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===Fergis the sea bard=== | ===Fergis the sea bard=== | ||
Name: Fergis Delmari | Name: Fergis Delmari | ||
Race: Human | Race: Human | ||
− | Class: Bard (Sea Singer) | + | Class: Bard (Sea Singer) 3, Rogue (Pirate) 1, aspiring Tattooed Mystic |
Alignment: CN | Alignment: CN | ||
Appearance/Personality: | Appearance/Personality: | ||
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Cha 18 | Cha 18 | ||
− | BAB: | + | BAB: 2 |
Fort: 2 | Fort: 2 | ||
− | Ref: | + | Ref: 8 |
− | Will: | + | Will: 4 |
+4 vs air/water effects, slip/trip/knock prone | +4 vs air/water effects, slip/trip/knock prone | ||
AC: 17 (Defense Bonus) | AC: 17 (Defense Bonus) | ||
Hit Die: d8 | Hit Die: d8 | ||
− | HP: | + | HP: 27 / 27 |
− | Short sword: + | + | Short sword: +4, 1d6+1, 19-20 x2 |
− | Dagger | + | Dagger: +3, 1d4+1, 19-20 x2 |
− | Light crossbow: + | + | Light crossbow: +6, 1d8, 80’ |
** Sneak Attack: 1d6 | ** Sneak Attack: 1d6 | ||
+2 CMD vs grapple/overrun/trip | +2 CMD vs grapple/overrun/trip | ||
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Appraise 1:6 (8) | Appraise 1:6 (8) | ||
Bluff 1:8 | Bluff 1:8 | ||
− | Climb | + | Climb 3:9 |
− | Craft (Carpenter) 1:6 | + | Craft (Carpenter) 1:6 |
− | Craft (Tattoo) | + | Craft (Tattoo) 4:9 (11) (13) |
− | Diplomacy | + | Diplomacy 1:8 |
Intimidate 2:9 | Intimidate 2:9 | ||
Know (Arcana) 1:6 | Know (Arcana) 1:6 | ||
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*Know (Local) 1:8 | *Know (Local) 1:8 | ||
*Know (Nature) 1:8 | *Know (Nature) 1:8 | ||
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*Linguistics 2:13 | *Linguistics 2:13 | ||
Perception 2:5 (7) | Perception 2:5 (7) | ||
− | Perform (Wind) | + | Perform (Wind) 4:11 (13) |
− | Profession (Sailor) | + | Profession (Sailor) 2:5 |
Sense Motive 2:5 (7) | Sense Motive 2:5 (7) | ||
− | Spellcraft | + | Spellcraft 4:9 |
− | Stealth | + | Stealth 3:9 |
− | Swim | + | Swim 4:10 |
* reroll 1/day | * reroll 1/day | ||
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Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks | Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks | ||
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Language: Common | Language: Common | ||
− | Bardic Performance: | + | Bardic Performance: 12 rds/day, std to start, free to maintain. |
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− | Spells/Day: | + | Spells/Day: (Swap out for Cure Light) |
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− | + | 1st: 4 @ | |
Spells Known: DC 15 (Conj 16) | Spells Known: DC 15 (Conj 16) | ||
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Prestidigitation | Prestidigitation | ||
Read Magic | Read Magic | ||
− | Summon Instrument: 5 min | + | Summon Instrument: 4 min |
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+ | 1st: 4 | ||
+ | Enhance Water: touch, 3 pints, turn water to mild booze, removes poisons/diseases/minerals/toxins | ||
+ | Glue Seal: 30', 4 min, 1 object/5' square, Reflex or entangled/item stuck | ||
+ | Grease: 30', 4 min, 1 object/10' square, Reflex or fall/item dropped | ||
+ | Summon Monster I: 1 rd, close, 4 rds, acts immed | ||
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Feat: | Feat: | ||
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Dark - Senses gain darkvision 60 ft. and low-light vision; Defensive Abilitiesgains DR and resistance to cold and electricity based on its Hit Dice, as noted on the table below (5); SR gains SR equal to its new CR + 5. | Dark - Senses gain darkvision 60 ft. and low-light vision; Defensive Abilitiesgains DR and resistance to cold and electricity based on its Hit Dice, as noted on the table below (5); SR gains SR equal to its new CR + 5. | ||
Shadow Blend (Su): In any illumination other than bright light, a dark creature blends into the shadows, giving it concealment (20% miss chance). If it already has concealment, the miss chance gained from concealment increases to 50% (though this does not count as total concealment). A dark creature can suspend or resume this ability as a free action. | Shadow Blend (Su): In any illumination other than bright light, a dark creature blends into the shadows, giving it concealment (20% miss chance). If it already has concealment, the miss chance gained from concealment increases to 50% (though this does not count as total concealment). A dark creature can suspend or resume this ability as a free action. | ||
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Crossbow, light (masterwork) | Crossbow, light (masterwork) | ||
Dagger 2 | Dagger 2 | ||
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Bolts 1 | Bolts 1 | ||
Short sword (masterwork) | Short sword (masterwork) | ||
Artisan’s tools, masterwork (tattooing) | Artisan’s tools, masterwork (tattooing) | ||
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Musical instrument, masterwork (tin whistle) | Musical instrument, masterwork (tin whistle) | ||
− | Wand of Cure Light Wounds: | + | Wand of Cure Light Wounds: 50 |
Tinker’s cap 200 | Tinker’s cap 200 | ||
Tattoos 15 | Tattoos 15 | ||
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Applejack, bottle (4 lbs ) 0.3 | Applejack, bottle (4 lbs ) 0.3 | ||
Waterskin 1 | Waterskin 1 | ||
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8 gp | 8 gp | ||
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Auspicious Tattoo: raindrop/wind-gust yin-yang (Gozreh) on right arm. | Auspicious Tattoo: raindrop/wind-gust yin-yang (Gozreh) on right arm. | ||
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Cha: 10 (+0) | Cha: 10 (+0) | ||
− | HP: | + | HP:29/29 |
AC: 18 | AC: 18 | ||
Init: 6 | Init: 6 | ||
− | Fort: + | + | Fort: +4 Ref: +7 Will: +3 |
− | BAB: + | + | BAB: +2 |
CMB: -2 CMD: 12 | CMB: -2 CMD: 12 | ||
Weapon Proficiency: Simple, Firearms, hand crossbow, rapier, sap, shortbow, and short sword | Weapon Proficiency: Simple, Firearms, hand crossbow, rapier, sap, shortbow, and short sword | ||
− | Skills( | + | Skills(20/20) --> Acrobatics(+7), Climb(+10), Escape Artist(+7), Perception(3/+9), Sense Motive(+6), Sleight of Hand(+7), Stealth(1/+12), Survival(1/+7), Swim(+3), Appraise(1/+6), Craft (alchemy)(3/+8), Disable Device(3/+10), Use Magic Device (2/+5), Knowledge(arcana) (1/+6), Spellcraft(1/+6), Knowledge(Nature)(1/+6), Heal(2/+6), Profession:Herbalist(1/+5) |
Dual wielding master work daggers with Two Weapon Fighting and Weapon Finesse. | Dual wielding master work daggers with Two Weapon Fighting and Weapon Finesse. | ||
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Shield | Shield | ||
True Strike | True Strike | ||
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− | + | Discovery(1)- Infusion | |
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− | Discovery( | ||
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===Vomzisk=== | ===Vomzisk=== | ||
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Vomzisk was hatched and raised up the coast from Cove Secret. Her folk have ancient alliances with the gods and monsters of the deeps, and those who are most touched by tentacles of the Elder ones spend much of their childhood among the Deep Swimmers, learning the magics that will help them to defend their folk. When many of her village fell to heresy. Vomzisk went with them to the foreign temple, for her duties were not done. Now the temple is overthrown, and she has followed the few survivors from her home into their latest alligiance: the warmbloods who overthrew the priests and their champions. She's learned the ways of a sailor with them, and is happy to turn her skills to the needs of the new cheiftain. Or her heir, as the case may be. | Vomzisk was hatched and raised up the coast from Cove Secret. Her folk have ancient alliances with the gods and monsters of the deeps, and those who are most touched by tentacles of the Elder ones spend much of their childhood among the Deep Swimmers, learning the magics that will help them to defend their folk. When many of her village fell to heresy. Vomzisk went with them to the foreign temple, for her duties were not done. Now the temple is overthrown, and she has followed the few survivors from her home into their latest alligiance: the warmbloods who overthrew the priests and their champions. She's learned the ways of a sailor with them, and is happy to turn her skills to the needs of the new cheiftain. Or her heir, as the case may be. | ||
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Name: Vomzisk | Name: Vomzisk | ||
Race: Lizard | Race: Lizard | ||
− | Class: Pirate 1,Seaborn Sorcerer | + | Class: Pirate 1,Seaborn Sorcerer 1, Bloodrager 2 (Aquatic Bloodline) |
Favoured Class: Sorcerer | Favoured Class: Sorcerer | ||
Alignment: CN | Alignment: CN | ||
Appearance: Tall, wide bodied, heavy tailed, grey-green horny scales, long snout full of sharp teeth. Generally wears a weapon harness and some painted runes. 6'6", 300 lbs, 25 | Appearance: Tall, wide bodied, heavy tailed, grey-green horny scales, long snout full of sharp teeth. Generally wears a weapon harness and some painted runes. 6'6", 300 lbs, 25 | ||
http://orokos.com/roll/744136 | http://orokos.com/roll/744136 | ||
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Attributes | Attributes | ||
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Str 17/21 +3/+5 | Str 17/21 +3/+5 | ||
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Dex 18 +4 | Dex 18 +4 | ||
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Con 18/22 +4/+5 | Con 18/22 +4/+5 | ||
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Int 12 +1 | Int 12 +1 | ||
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Wis 14 +2 | Wis 14 +2 | ||
− | + | Cha 16 +3 | |
− | Cha | ||
BAB +2 | BAB +2 | ||
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AC 19 | AC 19 | ||
Hit Die: 1d8/2d10/1d6 | Hit Die: 1d8/2d10/1d6 | ||
− | HP: | + | HP: 36 |
Damage | Damage | ||
Unarmed: 1d4+3/5 claw, 1d3+3/5 bite | Unarmed: 1d4+3/5 claw, 1d3+3/5 bite | ||
− | + | Greataxe: 1d12+4/7 | |
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− | Greataxe: 1d12+4/7 | ||
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Javelin with atlatl 1d6+3, 50' (30' if thrown) | Javelin with atlatl 1d6+3, 50' (30' if thrown) | ||
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Sneak Attack +1d6 | Sneak Attack +1d6 | ||
Languages: Plaza, Draconic (or whatever lizards speak) | Languages: Plaza, Draconic (or whatever lizards speak) | ||
Skills: 8/lvl pirate 4/lvl Sorcerer (Counting favoured class) 5/lvl Bloodrager | Skills: 8/lvl pirate 4/lvl Sorcerer (Counting favoured class) 5/lvl Bloodrager | ||
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+ | Ranks/Total | ||
+ | Acrobatics (dex) 1/+14 | ||
+ | Climb (str) 2/+10 | ||
+ | Diplomacy (Cha) 2/+8 | ||
+ | Intimidate (Cha) 2/+8 | ||
+ | Know Local (int) 3/+7 | ||
+ | Perception (wis) 2/+7 | ||
+ | Profession (Sailor) (Wis) 1/+6 | ||
+ | Sense Motive (wis) 1/+6 | ||
+ | Spellcraft (Int) 2/+6 | ||
+ | Stealth (dex) 2/+9 | ||
+ | Survival (wis) 2/+7 | ||
+ | Swim (str) 2/+18 | ||
Proficiencies: | Proficiencies: | ||
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Feats: | Feats: | ||
Eschew Materials: No need for material components worth less than 1 gp | Eschew Materials: No need for material components worth less than 1 gp | ||
− | + | Improved Unarmed Strike: Doesn't provoke AOO when making an unarmed strike. | |
Class Abilities | Class Abilities | ||
Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks | Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks | ||
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Fast Movement: +10'land movement | Fast Movement: +10'land movement | ||
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Bloodrage: Enter a rage as a free action, +4 Str & Con, +2 Will saves, -2 AC. Can use for 8 rounds/day. Fatigued after for twice the duration. | Bloodrage: Enter a rage as a free action, +4 Str & Con, +2 Will saves, -2 AC. Can use for 8 rounds/day. Fatigued after for twice the duration. | ||
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Underwater Attacks: your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties. | Underwater Attacks: your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties. | ||
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Water Blast (Sp): At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 13) negates this effect. You can use this ability a number of times per day equal to 6 | Water Blast (Sp): At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 13) negates this effect. You can use this ability a number of times per day equal to 6 | ||
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Uncanny Dodge: At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. | Uncanny Dodge: At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. | ||
Spells | Spells | ||
− | 0: Mage Hand, Dancing Lights, Drench, Scoop | + | 0: Mage Hand, Dancing Lights, Drench, Scoop |
− | 1( | + | 1(3/day): Mage Armour, Long Arms |
Racial abilities | Racial abilities | ||
Natural Weapons: 1d3 claws, 1d4 bite, +1 natural AC, Swim 15' | Natural Weapons: 1d3 claws, 1d4 bite, +1 natural AC, Swim 15' | ||
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Equipment: | Equipment: | ||
Masterwork Greataxe | Masterwork Greataxe | ||
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10 javelins | 10 javelins | ||
Atlatl | Atlatl | ||
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Waterskin | Waterskin | ||
Leather harness holding quiver of javelins and greataxe | Leather harness holding quiver of javelins and greataxe | ||
− | + | 600 poe | |
===Gap-Tooth Shelly the Prize Fighter=== | ===Gap-Tooth Shelly the Prize Fighter=== | ||
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'''Name:''' Gap-tooth Shelly | '''Name:''' Gap-tooth Shelly | ||
'''Race:''' Human | '''Race:''' Human | ||
− | '''Class:''' Pirate 1 Prize Fighter (Drunken Master) | + | '''Class:''' Pirate 1 Prize Fighter (Drunken Master) 3 |
'''Favoured Class:''' Prize Fighter (i.e. Monk) | '''Favoured Class:''' Prize Fighter (i.e. Monk) | ||
'''Alignment:''' Neutral | '''Alignment:''' Neutral | ||
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'''Wis''' 13 (+1) | '''Wis''' 13 (+1) | ||
'''Cha''' 12 (+1) | '''Cha''' 12 (+1) | ||
− | '''BAB''' + | + | '''BAB''' +2 |
'''CMB''' +8 (Grapple +10) | '''CMB''' +8 (Grapple +10) | ||
− | '''CMD''' | + | '''CMD''' 20 (22 vs grapple) |
− | '''Fort''' + | + | '''Fort''' +5 |
− | '''Ref''' + | + | '''Ref''' +8 |
− | '''Will''' + | + | '''Will''' +4 |
'''Speed:''' 40ft | '''Speed:''' 40ft | ||
− | '''AC''' | + | '''AC''' 17 |
− | '''Hit Die:''' | + | '''Hit Die:''' 4d8 |
− | '''HP:''' | + | '''HP:''' 31 (including 3hp from 3 lvls of favoured class) |
− | + | '''Unarmed Strike''' Atk +7 Dmg 1d6+5 | |
− | + | '''Rain Of Blows''' (Flurry) Atk +6/+6 Dmg 1d6+5/1d6+5 | |
− | + | '''Mwk Handaxe''' Atk +8 Dmg 1d6+5 (crit x3) | |
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'''Sneak Attack''' +1d6 | '''Sneak Attack''' +1d6 | ||
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'''Skills''' | '''Skills''' | ||
− | + | Acrobatics (dex) 4/12 | |
− | + | Climb (str) 1/10 | |
− | + | Escape Artist (dex) 1/7 | |
− | + | Intimidate (Cha+str) 4/14 | |
− | + | Know Local (int) 1/3 | |
− | + | Perception (wis) 2 / 6 | |
− | + | Sense Motive (wis) 1/5 | |
− | + | Stealth (dex) 1/7 | |
− | + | Swim (str) 1/10 | |
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'''Proficiencies:''' | '''Proficiencies:''' | ||
− | + | Simple Weapons, hand Xbow, rapier, sap, shortbow, shortsword, firearms | |
− | + | Prize Fighter Weapons: Brass knuckles, Weighted Glove (cestus), club, crossbow (light & heavy), dagger, handaxe, javelin, quarterstaff, shortspear, shortsword, sling, spear. | |
'''Feats''' | '''Feats''' | ||
− | + | Intimidating Prowess | |
− | + | Improved Unarmed Strike | |
− | + | Combat Reflexes | |
− | + | Improved Grapple | |
− | + | Haymaker (Stunning Fist) | |
'''Class Abilities''' | '''Class Abilities''' | ||
− | + | Sea Legs | |
− | + | AC Bonus (Ex) | |
− | + | Rain of Blows (flurry) (Ex) | |
− | + | Evasion (Ex) | |
− | + | Fast Movement +10ft | |
− | + | Maneuver Training (Ex) | |
− | + | Liquid Prowess (Drunken Ki) (Su) | |
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'''Racial abilities''' | '''Racial abilities''' | ||
− | + | Heart of the Sea: | |
− | + | Bonus Feat | |
− | + | Ability Score Modifiers (+2 Str) | |
− | + | Lvl 4 Ability Sc ore Increase (+1 Str) | |
'''Traits''' | '''Traits''' | ||
− | + | Accelerated Drinker | |
− | + | Bully | |
'''Goods & Gear''' | '''Goods & Gear''' | ||
− | + | Masterwork Hand Axe, | |
− | + | Belt pouch containing 35poe worth of mixed coin, | |
− | + | Traveler's Outfit (Boots, breeches, belt, linen shirt), | |
− | + | Hip flask, | |
− | + | Wineskin (filled with 4lb cheap wine), | |
− | + | Dagger | |
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− | === | + | Purchased brand new from a chandler in town as a complete kit and still bearing a 20poe price tag (i.e. slightly overpriced) |
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+ | Backpack (oilskin bag with a single shoulder strap) containing | ||
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+ | Waterskin | ||
+ | Bedroll | ||
+ | Mess Kit | ||
+ | Flint & Steel | ||
+ | 50ft hemp rope | ||
+ | Soap | ||
+ | 5 sunrods | ||
+ | 5x trail rations | ||
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+ | 10 gallon keg filled with applejack | ||
+ | Pewter Tankard | ||
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+ | 2 potions of Cure Light Wounds | ||
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+ | Leather sack containing 800poe | ||
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+ | ===Soul Temple Vicar=== | ||
<!-- overflow:auto; to fix collapsed display, because the toggle link has float:right; --> | <!-- overflow:auto; to fix collapsed display, because the toggle link has float:right; --> | ||
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'''Alignment''': NE | '''Alignment''': NE | ||
− | '''Appearance/Personality''': Impressively | + | '''Appearance/Personality''': Impressively talented from a young age, there is little Whitelaw has not excelled at. But channeling the spirits of the Soul Lodge is what has called to him, and he has shaken the bones and and gained much from the words they have spoken back. When last the Hatted Man came to the Lodge he had asked of Whiteclaw what more could be learned sequestered in Secret Cove. Called to the sea, he now seeks the spirits guidance, as well as materials for his continuing research. |
Male, young-adult (22 yrs), moderate height and build (5'6", 170 lbs), keeps both clean-shaven and bald, face painted in abstract pattern reminiscent of a skull, cold eyed, pale skin. Matter of fact, to the point. Enjoys playing with dead things. | Male, young-adult (22 yrs), moderate height and build (5'6", 170 lbs), keeps both clean-shaven and bald, face painted in abstract pattern reminiscent of a skull, cold eyed, pale skin. Matter of fact, to the point. Enjoys playing with dead things. | ||
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*silver dagger | *silver dagger | ||
*dragoon pistol | *dragoon pistol | ||
− | *dragoon cartridges ( | + | *dragoon cartridges (10) |
*masterwork holy symbol | *masterwork holy symbol | ||
*alchemist’s fire (3) | *alchemist’s fire (3) | ||
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[[File:Cipactlix.jpg]] | [[File:Cipactlix.jpg]] | ||
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