d4+1, crit 20, range 5ft
  • Attack: Cone of Keening Energy - damage 4d6, range 30ft., reflex DC 18
  • Ray: 13 base attack bonus+dex mod+size mod+feats vs target's touch AC. crit 20.

    Skills
    Trained Skills total number is ranks + ability modifier, and misc modifiers if applicable.
  • Concentration: 21
  • Diplomacy: 17
  • Escape Artist: 17
  • Knowledge (psionics): 10
  • Knowledge (local): 10
  • Listen: 18
  • Search: 17
  • Sense Motive: 18
  • Spot: 18
  • Psicraft: 7

    Untrained Skills these skills can be used untrained. Only the ability modifier applies.
  • Appraise: 5
  • Balance: 3
  • Bluff: 3
  • Climb: 3
  • Craft(____): 3
  • Disguise: 3
  • Forgery: 5
  • Gather Information: 5
  • Heal: 4
  • Hide: 3
  • Intimidate: 3
  • Jump: 3
  • Move Silently: 3
  • Survival: 3 (Synergy +2 following tracks)
  • Swim: 3
  • Use Rope: 3 (Synergy +2 for bindings)

    Special Abilities
  • Object Reading: At will 3x/day You can learn details of an inanimate object’s previous owner. Objects accumulate psychic impressions left by their previous owners, which can be read by use of this power. The amount of information revealed depends on how long you study a particular object.
  • Sonic Immunity
  • Discipline: Telapath A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

    Feats
  • Weapon Focus Ray You gain a +1 bonus on all attack rolls you make using the selected weapon. Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
  • Enlarge Power To use this feat, you must expend your psionic focus. You can alter a power with a range of close, medium, or long to increase its range by 100%. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level. Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected. Using this feat does not increase the power point cost of the power.
  • Psicrystal Affinity You have created a psicrystal.
  • Split Psionic Ray You can affect two targets with a single ray. To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power’s range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take. Using this feat increases the power point cost of the power by 2.
  • Psionic Meditation You can take a move action to become psionically focused.

    Languages
  • Draconic
  • Common
  • Elven
  • Auran
  • Aquan
  • Ignan

    Psion Powers
  • Power Points Per Day: 4
  • Powers Known: 3
  • Max Power Level: 1

  • 1st Level Powers - DC 16
  • Crystal Shard Upon manifesting this power, you propel a razor-sharp crystal shard at your target. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of piercing damage.
  • Far Hand You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range.
  • Charm, Psionic As the charm person spell, except as noted here. Augment - You can augment this power in one or more of the following ways. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above. If you spend 4 additional power points, this power’s duration increases to one day per level.In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

    Psicrystal
    A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand.
    Because it is an extension of its creator’s personality, a character’s psicrystal is in some ways a part of him. That’s why, for example, a psionic character can manifest a personal range power on his psicrystal even though normally he can manifest such a power only on himself.
    A psicrystal is treated as a construct for the purposes of all effects that depend on its type.
    A psicrystal grants special abilities to its owner, as shown on the Psicrystal Special Abilities table below. In addition, a psicrystal has a personality (being a fragment of the owner’s personality), which gives its owner a bonus on certain types of checks or saving throws, as given on the Psicrystal Personalities table below. These special abilities and bonuses apply only when the owner and the psicrystal are within 1 mile of each other.
    Psicrystal abilities are based on the owner’s levels in psionic classes. Levels from other classes do not count toward the owner’s level for purposes of psicrystal abilities.
    A psicrystal can speak one language of its owner’s choice (so long as it is a language the owner knows). A psicrystal can understand all other languages known by its owner, but cannot speak them. This is a supernatural ability.

    Attributes
  • Strength: 1 Ability Modifier: -5
  • Dexterity: 15 Ability Modifier: 2
  • Intelligence: 0 Ability Modifier: -5
  • Wisdom: 10 Ability Modifier: 0
  • Charisma: 10 Ability Modifier: 0

  • Hitpoints: 4
  • Initiative: 2 dex mod+misc mod
  • Land Speed: 30ft
  • Climb Speed: 20ft
  • Armor Class: 14 10+nat armor+dex mod+size mod
  • Touch AC: 14 10+dex mod+size mod

    Saving Throws
  • Fortitude: 10 base save+con mod
  • Reflex: 9 base save+dex mod
  • Will: 12 base save+wis mod

    Skills
    A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Spot, Listen, Move Silently, and Search. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.

    Psicrystal Special Abilities
  • Alertness The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
  • Improved Evasion If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
  • Personality Every psicrystal has a personality. See Psicrystal Personality, below.
  • Self-propulsion As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
  • Share Powers At the owner’s option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires. Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct).
  • Sighted Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet.
  • Telepathic Link The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.

    Personality
  • Nimble +2 bonus on Initiative checks.

    Spoken Language
  • Draconic

    Gear
  • Ring of Protection: +2 This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
  • Cognizance Crystal: 3PP StorageCognizance crystals store power points that psionic characters can use to pay for manifesting their powers. For more info: http://www.d20srd.org/srd/psionic/items/cognizanceCrystals.htm
  • Rope of Entanglement: A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check. The rope has AC 22, 12 hit points, and hardness 10, and it has damage reduction 5/slashing as well. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.
  • Potions of Fox's Cunning: Qty. 2 Duration: 8 minutes The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell’s effect do increase. This spell doesn’t grant extra skill points.
  • Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

_________________
Sarcasm, just one more service that I offer.


Last edited by ginpu on Tue Jul 10, 2007 5:42 pm; edited 4 times in total
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PostPosted: Sat Jun 30, 2007 9:41 pm    Post subject: Reply with quote

CHARACTER SHEET
    Basics
  • Name: Kalm
  • Player: BlackBlade
  • Class & Level: 9HD Dragon/ Lvl 1 Barbarian
  • Alignment: CN/CE
  • Size: Medium
  • Age: 3 years
  • Gender: Male
  • Race: Red Dragon
  • Deity: ??

    Attributes
  • Strength: 22 Ability Modifier: 6
  • Dexterity: 15 Ability Modifier: 2
  • Constitution: 19 Ability Modifier: 4
  • Intelligence: 15 Ability Modifier: 2
  • Wisdom: 13 Ability Modifier: 1
  • Charisma: 12 Ability Modifier: 1

  • Hitpoints: 131
  • Initiative: 2 dex mod+misc mod
  • Fly Speed: 150ft
  • Land Speed: 50ft
  • Burrow Speed: 0ft
  • Swim Speed: 0ft

  • Armor Class: 20 10+nat armor+dex mod+size mod
  • Touch AC: 12 10+dex mod+size mod
  • Flat-footed AC: 18 10+nat armor+size mod

    Saving Throws
  • Fortitude: 11 base save+con mod
  • Reflex: 7 base save+dex mod
  • Will: 6 base save+wis mod

    Attack & Weapon damage from primary attack gets full str mod added, secondary get half, rounded down
  • Base Attack Bonus: 10
  • Grapple: 16 base attack bonus+str mod+size mod
  • Attack: Bite - attack bonus +16, damage 1d8+6, crit 20, range 5ft.
  • Attack: Claw x2 - attack bonus +14/+12, damage 1d8+3, crit 20, range 5ft.
  • Attack: Wing x2 - attack bonus +10/+8, damage 1d4+3, crit 20, range 5ft.
  • Attack: Cone of Fire - damage 2d10, range 30ft., reflex DC 18

    Skills
    Trained Skills total number is ranks + ability modifier, and misc modifiers if applicable.
  • Appraise: 7
  • Bluff: 8
  • Climb: 8
  • Concentration: 12
  • Diplomacy: 7
  • Escape Artist: 8
  • Intimidate: 12
  • Jump: 16
  • Knowledge (Arcana): 5
  • Listen: 7
  • Search: 8
  • Sense Motive: 8
  • Spot: 7
  • Survival: 3 (Synergy +2 following tracks)
  • Use Magic Device: 4

    Untrained Skills these skills can be used untrained. Only the ability modifier applies.
  • Balance: 2
  • Craft(____): 2
  • Disguise: 3 (Synergy +2 to act in character)
  • Forgery: 2
  • Gather Information: 1
  • Heal: 1
  • Hide: 2
  • Move Silently: 2
  • Swim: 6
  • Use Rope: 2 (Synergy +2 for bindings)

    Special Abilities
  • Fire Immunity
  • Cold Vulnerability Some creatures have vulnerability to a certain kind of energy effect (typically either cold or fire). Such a creature takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
  • Fast Movement A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
  • Rage: 1x/day A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

    Feats
  • Multiattack The creature’s secondary attacks with natural weapons take only a -2 penalty.
  • Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
  • Improved Natural Attacks: Claws are now 1d8 Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category.
  • Combat Expertise When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

    Languages
  • Draconic
  • Common
  • Undercommon
  • Abyssal

    Gear
  • Ring of Swimming, Improved: As swimming, except it grants a +10 competence bonus on its wearer’s Swim checks.
  • Hide Armor: Slick and Shadow Properties Hide armor increases AC by 3. Slick - Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer’s Escape Artist checks. (The armor’s armor check penalty still applies normally.) Shadow - This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks. (The armor’s armor check penalty still applies normally.)
  • Circlet of Blasting: Minor On command, this simple golden headband projects a blast of searing light (3d8 points of damage) once per day.
  • Potions of Bull's Strength: Qty. 2 Duration: 8 minutes The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
  • Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

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Last edited by ginpu on Wed Jul 04, 2007 12:41 am; edited 2 times in total
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PostPosted: Sun Jul 01, 2007 11:36 pm    Post subject: Reply with quote

CHARACTER SHEET
    Basics
  • Name: Gale
  • Player: Godhand
  • Class & Level: 10HD Dragon/ Lvl 1 Swashbuckler
  • Alignment: CN
  • Size: Medium
  • Age: 18.5 years
  • Gender: Male
  • Race: White Dragon
  • Deity: ??

    Attributes
  • Strength: 16 Ability Modifier: 3
  • Dexterity: 18 Ability Modifier: 4
  • Constitution: 18 Ability Modifier: 4
  • Intelligence: 13 Ability Modifier: 1
  • Wisdom: 15 Ability Modifier: 3
  • Charisma: 10 Ability Modifier: 0

  • Hitpoints: 132
  • Initiative: 4 dex mod+misc mod
  • Fly Speed: 200ft
  • Land Speed: 60ft
  • Burrow Speed: 30ft
  • Swim Speed: 60ft

  • Armor Class: 23 10+nat armor+dex mod+size mod
  • Touch AC: 14 10+dex mod+size mod
  • Flat-footed AC: 19 10+nat armor+size mod

    Saving Throws
  • Fortitude: 12 base save+con mod
  • Reflex: 10 base save+dex mod
  • Will: 9 base save+wis mod

    Attack & Weapon damage from primary attack gets full str mod added, secondary get half, rounded down
  • Base Attack Bonus: 11
  • Grapple: 14 base attack bonus+str mod+size mod
  • Attack: Bite - attack bonus +15, damage 1d10+5, crit 20, range 5ft.
  • Attack: Claw x2 - attack bonus +10/+5, damage 1d6+1, crit 20, range 5ft.
  • Attack: Wing x2 - attack bonus 0/-5, damage 1d4+1, crit 20, range 5ft.
  • Attack: Cone of Cold - range 30ft., damage 2d8, reflex DC 19

    Skills
    Trained Skills total number is ranks + ability modifier, and misc modifiers if applicable.
  • Balance: 6
  • Bluff: 1
  • Concentration: 11
  • Diplomacy: 16
  • Escape Artist: 14
  • Intimidate: 10
  • Knowledge (nature): 8
  • Move Silently: 16
  • Sense Motive: 16
  • Tumble: 6

    Untrained Skills these skills can be used untrained. Only the ability modifier applies.
  • Appraise: 1
  • Climb: 3
  • Craft(____): 1
  • Disguise: 0
  • Forgery: 1
  • Gather Information: 0
  • Heal: 3
  • Hide: 4
  • Jump: 3
  • Listen: 3
  • Search: 1
  • Spot: 3
  • Survival: 3 (Synergy +2 for above ground only)
  • Swim: 3
  • Use Rope: 4 (Synergy +2 for bindings)

    Special Abilities
  • Bonus Feat Weapon Finesse, see below.
  • Fire Vulnerability: Some creatures have vulnerability to a certain kind of energy effect (typically either cold or fire). Such a creature takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
  • Immunity to Cold
  • Ice Walking: This ability is always active. This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy.

    Feats
  • Weapon FInesse: Bonus Feat from Class With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are always considered light weapons.
  • Weapon Focus: Bite You gain a +1 bonus on all attack rolls you make using the selected weapon.
  • Improved Natural Attacks: Bite Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category. Bite is now 1d10
  • Weapon Specialization: Bite You gain a +2 bonus on all damage rolls you make using the selected weapon.
  • Quicken Breath: Using your breath weapon is a free action. When you use this feat add +4 to the number of rounds you must wait again before using your breath weapon again.

    Languages
  • Draconic
  • Common
  • Abyssal

    Gear
  • Ring of Protection: +1 This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
  • +2 Studded Leather of Fire Resistance: 3AC A suit of armor with this ability normally has a reddish hue and often is decorated with a draconic motif. The armor absorbs the first 10 points of fire damage per attack that the wearer would normally take (similar to the resist energy spell).
  • Lens of Detection: This circular prism enables its user to detect minute details, granting a +5 bonus on Search checks. It also aids in following tracks, adding a +5 bonus on Survival checks when tracking. The lens is about 6 inches in diameter and set in a frame with a handle.
  • Potion of Eagle's Splendor: Qty. 2 Duration: 8 minutes The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase.
  • Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

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Last edited by ginpu on Thu Jul 05, 2007 8:54 pm; edited 2 times in total
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PostPosted: Tue Jul 03, 2007 12:37 am    Post subject: Reply with quote

CHARACTER SHEET
    Basics
  • Name: Rein
  • Player: Demecas
  • Class & Level: 9HD Dragon/ Lvl 1 Cleric of Tamara
  • Alignment: LG
  • Size: Small
  • Age: 4 years
  • Gender: Female
  • Race: Silver Dragon
  • Deity: Tamara

    Attributes
  • Strength: 15 Ability Modifier: 2
  • Dexterity: 15 Ability Modifier: 2
  • Constitution: 15 Ability Modifier: 2
  • Intelligence: 19 Ability Modifier: 4
  • Wisdom: 20 Ability Modifier: 5
  • Charisma: 18 Ability Modifier: 4

  • Hitpoints: 99
  • Initiative: 2 dex mod+misc mod
  • Fly Speed: 100ft
  • Land Speed: 40ft
  • Burrow Speed: 0ft
  • Swim Speed: 0ft

  • Armor Class: 21 10+nat armor+dex mod+size mod
  • Touch AC: 13 10+dex mod+size mod
  • Flat-footed AC: 19 10+nat armor+size mod

    Saving Throws
  • Fortitude: 9 base save+con mod
  • Reflex: 7 base save+dex mod
  • Will: 12 base save+wis mod

    Attack & Weapon damage from primary attack gets full str mod added, secondary get half, rounded down
  • Base Attack Bonus: 9
  • Grapple: 12 base attack bonus+str mod+size mod
  • Attack: Bite - attack bonus +12, damage 1d8+2, crit 20, range 5ft.
  • Attack: Claw x2 - attack bonus +10/+8, damage 1d4+1, crit 20, range 5ft.
  • Attack: Cone of Cold - range 20ft., damage 2d8, reflex DC 16
  • Attack: Cone of Paralyzing Gas - range 20ft., fortitude DC 16 or be paralyzed for 1d6+1 round.

    Skills
    Trained Skills total number is ranks + ability modifier, and misc modifiers if applicable.
  • Concentration: 23
  • Diplomacy: 14
  • Escape Artist: 6
  • Heal: 6
  • Jump: 9
  • Knowledge (history): 6
  • Knowledge (religion): 21 (Synergy +2 to turn undead)
  • Listen: 14
  • Search: 14
  • Sense Motive: 12
  • Spellcraft: 6
  • Spot: 12
  • Use Magic Device: 8

    Untrained Skills these skills can be used untrained. Only the ability modifier applies.
  • Appraise: 4
  • Balance: 2
  • Bluff: 4
  • Climb: 2
  • Craft(____): 1
  • Disguise: 4
  • Forgery: 4
  • Gather Information: 4
  • Hide: 8
  • Intimidate: 4
  • Move Silently: 2
  • Survival: 4 (Synergy +2 to tracking only)
  • Swim: 2
  • Use Rope: 2

    Special Abilities
  • Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
  • Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.
  • Deity, Domains and Domain Spells: Sun and Healing domainsA cleric chooses two domains from among those belonging to his deity. Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
  • Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
  • Chaotic, Evil, Good and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
  • Turn or Rebuke Undead: Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
  • Fire Vulnerability: Some creatures have vulnerability to a certain kind of energy effect (typically either cold or fire). Such a creature takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
  • Immunity to Cold
  • Immunity to Acid
  • Alternate Form A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
  • Cloud Walking: A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.

    Feats
  • Combat Casting: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
  • Maximize Spell: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.
  • Improved Natural Attack: Bite Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category. Bite is now 1d10
  • Multi-attack: The creature’s secondary attacks with natural weapons take only a -2 penalty.

    Languages
  • Draconic
  • Common
  • Elven
  • Sylvan
  • Celestial
  • Aquan

    Spells per day A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below). Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
  • Level 0: 3 DC: 15
  • Level 1: 3 DC: 16
  • Domain Level 1: 1 DC: 16
    Domain Spells are found here: http://www.d20srd.org/srd/spellLists/clericDomains.htm
    Regular Spells are found here: http://www.d20srd.org/srd/spellLists/clericSpells.htm

    Domain Granted Powers
  • Sun Domain: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
  • Healing Domain: You cast healing spells at +1 caster level.

    Gear
  • Ring of Protection: +3 This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
  • Heavy Mace of Icy Burst: Dmg. 1d8+str mod. +1d6 frost An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.
  • Bag of Tricks: Rust This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of a bag of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each. http://www.d20srd.org/srd/magicItems/wondrousItems.htm#bagofTricks Animals produced are always random, and only one may exist at a time. Up to ten animals can be drawn from the bag each week.
  • Potions of Owl's Wisdom: Qty. 2 Duration: 8 minutes The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owl’s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.
  • Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

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Last edited by ginpu on Wed Jul 04, 2007 12:49 am; edited 3 times in total
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PostPosted: Tue Jul 03, 2007 12:37 am    Post subject: Reply with quote

Adding Skill Synergies to everyone. Completely forgot about those.
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PostPosted: Wed Jul 04, 2007 12:51 am    Post subject: Reply with quote

Almost everyone has their gear.

I have not adjusted any skills or stats that the items may increase. I am leaving that to be figured out by you.

Rein's weapon is meant for elf form.

Kalm's armor is fit for a dragon.

The Haversack, you each get one, quite nice to pack things in. Especially with all that extra-dimensional space.
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PostPosted: Thu Jul 05, 2007 8:55 pm    Post subject: Reply with quote

Gale's armor is also fit for a dragon.

Everyone is done now. Perhaps we can proceed forward now?



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