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Character Sheets - OG Myth-Weavers

The document contains user notices for logging into the Myth-Weavers site, including associated email addresses and information about the automatic archival of games. It features character sheets for various characters from a game, detailing their attributes, skills, and equipment. Additionally, it includes a character profile for Ivy Thornblade, a Ranger, with extensive details on her abilities, traits, and equipment.

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0% found this document useful (0 votes)
12 views2 pages

Character Sheets - OG Myth-Weavers

The document contains user notices for logging into the Myth-Weavers site, including associated email addresses and information about the automatic archival of games. It features character sheets for various characters from a game, detailing their attributes, skills, and equipment. Additionally, it includes a character profile for Ivy Thornblade, a Ranger, with extensive details on her abilities, traits, and equipment.

Uploaded by

gtxwtp8hkn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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OG Myth-Weavers

User CP Site Tools Wiki Games Sheets Help MW (new site)Vittorio the Red 5:53am

Notices

Hey Vittorio the Red , having trouble logging into your https://www.myth-weavers.com because we now use email? The email address we have
on record for you is [email protected] .

Failing that, it may be another email you've used in the past. Here's a list of emails associated with your account:
[email protected]

Automatic archival of games has been disabled and will remain off when OGMW transitions to read-only status in April 2024. If you
have any issues with archival, contact Eric for assistance.

OG Myth-Weavers> Games> Dragons of Khur Character Sheets

Character Sheets Reply

Scrubby Jun 2 '23, 2:22am


Great Wyrm
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Character Sheets

character sheets

Roach

http://

(Murderer) / Barbarian 2

Status Symbol bugs in a bag kept for snacking


Emre Mount "Lunch"
Emre Mount Trait loves lemons and poops a lot
Trinket a glass vial filled with emre nail clippings
Favorite Scheme cheats at games of chance
Background Murderer
Tool Proficiencies Painter's supplies (war paint)
Personality Trait flashing big smile sometimes get me out of trouble
Ideal greed
Bond mama gave me old brass lamp. I polish it every night before going to sleep
Flaw it not stealing if nobody realize it gone
Languages Goblin, Trade Tongue
Age 12
Height / Weight 3' 10", 75 lbs.
Speed 30
Armor Proficiency light, medium, shields
Weapon Proficiency simple, martial
Proficiency Bonus +2
Initiative +5
Inspiration 2
Experience 553

Str 16 Dex 18 Con 18 Int 9 Wis 16 Cha 14

HP 30
HD 2

AC 18

Saves
+5 Strength (advantage when raging)
+4 Dexterity (advantage if you can see)
+6 Constitution
-1 Intelligence
+3 Wisdom
+2 Charisma

Attacks
+5 battleaxe 1d8+3 slashing; versatile 1d10+3 slashing (plus +2 when raging, +2 if using fury of the Small)

Skills
Animal Handling*
Athletics*
Deception*
Intimidation*
Perception*
Sleight of Hand*
Stealth*

Feats/Flaws
Not the Brightest Torch -3 intelligence
Skilled
Tough

Features
Ruthless Strike. In the first round of combat if you have successfully concealed a weapon by making a (retroactive if
necessary) Dexterity (Sleight of Hand) check, you gain advantage on your first attack roll as long as it is made before
the next round. If this attack hits a creature that was unaware of the weapon it is a critical hit (if you roll a natural
critical hit you deal double your proficiency bonus in extra damage).
Darkvision. 60
Fury of the Small. When you damage a creature with an attack or spell and the creature's size is larger than yours,
you can cause the attack or spell to do extra damage to the creature. The extra damage your level 2. Once you use this
trait, you can't use it again until you complete a short or long rest.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Rage. Advantage on Strength checks and saves, Rage damage +2, resistance to bludgeoning, piercing, slashing; lasts
1 minute or ends early if you are bonus action to rage or end rage. 2 rages per long rest
Reckless Attack. When you make your first attack on your turn, you can be reckless giving you advantage on melee
weapon attack rolls using Strength, but attack rolls against you have advantage until your next turn.
Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier +
your Constitution modifier.
Danger Sense. you have advantage on Dex saves against effects that you can see, such as traps and spells. To gain
this benefit, you can't be blinded, deafened, or incapacitated

Equipment
Painter's supplies, trophy (severed hobgoblin tongue), old brass lamp, dagger, 10 gp, 4 javelins, greataxe, emre (Lunch)
mount

200 silver
20 gold
1 10 gp agate

"Lunch" loves lemons and poops a lot

http://

***********************************

Breene Dragonfly & "Sage"

http://

(Castaway) / Sorceress 2

Alignment CG
Trinket a tiny sketch portrait of a goblin ("Roach")
Emre Mount Sage (white feathered)
Emre Traitsturdy legs (advantage on Strength saving throws against being knocked prone)
Background Castaway (washed up on shore from Zeboim's Deep as a baby, recused by kender)
Tool Proficiencies Herbalism kit, vehicles (water), thieves' tolls
Languages Kenderspeak, Trade Tongue, Goblin
Arcane Origin your power arises from your family's bloodline, and you are related to some powerful creature,
inheriting a blessing
Reaction your powers are seen as a great blessing by those around you, and hope you use them in service to
community
Supernatural Mark your eyes are copper
Sign of Sorcery if you are standing when you cast a spell, you rise six inches into the air and gently float back down
Speed 30
Age 23
Armor Proficiency none
Weapon Proficiency daggers, darts, slings, quarterstaffs, light crossbow, hoopak
Proficiency Bonus +2
Initiative +3
Inspiration 2
Experience 400

Str 10 Dex 16 Con 12 Int 12 Wis 12 Cha 16

HP 14 (2d6+2)
HD 2

AC 13

Saves
+0 Strength
+3 Dexterity
+2 Constitution*
+1 Intelligence
+1 Wisdom (adv vs frightened)
+5 Charisma*

Skills
+3 Animal Handling*
+2 Athletics*
+5 Deception*
+3 Insight* (disadvantage to see through deceptions)
+7 Persuasion* (exp) (prodigy feat)
+3 Religion*
+5 Sleight of Hand*
+5 Stealth*
+3 Survival*

Feats/Flaws
Naive
Prodigy
Skilled

Features
Cantrips. 4 from sorcerer list: light, acid splash, infestation, friends
Fearless. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When
you fail a saving throw to avoid or end the frightened condition on yourself, you can choose to succeed instead. Once
you succeed on a saving throw in this way, you can't do it again until you finish a long rest.
Kender Aptitude.
Kender Grab Pouch. 1/day
Font of Magic. Sorcery Points 2
Survivor. You can conserve rations and water. If needed, you can easily survive on half the normal rations and water. If
you are in the wilderness you do not empty your waterskin and you create two rations per day if you are traveling no
faster than a normal pace.
Spellcasting.
Taunt. As a Bonus Action, you can unleash a string of provoking words as a creature within 60 feet of yourself that can
hear and understand you. The target must succeed on a Wisdom saving throw, or it has disadvantage on attack rolls
against targets other than you until the start of your next turn. The DC = 8 + your proficiency bonus plus your
Charisma modifier (DC 13). You can use this Bonus Action a number of times equal to your proficiency bonus, and you
regain expended uses when you finish a long rest.

Spellcasting +5 spell attack; DC 13


catnips: light, acid splash, infestation, friends
1st level spells (3 slots per long rest) chaos bolt, shield, detect magic

Equipment
a small knife, a set of common clothes, herbalism kit, a pouch containing 10 gp, a potion of healing,, kender grab
pouch, herbalism kit, thieves tools, emre ("Sage") mount, light crossbow, 10 bolts, 5 darts, 2 daggers

200 silver
20 gold
Quote Reply top
Last edited by Scrubby; Jul 4 '23 at 9:37pm.

Vittorio the Red Jun 11 '23, 3:21am


Keeper of Bastion
Report Edit Reply

Ivy Thornblade
Sikk’et Hul Freedom Fighter

http:// upload image url

N, Female, Goblin (Gurik Cha’ahl), (Marine) Ranger 6 (Hunter)


Experience Points: 21268/23000
Age: 13 Ht: 3’8” Wt: 55 Skin: Green Eyes: One blue, one red
Feature: STEADY- Can move twice the normal amount of time (up to 16 hrs) each day before being subject to effects
of forced march
Trait: I’m haunted by memories of war. I can’t get the images out of my mind
Ideal: My city, nation, and people are all that matters to me
Bond: Those who fight beside me are those worth dying for
Flaw: I have little respect for anyone who is not a proven warrior
View of the World: Walls are for cowards, who huddle behind them while others do the work of making the world safe
Homelands: As part of a group of nomads, I acquired the skills necessary for surviving in the desert.
Sworn Enemy: My forebears fought the ogres and so shall I
Languages: Common, Goblin, Kenderspeak, Ogre, Giant
Proficiencies: Water Vehicles, Land Vehicles, Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons

Proficiency Bonus: +3
Inspiration: 4
Hit Die: 6d10
Maximum Hit Points: 78
Current HP 78
Temporary HP:
Armor Class: 18/19 (+4 Dex, +4 +3 Leather) (+1 dual wielder)
Initiative: +9 (advantage when holding Rod)
Speed: 35, swim 35, climb 35

STR: 12 +1
DEX: 18 +4 (+2 racial)
CON 16 +3 (+1 racial)
INT: 13 +1
WIS: 16 +3
CHA: 10 +0

Saves (advantage to saves vs spells)


Strength +4
Dexterity +7
Constitution +3
Intelligence +1
Wisdom +3
Charisma +0

Skills
Acrobatics +4
Animal Handling +6
Arcana +1
Athletics +4
Deception +0
History +1
Insight +3
Intimidation +0
Investigation +1
Medicine +3
Nature +1
Perception +6 (advantage when holding Rod)
Performance +0
Persuasion +0 (disadvantage)
Religion +1
Sleight of Hand +4
Stealth +7
Survival +9 (canny)

Weapon Attacks
+3 Moonsickle +7 1d4+4 (attuned, magical silver slashing, light) gain +3 to spell attack rolls with Ranger spells, as
well saving throw DC’s. Can use as Spellcasting focus for Ranger spells. When I cast a spell that restores hit points, I
can roll a d4 and add to number of hit points restored.
(2) Shortsword +7 1d6+4 (piercing,finesse,light)
Shortbow +7 1d6+4 (piercing, ammo, 80/320, two-handed)
(Quiver- 20)
3 Javelins
+2 Handaxe +6/+6 1d6+3 (magical slashing, light, thrown, 20/60)

Racial & Class Features and Abilities


Racial Ability Score Increase +2 DEX, +1 CON
Size Small
Flaw: Abrasive Personality You are difficult, overbearing and generally crass in social situations, causing others to
dislike you. You suffer disadvantage on all Persuasion skill checks.
Flaw Feat: Dual Wielder You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. You can draw
or stow two one-handed weapons when you would normally be able to draw or stow only one.
Darkvision: Can see in dim light within 60ft of me as if it were bright light, and in darkness as if it were dim light. Can
discern color, only shades of gray
Fury of the Small: When I damage a creature with an attack or a spell and the creatures size is larger then me, I can
cause attack or spell to deal extra damage equal to my level. Can use this ability once a short or long rest.
Nimble Escape: I can take the Disengage or Hide action as a bonus action on each of my turns.
Bonus 1st LvL DL Feat: ToughYour hit point maximum increases by an amount equal to twice your level when you
gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Favored Foe: When I hit a creature with an attack too, I can mark creature as my favored foe for 1 min or until I lose
concentration. They first time you hit your favored foe on each of your turns, including when you mark it, you deal an
extra 1d6 damage. You can mark a favored foe a number of times equal to your proficiency bonus. You regain all uses
when you finish a long rest.
Deft Explorer: Canny My proficiency bonus is doubled for any ability check that uses Survival. I also can proficiency in
two languages, Ogre and Giant.
Roving speed increases by 5ft and gain a climb speed and swimming speed equal to walking speed
Fighting Style: Two-Weapon Fighting When I engage in two-weapon fighting, I can add my ability modifier to
damage of second attack
Spellcasting: Slots 4(1st) 2(2nd) Save DC 17 Spell Attack +9
Spells Known: 1st) Hunters Mark, Searing Smite, Cure Wounds
2nd) Lesser Restoration
Primal Awareness: gain Speak with Animals and Beast Sense as a spell. Doesn’t count toward spells known. Can
cast once a day without expending spell slot. Must finish long rest to cast this way again.
Ranger Archetype: Hunter Colossus Slayer When I hit a creature with a weapon attack, the creature takes an extra
1d8 damage if it’s below its hit point maximum. Can deal this damage once per turn.
Ability Score Improvement 4th LvL Ranger: (Feat) Sharpshooter -attacking at long range doesn’t impose
disadvantage on my ranged attack rolls. My ranged weapon attacks ignore half cover and three-quarters cover. Before I
make an attack roll with a ranged weapon I’m proficient with, I can take a -5 to attack to gain +10 to damage if I hit.
Bonus 4th LvL DL Feat: Alert gain +5 bonus to Initiative. I can’t be surprised while I’m conscious. Also, other
creatures don’t gain advantage on attack rolls against me for being invisible or unseen by me.
Extra Attack: Can attack twice instead of once when taking the attack action

Equipment & Gear


Travelers Clothes, Backpack, bedroll, mess kit, tinderbox, 9 torches, 10 days rations, waterskin, 50ft of hemp rope,
Dagger from a fallen comrade, Folded flag emblazoned with emblem of Sikk’et Hul Freedom Fighters, Belt Pouch w/
4505bp, 150pp, 1100stl, 728 gp, 475sp, 8 days Salted Goat, 1 Topaz 500gp, 1 Chalcedony 50gp, 1 Zircon 50gp, 5
Agate 10gp, 2 Crysoprase 50gp, 2 Smoky Quartz 50gp, 5 Jasper 50gp, 4 Onyx 50gp, Status Symbol(Owl Bear
Feather Cloak), Trinket small pyramid sticky black incense that smells really bad, Potion of Vitality, Potion of Frost
Giant Strength Strength becomes 23 (+6) for 1 hour, Potion of Storm Giant Strength Strength becomes 29 (+9)
for 1 hour, Potion of Superior Healing, Ring of Mind Shielding (not attuned) immune to Magic that allows other
creatures to read your thoughts, determine whether you are lying, know your alignment, or your creature type.
Creatures can telepathically communicate with you only if you allow it. Can use action to cause ring to become invisible
until you use another action to make it visible, remove the ring, or you die. If you die while wearing the ring, your soul
enters it. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring , you can telepathically
communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. Mantle of Spell
Resistance: (attuned) Have advantage on saving throws against spells, Potion of Speed, Potion of Invisibility, Rod
of Alertness: (attuned) While holding the rod I have advantage on Perception checks and Initiative rolls. While holding
the rod I can use an action to cast either Detect Evil & Good, Detect Magic, Detect Poison & Disease, See Invisibility. As
an action, I can plant the haft of the rod in the ground, whereupon the head begins to shed bright light in a 60ft radius
and dim light for an additional 60ft. While in the bright light, me and any ally gain +1 bonus to AC and Saves, and can
sense the location of any invisible hostile creature in the bright light. The rods head stops glowing after 10 minutes or
when a creature pulls the rod from the ground. This last property can’t be used until the next dawn. Carrion Crawler
Mucus (4 doses),
Quote Reply top
Last edited by Vittorio the Red; Nov 25 '23 at 12:19am.

Vittorio the Red Jun 11 '23, 1:57pm


Keeper of Bastion
Report Edit Reply

Inky Splotches

http://

CN, Male, Kender, (Militia) Rogue 6 (Assassin)


Experience Points: 21268/23000
Age: 27 Wt: 94 Ht: 3’6” Hair: Black with topknot branded with beads. Eyes: Green
Feature: Respected Minutemen As a member of the militia, you have learned not only how to mount a defense, but
also how to quickly make the transition from being a relatively normal citizen to a combatant (and back). Your training
has been such that you are able to don and doff armor (excluding shields) twice as quickly as normal so long as you are
proficient with that armor’s category. Additionally, those in your community who recognize you as a member of the
militia will typically give you a larger degree of respect than you might otherwise be entitled to, as you are known to
provide protection for everyone when not everyone does so in return. You will normally receive the benefit of the doubt
from your neighbors and fellow citizens, your word will generally carry a bit more weight than it otherwise might, and
you might even be able to talk the local garrison or armory into lending you basic equipment with greater ease than
others might experience.
Trait: Patience is a virtue
Ideal: Sometimes you have to do things you don’t want to do. It’s just the way it is.
Bond: I’ve lived here all my life, of course I’ll defend it
Flaw: I often think I’m qualified to do things that I have no business attempting.
Guilty Pleasure: A new ring for my finger
Adversary: A master spy to whom I unwittingly fed bad information, leading to the assassination of the wrong target.
Benefactor: A dragon didn’t eat me when it had the chance, and in return I promised to secure choice pieces of
treasure for it.
Languages: Common, Kenderspeak, Thieves Cant
Proficiencies: Gaming Set (Dice), Artisans Tools (Tattooing Kit), Light Armor, Simple Weapons, Hand Crossbows,
Longsword, Rapier, Shortsword, Thieves Tools +11

Proficiency Bonus: +3
Inspiration: 2
Hit Die: 6d8
Maximum HP: 53
Current HP: 53
Temporary HP:
Armor Class: 20 (+5dex, +4 +2 Studded Leather, +1 ring)
Initiative: +10 (advantage)
Speed: 30ft

STR: 13 +1
DEX: 20 +5 (+2 racial, +2 ASI4)
CON: 16 +3 (+1 resilient)
INT: 16 +3 (+1 racial)
WIS: 14 +2
CHA: 13 +1

Saves (+1 ring)


Strength: +2
Dexterity: +9
Constitution: +7
Intelligence: +7
Wisdom: +3
Charisma: +2

Skills: Passive Perception 18, Passive Investigation 16


Acrobatics: +11 (rogue, expertise)
Animal Handling: +5 (skilled)
Arcana: +3
Athletics: +4 (militia)
Deception: +4 (skilled)
History: +3
Insight: +5 (rogue)
Intimidation: +1
Investigation: +6 (rogue)
Medicine: +5 (skilled)
Nature: +3
Perception: +8 (militia, expertise)
Performance: +1
Persuasion +1
Religion: +3
Sleight of Hand: +8 (Kender)
Stealth: +11 (rogue, expertise)
Survival: +2

Weapon Attacks
+1 Shortsword of Warning +9 1d6+6 (attuned, magical piercing, finesse, light)
While weapon is on person, I have advantage to Initiative rolls. Me and any allies within 30ft can’t be surprised unless
incapacitated by something other than non magical sleep. Weapon magically awakens me and companions within 30ft if
we are sleeping naturally when combat begins
Shortbow +8 1d6+5 (piercing, ammo, 80/320, two-handed)
(2) Dagger +8 1d4+5 (piercing, finesse, light, thrown 20/60)
Sickle of Sharpness +4 1d4+1
Sling w/ 1 bullet

Racial & Class Features and Abilities


Size Small
Racial Ability Score Increase: +2 to any ability score, +1 to any other ability score
Flaw: Fear of Heights You suffer disadvantage on all attacks, skill checks and saving throws any time you are
climbing, or when you are within 10 feet of a dropoff of 15 feet or more
Flaw Feat: Resilient +1 to Constitution, gain proficiency with Constitution saves
Bonus 1st Level DL Feat: Skilled gain proficiency with Deception, Animal Handling, Medicine
Fearless: have advantage on saving throws I make to avoid or end the frightened condition on myself. When I fail a
saving throw to avoid or end the frightened condition, I can choose to succeed instead. Once I succeed on a saving
throw this way, can’t do so again until I finish long rest.
Kender Aptitude: gain proficiency with the Sleight of Hand skill
Taunt: As a bonus action, I can unleash a string of provoking words at a creature within 60ft of myself that can hear
and understand me. Targets gets Wisdom save DC 8+3pb+3int = 14 or it suffers disadvantage on attacks against all
targets other then me. Can use this bonus action a number of times equal to proficiency bonus (2)
Expertise: Proficiency bonus doubled for any check using Thieves Tools and Perception skill.
Sneak Attack (3d6) once per turn can deal extra damage to one creature I hit with an attack if have advantage to the
attack roll. Must use a finesse or a ranged weapon. Do not need advantage to the attack if another enemy of the target
is within 5ft, that enemy isn’t incapacitated, and I don’t have disadvantage on the attack roll.
Thieves Cant:
Cunning Action: can take either the Dash, Disengage , or Hide action as a bonus action on each of my
turns.
Roguish Archetype: Assassin Assassinate I have advantage on attack rolls against any creature that hasn’t taken a
turn in combat yet. In addition, any hit I score against surprised creature is a critical. Steady Aim as a bonus action, I
give myself advantage on my next attack roll. Can only use if I haven’t moved and my speed becomes 0 until the end of
current turn.
Ability Score Improvement 4th Level Rogue: gain +2 to Dexterity
Bonus 4th Level DL Feat: Alert gain +5 bonus to Initiative. Can’t be surprised as long as I’m conscious. Creatures do
not gain adapt to attack rolls against me for being invisible or unseen by me.
Uncanny Dodge: when an attacker I can see hits you with an attack, I can use reaction to halve the attacks damage.
Expertise: Proficiency bonus doubled for any check using Stealth and Acrobatics

Equipment & Gear


A shovel, a document asserting your legitimacy as a member of the militia, set of dice, a set of common clothes,
Amazing Lock DC 20, and a pouch with 150pp, 4510bp, 1820gp, 455sp, 100cp, 1 Amber 100gp, 1 Topaz 500gp, 1
Zircon 50gp, 20 Chalcedony 50gp, 5 Agate 10gp, 5 Jasper 50gp, 4 Smoky Quartz 50gp, 2 Crysoprase 50gp, 4
Onyx 50gp, Lodestone, Trinket scrap of cloth from an old banner, four leaf clover, Burglars Pack backpack, bag of
1000 ball bearings, 10ft of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flask of oil, 5
days rations, a tinderbox, waterskin, 50 ft of hemp rope, Thieves Tools, Tattooing Kit, Spyglass, Potion of
Invisibility, Boots of Striding & Springing (attuned), Ring of Protection (attuned) +1 bonus to AC and Saves,
Rust Bag of Tricks, Stormy Talisman 2/day if I fail a save, can add a 1d4 to possibly succeed, Manual of
Quickness of Action, Packet of Dust of Dryness (6 uses), Carrion Crawler Mucus (4 doses), Bag of Holding 2
Dungeoneer’s Packs, 1940gp, 110stl, 150pp, Potion of Mind Reading, Scroll of Sleep, +2 Splint Mail, Elixir of
Health,
Quote Reply top
Last edited by Vittorio the Red; Nov 25 '23 at 12:24am.

Vexo Jun 22 '23, 2:07am


Young Adult Dragon
Report Reply

.
Quote Reply top
Last edited by Vexo; Jun 22 '23 at 2:45am.

Vittorio the Red Jun 27 '23, 2:59am


Keeper of Bastion
Report Edit Reply

Mia Khalifa

http://

CN, Female, Khur, (Prostitute) Wizard 12 (Bladesinger)


XP: 113,509/120,000
Age: 25 Ht: 5’5” Wt: 130 Hair: Black Eyes: Brown
Feature: Unspoken Access Choose a particular segment of society, such as lower class, middle class, upper class,
nobility, clergy, merchants, artisans, city watch, military, etc. This is the main segment of society you market yourself
to. Whatever that segment of society is, you know the general ins and outs of dealing with them, and your profession
opens certain doors for you.
While in most circles, a prostitute may not be considered a welcome guest, you are nonetheless afforded a certain
unspoken access to that societal segment. You may not be welcomed with open arms, and you may not get formal
invitations to events and such, but folks might leave the back door open for you, or they might look the other way when
you sidle up to the bar. You are somewhat expected to turn up at certain occasions and few people in those circles
would question what you are doing there. You fill a certain niche among those people, and as such, you have that
certain unspoken access to the class you service and the places and events they frequent.
Trait: I live to be adored
Ideal: Why not make a living doing what I enjoy?
Bond: One of my clients will go to great lengths to conceal our association
Flaw: I have a weakness for jewelry and other fine accessories
Ambition: Arcane power must be taken away from those who would abuse it
Eccentricity: My memory is quite good, but I have no trouble pretending to be absentminded when it suits my
purposes.
Languages: Common, Khur, Solamnic, Nerakese,
Proficiencies: Disguise Kit, Dagger, Dart, Sling, Quarterstaff, Light Crossbow, Light Armor, Scimitar, Alchemist Supplies

Proficiency Bonus: +4
Inspiration: 9
Hit Die: 12d6
Maximum HP: 92
Current HP: 92
Temporary HP:
Armor Class: 14/17 (+4dex/+3mage armor) (+6 INT bonus during Bladesong)
Initiative: +4
Speed: 30 (+10 ft to speed during Bladesong)

Strength: 11 +0
Dexterity: 18 +4 (+1 racial)
Constitution: 16 +3 (+1 resilient)
Intelligence: 22+6 (+1 racial, +2 ASI 4th, +2 Tome of Clear Thought (increases max to 22)
Wisdom: 11 +0
Charisma: 15 +2

Saves (+1 from robe)


Strength: +1
Dexterity: +5
Constitution: +8 (+14 to maintain concentration during Bladesong, gain INT modifier)
Intelligence: +11
Wisdom: +5
Charisma: +3

Skills
Acrobatics: +8 (skilled) (advantage during Bladesong)
Animal Handling: +0
Arcana +10 (wizard)
Athletics: +0
Deception: +6 (human)
History: +6
Insight: +4 (wizard)
Intimidation: +2
Investigation: +6
Medicine: +0
Nature: +6
Perception: +4 (skilled)
Performance: +6 (prostitute)
Persuasion: +6 (prostitute)
Religion: +6
Sleight of Hand: +4
Stealth: +8 (skilled)
Survival: +0

Weapon Attacks
+1 Vicious Dagger +9/+9 1d4+5 (piercing, finesse, light, thrown 20/60, when I crit with dagger it deals additional 7
damage)
Shadow Blade +8/+8 2d8+4 (psychic, finesse, light, thrown 20/60, advantage to attack in dim light or darkness, if
dropped or thrown in dissipates at end of turn and you can use bonus action to make sword reappear in your hand, 3d8
damage at 3rd-4th, 4d8 damage at 5th-6th, and 5d8 damage at 7th or higher level spell slot)
Scimitar +8/+8 1d6+4 (slashing, finesse, light)
+1 Light Crossbow +9 1d8+5 (piercing, ammo, loading, 80/320, two-handed)
Quiver w/ 16 bolts

Racial & Class Features and Abilities


Racial Ability Score Increase: +1 to any two different ability scores
Bonus Human Skill: Gain proficiency with Deception
Bonus Human Feat: Initiate of High Sorcery (Lunitari) Learn the Mind Sliver cantrip. Also learn Disguise Self and
Feather Fall. Can cast each once without using a spell slot. Must finish a long rest before I can cast this way again. Can
also cast using available spell slots.
Flaw: Clumsy When in difficult terrain or when making a Dexterity save, if you roll a natural 1 or 2 on any d20 check
you make (attack, ability or skill check), you fall prone.
Flaw Feat: Magic Initiate (Warlock) Learn the Eldritch Blast and Friends cantrips. Also learn the Hex spell. Can cast
once a long rest using no spell slot.
Bonus 1st Level DL Feat: Skilled Gain proficiency with the Acrobatics, Perception, and Stealth skills
Spellcasting: See below
Arcane Recovery: Once per day when I finish a short rest, can recover expended spell slots. Spell slots can have a
combined level equal to half my wizard level rounded up. No slots 6th level or higher.
Yalashim’s Blessing: gain the Vicious Mockery cantrip
Arcane Tradition: Bladesinging
-Training In War & Song gain proficiency with Light Armor, and the Scimitar
-Bladesong as bonus action can start Bladesong which last for 1 minute. Can use a number of times equal to
proficiency bonus (4). You regain expended uses after a long rest. While active I gain the following benefits: - Gain
bonus to AC equal to Intelligence modifier. Walking speed increases by 10 feet. I have advantage on Acrobatics checks.
Gain bonus to Constitution saves made to maintain concentration, equal to Intelligence modifier.
-Extra Attack I can attack twice instead of once when I take the attack action. Moreover, I can cast a cantrip in place
of one of those attacks.
-Song of Defense While Bladesong is active I can direct my magic to absorb damage. When I take damage I can use
reaction to expend a spell slot and reduce damage by an amount equal to 5x spell slots level
Ability Score Improvement 4th LvL Wizard: gain +2 to Intelligence
Bonus 4th LvL DL Feat: Adept of the Black Robes
-Ambitious Magic learn Crown of Madness. Can cast once without using a spell slot and must finish a long rest to cast
this way again. Can also use available spell slots to cast if needed.
-Life Channel When a creature I can see within 60ft of me fails a saving throw against a spell I cast that deals
damage, I can expend a number of hit dice equal to level of the spell and add to the damage.
Blessing of Nuitari: gain Earth Bind as a spell. Can cast once a day without using a spell slot. Must finish long rest to
cast this way again. Can also cast using appropriate available spell slots.
Price of the Test: Whenever I take acid damage, I take an additional point of acid damage.
Dark Queens Blessing: gain Inflict Wounds as a spell. Can cast once a day without using spell slot. Must finish a long
rest to cast this way again. Can also cast using appropriate available spell slots.
Ability Score Improvement 8th LvL Wizard: (FEAT) Resilient gain +1 to Constitution. Gain proficiency with
Constitution saves
Ability Score Improvement 12th LvL Wizard: (FEAT) Mage Slayer When a creature within 5ft of you cast a spell,
you can use your reaction to make a melee weapon attack against the creature. When I damage a creature
concentrating on a spell, they have disadvantage on their Constitution save to maintain concentration. I have advantage
to saves against spells cast within 5ft of me.

Magician Intuition
Prepared 17 Slots 4(1st), 3(2nd), 3(3rd), 3(4th), 2(5th), 1(6th) SV DC 18 Spell Attack +10
Cantrips: Mind Sliver, Eldritch Blast, Friends, Mending, Message, Poison Spray, Vicious Mockery, Light, Toll the Dead
Known: Disguise Self, Feather Fall, Hex (only once per long rest), Crown of Madness, Earth Bind, Inflict Wounds
Spellbook: Small stones inscribed with spells and kept in a cloth bag. Contains every spell up to Blight, except Snare.
1st Level: Mage Armor, Detect Magic(R), Identify(R), Ice Knife, Magic Missile, Shield, Absorb Elements, Sleep, Charm
Person, Unseen Servant(R), Illusory Script(R), Ray of Sickness, False Life, Find Familiar(R), Fog Cloud, Alarm(R),
Protection from Evil & Good, Comprehend Languages(R), Witch Bolt, Grease, Yalashim’s Hideous Laughter, Color Spray,
Cause Fear, Longstrider, Chromatic Orb, Catapult, Snare
2nd Level: Shadow Blade, Invisibility, Mirror Image, Mind Spike, Knock, Arcane Lock, Darkness, Aganazzar’s Scorcher,
Augury(R), Blindness/Deafness, Detect Thoughts, Suggestion, Alter Self, Shatter, Yalashim’s Mind Whip, Billim’s Bi-frost
Bridge, Spider Climb, Darkvision
3rd Level: Counterspell, Vampiric Touch, Intellect Fortress, Thunder Step, Dispel Magic, Phantom Steed, Sending,
Bestow Curse, Fear, Tongues
4th Level: Greater Invisibility, Blight, Storm Sphere, Sickening Radiance, Banishment, Confusion, Phantasmal Killer,
Divination (R)
5th Level: Steel Wind Strike, Dawn, Synaptic Static, Hold Monster, Dominate Person, Far Step
6th Level: Billim’s Irresistible Dance, True Seeing, Tensers Transformation, Eyebite
Scrolls: Fly (learn), Polymorph (learn), Evard’s Black Tentacles (learn), Wall of Sand (learn), Grease (scribed), Spider
Climb (scribed), Protection From Evil & Good (scribed), Astral Projection (9th), Gate (9th, inside air tight wooden box),
Disintegrate (6th), Crown of Stars (7th), Dream of the Blue Veil (7th)
Prepared: Mage Armor, Shield, Absorb Elements, Chromatic Orb/ Shadow Blade, Darkvision, Mind Spike/ Counterspell,
Vampiric Touch, Bestow Curse, Dispel Magic/ Greater Invisibility, Blight, Phantasmal Killer/ Steel Wind Strike, Far Step/
True Seeing

Delphon Daily (100pgs)


1st Mage Armor, Identify, Sleep, Detect Magic, Snare, Feather Fall, Chromatic Orb, Find Familiar, Catapult, Longstrider
2nd Locate Object, Darkness, Augury, Aganazzars Scorcher, Alter Self, Suggestion
3rd Sending, Nondetection, Stinking Cloud, Glyph of Warding, Wall of Sand, Haste
4th Ice Storm, Summon Aberration, Storm Sphere, Fabricate, *Sickening Radiance
5th Wall of Stone, Wall of Light, *Steel Wind Strike, *Dawn, *Synaptic Static, *Hold Monster, *Dominate Person, *Far
Step

Hurim Herald (92pgs)


1st Ray of Sickness, Burning Hands, Find Familiar, Mage Armor, Shield, Absorb Elements, Witch Bolt, *Snare
2nd Blindness/Deafness, Mind Spike, Darkness, Darkvision
3rd Fireball, Vampiric Touch, Counterspell, Clairvoyance
4th Dimension Door, Sickening Radiance, Vitriolic Sphere, Hallucinatory Terrain, *Storm Sphere, *Banishment,
*Confusion, *Phantasmal Killer, *Divination (R)
5th Conjure Elemental, Enervation, Cloud Kill
6th Arcane Gate
7th Power Pain

Atlas of Endless Horizons (attunement required) (39pgs)


This thick Spellbook is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. It functions
as a Spellbook and while holding can use as Spellcasting focus. The book contains the following spells which are wizard
spells for me while I am attuned.
2nd Misty Step
4th Dimension Door
5th Teleportation Circle
6th Arcane Gate, Word of Recall
7th Plane Shift
9th Gate
Book has 3 charges, and regains 1d3 charges daily at dawn. Can use charges in following ways.
-If I spend 1 min studying book, I can expend 1 charge to replace one of my prepared spells with a different spell in the
book. The new spell must be of the conjuration school.
-When I’m hit by an attack, I can use reaction to expend 1 charge and Teleport up to 10ft to an unoccupied space I can
see. If my new position is out of range of the attack, it misses me.

Rannoch’s Book of Eyes, Rays, Walls, and Spheres


1st Ray of Sickness
2nd Flaming Sphere, Scorching Ray, Ray of Enfeeblement
3rd Wall of Sand, Wall of Water
4th Arcane Eye, Watery Sphere, Magius Resilient Sphere, Storm Sphere, Vitriolic Sphere, Wall of Fire
5th Wall of Force, Wall of Light, Wall of Stone
6th Rannochs Freezing Sphere, Wall of Ice, Eyebite

Tome of the Stilled Tongue (Attuned)


If attuned, can use as Spellbook and arcane focus. In addition, while holding tome, can use bonus action to cast any
spell i have scribed in the tome, without using a spell slot or using any verbal or somatic components. Once this
property is used, can’t be used again until the next dawn.
6th *Billim’s Irresistable Dance, *True Seeing, *Tensers Transformation, *Eyebite

Equipment & Gear


A set of Fine Clothes, Silver Mirror 25gp, Disguise Kit, simple tools for grooming and contraception, a pouch w/
2700stl, 1020pp, 3039gp, 1 Emerald 1000gp, 1 Diamond 1000gp, 4 Diamonds 500gp, 10 Crimson Coral 100gp, 8
Black Opals 1000gp, 1 Emerald 100gp, 4 Blue Quartz 10gp, 7 Black Pearls 100gp, 6 Black Pearls 500gp, Spell
Component Pouch 1 casting of ointment for True Seeing, 5 castings Stoneskin, 500gp of crushed Black Pearl, 11
castings of incense for Divination, 6 green dragon scales, green dragon bones, 2 vials green dragons blood, Nicky’s
herbs and spices, Black Dragon Scale, Spice Pouch1/4 pd each of salt, pepper, garlic,and cayenne pepper, Arcane
Focus (red crystal), Spellbook, Explorer Pack backpack, bedroll, mess kit, tinderbox, 7 torches, 10 days rations,
waterskin, 50ft hemp rope, Trinket an old Kas piece made from glass, Antitoxin x4, Headband with Black Pearl
1000gp, Ring of Water Elemental Command, Black Robe of Stars (attuned) gain +1 bonus to all saves. Robe has 6
stars, can use action to pull one off and cast Magic Missile at 5th level. 1d6 removed stars reappear daily at dusk. Can
use action to enter Astral Plane. Remain there until I use action to return to plane I was on. I reappear in the last place
I occupied, or nearest unoccupied space., Bag of Holding Inside (Tome of Clear Thought(used), Tome of
Leadership and Influence, Tome of Understanding(used), Tome of the Stilled Tongue, 39,000gp, 31,000pp,
4000sp, Thieves Tools, Poisoners Kit, Par-Salians Egg), Gold Ring with Bloodstones 250gp, Staff of Frost (attuned)
While holding the staff I have resistance to Cold damage, staff has 10/10 charges, uses my spell save DC, can cast as
action Fog Cloud 1 charge, Wall of Ice 4 charges, Ice Storm 4 charges, Cone of Cold 5 charges, regains 1d6+4 charges
daily at dawn, if you expend the last charge roll d20, on a 1 the staff turns to water and is destroyed, Potion of
Radiant Resistance, Figurine of Wondrous Power (Raven), 2 Doses of Wyvern Poison injury, Constitution SV DC
15 for half, 7d6 poison damage, Potion of Vitality, Potion of Diminution, Magnifying Glass, Wand of Secrets 3
charges, Philter of Love
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Last edited by Vittorio the Red; Today at 5:53am.

Vittorio the Red Jun 27 '23, 5:57am


Keeper of Bastion
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Valriel Amakiir
Kirath

http://

CN Male, High Elf (Silvanesti), (Nomad) Ranger 12 (Gloom Stalker)


XP: 101,147/120,000
Age: 150 Ht: 5’6” Wt: 125 Hair: White Eyes: Silver Skin: Bronze
Feature: Nomadic Survival While traveling through terrain that is similar to the lands you are used to traversing in
the course of your nomadic lifestyle, you always know the direction you are traveling. Additionally, you can reliably and
accurately navigate such terrain without a map so long as you have gained some familiarity with the landmarks and
features of the specific area you are traveling through. Such familiarity could come via the study of maps or by having
discussions with people who are familiar with that area. You can also take from that land to gather food to eat and
water to drink for yourself and up to five other people. This is sufficient to maintain at least a moderate level of healthy
consumption as you travel.
Trait: I love music and rhythm
Ideal: Mobility A rolling stone gathers no moss, and a moving target is always harder to hit.
Bond: I have a bitter rival amongst my people whom I hope to avoid.
Flaw: I am often very distracted by people I consider attractive.
View of the World: Cities breed weakness by isolating folk from the harsh lessons of the wild
Homelands: Having left the forest in which I was raised, I became a part of a group of nomads, and acquired the skills
for surviving a new life in the desert
Sworn Enemies: I seek revenge on natures behalf for the great transgressions my foes have committed.
Languages: Common, Elvish, Goblin, Khur, Ogre, Draconic
Proficiencies: Musical Instrument (Flute), Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons,

Proficiency Bonus: +4
Inspiration: 9
Hit Die: 12d10
Maximum HP: 148
Current HP: 148
Temporary HP:
Armor Class: 18/22 (+5 Dex, +3 +2 Leather of Radiant Resistance) (+4 with +2 Shield)
Initiative: +14 (+5 Dex, +5 alert, +4 wisdom from Dread Ambusher)
Speed: 45 or 55 on 1st rd (+10ft mobile, +5ft roving, climb 45ft, swim 45ft, +10ft to Speed on 1st round of combat
from Dread Ambusher)
Resistance: Poison, Radiant

Strength: 13 +1
Dexterity: 20 +5 (+2 racial, +2 asi8)
Constitution: 18 +4 (+1 asi4)
Intelligence: 14 +2 (+1 racial)
Wisdom: 18 +4 (+1 asi4, +2 tome of understanding, max increases to 22)
Charisma: 11 +0

Saves
Strength: +5
Dexterity: +9
Constitution: +4
Intelligence: +2
Wisdom: +8
Charisma: +0

Skills
Acrobatics: +5
Animal Handling: +4
Arcana +2
Athletics: +5 (ranger)
Deception: +0
History: +2
Insight: +8 (ranger)
Intimidation: +0
Investigation: +2
Medicine: +4
Nature: +6 (nomad)
Perception: +8 (elf)
Performance: +0 (+4 with Flute)
Persuasion: +0 (disadvantage)
Religion: +2
Sleight of Hand: +5
Stealth: +9 (ranger)
Survival: +12 (nomad, canny)

Weapon Attacks
Javelin of Lightning +5/+5 or +5 thrown 1d6+1 (magical piercing, thrown, 30/120, once every dawn can speak
command word when thrown to transform into 120ft lightning bolt, Dex sv 13 for half 4d6 Lightning, main target gets
no save, make normal attack roll.
Longbow +11/+11 1d8+5 (piercing, ammo, 150/600, heavy, two-handed)
30 +1 arrows, 80 arrows
+1 Vicious Scimitar +10/+10 1d6+6 (magical slashing, finesse, light, deals extra 7 damage on a critical)
+2 Heavy Crossbow +13/+13 1d10+7 (magical piercing, ammo, 100/400, heavy, two-handed)
119 Bolts
+3 Dagger +12/+12 1d4+8 (magical piercing, light, finesse, thrown 20/60)

Racial & Class Abilities and Features


Racial Ability Score Increase: +2 to Dexterity, +1 to Intelligence
Darkvision 90ft, can see in dim light as if bright light and in darkness as if dim light
Keen Senses: gain proficiency with the Perception skill
Fey Ancestry: gain advantage to saves vs Charm and Magic cannot put me to sleep.
Trance: 4hrs of deep meditation to gain benefits of long rest.
Elf Weapon Training: gain proficiency with Longbow, Shortbow, Longsword, and Shortsword
High Elf Cantrip: gain True Strike as cantrip
Extra Language: gain proficiency in Draconic
Flaw: Abrasive Personality suffer disadvantage on all Persuasion skill checks
Flaw Feat: Alert gain +5 bonus to Initiative, I can’t be surprised while I’m conscious, and other creatures don’t gain
advantage on attack rolls against me for being unseen by me.
Bonus 1st Level DL Feat: Tough my maximum HP increases by an amount equal to twice my level when I gain this
feat. Whenever I gain a level thereafter, my HP maximum increases by 2
Favored Foe: When I hit a creature with an attack roll, I can call on my mystical bond with nature to mark target as
my favored enemy for 1 min or until I lose concentration. The first time on each of my turns that I hit my favored
enemy and deal damage to it, including when I mark it, I deal an extra 1d6 damage. Can mark a target as favored
enemy a number of times equal to my proficiency bonus (4). Regain expended uses after I finish a long rest.
Deft Explorer: Canny My proficiency bonus is doubled for any check I make using Survival. Also gain proficiency in
two languages, Khur and Ogre
Roving My walking speed increases by 5ft. I also gain a climbing speed and a swimming speed equal to my walking
speed.
Tireless as action can give myself a number of temporary hit points equal to 1d8+ wisdom modifier. Can use a number
of times equal to proficiency bonus. Regain expended uses after long rest. In addition whenever I finish a short rest, my
exhaustion level if any is decreased by one.
Fighting Style: Archery gain +2 bonus to attack rolls with ranged weapon
Spellcasting: Known 7 Slots 4(1st) 3(2nd) 3(3rd) Save DC 16 Spell Attack +8
Cantrips: True Strike
Primal: Speak With Animals, Beast Sense, Speak With Plants (each once a day, no slot)
1st: Disguise Self (GS), Absorb Elements, Hunters Mark, Entangle,
2nd: Rope Trick (GS), Protection From Poison, Lesser Restoration
3rd: Fear(GS), Lightning Arrow, Revivify
Ranger Archetype: Gloom Stalker
-Gloom Stalker Magic gain Disguise Self (3rd), Rope Trick (5th), Fear (9th) as spells known. Don’t count against
number of ranger spells known.
-Dread Ambusher gain bonus to Initiative equal to Wisdom modifier. At the start of my first turn of combat, my speed
increases by 10ft, which last until end of that turn. If I take attack action on that turn, can make one additional attack.
If that attack hits it deal an extra 1d8 damage.
-Umbral Sight Darkvision range increases to 90ft. Also, while in darkness I am invisible to any creature that relies on
Darkvision to see in the darkness.
-Iron Mind Gain proficiency in Wisdom saving throws
-Stalkers Flurry Once on each of my turns when I miss with a weapon attack, I can make another weapon attack as
part of the same action.
Primal Awareness: gain (1st)Speak with Animals, (5th)Beast Sense, (9th)Speak With Plants as spells known. can cast
each once a day without using spell slot. Must finish long rest to cast this way again.
Ability Score Improvement 4th Level Ranger: +1 to Constitution and +1 to Wisdom
Bonus 4th Level DL Feat: Mobile Speed increases by 10ft. When I use the Dash action, difficult terrain doesn’t cost
me extra movement. When I make a melee attack against a creature, I don’t provoke opportunity attacks from that
creature for rest of turn whether I hit or not.
Extra Attack: can attack twice instead of once whenever I take the Attack action
Ability Score Improvement 8th Level Ranger: +2 to Dexterity
Land’s Stride: Immune to nonmagical difficult terrain. Can move through briars and thorns unimpeded. Have
advantage to saves vs spells that impede movement.
Natures Veil: as bonus action can become Invisible until start of my next turn. Can use a number of times equal to
proficiency bonus and regain expended uses after long rest.
Ability Score Improvement 12th Level Ranger: (FEAT) Crossbow Expert I ignore the loading property with all
crossbows. Being within 5ft of a hostile creature does not impose disadvantage on my ranged attack rolls. And when I
use the Attack action with a one handed weapon, I can use a bonus action to attack with a hand crossbow I am holding.

Equipment & Gear


Trinket A tiny silver icon of a raven, A piece of jewelry meaningful to your people worth 2 gp, a map of migratory
routes for a particular region important to you, a flute, a set of traveler’s clothes, and a pouch containing 85gp, 9
Smoky Quartz 50gp, 3 Diamonds 500gp, studded leather armor, Explorers Pack backpack, bedroll, mess kit,
tinderbox, 10 torches, 10 days rations, waterskin, 50ft of hemp rope, 1 dose of Giant Poisonous Snake Venom
injury, DC 11 CON save for half, 3d6 poison damage, Gold Ring with Bloodstone 250gp, Dust of Disappearance,
Military Saddle advantage to any check to remain mounted, 2 Antitoxin advantage to saves vs poison for 1 hour,
Spyglass, Figurine of Wondrous Power Bronze Griffon, action, becomes Griffon for 6hrs, can’t be used again until 5
days have passed, Shield, Green Dragon scale (medium), Periapt of Wound Closure (attuned) I stabilize whenever
I’m dying at the start of my turn. In addition, whenever I roll Hit Die to regain hit points, double the number of hit
points it restores, Necklace of Adaptation (attuned) can breath normally in any environment, and have advantage to
saves against harmful gases and vapors such as Cloudkill and Stinking Cloud, inhaled poisons and the breath weapons
of some Dragons, Cloak of Arachnida (attuned) gain resistance to Poison damage, gain climbing speed equal to
walking speed, can move up, down, and across vertical surfaces and upside down along ceilings, while leaving hands
free, can’t be caught in webs of any kind and can move through as difficult terrain, and lastly can cast Web save DC 13,
web covers twice the area as normal, can’t use this function again until the next dawn, Arrows of Dragon Slaying 5
Red, 1 +2 Black, 3 Blue, 8 White, 3 Green, Star Jewel, Elixir of Health, Bead of Force, 1 Dose of Wyvern Poison
injury, Constitution save DC 15 for half, 7d6 poison damage, Message In A Bottle “Est Sularus oth Mithas”, Potion of
Speed,
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Last edited by Vittorio the Red; Dec 30 '23 at 4:41am.

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