Saris Van Sky
4446448099_34af54d577_m.jpg

Saris is the youngest son of Montag Van Sky; a minor noble and owner of the Van Sky Trading Consortium; a small noble family business in Sasserine. After going to formal schooling, Saris signed on as a mate on a whaler for one year to become a man, now he returns looking for adventure, and trying to impress his father. A human of Ralani descent, Saris has olive skin, green eyes, and jet black hair. His time with the party has borne him out as an arrogant braggart, but his braggadocio is not without merit; as he is quite skilled with both bow and rapier. In fairness, blind luck has greatly boosted his self image (and his survival!).

BACKGROUND:
Saris Van Sky was born into a wealthy noble family in the city of Sasserine; the famed city nestled against the vast Sanjaara Jungle. The head of this powerful family is Montag Van Sky. The Van Sky Trading Cartel is owned by his family and has 250 employees and seven vessels in its inventory. The Van Sky fleet consists of four large whaling cogs; Southwind, Sea Sprite, Lady Luck, and Destiny. The fleet also has three large carracks for bulk cargo, they are: Morning Joy, Harbinger, and the flagship; Moondancer.

Saris grew up around these ships and their whaling and mercantile journeys. He has been on many sea voyages, and survived several nasty encounters, fighting vicious Corsairs and nasty sea-creatures. His travels have given Saris both a worldly outlook and a dangerous sense of pride. The youngest of three children, Saris knew he would never inherit the family fortunes or the business, so he was forced to make his fame on his own. He knows full well his older brother, Seth is his father’s favorite and will someday take over the family business. His older sister Sasha is betrothed to the son of another noble family. There is no future left in that scenario for Saris.

Saris loves two things; the sea and the rapier; he feels most at home on a ship or wielding his favorite weapon. His talent for the rapier and his great luck in past battles have made him somewhat arrogant, but this swaggering demeanor hides an inner guilt that he will never truly live up to his father’s expectations or outshine his older brother Seth. Saris finally left home after hearing his father’s familiar speech on too many occasions; “Why can’t you grow up and be more like your brother?

After years of wandering the streets of Sasserine or signing on to yet another dangerous whaling voyage, Saris finally met up with his new friends who have undertaken a quest for Lavinia. Along the way, Saris met and became involved with Amella: the Captain of the Sea Wyvern, and now his feelings for her are getting stronger all the time. Never before has Saris felt this way about someone. He was always cavalier in the affairs of the heart, with a different girl waiting in every port. But this girl is different; she too loves the sea, loves the rapier, and seems to love him! Saris is secretly afraid he will fail to protect her, to someday have too choose between his friends and his newfound love. As for his new friends; Saris gets along well with Viselys, who he sees as a kindred spirit. The dwarf is a stranger to him, and Idae the rogue has too many secrets, so he trusts him very little. Saris instantly despised Avner Meravanchi when he came aboard, for he reminded of him too much of his older brother Seth.

So, with the Sargasso behind them, Saris prepares for dangers that lie ahead on the Isle of Dread. Recently, Saris has become infatuated with the beautiful and talented Amella Venkallie. But upon his return from his trek across the Isle of Dread, her reception to his advances has been rather cool. Normally good with women, this cold shoulder has left the swashbuckler deeply troubled, quite a new feeling for him.


RPG STATS:

PDF (18th level)
https://drive.google.com/file/d/0B1zg08q_w1MwZk1YRlBUZFFKRE0/edit?usp=sharing

Spreadsheet with To-Hit calculations
https://drive.google.com/file/d/0B1zg08q_w1MweWxlSUd1QjhMZlU/edit?usp=sharing


Male Human rogue 2 / barbarian 2 / fighter 6 / duelist 8
TN medium humanoid (human)
Init +12; Senses Perception +22,
Languages Common, Ralani, Sahuagin, Thieves Cant


AbilitiesStr22,Dex22,Con14,Int16,Wis12,Cha11
AC 37, touch 24, flat-footed 27, Enhanced Mobility, Combat Expertise
hp 165 (18HD)DR 1/-
Fort +17, Ref +19, Will +10
Defensive Abilities Canny Defense, Elaborate Defense +2, Evasion, Grace,


Speed 30 ft. (6 squares)
Face5 ft.Reach5 ft.
Base Atk +17; CMB +23; CMD 44
Atk Options Combat Expertise, Power Attack, Rapid Shot, Rage, Sneak Attack 1d6,
Special Actions Precise Strike (+8), Surprise Accuracy,
Melee rapier +3 (holy/speed) [power attack (one-handed)]+23/+23/+18/+13/+8 (1d6+22/15-20)
Melee rapier +3 (holy/speed)+28/+28/+23/+18/+13 (1d6+12/15-20)
Ranged longbow +3 (composite/flaming)+28/+23/+18/+13 (1d8+4/x3), within 30 ft. +29/+24/+19/+14 (1d8+5)
Melee dagger +1+24/+19/+14/+9 (1d4+7/19-20)
Ranged dagger +1 (thrown)+24/+19/+14/+9 (1d4+8/19-20), within 30 ft. +25/+20/+15/+10 (1d4+8)
Ranged longbow +3 (composite/seeking/strength rating+6)+28/+23/+18/+13 (1d8+10/x3), within 30 ft. +29/+24/+19/+14 (1d8+11)


Special Qualities Acrobatic Charge, Bonus Feat, Bonus Feats, Combat Reflexes, Controlled Rage, Crowd Control, Enhanced Mobility, Improved Reaction +4, Invulnerability, Martial Training, Parry, Rage, Rage Powers, Reliable Strike, Riposte, Skilled, Skills, Stand Up, Weapon and Armor Proficiency, Weapon Guard, Weapon Training,
Feats Agile Maneuvers, Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Combat Expertise, Dodge, Improved Critical (Rapier), Lunge, Manyshot, Martial Weapon Proficiency (Longbow), Martial Weapon Proficiency, Mobility, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Finesse, Weapon Focus (Rapier), Weapon Specialization (Rapier)
Skills Acrobatics +19, Appraise +12, Bluff +13, Climb +19, Craft (Ships) +11, Craft (Untrained) +3, Diplomacy +11, Escape Artist +6, Fly +6, Heal +1, Knowledge (Engineering) +11, Knowledge (Geography) +10, Knowledge (Local) +12, Knowledge (Nature) +11, Perception +22, Perform (Oratory) +5, Profession (Sailor) +22, Ride +10, Sense Motive +9, Sleight of Hand +17, Stealth +12, Survival +1, Swim +29,


Possessions
amulet of natural armor +5
bracers of archery, greater
gloves of dexterity +2
rapier +3 (holy/speed)
rapier +3 (holy/speed)
ring of protection +4
ring of swimming, improved
belt of giant strength +6
chain shirt +4 (mithral)
cloak of resistance +4
outfit (explorer's)
boots of agile leaping
necklace of adaptation
dagger +1
Efficient Quiver [ Longbow +3 (Composite/Flaming); Arrow +3 (x100); Arrow (x40); Arrow of Glory (x40); ]
Longbow +3 (Composite/Flaming) ; Handy Haversack [ Pouch (Belt); Pouch (Belt); Pouch (Belt); Pouch (Belt); Amulet of Health +2; ]
Pouch (Belt) [ Potion of Cure Serious Wounds (x3); Potion of Haste; Potion of Invisibility; ]
Pouch (Belt) ; Pouch (Belt) ; Pouch (Belt) [ Potion of Cat's Grace; ]
Pouch (Belt) [ Potion of Cure Light Wounds (x3); Potion of Cure Serious Wounds (x5); ]
Longbow +3 (Composite/Seeking/Strength Rating+6) ;


Acrobatic Charge (Ex) ** At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
**Bonus Feat ** Humans select one extra feat at 1st level.
**Bonus Feats ** At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
**Canny Defense (Ex) ** When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
**Charming ** Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
**Combat Reflexes (Ex) ** At 4th level, a duelist gains the benefit of the Combat Reflexes feat when using a light or onehanded piercing weapon.
**Controlled Rage (Ex) ** When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
**Crowd Control (Ex) ** At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds (Core Rulebook 436). This ability replaces fast movement, (current level bonus is +1)
**Elaborate Defense (Ex) ** At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for every 3 levels of duelist she has attained.
**Enhanced Mobility (Ex) ** Starting at 3rd level, when wearing light or no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
**Evasion (Ex) ** You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
**Grace (Ex) ** At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing light or no armor and not using a shield.
**Improved Reaction (Ex) ** At 2nd level, a duelist gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
**Invulnerability (Ex) ** At 2nd level, the invulnerable rager gains DR/- equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
**Martial Training (Ex) ** You may select one martial weapon to add to your list of weapon proficiencies. In addition, you may take the combat trick rogue talent up to two times.
**Parry (Ex) ** At 2nd level, a duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a full attack action with a light or onehanded piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a -4 penalty on her attack roll. The duelist also takes a -4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.
**Precise Strike (Ex) ** A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level [8] to her damage roll. When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.
**Rage (Ex) ** You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 8 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 36 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
**Rage Powers ** The following rage powers complement the urban barbarian archetype - boasting taunt
, clear mind, deadly accuracy*, guarded stance, intimidating glare, lethal accuracy*, no escape, quick reflexes, perfect accuracy*, sharpened accuracy*, surprise accuracy, and unexpected strike.
**Reactionary ** You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
**Reliable Strike (Ex) ** At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th. This ability replaces weapon training 1.
**Riposte (Ex) ** Starting at 5th level, a duelist can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.
**Skilled ** Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
**Skills ** An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.
**Sneak Attack (Ex) ** If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
**Stand Up (Ex) ** You can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
**Surprise Accuracy (Ex) ** You gain a +1 morale bonus one attack roll. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
**Weapon and Armor Proficiency ** An urban barbarian is not proficient with medium armor.
**Weapon Choice (Rapier) **
**Weapon Guard (Ex) ** At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.
**Weapon Training (Ex) ** At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd. This ability replaces armor training 4.


So, here we go… with Pathfinder, you end up with a few more feats, and a lot more skill points (mostly because some of the skills were combined).

Saris is a sailor and business man with the flair of a swashbuckler.

Racial abilities
Er, you are human, so in addition to the standard skill points and bonus feat, Pathfinder gives you a +2 to any ability score, so that went to Dex.

Ability scores
Pretty much as they were based on your initial 15, 18, 11, 16, 12, 11 starting stats. Bumped up Str by 1, and Con by 3.

Classes -
Rogue (Swashbuckler archetype) - This is where he got his start; he was a bit of a lady's man, but this is where he learned his sailing.
http://www.d20pfsrd.com/classes/core-classes/rogue
http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/swashbuckler

The class gives you lots of skills and allows you access to a rogue talent and d6 of sneak attack damage. Sneak attack damage can be applied with the bow, if within 30' especially in the first round when everyone is flat footed, or usually when flanking with someone else.

Barbarian (Urban and Invulnerable Rager archetypes) - He found his inner grit.
http://www.d20pfsrd.com/classes/core-classes/barbarian
http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/urban-barbarian

The class gives you some extra 'oomph' as far HP goes, it also gives you 10' of extra movement (which is nice for a lightly armored character), DR 1/- (which means you take one less hit point of damage from every attack, period…. sorta represents Saris' ability to avoid, not take, damage), and lastly it gives you access to Rage for 8 rounds a day. Not much, but could come in vary handy.

Note that the Rage is not the typical rage, so unfortunately the character sheet is incorrect, it should read as follows.

When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. He may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

So basically you can add a +4 to strength to help with damage, +4 to Dexterity to help avoid damage and hit better, or +2 and +2 to both. Or even Constitution, but that would probably be the least optimal choice.

Fighter (Weapon Master)
http://www.d20pfsrd.com/classes/core-classes/fighter
http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/weapon-master

Your preferred weapon is the Rapier which fits in well with the Duelist and swashbuckling as it gives bonuses to CMD against disarm and sunder attempts. It also gives you a +1 bonus to attack and damage with the rapier. Also, it gives you ability to reroll critical hit confirmation once per day! So if you roll shitty, you can reroll again.

Duelist
http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/duelist

Well, its pretty much very close to the Swashbuckler. If you are not using your buckler, you get +3 to your AC. Why would you want this, this would be a step down from the +3 buckler (i.e. +4 to AC). Well, to use Precise Strike which gives you 8 extra hit points of damage! That 8 points will double on a critical hit!

Also, not using the shield gives you a +2 bonus to reflex; not that you really need much help there!

Favored Class Bonus -
Favored class is a new thing with Pathfinder, this gives you minor bonuses for each level you take in your favored class. I took yours as Fighter, and gave you the +1 hit point bonus, for total of +6 extra hit points.

Skills
Well I based them on what Saris had at 17th, but since I had some more to work with, rounded out with some more knowledge skills having to do with ships/sailing (engineering, nature, geography, etc.) along with some bluff and diplomacy (for conducting business).
Performance - Needed 2 ranks, so I gave it to you in 'Oratory', i.e. urging the men on when sailing, to qualify for Duelist.

Traits
This is new to Pathfinder, every character gets two.
Charming - Allows you +1 bonus on Bluff/Diplomacy against the opposite sex… you sexy beast you!
Reactionary - Basically gives you a +2 bonus to Init.

Feats
Improved Initiative - Replaced by Reactionary trait. Your init is still higher, +12 vs +9 than under 3.5
Combat Reflexes - You get this feat for free as a 4th level duelist.
Mobility - This was needed to qualify for Duelist. But between this and your Duelist's Enhanced Mobility ability you get a +8 to AC when avoiding Attacks of Opportunity.
Power Attack - Hey, this is always great… at your level its -5 to hit, ouchie, but gives +10 to damage! Booya, say you to those annoying DRs.
Agile Maneuvers (http://www.d20pfsrd.com/feats/combat-feats/agile-maneuvers-combat) - Basically allows you to use your Dex instead of Str for computing CMB bonuses. Er, well this is a wash, but seemed appropriate to the character.
Manyshot (http://www.d20pfsrd.com/feats/combat-feats/manyshot-combat---final) - Cool archery feat. Cannot be used in conjunction with Rapid Shot but Rapid Shot is a prereq. Anyways, it allows you to fire TWO arrows with one shot; for a full-round action it only applies to your first attack and the sneak attack, if within 30', only applies to one arrow. However, this has NO PENALTY, so you get your full attack bonus with it, and basically does what Rapid Shot does, gives you an extra arrow at your full attack bonus but without the -2 penalty to attack. Just don't roll a 1. :)
Lunge (http://www.d20pfsrd.com/feats/combat-feats/lunge-combat---final) - This goes well with the swashbuckler theme. Basically it allows you to extend your reaach by 5' for a round at a time, at a -2 to all attacks. Fighting that pesky large monster with a 10' reach? No problem now!

Rest of the feats are pretty much as you had them. Did give you weapon focus/specialization (rapier) that ends up giving a +1/+2 bonus to hit/damage.

Inventory items… I took what you had and supplemented from the list of stuff that is still available from our treasure list which included
Amulet of Natural Armor +5 - Helps with armor, replaces the Amulet of Health +2 which because of extra ability bonus wasn't needed as much.
Belt of Giant Strength +6 - From Duxsil.
Gloves of Dexterity +2 - Yay more Dex
Necklace of Adaptation - We had one, and it wasn't being used, so guess what? You got it!
Ring of Protection +4 - We had one of these, so you got it in replacement for the Ring of Protection +3, yay more AC.
Ring of Improved Swimming - Seems like a good fit for Saris.

lastly… the one I 'cheated' one. Well frankly, Saris got screwed when we sold shit to the traders. He still only had a +1 rapier!!! So since we all bought holy crap, I gave him a +3 rapier of speed (holy)… seemed like it fits Saris. I also figured, with the # of arrows, he would have gotten the efficient quiver too


Male Human (Ralani) Swashbuckler 14
Alignment: Neutral
Init +16; Senses Listen +15, Spot +15
Languages Common, Ralani


AC 31, touch 15, Flat-footed 15; Dodge, Mobility
hp 125
Fort +7, Ref +14 Will +7


Spd 30 ft.
Melee Keen Rapier +1 (+22)
Ranged Composite Flaming Bow +2 (+23)
Base Atk +21; Grp +?


Abilities Str 17, Dex 20, Con 11, lnt 16, Wis 10, Cha 11

Feats Improved Initiative, Improved Critical, Combat Expertise, Dodge, Point Blank Shot, Rapid Shot, Combat Reflexes, Acrobatic Charge

Class Features Insightful Strike. Weapon Finesse. Evasion, Lucky, Acrobatic Skill Mastery, Improved Flanking, Weakening Critical

Skills Appraise 6, Climb 10, Hide 17, Knowledge ( Local ) 8, Listen 15, Profession (Sailor) 10, Ride 10, Search 5, Spot 15, Tumble 15, Use Rope 15

Possessions Mithral Chain Shirt +4, Ring of Protection +2, Cloak of Charisma +2, Bracers of Archery, Boots of Agile Leaping, Amulet of Health +2, Amulet of Protection +2, Potions (Cat’s Grace 1, Haste 1, Cure Light Wounds 3, Invisibility 1, Cure Serious Wounds 2, Critical Wounds 1)
[[/size]]

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License