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  1.  
  2. Casual Reference: "Immortal Wanderer." "Without Direction." "Without Goals."
  3. Formal Reference: "Immortal Wanderer Who Is Without Direction or Goals."
  4.  
  5. Height: 6 Feet and Two Inches, With Armor.
  6. Height: 6 Feet Even, Without Armor.
  7. Weight: 153 pounds, With Armor.
  8. Weight: 101 pounds, WIthout Armor.
  9.  
  10. ----------------------------------------------------------
  11.  
  12. Race: Human: http://www.dandwiki.com/wiki/Human
  13.  
  14. Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  15.  
  16. Human base land speed is 30 feet.
  17.  
  18. 1 extra feat at 1st level.
  19.  
  20. 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  21.  
  22. Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  23.  
  24. Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
  25.  
  26. ----------------------------------------------------------
  27.  
  28. Undead Type: http://www.dandwiki.com/wiki/Undead_%283.5e_Template%29
  29.  
  30. No Constitution score.
  31.  
  32. Uses its Charisma modifier for Concentration checks.
  33.  
  34. Base attack bonus equal to 1/2 total Hit Dice.
  35.  
  36. 12-sided Hit Dice.
  37.  
  38. Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  39.  
  40. Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats.
  41.  
  42. Undead Natural Weapons: An Undead retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A creature with hands gains one claw attack per hand; the Undead can strike with each of its claw attacks at its full attack bonus.
  43. Claw attacks deal damage based on size.
  44. Fine:1 Dimunitive:1d2 Tiny:1d3 Small:1d4 Medium:1d6 Large:1d8 Huge:1d10 Gargantuan:2d6 Colossal:2d8
  45.  
  46. Undead Immunity: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  47.  
  48. Undead Immunity: Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  49.  
  50. Undead Immunity: Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  51.  
  52. Undead Healing Stipulation(s): Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
  53.  
  54. Undead Immunity: Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  55.  
  56. Undead Spell Stipulation(s): Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  57.  
  58. Undead Weapon Proficiency: Proficient with its natural weapons, all simple weapons.
  59.  
  60. Undead Armor Proficiency: Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  61.  
  62. Undead Characteristic(s): Undead do not breathe, eat, or sleep.
  63.  
  64. ----------------------------------------------------------
  65.  
  66. Mummy: http://www.dandwiki.com/wiki/Mummy_(3.5e_Template)
  67.  
  68. Mummy Sight: Darkvision: 60 Feet.
  69.  
  70. Mummy Ability Score Bonus: +4 Str, -2 Dex.
  71.  
  72. Mummy Skill Score Bonus: +4 to Intimidate.
  73.  
  74. Mummy Armor Class Bonus: 2+ Armor Class.
  75.  
  76. Mummy Damage Reduction: Damage Reduction 5/--
  77.  
  78. Mummy Attack Type: The Mummy gains a Slam attack, with 1d8 damage for a medium-sized creature. He can make iterative Slam attacks, according to his BAB.
  79.  
  80. Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 10 + 1/2 Character Level + Charisma, incubation period 1 minute; damage 1d6 Con and 1d6 Cha.
  81. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
  82. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any healing spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
  83. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 10 + 1/2 Character level + Cha bonus caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
  84. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind
  85.  
  86. Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.
  87.  
  88. Unholy Toughness (Ex): The Mummy gets his bonus HP equal to his Charisma bonus x his level.
  89.  
  90. Implacable (Ex): The Mummy can only run three times his base speed. However, he takes no penalty for carrying a Medium load, and his carrying and lifting capacity is doubled.
  91.  
  92. Unstoppable (Ex): Thanks to his dread willpower and his deadened sense of pain, a mummy goes at things full-blast. The mummy gains a +4 bonus to grapple, trip, overrun, and bullrush maneuvers.
  93.  
  94. Flammable (Ex): Being a dried-out corpse soaked in resin and wrapped in bandages does tend to make you leery of an open flame. Mummies take an additional 50% damage from fire spells and effects.
  95.  
  96. ----------------------------------------------------------
  97.  
  98. Augmented Subtype: http://www.dandwiki.com/wiki/SRD:Augmented_Subtype
  99.  
  100. A creature receives this subtype whenever something happens to change its original type.
  101. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template.
  102. The augmented subtype is always paired with the creature’s original type.
  103. A creature with the augmented subtype usually has the traits of its current type, but the features of its original type.
  104.  
  105. ----------------------------------------------------------
  106.  
  107. Dark Minded Subtype: http://www.dandwiki.com/wiki/Tome_of_Necromancy_(3.5e_Sourcebook)/New_Rules
  108.  
  109. Undead creatures with an intelligence score have an intelligence that can be influenced, though they are dead and cannot be influenced by appeals to emotion. A dark minded creature has the following traits:
  110. - Not immune to mind affecting effects.
  111. - Immune to morale and fear effects.
  112. - Heals normally
  113. - Any Bluff, Diplomacy, or Intimidate attempts to influence a dark minded creature are made with a -10 penalty.
  114. - A Dark Minded creature continues to advance in age categories, growing older and wiser over time. It does not accrue any penalties to its attributes for advancing in age categories, and a Dark Minded creature has no maximum age.
  115.  
  116. ----------------------------------------------------------
  117.  
  118. Class: Paladin: Level 5: http://www.dandwiki.com/wiki/Paladin_(3.5e_Class)
  119.  
  120. Alignment: Chaotic Evil
  121.  
  122. Worships: http://www.dandwiki.com/wiki/Dratoc_(3.5e_Deity)
  123.  
  124. Available Domains: Chaos, Madness, Mind.
  125.  
  126. Favored Weapon: Scimitar
  127.  
  128. Domain: Madness: http://www.dandwiki.com/wiki/SRD:Madness_Domain
  129.  
  130. Domain: N/A
  131.  
  132. Spells Per Day: Zeroth (0) 1st (2) 2nd (1) 3rd (0) 4th (0) 5th (0) 6th (0) 7th (0) 8th (0) 9th (0)
  133.  
  134. Fortitude Save(s): 4+
  135.  
  136. Reflex Save(s): 1+
  137.  
  138. Will Save(s): 1+
  139.  
  140. Hit Die: d10
  141.  
  142. Abilities: Strength and Charisma are the primary driving forces behind a succesful Paladin. Due to their roles is front-line combat, a high
  143. Constitution is also not unheard of. Wisdom, while of lesser importance, will keep a Paladin focused on her goals in battle.
  144.  
  145. Races: Being a class entirely devoted to a Diety, a Paladin can originate in any race who believes in the existance of god(s).
  146.  
  147. Alignment: Any; must match chosen Patron God.
  148.  
  149. Starting Gold: 6d4 x 10 gp (150 gp).
  150.  
  151. Paladin Weapon and Armor Proficiency: A Paladin is proficient with all Simple and Martial Weapons; Light, Medium, and Heavy Armor; as well as with all Sheilds (except Tower Sheilds).
  152.  
  153. Spells: A Paladin casts divine spells.
  154. She may only prepare and cast spells from her chosen domain(s)(see above).
  155. Effectively, a Paladin has a class spell list of only nine spells (one per spell level).
  156. To prepare or cast a spell, a Paladin must have a Charisma score equal to at least 10 + the spell level.
  157. The difficulty class for a saving throw against a Paladin’s spell is 10 + the spell level + the Paldin’s Cha modifier.
  158. The Paladin also gets bonus spells based on her Charisma.
  159. A Paladin prepares and casts spells as a cleric, except that she cannot spontaneously cast cure or inflict spells.
  160.  
  161. Patron Diety: A Paladin must choose a Patron Diety at 1st level for which they have chosen to champion the cause of.
  162. The diety must either be chosen from any applicable racial dieties available to the Paladin's race, or one a diety from their homeland whose beliefs they believe in without question.
  163. A Paladin may not however, champion the cause of a race specific diety other than that of his own race, or one of a culture he is unfamiliar with.
  164. A Paladin is automatically treated as having the specific Weapon Proficiency feat with his diety's preferred weapon if they would otherwise not be.
  165.  
  166. Domain: At first level, a Paladin chooses one of the Domains available to their chosen Diety.
  167. From this point forward, a Paladin treats any spell on that Domains' spell list as his own spell list.
  168. In most circumstances, this means a Paladin only has one spell of each spell level available to him/her at any given time.
  169. However, if a Paladin should gain access to additional Domains, they may add those Domains spells to their spell list as well.
  170. In addition, A Paladin gains extra benefits in the form of Domain abilities unique to their chosen Domains. See the full description on each Domain under their specific entry.
  171. At 11th level, the Paladin may choose a second Domain from amongst his Patron God's available domains, for this point onward, the Paladin's spell lists included all spells on each Domains' list of spells.
  172. He also gains the Domains relevant Domain Power.
  173.  
  174. Determination (Ex): At 2nd level, a Paladin gains a +1 Competence bonus on Will saves. This bonus increases to +2 at 11th level, and +3 at 20th level. A Paladin loses this benefit if they are suffering from the fatigued or exhausted condition, as well as if they have not rested in the past 24 hours.
  175.  
  176. Weapon Focus: At 3rd level, A Paladin gains the benefits of the Weapon Focus feat with his diety's favored weapon. If the Paladin already has the Weapon Focus feat with that weapon, he may instead select any other feat for which he meets the prerequisites.
  177.  
  178. Domain Power: At 4th level, and again at 7th, 10th, 13th, 16th, and 19th level, a Paladin gains one additional use of his Domain(s) special power(s). In cases where the Domain power is either an unlimited use, a passive effect, or a bonus feat, the Paladin may instead choose any Bonus Feat for which he meets the prerequisite
  179.  
  180. Aligned Weapon (Su): Beginning at 5th level, any weapon wielded by a Paladin is treated as one aspect of thier Patron Diety's alignment for the purposes of overcoming damage reduction.
  181. A paladin may only choose an alignment on the law/chaos or good/evil scale, neutral in not available. If their diety is true neutral, they may choose a single extreme.
  182. If a Paladin wished to re-align his weapon to a different extreme of the axis, he may spend a full-round action focusing and, at the beginning of his next turn, the weapon will change alignment aspects.
  183.  
  184. Weapon Specialization: At 6th level, a Paladin gains the Weapon Specialization feat for their Diety's favored weapon.
  185. In addition, from this level forward, a Paladin qualifies for Fighter bonus feats as a Fighter of his Paladin level minus 2.
  186. (i.e. a Paladin of 8th level is treated as a 6th level Fighter for the purposes of Feat prerequisites.)
  187.  
  188. Damage Reduction (Ex): At 7th level, a Paladin gains the ability to shrug off some amount of injury from each blow or attack.
  189. Subtract 1 from the damage the Paladin takes each time he is dealt damage from a weapon or a natural attack.
  190. At 10th level, and every three Paladin levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point.
  191. Damage reduction can reduce damage to 0 but not below 0.
  192.  
  193. Greater Weapon Focus: At 10th level, a Paladin gains Greater Weapon Focus is their diety's favored weapon.
  194.  
  195. Greater Weapon Specialization: At 14th level, a Paladin gains Greater Weapon Specialization in their Diety's favored weapon.
  196.  
  197. Blade of the Diety (Sp): At 17th level, a Paladin gains the ability to channel great power directly from his Patron Diety into his weapon.
  198. This ability resembles a Holy Sword spell, however the alignment of the weapon enhancement matches one of the diety alignments chosen at the time this ability is used.
  199. Once chosen it cannot be changed, except through another use of the ability.
  200. If the diety's favored weapon is a double weapon, the enhancement affect both sides of the weapon, but the duration of the spell is halved (rounded down).
  201. A Paladin may use this ability a number of times per day equal to their Charisma modifier.
  202.  
  203. ----------------------------------------------------------
  204.  
  205. Age: 158
  206.  
  207. Age Type: Venerable: 3+ to Intelligence, 3+ to Wisdom, 3+ to Charisma.
  208.  
  209. ----------------------------------------------------------
  210.  
  211. Attributes
  212.  
  213. 23 Str
  214. Ability Modifier: +6
  215.  
  216. 6 Dex
  217. Ability Modifier: -2
  218.  
  219. -- Con
  220. Ability Modifier: N/A
  221.  
  222. 11 Int
  223. Ability Modifier: +0
  224.  
  225. 14 Wis
  226. Ability Modifier: +2
  227.  
  228. 21 Cha
  229. Ability Modifier: +5
  230.  
  231.  
  232. Fortitude Save(s): +4
  233. Reflex Save(s): +1
  234. Will Save(s): +2
  235.  
  236. Armor Class: 16
  237. Armor Check Penalty: 10
  238. Maximum Dex Bonus: +1
  239.  
  240. ----------------------------------------------------------
  241.  
  242. Speak Language (Fluent): Common
  243. Speak Language (Fluent): Arabian
  244. Speak Language (Fluent): Terran
  245. Speak Language (Fluent): Auran
  246. Speak Language (Fluent): Infernal
  247. Speak Language (Fluent): Abyssal
  248. Knowledge (Religion): 8
  249. Diplomacy: 4
  250. Concentration: 2
  251. Bluff: 2
  252. Sense Motive: 4
  253. Ride: 4
  254. Knowledge (History): 3
  255. Knowledge (Nobility and Royalty): 3
  256. Knowledge (Sand): 1
  257. Knowledge (Geography): 1
  258. Knowledge (Vampires): 1
  259. Profession (Priest): 2
  260. Heal: 2
  261.  
  262. ----------------------------------------------------------
  263.  
  264. Weapon Focus (Scimitar): You gain a +1 bonus on all attack rolls you make using the selected weapon.
  265. Power Attack: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
  266. Combat Expertise: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
  267. Shield Skill: When using a shield and fighting defensively or using the total defense combat option, you gain an additional +2 dodge bonus to AC. If you are using a heavy shield you also gain a +2 cover bonus to Reflex saves.
  268. Improved Overrun: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
  269. Master Overrun: You gain a further +2 bonus on Overrun checks. When you overrun an opponent you may make an immediate attack of opportunity against them. This attack is at -4 and causes you to lose your Dex mod to your AC until your next action.
  270. Greater Overrun: When using the Overrun combat maneuver, you may overrun any number of opponents in your movement path so long as you move in a straight path. In addition you may move twice your current movement rate while Overrunning by making the Overrun combat maneuver a full-round action instead of a standard action. If you fail a Strength check at any point, the maneuver ends as normal.
  271. Improved Bullrush: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
  272. Cleave: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  273.  
  274. ----------------------------------------------------------
  275.  
  276. Completely Apathy: http://www.dandwiki.com/wiki/Complete_Apathy_(3.5e_Trait)
  277.  
  278. Benefit: Any Sense Motive check against you take a -10 penalty, it is hard to discern when you are lying or telling the truth, as a result no one can ever fully believe you whether you're lying or not.
  279. Drawback: Because of your inability to feel emotion your personality comes off rather creepy and to others you may seem as though you lack a soul. Therefore, you take -3 to all charisma based skill checks that involve interacting with others.
  280.  
  281.  
  282. Emotionless: http://www.dandwiki.com/wiki/Emotionless_(3.5e_Trait)
  283. Benefit: You gain a +2 bonus to saving throws made against compulsions.
  284. Drawback: You can never benefit from morale bonuses.
  285.  
  286. ----------------------------------------------------------
  287.  
  288. Haunted: http://www.dandwiki.com/wiki/Haunted_(3.5e_Flaw)
  289.  
  290. Haunted By: http://www.dandwiki.com/wiki/Sand_Devil_(3.5e_Creature)
  291.  
  292. - Whenever you critically succeed a roll of any kind you must roll a 1d100. If you roll above 90 a hostile sand based enemy will manifest. If you roll below a 90 you must simply reroll the critical roll. If you criticall succeed again you may treat it as a normal critical success.
  293. - Whenever you critically fail a roll of any kind you are hit by a Glowing Topaz Gem Sand Missile for 1d4+1 Damage. The area around you for 60 feet is instantly covered in 3 inches of sand. This can occur once every two hours.
  294. - You must take -2 on a single roll once per day, this is up to the player's decision.
  295. - You leave a continuous trail of sand at your feet. You leave 800 pounds of sand total every 5 hours. Anyone attempting to track you automatically succeed. -2 penalty to Hide checks. The Penalties are not applicable if you are in a Sandy environment.
  296. - Sand constantly pours off of your body. You leave 3,200 pounds of sand total every 5 hours. Anyone attempting to track you automatically succeed. -4 penalty to Hide checks. The Penalties are not applicable if you are in a Sandy environment.
  297.  
  298.  
  299. Magic Corrupting Touch: http://www.dandwiki.com/wiki/Magic_Corrupting_Touch_(3.5e_Flaw)
  300.  
  301. A magic item that you touch, wear, or otherwise utilize for the first time has a 25% chance of becoming cursed.
  302. This roll is made in secret by the DM.
  303. If the item is cursed, the type of curse is chosen at random or selected by the DM.
  304. If the item was cursed prior to you touching it, that's too bad, it has two curses now.
  305.  
  306.  
  307. Laziness: http://www.dandwiki.com/wiki/Laziness_(3.5e_Flaw)
  308.  
  309. Whenever a creature must do anything that is not in the "free action" category other than moving, eating, or some other absolutely life-dependent action, they must succeed on a DC (10 plus character's level) Will save or simply not have the willpower to complete the action.
  310. (Exactly what the character does instead or before which actions the save must be made is at the DM's discretion).
  311. However, due to their relaxed, uncaring attittde, they gain a +4 bonus on Charisma checks made to calm an aggravated creature or stop a creature from harming them (when this applies is at the DM's discretion, assuming that they have succeeded on the Will save).
  312. If a creature's Will Save modifier ever goes above +5, that creature must automatically drop this Flaw.
  313. A character who is devoted to the cause of good or evil (lawful good, etc.) cannot have this Flaw.
  314.  
  315.  
  316. The Curse of Stsszhtz:
  317.  
  318. All sand within 40 feet of you becomes affected by the Curse of Stsszhtz.
  319. All sand under the curse's influence with actively attempt to hinder anything within the 100 ft radius.
  320. Roll a 1d4 once every 3 rounds to determine the hinderance.
  321. Rolling a 1 will cause the sand to attempt to blind everything in the affected area. The DC is 20, Each individual player may choose to make a fortitude or reflex save.
  322. Rolling a 2 will cause all of the affected sand to become Quicksand.
  323. Rolling a 3 will cause all of the affected sand to cause anyone touching it to become Sickened and Shaken.
  324. Rolling a 4 will cause all of the affected sand to cause anyone touching it to become Panicked and Fearful. If you are immune to Fear Effects you instead are knocked Prone with no save.
  325. Your weakness to fire is halved. It is now 25% instead of 50%.
  326.  
  327. ----------------------------------------------------------
  328.  
  329. Full Plate Steel Armor +1:
  330. Steel Kite Shield +2:
  331. Steel Scimitar +2 of Defending: A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.
  332. Tan and Gold Trim Cloak of Light: Beige Light Enchantment (5 ft).
  333. Amulet of Crushing Despair (3 Times Per Day): An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
  334. Ceremonial Dagger of Dratoc: It is of significant ceremonial and religious importance to worshippers of Dratoc. +1 to Diplomacy Checks for other worshippers of Dratoc.
  335.  
  336. Money Pouch
  337. 50 Gold
  338. 500 Silver
  339. 5,000 Copper
  340.  
  341. ----------------------------------------------------------
  342.  
  343. (Dr's Campaign)
  344.  
  345. Full Plate Steel Armor +3:
  346. Steel Kite Shield +4:
  347. Steel Scimitar +4 of Defending: A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.
  348. Tan and Gold Trim Cloak of Light: Beige Light Enchantment (5 ft).
  349. Amulet of Crushing Despair (3 Times Per Day): An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
  350. Ceremonial Dagger of Dratoc: It is of significant ceremonial and religious importance to worshippers of Dratoc. +1 to Diplomacy Checks for other worshippers of Dratoc.
  351.  
  352. ----------------------------------------------------------
  353.  
  354. http://www.dandwiki.com/wiki/Paladin_(3.5e_Class)
  355. http://www.dandwiki.com/wiki/Dratoc_(3.5e_Deity)
  356. http://www.dandwiki.com/wiki/Mummy_(3.5e_Template)
  357. http://www.dandwiki.com/wiki/SRD:Mummy
  358. http://www.dandwiki.com/wiki/SRD:Undead_Type
  359. http://www.dandwiki.com/wiki/Undead_%283.5e_Template%29
  360. http://www.dandwiki.com/wiki/Human
  361. http://www.dandwiki.com/wiki/Mummy_Paragon_(3.5e_Racial_Paragon_Class)
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