All's Well that Ends in a Well

Game Master Choon


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Sovereign Court

I thinking about a Drow Magus (Mindblade) 4/Ninja 2, but we'll see if the dice like me.
4d6 - 1 ⇒ (2, 1, 3, 2) - 1 = 7
4d6 - 4 ⇒ (5, 4, 6, 5) - 4 = 16
4d6 - 2 ⇒ (6, 3, 2, 6) - 2 = 15
4d6 - 2 ⇒ (2, 6, 6, 5) - 2 = 17
So that's a 26 point buy, but it's looking like I will have 2 dump stats.

I'm thinking, with racial modifiers his stats should be something like this:
STR:16
DEX:7+2=9
CON:17-2=15
WIS:8
INT:18
CHA:16+2=18

EDIT: I know you've answered a few questions now about HP but I just gotta know are we doing full HP at first level and average for every level to follow or straight average all the way through?

Scarab Sages

Indeed. And he's in the Inner Sea Gods, so he's fair game. (At least I thing he is. I should probably double check)

Interesting Tidbit:
Inner Sea Faiths pg. 19
Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.


GM Choon, a question on HP and Skill Points. If I make, say a Wizard 4/Ranger 2, do I gain the d10 HD and the 6+Int Skill Points per level for all 4 levels, or just for the 2 Ranger levels?

Scarab Sages

On each level as normal for Gestalt.


Presenting Sir Godwyn.

Background:
Sir Godwyn is a Chelaxian Hellknight of the Godclaw. The Godclaw distills the lawful virtues of Abadar, Asmodeus, Iomedae, Irori, and Torag. Born to a long line of Hellknights, there was little question for Godwyn growing up about what his fate would be.

Growing up in a strict and extremely organized environment, he trained as much as humanly possible. While never one for book learning, the basic tenants of religion, history and the structure of the nobility was beaten into his head. But where he truly shined was in martial pursuits. Strong, tough and with an unshakable inner conviction, his place in the order was assured.

However, perhaps it was due to his celestial blood, but from a young age Godwyn always knew that something was wrong with his homeland. The worship of Asmodeus, though part of the Godclaw, chaffed at him. The harsh sentences of the nobility, the blatantly evil acts, it was maddening. And, to his 'discredit', it was something that he could not help but speak out against. He made the mistake of doing this to any who would listen, and such words have a tendency to spread.

Such an act of insubordination is dangerous at the best of times in Cheliax. As a member of an organization such as the Hellknights, it was downright suicidal. If it were not for his parents' names, wealth, and favors owed to them, his career (and life) might well have ended there.

As it was, through the political maneuvering of his parents, Godwyn was sent off by his order on a 'quest' which was near the same thing as a punishment. He was sent to the shackles. A lawless region, long long by Cheliax. Filled with pirates, smugglers, murderers and 'uncivilized' tribes, it was the antithesis of all that they stood for.

The young hellknight was given a mission. The first was to escort a 'merchant' (in reality a spy) to Sargava. And then, after he had been delivered, he was not to return to his homeland until he had 'brought order to the wild.' Such a mission was in reality, exile. For the Hellknights, it was a way of removing a promising, yet ultimately politically troublesome, member. Doing it in such a way would preserve his family's honor, and for his parents at least, give them the illusion of believing that he would be able to live out of his life.

Life in the shackles has not been easy for the paladin. Clinging to the teachings of Iomadae and Torag, especially, he has learned how to earn a living as a mercenary. He protects merchants from pirates, escorts travelers, and supports upholding the law as much as possible. In such a corrupt area, though, doing so has been a losing battle.

But, he is nothing if not persistent. Possessed of an inner drive to bring good to the world, and with a deeply held belief that order and structure can bring about the most good, he refuses to give up. He has accepted his exile with good grace and humility.

You crest the last hill and finally the complex comes into view. In stark contrast to the lush greenery of the hills you just fought your way through lies a large sunken graveyard laid out in the shape of a cross. Rather than towering above the ground, the graves have settled into depressions, and the main mausoleum, a building of strange green stone, rests in the deepest depression some 40 ft. below the ground on which you now stand. At the other end of the grave-filled hollow stands what appears to be a stone well. There are no gravestones near it. The normal sounds of wildlife are gone, and large carrion birds circle overhead. An ominous silence rests about the place.
Each of you knows in your heart that you have found the legendary dungeon of Rappan Athuk. And though none dare speak it, you wonder if you will live to return to the warmth of hearth and home.

Looking at the sunken graveyard, and the mausoleum of green stone, Sir Godwyn smiled grimly. It was times like this that he truly wanted to thank his father for arranging his exile to be in such a place. Yes, it was hard. Yes, the toil often felt fruitless. Yes, the locals usually wanted nothing to do with his preaching for an ordered life and governance. But the darkest areas were those that needed light the most. And this place, the dungeon of Rappan Athuk, needed to be filled with holy light, to banish the stygian darkness. He wondered if he would live to return to the warmth of hearth and home, but he also knew, in his heart, that wasn't the point. Because he knew that upon death every man would be judged, and they would be judged not by the length of their life, nor even what they accomplished. But they would be judged by their character, and the choices that they made. And at that moment, he made the choice to do what he knew to be the right thing.[/i]

And there we go. Character submitted for review. Using Godclaw Mystery, was able to make the character into a hellknight. And hopefully, the backstory explains how he could be a Chelaxian, a hellknight, a paladin, and be in the Shackles. TL/DR: family influence getting him exiled instead of executed.

While I won't be able to get the Hellknight prestige class, I can get the parts that I want. Namely instant armor at lvl6. So he can go to sleep without his armor and then instantly have it put on.

Shadow Lodge

he's on Inner Sea Faiths pages 17-20, and Legacy of Dragons Page 28

Anyway, do you mind if I re-flavor my mindblade as being bone blades extending from my arms?


Phntm888 wrote:
GM Choon, a question on HP and Skill Points. If I make, say a Wizard 4/Ranger 2, do I gain the d10 HD and the 6+Int Skill Points per level for all 4 levels, or just for the 2 Ranger levels?

Well, that makes it a bit easier. I was doing it the other way for some reason.


Choon wrote:

Indeed. And he's in the Inner Sea Gods, so he's fair game. (At least I thing he is. I should probably double check)

Interesting Tidbit:
Inner Sea Faiths pg. 19
Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.

Wait, so a wizard with ranger gestalt will have 4 levels of D10 hp and 6+int skills?

Scarab Sages

Yes. Only BaB, Saves, and Spell stats are affected, though I could totally make it the other way if you wanted. :)


Choon wrote:

I'm going to have to say no to the Gillman. I'd prefer to stay within the constraints I set up above. Sorry.

Edit: I recognize that it's not a strong race, but I've had a hard time closing that can of worms in the past.

All right... I can get the same results from an Aasimar. And there's a lot more support for them, in terms of things life feats and spells and such.

Choon wrote:
Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.

And yet, (according to Legacy of Dragons) Oracles who worship Apsu get certain spells added to their spell lists. :)

For the record, Apsu is in Inner Sea gods (just a minor mention there under monster deities) and also the Inner Sea World Guide (in the minor deity section).

Shadow Lodge

You don't have to worship thee same deity you get your oracle powers from


Peet wrote:
Choon wrote:

I'm going to have to say no to the Gillman. I'd prefer to stay within the constraints I set up above. Sorry.

Edit: I recognize that it's not a strong race, but I've had a hard time closing that can of worms in the past.

All right... I can get the same results from an Aasimar. And there's a lot more support for them, in terms of things life feats and spells and such.

Choon wrote:
Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.

And yet, (according to Legacy of Dragons) Oracles who worship Apsu get certain spells added to their spell lists. :)

Minor quibble that allows for both to be true; Oracles don't, by necessity, get spells from the god they worship. That doesn't mean that the one you do worship won't throw you a bone every once in a while.

Scarab Sages

Well, as long as he didn't actually do the inflicting, right? :P


Be like Godwyn. Have your spells, and curses come from up to 4 different gods. All of whom would have different reasons to bless/curse you for your actions.


Lord Foul II wrote:
You don't have to worship thee same deity you get your oracle powers from

Since you don't necessarily get your oracle powers from a deity at all, that is beside the point.

Er... Ninja'd by Joseph Stolz.


What's your rule on Variant Abilities for Aasimar/Tiefling? Roll for it, or not allowed, or some other surely interesting option?


Hello choon, Ed here, formerly known as Noro.

Wow this took off fast.

Since I did not get in the other game I will be modifying this character for a submission.

I may even redo Boro for this but let's go for this submission for now.

If we have too many skills submissions I may change.


I'll second Zanbabe's question.


4d6 ⇒ (2, 5, 5, 5) = 17 = 15
4d6 ⇒ (3, 5, 6, 5) = 19 = 16
4d6 ⇒ (5, 1, 1, 5) = 12 = 11
4d6 ⇒ (4, 3, 5, 5) = 17 = 14

I think that is over 15


Edward:

15 = 7 points
16= 10 points
11 = 1 point
14 = 5 points

23 points total.


Choon wrote:
Yes. Only BaB, Saves, and Spell stats are affected, though I could totally make it the other way if you wanted. :)

Yes please!

Scarab Sages

So, we have two options. It seems that I didn't word my weirdness well enough.
1) Only BaB, spell stuff, and saves are left out of the Gestalt fun.
2) Gestalt itself only applies to every other level. Meaning that a wizard/ranger's HD would go 1st:d6, 2nd:d10, 3rd:d6, 4th:d10. In this case skill ranks gained each level would fluctuate as well.
Both readings are implied in my wording. I apologise.
I will consider the pros and cons of each and come down with a ruling soon.

Scarab Sages

Ok

Decision Time

Option 2

I know this makes things more complicated, but it is closer to what I had envisioned for the Gestalt 1.5. Option 1 felt more like gestalt 1.75. Sorry if this messes anyone up, but I feel it will make more diverse characters in the end. Also it will prevent everyone from taking one level in barbarian, but that was a tertiary concern at best. HP is the easiest resource to exhaust, after all. :)


Ah shucks, my barb/rogue/ranger hybrid isn't as good an idea anymore. All I wanted was d12 hit dice and 8 skills per level, is that really so much to ask?

While I'm here, what would be good favored enemy selections? And can we modify the 18 and 8 we have to use for our ability scores with racial modifiers?


4d6 ⇒ (3, 5, 1, 6) = 15 14
4d6 ⇒ (3, 1, 6, 4) = 14 13
4d6 ⇒ (5, 6, 3, 2) = 16 14
4d6 ⇒ (5, 2, 6, 1) = 14 13

I'll take it!

So just to clarify, primary class determines saves/skill ranks, but other class can help with HD/HP? Does that mean you get the secondary for 2 levels, or all 4?

I'm absolutely interested in this.


Just wanted approval for any of these classes.
jotun paragon

Draconic Exemplar

Rakshasa

Savage

If any of these are too much or you don't want 3pp, I understand. Just curious as to what you'd allow.


Rolling to see what happens and if inspiration strikes me.

[roll]4d6[/roll]

[roll]4d6[/roll]

[roll]4d6[/roll]

[roll]4d6[/roll]

EDIT: leaving my failure in as a badge of shame.

4d6 ⇒ (5, 5, 4, 1) = 15 14

4d6 ⇒ (6, 1, 2, 1) = 10 9

4d6 ⇒ (2, 6, 6, 6) = 20 18

4d6 ⇒ (1, 6, 3, 5) = 15 14

That 18 is nice. The 9 less so.

Going to have to think about this.


Choon wrote:

Option 2

I know this makes things more complicated, but it is closer to what I had envisioned for the Gestalt 1.5. Option 1 felt more like gestalt 1.75. Sorry if this messes anyone up, but I feel it will make more diverse characters in the end. Also it will prevent everyone from taking one level in barbarian, but that was a tertiary concern at best. HP is the easiest resource to exhaust, after all. :)

Actually, I think it makes things cleaner. Especially if a player decides to multiclass in the supplementary class. It throws in a few extra hit points, skill points and/or class features to make the characters a little more survivable and interesting.

It looks like my ratfolk wizard will be a ratfolk wizard (diviner, foresight)4 // Investigator (empiricist) 2. I'll post his profile when I finish flushing him out.

Scarab Sages

The dungeon occurs almost exclusively under ground. Beyond that the monsters are pretty varied as far as I've read. Lots of monsters though, so maybe avoid the Humanoid category.

The 18/8 is modifiable, yes.


Wizard teleportation conjuration subchool power wrote:

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Says it's "as if using dimension door". Does that mean that you can't act after using it, as with the regular Dimension Door? Would it be "like dimension door" enough to function with the following rogue talent?

Cloying Steps wrote:

When a rogue with this talent uses dimension door as a spell or spell-like ability, including the abundant step or shadow jump class feature, then all creatures adjacent to the rogue at the start and end of her teleportation are entangled by grasping shadows for 1 round (although the creatures are not anchored in place). A successful Reflex saving throw negates this effect. The DC of this saving throw is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence or Charisma modifier (whichever is higher).

The rogue must have dimension door as a spell or spell-like ability (including the abundant step or shadow jump class feature) before choosing this talent.

Scarab Sages

Yes, you may not act after using it.

I see no reason why those two shouldn't work together. The strictest reading would perhaps say no, but I believe they can within the rules.


While it's not far outside the realm of reasonability, technically Shift is a supernatural ability, while cloying steps calls for a SLA, but I highly doubt it would be that much of an issue.

Scarab Sages

On the other hand, abundant step is also supernatural.


Choon wrote:

So, we have two options. It seems that I didn't word my weirdness well enough.

1) Only BaB, spell stuff, and saves are left out of the Gestalt fun.
2) Gestalt itself only applies to every other level. Meaning that a wizard/ranger's HD would go 1st:d6, 2nd:d10, 3rd:d6, 4th:d10. In this case skill ranks gained each level would fluctuate as well.
Both readings are implied in my wording. I apologise.
I will consider the pros and cons of each and come down with a ruling soon.

Does this mean that BAB and saves are not left out with option 2?

(by the way my "Yes Please!" was to allow BAB and saves, but not HD and skills.)

I'm just trying to figure out how much tweaking I'll have to do with hero lab to fit your weird ideas. Since we've had some changes, can you explain exactly what you want in detail to make sure we are all on the same page.


Alternate SLA: 1d100 ⇒ 9

GM could you see if I did the 1.5 gestalt right?


So... A bit of a WIP below. How are we doing hp, by the way?

Ayling
Male CG Ratfolk Unchained Rogue 4//Wizard 2 [VMC Magus]

Statblock:
Init +5; Perception +9, Darkvision 60ft.
AC 20, T 16, FF 14, CMD 21, FFCMD 16
Hp 33 (4d8)
Fort +4, Ref +10, Will +2
Speed 20ft.
Melee
...+1 Dagger +10, 1d3+6 (19-20)
...Mwk Dagger +10, 1d3+2 (19-20)
...Mwk Ratfolk Tailblade +10, 1d3-1
...Full attack +8/+8/+3
Ranged
...Mwk Light Crossbow +10, 1d6 (19-20)
Spells (CL 4)
0 - Detect Magic, Prestidigitation, Read Magic
1 - Dazzling Blade, Stone Shield, Mage Armor, Mage Armor, Mage ArmorC
Str 9, Dex 20, Con 15, Int 20, Wis 10, Cha 8
Feats Weapon Finesse, Two Weapon Fighting, Dimensional Agility
Traits Magical Knack(Wizard), Pragmatic Activator;
Skills Acrobatics +12, Appraise +12*, Climb +6, Disable Device +14, Escape Artist +12, Knowledge(Arcana) +12, Lore(Pirate legends) +12*, Perception +9, Spellcraft +12, Stealth +16, Swim +6, Use Magic Device +14

Special abilities:

Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Finesse Training (Ex) (Daggers) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Sneak Attack (2d6) If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Trapfinding A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex) At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Combat Trick (Dimensional Agility) A rogue who selects this talent gains a bonus combat feat.
Specialised School (Conjuration; Teleportation)
Opposed Schools (Enchantment, Evocation)
Bonded Object (Dagger)
Knowledge is Power (Ex) (Replaces Scribe Scroll) Your understanding of physical forces gives you power over them. You add your Intelligence modifier on combat maneuver checks and to your CMD. You also add your Intelligence modifier on Strength checks to break or lift objects.
Shift (Su) (8/d, 5ft.)At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Summoner’s Charm (Su) Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Danger Sense (Ex) At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Arcane Pool (6/d) At 3rd level, he gains the arcane pool class feature as a magus of his character level – 2.
Debilitating Injury (Ex)At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability).
Cloying Shades (Su) When a rogue with this talent uses dimension door as a spell or spell-like ability, including the abundant step or shadow jump class feature, then all creatures adjacent to the rogue at the start and end of her teleportation are entangled by grasping shadows for 1 round (although the creatures are not anchored in place). A successful Reflex saving throw negates this effect. The DC of this saving throw is equal to 10 + 1/2 the rogue’s level + the rogue’s Intelligence or Charisma modifier (whichever is higher). The rogue must have dimension door as a spell or spell-like ability (including the abundant step or shadow jump class feature) before choosing this talent.

Gear:
+1 Masterwork Dagger (2302)
Masterwork Dagger (Bonded Object)
Masterwork Ratfolk Tailblade (315)
Masterwork Light Crossbow (335)
Spellbook(free)
Coat of Resistance +1 (1000)
Masterwork Thieves' Tools ()
Backpack ()

He's a liberated Chelian slave, pressganged into piracy until he grew disillusioned with the murder/armed robbery thing, and slipped away looking for a more honest profession. Looting a dungeon sounds about right.


GM said that HP will be every other level, so like if a Sorcerer/Ranger (what I am making) did it, it would go d6, d10, d6, d10, etc.


Good idea Philo.

On ever odd level you advance in your primary class as normal.

Every even level you may, in addition to your primary class advancement, also take one level in another class. Ignore this class's BaB and Saves and instead use your primary class statistics. You gain all other statistics from the secondary class that are better than your primary class as normal for a gestalt character. Either side of the character may be multiclassed, however, there is a maximum of two classes per "side". PrC requirements may come from either side.

Any spell casting and all effects thereof are tied to the level of the class that granted it.

This leveling will most likely lead to an alternating HP and skill point gain.


Zanbabe wrote:
GM said that HP will be every other level, so like if a Sorcerer/Ranger (what I am making) did it, it would go d6, d10, d6, d10, etc.

Yeah, but do we roll or do we take average or something?

Scarab Sages

Use average hp after max at first level.


Alternate SLA: 1d100 ⇒ 100

Wow.

Alternate SLA: 1d100 ⇒ 65
Alternate SLA: 1d100 ⇒ 22


Very nice roll! Looks like we both lucked out.


Ok was looking at things and the gestalt 1.5 seems odd. so let me see if I am understanding this.....

we keep the BAB and saves of our primary class all the time.

so... since I am ninja/slayer, then my HD would be:
(all +CON mod)
level 1: 8 (max level 1)
Level 2: d10
Level 3: d8
Level 4: d10

skill points would be:
(all +INT mod)
Level 1: 8
Level 2: 6
Level 3: 8
Level 4: 6

My final Base saves would be (as level 4 ninja)
Fort +1
Refl +4
Will +1

My BAB would be +3 (as level 4 ninja)


Edward Sobel wrote:

Ok was looking at things and the gestalt 1.5 seems odd. so let me see if I am understanding this.....

we keep the BAB and saves of our primary class all the time.

so... since I am ninja/slayer, then my HD would be:
(all +CON mod)
level 1: 8 (max level 1)
Level 2: d10
Level 3: d8
Level 4: d10

skill points would be:
(all +INT mod)
Level 1: 8
Level 2: 6
Level 3: 8
Level 4: 6

My final Base saves would be (as level 4 ninja)
Fort +1
Refl +4
Will +1

My BAB would be +3 (as level 4 ninja)

You'd keep your ninja skills to my understanding, since they're higher than the ones from slayer.

Scarab Sages

Skills would shift. BaB and Saves are the only stats that fully ignore the Gestalting effect.


Choon wrote:
Skills would shift. BaB and Saves are the only stats that fully ignore the Gestalting effect.

so what I figured out is correct?

since my primary class does have better skill points I would still take the lower points at every other level correct?

Scarab Sages

If ninja is primary then you would get 8 per level as that would override Slayer's 6 per level at every even level. If your primary is Slayer, you would get 6 every odd level and 8 every even as Ninja would come in and override slayer on even levels.


thanks Choon I have understanding now.

of course my saves will be kinda sucky, but I will have to deal with that.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Philo Pharynx wrote:


I'm just trying to figure out how much tweaking I'll have to do with hero lab to fit your weird ideas. Since we've had some changes, can you explain exactly what you want in detail to make sure we are all on the same page.

I don't even know how to start to make this work in Hero Lab. I think I'm going to have to build it by hand. Which opens me up for getting things really wrong.


Quick question.

I'm trying to decide how highly I should value my character being able to shoot a bow well. Given that we are underground, I'm wondering if things will often be in close and centred more on melee. If you've got a comment on this, I'd like to hear it.

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