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Dragons of Khur 5E


Morgrym

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Captain Maquesta Kar-Thon of The Perechon

N Female Half- Elf 

(Smuggler), Rogue (Swashbuckler) 9 / Fighter (Battle Master) 4

Age 82
Background Smuggler
Guilty Pleasure the chance to deflate someone’s ego
Adversary a master spy hunting for her, seeking revenge over a past assassination
Benefactor a magistrate named Lord Swindle kept you out of jail (in Flotsam) in exchange for valuable information of a powerful underground crime lord embedded at Flotsam

Str 13 (+1) 
Dex 19 (+4)
Con 18 (+4)
Int 14 (+2)
Wis 14 (+2)
Cha 18 (+4)

Speed 30 Darkvision 60 
Languages Trade Tongue, Elvish, Kalinese, Thieves Cant, Saifhum, Kothian, Ogre
Proficiency Bonus +5
Armor light
Weapons simple, hand crossbow, longsword, short sword, rapier
Tools Thieves’ tools, vehicles (water), navigator’s tools, gemcutting tools
Initiative +9

HD 9d8+4d10+78
HP  176

AC  19  (+4 +1 studded leather, +4 dex, +1 cloak)

Saves
+3 Str
+11 Dex*
+6 Con adv vs poison.
+9 Int*
+10 Wis*  adv vs charm, magic can't put to sleep
+6 Cha

Weapons
+11/+11 +2 cutlass 1d6+6 slashing (light, finesse) and +2 vicious dagger 1d4+6 piercing (light, finesse)
+2 light crossbow 1d8+6 (80/320)

Proficient Skills
+12 Athletics* exp
+10 Acrobatics*
+10 Deception*
+8 Insight*
+8 Investigation*
+8 Nature*
+13 Perception* exp
+10 Persuasion*
+10 Sleight of Hand*
+8 Survival*

Feats/Flaws
Tough
Skilled
Phobia (thanoi)
Alert  
Linguist
Athlete stand up 5 ft, climbing costs no extra movement, jump bonus
Resilient (wis)

Features
Fey Ancestry.  Adv saves vs charm & magic can’t put to sleep
Skill Versatility.  +2 proficient skills
Even I Get Boarded Sometimes.  All Perception and Investigation checks have disadvantage aboard the Perechon.  You have advantage on Perception and Investigation to notice or find hidden contraband on other water vessels. 
Expertise. 
Sneak Attack.  +5d6
Cunning Action.  Dash, Disengage, Hide
Uncanny Dodge.  Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack‘s damage against you.
Evasion.  Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fighting Style.  Two-weapon; add ability mod to offhand attack
Second Wind.  Bonus 1d10+4 1/short or long
Action Surge.  1/short or long
Combat Superiority.  4 d8’s per short rest, 3 man; DC 17
—Precision Attack
—Feinting Attack
—Pushing Attack
Student of War.

Attuned Magic Items
Stone of Good Luck
Brooch of Shielding (force resistance, no magic missiles)
Cloak of Protection

Equipment
Bag of holding
Folding boat
Lantern of Revealing
Periapt of Proof against Poison

 

malquesta2.png.dfc1e0feea2297f4a652dfc9857ab6dc.png

Edited by Morgrym (see edit history)
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  • 3 months later...
Posted (edited)

Abraxis Stormcrown 

male Nerakan human

(Mercenary Recruit) / Warlock 4 (Pact of the Storm Over Ansalon)

image.png.1c0c2a9bc0376a349a48948e9f5dc48c.png

Alignment LE

Age 29

Personality Trait When you stop training, you sign your own death notice.

Ideal  Ambition. I will make something of myself no matter what.

Bond I will become the greatest mercenary warrior ever.

Personality Flaw I do not trust easily and question anyone who attempts to give me orders.

Initiative +7

Inspiration 2

XPs 3855. +460

Str 18 Dex 14 Con 16 Int 10 Wis 14 Cha 20

HD 4 HP 46 / 46

AC 18

Saves +3 Str, +2 Dex, +3 Con, +0 Int, +4 Wis*, +7 Cha* 

Speed 30

Background Mercenary Recruit

Languages Trade Tongue, Nerakese

Tools game (Khas)

Weapons simple, great sword, pike, lance, great axe

Armor light (no armor worn)

 

Feats/Flaws

Piercer (human) 1/turn when you hit with attack the deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the targets.

Tough (dl)

Clumsy (flaw)

Weapon Master

Alert  you can't be surprised while conscious. other creatures don't gain adv on attack rolls against you as a result of being unseen

Shadow Touched

 

Skills

+6 Athletics*, +7 Deception*, +7 Intimidation*, +4 Perception*, +7 Persuasion*

 

Features

Theoretical Experience You have an encyclopedic knowledge of stories, myths, and legends of famous soldiers, mercenaries, and generals. Telling these stories can earn you a bed and food for the evening in taverns, inns, and alehouses. Your age or inexperience is endearing, making commoners more comfortable with sharing local rumors, news, and information with you.

Pact Magic  Pact of the Dragon (The Storm Over Ansalon), embedded a blue dragon scale into my chest as armor

Otherworldly Patron  Takhisis

Dragonkind Blue, Lightning, 5 by 30 ft. line

Armor of the Wrym At 1st level you gain a gift of draconic scales from your patron. Parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Breath of the Wyrm   Also starting at 1st level, you can borrow your patron's breath weapon. You have a pool of d6s that you spend to exhale the breath weapon. The number of dice in the pool equals 1 + half your warlock level, rounded down (2). As a bonus action, you can exhale this breath weapon in an area, spending dice from the pool to do so. The maximum number of dice you can spend at once equals your proficiency bonus + 1, divided by two, rounded down (1). Roll the dice you spend, add them together, and deal that much damage to each creature in the area. The area and the type of damage are determined by your dragon's entry on the Dragon Kind table. Your pool regains all expended dice when you finish a long rest. At 6th level the area of cone weapons increase by 5 feet and the length of line weapons increase by 10 feet. They increase again this way at 10th and 14th levels.

Eldritch Invocations (2) 

Devil's Sight 120

Armor of Shadows can cast mage armor at will, without expending a spell slot.

Pact of the Chain you learn find familiar (pseudodragon). Additionally, when you take the Attack action, you can forgo one of your own to allow your familiar to make one of its own with its reaction.

 

Spellcasting DC 15 spell attack +7 Slots per short rest: 2. Spells cast as 2nd level spells at 4th

Cantrips Known (3) eldritch blast, toll the dead, friends

1st-level spells known (3 known) witch bolt, chromatic orb, hex, find familiar (ritual), inflict wounds

2nd-level spells known (2 known) darkness, shatter, invisibility

 

Attuned Magic Items

Staff of Rats and Moons

Ring of Warmth -50 degrees FH tolerable, cold resistance. dark red iron ring

 

Equipment

light crossbow, 10 bolts, greatclub, dagger, explorer's pack, longsword, 5 darts, potion of healing, lance, pike, bag of holding, 90 gp, quarterstaff of dark walnut with rats and moons - staff of the rodent : strikes as magical, attune, wielder can speak with rats like speak with animals, 1/day summon a swarm of rats. 1 tiger eye worth 10 gp, 50 gp diamond for chromatic orb, 5 antitoxon, map of Taman Busuk,

Trinket a bag containing forty-seven humanoid teeth, one of which is rotten

 

Storm

female pseudodragon

tiny dragon

AC 13, HP 10, -2, Spd 15, fly 60 ft., Str 6 Dex 15 Con 13 Int 10 Wis 12 Cha 10

image.jpeg.a9c0b39c1ab9af5b7c399f8a2ff65790.jpeg

 

Skills: +3 Perception (advantage), +4 Stealth

blindsight 10, darkvision 60

understands Trade Tongue and Draconic, but can't speak

Magic Resistance advantage on saves vs spells and other magical effects. Abraxis gets this if Storm is within 10 feet

Limited Telepathy 100 ft. with Abraxis. Abraxis can see through Storm's eyes as long as they are within one mile

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 feet., one target. Hit: 1d4+2 piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4+2 piercing damage and the target must succeed on a DC 11 Con save or become poisoned for 1 hour. If the save fails by 5 for more, the target falls unconscious for the duration, or until it takes damage or another creature uses an action to shake it awake.

 

***

Torgon Stormcrown, Rogue of Eyes

younger brother of Abraxis, male Nerakan human

(Criminal) / Fighter 2 Rogue 2

 

image.png.85b05bd759877126ce0338a973ae619e.png

Alignment NE

Age 25

Personality Trait I am incredibly slow to trust. Those who seem the fairest often have the most to hide, four fingered hand

Ideal  Greed: I will do whatever it takes to become wealthy. (Evil)

Bond I will become the greatest thief that ever lived.

Flaw  When faced with a choice between money and my friends, I usually choose the money.

Criminal Specialty  Burglar

Proficiency Bonus +2

Initiative +7

Str 18 Dex 14 Con 16 Int 12 Wis 16 Cha 17

HD 4 HP 53 / 53

AC 15 (+3 chain shirt, +2 dex); 17 w/ shield.

Saves +6 Str*, +2 Dex, +5 Con*, +1 Int, +3 Wis, +3 Cha

Speed 30

Background Criminal

Languages Trade Tongue, Nerakese, Draconic, Thieves' Cant

Tool Proficiencies game (Khas), thieves tools, poisoner's kit, forgery kit

Weapons & Armor  All armor., shields, simple weapons, martial weapons

Inspiration 3

XPs 3855

 

Feats/Flaws

Prodigy (human) exp Perc

Tough (dl)

Abrasive Personality (flaw) You are difficult, overbearing and generally crass in social situations, causing others to dislike you. You suffer disadvantage on all Persuasion skill checks.

Poisoner creatures resistant to poison damage are not resistant to mine

Alert  you can't be surprised while conscious. other creatures don't gain adv on attack rolls against you as a result of being unseen

 

Skills

+6 Athletics*, +7 Deception*, +5 Intimidation*, +7 Perception* (exp) (advantage when relying on sight), +3 Persuasion (disadvantage), +4 Stealth*, +7 Survival*; (thieves tools +4 to pick locks/disarm traps)

 

Features

Criminal Contact  You have a criminal contact who acts like liaison of you to any network of criminals, and you have trustworthy and reliable contact from them. How to get the messages from your contact and also to your contact is well known to you. Even over great distances too you can get the messages. You know the corrupt caravan masters and also the local messengers and even seedy sailors who can able to deliver messages for you. My criminal contract is Lute the Pawn Broker in City of Neraka. Tacitus the seedy sailor smuggler.

Second Wind 1d10+2 hp bonus action 1/short rest

Fighting Style  Blind-Fighting. 10 foot blindsight range including invisible creatures

Expertise prof bonus doubled for Deception and Survival.

Sneak Attack 1/turn when have adv on attack using a finesse or ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Thieves Cant 

Action Surge 1 / short or long rest, one your turn, you can take 1 additional action.

Darkvision 120

Cunning Action  bonus action to Dash, Disengage, Hide each turn

 

Atunned Magic Items

robe of eyes  you see in all directions, adv on all Perception checks that rely on sight. Darkvision 120. You can see invisible objects or creatures, as well as see into the Ethereal Plane, out to a range of 120 feet.

 

Equipment

thieves tools, 9 doses Con DC 14 or 2d8 poison and be poisoned until the end of your next turn, burglar's pack, poisoner's kit, shield, chain shirt, longsword, club, shortsword, spear 20/60, dart 20/60, shortbow 80/320, 16 arrows, explorer's pack, 4 antitoxins, dagger, 15 gp, 56 gp, manticore spikes, forgery kit, +1 dagger, swirling gold wand of secrets, 11 doses of mushroom spore powder from barrel (potion of poison)

Trinket a crystal knob from a door

 

Captain Lewisgilt

Lady Kafa cleric of the Dark Queen.

Adrik Greyforge of the Zhakar

 

rat stone idol worth 50 gp

64 gp, 190 sp, silver dagger, gold ring with emerald worth 310 gp. 1 tiger eye worth 10 gp

manticore treasure: 2600 cp, 60 gp, 7 gemstones translucent white and blue moonstones worth 50 gp each

locked iron chest in bag: 150 gp, 5 50 gp zircons, potion of climbing

dagger with tip maybe ancient worth 100 gp

 

3 potions of greater healing 4d4+4

2 potions of poison (look/smells like potions of greater healing.

16 cp

Gessel the prisoner apothecary mage

Ratman treasure 1486 cp, 1301 sp, 85 gp, pair of dice made ivory worth 75 gp, locket made of onyx worth 25 gp, silk embroidered handkerchief worth 20 gp, couatl feather mask with 30 gp, soapstone pitcher worth 25 gp.

Cyclops treasure: 700 cp, 10000 sp, 1800 gp, 140 pp, 11 black onyx w/ 50 gp each, purple brain ring ring of mind shielding (a), +1 greataxe, eyes of charming (a)

 

 

 

 

 

Edited by Morgrym (see edit history)
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  • 2 weeks later...
Posted (edited)

 

Pitslang, Black Dragon

Adult black dragon (huge)

Black Dragon Personality Trait Collecting antiquates and learning why lost cultures vanished are as important to Pitslang as the call of Takhisis to fight in the War of the Lance

Ideal  Cunning. Destroying your foes without exposing yourself to danger is an art.

Innate Spellcasting save DC 16, 13th level caster; spell attack +8

cantrips at will: vicious mockery, true strike, infestation, shape water

1st level spells (4 slots / long rest) charm person, dissonant whispers, detect magic, detect poison and disease, create or destroy water

2nd level spells (3 slots / long rest) blindness/deafness, darkness, pass without trace, suggestion

3rd level spells (3 slots / long rest) tidal wave, dispel magic, tongues, plant growth

4th level spells (2 slots / long rest) locate creature, charm monster, blight

5th level spells (2 slots / long rest) dream, cloudkill, insect plague

6th level spells (1 slot / long rest) true seeing, legend lore

Appearance  Notably underweight

Mannerism  Absently chews on and picks at teeth with swords, spears, or lances

Bond  A nearby person intrigues me with fascinating questions and bizarre ideas (Mia)

Flaw / Secret  Another dragon has sworn to find and destroy me

Longterm Goal Establish a dynastic bloodline by producing young

Cross Scheme cause accidents and catastrophes

Lair Action Filth Burst

Features change shape, death throes

 

image.png.e5156c56a51c2c68e3ec6a2026780747.png

Edited by Morgrym (see edit history)
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Posted (edited)

Alhana Starbreeze, Princess of Silvanesti

LG female Silvanesti elf

(Noble), Fighter (Battle Master) 8 / Druid (Circle of Stars) 8

Alhanna_Starbreeze.webp.ece931299be9b035bff40120b6148f3f.webp

Str 14, Dex 14, Con 19, Int 14, Wis 18, Cha 18

HD 16

HP 212

AC 21 (+2 elven chain shirt, +2 shield)

Languages Elvish, Trade Tongue, Dwarven, Druidic, Sylvan

Weapons simple, martial

Armor all, all shields

Tools game (Khas), Herbalism Kit

Speed 40

Darkvision 60

Proficiency Bonus +5

Initiative +7

Saves

+7 Str*, +2 Dex, +10 Con*, +2 Int, +4 Wis, +4 Cha

Skills

+9 Animal Handling*, +7 Arcana*, +7 History*, +9 Insight*, +9 Medicine*, +9 Perception*, +9 Persuasion*, +9 Survival*

Feats

Skilled

Ritual Caster (ritual book: detect magic, identify, comprehend languages, augury, divination)

Phobia oozes

Magic Initiate (cleric) 2 cantrips, 1st heroism

Alert

Fey-Touched bless, misty step 1/day

Tough

Mobile after you attack a creature (hit or miss), you don't provoke from that creature for rest of your turn

Inspiring Leader 10 min w/ companions (<6) temp hp = 20, 1/short or long rest

 

Attacks

+10 / +10 +3 vorpal longsword 1d8+5, ignores resistance to slashing damage. nat 20 off with a head.

 

Druid Spellcasting +9, DC 17

Cantrips: true strike, spare the dying, guidance, dancing lights, produce flame, druidcraft, mending

1st (4 slots) cure wounds, healing word, absorb elements, jump, guiding bolt, (bless, heroism)

2nd (3 slots) protection from poison, gust of wind, summon beast, (misty step)

3rd (3 slots) revivify, aura of vitality, dispel magic

4th (2 slots) freedom of movement, locate creature

 

Features

Darkvision.

Keen Senses.

Fey Ancestry.

Trance.

Elf Weapon Training. 

Fighting Style.  Blind-Fighting

Second Wind.  1/short or long rest 1d10+8 hp as bonus action

Action Surge.  1/short or long, take an extra action on your turn

Combat Superiority.  5 man, d8 superiority die, DC 17

--Feinting Attack

--Evasive Footwork

--Rally

--Commanding Presence

--Ambush  spend 1 superiority die and add to Stealth or Initiative

Student of War.

Know Your Enemy.  1 minute observing: learn one: Str; Dex; Con; AC; current HP; Total class levels; Fighter levels

Cantrip.

Star Map.  can cast guiding bolt without expending a spell slot 5 times / long rest

Starry Form.  Spend use of Wild Shape. Archer: as a bonus action on subsequent turns make a ranged spell attack luminous arrow at target within 60, on a hit 1d8+4 radiant damage. Chalice: whenever you cast a spell using a slot that restores hp, you or another creature you choose within 30 feet of you regains 1d8+4 hp. Dragon: when you make an Int or Wis check or Con save to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10

Cosmic Omen.  reaction 5 times / long rest. roll a d6. Weal (even): when a creature you can see within 30 feet of you is about to make an attack roll, save, or ability check, you can use your reaction to roll a d6 and add the number rolled to the total. Woe (odd) same, but instead you can use your reaction to roll a d6 and subtract that number from the total

Attuned Magic Items

vorpal longsword

brooch of shielding  resistance to force damage, immune to magic missiles

amulet of health

Other Magic Items

Ring of Swimming (40)

Wand of Magic Detection

Wand of Secrets

Equipment

starjewel (druidic focus), diplomat's pack, longbow, quiver of 20 arrows, 3 potions of superior healing, map of Ansalon (in Elven), Khas game set, dagger, mess kit, elixir of health, FoWP silver raven, rod of lordly might

Edited by Morgrym (see edit history)
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Posted (edited)

Samar

LG male Silvanesti elf

(Soldier), Fighter (Eldritch Knight) 14

Str 18, Dex 14, Con 17, Int 19, Wis 16, Cha 10

HD 14

HP 191

AC 19 (+1 elven chain shirt, +1 shield)

Languages Elvish, Trade Tongue, Sylvan

Weapons simple, martial

Armor all, all shields

Tools cartographer's tools, smith's tools

Speed 30

Darkvision 60

Proficiency Bonus +5

Initiative +7

Saves adv vs charm

+8 Str*, +2 Dex, +8 Con*, +4 Int, +8 Wis*, +0 Cha

Skills

Acrobatics*, Athletics*, Insight*, Perception*, Survival*

Feats

Tough

Sentinel

Flaw abrasive personality

Observant

Alert

Sharpshooter

Resilient (wis)

Elven Accuracy

Slasher

 

Attacks

+11 / +11 / +11 +2 longsword 1d10+6 (two-handed), versatile, slasher, sentinel, elven accuracy

+9 / +9 / +9 +2 longbow  1d8+4, sharpshooter

 

Spellcasting (Int) +9, DC 17, spells known: 10

Cantrips: true strike, dancing lights, mage hand, message, mending

1st (4 slots) shield, absorb elements, alarm, detect magic

2nd (3 slots) hold person, arcane lock, warding wind, mind spike

3rd (2 slots) counterspell, tongues

 

Features

Darkvision.

Keen Senses.

Fey Ancestry.

Trance.

Elf Weapon Training. 

Fighting Style.  Protection

Second Wind.  1/short or long rest 1d10+14 hp as bonus action

Action Surge.  1/short or long, take an extra action on your turn

Cantrip.

Extra Attack x2.

Indomitable x2. 2 per long rest

Weapon Bond.

War Magic.  when you use your action to cast a cantrip, you can make one attack as a bonus action

Eldritch Strike.  when you hit with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn

 

 

 

 

Edited by Morgrym (see edit history)
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Posted (edited)

Lucien of Takar, male half ogre, Black Dragonarmy Highlord

(Arena Fighter), Fighter 16 (Champion)

Str 25, Dex 14, Con 20, Int 11, Wis 14, Cha 16

Size Medium Speed 30 Languages Ogre, Trade Tongue

Initiative +7

Background Arena Fighter

Tools Herbalism kit, vehicles (water)

Proficiency Bonus +5

HP 243

HD 16 (durable)

AC 21 (+2 plate, defense)

Saves  adv vs spells

+10 Str*, +2 Dex, +10 Con*, +0 Int, +2 Wis, +3 Cha

Feats

Tough

Athlete  standing up takes 5 ft movement, climbing doesn't cost you extra movement, you can make a running long or high jump after moving only 5 feet on foot

Alert

Durable

Great Weapon Master -5/+10

Mounted Combatant

Mobile

Eldritch Adept  devilsight

 

Attacks

+9 / +9 / +9 / +9 +2 greatsword 18-20, 2d6+19

+8 / +8 / +8 / +8 +1 longbow 1d8+3 150/600

 

Skills

+12 Athletics*, +8 Deception*, +7 Insight*, +8 Intimidation*, +7 Perception*

Features

Darkvision. 60

Ogre Toughness.

Natural Athlete. You gain proficiency in the Athletics skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Great Weapon Fighting.  when you roll a 1 or 2 on a damage die with a weapon wielded in two hands, you may reroll and must keep the reroll.

Second Wind. bonus action 1d10+16 1/short or long rest

Action Surge. on your turn, you can take one additional action

Superior Critical.  your weapon attacks critical on 18-20

Bonus Fighting Style.  Defense +1 AC

Remarkable Athlete.  add +3 to any Str, Dex, or Con check you make that doesn't already use your prof bonus. when you make a running long jump, the distance you can cover increases by a number of feet equal to your Str mod

Extra Attack x4.

Indomitable x2.

 

Attuned Magic Items

mantle of spell resistance

belt of fire giant strength  25

necklace of adaptation

Other Magic Items

potion of invulnerability

potion of speed

Black Dragon Highlord Helm immune to frightened condition, adv Intimidation checks

 

 

Edited by Morgrym (see edit history)
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  • 1 month later...

Abraxis Stormcrown of the Blue Dragonarmy  LE male Nerakan human (Mercenary Recruit) / Warlock 4

Storm  LE tiny dragon familiar Pseudodragon

Torgon Stormcrown, Rogue of Eyes  NE male Nerakan human (Criminal) / Fighter 2 Rogue 2

 

Age  Storm 131, Abraxis 29, Torgon 25

Initiative  +7 Abraxis, +7 Torgon, +2 Storm

Inspiration Points  Torgon 3, Abraxis 2

Passive Investigation  Torgon 11, Abraxis 10, Storm 10

Passive Perception Torgon 17, Abraxis 14, Storm 13

Passive Stealth Storm 13, Torgon 12, Abraxis 12

Strength  Abraxis 18, Torgon 18, Storm 6

Dexterity  Storm 15, Abraxis 14, Torgon 14

Constitution  Abraxis 16, Torgon 16, Storm 13

Intelligence  Torgon 11, Abraxis 10, Storm 10

Wisdom Torgon 16, Abraxis 14, Storm 12

Charisma Abraxis 20, Torgon 17, Storm 10

 

 

1st level rogue / 1st level fighter Alexander age 17 +30 gp, Mishka age 15 +40 gp (brother and sister), CN, leather armor, scimitars

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