Pathfinder Scarred Lands


Conversions


Our group's current campaign ended last night (very super-heroic - we talked the big bad down, no fighting involved) so someting new is starting - we decided to do a Scarred Lands Campaign, using Pathfinder

now, we are working on the "things we NEED to convert list" at the moment

so far, we have

*any PrC's players want to work towards
*sorceror bloodlines, to reflect the titan's
*a couple of extra cleric domains (mainly rainbows, for a Cleric of Shayana)

can anyone think of any esseltials we may have missed?

Sovereign Court

Set did PF conversions for some of the scarred lands domains.

The Bloodline conversion should be easier if you have "Wizards, Bards and Sorc".

I would blend or add the Scarred Lands racial abilities with the new setup.

If you use Relics and Rituals some of the spells may need to be adjusted more than usuall to fit in with the new spell power.

The changes to affictions (curses, poisons, diseases) make them scarier which fits in with Scarred Lands well. Though they are still not as scary as Affliction from RR II.

Our next campaign is also going to be a SC game. I am looking forward to getting back to Scarn.

Dark Archive

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Mad Alchemist wrote:
Set did PF conversions for some of the scarred lands domains.

Thou hast spoken the unspeakable words and invoked me?

Scarred Lands Domains

I, of course, being whacky, did these conversions for a Pathfinder Scarred Lands game, and promptly played a Cleric of Belsameth with Death and Trickery Domains. Sigh.

What a good Scarred Lands conversion kinda screams for is both Sorcerer Bloodline and Domains (to be taken by Druids, not Clerics, as their 'Natural Bond' option) for each of the Titans.

A Plague-based Sorcerer (or Domain-Druid) of Chern, a Transformation-based Sorcerer (or Domain-Druid) of Gormoth, the Writhing Lord, a Hunting / Archery-focused Sorcerer (or Domain-Druid) of Hrinrukk, a Storm/Destruction-based Sorcerer / Domain-Druid of Lethene, etc. sound very cool, but I never got around to them.

Mad Alchemist wrote:
Though they are still not as scary as Affliction from RR II.

The author of Affliction thanks you.

Dark Archive

Keep getting posts eated, 'cause I take too long. Luckily I cut-n-pasted this!

Random diety thoughts;

I'd only give the Eight Victors access to five domains, and leave the demigods with four each.

Victors (official)
Corean – Fire, Good, Law, Protection, War (longsword)
Tanil – Animal, Chaos, Good, Luck, Plant, Travel, Trickery
Madriel – Air, Good, Healing, Plant, Sun
Enkili – Air, Chaos, Luck, Travel, Trickery
Hedrada – (Judgment), Knowledge, Law, Protection
Belsameth – Death, Evil, Magic, Trickery
Vangal – Chaos, Destruction, Evil, Strength, War (battleaxe)
Chardun –(Domination), Evil, Law, Strength, War (mace/warsceptre)

My tweaks, using the Pathfinder Domains;
Corean - Artifice, Good, Law, Nobility, War
Tanil - Animal, Chaos, Good, Liberation, Travel
Madriel - Community, Good, Healing, Plant, Sun
Enkili - Charm, Chaos, Luck, Trickery, Weather
Hedrada - Community, Knowledge, Law, Protection, Rune (replace Rune with Judgment, if used)
Belsameth - Death, Darkness, Evil, Madness, Magic
Vangal - Chaos, Destruction, Evil, Strength, War
Chardun - Evil, Glory, Law, Strength, War (replace Strength with Domination, if used)

Note that allowing the Eight Victors to go slightly beyond the usual Pathfinder limit of five Domains might help make up for the fact that Scarn doesn't have twenty primary dieties, and kind of has to squeeze as much use out of the Eight Victors as possible. Bumping them up to six Domains each could help a bit, and the demigods could even exist in tiers, with 'big name' demigods like Drendari and Nemorga having five Domains, while the rest of them have four Domains. On the other hand, just the five listed above are probably adequate, and help to prevent duplication (such as Belsameth and Enkili both having Trickery, or Tanil and Enkili both having Travel and Luck).

I tried to find places that felt logical for Artifice, Community, Darkness, Glory, Madness, Nobility, Weather, etc. but some, like Rune, kind of got shoved somewhere...

Demigods
Syhana – Air, Fey, Good, Rainbow (add Weather and Charm, if Fey and Rainbow not used)
Drendari – Chaos, Entrancement, Shadow (replace Entrancement and Shadow with Charm and Darkness, add Trickery
Erias – Chaos, Dream, Good, Magic (replace Dream with Trickery)
Idra – Chaos, Entrancement, Secrets / (replace Entrancement and Secrets with Charm and Knowledge, add Trickery)
Manawe – Chaos, Entrancement, Travel, Water (replace Entrancement with Charm, replace Travel with Weather)
Nalthalos – Constructs, Evil, Law (replace Constructs with Artifice, add Nobility)
Nemorga – Death, Gateways, Knowledge, Travel (replace Death with Repose and Gateways with ???)
Sethris – Death, Evil, Vengeance (replace Vengeance with Destruction? add Scalyfolk?)
Goran – Earth, Good, Law, Strength (replace Strength with Artifice)
Hwyrdd – Luck, Protection, Trickery (add Community or Liberation?)

I'm something of an iconoclaust when it comes to the dieties of the Scarred Lands, as I loved, loved, loved the idea of only Eight Victors, and felt that the gradual inclusion of a passle of demigods only diluted the feel, particularly the racial demigods, which I kind of loathe. As a result, I would make Syhana an avatar / herald of Madriel, Erias a conjoined avatar / herald of both Madriel and Belsameth (and a god of both dreams *and* nightmares), Idra an aspect of Tanil (the sensuality she has ruthlessly supressed after her father's assault), Otossal an aspect of Chardun that may not be long for this world, as he is considering re-absorbing him, Manawe an aspect of Enkili, Nalthalos and Goran, paradoxically, opposing avatars of Corean, Hwyrd an avatar of Enkili, Sethis an avatar of Belsameth and Nemorga being *said* to be an aspect of Hedrada, but perhaps, along with Drendari, being one of the only two demigods to actually be an independent entity. Some of these mash-ups, particularly having Goran and Nalthalos being aspects of the same diety, violently in conflict with each other, tickle my funny bone. On the other hand, I like Nemorga and Drendari enough that I'm a hypocrite and want to break my own 'no demigods!' rule and keep them independent (or make them aspects of Hedrada and Belsameth that have transcended their former status and 'become real,' thanks to the prevalence of their portfolios, death and shadow, in the Scarred Lands). Vangal would have no avatars. If something ever splits off from him, he hunts it down and kills it, re-absorbing it's power immediately.

Dark Archive

Sample ideas for a Druid or Sorcerer of Chern. [Warning, rough ideas, probably wildly out of balance, and not at all thought out.]

Contagion Domain
Granted Powers: You command the forces of plague and pestilence. You can carry disease, but do not suffer the effects, harmful or otherwise.

Shuddersome Touch (Sp): You can cause shuddering illness to wrack a creature with a melee touch attack. The subject is staggered and sickened for 1 round, as long as its hit dice do not exceed your own, and is sickened for rounds thereafter equal to one half your Cleric level (minimum 1). Once a creature has been affected by the shuddersone touch, you cannot affect it again for 24 hours. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cloud of Flies (Su): At 8th level, you can emit a 30 ft. aura of buzzing flies that afflict all within with Filth Fever (Fort save 10 + ½ Cleric level + Wisdom modifier to resist initial infection, DC 12 thereafter) that immediately inflicts damage, as if delivered by a contagion spell, and then recurs (at much lowered efficacy) each day thereafter until cured. Creatures that succeed on their saving throw cannot be affected by this aura again for 24 hours. You can create this aura for a number of rounds equal to your Cleric level, and these rounds do not need to be consecutive.

Domain Spells: 1st – ray of enfeeblement, 2nd – blindness/deafness, 3rd – stinking cloud, 4th – confusion, 5th – eyebite (sicken only), 6th - harm, 7th – insanity, 8th – mass inflict critical wounds, 9th – horrid wilting

Sorcerer Bloodline
Plague-Bearer

Drawing upon the pestilent teachings of the most unclean, Chern, the last sickeness and suffering, you see a healthy body as weakness not yet realized.

Class Skill: Heal

Bonus Spells: chill touch (3rd), summon swarm (5th), stinking cloud (7th), contagion (9th), cloudkill (11th), create undead (13th), insanity (15th), finger of death (17th), energy drain (19th)

Bonus Feats: Endurance, Great Fortitude, Toughness, other crap I'm too tired to care about right now

Bloodline Arcana: Whenever you cast a spell that would inflict disease, ability damage / drain, energy drain or confer a temporary penalty to an ability score, you can increase the casting to a full round action to add +2 DC to the save. This bonus stacks with the effects of Spell Focus.

Bloodline Powers: Biddy boop, flavor text, rhubarb.

Ray of Palsy (Sp): Starting at 1st level, you can fire a pale ray as a standard action targeting any foe within 30 ft. as a ranged touch attack that causes the target to be Fatigued for one round per two sorcerer levels you possess. You can use this ability a number of times equal to 3 + your Charisma modifier.

Perverse Metabolism (Su): At 3rd level, whenever you afflicted a foe with any form of disease, ability damage, or a temporary penalty to an ability score through the use of sorcerer spell or bloodline power, you gain an enhancement bonus equal to any ability penalty inflicted for the duration of the effect, or 1 hour, whichever is least. These bonuses do not stack with themselves or any other source of enhancement bonuses. Additionally, if you inflict negative levels upon another, or inflict the fatigued, sickened, nauseated or exhausted condition through the use of sorcerer spell or bloodline power, any similar effect on your is mitigated by that amount for the duration of the impairment or 1 hour, whichever is least.

Plague-Caller (Su): At 9th level, any creatures you summon that normally have a disease-bearing attack (summon swarm – rats, summon monster I – dire rat, etc.) gain a +2 bonus to the DCs of their disease attacks, and the effects strike immediately, as if their target had been the subject of a Contagion spell. Any fiendish animal you summon with a summon monster spell is infected with filth fever and becomes rabid, gaining the rage quality, while any actual fiends you summon are infected with demon fever or devil chills, as appropriate, but these creatures do not benefit from the previous benefits, as they do not normally possess disease attacks. Your perverse metabolism does not benefit from any diseases passed on by your summoned creatures.

Festering Transformation (Su): At 15th level, you can dissolve into a swarm of bats, rats or spiders, as per the summon swarm spell, retaining your full hit points, but otherwise being treated as the appropriate swarm for all effects for 1 minute per sorcerer level. These minutes do not need to be consecutive, but each use expends one minute of the effects duration, even if you choose to resume your form earlier.

Avatar of the Plague (Su): At 20th level you become an avatar of contagion, gaining DR 5/- and becoming immune to all disease and the distraction effect of swarms. You can convert any of your sorcerer spell slots of 3rd level or higher to contagion, and if the slot expended is of a higher level, the contagion is treated as if it was heightened to the level of the spell slot expended.

.

If you have a passle of old 3.X stuff lying about, you can find a ton of ideas for plague, hunger, etc. themed domains and / or bloodlines from the Book of Fiends (the Catastrophe Domain sounds very Kadum-y, while Change fits Gormoth, Crippling & Disease Chern, and Pleasure Gulaben), Wrath & Rage (Blight and Poison sound like fun for Chern and Mormo), Plot & Poison (Communication for Golthain?, Poison for Mormo, Transmutation for Gormoth, Vermin for Gaurak), Necromancer's Legacy (Disease, Lust and Vermin, for Chern, Gulaben and Gaurak), Book of Hallowed Might 2 (Forge, for Golthagga), Nyambe (Iron for Golthagga, Confusion for Gulaben, Plague for Chern, Flesh for Gormoth, Serpents for Mormo), etc.

WotC also has some pillagables, for personal use, although they aren't OGL and I'd avoid them for anything that I'd be posting online. (SpC has both Gluttony *and* Hunger domains for Glaurak, plus a Lust domain for Gulaben, a Metal Domain for Thulkas, Pestilence for Chern, Scalykind for Mormo (which is OGL, elsewhere) and Windstorm for Lethene, any of which you could look at for ideas as to which way you want to go for Pathfinderized druid domains for these Titans.)

Obviously, Sword & Sorcery's Player's Guide to Wizards, Bards and Sorcerers is the go-to book for bonus spell and bonus skill ideas for the various Titan-Sorcerers, as it has Scion feats for each of them on pages 99-105.

A cursory look at what I've written up above will probably make it clear that I didn't think of going to the other room to grab a pile of books and check most of these sources until I was already done re-inventing the wheel. I never learn. :/

Note that I didn't bother coming up with Pathfinder Domains on my site, linkied, for Entrancement (Idra) or Shadows (Drendari) because they seemed too close to Charm and Darkness, IMO. There are some wheels that not even I am inclined to re-invent.


our party so far will be

Forsaken Elf Druid
Half-Orc Wizard (evoker)
and, and this fills me with dread
A Dragon-Lands Kobold Monk. doesn't fit in with the concept i HAD for the campaign, but made me laugh so much, it had to be done!

Sovereign Court

PF AP 29 mother of flies also has a Pestilence Bloodline.


This was a great setting good luck to you

Dark Archive

Loztastic wrote:

our party so far will be

Forsaken Elf Druid
Half-Orc Wizard (evoker)
and, and this fills me with dread
A Dragon-Lands Kobold Monk. doesn't fit in with the concept i HAD for the campaign, but made me laugh so much, it had to be done!

Sounds like you've managed to dodge a lot of bullets, since nobody is playing a Cleric with a funky Domain (Domination, Judgment, Fey, Rainbow, Vengeance, Gateways, etc.), or a Druid / Sorcerer affiliated with one of the Titans.

The 1/2 Orc Evoker requires little or no conversion, other than perhaps porting over some of the more 'Scarred Lands-y' blasting spells, like Great Knock, Bolt of Power, Battlecry or Ganest's Farstrike.

The various Exemplar Feats from the Players Guide to Monks & Paladins should be relatively easy to adapt over, if the Monk wants to go that route, and the Dragonlands Kobolds are just slightly more buff standard kobolds, IIRC (-2 Str, -2 Con, +2 Dex, +2 Wis, standard kobold abilities and some slightly different skill bonuses, and it's good to go).

On the other hand, if the Druid is pondering headed towards Incarnate, you'll have a new headache. :)


We discussed that - going to go for a total re-work for the incarnate, ignoring the crunch, but keeping the fluff

Dark Archive

Set wrote:


What a good Scarred Lands conversion kinda screams for is both Sorcerer Bloodline and Domains (to be taken by Druids, not Clerics, as their 'Natural Bond' option) for each of the Titans.

A Plague-based Sorcerer (or Domain-Druid) of Chern, a Transformation-based Sorcerer (or Domain-Druid) of Gormoth, the Writhing Lord, a Hunting / Archery-focused Sorcerer (or Domain-Druid) of Hrinrukk, a Storm/Destruction-based Sorcerer / Domain-Druid of Lethene, etc. sound very cool, but I never got around to them.

I'd say some of the Titans already have bloodlines that work. The elemental bloodlines are good for Titans like Thulkas or Kadum. Other Titans may need more work though.

Dark Archive

David Fryer wrote:
I'd say some of the Titans already have bloodlines that work. The elemental bloodlines are good for Titans like Thulkas or Kadum. Other Titans may need more work though.

Yup, Thulkas is probably good with elemental fire, and Lethene could be approximated with elemental air, but I think that a specific Hunt Bloodline (or Domain) for Hrinruuk would be all kinds of awesome, and make the Sorcerer / Druid who followed that path begin to look a bit Ranger-y with tracking and distant strike spells.

Liberty's Edge

Are you guys still working on a conversion? I would love to help.


http://paizo.com/forums/dmtz4v6b?Scarred-Lands-Monster-Conversions

Silver Crusade

Set wrote:

Keep getting posts eated, 'cause I take too long. Luckily I cut-n-pasted this!

Random diety thoughts...

I am starting a campaign and your conversions were just what I needed. Thanks a lot. You can view the website for my campaign here.

Silver Crusade

Looking over the list of bloodlines at the Pathfinder SRD site, I have come up with some ideas for bloodlines associated with the various Titans.

Chern-Pestilence bloodline
Denev-Verdant bloodline
Gaurak-Undead bloodline
Golthagga-Deep Earth Bloodline
Golthain-Dreamspun Bloodline
Gormoth-Protean Bloodline
Gulaben-Elemental (air) bloodline
Kadum-Elemental (earth) bloodline
Lethene-Stormborn bloodline
Mesos-Arcane bloodline
Mormo-Serpentine bloodline
Thulkas-Elemental (fire) bloodline

I am still unable to come up with a bloodline for Hrinruuk, and I think that Gormoth could also use the Acursed bloodline. Perhaps Hrinruuk could be served by the Fey or Orc bloodlines, but those are imperfect fits at best. Anyway that is my 2cp worth.

Dark Archive

A Hrinrukk-inspired Hunter Bloodline would indeed be awesome. Toss in some of the archery-related spells and some tracking spells and some spells that would otherwise be useful for hunting (expeditious retreat?) and it could be quite fun. It would be a very Ranger-y kind of Sorcerer, and perhaps even have a limited version of Favored Enemy as one of it's Bloodline powers.

A suitable Bloodline Arcana could be a +1 save DC to spells cast at a foe that is flat-footed (because you snuck up on them, or are 'sniping' them from a blind or something).

The first level bloodline power could cause minor piercing damage, via a spectral bow fired at the foe, that also hinders movement for that round (similar to a caltrop injury, perhaps), slowing retreat.

.

While the Earth bloodline is a valid choice for Kadum, the Orc bloodline might be even more appropriate, looking at the powers.

Silver Crusade

Set wrote:


While the Earth bloodline is a valid choice for Kadum, the Orc bloodline might be even more appropriate, looking at the powers.

Agreed, particularly since in the Player's Guide to Wizards, Bards, and Sorcerers lists the "iconic" group of Kadum tied sorcerers as being a dynasty of orcs.

Set wrote:
A Hrinrukk-inspired Hunter Bloodline would indeed be awesome. Toss in some of the archery-related spells and some tracking spells and some spells that would otherwise be useful for hunting (expeditious retreat?) and it could be quite fun. It would be a very Ranger-y kind of Sorcerer, and perhaps even have a limited version of Favored Enemy as one of it's Bloodline powers.

There was a Hunt Child scion feat in the Player's Guide that could be used as a start for a Hunter bloodline. Unfortunately it only listed spells that the character was required to take so it is no help what so ever for bloodline powers.

Silver Crusade

Here is a Hunt Child bloodline that I just kinda threw together. I am sure it is not perfect since I only took about two hours on it, but it is a start.

Child of the Hunt Bloodline
Class Skill: Stealth, Survival
Bonus Spells: True Strike (3rd), Locate Object (5th), Haste (7th), Locate Creature (9th), Animal Growth (11th), Transformation (13th), Ethereal Jaunt (15th), Screen (17th), Shape Change (19th)
Bonus Feats: Agile Maneuvers, Blind Fight, Deadly Aim, Diehard, Endurance, Spell Penetration, Stealthy, Toughness
Bloodline Arcana: Whenever you cast a spell that allows a saving throw to avoid the spell effect against a target that is flat footed, you receive a +1 arcana bonus to the DC of that saving throw.
Bloodline Powers
Force Arrow (Sp): At 1st level, as a standard action, you unleash a bolt of pure force energy targeting any single foe within 30 feet as a ranged touch attack. This bolt inflicts 1d6 points of damage +1 for every two sorcerer levels that you possess. This is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Track (Ex): At 3rd level you add half your level to Survival skill checks made to follow or identify tracks.
Beast Kin (Su): At 9th level you gain a +1 bonus to natural armor, a +2 bonus to Stealth skill checks, and gains an animal companion as if you were a druid of your level -4. At 13th and 17th levels these bonuses increase by +1.
Beast Rider (Su): At 15th level you gain an empathic link with your animal companion. This link has a range of 1 mile and allows you to communicate with your companion and sense everything that they sense. While you are “riding” your companion it will not go further then one mile from you. You remain helpless while you are in communication although any damage will break the link.
Master of the Hunt (Su): At 20th level, you become the personification of the hunt. You gain DR 10/magic, you can see perfectly in all forms of darkness, gain continuous Freedom of Movement, and any target that you confirm a critical hit against is considered flat-footed against you for the next round.

Dark Archive

I like it! I might change a thing here or there (adding in druid/ranger spells like entangle or snare), but it's mostly a matter of taste, not balance.

Silver Crusade

I had thought about throwing in some druid/ranger spells but I was trying to stay as close to the Hunt Child feat as possible, which left only a three levels that needed spells owing to the act that they only had Scarred Lands specific spells there. Actually there were only two but I didn't think that the bloodline needed Ethereal Jaunt and Etherealness both.


So, I know that an updated PF version of the Scarred Lands is coming out (not sure when) but I still speculating on how to run Scarred Lands in PF will be fun in the mean time.

One of the biggest questions to me is how does the Titan/Divine split work with the PF classes other than Druid/Cleric?

I would just make it simple. Bloodragers, Druids, Hunters, Shaman, and Sorcerers (and others with a Bloodline like Eldritch Scion Magus or Bloodline Arcanist) gain power from Titans. It should be noted that just because the Titans are the source of these arcane casters abilities, that does not put any requirement on them to worship the Titans.
Antipaladins, Clerics, Oracles, Paladins, Inquisitors, and Warpriest must follow a god.

Rangers seem the odd man out, as the only divine casting class that has been shown to follow both Titans and Gods equally.

Witches, I think, deserve special mention. Witches at one point all worshipped Mormo, a Titan, but during the Divine War, many switched their allegiance to Belsameth, a goddess. So Witches can be found on both sides of the divide, but most of them probably follow one or the other of these two patrons (though worship may have spread out since the end of the Divine War).

I would associate Bloodlines to Titans as such

Chern-Pestilence bloodline
Denev-Verdant bloodline
Gaurak-
Golthagga-Impossible Bloodline
Golthain-Martyred Bloodline
Gormoth-Aberrant Bloodline
Gulaben-Elemental (air) bloodline
Hrinruuk-Shadow bloodline
Kadum-Orc bloodline
Lethene-Stormborn bloodline
Mesos-Arcane bloodline
Mormo-Serpentine bloodline
Thulkas-Elemental (fire) bloodline

I think of these as the "Major" bloolines associated with each Titan. Titans may also have "Minor" bloodlines, less common bloodlines. Examples would be Accursed for Mormo, Maestro for Gulaben, and Dreamspun for Gulthain.

Druids of the Titans would probably be a little different than traditional druids, since the Titans are not traditional nature deities for the most part. I think various archetypes do help make the class more thematic, but there are still some holes that are hard to fill concept wise.

Chern-Blight Druid
Denev-Reincarnated Druid
Gaurak-
Golthagga-
Golthain-
Gormoth-
Gulaben-Storm Druid
Hrinruuk-Nature Fang
Kadum-Goliath Druid
Lethene-Storm Druid
Mesos-Menhir Savant
Mormo-Serpent Shaman
Thulkas-Desert Druid

I am not satisfied with Serpent Shaman for Mormo, since the animal shaman archetypes aren't very good, and for Kadum I actually see his worship being split along two distinct traditions. Those who worship the Mountainshaker as he was during and before the Divine War, and those who have been influenced by his blood since his defeat. The former will gravitate toward Goliath Druid to emulate Kadum's size and strength, while the latter would be Aquatic Druids or even Kraken Callers around the Blood Sea.

I think another good way to adapt the Druid class would be to offer a non-standard sub-domain as a choice for Nature's Bond depending on their patron Titan.

Chern-Plague
Denev-Restoration
Gaurak-Cannibalism
Golthagga-Toil
Golthain-Martyr
Gormoth-Torture
Gulaben-Lust
Hrinruuk-Murder
Kadum-Ferocity
Lethene-Catastrophe
Mesos-Venom
Mormo-Arcane
Thulkas-Light


Set wrote:
I'm something of an iconoclaust when it comes to the dieties of the Scarred Lands, as I loved, loved, loved the idea of only Eight Victors, and felt that the gradual inclusion of a passle of demigods only diluted the feel, particularly the racial demigods, which I kind of loathe.

I agree. Why not "demote" them from minor gods to PF demigods, by which I mean Empyreal Lords/Archfiends/etc.

Syhana – Empyreal Lord (Angel)
Drendari – Eldest
Erias – Empyreal Lord (Azata)
Idra – Eldest
Jandaveos-
Manawe – Protean Lord
Nalthalos – former Infernal Duke
Nemorga – Psychopomp Usher
Otossal - Infernal Duke, or Sahkil Tormentor
Sethris – Nascent Demon Lord, or Daemonic Harbinger
Goran – Empyreal Lord (Archon)
Hwyrdd – ...?

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