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Character creation, back stories, and Introduction.

Posted by ZagFor group 0
Zag
GM, 12 posts
Fri 19 Mar 2021
at 04:57
  • msg #1

Character creation and back stories

If you want to discuss your character creation openly, do so here.  Those of you who aren't Paul would be fools not to, because he knows all the tricks and is always glad to help.

Also, once the characters are getting solidified, then we can add some back story here.  Feel free to make up details of your family, town, tribe, whatever.  It would be great if there are some shared experiences -- perhaps you ran into each other as children when your parents were both at some important undersea event, for instance.  Feel free to invent details.

Generally, we can assume that the cities, at least, and even most towns have breathing stations, where people such as selkies will be able to replenish.  The expectation is that anyone who can travel underwater for at least two hours is expected to be accommodated, at least in the centers of trade.  Similarly, there are places in the closest land-dweller city, Port of Rossilac, where water dwellers are made comfortable.  However, there is a lot more prejudice among the land-dwellers against the water-dwellers than vice-versa.  (There's plenty of the vice-versa, also, but not quite as vociferous nor as powerful.)
This message was last edited by the GM at 04:57, Fri 19 Mar 2021.
Zahariel
player, 7 posts
Fri 16 Apr 2021
at 22:14
  • msg #2

Character creation and back stories

I've put this in my character description but here we go:

Faru'ash grew up in an Gozren orphanage in a coastal town, after his parents vanished in a raid by cultists of the demon lord Dagon. Life in the orphanage was safe enough, but loud and busy. Faru'ash often found solace by slipping away into the ocean, farther out than any of the human children would find him; the other undine children were mostly quieter, and didn't bother him as much. On one of these excursions, he discovered the reason that the oldest parts of the main church in the orphanage only depicted Gozreh the Wind: a second chapel beneath the water, perched on an undersea hill, dedicated to Gozreh the Waves. There had once been a causeway connecting the dual chapels, but the death of Aroden collapsed the causeway, sank the mountain, and caused the sea level to rise, swallowing the water chapel. At least, so said the ancient undine priest Radir maintaining the now-underwater altar, who had heard it from his great-aunt, the previous caretaker, who had been a novice during the Fall. During his time in the water chapel, Faru'ash met the undersea portion of the community: undines, aquatic elves, and merfolk, who mostly remained hidden from the surfacers. In service to Gozreh the Waves, Faru'ash found the peace that had been torn from him by the mad cult of Dagon. But he never forgot what he had lost. Today he seeks to cleanse the world of the foul, mutated works of the demon lord.
Sharzak
player, 1 post
Fri 23 Apr 2021
at 00:35
  • msg #3

Character creation and back stories

First, if zahariel can take a look at this to make sure I didn't make any big mistakes I'd appreciate it.

Sharzak
Male Maerean Bard 2 [Chaotic Good]

Hit points:  17/17

Melee attack
rapier:  Roll d20+2,d6+1  crit (18-20/x2)
dagger:  Roll d20+2,d4+1  crit (19-20/x2)


Strength12(+1)
Dexterity14(+2)
Constitution14(+2)
Intelligence12(+1)
Wisdom8(-1)
Charisma19(+4)

Base Attack Bonus+ 1  
Initiative modifier+ 4 + 2 [dexterity] + 2 [reactionary]
Fortitude save+ 20 [base]+ 2 [constitution]
Reflex save+ 53 [base]+ 2 [dexterity]
Will save+ 23 [base]- 1 [wisdom]
Attack (handheld)+ 21 [base]+ 1 [strength]
Attack (missile)+ 31 [base]+ 2 [dexterity]
Combat Maneuver Bonus+ 21 [base]+ 1 [strength]
Combat Maneuver Defense+ 1410 + 1 [base]+ 1 [strength] + 2 [dexterity] +0 [Medium]

Base Speed [ 30 (6 sq.) ]  Swim Speed [30 (6 sq.)]

AC [17] = + 10 [Base] + 2 [Dexterity] + 4 [Coin Armor] + 1 [masterwork buckler]
Touch AC [12]  Flat-Footed [15]

Skills
Points:  bard: 6, Favored Class: 1, Int: 1 = 8 per level = 16

Skill NameCSKeyAbilityRanksMisc. Modifiers
AcrobaticsXDex (+2)*51-1 [armor]
AppraiseXInt (+1)1  
BluffXCha (+4)81 
ClimbXStr (+1)*0 -1 [armor]
CraftXInt (+1)1  
DiplomacyXCha (+4)4  
DisguiseXCha (+4)4  
Escape ArtistXDex (+2)*1 -1 [armor]
Fly Dex (+2)*1 -1 [armor]
Handle Animal Cha (+4)4  
Heal Wis (-1)-1  
IntimidateXCha (+4)4  
K (Arcana)XInt (+1)61+1 [bardic knowledge]
K (Sunken)XInt (+1)61+1 [bardic knowledge]
K (Geography)XInt (+1)61+1 [bardic knowledge]
K (History)XInt (+1)61+1 [bardic knowledge]
K (Local)XInt (+1)61+1 [bardic knowledge]
K (Nature)XInt (+1)61+1 [bardic knowledge]
K (Nobility)XInt (+1)61+1 [bardic knowledge]
K (Planes)XInt (+1)2 +1 [bardic knowledge]
K (Religion)XInt (+1)2 +1 [bardic knowledge]
LinguisticsXWis (-1)-1  
PerceptionXWis (-1)51+2 [keen senses]
ProfXWis (-1)-1  
Perfm OratoryXCha (+4)112+2 [savant]
Ride Dex (+2)*1 -1 [armor]
Sense MotiveXWis (-1)-1  
SpellcraftXInt (+1)62 
StealthXDex (+2)*1 -1 [armor]
Survival Wis (-1)-1  
SwimXStr (+1)*0 -1 [armor]
Use Magic DevXCha (+4)*92 
* = check penalty for armor/shield

SPELLS
1st lvl Spell DC = 15
0-level  (5 known, cast any amount per day)
Detect Magic
Prestidigitation
Light
Mending
Message

1-level  (3 known, cast 3 per day)
Auditory Hallucination
ear piercing scream   (1d6/2lvls) + dazed , 25+5/2lvls', save for half dmg and no daze
Cure Light Wounds  (d8+2)



FEATS
1st level: lingering performance - bardic music lasts
2nd level: Arcane Strike


TRAITS
Savant - perform oratory
reactionary - +2 to init

CLASS ABILITIES
Bardic Knowledge
Bardic Performance (8 rounds per day)
Countersong
Distraction
Fascinate
Inspire Courage (+1)
Versatile Performance - use perform oratory in place of Diplomacy and Sense Motive
Well-Versed

INVENTORY

Cost Weight    Item
   1     1     Waterproof bag X2
   -     5     Bedroll
   1     -     Flint and steel
   1     4     Grappling hook
   -     4     Walking stick (tall, useful for detecting pit traps, too).
   1     1     Belt Pouch
  10     5     Silk rope (50 ft.)
   -     1     Empty sack X2
 110     1     Everburning torch (with opaque carrier)
   1     4     Waterskin
   -     1     Whetstone
----- -----
 125    27     S.A.P. Totals

   5     2     Spell Component Pouch
 200    25     Masterwork Coin Armour
 320     2     Masterwork Rapier
 155     5     Masterwork Buckler
   1     1     combat scabbard
   1     1     wrist sheath
   2     1     dagger
  50     4     masterwork backpack

 641           Gold



CARRYING CAPACITYNormal
Light Load30 lb.
Medium Load60 lb.
Heavy Load90 lb.
Lift Over Head90 lb.
Lift Off Ground160 lb.
Push or Drag400 lb.


LANGUAGES
Undersea, common



as for backstory,

as one of the last of a race that has mostly faded from the current era, sharzak has always been fascinated by the dregs of the old stories that he was told growing up.  As he's grown older, he has become obsessed with finding the true old stories that have been lost to time.  He has made it his life's goal to find the history of his dying race, craft them into true tales and great epics, and spread them so far and wide that even should his race finally disappear, they will never be forgotten.  Since he left his home he has travelled far and wide, looking in libraries and other places with historical records.  Recently he has begun to attempt to delve into old undersea ruins that he thought may contain some lost knowledge.
This message was last edited by the player at 13:38, Sun 25 Apr 2021.
Sharzak
player, 4 posts
Wed 5 May 2021
at 21:05
  • msg #4

Character creation and back stories

put my backstory in character description, is that where you want it?
Zag
GM, 36 posts
Wed 5 May 2021
at 23:23
  • msg #5

Character creation and back stories

Sure.  That is great!  (And now I see that you did put it in your character sheet above.  How did I miss that?)
Azora
player, 1 post
Sun 9 May 2021
at 22:49
  • msg #6

Character creation and back stories

Here is my character if you can give input, paul

Azora
Female deep sea dweller sea elf wizard 2 [Neutral Good]

Hit points:  14/14 (HD=d6)

Melee attack
dagger:  Roll d20-1,d4-2  crit (19-20/x2)
trident: Roll d20-1,d8-2


Strength7(-2)
Dexterity16(+3)
Constitution12(+1)
Intelligence20(+5)
Wisdom12(+1)
Charisma8(-1)

Base Attack Bonus+ 1  
Initiative modifier+ 5 + 3 [dexterity] + 2 [warrior of old]
Fortitude save+ 10 [base]+ 1 [constitution] + 1 [resilient]
Reflex save+ 30 [base]+ 3 [dexterity]
Will save+ 43 [base]+ 1 [wisdom]
Attack (handheld)- 11 [base]- 2 [strength]
Attack (missile)+ 41 [base]+ 3 [dexterity]
Combat Maneuver Bonus- 11 [base]- 2 [strength]
Combat Maneuver Defense+ 1210 + 1 [base]- 2 [strength] + 3 [dexterity] +0 [Medium]

Base Speed [ 30 (6 sq.) ]  Swim Speed [30 (6 sq.)]

AC [16] = + 10 [Base] + 3 [Dexterity] + 2 [Barnacle] + 1 [silken ceremonial armour]
Touch AC [13]  Flat-Footed [13]

Skills
Points:  wizard: 2, Favored Class: 1, Int: 5 = 8 per level = 16

Skill NameCSKeyAbilityRanksMisc. Modifiers
Acrobatics Dex (+3)*3  
AppraiseXInt (+5)102 
Bluff Cha (-1)-1  
Climb Str (-2)*-2  
CraftXInt (+5)5  
Diplomacy Cha (-1)-1  
Disguise Cha (-1)-1  
Escape Artist Dex (+3)*3  
Fly Dex (+3)*3  
Handle Animal Cha (-1)-1  
Heal Wis (+1)1  
Intimidate Cha (-1)-1  
K (Arcana)XInt (+5)102 
K (Sunken)XInt (+5)102 
K (Geography)XInt (+5)5  
K (History)XInt (+5)5  
K (Local)XInt (+5)5  
K (Nature)XInt (+5)102 
K (Nobility)XInt (+5)5  
K (Planes)XInt (+5)102 
K (Religion)XInt (+5)102 
LinguisticsXInt (+5)1  
Perception Wis (+1)3 +2 [keen senses]
ProfXWis (+1)1  
Perform Cha (-1)-1  
Ride Dex (+3)*3  
Sense Motive Wis (+1)1  
SpellcraftXInt (+5)102add'l +2 to identify magic items
Stealth Dex (+3)*3  
Survival Wis (+1)1  
Swim Str (-2)*32 
Use Magic Dev Cha (-1)*-1  
* = check penalty for armor/shield

SPELLS
0-level  (pick 4 per day, unlimited casts)
resistance - +1 on saves
acid splash - 1d3 acid dmg
drench - soak a target
detect fiendish presence
detect magic
detect poison
read magic
daze - humanoid w/ 4HD or less loses next action
breeze
dancing lights
flare - one creature gets -1 on atk rolls
light
penumbra
ray of frost - 1d3 cold dmg
scoop
spark
ghost sound
haunted fey aspect
bleed
disrupt undead - 1d6 dmg to an undead
touch of fatigue
jolt - 1d3 electric dmg
mage hand
mending
message
open/close
root
scrivener's chant
arcane mark
prestidigitation

1-level  (5 prepared per day, know 9) (DC 16)
Summon Minor Monster
Color Spray
Unseen Servants
Ear-Piercing Scream
Shocking Grasp
Mage Armour
Summon Monster I
Identify
Magic Missile

FEATS
Wizard: Scribe Scroll
1st level: Spell Focus (Evocation)
2nd level: versatile summon monster (aqueous & primordial)


TRAITS
Resilient
Warrior of Old

CLASS/RACE ABILITIES
Cold Resistance 5
Elven Magic - +2 on caster lvl checks to overcome SR, +2 on spellcraft to identify magic items
Darkvision 60
Barnacle familiar
Arcane school specialization - Evocation with admixture substitution
off schools are enchantment and necromancy
intense spells - add 1/2 wizard level to damage of any evocation spell
versatile evocation - may substitute acid, cold, electric, or fire damage for another on that list in an evocation spell 8 times per day


INVENTORY

Cost Weight    Item
  15    4     Trident
   2    1     Dagger
  50    4     Masterwork Backpack
  30    4     Silken Ceremonial Armour
   5    2     Spell component pouch

1398           Gold



CARRYING CAPACITYNormal
Light Load26 lb.
Medium Load54 lb.
Heavy Load80 lb.
Lift Over Head80 lb.
Lift Off Ground160 lb.
Push or Drag400 lb.


LANGUAGES
Undersea, elven, draconic
Zag
GM, 38 posts
Mon 10 May 2021
at 04:05
  • msg #7

Character creation and back stories

Initial Threads, coming soon!

These initial threads will be fairly short-lived and are just to introduce the characters and bring them to the initial scenario.  They are a little bit channeled, in that if you don't do the obvious thing, then you won't meet up with the other player characters.  On the other hand, they are not yet time-synchronized, so if you take a detour, it just means you started earlier in time than the others.

Everyone will be able to see all these threads, because you don't know each other, yet, anyway, so any sort of communication is not going to be significant.  In the future, if you split up for any length of time, I will be creating separate threads for the different groups such that people will only be able to see the thread where their character is.  For these threads, though everyone can see them, you should only post in the one that is for your character.

I've kind of run out of steam for tonight.  Anyway, I'd like at least some sort of back story from Azora and Liadain to provide hooks, but I expect to start you both to Atlantis (the Merpeople city) rather than Port of Rosillac.
This message was last edited by the GM at 05:22, Mon 10 May 2021.
Zag
GM, 42 posts
Mon 10 May 2021
at 11:42
  • msg #8

Character creation and back stories

Language Check.  You should see all the languages your character knows.

[Language unknown: Ninde a k Prno'ulte.]
[Language unknown: Wer k u Ncalei.]
[Language unknown: Oulho u we Entdaysan.]
[Language unknown: Ive k ou Ereill-ncente.]
[Language unknown: San k st Hiliai.]
[Language unknown: San en os Onfoil.]
Faru'ash
player, 13 posts
Tue 11 May 2021
at 04:36
  • msg #9

Character creation and back stories

Here's Kayla's character sheet, unless she wants to make further changes. I altered the Change Shape (lesser) ability a little to better match a more seal-like natural form; it now melds the selkie's equipment into her (presumably she wrapped herself and everything she was carrying up in the seal skin), and it now grants the +2 natural armor that all non-humanoid shapechange effects give (so she isn't quite so helpless in seal form). In return she now has to deal with the seal skin, which generally makes transforming a full-round action in either direction (including stowing the seal skin safely).

I also considered switching her to punch daggers instead of normal daggers, which seem like a more aquatic-y weapon. It's up to Kayla; the difference is mainly in their critical behavior (which rogues don't care about much anyway).

Liadain Muirgan
Female selkie rogue (knife master, glory rogue) 2 [Chaotic Good]

Hit points:  17/17  == 8 + 5 + 4 [con]

Melee attack
Mwk dagger:  Roll d20+6,d4+1
Mwk dagger + Mwk silver dagger: Roll d20+4,d4+1,d20+4,d4-1
Seal Bite: Roll d20+5,d4+1

Strength13(+1)
Dexterity18(+4)
Constitution14(+2)
Intelligence8(-1)
Wisdom10(0)
Charisma17(+3)

Base Attack Bonus+ 1  
Initiative modifier+ 4 + 4 [dexterity]
Fortitude save+ 20 [base]+ 2 [constitution]
Reflex save+ 73 [base]+ 4 [dexterity]
Will save+ 00 [base]+ 0 [wisdom]
Attack (handheld)+ 21 [base]+ 1 [strength]
Attack (missile)+ 51 [base]+ 4 [dexterity]
Combat Maneuver Bonus+ 21 [base]+ 1 [strength]
Combat Maneuver Defense1610 + 1 [base]+ 1 [strength] + 4 [dexterity] +0 [Medium]

Base Speed (seal) [ 20 (4 sq.) ]
Swim Speed (seal) [ 40 (8 sq.) ]
Base Speed (human) [ 30 (6 sq.) ]
Swim Speed (human) [ 20 (4 sq.) ]

AC [16] = 10 [Base] + 4 [Dexterity] + 2 [Leather Armor]
Touch AC [14]  Flat-Footed [12]

Seal Form AC [16] = 10 [Base] + 4 [Dexterity] + 2 [Natural Armor]
Touch AC [14]  Flat-Footed [12]

RACIAL ABILITIES
Fey (aquatic)
Amphibious
Low-Light Vision
Swim: A selkie in her human form has a swim speed of 20 and +4 bonus on Swim checks. In her seal form she has a swim speed of 40 and +8 bonus on Swim checks.  I mean, come on, seals are some of the best swimmers in the ocean.  Selkies do not need to make Swim checks to swim normally, and may always take 10 on Swim checks even in stressful or dangerous situations.
Low-Light Vision: Selkies can see twice as far as humans in conditions of dim light.
Shape Change, Lesser (Su): Selkies can change into a single particular humanoid form, as the reverse of the beast shape II (https://www.aonprd.com/SpellDi...e=Beast%20Shape%20II) spell except that it does not change the selkie's statistics (but does meld the selkie's equipment into her upon resuming her natural form). This alternate form is static and cannot be changed each time. The selkie gains a +10 bonus on Disguise checks made to appear as a true member of this other race (in its altered form). This transformation relies on a selkie's unique seal skin; if she loses the seal skin, she cannot return to her natural form until she regains it. Assuming the humanoid form is a standard action that leaves the selkie holding her seal skin (which requires a move action to then stow it), as is resuming her natural form (if she's holding the seal skin). The selkie's humanoid form has the move speed typical to a member of its race (usually 30 feet).
Fey Fascination (Su): Once per day, a selkie can create a 20-foot-radius burst that causes humanoids within the aura's range to become fascinated with the user (as the bard's fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user's level + the user's Charisma modifier = DC 14).
Bite: A selkie in seal form has a bite attack, which deals d4 damage and has the finesse trait. This is considered a primary natural attack, unless the selkie is also wielding manufactured weapons (which she cannot do in seal form).
Languages: Selkies speak Undersea and Aquan. A selkie with a high intelligence score can choose from the following: any human tongue, Aboleth, Aklo, Draconic, Elven, and Sahuagin.

Skills
Points:  Rogue: 8, Favored Class: 1, Int: -1 = 8 per level = 16

Skill NameCSKeyAbilityRanksMisc. Modifiers
AcrobaticsXDex (+4)*81 
AppraiseXInt (-1)-1  
BluffXCha (+3)102+2 [Deceitful]
ClimbXStr (+1)*1  
DiplomacyXCha (+3)71 
Disable DeviceXDex (+4)112+2 [mwk tools]
DisguiseXCha (+3)91+2 [Deceitful]
Escape ArtistXDex (+4)*81 
Fly Dex (+4)*4  
Heal Wis (0)0  
IntimidateXCha (+3)3  
K (sunken)XInt (-1)31 
PerceptionXWis (0)52 
Ride Dex (+4)*4  
Sense MotiveXWis (0)0  
Sleight of HandXDex (+4)*92 
StealthXDex (+4)*81 
Survival Wis (0)0  
SwimXStr (+1)*131+8 [swim speed]
UMDXCha (+3)71 
* = check penalty for armor/shield


ROGUE ABILITIES
Hidden Blade: A knife master adds 1/2 her level to Sleight of Hand checks to conceal a light blade.
Sneak Attack +1d4/+1d8: A knife master adds 1d8 to her damage with daggers and similar weapons if she is flanking her foe or her foe is flat-footed, or 1d4 with other weapons. This increases by 1 die (of the appropriate type) at 3rd and each subsequent odd level.
Evasion: If a rogue is exposed to an effect that allows a Reflex save for half damage, the rogue instead takes no damage on a successful save.
Glory Pool: A glory rogue has a glory pool equal to half her rogue level plus her Charisma modifier (4 points). As a swift action, she may spend one point to grant herself a +1 circumstance bonus to all attack rolls until the end of her turn. (This bonus increases at 6th, 10th, &c). She may spend one point to grant herself a +2 circumstance bonus to any skill check (increasing to +4 at 10th). As long as she has at least one point remaining, she is considered to have the Improved Feint feat, allowing her to Feint as a move action.

FEATS
1st level: Two-Weapon Fighting
2nd level: Deceitful
2nd level Rogue Talent: Finesse Rogue

TRAITS
Fencer: +1 trait bonus on attacks of opportunity with daggers, swords, and similar bladed weapons.
Stealthy Escape: You may roll Sleight of Hand instead of Escape Artist to escape manacles, rope, or similar restraints (but not grapple attacks). If you do, you gain a +2 trait bonus on Bluff checks to pretend that you are still bound.

INVENTORY
Cost Weight    Item
  50     4     Backpack (masterwork)
   -     5     Bedroll
   1     -     Flint and steel
   1     1     Belt Pouch
  10     5     Silk rope (50 ft.)
   1     4     Waterskin
   2     1     Trail rations x5
   1     2     Caltrops
   1     4     Grappling Hook
   -     1     Mess Kit
   10    -     Mirror
   1     4     Pot
   -     -     Soap
  100    2     Thieves' tools (masterwork)

 530 gp remaining


CARRYING CAPACITYNormal (w/ mwk backpack)
Light Load58 lb.
Medium Load116 lb.
Heavy Load175 lb.
Lift Over Head150 lb.
Lift Off Ground300 lb.
Push or Drag750 lb.


LANGUAGES
Undersea, Aquan
This message was last edited by the player at 06:33, Tue 11 May 2021.
Faru'ash
player, 14 posts
Tue 11 May 2021
at 05:59
  • msg #10

Character creation and back stories

Also I got a chance to audit Azora, who looks pretty good for the most part. It's generally quite solid: there aren't really that many traps to fall into when making a wizard, and almost all choices are good. I only noticed a few things that are a little off:

Unless you rolled high (I've been assuming we're all getting average+ for HP, because rolling a 1 on your HP is too annoying for words), you only get 14 HP if you spent your favored class bonuses on it. (Which you should!) But this means you only have 14 skill points; I recommend dropping a point each in Knowledge (religion) and either (planes) or (sunken). Also, you left out your racial +8 in Swim. (I think Sharzak did too!)

You have one more free spell in your book, for a total of 10. You could talk me into something other than burning hands but particularly with admixture specialty, you'd have to do a LOT of fast talking. However, you don't get the 0-level spells in necromancy or enchantment for free (annoyingly, Hero Lab did this wrong too): bleed, daze, disrupt undead, and touch of fatigue aren't included. (Honestly disrupt undead is the only one of these you might ever miss, and it really isn't your job anyway.) You can (and should) also add additional spells for 15gp per 1st-level spell, but you'll also want to save some money to buy some additional 2nd-level spells shortly (60gp each).

You need four more languages, officially chosen from Celestial, Common, Gnoll, Gnome, Goblin, Orc, or Sylvan. But these seem like mostly nonsense, like whoever wrote Aquatic Elf didn't think about it too hard, so I would recommend Zag add some cool aquatic-themed things like Aklo, Aboleth, Aquan, Abyssal, or Protean to this list.

Write some scrolls! You get Scribe Scroll for free, so wield the heck out of it! 1st-level scrolls of spells you know cost 12.5g each (plus two hours of downtime, which is currently unlimited), and the only spells you generally shouldn't bother with scrolls of are scaling blasts and summon monster. Utility spells whose only caster level parameter is "duration: 1 minute/level" or something similar is a primo candidate for scrolling, since the difference between 1 minute and 2 minutes usually doesn't matter.
This message was last edited by the player at 06:22, Tue 11 May 2021.
Sharzak
player, 9 posts
Sat 15 May 2021
at 19:36
  • msg #11

Character creation and back stories

Fixed my swim, she actually did roll phenomenally well for hp.  She can change to average if that's how we're going I wasnt clear on that
Azora
player, 2 posts
Sat 15 May 2021
at 20:46
  • msg #12

Character creation and back stories

colin and I have wroked out my character sheet more and posted my character sheet if you guys can take a look at it! Thanks so much
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