
DM Heterocephalus |

Hi all,
I would like to take this chance to take a vote as i will be appointing a representative for the group.
it is more administrative in nature as this position will allow a main point of contact from the team's home nation, Tymon.
Also in certain matters, a meeting might be called for the captains for the various teams. An adviser will be attached to the team, like a marketing manager to the public in matters of politics and diplomacy.
In the end, this position is not to boss over the player's action though in combat some teamwork and instructions might work well.
Oh before i forget, we always need a figurehead for assassination any way...
Therefore the person based on the background written, Areilla has noble blood in her genealogy and in RL an experienced player himself. I nominate Areilla for the position.
Just wanna take a vote if you are agreeable. You may PM me if you have issues with this.

Ariella Moiraine |

Ariella would only take leadership if it was thrust upon her, but she'd do it. She's definitely not the most charismatic of individuals, but she's intimidating and a good actress. -shrug- I don't want to be responsible for telling other players what to do, but I'll be the figurehead if one's needed.

The Drunken Snake |

Drunken Snake probably shouldn't be the figurehead. He has low INT and CHA and drinks a lot.

DM Heterocephalus |

Hi guys for your info, another paladin and drow cavalier will be joining us. Kinda hoping one more of you converts to paladin

The Drunken Snake |

lotus is another monk archetype.
you can have two archetypes as long as they dont each require the swapping out of the same class ability.
so he is a Master of Many Styles plus Monk of the Lotus, much as i am a Drunken Master and Master of Many Styles

DM Heterocephalus |

Alright just waiting for Breunnor to check in and scorn to finalise his character.

Breunnor Kegbreaker |

whoops never realized I was in got real busy for our Christmas cnadlelight tour on Friday evvening. didn't get lots of time to check statuses

Garris aka "Dragon" |

builds looking good guys, seems better than last time. We seem defensive which could be good.
Diablo I like your new guy. I love enforcer and with the bludgening feat seems good :)

DM Heterocephalus |

Alright guys first gameplay post will be up soon. Now awaiting skorn character.

DM Heterocephalus |

BTW just to stage the personality of the Ruler of Tymon,
Tymon
(City)
Region River Kingdoms
Size Large town
Population 2,564
Demographics Human 80%, half-orc 12%, other 8%
Government Conventional (benevolent dictator)
Alignment Lawful neutral
Ruler Ullorth Ungin
He is actually a benevolent dictator.

DM Heterocephalus |

whoops never realized I was in got real busy for our Christmas cnadlelight tour on Friday evvening. didn't get lots of time to check statuses
Sounds fun!!
BTW i need you to work in some lore of Tymon into your background once you are free.
SKORN once your character is ready, post it in here.

DM Heterocephalus |

Hi, I added the teams in the tournament. Will set up the team rooster sand league table soon.
The Immortal games is a tournament which a league table participated by the various settlements. At the end of the games, the top 5 teams will compete for the prestige of the winner of The Immortal games.
Artume
(City)
Nation Artume, River Kingdoms
Size Large town
Population 2,650
Demographics Human 86%, gnome 7%, half-elf 4%, half-orc 2%, other 1%
Government Conventional (regent)
Alignment Neutral
Ruler Sir Bransen Waike, regent
Artume is a small domain amid hills and fertile plains within the River Kingdoms. Artume lies on a western branch of the Sellen River, not far from the cities of Daggermark, Gralton, and Sevenarches. The region boasts high quality livestock, especially horses, as well as leather goods and stone. The kingdom welcomes adventurers, who Regent Waike frequently uses to deal with bandits and nagas.
Daggermark
(City)
Region River Kingdoms
Size Metropolis
Population 27,460
Demographics 96% human, 1% dwarf, 3% other
Government Anarchy
Alignment Chaotic neutral
Ruler Martro Livondar
The largest city in all of the River Kingdoms, Daggermark has maintained enough stability to control an abundant supply of food, a rarity in this unstable region of Avistan. Daggermark is so stable that it even has a thriving industry and is wealthy enough to mint its own coin. The main reason for this stability are the two guilds for which the city is so famous: the Daggermark Assassins' Guild and the Daggermark Poisoners' Guild. These two organizations often work hand in hand, as the assassins favor the use of poisons, believing that only amateurs leave behind an obvious cause of death. Few bandit lords would be stupid enough to attack Daggermark for fear of being found poisoned, strangled or some other seemingly accidental death. Even if someone were foolish enough to risk the wrath of the its assassins, Daggermark is still far from undefended. It has the largest army in all the River Kingdoms and the city itself boasts both and inner and outer wall. The most powerful and prestigious members of Daggermark society live within the inner wall (called Dagger Keep by the locals), including the ruler, Martro Livondar. Rule of the city is more complicated than it appears. while Marto Livondar in theory controls the city he would not be able to do so without the dwarven warrior Jallor Clovesh who controls the army. In addition, if Livondar were ever to loose the favor of Lady Smilos, the head of the assassins' guild, or Tragshi, head of the poisoners' guild, it is unlikely he would survive more than a week.
Gralton
(City)
Region River Kingdoms
Size Small city
Population 9,200
Demographics Human 90%, halfling 7%, half-elf 2%, other 1%
Government Governor and council
Alignment Chaotic neutral
Ruler Lord Marnius Cherlorne
The inhabitants of Gralton consist almost entirely of people who have fled the ongoing revolution (some would say anarchy) in Galt. Many of those who have fled to Gralton are the old nobility of Galt. Deposed and fallen from grace, they desperately seek any means to regain what they have lost, be it by sponsoring counter-revolutionary activity, or sending parties of hapless adventurers back into Galt to search for family heirlooms left behind in the rush to escape the guillotine's blade. As the desperation of the deposed nobility grew, Gralton began to attract con-artists and tricksters. These tried to hustle the desperate nobility by offering quick fixes and false hope. The town has two notable temples: one to the drunken hero deity, Cayden Cailean, the other to the Vengeful Sting, Calistria. In fact, many suspect the people of Gralton to be possessed by some spirit of Calistria. So bent on vengeance against Galt are they, that many see divine intervention in their hate-filled eyes.
Fort Liberthane
(City)
Nation independent, River Kingdoms
Size Hamlet
Population 170
Demographics Human 95%, Halfling 4%, other 1%
Government Conventional (military dictatorship)
Alignment Lawful Good
Ruler Lord Achille Parsall, protector
This was once a rundown bandit fortress in the River Kingdoms, until it was taken over by Achille Parsall, an aristocrat of Galt who is also a paladin of Milani.
It is the base from which Parsall seeks to recruit for his cause. In the long term, this is freedom for Galt; in the shorter term he seeks to unify the River Kingdoms. The hamlet serves as a bastion of idealism in the sometimes cut-throat society of the River Kingdoms, but all who live there are expected to follow the orders of Parsall and his soldiers.
Mivon
(City)
Region Mivon, River Kingdoms
Size Small City
Population 10,870
Demographics Human 86%, dwarf 6%, elf 6%, gnome 2%
Government Meritocracy
Alignment Chaotic neutral
Ruler Mayor Raston Selline
It was to Mivon (pronounced mih-VON)[1] that many of the Aldori swordlords fled after Choral the Conquerer overthrew the nation of Rostland to create modern day Brevoy. Many swordlords settled in Mivon bringing with them the experience and knowledge of the ancient art of the swordlords. Warriors from as far as way Garund make pilgrimages to Mivon to learn the secrets of the swordlords, in order to do this the applicant must best a series of increasingly tough duels. The city also has a large fishing industry that specialises in catching eels in the pools surrounding the city. It is said that due to the violent nature of the city many of the eels have tasted human flesh and the phrase "a walk to the fishponds" has a very sinister meaning as the person normally does not return.
Outsea
(City)
Nation River Kingdoms
Size Small city
Population 6,700
Demographics Merfolk 34%, sahuagin 36%, human 20%, elf 5%, other 5%
Government Council of inhuman generals
Alignment Neutral
Outsea is a town in the River Kingdoms containing farmland, swampland, rivers, and canals. Its citizens include both aquatic species as well as air-breathers. Military service is mandated for all water-breathers and a few landlubbers serve in respected voluntary battalions. Locks and gates separate freshwater and salt water, preventing the districts from flowing into each other. Beneath the waterline, coral reefs and seaweed form underwater structures. Fish, octopi, and other aquatic animals are prevalent. Mages of Outsea are known for their strong tradition of practicing water magic. Unique spells of merfolk and sahuagin origins can be found only in this kingdom.
Pitax
(City)
Region River Kingdoms
Size Small City
Population 8,790
Demographics Human 90%, halfling 4%, elf 3%, other 3%
Government Autocracy
Alignment Chaotic neutral
Ruler Castruccio Irovetti
Pitax (pronounced pih-TAHKS) is the domain of Castruccio Irovetti, a petty tyrant who fancies himself a god. It seems the River Kingdoms attract these sorts of deluded megalomaniacs, with the kingdom of Razmiran ruled over by the similarly deluded Razmir. Pitax is a city filled with trashy art and bad sculpture, created by the masses of enslaved artists and poets that Irovetti maintains to massage his ego. The town itself suffers under Irovetti's rule, as his arrogant rule has turned the nearby countries of Numeria and Brevoy against him, and alienated Pitax from potential sources of trade.
Protectorate of the Black Marquis
(Region)
Alignment Chaotic neutral
Capital Deadbridge
Ruler Marquis Urdal Bazzak
Government Conventional (pirate despot and council)
The Protectorate of the Black Marquis is one of the River Kingdoms of northeastern Avistan. Since it's founding, it has been ruled by a series of despots who call themselves Marquis, despite having little proper claim to the title.
Riverton
(City)
Nation River Kingdoms
Population 572
Demographics Human 88%, half-elf 9%, other 3%
Government Theocracy
Alignment Chaotic neutral
Ruler Naerel Twice-Born
Riverton is a large village located on the banks of Kallas Lake in the southern River Kingdoms.
Sevenarches
(City)
Region River Kingdoms
Size Large Town
Population 4,340
Demographics Human 88%, fey 5%, gnome 4%, halfling 2%, other 1%
Government Mayor and druidic oligarchy
Alignment Neutral
Ruler Mayor Esmet Silkenlock
Sevenarches is a town in the southwestern River Kingdoms built around seven stone arches which are scattered around the settlement. These are an ancient site, sacred to the elves. Sevenarches has not been in elven hands for millennia, ever since they left Golarion for the safety of Sovyrian; since then, Sevenarches has been under the rule of the Oakstewards. The Oakstewards are very selective about whom they let approach the community, banning elves and outsiders from approaching, as Sevenarches guards a rift to the First World of the fey. As a result of the rift, followers of the Green Faith are extremely common. Sevenarches is also home to a wide variety of fey and many treants, some of whom live in the city, while others are simply passing through. Rumor has it that the arches for which the town is named once served as portals to other worlds, perhaps functioning like more powerful elf gates. Kyonin has shown great interest in reclaiming this ancient site, but the Oakstewards refuse any elf entry into Sevenarches. While this problem has yet to come to a head, there are rumours that some elves have been considering radical solutions to get rid of the human rulers of the town.
Touvette
(Nation)
Alignment Lawful neutral
Capital Avendale
Ruler General Cabol Voran
Government Military dictatorship
Religions None (atheist)
Touvette is one of the River Kingdoms. It is borders upon Pitax to the northeast and Gralton to the west and south. It has prime farm and ranch land, and prospered under King Aven I. However, under King Aven II it started to fall apart and descended into religious warfare.
General Cabol Voran launched a successful military coup, overthrew the monarchy and drove out all the priests.
The temples now serve as “charities” – a mixture of magistrate’s court, refuge, militia base, school, hospital and government office. The citizens are well looked after, and begin each day by thanking the General for saving them from laziness and religion. Speaking against the General carries the death penalty.
Crimes are punished harshly. The peace is maintained by the General’s knights, a hand-picked group authorised to summarily try and (if necessary) execute criminals, and who never pay for goods and services - their expenses are met by the grateful populace.
All young men must serve at least four years in the army.
Foreigners must have travel passes. Those found without valid documents are assumed to be spies or saboteurs, and treated accordingly.
Tymon
(City)
Region River Kingdoms
Size Large town
Population 2,564
Demographics Human 80%, half-orc 12%, other 8%
Government Conventional (benevolent dictator)
Alignment Lawful neutral
Ruler Ullorth Ungin
The city-state of Tymon lies southwest of Daggermark on the very western borders of the River Kingdoms, next to the kingdom of Razmiran. It is renowned for its gladiators, as Tymon boasts both a huge arena and many prestigious gladiator colleges. Tymon's history of gladiatorial excellence goes back to its founder, Maldar Tymon, who was a renowned Taldan gladiator and hero of one of Taldor's Fifth Army of Exploration. Unfortunately, this proud heritage has made Tymon a visible target, and the living god Razmir greedily eyes the city with conquest on his mind. Ullorth Ungin has to contemplate turning his valuable gladiators lose on the field of battle, supported by the bloodthirsty priests of Gorum. Each year Ullorth asks that any on the Outlaw Council who value freedom step forth to help him, and each year one or two petty lordlings offer their help, postponing Razmir's invasion for another year.
Lambreth
(City)
Region River Kingdoms
Size Large town
Population 3,000
Demographics Human 80%, half-orc 12%, other 8%
Government Military (Military dictator)
Alignment Lawful neutral
Ruler Lord Kamdyn Arnefax
The small, self-sufficient domain of Lambreth rose from the union of three rival merchant families, the Cullertons, the Angelidis, and the Vizcarra, who founded the city-states Maashinelle, Lockridge, and Sezgin, respectively. Fearing annexation from their neighbors, the families negotiated a union, ruling as the Triunes of Lambreth. Throughout the River Kingdoms, Lambreth suffers the least from bandit attacks. Newcomers and troublemakers quickly draw the attention of the Black Eagles.
Lord Kamdyn Arnefax rules Lambreth as a merciless dictator. The Black Eagles, feared horsemen resembling dark versions of Andoran's Eagle Knights, act as the local militia, protecting the citizens, collecting taxes, and enforcing Lord Arnefax's rule. In addition, each village has its own council, led by an elected mayor, who makes requests and complaints to Lord Arnefax, although most are wary to do so.

Tenro |

it will be interesting to see how Drunken Snake fares in the arena compared to his compatriots. a quick perusal of everyone's sheets shows his damage significantly lower than others, AC comparable to higher, HP comparable, and attack lower than others. I guess he is more defensive in nature than others.

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Greetings all. This entry is from Skorn. Sorry for being late to the party. Building a Pally that fit into this setting, and at the same time added to both the team and had the ability to maybe win in solo combat was a challenge. I bet I looked a 6 completely different builds. In the end this is what I came up with.
I would appreciated feedback and recommendations to tweak. I still have some gold to spend and would be willing to change how I spent some of what I did spend if you have a strong recommendation - for instance, was it worth an extra 3K to make his sword adamantine?
The build is in the alias but here it is to make commenting easy.
Born of human parents in the city of Tymon, Azrael was not a normal boy. His golden eyes and halo betray that. He was martially trained at an early age and given over to the church of Gorum at age 16, for it was felt only they could shape the outside and his gifts into an asset for the city. Azrael is loyal to his city and wants to win these games for both honor and for his family and friends in the city.
Azrael is the hand of Gorum's Vengance. A controlled lust for war; an angelic battle cry; a force of violence. As he fights his halo glows more brightly and he challenges his foes in the tongue of man and heaven (celestial) - Perform Oratory. As he fights a nimbus of illumination radiates form him protecting his allies and spelling doom for his enemies.
Think arian angle gone wrong. Azrael is is almost too hansom to be male. Tall and muscular with blond hair and golden orbs for eyes, he is striking but also unworldly, disconcerting, and almost totally without mercy for his enemies. When he burst in brightness he is terrible to behold. His halo manifests only in a fight and glows brighter with the spilling of blood. His spiked full plate armor is enameled golden to match his eyes andmarked with symbols of heaven and his deity, Gorum. His helm and lance are plumed with feathers from his celestial Axebeak mount. The Azebeak itself is brightly plumed and wears golden chain barding.
Reputation - I could use some help with this - Never saw the table referred to
Angel-Blooded Aasimar (Angelkin) Paladin (Warrior of the Holy Light, Shining Knight) 5
CN Medium Outsider (native)
Init +1; Senses darkvision; Perception -1
Aura power of light (30', +1 to hit and AC)
--------------------
Defense
--------------------
AC 24/25, touch 11/12, flat-footed 23/24 (+10 armor, +3 shield, +1 Dex)/+1 Light
hp 48 (5d10+10)
Fort +10, Ref +6, Will +6
Immune fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense (+1 to Hit and Damage from Alter Self Strength Boost)
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +9 (1d4+4/x2) and
+1 Adamantine Greatsword +10 (2d6+7/19-20/x2) or Powerattack +8 (2d6+16/19-20/x2 ) and
Masterwork Lance +10 (1d8+6/x3) or Powerattack +8 (1d8+12/x3) X2 on a charge
Special Attacks smite evil (2/day) +4 to hit, AC and Saves, +5 Damage
Spell-Like Abilities Alter Self (1/day) for +2 Strength!, Detect Evil (At will)
Signature Move - Judgement of Heavens: Ideas?
--------------------
Statistics
--------------------
Str 18/20, Dex 12, Con 14, Int 10, Wis 7, Cha 18
Base Atk +5; CMB +9; CMD 20
Feats Mounted Combat (1/round), Power Attack -2/+4, Ride-by Attack
Skills Bluff +8, Diplomacy +12, Handle Animal +8, Heal +4, Intimidate +13, Knowledge (religion) +4, Perception -1, Perform Oratory +13, Profession (Gladiator)+2, Ride +9, Sense Motive +2
Languages Celestial, Common
SQ animal companion link, aura of courage, aura of good(?), divine bonds (animal companion, axe beak), lay on
hands (2d6) (7/day), mercies (mercy [fatigued]), paladin channel positive energy 3d6 (3/day) (dc 16, share spells with companion, skilled rider, summon mount (1/day) (1/day)
Other Gear +1 Spiked Full plate, +1 Heavy steel shield, +1 Adamantine Greatsword, Masterwork LanceX2, MW Composite Strength +4 Long Bow, 40 cold iron arrows, Silver and Cold Iron Kukris, Weapon cord, Potions of Shield of FaithX4, Enlarge X4, Healers Kit, Surgeon's Tools, Paladin's Kit, Grooming Kit, Exotic Riding Kit,
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus tosaves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immune to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6) (7/day) (Su) You can heal 2d6 damage, 7/day
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Paladin Channel Positive Energy 3d6 (3/day) (DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power of Light (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to
bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells
Ride-by Attack You can move - attack - move when charging mounted.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Skilled Rider (Ex) (Su) Ride does not have an armor check penalty. Your mount gains the benefit of your divine grace class feature.
Smite Evil (2/day) (Su) +4 to hit, +5 to damage, +4 deflection bonus to AC when used.
Summon Mount (1/day) (1/day) (Sp) summon your mount to your side.
Weapon cord Attached weapon can be recovered as a swift action.
--------------------
Animal Companion
Axe Beak
CN Large Animal
Init +3; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 18 (+3 Dex, -1 size, +5 natural, +4 Armor)
hp 43 (+15)
Fort +7, Ref +7, Will +1
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Axe Beak) +2d6 (1d8+7/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks sudden charge
--------------------
Statistics
--------------------
Str 20, Dex 16, Con 16, Int 6, Wis 11, Cha 10
Base Atk +3; CMB +9; CMD 22
Feats Armor Proficiency (Light), Improved Natural Attack, Weapon Focus (Bite)
Skills Acrobatics +8 (+16 jump), Fly +1, Perception +4, Stealth +3, Swim +9
Languages
Other Gear: Military Saddle with Tack and saddlebags. Chain Shirt Barding
--------------------
Special Abilities
--------------------
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sudden Charge (Ex) On charge, if bite hits then make free trip attack.

DM Heterocephalus |

Maybe they can sense a sever limb on their way thus they gain +1 cmd?
Your build looks fine. Proceed to gameplay.
Build looks fine. Reputation is 10+1d3+Glad levels+face/heel modifier.

DM Heterocephalus |

Word of Healing
Using the same divine energy as your lay on hands ability, you can heal others at a distance.Prerequisites: Lay on hands class feature.Benefit: You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke anattack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benefits of your mercies as normal.
Since you are the only healer and you wasted detect evil. How about replace with this feat?
BTW our Drow Cavalier is joining us once more, so good news.
Now there is 10 of us and complete.

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I can use word of healing for sure. Will be handy if I do not want to channel and heal everyone. I have forgotten to add the +2 to Charisma from the Face Trait. Will modify build slightly. Likely bump Int to add some more skills
Reputation: 1d3 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Still need a little help with a finishing move.

DM Heterocephalus |

No idea dude, the Cavaliers finishing is to get his rex throw the enemy I the air and he pierce with his lance

Ariella Moiraine |

I'd say that since you're not focused on sundering that the 3k on an adamantine blade was a waste. If we ever fought an animated object you'd be king, but other than that it essentially does nothing. You could instead spend it on a cloak of resistance and a ring of protection.

DM Heterocephalus |

well you could incorporate sundering in your signature move

DM Heterocephalus |

Breunnor alicarius n gilhanna awaiting your post in gameplay.

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I'd say that since you're not focused on sundering that the 3k on an adamantine blade was a waste. If we ever fought an animated object you'd be king, but other than that it essentially does nothing. You could instead spend it on a cloak of resistance and a ring of protection.
The idea was not to get sundered, but in general I agree with you. Still, you can always sunder. You do not need the feat.
I am even second guessing power attack, in light of the idea that we will not likely be leveling. Its mostly a gateway to improved X feats. I am thinking I should go with my first idea on this character and stay mounted as much as I can and take Spirited Charge instead. Upgrade the lance to +1 and do something else with that 3K.

DM Heterocephalus |

We're leveling after every fight. Unless something has changed.
Maybe not every fight, but we will be leveling quickly.

DM Heterocephalus |

For those who have not, please put the stats in your class/level profile.
HP:44/44, AC 28, Touch 24 flat-footed 19: CMD 28(32/defensive), Perception +9: Fort +8, Ref +10, Will +9(+1vs Fear) Face/Berserker Rep 19

The Witch Queen |

Sorry I'm late. I have a CPD final Wednesday and have been in the library for the last three days.
I'll get my stats in my profile now. My character sheet can be found at www (dot) matthewcampbell (dot) com/drow.pdf if anyone would like to see who I am and read the character history.
Ghillana nominates herself for group leader. When Ariella wins the vote she shoots her a look of absolute venom and hatred while fingering a raised ridge on her right gauntlet. She seems to think better of an immediate attack however and settles back for a period of jealous resentment and plotting.
Enemy number 1, check.
I look forward to playing with you all!

DM Heterocephalus |

Sorry I'm late. I have a CPD final Wednesday and have been in the library for the last three days.
I'll get my stats in my profile now. My character sheet can be found at www (dot) matthewcampbell (dot) com/drow.pdf if anyone would like to see who I am and read the character history.
Ghillana nominates herself for group leader. When Ariella wins the vote she shoots her a look of absolute venom and hatred while fingering a raised ridge on her right gauntlet. She seems to think better of an immediate attack however and settles back for a period of jealous resentment and plotting.
Enemy number 1, check.
I look forward to playing with you all!
Hey Ghil love the pdf, but can you paste your stats in your profile page along with the along with through essentials in your class/level column

The Witch Queen |

Ghillana's Reputation
1d20 + 1d3 + 0 - 2 ⇒ (20) + (2) + 0 - 2 = 20
I think this is how you do it. She has no gladiator levels so adds 0 and she gets -2 for her heel reputation?

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I am not an expert at this myself but there is not a d20 roll that I recall, only a base of +10. I see some people taking that gladiator level bonus without levels in gladiator too.