Count Lucinean Galdana

Eleazar Wheelock's page

112 posts. Alias of mcridill.


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Azure Blade:

Class Skills

1. Acrobatics
2. Bluff
3. Diplomacy
4. Intimidate
5. Knowledge(Arcana)
6. Knowledge(History)
7. Knowledge(Planes)
8. Knowledge(Religion)
9. Perception
10. Ride
11. Sense Motive
12. Sleight of Hand
13. Spellcraft
14. Use Magic Device

Weapon Proficiency

Blade Boot, Club, Dagger, Heavy Crossbow, Katana, Kukri, Kunai, Light Crossbow, Longbow, Morningstar, Rapier, Scimitar, Spring Blade, Sword Cane.

1st level

Full BAB (6/25)
d8 HD (7/25)
Weapon Proficiency Majority Simple (see above) (8/25)
Light Armor Proficiency (9/25)
Good saves, Reflex and Willpower (11/25)
Magus Spells, Spontaneous (16/25)
Warpriest Spells, Spontaneous (21/25)
Arcane Pool (24/25)
4 + Int Skills (25/25)

2nd Level

Spell Combat (30/30)

3rd Level

Black Blade (32/35)

Would Warpriest spellcasting give Cure / Inflict as a bonus spells?


Male Human

wrong alias.


Male Human

Perception: 1d20 + 1 ⇒ (9) + 1 = 10


Male Human

We can come back here later, Let go back and see what other festivities are going on

Eleazar had back with the rest of the group and hears the deafening roar of the thunderstone.

I am guessing the Father has something important to announce.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Eleazar Stand about 10 feet ahead of Jerrica.


Male Human

Eleazar catches up to the rest if the group. He is slightly curious what the ladies were discussing but thinks if they wanted me to know they would say so.


Male Human

Eleazar looks in amusement ans the butterflies flutter away.

Lt us be on our way. Where was that tower you wanted to see?


Male Human

That horn must being noting something of importance. We should check it out.


Male Human

Now that w have taken part in some of the festivities, I suppose we should see some of the sights. Off to the cathedral, I take it.

Eleazar will follow the rest of the group.


These orders have been pending for a while now. I need to know when they are going to ship, since I might need to change the address.


Male Human

Eleazar takes a horse shoe and lines up his throw a few times before finally throwing the shoe.

Horseshoe 1d6 + 4 ⇒ (4) + 4 = 8


Male Human

Eleazar avoids the gambling and would be interested in a game of skill.

Horseshoes seems like it would be fun. Lets go check that out.


Male Human

Eleazar will drop off his backpack in his room.

Slightly shocked at himself that he forgot to propely introduce himself he turns to the rest of the group.

How could I have forgotten, I believe introductions are in order. I am Eleazar Wheelock. I decided to leave Magmnimar to seek new opurtunities and fortune.


Male Human

I think will go see what attractions this festival has to offer, now that I we have taken care of lodging. any of you lovely ladies care to join me?


Male Human

Eleazar turns to Ameiko.

Excuse miss Kaijitsu, it seems we are all relatively new to Sandpoint. Do you have any reccomendations for any activities we should partake in or loactions to visit?


Male Human

Lena sheathes her sword.

We truly do not mean you harm. We aree just here to learn about these caves.


Male Human

Eleazar stands up after he finishes his first proper meal in whats seems liked ages.

I need to find an Inn, hopefully all the rooms have not been taken yet.

Eleazar decides to inquire on directions to the nearest inn, and spots a Shoanti female with short brown hair.

Excuse me miss, do you by any chance know where I can find an inn?


Male Human

As Eleazar enters Sandpoint, he is greeted by sounds of the festival.

Perfect, I do not believe any one followed me, but if they did with this festival going on it would too easy to get lost in the crowds.

Eleazar smells the various meals the vendors have for sales, and is reminded that he has not had a proper meal in quite some time. Eleazar orders a fish kabob.

Overhearing the Shoanti woman mention something about finding work eleazar begins to think. "I should probably visit the local tavern, hopefully there I can find some leads for a job. I hope I can earn a better reputation here than in Magnimar, little point in dwelling on the past at this point.


I will most likely finish my krogan battlemaster some time in the next 24 hours.


I was getting ready to vote, was having difficulty deciding which two, I did not want to break up Jassira and Tassira.


Here is my submission for a human rogue, Eleazar Wheelock.

Crunch:

N Medium Humanoid (Human, Dual Talent +2Str/+2Dex)
Favored Class Rogue
Init +4, Perception +5

---------------------
DEFENSE
---------------------

AC 17, Touch 14, Flat-footed 13
HP 9 (1d8+1)
Fort +1 Ref +6 Will +1

--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee Rapier +3/+1 (1d6+3/18-20, x2)
Melee Dagger(5) +3/+1 (1d4+3/19+3-18x2)
Melee Sickle +3/+1 (1d6+3,x2)
Melee Mace,Light +3/+1 (1d6+3,x2)
Ranged Crossbow, Heavy +4 (1d10,19-20, x2)
Ammunition 30

STATISTICS
Base Attk +0 CMB +3 CMD 17

Special Abilities

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Traits
Resilient: gain a +1 trait bonus on Fortitude saves.

Black Sheep +1 trait bonus on Knowledge (local), and +1 trait bonus for stealth.

Feats
Two Weapon Fighting
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Skills
Disable Device 8 (1 rank, + 3 class + 4 dex)
Stealth 9 (1 rank, + 3 class + 4 dex +1 trait)
Escape Artist 8 (1 rank, + 3 class + 4 dex)
Sleight of Hand 8 (1 rank, + 3 class + 4 dex)
Sense Motive 5 (1 rank, + 3 class + 1 wis)
Perception 5 (1 rank, + 3 class + 1 wis)
Knowledge (local) 6 (1 rank, + 3 class + 1 int +1 trait)
Bluff 4 (1 rank, + 3 class)
Diplomacy 4 (1 rank, + 3 class)

Worn Studded Leather, Rapier, Light Mace, Sickle, Dagger x 5, Heavy CrossBow,
Readied Ammmo
Belt Pouch x4, Caltrops x2, Thieves tools, Smokestick,
Backpack, lantern (hood), Rope (Silk), oil (2), Bedroll, Whetstone, trail ration 6 days, water skin, Grappling Hook.


Backstory:
Eleazar grew up in Magnimar. He had a relatively happy childhood up until his father developed a gambling problem. His family was barely able to scrap enough money to survive due to the debt their father has accumulated. When the hired muscle came to collect the debt, his father did not have the moneyy. Things went horribly wrong when they made an example of him, and his father ended up dying from his grievous wounds.

In order to support his family he had to resort to a life of crime. A bitter nobleman by the name of Hugh Almaton had hired him to perform unscrupoulous acts, such as stealing fron one noble then planting the valuable in anothers house. After several years of service, Eleazar began to questions his actions. While he does not necesassarily regret what he has done, believing he de did what he did to survive. Eleazar decided to flee Mamgnimar, knowing it would be har to start a new life with his reputation there. Eleazar has just arrived in Sandpoint and heard about the upcoming festival.


Here is Eleazar Wheelock. I still need to change his equipment around a little as with Milah.

Yerasol Veteran
Warpriest/ Magus (War Warden)

Crunch:

NG Medium Humanoid (Human, Dual Talent +2Str/+2Dex)
Init +3, Perception +3
Warpriest 1, Magus (War Warden) 1. Yerosol Veteran
---------------------
DEFENSE
---------------------

AC 20, Touch 13, Flat-footed 17
HP 8 (1d8)
Fort +4 Ref +2 Will +5

--------------------
OFFENSE
--------------------

Speed 20 ft.
Melee Rapier +5 (1d6+3/18-20, x2)

----------------------
STATISTICS
-----------------------

STR 16, DEX 14, CON 14, INT 16, WIS, 16, CHR 14
Base Attack +1/0 CMB +4 CMD 16

--------------------------
Special Abilities
--------------------------

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Weapon and Armor Proficiency: A warpriest is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).

A war warder is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). He can cast magus spells while wearing light armor, medium armor, or a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a war warder wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass war warder still incurs the normal arcane spell failure chance for arcane spells received from other classes.

This replaces the normal magus weapon and armor proficiency feature.

Sacred Weapon (Su): Weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat (if he has multiple Weapon Focus feats, this ability applies to all of them). Whenever the warpriest is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice.
In addition, the warpriest sacred weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–13; see the table below for Small and Large warpriests. If the weapon normally deals more damage than this, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made.

SpellsA warpriest casts divine spells drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A warpriest must choose and prepare his spells in advance. A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher. To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell level. The saving throw DC against a warpriest’s spell is 10 + the spell level + the warpriest’s Wisdom modifier.

Aura (Good): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see the detect evil spell for details).

Blessings (Protection, Magic): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon a blessing, it counts against his daily limit. The DC for any of these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

Hand of the Acolyte (minor): At 1st level, as a standard action you can cause your melee weapon to fly from your grasp and strike an opponent, then instantly return. You can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver.

Increased Defense (minor): At 1st level, as a standard action you can gain a +1 resistance bonus on saving throws or a +1 enhancement bonus to your armor’s AC for 1 minute. Multiple uses of this blessing (to gain a bonus on saves and AC) have no effect. The bonus increases to +2 at 5th level, and +1 for every 5 levels after that

Aura of Protection
At first level, the war warder learns how to harness his arcane pool to protect himself and his allies. As long as there is at least one point left in the war warder's arcane pool, he projects an aura of protection around him. Any ally, including the war warder, within 10 feet of the war warder gains a +1 dodge bonus to AC. At 8th and 14th level, this bonus increases by +1 and the range of the aura increases by +10 feet. If the war warder is killed, paralyzed, stunned, or knocked unconscious, this aura is disrupted. Whenever the condition that disrupted the aura is removed, the aura returns. A war warder can spend one point of their arcane pool to grant this bonus to the saves of all allies in the aura for a number of rounds equal to their Intelligence modifier.

This ability replaces the bonus feat gained at 5th level and the Heavy Armor ability normally gained at 13th level.

Arcane Pool

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

At 1st level, a war warder can use his arcane pool to grant an enhancement bonus to his armor as well as to his shield, paying the arcane pool cost separately for each. At 5th level and above, he can also add any armor or shield special properties. The maximum bonus possible is equal to half his war warder class level.

This functions as Arcane Pool in all other aspects.

Spell Combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

---------------------
Traits
---------------------

Dispelled Battler: When deprived of magic, you fight harder. You gain a +1 trait bonus on weapon attack and damage rolls while within an area of antimagic such as that created by an antimagic field. You also gain this bonus for 1 round after you are subject to an area or targeted dispel magic spell, regardless of the effect's success or failure in dispelling your spells and magical effects.

Arcane Temper: +1 Init and Concentration

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Feats
-------------------

Weapon Focus: Rapier
Combat Casting
Display of Heroism

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Skills
------------------

Knowledge Arcana +7
Knowledge religion +7
Survival + 7
Spellcraft +7
Diplomacy +6

------------------
Gear
------------------

Rapier, four mirror armor, light shield, Spell component pouch, Back pack, Silver holy symbol, Bedroll.


BackStory:

Eleazar firmly believes that the only limits on what one can do are the ones they place on themselves. Eleazar believes that through perfecting himself he can better aid the progression of society. His devotion to this belief allows him to cast divine magic using himself as a conduit.

Eleazar was a war hero in the Yerasol war. He never retreated and would never allow any of his falleen comrades fall into enemey hands. When retrieving fallen soldiers his platoon was ambushed by a battalion,Eleazar valiantly led his platoon from the front and for every 1 soldier, the enemy lost 20.

His valor in war has attracted the attention of the RHC, and wish to have him join knowing his reputation would be a great boon.


4d6 ⇒ (4, 2, 4, 3) = 13 11
4d6 ⇒ (1, 1, 1, 6) = 9 8
4d6 ⇒ (4, 6, 1, 2) = 13 12
4d6 ⇒ (6, 6, 1, 5) = 18 17
4d6 ⇒ (4, 4, 1, 1) = 10 9
4d6 ⇒ (5, 3, 1, 6) = 15 14
Reroll
4d6 ⇒ (3, 6, 6, 1) = 16 15

Might try a krogan Battlemaster.


Male Human

Sorry this weekend has been crazy. We are sort of missing a frontline with kus kus and narvolo being gone.


Male Human

[ooc] I am assuming she is tied up with rope]
Eleazar rushes over and cuts her bindings with his knife and attempt to wake her up.

Wake up Ameiko, Are you hurt?


Male Human

Eleazar will open the door and peer inside.
Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Male Human

Eleazar whispers to Nic, This room looks clear. We better hurry up though. Time is of the essence if we want to find Ameiko. Eleazar then moves past Nic to scout out the next room.

Map


Male Human

Eleazar will open the door. and peer inside.
perception: 1d20 + 5 ⇒ (9) + 5 = 14
Map


Male Human

oops sorry
map


Male Human

Eleazar whispers Follow me, who knows what we might find down here. Might even be whats behind these goblins. Eleazar peers around the corner.
Stealth: 1d20 + 9 ⇒ (10) + 9 = 19
perception: 1d20 + 5 ⇒ (17) + 5 = 22


Male Human

Eleazar sneaks around to the corner and peers around looking for goblins or signs of Tsuto or Ameiko.
Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Map


Male Human

Hmmm I don't think Lonjiku was behind the goblins, which means Ameiko is in danger.Let me check this one last area on this half of this building. Eleazar leaves the work area and will open the door next to him.

Map


Male Human

Rapier Attack: 1d20 + 3 ⇒ (7) + 3 = 10 Damage: 1d6 + 3 ⇒ (6) + 3 = 9
That is one slippery goblin


Male Human

Eleazar takes advantage of the goblin's in ability to defend it self to stab it with his rapier.
Rapier Attack: 1d20 + 1 ⇒ (3) + 1 = 4 Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Eleazar then give chase and stabs at the recently sleeping goblin.
Rapier Attack: 1d20 + 3 ⇒ (1) + 3 = 4 Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Map


Male Human

Eleazar will attack the nearby goblin and take a 5 foot step north.
Rapier attack: 1d20 + 1 ⇒ (11) + 1 = 12 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Dagger attack: 1d20 + 1 ⇒ (6) + 1 = 7 Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Map


Male Human

Leena will cast detect magic to see if an idol or any other magical items are nearby.
[ooc[ if necessary knowledge (arcana)[/ooc]
1d20 + 7 ⇒ (5) + 7 = 12


Male Human

Eleazar attacks the nearby goblin with dazzling display of flashing steel.
rapier attack: 1d20 + 1 ⇒ (19) + 1 = 20 Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Dagger attack: 1d20 + 1 ⇒ (15) + 1 = 16 Damage: 1d4 + 1 ⇒ (4) + 1 = 5

confirm: 1d20 + 1 ⇒ (5) + 1 = 6 Damage: 1d6 + 3 ⇒ (5) + 3 = 8

if the goblin falls with the rapier attack Eleazar will take 5 foot step to attack the other goblin with his dagger


Male Human

Lets finish this.
Eleazar attacks Goblin 3 and then takes 5 foot step.
rapier attack: 1d20 + 1 ⇒ (11) + 1 = 12 Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Dagger attack: 1d20 + 1 ⇒ (8) + 1 = 9 Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Map


Male Human

Eleazar will step up where Lemona was and attack defensively targeting the any injured goblins first.
rapier attack: 1d20 - 3 ⇒ (9) - 3 = 6 damage: 1d6 + 3 ⇒ (1) + 3 = 4
dagger attack: 1d20 - 3 ⇒ (19) - 3 = 16 damage: 1d4 + 1 ⇒ (3) + 1 = 4
confirm: 1d20 - 3 ⇒ (3) - 3 = 0 damage: 1d4 + 1 ⇒ (2) + 1 = 3


Male Human

oops forgot to update map with my move
Map


Male Human

Eleazar will move one square NW and take a defensive stance (20 ac).
Try to funnel them through the doorway there are too many to take on at once.


Male Human

Eleazar will sling his crossbow on his back and draw his rapier and take a five foot step down.
posting on iPhone can't update map


Male Human

Eleazar will fire his crossbow at the goblin straight north.
heavy crossbow attack: 1d20 + 4 ⇒ (10) + 4 = 14 damage: 1d10 + 1d6 ⇒ (6) + (2) = 8


Male Human

Eleazar will ready his crossbow and draw a dagger. Holding his crossbow in his right hand and bracing it ontop of his left forearm while holding the dagger in his left hand facing away from him he pushes the door open with his left foot.
Stealth: 1d20 + 9 ⇒ (13) + 9 = 22


Male Human

Eleazar gestures to Nicolae to follow and will move next to theset of doors to North east. Eleazar slowly turns the door handle and will take a peek into the next room if possible.

Map


Male Human

Eleazar will attempt to open the door and will give a signal to follow if it is all clear.


Male Human

Perception: 1d20 + 5 ⇒ (19) + 5 = 24 Eleazar listens to hear if anyone is around.
Stealth: 1d20 + 9 ⇒ (4) + 9 = 13 Eleazar quitely move for the next door.

Map


Male Human

Eleazar will attempt to open the door in front of him.
[ooc] if needed here is Dice roll [ooc]
Disable Device: 1d20 + 8 ⇒ (6) + 8 = 14


Male Human

Eleazar will move in right next to the door leading further into the glass works.
Map


Male Human

I would have preferred to the sheriff's blessing first but he is not here. I don't really trust anyone else. Either Lonjiku or Tsuto are up to something and I don't want either of them being tipped off that we are coming.


Male Human

Bluff: 1d20 + 4 ⇒ (20) + 4 = 24
Don't mind us the shop owner wanted us to see how well this building is secure. You think we would steal and right in front of this lovely little paladin over here.

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