《Winterborn》End of book 1 - Character sheets.
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Melinda’s Character Sheet
Name
Melinda Eriksdaughter
Race
Human - Luskari (Unseelie Fey)
Size
Medium
Alignment
Chaotic Evil
Deity
Auril
Age
13
Height
5’6”
Weight
110 lb
Eyes
Blue
Hair
Blonde
Level
6 (Gestalt)
Experience
16338 / 21000
Class Levels
Warlock 5 /
Icedawn Invoker 1
Battledancer 6
HP
36/37
Nonlethal
37
Init
+8
Speed
50 (100 Fly)
BAB
+6/+1
Grapple
+6
DR
5/Cold Iron
SR
Attributes
Attribute
Score
Modified Score
Modifier
STR
10
+0
DEX
19
+4
CON
11
+0
INT
15
+2
WIS
14
+2
CHA
21
+5
Saves
Save
Total
Base
Ability
Bonus
Fort
+4
+2
+0
+2
Ref
+12
+6
+4
+2
Will
+11
+7
+2
+2
AC
23 = 10 Base + 4 Dex + 1 Natural Armor + 1 Armor + 6 Dodge + 1 Deflection
(+2 Sacred vs Fire Type)
Touch
21 = 10 Base + 4 Dex + 6 Dodge + 1 Deflection
(+2 Sacred vs Fire Type)
Flatfooted
19 = 10 Base + 1 Natural Armor + 1 Armor + 6 Dodge + 1 Deflection
(+2 Sacred vs Fire Type)
Skills
Class Skills in Bold
*Armor Check Penalty Applies
Skill
Total
Rank
Mod
Bonus
Appraise (Int)
+4
+2
+2
Balance (Dex)*
+12
6
+4
+2
Bluff (Cha)
+19
8
+5
+6
Climb (Str)*
+0
+0
Concentration (Con)
+6
6
+0
Craft (Painting) (Int)
+8
6
+2
Decipher Script (Int)
+2
+2
Diplomacy (Cha)
+13
+5
+8
Disable Device (Dex)
+4
+4
Disguise (Cha)
+7
+5
+2
Escape Artist (Dex)*
+5
1
+4
Forgery (Int)
+2
+2
Gather Information (Cha)
+5
+5
Handle Animal (Cha)
+5
+5
Heal (Wis)
+2
+2
Hide (Dex)*
+4
+4
Intimidate (Cha)
+17
+5
+12
Jump (Str)
+7
+0
+7
Knowledge (Arcana) (Int)
+7
5
+2
Knowledge (Planes) (Int)
+3
1
+2
Knowledge (Religion) (Int)
+3
1
+2
Knowledge ( ) (Int)
+2
+2
Listen (Wis)
+2
+2
Move Silently (Dex)*
+4
+4
Open Lock (Dex)
+4
+4
Perform (Dance) (Cha)
+12
7
+5
Perform (Sing) (Cha) *V*
+12
7
+5
Perform (Oratory) (Cha) *V*
+12
7
+5
Profession ( ) (Wis)
+2
+2
Ride (Dex)
+4
+4
Search (Int)
+2
+2
Sense Motive (Wis)
+5
3
+2
Slight of Hand (Dex)*
+7
1
+4
+2
Speak Language
N/A
Spellcraft (Int)
+6
+2
+4
Spot (Wis)
+2
+2
Survival (Wis)
+2
+2
Swim (Str)*
+0
+0
Tumble (Dex)*
+13
9
+4
Use Magic Device (Cha)
+14
9
+5
Use Rope (Dex)
+4
+4
Feats
Improved Unarmed Strike (Class Bonus Feat) – Considered armed even when unarmed. Can do lethal or nonlethal damage with unarmed strikes
Improved Initiative – Gain +4 to Initiative
Improved Toughness (Human Bonus Feat) – Gain +1 HP per level
Weapon Finesse – Use DEX instead of STR for attack rolls on light weapons, finesse weapons, and natural weapons.
Versatile Performer – Pick a number of Perform categories equal to INT modifier (min 1). For purpose of making Perform checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Perform category. You cannot change these categories once chosen. You gain new categories if your INT modifier permanently rises. In addition, you gain a +2 bonus to a combined perform check (i.e. strumming a lyre and singing). Add the bonus to the highest skill modifier. Categories: Sing, Oratory
Special Abilities
Human Abilities:
Bonus Feat
Bonus Skills
Unseelie Fey Abilities:
Fey Type
-2 STR, +2 DEX, -2 CON, +2 CHA
Wings – Fly at 2x base land speed (Average maneuverability)
Winter Chill (Su) – Living nonfey within 5’ take a morale penalty on all saves equal to CHA (min 1)
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Damage Reduction (Ex) – 5/Cold Iron
Iron Vulnerability (Ex) – Take 1 HP damage from touching iron and steel. Take 1d6 additional damage from iron and steel.
Vision (Ex) – Darkvision 60’
Warlock Abilities:
Proficiency – All simple weapons and light armor
Invocations – Able to use invocations (see spells). Invocations are spell-like abilities, but ignore spell failure chance from light armor.
Eldritch Blast (Sp) – 3d6 damage, 60’ range. Effective spell level of 1/2 Warlock level (min 1, max 9).
Damage Reduction (Ex) – 1 /Cold Iron
Detect Magic (Sp) – Can use Detect Magic, as spell-like ability, at will. Caster level equals class level.
Deceive Item (Ex) – Can take 10 on Use Magic Device checks, even when pressured.
Battledancer Abilities:
Proficiency – All Simple weapons
AC Bonus (Ex) – When unarmored and unencumbered, gain a Dodge bonus to AC equal to CHA, +1 every 5 Battledancer levels.
Unarmed Strike – Gain Improved Unarmed Strike as a bonus feat. Unarmed strike deals lethal damage, increased to 1d8.
Battledancer’s Performance: Starting at 2nd level, the Battledancer is able to inspire allies or affect her enemies with her dance.
Dance of Reckless Bravery (Su): A battledancer with 5 ranks in Tumble can inspire courage in her allies. While in an opponent’s threatened area, can take a move action that does not provoke to give all allies within 30’ a +4 bonus on saves vs. fear effects for (5+CHA) rounds.
Bonus Speed (Ex) - +10 Base Speed
Dance of the Vexing Snake (Su) – If have 8 or more ranks in Tumble, can tumble at full speed without penalty, and can tumble a distance up to her move speed.
Dancer’s Strike (Magic) – The Battledancer can spend a standard action at will to wreathe their fists and feet in an aura lasting 5+CHA rounds. While the aura persists, the Battledancer’s unarmed strikes are treated as magic damage for overcoming damage reduction.
Icedawn Invoker Abilities:
Invocations – Class level stacks with Warlock level for determining invocations, eldritch blast damage.
Bonus Invocation – Hellrime Blast
Forbidden Flame – Forswears the use of fire for anything except cooking. Cannot use Fire spells or abilities, even from items or another class. May not light any fire except for cooking. An Icedawn Invoker who violates this oath loses all class abilities and may not progress in this class until they atone.
Boon of Auril (Ex) - +2 Sacred bonus to AC against creatures of the Fire type. Continuous Endure Elements.
Twice-Souled (Ex) – Speak Language is always a class skill.
Languages
Common, Luskar, Abyssal, Draconic
Money
PP
73
GP
168
SP
249
CP
8
Encumbrance
Light Load
33 lb
Medium Load
66 lb
Heavy Load
100 lb
Max Load
100 lb
Lift Off Ground
200 lb
Push/Drag
500 lb
Inventory
Weight
Handy Haversack (10.5 lbs remaining)
Bedroll
Flint and Steel
Rations, Trail (7 days)
Sewing needle
Replenishing Skin
Holy Symbol, Wooden
Holy Symbol, Silver
Explorer's Outfit
Cold Weather Outfit
Cleric’s Vestments
Everlasting Rations
Mirror, Small Steel
Manacles
Lock, Very Simple
Grappling Hook
Rope, Hemp (50 ft)
Whetstone
Blanket, Winter
Tent
Everburning Torch
Entertainer’s Outfit
Darkwood Staff
Potion of Cure Light Wounds x2
Wand of Cure Light Wounds (50 charges)
Scroll of Sacrificial Skill
Scroll of Bless
Scroll of Chill Touch
Scroll of Sanctuary
Scroll of Identify
Scroll of Numbing Sphere
Scroll of Eagle’s Splendor
+2 Breastplate
+1 Greataxe
Equipped Gear
5
HH
HH
HH
HH
HH
HH
1
8
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
HH
12
5.5
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Total Weight Carried
31.5
Spells
Spells/Spell-like Abilities
Warlock Abilities
Caster Level
6
DC
15 + Spell Level
Least Invocations
Beguiling Influence (2nd) – +6 to Bluff, Diplomacy, and Intimidate for 24 hours.
Hideous Blow (1st) – Blast Shape invocation. Add Eldritch Blast to melee attack.
Entropic Warding (2nd) – Gain Entropic Shield as the spell, and Pass Without Trace as the spell, and cannot be tracked by scent.
Lesser Invocations
Curse of Despair (4th) – Can curse touched target as with Bestow Curse. Even if save succeeds, target gets -1 to attack rolls for 1 min.
Hellrime Blast (4th) – Eldritch Essence invocation. Can change Eldritch Blast to Hellrime Blast, deal Cold damage. Creature struck by blast must make Fort save or -4 DEX for 10 min. Does not stack.
Equipment
Potion of Cure Light Wounds
Type
Tool
Weight
0
This common potion heals 1d8+1 HP damage when drunk.
Handy Haversack
Type
Tool
Weight
5 lbs
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
(120 lbs of space remaining)
Ring of Protection +1
Type
Ring
Weight
This ring has been enchanted to provide a +1 Deflection Bonus to AC.
Cloak of Resistance +2
Type
Shoulders
Weight
1
This cloak, made from the fur of a winter wolf, has been enchanted to provide a +2 resistance bonus on all saving throws.
Everlasting Rations
Type
Tool
Weight
2
This pouch contains enough trail rations to feed a Medium creature for one day. Each day, at sunrise, the pouch magically creates another day’s worth of rations.
Masterwork Dagger
Type
Simple Weapon
Weight
1
Damage
1d4
Damage Type
Piercing / Slashing
Critical
19-20 / x2
Thrown Range
10 ft
This masterwork quality dagger is an effective weapon in the hands of any wielder proficient in its uses.
Replenishing Skin
Type
Tool
Weight
4
This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.
Bracers of Armor +1
Type
Arms
Weight
1
This set of enchanted bracers are enchanted to provide a +1 Enhancement bonus to AC.
Amulet of Natural Armor +1
Type
Neck
Weight
This amulet has been enchanted to provide a +1 Enhancement bonus to Natural Armor.
Blue Ice Dagger
Type
Simple Weapon
Weight
0.5
Damage
1d4+1
Damage Type
Piercing / Slashing
Critical
19-20 / x2
Thrown Range
10 ft
This masterwork quality dagger is made from blue ice, a material found deep in glaciers that can be ‘mined’ and ‘forged’ like iron. Only heat intense enough to melt iron will cause this ice to melt. Because of its incredibly sharp edge, it gains a +1 enhancement bonus to damage. This dagger was made by Harn Garnson of the Tribe of the Elk in his younger days, before taking up the mantle of Chief.
Darkwood Staff
Type
Simple Weapon
Weight
2
Damage
1d6 / 1d6
Damage Type
Bludgeoning
Critical
x2
This masterwork quality quarterstaff is an effective weapon in the hands of any wielder proficient in its uses. Being made of darkwood, it weighs half its normal weight.
Wand of Cure Light Wounds
Type
Tool
Weight
0
This wand contains the Cure Light Wounds spell, allowing the user to expend charges to cast the spell as they normally would.
50 Charges
Caster Level 1
Scroll of Sacrificial Skill
Type
Tool
Weight
0
This scroll contains the arcane spell Sacrificial Skill, allowing the user to cast the spell by spell completion.
1st level spell
Caster Level 1
Gains a +5 bonus on all Knowledge (Religion) checks made to conduct sacrifices
Scroll of Bless
Type
Tool
Weight
0
This scroll contains the divine spell Bless, allowing the user to cast the spell by spell completion.
1st level spell
Caster Level 1
Grants caster and allies +1 morale bonus on attack rolls and saves vs. fear effects.
Scroll of Chill Touch
Type
Tool
Weight
0
This scroll contains the arcane spell Chill Touch, allowing the user to cast the spell by spell completion.
1st level spell
Caster Level 1
Deal 1d6 negative energy damage to a touched creature. Creature must make a Fort save or take 1 STR damage.
Scroll of Sanctuary
Type
Tool
Weight
0
This scroll contains the divine spell Sanctuary, allowing the user to cast the spell by spell completion.
1st level spell
Caster Level 1
Foes who would attack you, even with ranged attacks, must make a Will save in order to attack you for the duration of the spell.
Scroll of Identify
Type
Tool
Weight
0
This scroll contains the arcane spell Identify, allowing the user to cast the spell by spell completion.
1st level spell
Caster Level 1
Identifies one magical item’s properties.
Scroll of Numbing Sphere
Type
Tool
Weight
0
This scroll contains the arcane spell Numbing Sphere, allowing the user to cast the spell by spell completion.
2nd level spell
Caster Level 3
Creates a sphere of intense cold that rolls up to 30’ a round, and deals 1d6 cold damage and 1d4 DEX damage to those it hits unless the creature makes a Reflex save.
Scroll of Eagle’s Splendor
Type
Tool
Weight
0
This scroll contains the arcane spell Eagle’s Splendor, allowing the user to cast the spell by spell completion.
2nd level spell
Caster Level 3
Gain +4 enhancement bonus to CHA for the duration.
Vile Blade
Type
Dagger
Weight
1
Damage
1d4+1
Damage Type
Slashing / Piercing
Crit Range
19 – 20 / x2
Range
10ft (thrown)
This dagger is finely made, and is enchanted, gaining a +1 bonus on attack and damage rolls.
Vile Weapon: This weapon deals an extra 1 point of Vile damage on each successful attack. On critical hits, it deals 2 Vile damage
Boots of Striding and Springing
Type
Boots
Weight
1
This set of boots gives a +10 ft Enhancement bonus to base speed, and +5 Competence bonus on Jump checks.
Frostmane Character Sheet
Name
Frostmane
Race
Winter Wolf
Size
Large
Alignment
Neutral Evil
Deity
Auril
Age
7
Height
5’
Weight
500
Eyes
Blue
Hair
White
Effective Character Level
10
Experience
45031 / 55000
Class Levels
Winter Wolf 6
+3 Level Adjustment
Fighter 1
HP
72/72
Nonlethal
Init
+8
Speed
60
BAB
+7/+2
Grapple
+17
DR
SR
Attributes
Attribute
Score
Modified Score
Modifier
STR
22
+6
DEX
18
+4
CON
21
+5
INT
12
+1
WIS
16
+3
CHA
10
+0
Saves
Save
Total
Base
Ability
Bonus
Fort
+12
+7
+5
+0
Ref
+9
+5
+4
+0
Will
+5
+2
+3
+0
AC
27 = 10 Base - 1 Size + 5 Natural + 4 Dex + 8 Armor + 1 Deflection
Touch
14 = 10 Base - 1 Size + 4 Dex + 1 Deflection
Flatfooted
23 = 10 Base - 1 Size + 5 Natural + 8 Armor + 1 Deflection
Skills
Class Skills in Bold
*Armor Check Penalty Applies
Skill
Total
Rank
Mod
Bonus
Appraise (Int)
+1
+1
Balance (Dex)*
+2
+4
-2
Bluff (Cha)
+0
+0
Climb (Str)*
+5
1
+6
-2
Concentration (Con)
+5
+5
Craft ( ) (Int)
+1
+1
Decipher Script (Int)
+1
+1
Diplomacy (Cha)
+0
+0
Disable Device (Dex)
+4
+4
Disguise (Cha)
+0
+0
Escape Artist (Dex)*
+2
+4
-2
Forgery (Int)
+1
+1
Gather Information (Cha)
+0
+0
Handle Animal (Cha)
+0
+0
Heal (Wis)
+3
+3
Hide (Dex)*
+3
3
+4
-4 (inc. to -1 in Snow)
Intimidate (Cha)
+0
+0
Jump (Str)
+11
+6
+5
Knowledge ( ) (Int)
+1
+1
Listen (Wis)
+15
9
+3
+3
Move Silently (Dex)*
+5
2
+4
-1
Open Lock (Dex)
+4
+4
Perform ( ) (Cha)
+0
+0
Profession ( ) (Wis)
+3
+3
Ride (Dex)
+4
+4
Search (Int)
+1
+1
Sense Motive (Wis)
+3
+3
Slight of Hand (Dex)*
+2
+4
-2
Speak Language
N/A
Spellcraft (Int)
+1
+1
Spot (Wis)
+15
9
+3
+3
Survival (Wis)
+12
5
+3
+4 (Scent)
Swim (Str)*
+5
1
+6
-2
Tumble (Dex)*
+2
+4
-2
Use Magic Device (Cha)
+0
+0
Use Rope (Dex)
+4
+4
Feats
Alertness – +2 on Listen and Spot checks
Improved Initiative – Gain +4 to Initiative
Track – Can find and follow tracks in the wild with Survival. DC depends on conditions.
Power Attack – Can subtract up to 5 from attack roll and add that number to damage rolls. (Fighter Bonus)
Special Abilities
Winter Wolf Abilities:
Magical Beast type
Cold Type – Immune to Cold, takes 50% more damage from fire
Darkvision 60’ – Can see in the dark up to 60’ away
Low-Light Vision – Can see twice as far in low light
Scent – Can sniff out foes within 30’ (60’ if downwind, 15’ if upwind). Can follow tracks by smell.
Breath Weapon (Su) – 4d6 Cold, 15’ cone, every 1d4 rounds, DC 18 for half (CON-based)
Bite Attack – 1d8 + (1.5 x STR) damage.
Freezing Bite (Su) – Bite attack deals extra 1d6 Cold damage, as if it were Frost weapon
Trip (Ex) – Hitting with the Bite can allow the wolf to trip a foe as a free action without an attack roll or attack of opportunity. If the attempt fails, the opponent cannot react to try and trip the wolf
Fighter Abilities:
Proficiency – All Simple and martial weapons. All Armor.
Bonus Feats – Bonus feats at 1st level, 2nd level, and every even-numbered level after that.
Languages
Common, Giant
Money
PP
50
GP
49
SP
CP
Encumbrance
Light Load
519 lb
Medium Load
1038 lb
Heavy Load
1560 lb
Max Load
1560 lb
Lift Off Ground
3120 lb
Push/Drag
7800 lb
Inventory
Weight
Saddlebag of Providing (176 lbs left)
Potion of Cure Moderate Wounds x3
Replenishing Skin
Dire Bearskin Rug
--
Bag
Bag
Bag
Total Weight Carried
47
Equipment
Breastplate of the Wolf Lord
Type
Light Armor
Weight
30
AC Bonus
+8
Max Dex
4
ACP
-2
ASF
15%
This piece of armor is clearly of goblin make. However, it is masterfully made all the same. Crafted from Blue Ice, this unmelting breastplate is sized and fitted for Large quadrupedal creatures, like a wolf. It has been enchanted with a number of abilities to aid its wearer in battle.
+3 Enhancement Bonus
Blue Ice – Half normal weight. +1 Max Dex, -2 ACP. Counts as one armor category lighter (light armor remains light armor).
Easy Travel – Carry up to a Medium Load as if it were a Light Load. Can travel up to 10 Hours a day without CON checks.
Called – Can call armor to you as long as it is on the same plane. Armor appears worn and ready for action.
Landing – Ignore Falling damage from the first 60’ of a fall. Can always land on feet.
Saddlebags of Providing
Type
Tool
Weight
16
These saddlebags provide everything a mount needs to function on an extended campaign. The right bag produces enough food to feed the creature it is slung over for one day. Food removed and not eaten disappears after 24 hours. The left bag contains a masterwork set of grooming and leather repair tools appropriate for the creature it is slung over. In addition, the left bag acts as a Bag of Holding, with 250 lbs of available space. Regardless of their contents, the bags always weigh the same.
Boots of Striding and Springing
Type
Boots
Weight
1
This set of boots gives a +10 ft Enhancement bonus to base speed, and +5 Competence bonus on Jump checks.
Necklace of Natural Weapons (Bite)
Type
Neck
Weight
--
This necklace, crafted from the fangs and sinew of wild animals, is enchanted to give a creature with a bite attack magical power behind its attacks.
+1 Enhancement Bonus to Bite attack and Damage
Ghost Touch – Bite can affect incorporeal creatures as normal
Ring of Protection +1
Type
Ring
Weight
This ring has been enchanted to provide a +1 Deflection Bonus to AC.
Ring of the Darkhidden
Type
Ring
Weight
--
This unassuming ring, crafted from unadorned silver, makes the wearer invisible to Darkvision, making it highly sought after by those who wish to remain hidden in the darkness.
Replenishing Skin
Type
Tool
Weight
4
This waterskin is constantly replenished by magic. Even if emptied, it will refill itself over the course of four hours.
Potion of Cure Moderate Wounds
Type
Tool
Weight
--
This common potion heals 2d8+3 HP damage when drunk.
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8 94 - In Serial16 Chapters
The Barracuda Street Adventurers' Guild
Darazzo, the famous City of Dreams with its iconic network of canals, is a crossroads for the world. Its close connection to the plane of magic fills the city with magical pools, leading into the Depths. Those who dive into these pools and explore the Depths can find hidden spells and powerful artifacts, if they can survive the dangers. It's said that any dream can be fulfilled, if only you can dive deep enough. Ruling the city's rough streets are the Diver Guilds, who owe their power to their control of the unique magic and treasures they extract from the Depths. Against this cutthroat backdrop, three down on their luck women will seek their fortune by founding their own guild. The ever expanding ranks of the Barracuda Street girls will face monsters, foreign agents, cultists, and rival guilds as they carve out a place for themselves in the City of Dreams.
8 375 - In Serial15 Chapters
Kita's little sister
What if Kita shinsuke captain of the inarizaki volleyball team had a little sister?
8 98

