RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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OK, here's the demo.

I didn't do any armor yet. Probably best with mithril chain shirt (though the cermonial silk armor ain't bad since it keeps all dex bonus). Items can be adjusted to try and get a good AC, but feats are pretty much all set in stone(you can't remove the bayonet feats, as they are tied to the rifle feats). One thing to note is that he can spell sunder a spell at +28, which means he pops spells from just about any source at will, and he can do it eight times a day. Obviously I optimized for saves and ate a lot of feats getting to shatterspell. Also, I didn't include the bonus teamwork feat since I don't recall which it was.

Test
Human (Keleshite) fighter (trench fighter) 14
NG Medium humanoid (human)
Init +9; Senses Perception +17
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 10 (+7 Dex)
hp 144 (14d10+56)
Fort +17, Ref +15, Will +19 (+4 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 impervious socket bayonet (mosin-nagant m1891 rifle) +26/+21/+16 (1d6+15)
Ranged +3 impervious seeking rifle +31/+26/+21 (1d10+19/×4)
Special Attacks weapon trainings (abundant tactics, armed bravery, firearms +5[UC])
--------------------
Statistics
--------------------
Str 14, Dex 25, Con 18, Int 14, Wis 10, Cha 10
Base Atk +14; CMB +16 (+18 sunder); CMD 33 (37 vs. disarm, 47 vs. grapple, 39 vs. sunder, 47 vs. trip)
Feats Deadly Aim, Disruptive, Greater Weapon Focus (bayonet, socket (mosin-nagant m1891 rifle)), Greater Weapon Focus (rifle), Greater Weapon Specialization (bayonet, socket (mosin-nagant m1891 rifle)), Greater Weapon Specialization (rifle), Improved Precise Shot, Improved Sunder, Point Blank Master[APG], Point-Blank Shot, Power Attack, Precise Shot, Rapid Reload, Rapid Shot, Shatterspell[ARG], Spellbreaker, Weapon Focus (bayonet, socket (mosin-nagant m1891 rifle)), Weapon Focus (rifle), Weapon Specialization (bayonet, socket (mosin-nagant m1891 rifle)), Weapon Specialization (rifle)
Traits alkenstar defender (mana wastes), reactionary
Skills Acrobatics +24, Climb +19, Intimidate +17, Perception +17, Stealth +24, Survival +17, Swim +19
Languages Azlanti, Common, Kelish, Thassilonian
SQ trench warfare
Other Gear +3 impervious seeking rifle[UC], +3 impervious socket bayonet (mosin-nagant m1891 rifle), belt of physical might +4 (Dex, Con), cloak of resistance +4, gloves of dueling[APG], handy haversack, ring of evasion, 25,395 gp
--------------------
Special Abilities
--------------------
Abundant Tactics (Weapon Training [Firearms] +5, Shatterspell [8/day]) (Ex) Add weapon training bonus to number of times/day you can use combat feats.
Armed Bravery (+6/+12) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disruptive +7 DC to cast defensively for those you threaten.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Rifle) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shatterspell (8/day) Sunder ongoing spell effect like spell sunder rage power.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Trench Warfare (Ex) +2 to AC bonuses from cover.
Weapon Training (Firearms) +5 (Ex) +5 Attack, Damage, CMB, CMD with Firearms


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Lookout is our bonus feat.

Why does he have two +3 rifles or am I missing something?

Ah the bayonet is +3 too..

I thought he wanted shotguns lol.. 1892 trench shotgun!


Truth be told, a shatterspell melee tank not using a ranged weapon might be better since both shatterpsell and ranged attacks eat feats like candy.


Unnamed

If I wanted to shotgun him I would take out deadly aim I guess, since it doesn't work on a scatter maybe swap that for clustered or something?

But that's pretty cool I like it.


Actually I would swap out point blank master for cluster as it is. Just noticed I didn't have it. No great need for it since the bayonet is pretty good when in close.


Unnamed

what about deadly aim you think? it could be situational, when using slugs...but there might be something more useful

its simple but maybe another save booster or toughness, or dodge.


I'd probably go with fighter reflexes (improved weapon training taken as a feat) to boost up the reflex save if you wanted to drop deadly aim.

This would be a hard build to get into high AC simply because you don't have the spare feats. The five feats sunk into shatterspell is a lot. I could get more than 5 points of AC from that (also not having armor training makes it harder- trench fighter).

Nice thing about this build from my perspective is you don't have to track anything except your shatterspell uses and your HP (and ammo).


Unnamed

I do like that not tracking so much bullcrap. I think there are enough types of rounds to make it intersting

Might go that way for the addition +3 Ref

I might just not spend any money on armor at all beyond something basic. does it really make a difference between 17 or 18 and 22 or 23 at this level? I doubt it.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Looks like you got the cash for celestial armor.. Ac would be 26 with just it..


Unnamed

Hmmm

Worth do we think? Seems like 26 will get beaten on a bit still

Is it worth that vs another bonus on the gun?


Unnamed

That's a lot of fly potions in a wrist sheathe for that price


The celestial armor is pretty damned good

Personally I might consider downing the plus on the bayonet to free up money.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

I mean we have 2 front liners already pretty much.. You could just drop the melee all together and go full ranged.. That would free up a bunch of cash..


There's no way to do the shatterspell at range or I wouldn't have spent much on the bayonet.


Unnamed

How many rounds can fit in the pump shotgun? 5?


actually it will be a lever shotgun (those were invented first) but no difference in function
5 round magazine


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

How bout just a ragelapounce barb with spell sunder lol.. It would be quite redic at 14th level..


Actually given the way fighters are now, I could come close to matching that (though I'd lack pounce, I'd have better saves and AC). But yes, a well built barb at this level is pretty damned good.


Unnamed

ok DM i plan to use that basic build you have just make a few feat changes

probably add the armor, and maybe a beneficial bandoleer to help with the reloading

i have a break coming up this week so I should be able to get it all done by the time you are interested in another person


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Meet Boom son of Boom son of Boom son of Frank son of Boom


Unnamed

OK! Just will need to buy ammo that is other than the steel slugs and steel shot, but even after buying the celestial armor and beneficial bandoleer I still have 2k left. so I should be able to get some useful ammo


I was thinking you might want to spend a bit to make the bayonet adamantine, but that's only if you intend to sunder something besides spells.


We're going to have a hiatus till Sunday as I will be on a trip till then. I don't expect to have much time on the internet, and won't have a laptop handy to post.

We will resume your lowbrow humor and murder hobo activities then.


Unnamed

yea I have been kicking that around

also are there any discounts for special rounds for us? I just cant recall, or still 61 for adamantine per round?

I'm fine with whatever just checkin, also I know that Ican get salt shot for non-lethal, can I get ghost salt shot? Seems to make sense,

Final question does a slug do x4 or still just x2 on a crit like the scatter shot does?


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

That Frank must have been one odd duck.


Unnamed

He was a bricklayer, with a passion for baking.

One might argue he was the most normal of the family.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Beats my parents - an opera diva and a prize fighter.


Unnamed

Well frank was his great gramps


Slugs being single bullets will be x4.

If you want to shell out 200 per ghost salt round I will let you, though it would be wiser to apply it to bullets (and since salt round do nonlethal damage, and undead are immune, you're kinda defeating the purpose).

I don't think much of whatever nimrod got the idea that salt shells in a shotgun are nonlethal (but do normal damage). Since I've yet to see you folks do nonlethal damage, I don't really expect it.


Unnamed

I'm thinking I'll drop impervious on the bayonet to make it Adamantine. Once I make a little more money I can add impervious.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

excellent mo money mo feats!

think it is worth going down the snap shot trail?

Can take Snap shot now, but would need Combat reflexes and the greater before it is remotely useful

pretty much just going to up my bonuses on weapons and armor and cloak etc, that should burn through the extra cash pretty quickly

Edit
Adding +4 and impervious to the gun (distance and phase locking and +1) for 99000
+1 to Cloak for 9000
make the belt +6/6 for 50,000
32000 to play with


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Not sure if I want the runeforged enhancement. The one vs Transmutation is decent though.

Unless we can get lucky it will take quit some time to upgrade everything n Magnimar right? I forgot how we are handling that since we've gained 4 levels since I spent gold last.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Also Vuvu I highly recommend purchasing a silencer for your street sweeper. They run 11k, but wont alert entire complexes that we are there.


Unnamed

can you silence a shotgun?

Real question


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Have you seen No Country for Old Men? The answer is yes lol..

But the real answer would need to come from Buzz obviously..

I just hope we can upgrade our things without it taking a year, since the new guy has upgraded gear lol.. Im still sporting +2 belt and headband.


Karzoug is a Transmutation wizard, so that's the one you use.

Actually I've shot a silenced 12 gauge. It was amazingly quiet. The noise of the shot hitting the paper was actually more quiet than the muzzle blast.

As for you folks, you have to suck it up and pay for the magic ones. Truth be told, silencers don't really drop noise that much (depending on the round and whatnot, a subsonic .22 is pretty damned quiet).

Your contact in Magnimar will allow you to do upgrades without waiting. Truth is, with WBL that I'm doing, that doesn't make any difference. You don't get more because you sell things. You get what you spend on up to the WBL.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

That's fine with me Buzz, it just makes tons of downtime for upgrading stuff otherwise.

We also have to pay 5k to raise Yap..


The contact will pay for that.


Unnamed

ok then I will buy the magic silencer for sure

that leaves me a little cash let over ill look for some delightful toys :)

Looking forward to my intro


175/175 | AC 42 | T 28 | FF 27 | CMD 37 | Fort +19 | Ref +30 | Will +23 | Init +12 | Perc +23
Active Spells:

Yap updated with new gears, feats, spells etc..

Still working on Bo.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Ok Bo updated.. Mostly just upgraded current gear.


Unnamed

You might as well rune forge the backup weapon if nothing else


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

True.. I'll do that.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

We're going from 12 to 15 WBL right? Or is it 13 to 15?


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

I lost count.. I think we were 11th or 12th when we went there. I just redid all my gear to 15th wbl..


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Questions Buzz, the Commanding enchant states:

"As long as the weapon is carried, it can absorb up to three harmful transmutation effects (such as baleful polymorph or petrification) inflicted on the wielder per day."

Does that mean you have to just have it on your person or be wielding it? I know normally those type of things say "must be wielding" is why I ask. This one says carried..


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Since we no longer have another melee guy my build is...well, useless-ish.

Any chance I could reroll?


If you want to retrain to something else, I'm OK with it. I won't charge you.

It is sort of a theme of guns against magic after all.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Proposed retraining:

Januarius ibn Fahlad
Male human (Keleshite) fighter (trench fighter) 15
NG Medium humanoid (human)
Init +7; Senses Perception +18
--------------------
Defense
--------------------
AC 31, touch 18, flat-footed 24 (+9 armor, +1 deflection, +7 Dex, +4 natural)
hp 169 (15d10+75)
Fort +18, Ref +17, Will +14 (+4 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +4 distance impervious seeking rifle +29/+24/+19 (1d10+20/×4)
Special Attacks weapon trainings (versatile training, weapon specialist, firearms +5[UC])
--------------------
Statistics
--------------------
Str 12, Dex 25, Con 18, Int 13, Wis 10, Cha 10
Base Atk +15; CMB +16; CMD 34 (38 vs. disarm, 38 vs. sunder)
Feats Clustered Shots[UC], Dazzling Display, Deadly Aim, Disrupting Shot[APG], Disruptive, Greater Weapon Focus (rifle), Greater Weapon Specialization (rifle), Impact Critical Shot[UC], Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Spellbreaker, Warning Shot, Weapon Focus (rifle), Weapon Specialization (rifle)
Skills Bluff +18, Climb +7, Craft (firearms) +19, Fly +10, Handle Animal +5, Intimidate +18, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Linguistics +4, Perception +18, Ride +13, Survival +18 (+20 to avoid becoming lost), Swim +7
Languages Common, Giant, Kelish, Osiriani, Thassilonian, Varisian
SQ trench warfare
Combat Gear jingasa of the fortunate soldier[UE]; Other Gear celestial armor, +4 distance impervious seeking rifle[UC], amulet of natural armor +4, belt of physical might +4 (Dex, Con), beneficial bandolier[UE], clear spindle ioun stone, cloak of resistance +5, gloves of dueling[APG], handy haversack, wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), mess kit[UE], pot, powder horn[UC], torch (10), trail rations (5), waterskin, 12,774 gp
--------------------
Special Abilities
--------------------
Clustered Shots Total damage from full-round ranged attacks before applying DR
Dazzling Display (Rifle) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disrupting Shot Readied ranged attack vs. caster within 30' increases the concentration check by +4.
Disruptive +4 DC to cast defensively for those you threaten.
Impact Critical Shot You can bull rush on a critical hit
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Rifle) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Trench Warfare (Ex) +2 to AC bonuses from cover.
Versatile Training (Weapon Training [Firearms] +5) (Ex) The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use this ability.
Warning Shot (Rifle) As std act, make range atk with wep- you have wep foc, attempt to demorize tar instead of dmg.
Weapon Specialist (Weapon Training [Firearms] +5) (Ex) Treated as having chosen feats for all weapons in group.
Weapon Training (Firearms) +5 (Ex) +5 Attack, Damage, CMB, CMD with Firearms

I didn't modify rifle to lever-action rifle here but that's what I'd have too! I'd also buy the silencer as well for "quiet" rifle shots and so we all don't go deaf.


Looks fine.

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