GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

5th level gains: additional level of Savage Technologist(Barbarian)

HP: (D12) 7+1(Con) = 8 total 40HP

explanation:

Sorry but last level you told me we were doing 1/2+1 + con bonus, I believe my 2nd and 3rd levels of rogue I had rolled so went back to see what I should have....
Character 1/Rogue 1(D8) 8hp + 1(con) + 1(fcb)
Character 2/Rogue 2(D8) 5hp + 1(con) + 1(fcb)
Character 3/Rogue 3(D8) 5hp + 1(con) + 1(fcb)
Character 4/Barba 1(D12) 7hp + 1(con)
Character 5/Barba 2(D12) 7hp + 1(con)
Total should be: 32hp + 5(con) + 3(fcb) = 40hp total

BAB +1
Fort +1

Skills: 7 = 4 + 2 + 1(only added 5 last level per my sheet)
Acrobatics +1
Bluff +1
Diplomacy +1
Disable Device +1
Perception +1
Slight of Hand +1
Stealth +1

New rage rounds 7 : 4 + 1 + 2 (base+con+2 lvl)

Class features:
Rage Power: TBD (suggestions)

Sword and Gun (Ex):
At 2nd level, when a raging savage technologist wields a one-handed firearm in one hand and a light or one-handed melee weapon in the other, she can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two Weapon Fighting feat, but only if all attacks are made with those weapons. This ability replaces Uncanny Dodge.

feat: TBD


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Barbarians are one of my favourite classes. For Fears I suggest Raging Vitality, dying due to Rage ending sucks and has killed many many barbarians. Besides you need the extra HP.

There are many good rage powers, but I like Reckless Abandon. It's mechanically good and right on target for RP.

Later I'd suggest getting Smasher -> Gear breaker. I'd personally pick up those next time you get a feat & rags power.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

@Niles, the Pathfinder Unchained book sounds realllly interesting. There are optional rules to fix a number of the things I dislike about Pathfinder:

1. Bonuses to AC, etc from leveling so players only have a few magic items. Also res for magic items that grow with you. For a PBP this is HUGE, since IMO most people hate having to buy the boring "big six" items. Many of the problems I've seen where WBL gets out of whack don't happen anymore.
2. Extra non-combat skills for everyone, I.e. clerics and fighters can have some social skills now, yay!
3. Fixes for fighters so they are attractive to play.
4. Unchained barbarian doesn't need Rage cycling (honestly that cheese broke the immersion for me)

I still suspect there are too many rules but this optional stuff may be a step in the right direction.


Current Map

RE: Items and WBL A big reason why you guys aren't closer in WBL (and don't forget you haven't looted Birdfood or his lair yet) is that you sold much of the loot from the first AP book so only have half the value of that, and AP's are notoriously light on loot. I'll point this out one more time...tech items are going to become much more common than magical items in this AP.

RE: Jarreck's feat. Jarreck doesn't get a bonus to Con from rage, so he isn't in danger from dying due to going unconscious...raging vitality isn't needed.

This feat might be nice and synergize well with sword and gun.

Technology Adept (Combat):

You utilize high-tech firearms to maximum effect.

Prerequisites: Dex 13, Exotic Weapon Proficiency (firearms), Point-Blank Shot
Benefit: When you attack with a technological firearm that consumes charges, the save DC of any effect caused by that firearm increases by 1. If your bonuses from Point-Blank Shot apply, it increases by 2 instead.

RE: Unchained I like the idea of background skills (like 5E's skill system) The magic item thing I don't sympathize with much. Its player choice to sell off loot to try and buy the same boring items over and over.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

The games maths assume you buy the so-called big six items (Magic weapon, Magic armor & shield, Ring of protection, Cloak of resistance, Amulet of natural armor, Ability-score booster belt/circlet). This isn't such a huge deal before level 8 or so but it becomes an issue later.

There are tonnes of cool items that basically never get used as a result.

Another way of thinking about this, in fantasy novels how many magic (or technological) items did the heroes have? Maybe one or two tops. Magic items should (imo) be special, but they're not in core-pathfinder.


Current Map

As a GM, I'd adjust if my players were having trouble doing things as a result of not having certain items. However, I have hard time believing that you absolutely HAVE to have rings of protection and amulets of natural armor... I mean does the +3-5AC really make a difference. I'd think not, the same for +DEX or CON belts, is it really neccesary to deal massive amounts of damage? I'd think not..

IMHO, the reason that players choose these items is because they like big numbers not because they have to have them to be successful.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Thanks for the suggestions to you both,

I like the Tech adept feat Niles, that works real well with the Sword and Gun class feature that came available at level 2.

I also like the Reckless Abandon rage power. With it I still net a +1 bonus to my AC while raging and a +3 to attack, without counting any bonus/penalties for Power attack.

Those will fill my TBD's. Have family over this evening will finish updating my online sheet this evening after they leave.

On the WBL front, can someone else use the trunchion? It's classed as a light mace. So far I think I have pulled it in one fight so far. I will more than likely use the pistol more often in combat
There is also the Plague Rat belt - +2 Con and 3/day reroll failed saving throw on poison or disease.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

I'm wondering if (and when) i should retrain some feats later, to switch the bow for rifles, since Niles mentioned tech items becoming more common than magic items.

Perhaps so, since a bow can only deal so much damage and enemies become more resistant to dmg along the way.


Current Map

@Guaire I'd wait on that till at least the next book...you are about to get a nice upgrade.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Jarreck would you like Seventeen to cast Enlarge person on you in combats?


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

HP: +5
Bombs: +1
Feat: Extra Discovery (Infusion)

Craft: Alchemy: +1
Kn: Arcana: +1
Kn: Engineering: +1
Kn: Nature: +1
Heal: +2
Perception: +1
Spell Craft: +1
UMD: +1

Formula: Detect Thoughts

FCB: +1/6 New Discovery

I can help buff and heal others with my infusions. Jarreck could probably deal with shield in every battle.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

@Seven, looks interesting if I'm reading right I would threaten with my longsword anything within 10'and damage would increase to 2d6 from 1d8

Also my rage would stack with it and also help fight the AC penalty. Of course Omo's shield extract would cover that as well with the same time of effect.


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I think the full list of adjustments is:

* Longsword 1d8 ->2d6
* 10' Reach
* +2 Str
* -2 Dex
* -1 To Hit and AC

The to hit penalty is offset by the str bonus (and you get extra damage). There is effective -2 AC, but that's probably worth it.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

HP +8 (1d8+3Con)
Feat: Natural Spell
3rd level spells available, 2 of them per day

Skills: Perception +1, Handle Animal +1, Fly +2, Knowledge Nature +1
Deeper Darknes as a Domain spell.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Prepared level 3 spells:
Contagion
Poison


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Planning to wipe out a community, Mort?


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Not really, just weaken specific enemies. I'm a blight on anyone with a weak Fort Save.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

I was hinting at contagion, it creates plagues. Even in death, the victims are hazards ;)


Current Map

Mort can you update your character sheet. Its still showing level 4 and a few things aren't updated.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Ok, it should be updated now, I had done the spoiler below my avatar but forgot a few additions to my sheet itself.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

I'll be off tomorrow for pretty much the whole day, I'll be back late in the evening. Bot me if needed Niles.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Likewise.


Male shirren priest mystic 4 | SP 28 HP 30 | RP 6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, blindsense (vibration) 30 ft.;SM:+4 | Speed 30ft | Active conditions: None.

Crazy busy day at work yesterday and at drill today. Will post tonight from hotel

-Posted with Wayfinder


Encounter Map

I'm taking my family camping this weekend so I might only get 1 post each day. I think I'll have enough cellular broadband to post from my laptop....

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Have fun my daughters going with the church on a 6 mile hike to camp trip this weekend. Be careful and have fun.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

looking at the loot sheet and trying to separate things out, please add your name to things your characters can use.

I'm figuring the wands will go to Seven, Omo I added the +1 bolts to your sheet there are 7 of them, Gonna put the truncheon back in the mix, haven't been using as much as the daggers in the wrist sheath. Guaire you got the bow and unidentified magic arrows added to your tab. Mort, I added the 2 potions of CMW to your sheet along with the Cats grace, Dark Vision and Misdirection - figuring those items will have easy access in your bandolier

There are also some item that have not been identified, magical - 1 armor, some arrows, and the wand from this last fight. Seven your sheet still shows to have an unused identify spell listed on it :-)

Also some item to be appraised - gold bars, fire opals and large garnets.

Mort and Seven I would think some of the wands might be traded off between you two to improve your options. The grenades as well that are listed on Omo's tab.

Probably missed something on this post, been working on the post and the worksheet at the same time.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Any objections to Jarreck using the Plague rat belt or +1 dagger for the time being?


Current Map

Attention all: I am at a conference from today until Sunday. My posting will be limited to those posts I can make in the evening hours from my laptop.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

No worries.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker
Jarreck on Wednesday wrote:
Any objections to Jarreck using the Plague rat belt or +1 dagger for the time being?

No comments one way or the other, I am going to take that as a it's fine.

Niles is it ok to assume Jarreck would have put on the belt before leaving and secured the dagger in his wrist sheath before leaving the warren?

hp would then be 45/45

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

@Niles & Seven,

I am scheduled for Jury duty tomorrow, unsure as to my posting ability between 8am and 5pm EST.


Current Map

Safe assumptions, I'll edit the HP on the map.

Just to be clear though, you guys didn't do much healing after you left the warren or before you got there...


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

I'll be off or unavailable for a large portion of the day, tomorrow. Please bot me if I'm holding up the pace.


Current Map

Guaire at some point you are going to have to embrace being a ranger and just take out that adamantine weapon and start switch hitting.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Don't worry, will do next round.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Niles, if Mort would have a small bag of vine seeds or other winding/Climbing plants around his neck, would it be still there when I use Wild-Shape?

In such a case I could provide the battlefield itself with the seeds/plants/germinated seeds it needs for Entangle. If this is too far-fetched I can understand as well.


Current Map

@Mort No, thats one of the built in limitations of those spells, I'm pretty sure they were designed with that limitation in mind.

@Omo any ETA on when you will be back in both games?


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Sorry, things were hectic but they are getting back to normal. Thank you for your patience. I should be a more regular presence again.


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Current Map

The Scrapbot, firstly I am completely winging it with the rules for this thing but I'll be using These rules as a guideline for what is possible.

Here is the statblock (modified) for the Scrapbot

Statblock:

Scrapyard Robot CR 3
XP 800
N Medium construct (robot)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE

AC 14, touch 9, flat-footed 14 (–1 Dex, +5 natural)
hp 35 (3d10+20)
Fort +1, Ref +0, Will +1
Defensive Abilities hardness 5; Immune construct traits
Weaknesses fall to pieces, vulnerable to critical hits, vulnerable to electricity

OFFENSE

Speed 30 ft.
Melee slam +6 (1d4+4) or rotary saw +7 (2d4+4/×3)

STATISTICS

Str 17, Dex 8, Con —, Int 5, Wis 10, Cha 1
Base Atk +4; CMB +7; CMD 16 (20 vs. trip)
Feats Power Attack, Weapon Focus (rotary saw)
Skills Knowledge (engineering) +2, Perception +5
Languages Common, +1 additional
SQ staggered
SPECIAL ABILITIES
Fall to Pieces (Ex)
Attacks and effects that deal more than 25% of a scrapyard robot's maximum hit points in damage impair one of the robot's components. Determine which subsystem randomly by rolling 1d6. If the subsystem has already been impaired, there is no further effect.
CPU: The robot is confused
Fractured Plating: Reduce the robot's natural armor bonus by 3.
Power Core: Attacks against the robot with natural weapons, unarmed strikes, or metal weapons deal 1d6 points of electricity damage to the attacker, and the robot's slam attack deals an additional 1d6 points of electricity damage. The robot shuts down from power loss in 1d4+1 rounds.
Rotary Saw: The robot loses its rotary saw attack.
Servos: The robot's speed is reduced to 15 feet and its CMD against trip combat maneuvers is reduced by 8.
Sensors: The robot is blinded.

Here are some hard/fast rules for the bot, since he is a "free" companion/cohort he can never have more than APL-2 Hit Dice. If Omo or someone wants to invest feats and skills into reconstructing the Bot, then he can become more powerful (increased HD/Abilities). The Bot has one hardpoint per two hit dice rounded down, so for right now it only has the Rotary Saw (but that could be swapped), if it gained another HD someone could attach another piece of tech to him, for example a radiation detector which would give him the use of that device (free of charges as his power core would power the device)

I'm welcome to ideas on how to handle this and I hope it injects a little more "cool tech focus" into our campaign.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I'm really excited about the robot. So far I've been kind of meh about the tech we have seen, but this is really cool.

What sorts of feats and skills?


Current Map

Well. There is no "Craft Robot" feat, and honestly "Craft Construct" really doesn't cut it....so what about Craft Technological item and ignore the technologist requirement, I'll be taking care of that in game.

The Craft skill would be Craft:Mechanics...

As far as Tech items go, they aren't supposed to be more powerful than magic items, they are supposed to be different.


Current Map

The Scrapbot!


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

So cute!


Current Map

I'd like to take an opportunity to say Thanks for posting consistently. You guys have been great about keeping the game moving forward and I appreciate it! I


Current Map

RE: the Scrapbot

I've decided that the Scrapbot will act as a sort of pseudo animal companion to the party, it can be "programmed" to follow basic instructions similar to the "tricks" that can be performed by animal companions and creatures. This is because it does not have a true AI governing it...

I fully expect some cool instructions like

"Scrapbot Execute Instruction 73A Guard Mode!"

or

"Scrapbot, Execute Program: Tortoiseshell!"

Ya know, something cool.

Also, did anyone get a chance to check out the construct rules? They have a pretty comprehensive set of rules to cover things like adding weapons/armor/abilities/HD to constructs....


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Scrapbot, execute...order 66.


Current Map

If I can find a way to put Jedi into this AP I will...

Technic League Jedi...muahahaha


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Good iron gods, i gave the GM evil inspiration.....noooooooo!

:P

I've played KOTOR 1 & 2 on the pc.
Did you know even regular people could kill jedi? Hitsquads with sniper rifles, magnatic grenades that'd attach to a lightsaber, bio grenades.

No but really, there's been threads on building jedi, ranging from sorcerers and magi to other mixtures of classes.

But damn yes i want to build some sort of jedi too.


Current Map

Well, I'm well versed in Canon and EU lore, and Jedi got whacked a bunch of different ways. Sniper Rifles...Flamethrowers (can't deflect that...) the Mandalorians had a special armor that could "turn off" lightsaber blades (Beskar). In the EU Jedi were tough and powerful, but not invincible.

There was an entire race of Jedi whooping aliens that invaded known as the Yuuzhan Vong.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

EU= Extended/Expanded Universe?

My lore only goes as far as the movies and the two KotoR games.
Funny you mention the mandalorians, in the 2nd game the Mandalor is a companion.

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