Monday, January 10, 2022

Building Bhakashal - Character Creation - PCs - The Myrmidon


Illustration by Josh Hass at Artstation - https://www.artstation.com/joshhass


Bhakashal has a martial culture, the setting is based in part on the idea that if you believe in something you will be willing to take up arms to defend it. So “magic-users” change from frail pointy hats into sword wielding warlocks. A myrmidon is a Bhakashal alchemist; in a martial themed setting an alchemist is a fighter/magic-user.


Today’s entry into the character creation challenge will be a 3rd level Myrmidon.


The Myrmidon is a unique combination of fighter and magic-user, one that focuses exclusively on alchemy and potions. Originally I was going to make an alchemist class, but the spell selection was not cooperating, and it seemed too thin. Then I got the idea to do a multi-class fighter/myrmidon for this class, so they are as formidable as a fighter from level 1, as they advance their potion making skills get better, and the spells they have access to allow them to improve how potions work. 

Myrmidons condition their bodies through ancient rituals to be able to handle repeated use of potions, and they cast spells differently. They carry out rituals at leveling, and when completed they get access to a new spell. These spells have casting times, that represent concentrating until the spell effect manifests. If struck while casting the spell is interrupted but not lost.

A myrmidon is always training their body to the peak of ability, and they experience ability score increases over time. 

Other than a small list of spells, myrmidon’s condition their bodies and minds to take in magical effects through potions, and brew potions for the most part rather than scribe spells.


Process

A. Choose a character class

B. Choose a Playable Group and Faction 

C. Generate Stats

D. Calculate Saving Throw Bonuses and HP

E. Add Skills and Playable Group Abilities

F. Choose Deity and Languages

G. Choose Equipment and Clothing 

H. Pick Armor and Weapons and Assign Attack Bonuses

I. Calculate Wealth

J. Calculate Encumbrance

K. Assign Spells/Class Abilities

M. Assign Personality Traits (optional)

N. Customize Playable Group Lore (optional)

O. Name Character

P. Assign magic items (for creating NPCs and PCs above level 1)



A. Choose Class (d20)

Choice - Myrmidon - Faction - House Jin [NG]


B. Choose Playable Group  (d12)

Rolled - Saan


C. Generate Stats

  1. For each stat roll 3d6 

2 3 5/ 2 3 6 /5 1 6 /3 2 4 /3 5 4 /4 5 4

S10 / I11 / W12 / D9 / C12 / C13


  1. Apply stat minimums

STR 10 INT 15 CON 10 CHR 12

S10 / I15 / W12 / D9 / C12 / C13


  1. Switch any two stats (you cannot produce a result less than a minimum)

Switch DEX and CHR

S10 / I15 / W12 / D13 / C12 / C9


  1. Apply playable group bonuses

+1 CON +1 INT

S10 / I16 / W12 / D13 / C13 / C9


  1. Apply Ability Modifiers

S - 10 [+1] 

I - 16 [+3]
W - 12 [+1]
D - 13 [+2]
C - 13 [+2] 
C - 9 [0]


D. Calculate Saving Throw Bonuses and HP

All classes get a +1 bonus per 2 levels of experience, rounding up, so that’s +2 base


Paralyzation STR and CON [+5]

Poison CON and DEX [+6]

Death Magic WIS and CON [+5]

Petrification CON and CHR [+4]

Polymorph WIS and CHR [+3]

Breath Weapon DEX and INT [+7]

Spell WIS and INT [+6]


Hit Points 

Class based, roll or take the average (1/2 HD) - a Myrmidon is a d6 base, I will take the average: 9 HP


Bhakashal - Hit Points

Table 1 - Hit Point Progression by Class

Class-Type

HD

0-level NPCs/monsters - do not gain further HP beyond start

d6

A. Beastial/Cavaral/Chimerist/Conjuror/Gyre/Jinx/Myrmidon/

Necromancer/Phantasmist/Seer/Spellbinder/Spider/Thaumaturge/

Theurgist/Vox/Warlock

d6

B. Justiciar/Mercenary/Spartan/Slayer

d8

C. Monster

d8

Notes

All PCs/NPCs have the option of “taking the average” rather than rolling for each level of HP. The average normally rounds up, but in Bhakashal you round down, so a d8 is 4.5, which rounds to 4hp. There is NO CON bonus to HP.

All PCs and NPCs should record their roll for HP at each level. At 6th level and every level thereafter the player can reroll any one of those rolls

All animals/monsters have rolled HP based on their listed HD.


E.  Add Skills and Playable Group Abilities

  1. PCs get a skill(s) related to their playable group

Rolled: Leather Worker


  1. Some PCs get a skill based on their class, Myrmidons have the alchemy skill, and are considered sages with a major field in supernatural and specialization in alchemy


  1. PCs get a roll on the Bhakashal Skill table once for every point of INT bonus

Three rolls: 

41/88/41 = Gemologist [+1], Trader


  1. Playable groups also have abilities

Move 12” land / 16” water

Infravision

Amphibious

Tough skin (WvrsAC: leather)

Surprised on a 1 in 6 and surprise others on a 3 in 6 in forested/marshland environments


Bhakashal Skills

01-02: Alchemist

24-26: Chef

49-51: Herdsman

74-75: Scribe

03-05: Animal handler

27-28: Cobbler

52-54: Hunter

76-77: Shipwright

06-07: Artist

29-31: Farmer

55-56: Jeweler

78-79: Stoneworker

08-09: Armorer

32-34: Fisherman

57-58: Juggler/Entertainer

80-82: Tailor

10-11: Astrologer

35-37: Forester

59-61: Leatherworker

83-84: Teamster

12-13: Astronomer

38-39: Gambler

62-63: Miner

85-86: Tinkerer

14-16: Blacksmith

40-41: Gemologist

64-65: Musician

87-88: Trader

17-18: Bowyer/Fletcher

42-43: Glassworker

66-68: Navigator

89-91: Trapper 

19-20: Brewer

44-45: Heraldry

69-70: Painter

92-95: Roll an additional skill

21-23: Carpenter

46-48: Herbalist

71-73: Sailor

96 -100: Skill of your choice


F. Choose Deity and Languages

Deity 

Gods of Bhakashal (4d12)

4. Kurlog – Luck, Overcoming Challenges - dog head

5. Teernak – Creation, Preservation, Destruction - 3-headed, staff, flowers (lilly), dragonfly

6. Murla  – Creation, Life, Water (Rivers) - fish head, mace

7. Shayamal – Justice, Community, Charity – Ruby red body, head of bull, rod

8. Evok – Death, destruction, Transformation, Regeneration, Magic - snake head (cobra), hammer

9. Bemmarg – Family, Food, Marriage - four arms, goat

10. Torphal – Death, Animals, Storms, Disease – antelope head, spear

11. Aeskaros – Anger, Vengeance, Fear – 4 arms, head of lion, sword

12. Rakken – Dance, Creation, Destruction – 4 arms, grey body, red feathers on back, staff, red hawk

13. Golan – Knowledge, Magic, Technology – two faces (front/back), wings of bat, twin scimitars, tree

14. Rjam – Courage, Skill in Combat - tiger head, bow and arrows, vines

15. Xoam – Wealth, Happiness, Luck, Healing – gold body, floating lotus flower throne, boar

16. Maegela – Beauty, Loyalty –  green skin, wings of black feathers, two-handed sword, raven

17. Poniar  – Plants, Earth, Spring, Growth - skin of bark, club, tree

18. Jannak  – Time – skull for head, crown of blood, 4 arms, 4 falchions, rides giant lizard

19. Sithasial – Ocean, Water – head of squid with tentacles, daggers, barracuda

20. Dynas – Strength, Fortitude - head of turtle, club

21. Olapp – Fertility, Growth, Healing - giant, spear, boar 

22. Nesig  – Revenge, Loyalty, Duty - six arms, head of dragon, swords

23. Usam  – Cunning, Deceit, Thieves – silver body, holds lotus and knife, fox

24. Palashurem  – Loyalty, Duty, Honor – half red, half black, battle axe, tiger

25. Tobomar – Bravery, Fighters – green body, holding bow, crow on shoulder, crows

26. Bhamal  – Beauty, Music – orange body, black armor, battle axe, rides giant peacock

27. Haeka – Peace, Contemplation – body of smoke, one eye sun, one moon, snakes

28. Yaal – Death, Cleansing, Rebirth, Righteousness – body of water, trident, rides blue horse

29. Iospha  – Fire – black with red striations,  4 armed, on boar with four flaming axes 

30. Cekala  - Storms, Lightning, Battle – rides on elephant with lightning bolt in hand

31. Uvir – Air, Wind - head of deer, legs of deer, spear, falcon 

32. Mubere – Thieves, Wealth, Excess - head of cat, sword, cats

33. Vekka  – Water (Lake ) – four arms and four legs, two heads, spear, water snake

34. Eddea – Love, Desire – standing on turtle, javelin 

35. Jekrat  – War, Soldiers – 2 faces, back blindfolded, front wears lion mask, sword and axe, lions

36. Worlu  – Purification, winter – green skin, holding bowl and flame, rides elephant

37. Omagh– Death – dark blue skin, black armor, sword and shield, rides golden tiger, mace

38. Qonru – Sun , life, birth, creation – red skin, four arms, sword of fire, rides flaming eagle

39. Iallus – Moon, Light, Creativity - silver body, head of stag, spear

40. Keskittall – Mars, Violence, War - black skin, head of boar, mace and axe 

41. Gallas – Jupiter, Wisdom – head of ram, sceptre, owl

42. Mirres – Mercury, Science, Math – head of wolf, rope, staff

43. Bormal – Venus, Knowledge - elephant head, bat wings, dark blue body, hammer

44. Laras – Saturn , Travel, Hardship, Suffering - crows head, two crows circle head, scythe

45. Nareen  – Darkness, Rebirth – two heads, one snake, one frog, axe

46. Tarasural – Peace, Rest, Contemplation – blank face, golden body, holds lotus blossoms, butterfly

47. Mohlk  – Birds, communication – green body with hawk’s head and feathered wings, mace

48. Yult  –Strength, Loyalty – ape in golden armor, hammer, rides giant lion

 

Playable groups have a list of the most common gods worshipped by that group, I decide to roll between them and I get - Shayamal (Justice, Community, Charity) 


Languages

Characters get the language of their playable group and one other language of their choice, and then one roll on the table for every point of their INT bonus. If a duplicate is rolled, roll on Special Table 1 instead

Saan to start. For second language I roll a 31 - Urdyll, for the three bonus languages I roll 19, 15 ,17, that’s Saan, Malu and Malu, so we get two duplicates, both send me to Special table 1, where I roll 7 and 12, Merpeople and roll on Special Table 2. I roll 8 for the Dragon subtable, roll a 7 for Pan Lung. So the final list is: Saan, Urdyll, Malu, Merpeople and Pan Lung. 


Bhakashal Languages - (3d12)*               Special Table 1 - (d12)

3-4. Chitin (insect people) 2

5-7. Garudin (bird people) 3

8-9. Humans (primate people) 2

10-12. Jugyi (turtle people) 3

13. Kutya (dog people) 1

14-17. Malu (fish people) 4 

18. Rakasta (cat people) 1

19-26. Saan (lizard people) 8

27-30. Togmu (frog people) 4

31. Urdyll (plant people) 1

32-33. Vodnik (castor people) 2

34-36. Yalan (snake people) 3

  1. Dragon, Black

  2. Dragon, Marsh

  3. Giant, Marsh

  4. Giant, Stone 

  5. Jackalwere

  6. Kobold

  7. Merpeople 

  8. Naga

  9. Ogre

  10. Sahuagin

  11. Wemic

  12. Roll on Special Table 2


Special Table 2 - (2d12)

2. Crimson Ape

3. Demon

4. Devil

5. Djinn

6. Doppelganger

7-9. Dragon - Dragon (d12)

  1. Black Dragon

  2. Bronze Dragon

  3. Green Dragon 

  4. Gold Dragon

  5. Marsh Dragon 

  6. Mist Dragon 

  7. Pan Lung

  8. Red Dragon

  9. Shadow Dragon 

  10. Shen Lung 

  11. Yu Lung 

  12. Dragon Turtle

10. Efreet

11. Giant (d6)

1-2: Formorian

3-4: Firbolg

5-6: Verbeeg

12. Jann

13. Jackalwere

14. Ki-rin

15. Lammasu

16. Mind Flayer

17. Naga

18. Ogre

19. Rakshasa

20. Sahuagin

21. Salamander

22. Sphinx

23. Voidon

24. Wemic



G. Choose Equipment and Clothing 

Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket, (3) candles, (3) flasks of oil, lantern, small sack - 250 gp encumbrance, 20gp cost


Clothing: Leather kilt, bandolier. 


H. Pick Armor and Weapons and Assign Attack Bonuses

Armor type - None - AC: 8


ATTACK BONUS

+1 to hit for every HD for monsters

+1 to hit for every 2 levels of experience for martial characters, e.g. +1 at 1st, 3rd, 5th

+1 every 3 levels for martial/arcane characters, e.g. +1 at 1st 4th, 7th

+1 every 4 levels for arcane characters, e.g. +1 at 1st, 5th, 9th


Initial number of weapons determined by class, 3 for a Myrmidon, and the next at 4th. So that’s 3.


I decide to take a bow and a sword, keep it simple, and take the third slot as a bonus on the bow


Attack bonus for a 3rd level Myrmidon is as a Martial/Arcane PC, so +1 to hit at 3rd


Broadsword [+2/+1] 2-8/2-7, WS: 3, WvrsAC: +2L/+3N, Critical: cleave

Shortbow [+4/+2] 1-6/1-6, WS: 3, ROF 2, Range 10/15/20, WvrsAC: -3M/+1L/+2N, Critical: Remain


For Shortbow, quick bonus unpack: flat +1 bonus to hit for ATTACK BONUS, missile weapons take the “to hit” of their DEX bonus, so that’s +2 more for a 13 DEX, and they used their third weapon proficiency slot to take a +1/+1 on the bow, so that raises the to hit one more. So +4 to hit. Damage doesn’t get the ATTACK BONUS, or the DEX modifier, damage is modified by STR. The +1 to damage from the weapon slot applies as well, so that’s +2.


For the broadsword, it’s base +1 to hit for ATTACK BONUS, +1 for STR (STR modifies “to hit” for melee weapons), damage bonus is also from STR, +1. So that’s +2/+1


Natural attacks: 3/round (CCB), [+1/+1], 1-2/1-2/1-6, WS:1,  WvrsAC: -2M/+1L/+3N, Critical: Cleave/Stab



2. Weapon Proficiency Slots: Each class has an initial number of slots, a Non-Proficiency Penalty and gets new slots as they gain levels. 

Character Class

Initial Weapon Proficiency Slots

Non Proficiency Penalty

Added Proficiency Slots Per Level

Beastial

2

-4

1/4 levels

Caveral

3

-2

1/3 levels

Chimerist 

1

-5

1/5 levels

Conjuror 

1

-5

1/5 levels

Gyre

1

-5

1/5 levels

Jinx

-3

1/4 levels

Justiciar

3

-2

1/3 levels

Mercenary

4

-2

1/3 levels

Myrmidon

3

-2

1/3 levels

Necromancer

1

-5

1/5 levels

Phantasmist

1

-5

1/5 levels

Seer

2

-4

1/4 levels

Slayer

3

-2

1/3 levels

Spartan

3

-2

1/2 levels

Spellbinder

1

-5

1/5 levels

Spider

-3

1/4 levels

Thaumaturge

-3

1/4 levels

Theurgist

3

-2

1/3 levels

Vox

2

-4

1/4 levels

Warlock

1

-5

1/5 levels


Forfeiting a weapon proficiency slot allows a +1/+1 bonus with an existing weapon


I. Assign Wealth

  1. All PCs start with 50 gp, a 50 gp gem and 50 gp piece of jewelry, plus 10gp per ability score = 150 gp + 50gp gem + 50gp jewelry


  1. For PCs and NPCs above 1st level, add [100 gp + 100 gp gem + 100 gp jewelry]/level to wealth.  

= 200 gp, 200 gp gem, 200 gp jewelry

New total: 350gp, 200gp gem, 50gp gem, 200 gp jewelry, 50 gp jewelry


  1. Deduct cost of equipment, armor and weapons - 30 gp, decides to buy a mount, a giant boar, “Bhogg” (MV:15”, AC:6,HD:5, NA:2 (gore/bite), DA:2-12, 2-8, SD: surprised on a 1 in 6, S:L-6’ at shoulder) cost: 500gp for trained, adult boar. Pays for it in all his jems and jewels, leaving 350gp. Buy a custom leather saddle for beast with full canopy (100gp), and a set of custom leatherworking tools with another 50gp. Leaving 200gp 



J. Calculate Encumbrance

  1. Weapon Weights are found in the weapon listings

    1. Arrows are 2 each, quiver is 30, 18 arrows in a quiver so that’s 66gp.

    2. 75 gp broadsword and 20 gp shortbow.

    3. No armor

    4. 260gp encumbrance for equipment (includes 10gp for custom leather work tools)

    5. Carries 20gp on his person, the rest in his saddle safe.

    6. Total (rounded): 440gp

    7. Deduct 50gp per point of CON and STR bonus (bonus total +3 so 150gp] = 290 gp

You have to hit 500 before shifting down a movement category, so they can carry up to 210 gp more before having to slow down. 



Equipment Weights*

Item 

Examples

Weight

Small light 

empty flask, empty waterskin

5 gp

Small heavy 

full flask/waterskin, iron rations

10 gp

Large light 

staff, lantern, blanket 

20 gp

Large heavy 

50’ rope, large musical instrument, small chest

100 gp

Large very heavy 

(large chest, tapestry) 

200+ gp

*“Small” generally means something that can be held in one hand, “large” means something that is larger than this. Heavy and light are as expected. Multiple very small light objects (e.g. candles, lockpicks) can be classified as a single small, light item.


Weight/Movement Table

Weight Carried

Movement Rate Penalty


Less than 500 gp

None - movement normal for playable group


500 gp to 999 gp 

3” 


1000 gp to 1499 gp

6”


1500 gp +

9”




K. Assign Spells/Class Abilities

  1. Myrmidons can improve one of STR, DEX or CON by 1 point at 3rd level, I’ll assign to STR

S - 11 [+1] 

I - 16 [+3]
W - 12 [+1]
D - 13 [+2]
C - 13 [+2] 
C - 9 [0]


  1. The Myrmidon has access to the House Jin laboratory of their patron, and the library, this means that their costs for brewing potions will be 100gp per spell level duplicated, it requires a fantastic component of a sympathetic kind, and takes 4 days to complete. Failure and harm odds, as well as repeat odds of success, are detailed elsewhere.

  2. When the myrmidon has completed their research and their preparation, they will cast a Dolejain’s Union of the Sympathies on the concoction, and roll for a successful brewing. The odds of successfully brewing a potion are ½ the myrmidon’s “to know” percentage, plus 5% per level of myrmidon minus 2% per level of the closest spell effect the potion will duplicate, and requires 1 week of work, - 1 day for each point of intelligence above 14. 

  3. Myrmidons get a +2% per level bonus on their rolls on the potion miscibility table

  4. A 3rd level Myrmidon is known as a Myrmidon Quartus , their responsibilities include: participating in hunt under command as scout, hound or chaser, researching, organizing and maintaining potion making materials in laboratory

  5. At third level they can cast 3 of the following spells per day, each one can be cast more than once:

    1. 1st Level - Dolejain’s Union of the Sympathies

    2. 2nd Level - Seig Torson’s Expedited Elixir

    3. 3rd Level - Merreonath’s Amazing Transforming Draught

  6. Myrmidon’s may cast any regular warlock spell from a scroll


Myrmidon Spells

Dolejain’s Union of the Sympathies

Level: 1, Casting Time: 1 segment, Range: 1”, Duration: permanent, Area of Effect: 1 potion, Components: V,S, Saving Throw: special


When cast, Dolejain’s Union of the Sympathies takes the components of a potion and brings them together (details above). It cannot be cast immediately on the same batch of components immediately after a previous failure, the batch must be re prepared.



Sieg Torson’s Expedited Elixir

Level: 1, Casting Time: 1 segment, Range: 1”, Duration: permanent, Area of Effect: 1 potion

Components: V,S, Saving Throw: special


When potions are consumed it normally takes 1 segment to take out the potion, one to drink the potion, and 2-5 segments for the potion to take effect (so 4-7 segments total). When the Expedited Elixir is cast it acts as a catalyst, and when the potion is consumed the effects will occur as soon as the potion is consumed (so 1 segment to remove potion, 1 to cast spell, 1 segment to consume). 



Merreonath’s Amazing Transforming Draught 

Level: 2, Casting Time: 2 segments, Range: touch, Duration: instantaneous, Area of Effect: one potion, Components: V,S, Saving Throw: special


When this spell is cast upon a potion the potion must make a save versus magical fire, with a modifier of +1 for every level of the caster. If the save is successful the potion has been converted to a gas, and this confers 2 benefits. First, the myrmidon (or others) may inhale the potion rather than drinking it, causing it to take effect instantly. Secondly, potions that normally have more than one “dose” in them have an extra 1-2 doses added. The spell may only be cast on a potion once. 


L. Assign Personality Traits (Optional)

  • Up to four, rolled on DMG tables. Note that players should always get to:

  1. Refuse or re-roll a personality trait

  2. Interpret a personality trait

Careless, compassionate, opinionated


M. Customize Playable Group Lore (Optional)

  • Generous, prefers large groups, carves wooden totems


N. Name 

Chambrace the Tayl


O. Magic Items

For PCs and NPCs being made above 1st level, assign magic items as follows:

Level / 3 in permanent magic items

Level / 2 in temporary magic items


Since this particular PC is a myrmidon, they will have double the number of temporary magic items, + their INT bonus, the extra being all potions. So for a 3rd level myrmidon, that’s 1 permanent magic item, 1 scroll and 6 potions. Since they have the first three myrmidon spells to cast on these potions, those that have Merreonath’s cast on them (and have a total initiative modifier of 1) have an “M” beside them  with a number for total doses available. 


Permanent Item - Bracers of Defense, AC 7 with DEX bonus of +2 this lowers AC to 5


Scroll of 3 spells - Unseen Servant, Detect Invisibility, Mordenkainen’s Faithful Hound

Potion of Heroism (M4}

Potion of Levitation (2)

Potion of Fire Resistance (3)

Potion of Lightning bolt (M4)

Potion of Extra Healing (3)

Potion of Polymorph Self (M5)


Chambrace the Tayl 3rd Level Saan - Myrmidon Quartus - House Jin [NG]

MV:12” land /16” water - AC: 5  - HP: 9 

 

Ability Scores

S - 11 [+1] 

I - 16 [+3]
W - 12 [+1]
D - 13 [+2]
C - 13 [+2] 
C - 9 [0]

Deity - Shayamal (Justice, Community, Charity) 

Languages - Saan, Urdyll, Malu, Merpeople and Pan Lung

Appearance 

Skills/Abilities - leatherworker, Trader, Gemologist [+1]

- Alchemy, Sage: Major field: Supernatural, Specialization Alchemy, Minor Field: Herbs

- Infravision, amphibious, tough skin (WvrsAC: leather)

- Surprised on a 1 in 6 and surprise others on a 3 in 6 in forested/marshland environments

- Potion brewing

- +6% on Potion Miscibility Table

Saving Throws

Paralyzation [+5]

Poison [+6]

Death Magic =[+5]

Petrification [+4]

Polymorph [+3]

Breath Weapon [+7]

Spell [+6]


Weapons - Class Attack Bonus: +1

  1. Broadsword [+2/+1] 2-8/2-7, WS: 3, WvrsAC: +2L/+3N, Critical: cleave

  2. Shortbow (18)[+4/+2] 1-6/1-6, WS: 3, ROF 2, Range 10/15/20, WvrsAC: -3M/+1L/+2N, Critical: Remain

  3. Natural attacks: 3/round (CCB), [+1/+1], 1-2/1-2/1-6, WS:1,  WvrsAC: -2M/+1L/+3N, Critical: Cleave/Stab


Equipment: Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket, (3) candles, (3) flasks of oil, lantern, small sack 


Encumbrance: +210 gp



Wealth: 200 gp

Clothing: Leather kilt

Personality: Careless, compassionate, opinionated, generous, prefers large groups, carves wooden totems


Spells Castable Per Day - [3] 

1st Level - Dolejain’s Union of the Sympathies

2nd Level - Seig Torson’s Expedited Elixir

3rd Level - Merreonath’s Amazing Transforming Draught


Magic Items

Bracers of Defense, AC 7, Potion of Heroism (M4}, Potion of Levitation (2), Potion of Fire Resistance (3), Potion of Dimunition (M4), Potion of Extra Healing (3), Potion of Leomund’s Polymorph Self (M5)


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