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Almeriks_Flamens Aivars Cayden Cailean Cheliax Neutral

Character Name Player Name Deity Region Alignment


Bard (Archaeologist) 6 Human (Chelaxian) / Humanoid Medium / 5 ft. 0' 0" / 0 lbs. Normal
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
6 (5) 34999 / 35000 25 Male
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
SCORE MOD SCORE MOD SCORE MOD

STR 14 +2 14 +2 HP 34 Walk 30 ft.


hit points
Strength

DEX 14 +2 14 +2 AC 19 : 19 : 13 = 10 + 4 + 1 + 2 + 0 + 1 + 1 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity
TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC

CON 12 +1
ARMOR TION

12 +1
BONUS BONUS

Constitution INITIATIVE +4 =
+2 +
+2 15 +0 0
INT 10 +0 10 +0
modifier
TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
Failure PENALTY
WIS 10 +0 10 +0 Encumbrance Light TOTAL SKILLPOINTS: 42
SKILLS MAX RANKS: 6/6
Wisdom
SKILL NAME
KEY ABILITY SKILL ABILITY RANKS MISC

CHA 18 +4 20 +5
MODIFIER MODIFIER MODIFIER

Charisma ✓ Acrobatics DEX 6 = 2 + 1 + 3


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
= + +
SAVE ✓ Appraise INT 4 0 1 3
FORTITUDE +5 =
+2 +
+1 +
+2 +
+0 +
+0 + ✓ Bluff CHA 9 = 5 + 1 + 3
(constitution)
✓ Climb STR 6 = 2 + 1 + 3
REFLEX +9 =
+5 +
+2 +
+2 +
+0 +
+0 +
✓ Craft (Untrained) INT 0 = 0
(dexterity)
✓ Diplomacy CHA 13 = 5 + 5 + 3
WILL +7 =
+5 +
+0 +
+2 +
+0 +
+0 +
Disable Device DEX 11 = 2 + 2 + 7
(wisdom)
✓ Disguise CHA 9 = 5 + 1 + 3
Conditional Save Modifiers: ✓ Escape Artist DEX 2 = 2
+2 Reflex to avoid traps ✓ Fly DEX 2 = 2
Conditional Combat Modifiers: ✓ Heal WIS 0 = 0
Buckler: -1 attack penalty to off-hand and 2H attacks ✓ Intimidate CHA 5 = 5
Knowledge (Arcana) INT 7 = 0 + 1 + 6
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
Knowledge (Dungeoneering) INT 8 = 0 + 2 + 6
MELEE +6 = +4 + +2 + +0 + +0 + 0 +
= + +
attack bonus Knowledge (Engineering) INT 7 0 1 6
RANGED +6 = +4 + +2 + +0 + +0 + 0 + Knowledge (Geography) INT 7 = 0 + 1 + 6
attack bonus Knowledge (History) INT 7 = 0 + 1 + 6
CMB +6 = +4 + +2 + +0 + + + Knowledge (Local) INT 7 = 0 + 1 + 6
attack bonus
Knowledge (Nature) INT 7 = 0 + 1 + 6
BULL
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN
Knowledge (Nobility) INT 7 = 0 + 1 + 6
CMB +6 +6 +6 +6 +6 +6 = + +
Knowledge (Planes) INT 7 0 1 6
CMD 19 19 19 19 19 19 ✓ Knowledge (Untrained) INT 3 = 0 + 3
DIRTY TRICK DRAG REPOSITION STEAL
✓ Perception WIS 11 = 0 + 5 + 6
CMB +6 +6 +6 +6
= + +
Perform (Dance) CHA 11 5 3 3
CMD 19 19 19 19 Perform (Oratory) CHA 11 = 5 + 3 + 3
✓ Perform (Untrained) CHA 5 = 5
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
=
(nonlethal only) +6 1d3+2 20/x2 5 ft. ✓ Ride DEX 2 2
Sense Motive WIS 4 = 0 + 1 + 3
Special Properties: ✓
Sleight of Hand DEX 6 = 2 + 1 + 3
*Cold Iron/Masterwork Rapier HAND TYPE SIZE CRITICAL REACH Spellcraft INT 4 = 0 + 1 + 3
Primary P M 18-20/x2 5 ft. = + +
To Hit Dam To Hit Dam
✓ Stealth DEX 6 2 1 3
✓ Survival WIS 0 = 0
1H-P +7 1d6+2 2W-P-(OH) +1 1d6+2
✓ Swim STR 2 = 2
1H-O +3 1d6+1 2W-P-(OL) +3 1d6+2
Use Magic Device CHA 13 = 5 + 5 + 3
2H +7 1d6+2 2W-OH -3 1d6+1
Special Properties: cold iron = + +
= + +
Acid HAND TYPE SIZE CRITICAL REACH
✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.
Carried A M 20/x2 5 ft.
10 ft. 20 ft. 30 ft. 40 ft. 50 ft.
TH +6 +4 +2 +0 -2 Assault Leader
Dam 1d6 1d6 1d6 1d6 1d6 Uses per Day ❏
Special Properties: splash weapon, Every creature within 5 feet of the point where the acid hits
Assault Leader (Ex):Once per day, when the rogue misses with an attack on a flanked opponent, she
takes 1 point of acid damage from the splash.
can designate a single ally who is also flanking the target that her attack missed. That ally can make
a single melee attack against the opponent as an immediate action. [Paizo Inc. - Advanced Player's
*: weapon is equipped
Guide, p.130]
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE

*Mithral Chain Shirt Light +4 +6 +0 10


mithral
*Masterwork Buckler Shield +1 +0 5
applies a -1 to hit to Two-Handed Weapon, or Off-hand held weapon
*Amulet of Natural Armor +1 +1 +0 0
*Ring of Protection +1 +1 +0 0

Character: Almeriks_Flamens PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:6 (CR:5)
Player: Aivars Created using PCGen v6.08.00 RC10 on 2024. gada 16. febr. at 01:12:26 Page 1
EQUIPMENT Bonus Bard Spell (6x) [ ARG ]
ITEM LOCATION QTY WT / COST Add one spell known from the bard spell list. This spell must be at least one level
Headband of Alluring Charisma +2 Equipped 1 1 / 4,000 below the highest spell level the bard can cast.
Aura: moderate transmutation, Caster Level: 8th, Construction Cost: 2,000 gp, Construction Requirements: Craft Bonus Feat [ CR ]
Wondrous Item, eagle's splendor, Slot: headband Humans select one extra feat at 1st level.
Amulet of Natural Armor +1 Equipped 1 0 / 2,000
Cantrips [ CR ]
Aura: faint transmutation, Caster Level: 5th, Construction Cost: 1,000 gp, Construction Requirements: Craft
Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus, Slot: neck You have learned a number of cantrips, or 0-level spells. These spells are cast
Ring of Protection +1 Equipped 1 0 / 2,000 like any other spells, but they do not consume any slots and may be used again.
Aura: faint abjuration, Caster Level: 5th, Construction Cost: 1,000 gp, Construction Requirements: Forge Ring, Clever Explorer (Ex) [ UC ]
shield of faith, caster must be of a level at least three times the bonus of the ring, Slot: ring
At 2nd level, an Archaeologist gains a bonus equal to half his class level on
Cold Iron/Masterwork Rapier Equipped 1 2 / 340
Disable Device and Perception checks. He can disable intricate and complex
cold iron
devices in half the normal amount of time (minimum 1 round) and open a lock
Cloak of Resistance +2 Equipped 1 1 / 4,000
as a standard action. At 6th level, an Archaeologist can take 10 on Disable Device
Aura: faint abjuration, Caster Level: 5th, Construction Cost: 2,000 gp, Construction Requirements: Craft Wondrous
Item, resistance, creator's caster level must be at least three times the cloak's bonus, Slot: shoulders
checks, even if distracted or endangered, and can disarm magical traps. This
Mithral Chain Shirt Equipped 1 NaN / 1,100 ability replaces the versatile performance ability.
mithral Evasion (Ex) [ UC ]
Masterwork Buckler Equipped 1 5 / 155 At 6th level, an Archaeologist gains evasion, as the rogue ability of the same
applies a -1 to hit to Two-Handed Weapon, or Off-hand held weapon name.
Acid Carried 3 1 (3) / 10 (30) Evasion (Ex) [ CR ]
❏❏❏ You can avoid damage from many area-effect attacks. If you make a successful
splash weapon, Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from Reflex saving throw against an attack that normally deals half damage on a
the splash.Plural: No
TOTAL WEIGHT CARRIED/VALUE 24,5 lbs. successful save, you instead take no damage. Evasion can only be used if you are
13,625gp
wearing light armor or no armor. If you are helpless, you do not gain the benefit
WEIGHT ALLOWANCE of evasion.
Light 58 Medium 116 Heavy 175 Lore Master (Ex) [ CR ]
Lift over head 175 Lift off ground 350 Push / Drag 875 You have become a master of lore and can take 10 on any Knowledge skill check
that you have ranks in. You can choose not to take 10 and can instead roll normally.
MONEY In addition, 1 times per day, you can take 20 on any Knowledge skill check as a
Total= 0 gp [Unspent Funds = 145.5 gp] standard action.
MAGIC Rogue Talents [ UC ]
At 4th level, an Archaeologist gains a rogue talent. He gains an additional rogue
Languages
talent for every four levels of Archaeologist gained after 4th level. Otherwise, this
Common works as the rogue's rogue talent ability.
Other Companions Skilled [ CR ]
Humans gain an additional skill rank at 1st level and one additional rank
Archetypes whenever they gain a level.
Archaeologist [Paizo Inc. - Ultimate Trap Sense (Ex) [ UC ]
Combat, p.32] At 3rd level, an Archaeologist gains trap sense +1, as the rogue class feature of
No stodgy researcher, this Archaeologist meets his research head-on in the field. the same name. This bonus improves by +1 for every three levels gained after 3rd,
Archaeologists sacrifice the bard's inspirational performance for a smattering of to a maximum of +6 at 18th level.
rogue talents. This archetype also fits roguelike characters that focus more on Trap Sense (Ex) [ CR ]
learning than on stabbing foes in the back. You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus
to AC against attacks made by traps.
Traits Uncanny Dodge (Ex) [ UC ]
Criminal (Disable Device) [Paizo Publishing - At 2nd level, an Archaeologist gains uncanny dodge, as the rogue class feature
Ultimate Campaign, of the same name. This ability replaces well-versed.
p.60] Uncanny Dodge (Ex) [ CR ]
You spent your early life robbing and stealing to get by. Select one of the You can react to danger before your senses would normally allow you to do so.
following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if
bonus on that skill, and it is always a class skill for you. the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized.
Reactionary [Paizo Inc. - Advanced You can still lose your Dexterity bonus to AC if an opponent successfully uses the
Player's Guide, p.328] feint action against you.
You were bullied often as a child, but never quite developed an offensive
response. Instead, you became adept at anticipating sudden attacks and reacting Feats
to danger quickly. You gain a +2 trait bonus on Initiative checks. Deadly Aim [CR]
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak
Special Attacks spot, at the expense of making the attack less likely to succeed.
Assault Leader (Ex) [ APG ]
You can choose to take a -2 penalty on all ranged attack rolls to gain a +4 bonus
Once per day, when the rogue misses with an attack on a flanked opponent, she on all ranged damage rolls. You must choose to use this feat before making an
can designate a single ally who is also flanking the target that her attack missed. attack roll and its effects last until your next turn. The bonus damage does not
That ally can make a single melee attack against the opponent as an immediate apply to touch attacks or effects that do not deal hit point damage.
action.
Defiant Luck [ARG]
You can sometimes defiantly shrug off spells and attacks that would kill a lesser
Special Qualities creature. If you are using the optional hero point system, you can also spend 1
Archaeologist's Luck (Ex) [ UC ] hero point when a critical hit is confirmed against you to have the opponent reroll
Fortune favors the Archaeologist. As a swift action, an Archaeologist can call on the critical hit confirmation roll.
fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill
1/day, after you roll a natural 1 on a saving throw or a critical hit is confirmed
checks, and weapon damage rolls. He can use this ability for a number of rounds
against you, you can either reroll that saving throw, or force the creature that
per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action,
confirmed the critical hit against you to reroll the critical confirmation roll. This
but it ends immediately if the Archaeologist is killed, paralyzed, stunned, knocked
does not stack with other effects that allow you to reroll a saving throw or an
unconscious, or otherwise prevented from taking a free action to maintain it each
attack roll. You may only make one reroll.
round. Archaeologist's luck is treated as bardic performance for the purposes
of feats, abilities, effects, and the like that affect bardic performance. Like bardic Extra Performance [CR]
performance, it cannot be maintained at the same time as other performance You can use your bardic performance ability more often than normal
abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th You can use bardic performance for 6 additional rounds per day.
level. (15 uses per day with +2 bonus) Lingering Performance [APG]
Armored Casting (Ex) [ CR ] The effects of your bardic performance carry on, even after you have stopped
You can cast bard spells while wearing light armor and use a shield without performing.
incurring the normal arcane spell failure chance. The bonuses and penalties from your bardic performance continue for 2 rounds
Bardic Knowledge (Ex) [ CR ] after you cease performing. Any other requirement, such as range or specific
You add +3 to all Knowledge checks and may make all Knowledge skill checks conditions, must still be met for the effect to continue. If you begin a new
untrained. bardic performance during this time, the effects of the previous performance
Bardic Performance [ UC ] immediately cease.
Archaeologists do not gain the bardic performance ability or any of its
performance types.

Character: Almeriks_Flamens PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:6 (CR:5)
Player: Aivars Created using PCGen v6.08.00 RC10 on 2024. gada 16. febr. at 01:12:26 Page 2
Proficiencies
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Boarding Pike,
Brass Knife, Brass Knuckles, Cestus, Club, Heavy Crossbow, Light
Crossbow, Dagger, Punching Dagger, Dart, Gauntlet, Spiked Gauntlet,
Grapple, Hanbo, Hook Hand, Javelin, Longspear, Longsword, Heavy
Mace, Light Mace, Mere Club, Morningstar, Quarterstaff, Rapier, Rock,
Sap, Shortbow, Shortspear, Sickle, Sling, Spear, Boar Spear, Ray Spells,
Touch Spells, Splash Weapon, Stake, Stingchuck, Short Sword, Unarmed
Strike, Underwater Heavy Crossbow, Underwater Light Crossbow, Whip

Character: Almeriks_Flamens PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:6 (CR:5)
Player: Aivars Created using PCGen v6.08.00 RC10 on 2024. gada 16. febr. at 01:12:26 Page 3
Bard Spells
LEVEL 0 1 2 3 4 5 6
KNOWN 9 7 4 — — — —
PER DAY at will 6 4 — — — —
Concentration +11

LEVEL 0 / Per Day:0 / Caster Level:6


Name School Time Duration Range Source
❏❏❏❏❏ Dancing Lights Evocation [Light] 1 standard action 1 minute [D] Medium (160 ft.) CR:p.263
[V, S] TARGET: Up to four lights, all within a 10-ft.-radius area; EFFECT: You create up to four lights that resemble lanterns or torches. [SR:No]
❏❏❏❏❏ Detect Magic Divination 1 standard action Concentration, up to 6 minutes [D] 60 ft. CR:p.267
[V, S] TARGET: Cone-shaped emanation; EFFECT: You detect magical auras. [SR:No]
❏❏❏❏❏ Light Evocation [Light, WoodSchool] 1 standard action 60 minutes Touch CR:p.304
[V, M/DF] TARGET: Object touched; EFFECT: This spell causes a touched object to glow like a torch. [SR:No]
❏❏❏❏❏ Lullaby Enchantment (Compulsion) [Mind-Affecting]
1 standard action Concentration + 6 rounds [D] Medium (160 ft.) CR:p.305
[V, S] TARGET: Living creatures within a 10-ft.-radius burst; EFFECT: Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves against
sleep effects while the lullaby is in effect. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Mage Hand Transmutation 1 standard action Concentration Close (40 ft.) CR:p.306
[V, S] TARGET: One nonmagical, unattended object weighing up to 5 lbs.; EFFECT: You point your finger at an object and can lift it and move it at will from a distance. [SR:No]
❏❏❏❏❏ Mending Transmutation [MetalSchool] 10 minutes Instantaneous 10 ft. CR:p.312
[V, S] TARGET: One object of up to 6 lb.; EFFECT: This spell repairs damaged objects, restoring 1d4 hit points to the object. [SR:Yes (harmless, object); DC:15, Will negates (harmless, object)]
❏❏❏❏❏ Prestidigitation Universal 1 standard action 1 hour 10 ft. CR:p.325
[V, S] TARGET: See text; EFFECT: Prestidigitations are minor tricks that novice spellcasters use for practice. [SR:No; DC:15, See text]
❏❏❏❏❏ Read Magic Divination 1 standard action 60 minutes Personal CR:p.330
[V, S, F] TARGET: You; EFFECT: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
❏❏❏❏❏ Summon Instrument Conjuration (Summoning) 1 round 6 minutes [D] 0 ft. CR:p.350
[V, S] TARGET: One summoned handheld musical instrument; EFFECT: This spell summons one handheld musical instrument of your choice. [SR:No]

LEVEL 1 / Per Day:6 / Caster Level:6


Name School Time Duration Range Source
❏❏❏❏❏ Anticipate Peril Divination 1 standard action 6 minutes or until activated Touch UM:p.206
[V, S] TARGET: Creature touched; EFFECT: Target gains a +5 bonus on one initiative check. [SR:Yes; DC:16, Will negates]
❏❏❏❏❏ Chord of Shards Evocation 1 standard action Instantaneous 15 ft. UM:p.211
[V, S] TARGET: Cone-shaped burst; EFFECT: Performance deals 2d6 piercing damage. [SR:No; DC:16, Reflex negates]
❏❏❏❏❏ Comprehend Languages Divination 1 standard action 60 minutes Personal CR:p.258
[V, S, M/DF] TARGET: You; EFFECT: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
❏❏❏❏❏ Cure Light Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage. [SR:Yes (harmless); see text; DC:16, Will half (harmless); see text]
❏❏❏❏❏ Expeditious Retreat Transmutation 1 standard action 6 minutes [D] Personal CR:p.279
[V, S] TARGET: You; EFFECT: This spell increases your base land speed by 30 feet.
❏❏❏❏❏ Feather Fall Transmutation, AirSchool 1 immediate action Until landing or 6 rounds Close (40 ft.) CR:p.281
[V] TARGET: 6 Medium or smaller free-falling objects or creatures, no two of which may be more than 20 ft. apart; EFFECT: The affected creatures or objects fall slowly. [SR:Yes (object); DC:16, Will negates (harmless) or Will negates
(object);]
❏❏❏❏❏ Grease Conjuration, EarthSchool (Creation) 1 standard action 6 minutes [D] Close (40 ft.) CR:p.291
[V, S, M] TARGET: One object or 10-ft. square; EFFECT: A grease spell covers a solid surface with a layer of slippery grease. [SR:No; DC:16, See text]

LEVEL 2 / Per Day:4 / Caster Level:6


Name School Time Duration Range Source
❏❏❏❏❏ Delay Poison Conjuration (Healing) 1 standard action 6 hours Touch CR:p.265
[V, S, DF] TARGET: Creature touched; EFFECT: The subject becomes temporarily immune to poison. [SR:Yes (harmless); DC:17, Fortitude negates (harmless)]
❏❏❏❏❏ Eagle's Splendor Transmutation 1 standard action 6 minutes Touch CR:p.275
[V, S, M/DF] TARGET: Creature touched; EFFECT: The transmuted creature becomes more poised, articulate, and personally forceful gaining a +4 enhancement bonus to Charisma. [SR:Yes; DC:17, Will negates (harmless)]
❏❏❏❏❏ Glitterdust Conjuration, EarthSchool (Creation) [MetalSchool]
1 standard action 6 rounds Medium (160 ft.) CR:p.290
[V, S, M (ground mica)] TARGET: Creatures and objects within 10-ft.-radius spread; EFFECT: A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible
things for the duration of the spell. [SR:No; DC:17, Will negates (blinding only)]
❏❏❏❏❏ Path of Glory Conjuration (Healing) 1 standard action 6 rounds Touch [see text] ACG:p.189
[V, S] TARGET: 24 5-ft. squares [see text]; EFFECT: Create an expanding glow that heals allies within it of 1 hp of damage. [SR:no; DC:17, none]
* =Domain/Speciality Spell

Character: Almeriks_Flamens PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:6 (CR:5)
Player: Aivars Created using PCGen v6.08.00 RC10 on 2024. gada 16. febr. at 01:12:26 Page 4
Almeriks_Flamens
Human (Chelaxian)
RACE
25
AGE
Male
GENDER

VISION
Neutral
ALIGNMENT
Right
DOMINANT HAND
0' 0"
HEIGHT
0 lbs.
WEIGHT

EYE COLOUR

SKIN COLOUR
,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
Cheliax
REGION
Cayden Cailean
DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Almeriks_Flamens PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:6 (CR:5)
Player: Aivars Created using PCGen v6.08.00 RC10 on 2024. gada 16. febr. at 01:12:26 Page 5

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