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>Dunstan Highhammer
>Iolas Haemar
>Ireena Kolyana
>Lowna Kronnsdaughter
>Thorndyke Underwood
>Ulf Elkhardt
>Urgoth Thickbones

^Characters

>Sandcat RPG stuff >Curse of Strahd 2017 >Characters >Ulf Elkhardt

Ulf Elkhardt
Class
Druid
Race
Human (Reghedmen)
Level
7
Gender
Male
Alignment
Neutral Good
Age
28
Background
Uthgardt Tribe Member
Height
1.89m
Weight
86 kg
Archetype
Circle of the Shepherd
Hair
Dark blonde
Wolf Spirit
Aatu
Eyes
Blue
STR
DEX
CON
INT
WIS
CHA
10
14
16
8
18
8
+0
+2
+3
-1
+4
-1
Saving Throws
+1
+3
+4
+3
+8
+0
AC
17
Initiative
+2
Speed
30
Hit Dice
7d8
Proficiency
+3
Passive Perc.
17
Hit Points
TEMPORARY
CURRENT
MAXIMUM
59
Inspiration
 
XP
0
Skills
+5: Acrobatics (Dex)
+7: Animal Handl. (Wis)
-1: Arcana (Int)
+3: Athletics (Str)
-1: Deception (Cha)
-1: History (Int)
+4: Insight (Wis)
-1: Intimidation (Cha)
-1: Investigation (Int)
+4: Medicine (Wis)
-1: Nature (Int)
+7: Perception (Wis)
-1: Performance (Cha)
-1: Persuasion (Cha)
-1: Religion (Int)
+2: Sleight of Hand (Dex)
+2: Stealth (Dex)
+7: Survival (Wis)
Background
Personality Traits: I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry polar bear.
I judge people by their actions, not their words.
Ideals: The natural world is more important than all the constructs of civilization.
Bonds: Those who fight beside me are those worth dying for.
Flaws: I am slow to trust members of other races, tribes, and societies.
Treasured Item: The skin of Aatu the wolf.
Guiding Aspect: As demonstrated by the actions of the wolf, an individual’s strength is nothing compared to the power of the pack.
Mentor: Your mentor has appeared to you only in visions.
Wild Shape
Use an action to magically assume the shape of a beast that you have seen before. Use twice per short/long rest. Beasts Ulf can transform in at least:
Level CR Limitations Beasts
2nd0No fly/swimBadger, Cat, Deer, Rat, Spider
2nd1/8No fly/swimMastiff
2nd1/4No fly/swimBoar, Draft Horse, Elk, Giant Badger, Riding Horse, Wolf
4nd0No flyFrog
4nd1/4No flyGiant Poisonous Snake
4nd1/2No flyBlack Bear, Warhorse
8nd0Bat, Eagle, Owl, Raven
8nd1Brown Bear, Dire Wolf, Giant Eagle, Giant Spider
You can stay in beast shape for 3 hours. Bonus Action to revert earlier.
While transformed:
  • Keep Int/Wis/Cha, alginment, personality, skill and saving throw proficiences, in addition to those of the creature.
  • Assume beast Hit Points and Hit Dice. IF you revert back you had HP you had before. If you Drop to 0 Hit Point, excess damage carries over to normal form.
  • Can't cast spells. Ability to speak or use hand is limited to capabilities of beast form. Can keep concentration and do actions on already cast spell.
  • You choose: Equipment falls to groud, merges or is worn by it if fits.
Features & Traits
Armor Proficiencies:
Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapon Proficiencies:
Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings and spears
Tool Proficiencies:
Herbalism kit, Leatherworker's tools
Languages:
Common, Druidic, Orc, Giant, Sylvan
Druidic:
You know Druidic (secret druids Language). Speak and use it to leave hidden messages. Automatically spot such a Message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Background Feature (Uthgardt Tribe Member):
Familiar with the wilderness of the North; 2X food/water when foraging; hospitality of your tribe + allies
Argynvost Aura:
You gain +1 AC and +1 to all saving throws while you can feel the aura of Argynvost's spirit (included in stats block).
Circle of the Shepherd
Speech of the Woods:
Beasts can understand your speech, and you gain the ability to decipher their noises and motions.
Spirit Totem:
Call forth nature spirits. As a bonus action magically summon an incorporeal spirit to a point you can see within 60 feet. Spirit creates an aura with a 30-foot radius. As a bonus action you can move the spirit up to 60 feet. The spirit persists for 1 minute. Use once per short/long rest.
Bear Spirit:
  • When spirit appears, each creature of choice in the aura gains 12 temporary hit points. You and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit:
  • When a creature makes an attack roll against a target in the aura, use your reaction to grant advantage to that attack roll.
Wolf Spirit*:
  • When you cast a spell with a spell slot that restores hit points, each creature of your choice in the aura regains 7 hit points.
    You and your allies gain advantage on all ability checks to detect creatures in the aura.
  • * reflavored Unicorn to Wolf
Mighty Summoner:
Any beast or fey summoned/created by your spells gains:
  • Its hit point maximum increases by 2 per Hit Die
  • The damage from its natural weapons is considered magical
Overview possible actions
  • Standard Action: Cantrip | Spell | Wildshape | Move Moonbeam | Call Lightning again
  • Bonus Action: Summon/move nature spirit | Healing Word | Revert wildshape
  • Move Action: Move
  • Reaction (Attack of Opportunity): Melee attack | Cantrip
Death saves
Successes:
 
 
 
Failures:
 
 
 
Scimitar (Melee Attack)
ATTACK
+5
DAMAGE
1d6+2
TYPE
Slash
RANGE
5 feet
 
Frostbite (Cantrip)
SPELL SAVE
Con 15
DAMAGE
2d6*
TYPE
Cold
RANGE
60 feet
* target has disadvantage on the next weapon attack roll
Primal Savagery (Cantrip)
MELEE SPELL A.
+7
DAMAGE
2d10*
TYPE
Acid
RANGE
5 feet
* teeth temporary sharpen and make a corrosive attack
Feats
War Caster:
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Equipment
GP: 5
Leatherworker's tools
Scimitar (Finesse, 1d6)
Hide Shield (+2 AC)
Hide armor (Medium, 12 AC, max +2 dex)
Druidic focus (Aatu's skin)
Pouch, Hunting trap
Tattoos from you tribe, Traveler's clothes
Explorer's pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days Rations, Waterskin, 50' Hemp Rope)
Magic Items
Potion of Invulnerability (1 min Resistance to all dmg)
My pack
  • Thorndyke, Dwarf Mastermind Rogue/Fighter (Mark)
  • Iolas, Wool Elf Monster Slayer Ranger (Ferry)
  • Urgoth, Orc Eldritch Knight (Jeroen)
  • Lowna, Human War Magic Wizard (Stijn)
  • Dunstan, Human War Domain Cleric (Matthijs)
  • Ireena, Human Swashbuckler (Jake)

Druid Spells

Spells Prepared
11
Spellcasting Ability
Wisdom
Spell Save DC
15
Spell Attack Bonus
+7
Level 0 (∞ Spell Slots) School Cast time Range Comp. Duration Description
Druidcraft trans action 30 Feet V, S Instantaneous predict weather; make flower blossom, seed pod open; make effects as falling leaves, puff of wind, sound of animal, odor of skunk; Light or snuff out candle/torch/small campfire
Frostbite (EE) evoc action 60 feet V, S Instantaneous Con save. Hit: 2d6 cold dmg + disadvantage on next weapon attack roll.
Primal Savagery trans action self S Instantaneous Teeth/fingernails sharpen and deliver corrosive attack. Melee spell attack. Hit: 2d10 acid dmg.
Level 1 (4 Spell Slots) School Cast time Range Comp. Duration Description
Animal Friendship ench action 30 feet V, S, M 24 hours Convince beast, with 3- Int, you mean no harm. Wis save or the beast is Charmed +1 beast/lvl
Charm Person ench action 30 feet V, S 1 hour Charm a humanoid you can see. Wis save. +1 creature/lvl
Create or Destroy Water trans action 30 feet V, S, M Instantaneous Create or destroy 10 galleons (38 liter) water. +10 gallon/lvl
Cure Wounds evo action touch V, S Instantaneous Regain 1d8+4 hit points +1d8/lvl
Detect Magic (Ritual) div action self V, S Conc (10 min) Sense magic within 30 feet.
Detect Poison & Disease (R) div action self V, S, M Conc (10 min) Sense location of poison, poisonous creatures and diseases within 30 feet.
Sheet of Ice (Entangle) conj action 90 feet V, S Conc (1 min) 20-feet square. Ground covered with layer of ice->difficult terrain. Strength save or be restrained (feet frozen to ground). Use action for Strength check vs spell save DC to free itself.
Faerie Fire evo action 60 feet V Conc (1 min) 20-feet cube. Objects outlined in blue; Creatures Dex save or outlined => Adv on attacks rolls.
Fog Cloud conj action 120 feet V, S Conc (1 hour) 20-feet radius sphere of fog. Area heavily obscured. +20 feet radius/lvl
Goodberry trans action touch V, S, M Instantaneous Create 10 berries that restore 1 hit point + nourished. Action to eat. Can save them 24 hours.
Healing Word evo bonus act 60 feet V Instantaneous Regain 1d4+4 hit points. +1d4/lvl
Ice Knife (EE) conj action 60 feet S, M Instantaneous Ranged spell attack; Hit: 1d10 piercing. All in 5 feet range Dex save or 2d6 Cold dmg +1d6/lvl
Jump trans action touch V, S, M 1 min Jump distance tripled
Longstrider trans action touch V, S, M 1 hour Speed increases with 10 feet. +1 creature/lvl
Purify Food/Drink (Ritual) trans action 10 feet V, S Instantaneous Nonmagical food and drink is purified (removes poison/diseases)
Speak w/ Animals (Ritual) div action self V, S 10 min Comprehend and verbally communicate with beasts
Thunderwave evo action Self V, S Instantaneous 15-foot cube. Con save or 2d8 thunder dmg + 10 feet push. Save: 1/2 dmg + no push +1d8/lvl
Level 2 (3 Spell Slots) School Cast time Range Comp. Duration Description
Animal Messenger (Ritual) ench action 30 feet V, S, M 24 hours Tiny beast delivers message up to 25 words. 50 miles (flying) or 25 miles +48 hour/lvl
Barkskin trans action touch V, S, M Conc (1 hour) Targets AC can't be less than 16, regardless of armor.
Beast Sense (Ritual) div action touch S Conc (1 hour) Use action to see through beast's eyes and hear what it hears.
Darkvision trans action touch V, S, M 8 hours Gain darkvision out to a range of 60 feet
Enhance Ability trans action touch V, S, M Conc (1 hour) Give adv on ability checks on chosen ability (str/con/etc). +1 creature/lvl
Find Traps div action 120 feet V, S Instantanteous Sense presence of traps within range and line of sight.
Flame Blade evo bonus act self V, S, M Conc (10 min) Scimitar sized fiery blade. Use action for melee spell attack. 3d6 fire dmg on hit. +1d6/2 lvl
Flaming Sphere conj action 60 feet V, S, M Conc (1 min) 5-foot-diameter sphere of fire. Creature ends within 5 feet dex save. 2d6 fire dmg or half on succes. Bonus action move up to 30 feet. Stops when hits creature and does dmg +1d6/lvl
Gust of Wind evo action self V, S, M Conc (1 min) Wind (60x10 feet) from you in direction. Str check or pushed 15 feet.
Heat Metal trans action 60 feet V, S, M Conc (1 min) metal object red hot. 2d8 fire dmg. Bonus action to cause again. +1d8/lvl
Freeze Person (Hold Person) ench action 60 feet V, S, M Conc (1 min) Humanoid you can see. Wis save or be paralyzed. Wis save end of each turn. +1 creature/lvl
Lesser Restoration abj action touch V, S Instantanteous End one disease or condition (blind, deaf, paralyzed, poisoned)
Locate Animals/Plants (R) div action self V, S, M Instantanteous Describe beast/plant. Get direction/distance to closest in 5 miles if present
Locate Object div action self V, S, M Conc (10 min) Describe familiar object. Sense direction if withing 1000 feet.
Moonbeam evo action 120 feet V, S, M Conc (1 min) 5-foot radius 40-foot-high cylinder. When entering or starting turn. do con save: 2d10 radiant dmg or half on success. Use action to move beam. +1d10/lvl
Pass Without Trace abj action self V, S, M Conc (1 hour) Each creature you chose within 30 feet gets +10 to Stealth checks + can't be tracked
Protection from Poison abj action touch V, S 1 hour Neutralize 1 poison. Advantage on poison saving throws + resistance poison dmg
Spike Growth trans action 150 feet V, S, M Conc (10 min) 20-foot radius spikes+thorns. Difficult terrain. 2d4 piercing dmg per 5 feet traveled.
Level 3 (3 Spell Slots) School Cast time Range Comp. Duration Description
Call Lightning conj action 120 feet V, S Conc (10 min) 10 feet tall 60-foot radius storm cloud 100 feet above (needs room for it). 5-feet radius lightning hit for 3d10 lightning dmg (dex save for half). Action to call lightning again. +1d10/lvl
Conjure Animals conj action 60 feet V, S Conc (1 hour) Summon beasts (1 CR2 or 2 CR1 or 4 CR1/2 or 8 CR1/8). Not doing 4 or 8 beasts because we don't want to slow down combat too much. See details PDF and grid PDF. x2 creatures/lvl 5
Daylight evo action 60 feet V, S 1 hour 60-foot-radius sphere of light. Will dispell darkness
Dispel Magic abj action 120 feet V, S Instantanteous Spell of 3rd level or lower ends. Higher level needs ability check. no check if <= spell level
Feign Death (Ritual) necro action touch V, S, M 1 hour Put willing creature into a cataleptic state that is indistinguishable from death
Meld into Stone (Ritual) trans action touch V, S 8 hours Step into stone
Plant Growth trans action 150 feet V, S Instantanteous 1 action: plants 100-foot radius thick/overgrown (4 feet movement for 1 foot move), can exclude area's of choice. 8 hours: enrich the land in half-mile radius
Protection from Energy abj action touch V, S Conc (1 hour) Resistance to dmg type of choice: acid, cold, fire, lightning or thunder
Sleet Storm conj action 150 feet V, S, M Conc (1 min) freezing rain/sleet in 20-foot-tall cylinder with 40-foot radius. Heavily obscured + difficult terain. On entering or starting turn: Dex save of fall prone. Concentration check needed.
Speak with Plants trans action self V, S 10 min Communicate with plants
Water Breathing (Ritual) trans action 30 feet V, S, M 24 hours Max 10 willing creatures ability to breathe under water
Water Walk (Ritual) trans action 30 feet V, S, M 1 hour Max 10 willing creatures can walk on water/acid/mud/snow/quicksand/lava.
Wind Wall evo action 120 feet V, S, M Conc (1 min) Wall up to 50 feet long, 15 feet hight and 1 foot thick. When appears, creature in area 3d8 bludg dmg, str save for half
Level 4 (1 Spell Slots) School Cast time Range Comp. Duration Description
Blight necro action 30 feet V, S Instantaneous Drain moisture and vitality from target. Con save or 8d8 necrotic dmg (half on miss). Undead/contruct immune. Magical plant disadvantage on Saving Throw. Plant dies. +1d8/lvl
Confusion ench action 90 feet V, S, M Conc (1 min) Each creature in 10-foot-radius sphere, wisdom save or: Can't take reactions, roll 1d10 at start turn. 1: no action+random move; 2-6: no action+move; 7-8: melee attack random; 9-10: no effect. +5 feet radius/lvl
Conjure Minor Elementals conj 1 min 90 feet V, S Conc (1 hour) Summon Elementals (1 CR2 or 2 CR1 or 4 CR1/2 or 8 CR1/8)
Conjure Woodland Beings conj action 60 feet V, S, M Conc (1 hour) Summon fey creatures (1 CR2 or 2 CR1 or 4 CR1/2 or 8 CR1/8)
Control Water trans 1 action 300 feet V, S, M Conc (10 min) Control water inside area that is a cube up to 100 feet on a side. Choose: Flood, Part Water, Redirect Flow, Whirlpool
Dominate Beast ench action 60 feet V, S Conc (1 min) Creature does wis save or is charmed. If you/allies are fighting it, it has advantage. While charmed, command via telepathic link. Use action to take total control. Another save it it takes damage.
Freedom of Movement abj action touch V, S, M 1 hour Movement unaffected by difficult terrain / spells / other magical effects. Use 5 feet movement to escape nonmagical restraints (manacels / grapple). Underwater no penalty attack/move.
Giant Insect trans action 30 feet V, S Conc (10 min) Transform 10 centip. / 3 spiders / 5 wasps / 1 scorpion into giant versions. Obey your commands.
Grasping Vine conj bonus 30 feet V, S Conc (1 min) Vine in unoccupied space. Can direct the vine to lash out at a creature within 30 feet. Dex save or pulled 20 feet toward vine. Direct to lash out as bonus action each turn.
Hallucinatory Terrain illu 10 min 300 feet V, S, M 24 hours Make natural terrain in 150-foot cube look, sound, and smell like other sort of natural terrain.
Ice Storm evo action 300 feet V, S, M Instantaneous 20-foot-radius, 40-foot-high cylinder. dex save or take 2d8 bludg + 4d6 cold damage, half on success. Area is difficult terrain until the end of your next turn. +1d8/lvl
Locate Creature div action self V, S, M Conc (1 hour) Describe or name a damiliar creature. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you.
Polymorph trans action 60 feet V, S, M Conc (1 hour) Transforms creature into a new form. Unwilling has wis save.
Stone Shape trans action touch V, S, M Instantaneous Form stone object of Medium size into any shape that suits your purpose.
Stoneskin abj action touch V, S, M Conc (1 hour) Makes flesh as hard as stone. Resistance to nonmagical bludg, pierc, and slash damage.
Wall of Fire evo action 120 feet V, S, M Conc (1 min) Wall (60x20x1 feet) or Ring of fire (20 feet diam). In it 5d8 fire dmg (dex save for half). entering, or ending turn on 1 side within 10 feet -> 5d8 fire dmg. +1d8/lvl
Level 5 (0 Spell Slots) School Cast time Range Comp. Duration Description
Antilife Shell abj action self V, S Conc (1 hour) A shimmering barrier in a 10-foot radius and moves with you, nobody other than undead and constructs can enter.
Awaken abj 8 hours touch V, S, M Instantaneous Also needs agata worth 1,000 gold. Awakens Huge or smaller beast or plant. Gaining 10 int and speaks, charmed for 30 days.
Commune with Nature div 1 minute self V, S Instantaneous Become one with nature and gain knowledge of the surrounding territory. Outdoors 3 miles radius, underground 300 feet.
Conjure Elemental conj 1 minute 90 feet V, S, M Conc (1 hour) Conjure CR 5 elemental from 10-foot cube area of that element (fire/water/air/earth).
Contagion necro action touch V, S 7 days Melee spell attack. On hit, inflict disease of choice. 3 con save success to recover, 3 con save failes to keep it for 7 days.
Geas ench 1 minute 60 feet V 30 days Wis save or be charmed for duration. Takes 5d10 psychic dmg if not acting to instructions (max once/day). No suicide.
Greater Restoration abj action touch V, S, M Instantaneous Also needs diamond dust worth 100 gold. Reduce 1 exhaustion level, or end 1 effect: charm/petrify/curse/ability score reduction/max hp reduction.
Insect Plague conj action 300 feet V, S, M Conc (10 min) 20-foot-radius sphere con save or 4d10 pierc dmg (half on success). Also when entering or ending turn there.
Mass Cure Wounds conj action 60 feet V, S Instantaneous Up to six creatures in 30-foot-radius sphere regain 3d8+4 hit points.
Planar Binding abj 1 hour 60 feet V, S, M 24 hours Bind celestial/elemental/fey/fiend to your service. Cha save or bound to serve.
Reincarnate trans 1 hour touch V, S, M Instantaneous Also needs rare oils and unguents worth 1,000 gold. (piece of) a dead humanoid, no longer dead than 10 days. Form a new adult body (roll for race) for it and then calls the soul to enter that body.
Scrying abj 10 minutes self V, S, M Conc (10 min) Also needs focus worth 1,000 gold. See and hear a particular creature you choose that is on the same plane of existence as you.
Tree Stride conj action self V, S Conc (1 min) Enter tree and move from 1 to another within 500 feet.
Wall of Stone evo action 120 feet V, S, M Conc (10 min) Solid stone wall. Ten 10x10 foot panels (6 inch thick).
 


Background story

From the North

Ulf was born in the shadow of the Reghed Glacier in the far North. He grew up as a member of the Tribe of the Elk. Life in the tundra was harsh and bitter. The only power they recognized was the power of a combat, and they worshiped tribal beast spirits.

Ulf wasn't as strong as most others within this barbarian tribe, and tried to compensate by fighting dexterous, and using his wisdom to avoid fights he couldn't win. He always had a good bond with animals and respected their spirits.

At the age of 16, during a 3-day hunting trip, they encountered a frost giant. A fight took place and Ulf got badly wounded. His surviving tribe members had to flee and left Ulf behind. They assumes he was dead.

The brown wolf Aatu.

Ulf lay on the ground in the freezing cold for hours. He was unconscious when a pack of gray wolves found him. For some reason they didn't eat him. The leader of that pack, a brown wolf, saw something in him and started to lick his wounds. The wolves dragged Ulf to their den. There Ulf started to get warmer and gained his consciousness. He wasn't sure why, but he felt the presence of the spirit of the brown wolf in his head. The connection was so strong that he stayed with the wolves even after he got his strength back. He wanted to find out more about this mystical connection. The wolves took Ulf in as one of their own and protected him as part of the pack.

The longer he was with them the better his spiritual connection with the brown wolf became. During the night he had dreams and at some point he learned how to communicate with the wolves for short periods of time. The leader turned out to have far more wisdom than wolves normally should have, and he could see parts of the memories of the wolf. He found out that the brown wolf had the name Aatu. And that he had been the companion of an old Druid named Arundel for many years. Since his master died, Aatu had been lost, and he took Ulf in because he reminded him of his old master.

Ulf lived with the pack of wolves for about 6 years. Ulf enjoyed the life with the wolves. They traveled a lot around the tundra, expanding their territory. He liked the simple life and the respect the wolves in the pack had for each other. In that time he was trained into the druidish ways from visions of Arundel, Aatu's old master, who became his mentor. Then Aatu died of old age. To sustain their spiritual connection he made a totem out of the skin of Aatu and he wears that ever since.

This became his druidic focus and the spirit of Aatu is still with him. Not long after that he left the pack and started to travel southwards. He wanted to see the animals from Aatu's memories, discover other animals in the world and help protect them as the wolves did to him.

To the South

The voyage Ulf made going South.

Ulf wandered towards the south for years, around the mountain range they called the Spine of the World, through huge forests like the Neverwinter Wood, across the Sword Mountains, avoiding a big city called Waterdeep. In the meanwhile he discovered and met countless new animals and learned to better control his Druidic powers.
Ulf ended up in the Misty Forest near Daggerford. This was a forest which Ulf recognised from some of his visions. He learned that Aatu and Arundel had lived here for a few years a century ago.

On a cold day in the middle of the winter in the Misty Forest Ulf heard an animal-like scream. He quickly ran towards it and when he came closer by he saw an Elf shooting crossbow bolts at a deer! Ulf tried to stop him, but it was too late and the deer collapsed. It was only when he was close-by that he noticed the smell of rotting flesh, and saw the rotten flesh of the deer. It turned out that the deer was undead, and that the hunter called $rangerFerry had been tracking it for days.

Ulf decided to help $rangerFerry, since he was determined to find out what had happened to that deer. And they spend the next year helping each other out on multiple missions. This also led to the occasional visits of Daggerford, a town a few days traveling from the Misty Forest.


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