JadeKnight
Literotica Guru
- Joined
- Sep 10, 2007
- Posts
- 7,069
What is the code line for making the box to put the char sheet in?
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There is a whole world of NPCs for you to take care of ...You know, I should probably start thinking about what I'm going to play...
I have to admit in shame that you managed to utterly confuse me with your virtuous slinging of Pathfinder terminology. What the f...ancy is an rp8/9 race?
And regarding that bite attack:
- will it be in addition to the already listed racial benefits, or on top of them?
- will I be able to use it in the same round I perform a flurry, or is it of as limited use as I thought?
- will I be mistaken for a vampire?![]()
What is the code line for making the box to put the char sheet in?
There is a whole world of NPCs for you to take care of ...
If that is not enough, how about some divine caster? I hear they tend to be very useful characters. Zell was fun too, though.
I'm not familiar with the posting code that you want to put the char sheet up with. I'll go ahead and post, but I can clean it up after I get the code I need to use. This is the numbers only, no background or appearance yet. I will get those up a little later today.
Name: Calare Long
Age: 22
Race: Kitsune
Gender: Female
Class: Rogue
Alignment: Neutral Good
Strength 10 (+0)
Dexterity 19 (+4)
Constitution 15 (+2)
Intelligence 14 (+2)
Wisdom 13 (+1)
Charisma 16 (+3)
Size: Medium
Height: 5'0"
Total Hit Points: 32
Speed: 30
Armor Class: 19
Touch AC: 15
Flat-footed: 15
Initiative modifier: + 4 = 4
Fortitude save: + 1 + 2 = 3
Reflex save: + 4 + 4 = 8
Will save: + 1 + 1 = 2
Attack (handheld): + 3 + 0 = 3
Attack (missile): + 3 + 4 = 7
Combat Maneuver Bonus: + 3 + 0 = 3
Combat Maneuver Defense: + 14 = 10 + 0 + 4
Languages:
Common, Sylvan, Elven
Traits:
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Feats:
Magical Tail ( 1 rank )
You grow an extra tail that represents your growing magical powers.
Prerequisite: Kitsune.
Benefit: You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.
Deft Dodger
Benefit: You gain a +1 trait bonus on Reflex saves.
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc.Modifier
Acrobatics Dex 8 = 4 + 4
Bluff Cha 6 = 3 + 3
Climb Str 2 = 0 + 2
Craft Int 4 = 2 + 2
Intimidate Cha 7 = 3 + 4
Diplomacy Cha 7 = 3 + 4
Knowledge (Dungoneering ) Int 4 = 2 + 2
Knowledge (local) Int 3 = 2 + 1
Linguistics Int 4 = 2 + 2
Perception Wis 5 = 1 + 4
Perform Wis 3 = 1 + 2
Perfession() Wis 1 = 1 + 0
Sleight of Hand Dex 8 = 4 + 4
Stealth Dex 6 = 4 + 2
Swim Str 2 = 0 + 2
Use Magic Device Cha 5 = 3 + 2
Favored class points:
Hit points: d8
Skill points: Int + 8
Class Skills:
Uncanny Dodge
Sneak Attack +2d6
Trap Sense +1
Evasion
Trap Finding
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that
heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Race Skills:
x
Equipment:
Hammock
Tent, small
Fishing tackle
Compass
Rope, silk (50 ft.)
String (50 ft.)
Hook, grappling, common
Kit, grooming
Kit, rogue's
Mithril Shirt +1
Bag of Holding I
Ioun Torch
Short bow
Quiver
Rapier
Arrows, common (40)
Gold: 1,100g
[b]Name:[/b] Lucius
[b]Age:[/b] 19
[b]Race:[/b] Human
[b]Gender:[/b] Male
[b]Class:[/b] Sorcerer (Infernal bloodline) 4
[b]Alignment:[/b] Chaotic Neutral
Strength 9 (-1)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 20 (+5)
[b]Size:[/b] Medium
[b]Height:[/b] 6'0"
[b]Total Hit Points:[/b] 24
[b]Speed:[/b] 30 Feet
[b]Armor Class:[/b]
Regular: 17 = 10 + 4 (Mithral chainshirt) 3 (Dex)
Touch AC: 13 = 10 + 3 (Dex)
Flat-footed: 14 = 10 + 4 (Mithral chainshirt)
[b]Saving Throws:[/b]
Fortitude: + 4 = +1 (Base) +2(Con) +1 (Cloak of resistance)
Reflex: + 5 = +1 (Base) +3 (Dex) + 1 (Cloak of resistance)
Will: +6 = +4 (Base) +1 (Wis) +1 (Cloak of resistance)
[b]Combat:[/b]
Initiative modifier: + 7 = +3 (Dex) + 4 (Improved initiative)
Combat Maneuver Bonus: +1 = +2 (BAB) -1 (str)
Combat Maneuver Defense: +14 = 10 +2 (Bab) -1 (Str) +3 (Dex)
Attack (Mace, light): +1 = +2 (BAB) – 1 (Str)
Damage (Mace, light): 1d6-1
Attack (Longbow mw): +6 = +2 (BAB) +3 (Dex) +1 (Masterwork)
Damage (Longbow) 1d8-1
[b]Languages:[/b]
Common, Infernal, Draconic
[b]Traits:[/b]
Charming
Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Magical lineage (Fireball)
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
[b]Flaws:[/b]
Power-hungry
Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
[b]Feats:[/b]
Improved initiative
Craft wondrous item
Reach spell
Martial weapon proficiency (Longbow)
[b]Skills:[/b] Ability Ranks Class Misc
Bluff +12/13 = +5 (Cha) + 4 + 3 (+1 charming)
Diplomacy +12/13 = +5 (Cha) + 4 + 3 (+1 charming)
Intimidate +12 = +5 (Cha) + 4 +3
Knowledge (Arcana) +9 = 2 (int) + 4 + 3
Spellcraft + 9 = 2 (Int) + 4 + 3
Use magic device +12 = 5 (Cha) + 4 + 3
[b]Favored class points:[/b]
Hit points 0
Skill points 4
[b]Sorcerer skills[/b]
Bloodline Arcana: +2 DC charm subschool spells (Bloodline)
Corrupting touch: cause a creature to become shaken with melee touch attack) (bloodline)
Cantrips
Eschew materials
Infernal resistances: Resist fire 5, +2 on saving throws against poison (Bloodline)
Bonus spell (bloodline)
[b]Spells[/b]
[b]Level 0[/b]
Detect magic
Read magic
Breeze
Light
Ghost sound
Prestidigitation
[b]Level 1[/b]
Charm person
Enlarge person
Color spray
Protection from good (bloodline bonus spell)
[b]Level 2[/b]
Invisibility
[b]Equipment[/b]
Ring of sustenance (2500 gp)
Mithral shirt (1100)
Cloak of resistance (1000 gp)
Masterwork Longbow (375)
20 Arrows (1 gp)
6 potions cure light wounds (300 gp)
1 potion of invisibility (300 gp)
1 potion of cure light wounds actually containing acid (10 gp)
Everburning torch (110 gp)
Outfit, explorers
Outfit, Courtiers with jewelry (80 gp)
Signet ring (5 gp)
Wax (1 gp)
Skeleton key (85 gp)
Sorcerer kit (8 gp)
Medium tent (15 gp)
Money (110 gp)
Ever since he was a small boy, Lucius heard a female voice in his head. At first the voice was a friend, later it started to guide him. It seemed that if he followed the instructions of the voice he just happened to be at the right place, at the right time. When puberty hit him, images joined the voice, often in the form of dreams. A beautiful naked woman talked to him, caressed him, and promised him things. Power, riches, women and indeed as Lucius grew older he became handsome and the arcane power ran through his body.
Although he was happy with his friend, Lucius wanted to understand it and started to study his family history. Most of his family members were blessed with magic and good fortune, but as he read more he found out that one of his forefathers had made a deal with a female devil. The exact details of the deal were unclear, it mostly seemed to be that the devil helped the family and in return the family would help the devil.
Lucius enjoyed life and learned to use both his magic as his looks to move forward in life. Always he craved to gain more power and then when the emperor’s quest to find Rainia came, the voice told him to join on that. He wasn’t sure if it was for his benefit or that finally the devil’s true plans came in view, but Lucius joined.
Lucius doesn't see himself as evil or as good, he just is willing to do what it takes to move forward in life.
Lucius is a very handsome young man and he knows it. He is not very muscular or big, but with his 6 foot height and looks his presence in a room is always very clear. A clean shaven face that displays his ever present smile very well. His eyes seem to be silver, with small spots of gold. His brown hair is somewhat longer than that of the average man, but always appears freshly combed.
Normally Lucius is dressed in a decent courtier's outfit. Nothing that invites criminals to come and rob him, but decent enough to mingle around people with money. Currently however Lucius is dressed in a simple explorers outfit.
[b]Name:[/b] Calare Long
[b]Age:[/b] 22
[b]Race:[/b] Kitsune
[b]Gender:[/b] Female
[b]Class:[/b] Rogue 4
[b]Alignment:[/b] Neutral Evil
Strength 10 (0)
Dexterity 20 (+4)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 13 (+1)
Charisma 16 (+3)
[b]Size:[/b] Medium
[b]Height:[/b] 6'0"
[b]Total Hit Points:[/b] 44
[b]Speed:[/b] 30 Feet
[b]Armor Class:[/b]
Regular: 19 = 10 + +4 (Dex) + 5 (Mithril shirt)
Touch AC: 14 = 10 +4 (Dex)
Flat-footed: 15 = 10 + 5 (Mithril shirt)
[b]Saving Throws:[/b]
Fortitude: + 3 = +1 (Base) +2(Con)
Reflex: + 8 = +4 (Base) +4 (Dex)
Will: +3 = +1 (Base) +1 (Wis) + 1 (Indomitable Faith)
[b]Combat:[/b]
Initiative modifier: + 5 = +4 (Dex) +1 (Reactionary)
Combat Maneuver Bonus: +3 = +3(BAB) + 0(Str)
Combat Maneuver Defense: +17 = 10 +3 (BAB) +4 (Dex)
Attack (handheld): +3 = +3 (BAB)
Attack (missile): + 7 = +3 (BAB) +4 (Dex)
[b]Languages:[/b]
Common, Sylvan, Elvan
[b]Feats:[/b]
Magical Tail ( 1 rank )
You grow an extra tail that represents your growing magical powers.
Prerequisite: Kitsune.
Benefit: You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.
Weapon Finesse
[b]Skills:[/b] Ability Ranks Class Misc
Acrobatics Dex 10 = 4 + 4 + 2
Bluff Cha 6 = 3 + 3
Climb Str 2 = 0 + 2
Craft Int 3 = 1 + 2
Intimidate Cha 7 = 3 + 4
Diplomacy Cha 7 = 3 + 4
Knowledge (Dungoneering ) Int 3 = 1 + 2
Knowledge (local) Int 2 = 1 + 1
Linguistics Int 3 = 1 + 2
Perception Wis 5 = 1 + 4
Perform Wis 3 = 1 + 2
Perfession() Wis 1 = 1 + 0
Sleight of Hand Dex 8 = 4 + 4
Stealth Dex 6 = 4 + 2
Swim Str 2 = 0 + 2
Use Magic Device Cha 5 = 3 + 2
[b]Favored class points:[/b]
Hit points 12
Skill points 9
[b]Rogue Skills:[/b]
Uncanny Dodge
Sneak Attack +2d6
Trap Sense +1
Evasion
Trap Finding
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Slow Reactions* (Ex): Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.
Reactionary
Indomitable Faith
[b]Kitsune Traits:[/b]
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.
Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
[b]Equipment:[/b]
Hammock
Tent, small
Fishing tackle
Compass
Rope, silk (50 ft.)
String (50 ft.)
Hook, grappling, common
Kit, grooming
Kit, rogue's
Mithril Shirt +1
Bag of Holding I
Ioun Torch
Short bow
Quiver
Rapier
Arrows, common (40)
[b]Gold:[/b] 1100g
I have added a backstory to Ceana's character sheet. Now awaiting KoD's and KDC's approval.
And it would be good if KoD could add to the starting post a link to the list of flaws he allows for this game.
Name: Kerloch Ashbringer
Age: 18
Race: Kobold
Gender: Male
Class: Alchemist
Alignment: Chaotic Neutral
Strength 10 (0)
Dexterity 13 (1)
Constitution 12 (1)
Intelligence 18 (4)
Wisdom 14 (2)
Charisma 12 (1)
Size: Small
Height: 3'2"
Total Hit Points: 36
Speed: 30
Armor Class: 16
Touch AC: 16
Flat-footed: 13
Initiative modifier: + 1 = +1[Dex]
Fortitude save: + 5 = 4[Base]+1[Fort]
Reflex save: + 5 = 4[Base]+1[Ref]
Will save: +3 = 1[Base]+2[Will]
Attack (handheld): + 4 = 3[Base]+1 [Dex] +1[Size]
Attack (missile): + 4 = 3[Base]+1 [Dex] +1[Size]
Combat Maneuver Bonus: + 2 = 3[Base]-1[Size]+0[Str]
Combat Maneuver Defense: + 10 = 10[Base] -1[Size]+0[Str]+1[Dex]
Languages:
Draconic
Dwarven
Undercommon
Common
Gnome
Traits:
Improvisational Equipment
Firebug
Flaws:
-
Feats:
Draconic Aspect (Black Scales: /5 Acid Resistance)
Draconic Glide
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc.Modifier
Disable Device Dex 5 = +1 +4 x
Appraise Cha 3 = +1 +2 x
Craft (Trap) Int 8 = +4 +2 +2
Craft (Alchemy) Int 8 = +4 +4 x
Stealth Dex 5 = +1 x +4
Perception Wis 6 = +2 +2 +2
Heal Wis 4 = +2 +2 x
Sleight of H.Dex 4 = +1 +3 x
Survival Wis 6 = +2 +4 x
Spellcraft Int 4 = +4 x x
Fly Dex 3 = +1 +2 x
Profession(Miner)Wis 4 = +2 x +2
Use Magic Device Cha 4 = 1 +3 x
Knowledge(Arcana)Int 6 = +4 +2 x
Knowledge(Nature)Int 8 = +4 +4 x
32/32 (Is is that 36 cause I tried the generator and it got my max skill points to 36 not 32 like I did)
Favored class points: (Alchemist)
Hit points 0
Skill points: 0
Bombs: 4 (1/2 bombs for each point if I am not wrong)
Class Skills:
(Su)Alchemy
(Su)Bomb 2d6
(Ex)Brew potion
(Su)Mutagen
(Ex)Throw anything
(Su)Discovery
(Ex)Poison Resistance
(Ex)Poison Use
(Ex)Swift Alchemy
Race Skills:
Ability Score Racial Traits: Kobolds are fast but weak. They gain +2 Dexterity, –4 Strength, and –2 Constitution.
Type: Kobolds are humanoids with the reptilian subtype.
Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Defense Racial Traits
Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus.
Feat and Skill Racial Traits
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Scavenger(Bonus): Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
Senses Racial Traits
Darkvision: Kobolds can see perfectly in the dark up to 60 feet.
Weakness Racial Traits
Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.
Discoveries:
(Ex) Tentacle (It grows from his groin area and he has it reaching out through his sleeves or trousers when not warping it around his waist or when he's openly using it for alchemy or combat.)
Explosive Missile (Make explosive missiles)
Alchemy Formulas
Lv1
Enlarge Person
Reduce Person
Ant Haul
Lv2
Spider Climb
Equipment:
Magic +1 Morningstar (-2000g)
Leaf Armor (AC +3) (-500g)
Blow Gun (-2g)
Darts (Blowgun) x1000 (-50g)
Hammock x3 (-3sp)
Bedroll x2 (-2sp)
Blanket (-5sp)
Chair, Folding (-1g)
Compass (-10g)
Map (-50g)
Horn Signal (-1g)
Star Charts (-200g)
Gecko, Riding (C. Trained) (-400g)
Animal Feed x100 (-5g)
Saddle Exotic (Riding) (-30g)
Wagon Light (-50g)
Tent Medium (-15g)
Trap Bear x10 (-20g)
Fishing Net x2 + x10 Hooks (-9g)
Backpack Masterwork (-50g)
Trail Rations x10 (-1g)
100ft Silk Rope (-20g)
Alchemist's Lab (Portable) (0g)
Bomb Launcher x50 (-500g)
Tar Bomb x10 (-150g)
Hip Flask (-3g)
Oil (Anointed) x8 (-100g)
Oil (Lamp) x10 (-1g)
Explorser's Outfit (-10g)
Swarmsuit (-20g)
Oil Cardice x2 (-100g)
Waterskin (-1g)
Barrel (-2g)
Basket x5 (-2g)
Dilettante's Outfit (-20g)
Gold: 6000-4439=1561
Background: Kerloch Ashbringer has been an unique character for his kind. While most Kobolds find the surface world to be weird and frightening, and sometimes darn scornful with the bright sun, has Kerloch always been fascinated by the surface world. He was born of a mighty Kobold Clan called the Scorchscales, their leader, a half-dragon kobold by the name of Havash, had brought them much territory from the goblinoids and orcs within the underground caverns of their swamp home.
His tribe was strong and held its ground against most enemies, but Kerloch found the tribe to be very dull and even when young he spent most of his time reading and experimenting when other kobolds would play, train or go hunting. One day he got lucky and found a book on alchemy nobody in the tribe wanted as loot from a group of adventurers looking to kill the tribe, which they failed to do.
As he was well educated, for a kobold, he managed to read the book rather well and found himself fascinated by the formulas and mixtures of the tome. Just a week later he tried his first mixture and managed to create his first potion, it hadn't been a very big success as it had only made him glow green but hey even how minor it was something. After that he begun with vigour to experiment with formulas and bombs, it ended up with a lot of explosions, mutated kobolds, among them himself, and a very, very angry chieftain.
He was punished with cleaning up the mess he caused but it did nothing to deter his already eager mind from furthering his experiments. When he turned fourteen he decided to out of the blue leave the tribe for the surface, he had no clue why but he just felt a sudden need to leave for something far greater then a job as a trap maker.
He travelled to the surface with his tame giant lizard Frofro and began to journey the swamp. Of course as things have it a lone kobold riding on a giant lizard, in later years pulling a wagon, does cause some attention. He found himself attacked several times by adventurers, patrols, monsters and even other kobolds. But somehow his bombs always took care of them before it became too much of a worry. So he kept moving and though he was an adult he was never really one for mating, well he used to be that way.
He travelled through a deep elven forest, it had been about a year past his leave from the village and he had grown a lot stronger and cunning from those any months of travelling, exploring and fighting. He had even learned that to cause no attacks upon himself he had to dress up as a human, it felt a bit silly at first but when nobody attacked him for a month, well not humans or adventurers at least, he felt that it was at least useful and he even got a taste for fashion, cue shopping sprees hehe.
Anyhow, when he travelled through the forest he stumbled upon a group of ogres attacking a group of elven women, he hadn't really been interested in the fighting but he thought that the elves might be able to reward him if he saved them, ogres weren't known for keeping coin. So he threw a couple of bombs and beat an ogre to death with a neat morning star he found and the elves rewarded him. Though it had not been a reward he had excepted was he never the less very happy for the rewarding sex of a group of elven women taking his virginity.
Now a few years later he's an experienced explorer and traveller, he's even done a few odd job quests here and there but never as a group or a real adventure. He had grown more confident and self-assured of himself and felt that now was the time to preform a real quest, a real adventure. He just had to find a group willing to accept his charming kobold self among their rank.
Appearance: Kerloch is around 3'2" tall, he has a well portioned body that is lean and flexible. His hide is as black as charcoal and his eyes are pure green, he has a pair of horns sticking out of his skull, giving him a draconic appearance. Upon his chest area there are a collection of green coloured scars in the shape of claw and bite marks. He has a tentacle that gows out of his groin area that he hides beneath his clothings, or as a sash. But he uses the tentacle as an extra limb, giving him more hands for experiments potion makings and so on. His tentacle, when used, is most of the time slithered out from his sleeves or collar. As it is a tentacle it can be transfigured by his will to be used for mating, earning him the nickname Kerloch Twinrod by some female circles.
He wears a collection of exotic travellers outfits and dilettante clothings as it shows him to be a civilized kobold when amongst the surface races but also lets him be seen as an experienced traveller amongst his own kind.
Personality: Kerloch is a curious and eager person, he loves a good journey, new food, new people, new experiments and he also loves sex. He has a lot of eccentric behaviours that makes him a bit of an oddball, though for some reasons females find his behaviours adorable or cute sometimes. Inventive and imaginative he loves to experiment on alchemy and trapmaking to create new kinds of creations.
He once even tried to create a trap based weapon, ended up with a lot of bruises from the trap springing itself off the handle when he struck the straw dummy but he considered it a success with the fact that the dummy's head got bitten off by the bear trap he had attacked ot said handle, but the prototype needed more work. He isn't one to back away from a fight but he prefers to keep his distance if needed and he has no quarrel in playing dirty if needed.
Oo, this looks like an immense amount of fun! Are you guys already full, or might you have one more spot open?I've played a ton of tabletop RPGs, D&D and otherwise, and doing it SRP style sounds pretty much like the best idea ever!
If you're full, that's okay, I'll just be watching from the sidelines then~