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  • 4 weeks later...

 

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Braz'i looked at the Bravos curiously. What was next?

"I am ready," he said simply. He knew no other way.

OOC

Action 1:

Action 2:

Action 3:

Reaction:
 

Stat Block

Braz'i the BeaterBard 9


N, Small, Halfling, Wildwood Halfling, Humanoid

Perception +16;
Languages Common, Halfling
Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14
Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4
Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language


AC 27; Fort +15, Ref +18, Will +19; Resolve
HP 96


Speed 30 feet
Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B
Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P
Halfling Luck action_free.png
Bon Mot action_single.png
Folding Drums action_single.png
Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility Sphere, Fear (H+2) (3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn
Focus Spells (3 points) Counter Performance action_reaction.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage action_single.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Lingering Composition action_free.pngYou add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
Dirge of Doom action_single.pngArea 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area.
Inspire Heroics action_free.pngYou call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.
Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling
Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells

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  • 1 month later...
[fieldset="[IMG]https://solorunstudio.com/wp-content/uploads/2021/01/Kyros-pawn.jpg[/IMG]"] Kyros enjoys the daikada sessions with Senyo, happy to find a kinder tradition of combining dance and battle than the often bloody 'sport' of Chelaxian bull fights. More than that, he just likes to dance, and the elf is a capable opponent even if she can't quite keep up. As for the children, he tries to stay good-natured about the fire and spice. If they learn he's not frightening perhaps the Ekujae children will have a better view of tieflings when they grow up. Still, he is ready to return to Breachill when Garion and Kuz bring it up. "[COLOR="Navy"][B]It'll be nice to get back to colder weather. And we oughta see what's going on with that Triad thing.[/B][/COLOR]" he replies. [/fieldset] [URL="https://www.myth-weavers.com/sheet.html#id=2451642"]Kyros | Swashbuckler 9 | AC 27, Fire Resistance 5 | HP 123 | Percep +14 | F +14 R +19 W +14 | SPD 30 ft. (45 w/ panache) | Focus 1/1[/URL]
[IMG]https://solorunstudio.com/wp-content/uploads/2021/01/Kyros-pawn.jpg[/IMG]
Kyros enjoys the daikada sessions with Senyo, happy to find a kinder tradition of combining dance and battle than the often bloody 'sport' of Chelaxian bull fights. More than that, he just likes to dance, and the elf is a capable opponent even if she can't quite keep up. As for the children, he tries to stay good-natured about the fire and spice. If they learn he's not frightening perhaps the Ekujae children will have a better view of tieflings when they grow up. Still, he is ready to return to Breachill when Garion and Kuz bring it up. " It'll be nice to get back to colder weather. And we oughta see what's going on with that Triad thing. " he replies.
Kyros | Swashbuckler 9 | AC 27, Fire Resistance 5 | HP 123 | Percep +14 | F +14 R +19 W +14 | SPD 30 ft. (45 w/ panache) | Focus 1/1

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Kyros enjoys the daikada sessions with Senyo, happy to find a kinder tradition of combining dance and battle than the often bloody 'sport' of Chelaxian bull fights. More than that, he just likes to dance, and the elf is a capable opponent even if she can't quite keep up. As for the children, he tries to stay good-natured about the fire and spice. If they learn he's not frightening perhaps the Ekujae children will have a better view of tieflings when they grow up. Still, he is ready to return to Breachill when Garion and Kuz bring it up. "It'll be nice to get back to colder weather. And we oughta see what's going on with that Triad thing." he replies.

 

Edited by Dax Thura (see edit history)
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Back at Akrivel, Garion is retelling stories of their adventures, in Elven, "...and there was this vrock that almost ate me ... and we made friends with a hell hound ... and a dragon who also didn't eat me!" He takes a breath and adds, "More importantly, the forest is finally safe from the cultists."

After days of celebrations, involving lots of hunting, and lots of eating, Garion looks to the others, "Is it time for us to head back to Breachill?"

Dice Roll Testing
[roll=Searing Light (3rd level) vs xxx]1d20+16z[/roll]
[roll=Fire Damage]5d6z[/roll]
[roll=Good Damage + Dangerous Sorcery]5d6+3z[/roll]

Searing Light

Fire Damage

Good Damage

 

Garion | Gnome Sorcerer 8 | AC 23 | HP 90/80 | Per +14 | F:+14, R:+12, W:+14 | Speed 25' | Focus 2/2 | Spells -/4/4/4/4

Edited by ScottGell (see edit history)
Name
Searing Light
33
1d20+16 17
Fire Damage
13
5d6 1,3,2,5,2
Good Damage
22
5d6+3 4,4,5,4,2
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image.jpeg.6cfbd7c1215120490322be7e97adff73.jpegimage.jpeg.09072bab2d0d51f2b69cfa92c001a546.jpeg

Kuz'Arak is happy to lend wisdom to Jhasi and the twin leopards as often as he is asked. It reminds him of long ago when he sat on councils in his own home. Though his failings in his own home are brought back to him through the missives he receives. The ruthless civil war between the Iruxi tribes of his home region continues to war on. The reason he left his home, and a promise he made to himself to not return till the fighting was done prompts him to agree with Garion "Though our time here has been a blissful respite following the destruction of the cult, I would have to agree with you. Let us prepare ourselves for the journey back to breachill and the citadel. With all the work we had set about before leaving, it must be more and more a worthy place to call home"

Actions

 

Kuz'Arak

Bul'Ro

Remaining Vital Beacon

4d10

4d8

4d6

4d4

Kuz'Arak |Lizardfolk Druid 8 | AC 26 (28) | HP 88 | Per +16|Speed 25 | Fort: 14 Ref: 16 Will: 16

Bul’Ro | animal companion 8 | AC 26 | HP 86 | Per +15 | Speed 40 | Fort: 16 ;Ref: 18 Will: 15

Edited by Nwise (see edit history)
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Drasil grinningly accompanies the hunting parties, but always makes sure he sets aside time to socialize with the Bravos. Ash he told Wise Arak, he knows this place will never truly be his. One night by the cooking fire he politely puts turns down Maukko's expressions of interest. In a moment of candid lucidity he explains that he joined the Forlorn long ago. As much as he enjoys her company, his heart lacks the strength for anything more. He doesn't smile for the rest of the night, but by morning has returned to his smiling self.

"Quite so Garion. Let's see what has become of Breachhill in our absence." He clutches his holy symbol of Desna, ready for the Phantom in the Gate, should it appear.

Drasil | Elf Fighter 9 | AC 28(26 while raging with weapon)(27 without oversized weapon) | HP 114/114 +0 temp| Percep +15 (+17 init) | Speed 35' |

Edited by Mathota
getting used to the new toolkit (see edit history)
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Kuz'Arak approaches Nketiah after first discussing the idea of an envoy from the Ekujae with Jahsi and the Twin Leopards "Nketiah, I have taken council with the twin leopards and they agree that it would be good for our small band of adventurers to maintain an envoy between Breachill and the Ekujae. I have given it much thought and believe that you would be a good selection for this position. I have discussed it with the Bravos, and they all agree. We are making preparations to return soon, and I would like to offer for you to come with us. Obviously you would be able to return home easily with the Aiudara gates making a quick trip between here and there. I will give you time to think on it, but leave yourself time to prepare if you plan on coming with. We leave two.... Maybe three days hence, depending on how difficult it is to tear Garion away from his band of fans that he seemingly has cultivated amongst the elves here"

Kuz'Arak nods, holding up a hand if they attempt to answer immediately "Please, think on it. Even if your mind feels made up, it is no easy task to leave ones home..." Kuz'Arak leaves her to make her decision and begins making preparations himself to depart back to Breachill.

Actions

 

Kuz'Arak

Bul'Ro

Remaining Vital Beacon

4d10

4d8

4d6

4d4

Kuz'Arak |Lizardfolk Druid 8 | AC 26 (28) | HP 88 | Per +16|Speed 25 | Fort: 14 Ref: 16 Will: 16

Bul’Ro | animal companion 8 | AC 26 | HP 86 | Per +15 | Speed 40 | Fort: 16 ;Ref: 18 Will: 15

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Kuz'Arak smiles as she accepts his invitation "Now before you venture on to breachill, we should make our way back to ensure that the spirit of Dahak is no longer a danger. We will go through the gate and return to let you know it is safe to come back"

 

Actions

 

Kuz'Arak

Bul'Ro

Remaining Vital Beacon

4d10

4d8

4d6

4d4

Kuz'Arak |Lizardfolk Druid 8 | AC 26 (28) | HP 88 | Per +16|Speed 25 | Fort: 14 Ref: 16 Will: 16

Bul’Ro | animal companion 8 | AC 26 | HP 86 | Per +15 | Speed 40 | Fort: 16 ;Ref: 18 Will: 15

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Initiative

(ok I gues that worked but I'm still figuring out the roller)

Actions

 

Kuz'Arak

Bul'Ro

Remaining Vital Beacon

4d10

4d8

4d6

4d4

 

Kuz'Arak |Lizardfolk Druid 9 | AC 27 (29) | HP 98 | Per +17|Speed 25 | Fort: 15 Ref: 17 Will: 17

Bul’Ro | animal companion 9 | AC 27 | HP 96 | Per +16 | Speed 40 | Fort: 17 Ref: 19 Will: 16

Edited by Nwise (see edit history)
Name
Roll
SyntaxError: Unexpected token initiative
1d20+17 initiative
Initiative
SyntaxError: Unexpected token 1d20
roll 1d20+17
Initiative
34
1d20+17 17
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"Yes Mauuko... too short, even for Us." the flirtation between him and the other elf has been obvious, and if ask, Drasil will make no secret as to the why he broke things off, though they may not know the meaning of Forlorn.

initiative

"What's that specter? Cries in the night? We don't fear you. No here or anywhere. I craft your bones into jewelry. you are a Novelty on the plane. Get back! Back!"

Drasil | Elf Fighter 9 | AC 28(26 while raging with weapon)(27 without oversized weapon) | HP 114/114 +0 temp| Percep +15 (+17 init) | Speed 35' |

Name
initiative
32
1d20+17 15
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ao2ycQx.jpg?1

Braz'i gulped at the sight of Dahak and reached for his drums...

 

OOC

Action 1:

Action 2:

Action 3:

Reaction:
 

Stat Block

Braz'i the BeaterBard 9


N, Small, Halfling, Wildwood Halfling, Humanoid

Perception +16;
Languages Common, Halfling
Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14
Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4
Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language


AC 27; Fort +15, Ref +18, Will +19; Resolve
HP 96


Speed 30 feet
Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B
Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P
Halfling Luck action_free.png
Bon Mot action_single.png
Folding Drums action_single.png
Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility Sphere, Fear (H+2) (3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn
Focus Spells (3 points) Counter Performance action_reaction.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage action_single.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Lingering Composition action_free.pngYou add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
Dirge of Doom action_single.pngArea 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area.
Inspire Heroics action_free.pngYou call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.
Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling
Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells

Name
initiative
35
1d20+16 19
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Kuz'Arak prays to the gods of the mwange for protection, invoking the lands that the bravos so recently helped cleanse of Dahak's evil taint. He invokes the name of Apsu, knowing the 2 are mortal enemies.
Religion 22 (if fail; hero point. Rolled 21)
 

Actions

 

Kuz'Arak

Bul'Ro

Remaining Vital Beacon

4d10

4d8

4d6

4d4

Kuz'Arak |Lizardfolk Druid 8 | AC 26 (28) | HP 88 | Per +16|Speed 25 | Fort: 14 Ref: 16 Will: 16

Bul’Ro | animal companion 8 | AC 26 | HP 86 | Per +15 | Speed 40 | Fort: 16 ;Ref: 18 Will: 15

Edited by Nwise (see edit history)
Name
Religion
22
1d20+15 7
Religion Hero point if needed
21
1d20+15 6
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Brandishing a small wooden butterfly, Drasil tries to Ward of the Phantasm. Passionately, he prays.

"Mother Moon, Shed you light on upon this dark path."
Religion - Master
"Wanderer, Bless us so that we may travel without fear."

Religion - Master
"Dreamkeeper, Desna, Banish this nightmare that befalls us, so we may know a better Dream."
Religion - Master

Drasil | Elf Fighter 9 | AC 28(26 while raging with weapon)(27 without oversized weapon) | HP 114/114 +0 temp| Percep +15 (+17 init) | Speed 35' |

Name
Religion - Master
35
1d20+17 18
Religion - Master
21
1d20+17 4
Religion - Master
26
1d20+17 9
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Braz'i was confident in the elf warriors convictions and connection to his goddess. Just to be on the safe side though, as Braz'i had seen things go wrong too often in his life, he beat out an intimidating beat on his drums to accompany the prayers of his companion.

 

OOC

Action 1: Dirge of doom

Action 2: Ready an action to cast dispel magic if needed

Action 3:

Reaction:
 

Stat Block

Braz'i the BeaterBard 9


N, Small, Halfling, Wildwood Halfling, Humanoid

Perception +16;
Languages Common, Halfling
Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14
Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4
Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language


AC 27; Fort +15, Ref +18, Will +19; Resolve
HP 96


Speed 30 feet
Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B
Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P
Halfling Luck action_free.png
Bon Mot action_single.png
Folding Drums action_single.png
Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (3 slots); 3rd Slow ☆, Invisibility Sphere, Fear (H+2) (3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn
Focus Spells (3 points) Counter Performance action_reaction.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage action_single.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Lingering Composition action_free.pngYou add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
Dirge of Doom action_single.pngArea 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area.
Inspire Heroics action_free.pngYou call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.
Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling
Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells

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Kyros stands by the Bravos and tries to mirror their bravery in the face of the horrible remnant of Dahak.

 

Roll Init

 

Arriving on the other side of the gate, he does his best to ignore the sheen of cold sweat that covered him. He calls out "You forget us already, friends? We weren't gone that long, were we?"

Kyros | Swashbuckler 9 | AC 27, Fire Resistance 5 | HP 123 | Percep +14 | F +14 R +19 W +14 | SPD 30 ft. (45 w/ panache) | Focus 1/1

 

Edited by Belabras (see edit history)
Name
Roll
23
1d20+14 9
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