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 character sheets
abbey
 Posted: Sep 20 2015, 09:52 PM
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alyeska
 Posted: Sep 20 2015, 09:54 PM
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WOLFGANG WOLFFANG
the MARSH ELF RANGER

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LVL 1
HP 11
AC 14
--
STR 9 (-1)
DEX 17 (+3)
CON 13 (+1)
INT 11
WIS 15 (+2)
CHA 8 (-1)



✦ PERSONA

Alignment. You are Chaotic Neutral. You follow your whims, holding your personal freedom above all else.
Languages. You can speak, read, and write Common and Marshspeak. You are at a disadvantage when speaking and reading Elvish. You can speak with wolves, coyotes, jackals, and dogs.
Background. You are an outlander and a monster hunter.
Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, etc.
Personality. You place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. You can look beasts in the eyes without flinching.
Ideal. Might. In life as in the hunt, the stronger force wins.
Bond. You feel a deep bond to your animal family.
Flaw. You have dark, bloodthirsty thoughts that isolation failed to quell.


✦ SKILLS AND PROFICIENCY

Skills. You are proficient in Animal Handling, Perception, Stealth, and Survival.
Proficiency Bonus. Add +2 to all attacks with proficient weapons, attacks with spells you cast, ability checks with proficient skills and tools, saving throw DC for spells you cast.
Vocal Proficiency. You are proficient with howling as a form of song.
Armour Proficiency. You are proficient with light armour, medium armour, and shields.
Weapon Proficiency. You are proficient with simple weapons and martial weapons.
Saving Throws. You are proficient with saving throws against Strength and Dexterity. You have +2 to saving throws against poisons and disease, advantage on saving throws against being charmed, and magic can't put you to sleep.


✦ RACE

Abilities. +2 Dexterity, +2 Constitution, -2 Charisma.
Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. A marsh elf claims adulthood and an adult name around the age of 75 and can live to be 750 years old.
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.


✦ CLASS

Hit Dice. 1d10 per ranger level.
Gaining Hit Points. 6 + Constitution modifier per ranger level after 1st.

Favoured Enemy. You are experienced in studying, tracking, and hunting Undead. You have advantage on Wisdom (Survival) checks to track this enemy, as well as Intelligence checks to recall information about them.
Natural Explorer. You are adept at travelling and surviving in swamplands. When you make an Intelligence or Wisdom check related to this terrain, your proficiency bonus is doubled if you are using a proficient skill. While travelling for an hour or more in a swamp, you gain the following benefits.
  
  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are travelling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.



✦ EQUIPMENT
  • two shortswords.
  • a longbow and a quiver of 20 arrows.
  • leather armour.
  • a whetstone.
  • a disguise kit.
  • an explorer's pack: includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope.
  • a set of traveller's clothes.
  • 5 days' of rations.
  • a belt pouch containing 10 gp.
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XANDER
 Posted: Sep 20 2015, 09:54 PM
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DAARDENDRIAN MEDRASH
the DRAGONBORN FIGHTER

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LVL 1
HP 12
AC 16
--
STR 17 (+3)
DEX 12 (+1)
CON 14 (+2)
INT 12 (+1)
WIS 8 (-1)
CHA 12 (+1)



✦ PERSONA

Alignment. You are Chaotic Good. You act as your conscience directs, with little regard for what others expect.
Languages. You can speak, read, and write Common and Draconic.
Background. You are a soldier in the infantry.
Military Rank. You have a military rank from your career as a soldier. Soldiers loyal to your former military organisation still recognise your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognised.
Personality. You enjoy being strong and like breaking things. You have a crude sense of humour.
Ideal. Nation. Your people are all that matter.
Bond. You fight for those who cannot fight for themselves.
Flaw. You would rather eat your armour than admit when you're wrong.


✦ SKILLS AND PROFICIENCY

Skills. You are proficient in Athletics and Intimidation.
Proficiency Bonus. Add +2 to all attacks with proficient weapons, attacks with spells you cast, ability checks with proficient skills and tools, saving throw DC for spells you cast.
Armour Proficiency. You are proficient with all armour and shields.
Weapon Proficiency. You are proficient with simple weapons and martial weapons.
Saving Throws. You are proficient with saving throws against Strength and Constitution.
Not So Stealthy. Wearing heavy armour puts you at a disadvantage when moving stealthily.


✦ RACE

Abilities. +2 Strength, +1 Charisma.
Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Acid Breath. You can use your action to exhale acid. Each creature in the area of the exhalation must make a Dexterity saving throw. The DC is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath, you can't use it again until you take a short rest.
Acid Resistance. You are resistant to acid damage.


✦ CLASS

Hit Dice. 1d10 per fighter level.
Gaining Hit Points. 6 + Constitution modifier per fighter level after 1st.

Duellist. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain HP equal to 1d10 + your fighter level. Once you do, you must take a short rest before you can use it again.


✦ EQUIPMENT
  • a longsword.
  • a shield.
  • two handaxes.
  • chainmail.
  • an insignia of rank.
  • a trophy from a fallen enemy: an amulet with unknown properties.
  • a set of bone dice.
  • a dungeoneer's pack: includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days' of rations, a waterskin, and 50 feet of hempen rope.
  • a set of common clothes.
  • a belt pouch containing 10 gp.

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Lar
 Posted: Sep 20 2015, 09:55 PM
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DERTHAG
the HALF-ORC BARD

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LVL 1
HP 9
AC 11
--
STR 16 (+3)
DEX 10
CON 13 (+1)
INT 9 (-1)
WIS 12 (+1)
CHA 15 (+2)



✦ PERSONA

Alignment. You are Chaotic Neutral. You follow your whims, holding your personal freedom above all else.
Languages. You can speak, read, and write Common and Orcish.
Background. You are an entertainer and an outlander.
By Popular Demand. You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theatre, or even in a noble's court. At such a place, you receive free lodging and food, as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognise you in a town where you have performed, they typically take a liking to you.
Personality. You will start playing your instrument and singing to avoid talking about personal experiences. You hear the whispers of Gruumsh, the one-eyed god of destruction, in the form of strange music.
Ideal. Glory. You must earn glory in battle, for yourself and your clan.
Bond. You want to be famous, whatever it takes.
Flaw. Despite your best efforts, you are unreliable to your friends.


✦ SKILLS AND PROFICIENCY

Skills. You are proficient in Athletics, Intimidation, Performance, and Survival.
Proficiency Bonus. Add +2 to all attacks with proficient weapons, attacks with spells you cast, ability checks with proficient skills and tools, saving throw DC for spells you cast.
Tool Proficiency. You are proficient with the lute, the lyre, and the drums.
Armour Proficiency. You are proficient with light armour.
Weapon Proficiency. You are proficient with simple weapons, hand crossbows, rapiers, shortswords, and longswords.
Saving Throws. You are proficient with saving throws against Dexterity and Charisma.


✦ RACE

Abilities. +2 Strength, +1 Constitution.
Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.
Relentless Endurance. When you are reduced to 0 HP but not killed outright, you drop to 1 HP instead. You can't use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.


✦ CLASS

Hit Dice. 1d8 per bard level.
Gaining Hit Points. 5 + Constitution modifier per bard level after 1st.

Charismatic Spellcasting. Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast, and when rolling to attack with a spell.
Ritual Spellcasting. You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus. You can use a musical instrument as a focus for your bard spells.
Bardic Inspiration. You can inspire others through stirring words or music.
  Use a bonus action on your turn to choose a creature (other than yourself) within 60 feet who can hear you. It gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, it can roll the die and add it to an ability check, attack roll, or saving throw. The creature can wait until after it rolls the d20 before deciding to use Bardic Inspiration, but must decide before the DM says whether the roll succeeds or fails. Once Bardic Inspiration is used, it is lost. A creature can have only one Bardic Inspiration at a time. You can use this feature X times, where X is your Charisma modifier. You regain all uses after a long rest. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.


✦ SPELLS
Cantrips. You know two cantrips and can cast them at-will, without need for a rest.
  • Prestidigitation
      Transmutation Cantrip
    Casting Time: 1 action.
    Range: 10 feet.
    Components: Verbal, Somatic.
    Duration: 1 hour.

    You create one of the following magical effects within range:
    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odour.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavour up to 1 cubic foot of nonliv­ing material.
    • You make a colour, a small mark, or a symbol appear on an object or a surface.
    • You create a non-magical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  • Vicious Mockery
      Enchantment Cantrip
    Casting Time: 1 action.
    Range: 60 feet.
    Components: Verbal.
    Duration: Instantaneous.

    You unleash a string of insults laced with subtle enchantments at a creature you can see. If it can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its turn. This spell's damage is 2d4 at 5th level (2d4), 3d4 at 11th level, and 4d4 at 17th level.
Spell Slots. You have two 1st-level spell slots. When starting your day, prepare a known spell to fill these slots. You can cast each spell once, and will need a long rest before you can cast it again.
Spells. You know four 1st-level spells.
  • Cure Wounds
      1st-level Evocation
    Casting Time: 1 action.
    Range: Touch.
    Components: Verbal, Somatic.
    Duration: Instantaneous.

    A creature you touch regains HP equal to 1d8 + your Charisma modifier. This spell has no effect on undead or constructs. When you cast this spell in a spell slot of 2nd level or higher, the healing increases by 1d8 for each level above 1st.
  • Dissonant Whispers
      1st-level Enchantment
    Casting Time: 1 action.
    Range: 60 feet.
    Components: Verbal.
    Duration: Instantaneous.

    You whisper a discordant melody that one creature of your choice can hear, wracking it with terrible pain. It must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such
    as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save. When you cast this spell in a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
  • Sleep
      1st-level Enchantment
    Casting Time: 1 action.
    Range: 90 feet.
    Components: Verbal, Somatic, Material (a pinch of fine sand, rose petals, or a cricket).
    Duration: 1 minute.

    This spell sends creatures into a magical slumber. Roll 5d8; the total is how many HP of creatures this spell can affect. Creatures within 20 feet of a point you choose are affected in ascending order of their current HP (ignoring unconscious creatures). Starting with the lowest current HP, each affected creature falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's HP from the total before moving on to the next. A creature's HP must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected. When you cast this spell in a spell slot of 2nd level or higher, roll an additional 2d8 for each level above 1st.
  • Thunderwave
      1st-level Evocation
    Casting Time: 1 action.
    Range: Self (15-foot cube).
    Components: Verbal, Somatic.
    Duration: Instantaneous.

    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each level above 1st.


✦ EQUIPMENT
  • a club.
  • a dagger.
  • a staff.
  • leather armour.
  • a lute.
  • a hunting trap.
  • a trophy from an animal you killed.
  • an entertainer's pack: includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days' of rations, a waterskin, and a disguise kit.
  • a set of traveller's clothes.
  • a belt pouch containing 10 gp.
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bird
 Posted: Sep 20 2015, 09:55 PM
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HARMONY
the TIEFLING WARLOCK

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LVL 1
HP 10
AC 11
--
STR 12 (+1)
DEX 10
CON 14 (+2)
INT 12 (+1)
WIS 10
CHA 17 (+3)



✦ PERSONA

Alignment. You are True Neutral. You prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time.
Languages. You can speak, read, and write Common, Infernal, and Abyssal.
Background. You are an artisan baker, and hellborn.
Guild Membership. As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guild hall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to remain in the guild's good graces.
Personality. You like to play with fire. You are struck by the beauty of this world and revel in areas of gentle nature.
Ideal. Generosity. Your talents were given to you so that you could use them to benefit the world.
Bond. The workshop where you learned your trade is the most important place in the world to you.
Flaw. You're horribly jealous of anyone who can outshine your handiwork. Everywhere you go, you're surrounded by rivals.


✦ SKILLS AND PROFICIENCY

Skills. You are proficient in Insight, Intimidation, Persuasion, and Religion.
Proficiency Bonus. Add +2 to all attacks with proficient weapons, attacks with spells you cast, ability checks with proficient skills and tools, saving throw DC for spells you cast.
Tool Proficiency. You are proficient with cook's utensils.
Armour Proficiency. You are proficient with light armour.
Weapon Proficiency. You are proficient with simple weapons.
Saving Throws. You are proficient with saving throws against Wisdom and Charisma.


✦ RACE

Abilities. +2 Charisma, +1 Intelligence.
Age. Tieflings mature at the same rate as humans but live a few years longer.
Size. Tieflings are about the same size and build as humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your abyssal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.
Hellish Resistance. You are resistant to fire damage.
Infernal Legacy. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.


✦ CLASS

Hit Dice. 1d8 per warlock level.
Gaining Hit Points. 5 + Constitution modifier per warlock level after 1st.

Otherworldly Patron. You have made a pact with Baphomet, a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.
Dark One's Blessing. When you reduce a hostile creature to 0 HP, you gain temporary HP equal to your Charisma modifier + your warlock level.
Charismatic Spellcasting. Charisma is your spellcasting ability for your warlock spells. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast, and when rolling to attack with a spell.
Spellcasting Focus. You can use an arcane focus as a focus for your warlock spells.


✦ SPELLS

Cantrips. You know three cantrips and can cast them at-will, without need for a rest.
  • Eldritch Blast
      Evocation Cantrip
    Casting Time: 1 action.
    Range: 120 feet.
    Components: Verbal, Somatic.
    Duration: Instantaneous.

    A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
  • Minor Illusion
      Illusion Cantrip
    Casting Time: 1 action.
    Range: 30 feet.
    Components: Somatic, Material (a bit of fleece).
    Duration: 1 minute.

    You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object, such as a chair, muddy footprints, or a small chest, it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature examines the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
  • Thaumaturgy
      Transmutation Cantrip
    Casting Time: 1 action.
    Range: 30 feet.
    Components: Verbal.
    Duration: Up to 1 minute.

    You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
    • Your voice booms up to three times as loud as normal for 1 minute.
    • You cause flames to flicker, brighten, dim, or change colour for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    • You instantaneously cause an unlocked door or window to fly open or slam shut.
    • You alter the appearance of your eyes for 1 minute.
    If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.
Spell Slots. You have one 1st-level spell slot. When starting your day, prepare a known spell to fill this slot. You can cast this spell once, and will need a short rest before you can cast it again.
Spells. You know two 1st-level spells.
  • Burning Hands
      1st-level Evocation
    Casting Time: 1 action.
    Range: Self (15-foot cone).
    Components: Verbal, Somatic.
    Duration: Instantaneous.

    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. When you cast this spell in a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
  • Charm Person
      1st-level Enchantment
    Casting Time: 1 action.
    Range: 30 feet.
    Components: Verbal, Somatic.
    Duration: 1 hour.

    You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. When you cast this spell in a spell slot of 2nd level or higher, you can target one additional creature for each level above 1st. The creatures must be within 30 feet of each other.


✦ EQUIPMENT
  • a mace.
  • two daggers.
  • a light crossbow and and a quiver of 20 bolts.
  • leather armour.
  • an arcane focus: a camp stove possessed by your fiendish patron.
  • a scholar's pack: includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
  • a set of cook's utensils: includes a baking pan, a rolling pin, and a mixing bowl.
  • a letter of introduction from the baker's guild.
  • a set of traveller's clothes.
  • a belt pouch containing 15 gp.

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