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Morgan
Longue Épée

Aasimar humain
2-Level Tactician Fighter 3-Level Eldritch Scion Magus

Je suis un être d'exception, né de la volonté divine de Tyr dans les Royaumes Exaltés du Roikar. Mon père adoptif, Silvester de la Garde, est un homme inspirant grand respect dans son royaume.


2221 AC

Campaign & Party

12ième unitée de Reconnaissance des Loups Dorés

Yolmer Morgan Booftrax Salazar Burak
Run by Devormonde
Played by
Blindassault
 
Health

Hit points Out of of 48 total.

Current Temp Hit points

Total Temp Hit points

Ability Temporary Adjustments (Flat number not modifier)

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

Saving Throw Modifier

Fortiture

Reflex

Will

Quick notes
Spell Slots

Level 0

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Morgan Longue Épée
Character Name
Aasimar humain
Race
Tactician Fighter
2
Eldritch Scion Magus
3
Level And Class
M
Size
22
Age
M
Gender
L.G.
Alignment
Tyr
Royaumes Exaltés du Roïkar
Deity
Homeland
6.2
210lbs
Height
Weight
Noir
Brun
Hair Color
Eyes Color
Morgan Longue Épée
Aasimar humain
Tactician Fighter
2
Eldritch Scion Magus
3

 
M
22
M
L.G.
Tyr
Royaumes Exaltés du Roïkar
6.2
210lbs
Noir
Brun
ATTRIBUTES
Ability Name
Score
Abil Mod
Temp Adj
Cur Mod
Str
Strength
16
+3
+0
+3

 
Dex
Dexterity
18
+4
-2
+3

 
Con
Constitution
12
+1
+0
+1

 
Int
Intelligence
16
+3
+0
+3

 
Wis
Wisdom
16
+3
+0
+3

 
Cha
Charisma
18
+4
+0
+4

 
HIT POINTS & RESISTANCES
Total
HD
Dam Red
Spell Res
48
5
6
Initiative
Dex
Modifier
4
3
1
Base Attack Bonus
4
ARMOR CLASS
Total
Armor
Shield
Dex
21
0
3
3
Size
Natural
Deflection
Misc
0
0
0
5
Touch
18
Flat Footed
18
FORTITUDE Constitution
Total
Base
Ability
Magic
Misc
Temp
7
6
1
0
0
0
Reflex Dexterity
Total
Base
Ability
Magic
Misc
Temp
4
1
3
0
0
0
WILL Wisdom
Total
Base
Ability
Magic
Misc
Temp
6
3
3
0
0
0
Saving Throws additional notes

+2 aux jets de Volonté relatifs à la Peur lors d’un siège

Combat Maneuver Bonus CMB
CMB
BaB
Strength
Misc
7
4
3
0
Combat Maneuver Defense CMD
CMB
BaB
Strength
Dexterity
Misc
20
4
3
3
10
SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
6
4
0
0
0
0
0
0
0
0
Per Day
4
4
0
0
0
0
0
0
0
0
Bonus
0
1
0
0
0
0
0
0
0
0

 
Spell casting notes

Mes sorts sont tous de type divin. Concentration Checks and Casting Spells To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Injury DC equal to 10 + the damage taken + the level of the spell you’re casting.   Spell the DC is 10 + the damage taken + the level of the spell you’re casting.   Grappled or Pinned (DC 10 + the grappler’s CMB + the level of the spell you’re casting)   Vigorous Motion If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a concentration check (DC 10 + the level of the spell you’re casting) or lose the spell.   Violent Motion If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you must make a concentration check (DC 15 + the level of the spell you’re casting) or lose the spell. If the motion is extremely violent, such as that caused by an earthquake, the DC is equal to 20 + the level of the spell you’re casting.   Violent Weather You must make a concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you’re casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you’re casting. In either case, you lose the spell if you fail the concentration check. If the weather is caused by a spell, use the rules as described in the spell’s description.   Casting Defensively If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you’re casting) to succeed. You lose the spell if you fail.   Entangled If you want to cast a spell while entangled in a net or by a tanglefoot bag or while you’re affected by a spell with similar effects, you must make a concentration check to cast the spell (DC 15 + the level of the spell you’re casting). You lose the spell if you fail.   Favored ennemy spellcasting

Speed
Base
With Armor
Fly
Swim
Climb
Burrow
30ft
20ft
Languages

Marforellien, ancien virien, bonne base de Virien et quelques mots de Denemorien.

SKILLS
Skill
Total
Abilty
Ranks
Misc
Acrobatics
+3
DEX
+3
0
+0

 
Appraise
+4
INT
+3
1
+0

 
Bluff
+7
CHA
+4
3
+0

 
Climb
+6
STR
+3
0
+3

 
Diplomacy
+14
CHA
+4
3
+7

 
Disable Device*
+3
DEX
+3
0
+0

 
Disguise
+5
CHA
+4
1
+0

 
Escape Artist
+3
DEX
+3
0
+0

 
Fly
+3
DEX
+3
0
+0

 
Handle Animal*
+10
CHA
+4
3
+3

 
Heal
+9
WIS
+3
3
+3

 
Intimidate
+10
CHA
+4
1
+5

 
Knowledge (Dungeoneering )*
+7
INT
+3
1
+3

 
Knowledge (Engeneering )*
+7
INT
+3
1
+3

 
Knowledge (Geography )*
+8
INT
+3
2
+3

 
Knowledge (History )*
+5
INT
+3
2
+0

 
Knowledge (Local )*
+5
INT
+3
2
+0

 
Knowledge (Nature )*
+5
INT
+3
2
+0

 
Knowledge (Religion )*
+11
INT
+3
5
+3

 
Knowledge (Culture Royaumes Exaltés )*
+8
INT
+3
2
+3

 
Knowledge (Histoire des Aasimar )*
+8
INT
+3
2
+3

 
Knowledge (Histoire de la juste lame )*
+8
INT
+3
2
+3

 
Knowledge (Enseignement de la voie du père )*
+10
INT
+3
4
+3

 
Knowledge (Origine de la magine divine )*
+7
INT
+3
1
+3

 
Knowledge (Code de chevalerie du Roïkar )*
+7
INT
+3
1
+3

 
Knowledge (Connaissance art de la guerre )*
+8
INT
+3
2
+3

 
Knowledge (Connaissance code et communication loup doré )*
+7
INT
+3
1
+3

 
Knowledge (Lore Exécuteur )*
+8
INT
+3
0
+5

 
Knowledge (Tactique militaire impériale )*
+8
INT
+3
0
+5

 
Knowledge (Culture virienne )*
+8
INT
+3
0
+5

 
Knowledge (Histoire virienne )*
+8
INT
+3
0
+5

 
Knowledge (Défense de siège )*
+8
INT
+3
0
+5

 
Knowledge (Akipos )*
+12
INT
+3
0
+9

 
Linguistics*
+5
INT
+3
2
+0

 
Perception
+8
WIS
+3
3
+2

 
Profession (Mercenaire)
+7
WIS
+3
1
+3

 
Ride
+9
DEX
+3
3
+3

 
Sense Motive
+9
WIS
+3
3
+3

 
Sleight of Hand*
+3
DEX
+3
0
+0

 
Spellcraft*
+7
INT
+3
1
+3

 
Stealth
+4
DEX
+3
1
+0

 
Survival
+4
WIS
+3
1
+0

 
Swim
+7
STR
+3
1
+3

 
Use Magic Device*
+4
CHA
+4
0
+0

 
Feats

Combat casting, Eschew materials, Exotic weapon proficiency (Épée Roikel), Weapon focus (Épée Roikel), Combat expertise, Combat stamina, Persuasive, Improved unarmed combat, Endurance, dodge, Shield Focus (heavy shield), Power Attack, Skill Focus (religion), Improved disarm, Improved Trip, Improved Feint, School Focus (Invocation), cleave

Special Abilities

Celestial resistance (tous sauf feu), Racial bonus skill (+2 diplomacy et perception), Darkvision 60ft, Eldritch favor class, Tactical Awareness, Bloodline destined (Destined strike (3/day free action + 1/2lvl on one melee attack, need use eldritch pool), Eldritch pool (6pts), Spell combat (only in mystic focus(with eldritch pool)), Spellstrike, Judjement lvl2, Skilled, CP 1A Daylight 1x day, Lay on hand 2d6 (6 times day, lvl4), Stamina pool 5pts, close range

Traits

Survivant d’Akipos : Akipos tient encore, mais à quel prix? Vous avez combattu dans ses rues et sur ses murs et vous y avez laissé une partie de vous-même. Votre courage et votre détermination ont pesé dans la balance, mais les corps de vos alliés s’empilent à perte de vue sans que vous n’ayez pu les sauver.   Établissement d’une sphère d’influence centré sur Akipos, +10 Renommé dans la sphère d’Akipos, +2 Lore Exécuteurs, Tactique Militaire Impériale, Culture Virienne, Histoire Virienne, Défense de siège, +6 Lore Akipos, +2 aux jets de Volonté relatifs à la Peur lors d’un siège. Honor points : +6 (Inconnu) Renommée Akipos : +10 Renommee : Inconnue

Name Attack Bonus Critical Type Range Ammunition Damage
Lame Roïkel sur mesure +9 {19-20}x2 Slashing Contact None 1d10+3
Composite shortbpw +1 +8 {20}x3 Perforing 70 ft 8 1d6
Dagger +7 {19-20}x2 Slashing Contact None 1d4+3
Short Sword +7 {19-20}x2 Slashing Contact None 1d6+3

 
Name AC Bonus Type Check Penality Spell Failure Weight Properties
Armure Clouté LD +0 Light Armor -1 15% 20lbs
Cuirasse et clouté LD +0 Medium Armor -4 25% 30lbs

 

The statblocks of your Weapons, armor and other important/magical equipment

https://www.pathfinder-fr.org/Wiki/Pathfinder-RPG

Armure clouté des loups dorés

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
0 5 -1 15% 30ft

Weight: 25lbs

 
https://www.d20pfsrd.com

Cuirasse et armure de cuire clouté des loups dorés

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
3 -4 25% 20ft

Weight: 30lbs

 

The statblocks of your class features

Spell Focus (Evocation)

Choose a school of magic. Any spells you cast of that school are more difficult to resist.


Benefits

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Dodge

Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks


Prerequisite(s)

Dex 13.

Benefits

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Special

When you move your speed or farther, you can spend a number of stamina points up to double your Dexterity bonus. If you do, until the start of your next turn, you gain an increase to the dodge bonus granted by the Dodge feat equal to half the number of stamina points you spent.

Combat casting


Benefits

You are adept at spellcasting when threatened or distracted.   Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Eschew materials

You can cast many spells without needing to utilize minor material components.


Benefits

Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Exotic weapon proficiency (lame Roikel)

Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.


Prerequisite(s)

Prerequisite: Base attack bonus +1.

Benefits

Benefit: You make attack rolls with the weapon normally.

Normal

Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.

Special

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.  

Weapon focus (Lame Roikel)

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.


Prerequisite(s)

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefits

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.  

Special

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.   Weapon Focus (Combat): Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.  

Combat expertise

You can increase your defense at the expense of your accuracy.


Prerequisite(s)

Prerequisite: Int 13.

Benefits

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.  

Special

Combat Expertise (Combat): You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.

Improved Disarm

You are skilled at knocking weapons from a foe’s grasp.


Prerequisite(s)

Int 13, Combat Expertise.

Benefits

You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.  

Normal

You provoke an attack of opportunity when performing a disarm combat maneuver.  

Special

You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a disarm combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that disarm attempt increases by that number.

Improved Trip

You are skilled at sending your opponents to the ground.


Prerequisite(s)

Int 13, Combat Expertise.

Benefits

You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Normal

You provoke an attack of opportunity when performing a trip combat maneuver.

Special

You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a trip combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that trip attempt increases by that number.

Improved Trip

You are skilled at sending your opponents to the ground.


Prerequisite(s)

Int 13, Combat Expertise.

Benefits

You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Normal

You provoke an attack of opportunity when performing a trip combat maneuver.

Special

You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a trip combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that trip attempt increases by that number.

Skill Focus (Religion)

Choose a skill. You are particularly adept at that skill.


Benefits

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.  

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.  

Combat stamina

You stop at nothing to drive your attack home.


Prerequisite(s)

Prerequisite: Base attack bonus +1.

Benefits

Benefit(s): You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.  

Special

Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.  

Improved Feint

You are skilled at fooling your opponents in combat.


Prerequisite(s)

Int 13, Combat Expertise.

Benefits

You can make a Bluff check to feint in combat as a move action.  

Normal

Feinting in combat is a standard action.

Special

You can select this feat even if you don’t meet the Ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to feint as a move action.

Power Attack

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.


Prerequisite(s)

Str 13, base attack bonus +1.

Benefits

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.   When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.   You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.  

Special

When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.

Persuasive

You are skilled at swaying attitudes and intimidating others into your way of thinking.


Benefits

Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.  

Improved unarmed strike

You are skilled at fighting while unarmed.


Benefits

Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.  

Normal

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.  

Special

Improved Unarmed Strike (Combat): When you deal nonlethal damage with an unarmed strike, you can spend up to 5 stamina points to deal an amount of additional nonlethal damage equal to double the amount of stamina points you spent.

Endurance

Harsh conditions or long exertions do not easily tire you.


Benefits

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.   You may sleep in light or medium armor without becoming fatigued.  

Normal

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.  

Shield Focus

You are skilled at deflecting blows with your shield.


Prerequisite(s)

Shield Proficiency, base attack bonus +1.

Benefits

Increase the AC bonus granted by any shield you are using by 1.  

Special

When an attack is made against you while you are using a shield, you can spend up to 2 stamina points. If you do, the shield’s bonus to AC against that attack increases by an amount equal to the number of stamina points you spent.

Cleave

You can strike two adjacent foes with a single swing.


Prerequisite(s)

Str 13, Power Attack, base attack bonus +1.

Benefits

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Special

When using the Cleave or Great Cleave feat, you can spend 4 stamina points to negate the –2 penalty to Armor Class until your next turn.

Celestial resistance

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Tactical Awareness

At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).

Destined strike

At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Eldritch pool

An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus’s arcane pool class feature.
Additionally, any magus’s class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion’s skills or skill points.
 
This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.
 
5x times a day

Spell combat

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Judgement lvl 2

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
 
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
 
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
 
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
 
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
 
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
 
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
 
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
 
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
 
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
 
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Daylight

You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.
If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.
 
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
 
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Lay on hand lvl 4

Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Close range

Benefit: The magus can deliver ray spells that feature a ranged touch attack as melee touch spells. He can use a ranged touch attack spell that targets more than one creature (such as scorching ray), but he makes only one melee touch attack to deliver one of these ranged touch effects; additional ranged touch attacks from that spell are wasted and have no effect. These spells can be used with the spellstrike class feature.

Survivant d’Akipos

Akipos tient encore, mais à quel prix? Vous avez combattu dans ses rues et sur ses murs et vous y avez laissé une partie de vous-même. Votre courage et votre détermination ont pesé dans la balance, mais les corps de vos alliés s’empilent à perte de vue sans que vous n’ayez pu les sauver.
Établissement d’une sphère d’influence centré sur Akipos, +10 Renommé dans la sphère d’Akipos, +2 Lore Exécuteurs, Tactique Militaire Impériale, Culture Virienne, Histoire Virienne, Défense de siège, +6 Lore Akipos, +2 aux jets de Volonté relatifs à la Peur lors d’un siège.

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

https://www.pathfinder-fr.org/Wiki/Pathfinder-RPG.Rayon%20de%20givre.ashx

Rayon de givre

Un rayon de givre jaillit du doigt tendu du mage, qui doit réussir une attaque de contact à distance pour atteindre sa cible. Le rayon inflige 1d3 points de dégâts de froid.


Évocation \ \
0-level

Casting time: 1 standard action
Range: 25ft +5ft/2lvl
Effect: Un jet de givre
Targets: 1
Componenent: V, G

Description

Un rayon de givre jaillit du doigt tendu du mage, qui doit réussir une attaque de contact à distance pour atteindre sa cible. Le rayon inflige 1d3 points de dégâts de froid.
https://www.pathfinder-fr.org/Wiki/Pathfinder-RPG

Manipulation à distance

Manipulation de petits objets à distance


Transmutation \ \
0-level

Casting time: 1 standard action
Range: 25ft +5ft/2lvl
Duration: Concentration
Effect: Telekinesis
Targets: One object less than 2.5kg
Componenent: V, G

Description

En pointant le doigt vers l’objet de son choix, le lanceur de sorts peut le soulever et le déplacer sans le toucher. Par une action de mouvement, il peut déplacer l’objet de 4,50 m (3 c) au maximum dans n’importe quelle direction. Le sort expire instantanément si la distance séparant le personnage de l’objet dépasse les limites de portée du sort.
https://www.pathfinder-fr.org/Wiki/Pathfinder-RPG

Lumière

Faire brillé un objet


Évocation \ \
0-level

Casting time: 1 standard action
Range: Touch
Duration: 10min/lvl
Effect: On object shine like a torch
Targets: One object
Componenent: V, M/FD

Description

Lancé sur un objet, ce sort le fait briller comme la lumière d’une torche, ce qui lui permet d’éclairer jusqu’à six mètres (4 c) à la ronde tout en augmentant la luminosité d’un cran dans un rayon de six mètres (4 c) de plus (les ténèbres se muent en faible lumière et cette dernière en lumière normale). Ce sort n’a aucun effet dans une zone de lumière normale ou de vive lumière. L’effet est immobile, mais on peut le jeter sur un objet mobile.   Le personnage ne peut activer qu’un sort de lumière à la fois. S’il en lance un alors qu’un ancien est encore actif, l’ancien sort se dissipe. Si le personnage rend ce sort permanent (à l’aide de permanence ou d’un effet similaire) le sort permanent ne compte pas. Tous les sorts de lumière contrent et dissipent les sorts d’obscurité de niveau inférieur ou égal
https://www.pathfinder-fr.org/Wiki/Pathfinder-RPG

Son imaginaire

Créer un son dans l'espace


Illusion \ \
0-level
Save: VOL

Casting time: 1 standard action
Range: 25ft +5ft/2lvl
Duration: 2 rounds
Componenent: V, G

Description

Ce sort permet de créer un son d’intensité stable ou changeante (qui monte, qui descend, qui se rapproche, etc.). Le personnage choisit le type de bruit qu’il souhaite obtenir au cours de l’incantation et ne peut plus le modifier par la suite.   Le volume du son dépend du niveau du personnage, qui peut faire autant de bruit que quatre humains normaux par niveau de lanceur de sorts (jusqu’à un maximum de quarante humains). Le personnage peut faire croire que des gens chantent ou crient non loin, qu’ils marchent, qu’ils courent, etc. Le son généré peut prendre n’importe quelle forme, du moment qu’il ne dépasse pas les limites de volume imposées. Une horde de rats qui courent et piaillent fait autant de bruit que huit humains qui se livrent au même exercice. Le rugissement d’un lion fait autant de bruit que seize humains, alors que le rugissement d’un dragon vaut trente-deux humains.   Toute personne qui entend un son imaginaire a droit à un jet de Volonté pour dévoiler la supercherie.   À noter que son imaginaire permet d’augmenter fortement l’efficacité d’image silencieuse.   On peut rendre le son imaginaire permanent à l’aide d’un sort de permanence.
https://www.pathfinder-fr.org/Wiki/Pathfinder-RPG

Étincelles

Enflammé un petit objet


Évocation \ Feu \
0-level
Save: Con
SR: Object, yes

Casting time: 1 standard action
Range: 30ft
Duration: Instant
Effect: Enflamme
Targets: One tiny object
Componenent: V ou G

Description

Le personnage peut embraser un objet inflammable de taille infime. Ce sort fonctionne comme un silex et de l'amadou sauf que l'on peut l'utiliser quelles que soient les conditions météorologiques et qu'il met moins longtemps à enflammer l'objet.
https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/

Detect magic


Divination \ \
0-level
Save: None
SR: No

Casting time: 1 standard action
Range: 60ft
Duration: 1 min/lvl
Area: cone-shaped emanation

Description

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.   1st Round: Presence or absence of magical auras.   2nd Round: Number of different magical auras and the power of the most potent aura.   3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).   Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.   Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.   Spell or Object Aura Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact) Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:   Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.   Detect magic can be made permanent with a permanency spell.

Level 1 Spells

https://www.pathfinder-fr.org/Wiki/Pathfinder-RPG

Brûme de dissimulation

D’épaisses volutes de brume s’élèvent autour du personnage à la fin de l’incantation.


Invocation \ Création \
-level

Casting time: 1 standard action
Range: 20ft
Duration: 1 min/lvl
Area: 20ft radius, including height
Effect: Crée d'épaisse volutes de fumées
Componenent: V, G

Description

D’épaisses volutes de brume s’élèvent autour du personnage à la fin de l’incantation. La nappe reste stationnaire une fois composée, limitant le champ de vision (y compris la vision dans le noir) à 1,50 m. Les créatures se trouvant à 1,50 m ou moins bénéficient d’un camouflage (20 % de chances que les attaques les ratent) en combat. Au-delà, le camouflage devient total (50 % de chances que les attaques les ratent, et leurs adversaires ne peuvent pas les repérer à vue).   Un vent modéré (plus de 15 km/h), comme celui produit par bourrasque, disperse la nappe en 4 rounds. En cas de vent important (plus de 30 km/h), elle est dispersée en 1 round. Un sort tel que boule de feu ou colonne de feu fait disparaître la brume dans sa zone d’effet. Mur de feu la disperse dans toute la zone où il inflige des dégâts.   Ce sort ne fonctionne pas sous l’eau.
https://www.pathfinder-fr.org/Wiki/Pathfinder-RPG

Mains brulantes

Cône de flammes


Évocation \ Feu \
1-level
Save: REF 1/2 damage
SR: Yes

Casting time: 1 standard action
Range: 15ft
Duration: Instant
Area: 15ft cone
Effect: Brûle
Componenent: V, G

Description

Un cône de flammes jaillit des mains tendues du personnage. Toutes les créatures prises dans ce cône subissent 1d4 points de dégâts de feu par niveau de lanceur de sorts (jusqu’à un maximum de 5d4). Les matières inflammables prennent feu si elles sont exposées aux flammes. N’importe qui peut les éteindre par une action complexe.
https://www.pathfinder-fr.org/Wiki/Pathfinder-RPG

Projectile magique

Des projectiles magiques


Évocation \ Force \
1-level
SR: Yes

Casting time: 1 standard action
Range: 100ft + 10ft lvl
Duration: Instant
Effect: 1 projectile magique
Targets: Jusqu’à 5 créatures se trouvant à 4,50 m ou moins les unes des autres
Componenent: V, G

Description

Un projectile d’énergie magique jaillit du doigt tendu du mage et va frapper sa cible, ce qui lui inflige 1d4+1 points de dégâts.   Le projectile touche automatiquement, même si la créature visée se trouve au corps à corps ou bénéficie d’un camouflage ou d’un abri autre que total. En revanche, le personnage ne peut pas viser un point précis de sa cible. Projectile magique ne permet pas d’endommager des objets.   Le mage gagne un projectile supplémentaire tous les deux niveaux au-dessus du niveau 1. Il tire donc deux projectiles au niveau 3, trois au niveau 5, quatre au niveau 7 et avec un maximum de cinq au niveau 9. Il peut répartir ses différents projectiles entre plusieurs cibles, mais chacun ne peut atteindre qu’un seul adversaire. Il doit indiquer toutes ses cibles avant d’effectuer d’éventuels tests de résistance à la magie ou de faire ses jets de dégâts.
https://www.pathfinder-fr.org/Wiki/Pathfinder-RPG.D%c3%a9charge%20%c3%a9lectrique.ashx

Shocking grasp

1d6 points de dégâts d'électricité/niveau (max. 5d6).


Évocation \ \
1-level
Save: None

Casting time: 1 standard action
Range: Contact
Duration: Instant
Targets: créature ou objet touché

Description

Le lanceur de sorts effectue une attaque de contact au corps à corps qui, en cas de réussite, inflige à la cible 1d6 points de dégâts d’électricité par niveau de lanceur de sorts (jusqu’à un maximum de 5d6). Si celle-ci porte une armure métallique (ou porte une arme faite principalement de métal), le lanceur de sorts bénéficie d’un bonus de +3 au jet d’attaque.

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Thu 21st Jan 2021 03:53

Une réflexion nuancée

by Morgan

Alors que l’homme soulève son épée, il ne ressentait ni haine, ni rage dans son cœur, simplement le sentiment d’un devoir. Celui de châtier le mécréant qui avait commis nombre de larcins, l’homme loup qui avait contre la communauté se devait de tomber pour le bien de la communauté.
Les évènements s’enchainent à une vitesse fulgurante, me laissant à peine le temps de souffler. Je passe mes journées à combattre tentant d’emporter le plus d’ennemies avec moi. Ma vision devient de plus en plus limpide. Ce siège que nous vivons, il est déjà perdu et il n’est plus de notre pouvoir de l’en empêcher. Pourtant, je suis de plus en plus calme à cette idée. Mourir sur les murs ne me fait pas peur. Ne pas avoir le temps de me prouver digne de ce que je suis non plus. Ce sont des pensées simnplistes d’un garçon qui s’efface peu à peu. Maintenant, ce que j’envisage, ce n’est plus que le combat, jour et nuit, jusqu’à ce que je m’effondre, incapable de faire autre chose. Je me sens déjà si fatigué, épuisé même, mais je sais que je dois ignorer cela. C’est probablement ça mon épreuve la plus importante.
Sans cela, les derniers évènements m’auront amené à réfléchir à nouveau sur l’ordre du monde, à comprendre de nouvelles manières mes enseignements passés. Ce qu’on m’a enseigné à ce sujet me semblait parfois contradictoire et ne pas s’emboiter les uns dans les autres me donnant un flou dans laquelle je ne savais pas ou me diriger. Un flou duquel je ne savais sur quel pied je devais danser. Que dois-je penser des hommes bêtes et des hommes élémentaires ? Me dois-je de leur vouer une haine sans fin, libre de réflexion et de nuance ? Une manière de penser que mon vieux m’aura fait adopter et qui aura été confortée par mes expériences avec les hommes bêtes à la Cathédrale de Saint-Roikim. Des propos renforcés par les enseignements de maître Rodomir, sans aucun doute, mais qui me semble moins aujourd’hui approprié, moins à propos. Lorsqu’on se met à les côtoyer, à les observer, certes les hommes animaux ou élémentaires semblent issus de cultures et traditions qui sont parfois complètement opposées à celle des hommes, toujours plus primitives et barbares que les nôtres, je serais même prêt à dire, impie à nombre de points de vue. Pourtant, je ressens une présence différente, un ressenti, à force de combattre avec eux, quelque chose comme une pensée subtile, nuancée, presque humaine qui semble émaner d’eux, chose me semblait incongrue et presque impossible. On m'avait dit, et je sais, que les hommes bêtes sont des bêtes sans culture, stupide qui ne sait reconnaître et parler par quelconque artifice incompréhensible. Ils ont toutefois parfois des réflexions et des désirs parfois semblables, à leurs manières, aux miennes ou à celles de mes compères les plus nobles, à mon plus grand étonnement. Sans pouvoir dire qu'ils ont une culture riche, celle-ci est présente. Ils sont aussi dotés de la capacité de réfléchir en dehors des considérations les plus simples, de faire des choix éthiques et même d'éprouver des remords. Peut-être ce je suis entouré d'être d'exception, mais ce n'est pas le sentiment que j'ai. Booftrax, Salazar et Timor sont capables, eux aussi, d’user de la raison, chose que je ne leur croyais pas possible et qui m'aurait sembler impossible ils n'y a que quelques semaines à peine.
Certains diraient que cela ne fait que rendre les choses plus dangereuses, mais je ne suis pas d’accord, bien au contraire. Les dieux ont posé leurs essences sur le monde afin que nous en prenions le contrôle, ce que nous ferons, indubitablement. Nous avons du coup commis des actes extrêmes afin de pacifier le monde et nous permettre d’accomplir justement cette destinée. Avec un succès mitigé à ce que j’en vois, résultat de la perte de notre sens divin, qui demeure encore inexplicable. Malgré tout, je commence à croire qu’une cohabitation entre les différentes races n’est probablement pas impossible. Nous devons nous détacher de la haine envers ceux qui se sont soumis ou qui ont décidé de collaborer à notre vision du monde, ne serait-ce qu’inconsciemment. Cette haine ne mêle nulle part, elle ne sert pas notre cause. Elle nous fait perdre de vue ce qui compte réellement. Bien que le modèle du Marforel ne soit pas parfait, loin de là, il est selon moi trop indulgent et semble oublier la notion de supériorité des races divines, la plus grande présence des hommes animaux les aura guidés vers une certaine tolérance nécessaire, à mon avis, envers ces créatures. Malgré les bons préceptes des Royaumes exaltés du Roïkar, le manque de présence des différentes races nous renferme dans nos pensées et favorise chez plusieurs une haine sans nuance qui se devrait d’être redirigée vers ceux qui nous oppose résistance.
Les hommes bêtes et les hommes élémentaires qui ont accepté la supériorité des races divines se doivent d’être accepté, toléré. Leur culture ne nécessite pas d’être brisé, humilié ou détruite nécessairement dans son ensemble. Leurs croyances se rattache à un mode de vie différent qui se doit d’être toléré afin de rendre compte d'une richesse et d'une complexité du monde que les dieux connaissent mais dont nous ne somme pas capable de saisir toute la subtilité. Ma lame ainsi que l’attention de mes frères et sœurs doivent se diriger vers celles et ceux qui résistent à la prise de pouvoir des hommes, ceux qui la contestent, qui la combattent. Pire encore, me lame doit aussi se consacrer à ceux qui ont perdu sa voie, qui ont accepté de se départir de notre sacrosaint objectif et qui sert maintenant l'ennemie. L’empire des hommes de pierres s’en prend maintenant à nous et il est maintenant de notre devoir de l’en empêcher! Beaucoup de gens sont morts dans cette entreprise essentielle et beaucoup y passeront encore, mais il est impossible d’arrêter maintenant. Tous ceux et celles qui se sont soumis à l’ennemie, qui a abandonné nos pratiques et nos croyances doivent être jugées comme hérétiques et il est de notre devoir de les convertir ou les éliminer. Pour l’heure, ils se présentent à nous l’arme au poing, ne nous laissant donc que peu de marge de manœuvre à d’autres options que de les éliminer et de les empêcher de prendre ces terres saintes que nous défendons.
Je me dois de venger tous mes frères et sœurs qui tombent dans une danse macabre, menés par des êtres inférieurs et diriger par la main de gens qui ont renié leurs origines et leurs voies. C’est ce que je vais faire, tant qu’il me reste encore du souffle, alors que la mort m’embrassera peut-être demain. Tyr, prête-moi la force de continuer ce combat en ton nom, pour la gloire des dieux, pour la gloire des hommes!

Morgan's Journal Ordered oldest to newest

  1. Les péchés de l'Homme
    15 Jul 2020 09:49:30
  2. La présence de l'ennemie?
    15 Jul 2020 09:49:52
  3. La souffrance comme rédemption
    20 Jul 2020 04:46:55
  4. Une vision du monde choquée
    25 Jul 2020 03:55:18
  5. Une réflexion nuancée
    21 Jan 2021 03:53:15

The major events and journals in Morgan's history, from the beginning to today.

La présence de l'ennemie?

Une journée fort inusité et très haute en couleur que ce fut. Tout d'abord, après plusieurs jours de marches vers le sud ouest. en territoire de la ligue de Mautal, nous avons rencontré des brigands qui semblaient s'en prendre à une pauvre famille d...

04:41 pm - 15.07.2020

Les péchés de l'Homme

Suite à la confiance que m’a donnée Magrobos, j’ai dû prendre les devants, celui-ci s’attendant à ce que je l’éclaire sur le destin des dits-espions. Malgré mon manque de certitude sur ma légitimité face à ses demandes, j’ai dû puiser ...

09:47 pm - 15.07.2020

La souffrance comme rédemption

J’ai mal, je souffre, j’expie. Si je dois périr ici, après si peu accompli, car je vous ai déçu, qu’il en soit ainsi, mais, à toi, Tyr, je dirai ceci : Je brillerai de mille-feu pour répandre ton nom si je dois mourir ici. Je t’emplirai de f...

04:46 pm - 20.07.2020

Une vision du monde choquée

La douleur sainte, rédemptrice, me suit toujours, m'accompagne à chacun de mes pas. Malgré la douleur, je fus frappé par l'horreur de la scène après le combat. L'odeur de chair brûlée, le sang partout au sol, et le cri, le cri immonde de l'homme i...

05:40 pm - 22.07.2020

Une réflexion nuancée

Alors que l’homme soulève son épée, il ne ressentait ni haine, ni rage dans son cœur, simplement le sentiment d’un devoir. Celui de châtier le mécréant qui avait commis nombre de larcins, l’homme loup qui avait contre la communauté se devait...

07:35 pm - 17.01.2021

The list of amazing people following the adventures of Morgan.

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Blindassault