The Festival of the Damned

Game Master Green Smashomancer

Abel, Seraphina, Tom
Jean
More pending


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TINKER GNOME
Tinker Gnomes are an overly inquisitive and curious race, often getting themselves into danger or trouble. They're always trying to tinker with the way things work or function. They will tinker with magical or mechanical devices just to see if there's a way to make them better or just to see how they work. Tinker gnomes have been known to put so much of their time and energy into research & development of new mechanical devices or new magics, that they have lost track of all time.

Tinker Gnome:
Physical Description
Tinker Gnomes average 3 to 3 1/2 feet tall and weigh about 45-50 lbs. Their skin is a Pale white colour depending on where they are living, with either straight or curly white hair, china-blue to violet eyes. Males have soft white beards and moustaches, females are beardless. Both sexes develop facial wrinkles after the age of 50. Tinker Gnomes are very short and stocky, though their movement is quick and their hands are deft and sure. They have rounded ears and large noses.

Relations
Tinker Gnomes get along well with dwarves, who share their curiosity with mechanical devices, and their dislike for goblins and giants (some hatreds run deep.) They have lost their distrust/suspicion of the taller races -- Humans, Elves, Half-elves and Half-orcs, after years of living in large cities and populated areas.

Alignment
Good, and lean strongly towards Chaos due to their fickle and impulsive acts, which more than rightly has earned them a reputation for being impetuous and at least a little mad.

Lands
Sometimes more destructive inventions require living outside communal living and clutches of tight knit houses or labs can be formed under tree roots, caves, or even in the branches of towering oaks. These homes are littered with telltale scorch marks and often have spare bits of scrap lying here and there.

Religion
Tinker gnome follow any deity who is of good alignment, and represents Building, Knowledge or Craftsmanship. Favoured Domains: Magic, knowledge, creation.

Language
Tinker Gnome language has not changed from the root language of their gnome ancestors, but the years of city living and their move away from nature, have left them unable to speak with burrowing animals.

Racial Traits

  • Ability Score: +2 to CON, +2 to INT, -2 to WIS
  • Race: Humanoid (Gnome).
  • Small: Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
  • Base Speed: 30'
  • Automatic Languages: Common, Gnome to start. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Halfling, and Orc.
  • Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
  • Darkvision 60 Feet: Can see in the dark up to 60 feet.
  • Utilitarian Magic: Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell's level + the gnome's Intelligence modifier.
  • Craftsman: Gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
  • Master Tinker: Gains a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
  • Stonecutting: Receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
  • Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
  • Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

  • __________

    TINKER
    Poring over their notebooks, filled with scribbles and scratches, schematics and fantastic devices, the tinker rubs the sleep from their eyes with fingertips stained black from grease and dirt. Unable to cast spells in the conventional sense, these practitioners of magic have learned how to combine magic with technology in order to produce spectacular effects.

    Tinker:
    Alignment: Any non-lawful, tinkers tend to be free thinkers
    Hit Die: D8
    Starting Wealth: 2d6 × 10 gp

    Class Skills: Appraise (Int), Craft (Int) including Craft: Tinkering a secret skill known only to Tinkers, Disable Device (Dex), Fly (Dex), Knowledge: Engineering (Int), Linguistics (Int), Profession (Wis), Sleight of Hand, and Use Magic Device (Cha)
    Skill Ranks per Level: 2 + Int modifier.

    Weapon and Armour Proficiency:
    A tinker is proficient with all simple weapons, with heavy armour, but has no training utilizing shields (hands are ever full with screwdrivers, wrenches and the like). Tinkers use a wide range of tools and learn to adapt them for combat, leaving them proficient with improvised weaponry..

    BAB: 3/4 (as bard)

    Saves: Reflex and Will (as bard)

    Class Features[/b:]
    All of the following are class features of the tinker.

    [b]Artisan:
    The tinker gains a bonus to all Craft checks equal to half their level (round up). A failed attempt to make a technomancy device results in only the loss of time; no materials are lost in the process.

    Obsession:
    Tinkers are constantly fiddling with technology, with a screwdriver in their other hand to fix it when it breaks down, another technology item in his armpit and a wrench in his teeth. As such they rarely pay attention to their surroundings and suffer a -4 to perception.

    Cogitation:
    At level 2, tinkers have trained their bodies to rest at an accelerated rate, which refreshes the body and mind, so that its wearer needs only sleep 4 hours per day to gain the benefit of 8 hours of sleep.

    Perpetual Motion:
    At level 2, a tinker’s speed is no longer modified by armor or encumbrance.

    Shortcuts:
    At levels 4, 10 and 20, tinkers become more efficient at their crafting are able to reduce their build times by 25%.

    Gearwork:
    At level 4, the tinker can create a tiny gearwork companion that functions as a quirky servant to assist him with his works. The assistant, which functions as the unseen servant spell, costs 100gp, a DC 15 craft roll: blacksmith and 8 hours to create. It is destroyed if it takes 6 damage.

    Artistic Acumen:
    Tinkers' notebooks are filled with all manner of devices and drawings to assist them in their ventures. At level 5 this ability gains an insight bonus of +2 to Craft: Sketching.

    Genius Craftsman:
    Treat any craft skill with 5 ranks in it as if you had the master craftsman feat for the creation of technomancy devices.

    Frugal Crafting:
    At levels 15, tinkers become more efficient at their crafting are able to reduce their build costs by 10%.

    Bonus Feats:
    A tinker gets Eschew Materials as a bonus feat 1st level, Craft Wondrous at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Forge Ring at 7th level, Craft Rod at 9th level, and Craft Staff at 11th level.

    Technomancy:
    The tinker can craft any magic item, from the arcane and divine spell lists, for which he has the necessary item creation feat and level requirement. Count his levels in the tinker class as his caster level to determine if he can produce a magical item using the appropriate crafting skill. If the crafting check succeeds, the tinker produces a fully functioning technomancy device after 4 hours per spell level used.

    Tinkers do not use spellcraft to craft technomancy devices, they use the following craft skills instead:

  • craft wondrous item (craft: tinkering)
  • craft magical arms (craft: weaponsmithing and bowmaking)
  • craft magical armour (craft: armoursmithing)
  • craft wand (craft: tinkering)
  • forge ring (craft: tinkering)
  • craft rod (craft: tinkering)
  • craft staff (craft: tinkering)

    Only a tinker can use a technomancy device, since they are ridiculously complex (e.g. spin cog counterclockwise while pumping the phlebotinum bellows and pressing lever thrice in order to prep for the actual trigger sequence) and are in a constant state of breaking down, which forces the tinker to continually jury rig the device back into working order.

    Technomancy devices are revealed by detect magic, can be temporarily be dispelled and will not work in a null magic zone. Such devices are not affected by arcane spell failure, and do not require concentration checks. Metamagic feats cannot be applied to technomancy devices. Only one spell can be activated in a slot at a time, and the tinker can never have multiple spells go off at a time. Additional effects can be built into each slot, but only one can be in effect at a time. It is the height of fashion for tinker gnomes to create elaborate clockwork armour with as many slots as they can fill with magical effects.

    The tinker is considered the caster (as an equivalent level wizard or cleric with the same progression speed: a level 3 tinker can access up to level 2 spells and must wait for level 5 to access level 3 spells) for purposes of class level, and the technomancy spell save DC are 10 + the level of the spell + the appropriate ability modifier for that spell. Spell statistics, such as casting time, remain unchanged, including all components required for the spell to be cast. Technomancy devices must include all the traditional spellcasting components in order to activate: They make as much noise as someone speaking in a strong voice (verbal). Require a number of precise movements to activate (somatic), have a connection to the energy or deity (focus), and must provide all necessary reagents (material) in order to be used (e.g. a stoneskin projector, that requires 250 gp worth of granite and diamond dust to discharge).

    Level 0 spells are so malleable that they can be crafted with a night's rest and an hour's preparation.

    Finished technomancy devices weigh 1.0 lbs., and take up no more room than the tinker’s fist. A completed technomancy can be pulled apart and put back together to emulate another spell effect with another 4 hours put into it per spell level.

    A tinker can create a technomancy device at any point when he has the necessary materials and time. During the course of adventuring the tinker gains two technomancy devices per level , which can have effects from any level the tinker can access. Prior to the tinker gaining his first crafting feat, he is assumed to have received devices from his master before setting out on his own.

    To use a technomancy device, it must be activated via being imbued with raw spell energy, requiring a standard action that does not provoke attacks of opportunity. Spells with a longer casting time take as long to imbue as is listed in the spell description regardless of the type of magic item.The tinker has their INT attribute in spell energy per level and it costs the level amount of spell energy to trigger an effect out of a technomancy device (e.g. costs 2 spell energy to cast a level 2 spell, leaving a INT 16, second level tinker, with 4 more spell energy left for the day).


  • Alrighty then, just replace Craft: Tinker with Craft: Clockwork, and you look good to go. It's a setting thing.


    1 person marked this as a favorite.
    GM Smashomancer wrote:
    New rule: Any one who rolls their HP, while linking to Chamillionares hit song Ridin' can add +1 to the total they get. One time re-rolls allowed. Text must include the phrase "they see me rollin'."

    I'm sorry, I can't. I personally believe that Charmillionar evolved into Charidzilion and went to help Ash win the Indigo League Rap Battle.

    Plus I already rolled in the other thread.


    Ok, I will fix it


    Try This

    If it does not work I can post the info in my alias


    Level 1: 8
    Level 2: 1d8 ⇒ 4
    Level 3: 1d8 ⇒ 1
    Reroll of 1: 1d8 ⇒ 4

    They See Me Rollin'

    +1 Hit Point

    GM Smashomancer wrote:

    Alrighty then, just replace Craft: Tinker with Craft: Clockwork, and you look good to go. It's a setting thing.

    Fixed.


    Lanliss Seldlon wrote:

    Try This

    If it does not work I can post the info in my alias

    Nope. Same issue. Sorry. Could it be something on my end?


    Ah, I just realized that I left something out that could be useful. From the last thread:

    I wrote:
    As for skills, I think I'll make Craft: clockwork the skill to build things, and Know: Engineering the skill to operate, similar to Spellcraft and UMD. As for the Knowledge skill itself the Alchemist, Cavalier, Magus, Ranger and Rogue will have it added to their skill lists. I don't know why it isn't on the Alchemist list to begin with. It will be an adventuring skill as opposed to a background skill, due to the potential utility it would grant.

    The Tinker, obviously, has specific rules that may override this in part.


    just added qinggong as well, realized it is basically free options .


    GM Smashomancer wrote:
    Alright, I think I'm rocking what you're rolling. Some detail on Rhys himself would be in order, maybe info on how the rest of his family/loved ones are handling things. If you like, I can PM you some details about Calwelds seedier elements. I'm also wondering where he is getting Cha to AC from. The archetype I assume?

    Agreed. Work's been a bit crazy this week but I'll have a revision for this weekend. I'd love to hear about some of the seedier elements. And yup, Cha to AC is from the Paladin archetype - it comes at the cost of medium/heavy armour / shield proficiencies.


    One last try

    This one is a table(tables are like Beyond Tabletop chat lobbies). It has my character sheet in it. Try it if the above does not work


    Mmm, nope. Sorry. "You'll need edit-level access to use Beyond Tabletop files." Every time. It lets me see the sheet for about 1/2 of a second now though.


    LET THIS WORK
    One of my players in a play-by-post campaign modified my GM's url to make it work, I did the same modification here. It has got to work!


    Good news! It works.


    try logging in to google drive then clicking the link


    2 people marked this as a favorite.

    If you won't mind, I will now have a spoiler filled with celebrations so as to not flood the page

    Celebrations:

    YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY


    it's more of a personal preference thing but would i be allowed to play a neutral good monk?


    Sure, you can even grab the Aasimar trait so it sort of "counts." Anyone else have further questions?


    Machinesmith allowed?


    Looks a lot like the Tinker class I allowed, but way more complicated. Themtically, it looks like the Artificers younger (hopefully less powerful) cousin from out of town. It also feels like it fits like a glove, so that's nice.

    I'm going through it now, the only part I really don't like is the Animal Companion+ it can get. Other wise I think it looks pretty good.

    Sczarni

    Pathfinder Lost Omens, Rulebook Subscriber

    This looks interesting. Are you still recruiting or are you full? Also - is it online once a week sort of thing or play by post?


    Yep, still open. Thinking about a cut-off date of this coming Tuesday, EST at midnight. It'll be play-by-post.

    Edit: In fact yes. The end date for recruitment will be this coming Tuesday, EST at midnight.

    Sczarni

    Pathfinder Lost Omens, Rulebook Subscriber

    eh I dislike play by posts. Cool concept for a storyline though.


    Aw, shame. Thank you anyway!


    The Machinesmith's Mechanus Pet is more like a very limited version of an Eidolon than an animal companion, but it's not especially broken (especially compared to an actual Eidolon). Personally, I prefer the Mobius Suit and the Cannon-style Mobius Weapon, but I like clanking around in a huge suit of power armour with a massive cannon.

    ...mwuahaha.


    Well that sounds reassuring. More damage I can handle I think.


    I'm baaa-aaack.
    Now for my rolls.
    2d8 ⇒ (8, 6) = 14
    Now that's what I'm talking about, dawg.


    Nooo! It can't be! But it must! I misspelled something in a post from three hours ago!


    GM Smashomancer wrote:
    Nooo! It can't be! But it must! I misspelled something in a post from three hours ago!

    My gods! NOOOOOOOOOOOOOOO!!!!!!!

    Don't panic. Don't panic, people. Unless you're at the disco, do not panic!


    1 person marked this as a favorite.

    If you are a disco remember to write sins not tragedies.


    1 person marked this as a favorite.

    And close that gods-damned door.


    I think I'll allow the Machinesmith, but I'll obviously have some questions every once in a while.


    I forgot to put my alignment. Neutral Good.


    GM Smashomancer wrote:
    I think I'll allow the Machinesmith, but I'll obviously have some questions every once in a while.

    That's fine. I'll give you the relevant stuff if asked as there are plenty of options that weren't put on the d20pfsrd.

    The pet itself isn't particularly good. Mostly it's just very tough to kill.


    NOGGLEGROP FENDLEBAR the IV

    Character Sheet: LINK

    Description:
    Plumes of halfling smoke work their way free of the lowered visor of the battered full plate armour that lovingly enwraps Nogglegrop Fendlebar the IV. A patina reveals the ages that have drifted past since the armour was birthed from the blacksmith’s hammer. As the armour is an heirloom, so is the tiny mace slung at his waist and the myriad of tools festooned ‘neath his backpack.

    Raising his visor releases a torrent of grey-white beard dancing about an infectious smile that drift up to his grey eyes. He cuts an impressive figure, all 3’2” of him. Most of Nogglegrop's hair was gone, except for thick white clumps above his ears, but he takes care to normally keep those neatly trimmed, generally with a quick swath of flame, like his pointy beard and thin moustache, and to keep the rest of his large noggin cleanly shaved. Well, except for his eyebrows, those were welcome to run wild.

    Personality:
    Fascinated by the inner workings of everything to the point of complete distraction. Fascinated with gadgets, gears, mechanisms. Fixated with watching the movements.

    A gnaughty hedonistic, gambler, that's overly trusting, and completely oblivious much of the time.

    Silver Crusade

    1 person marked this as a favorite.

    Sorry for the delay, ladies and gentlemans... I've been on a creative block until recently, but GM Smashohandsome have broken through it simply by reminding me that this was going to be awesome

    So without further waiting, here is Azrael Lackless, Paladin of the Old Lord!
    Hit Points: 2d10 ⇒ (8, 1) = 9


    Smashohandsome? I knew there was something else I could have done with my GM handle.

    On that note, everyone remember that the deadline is tomorrow at midnight, EST. I'd like to see everyone's character idea complete in either alias, or Character sheet form by then. I'm gonna be choosing 4-5 players, probably 5, cause I like a lot of the submissions I've seen.


    Cool. Looking forward to seeing the lineup.


    Can't wait. Good luck to everyone and I hope you choose me.


    Alright, waiting game. Everyone post a link to a song that fits your character. Bonus points if I've heard of it.


    https://www.youtube.com/watch?v=mNN9MH6UQ3c


    Well, that got metal quickly.


    GM Smashomancer wrote:
    Everyone post a link to a song that fits your character.

    Link


    I added a bit more to my background stuff. Still trying not to write too much on it.

    Also, this song.

    Silver Crusade

    Azrael's song


    Azrael Lackless wrote:
    Azrael's song

    Link no worky. A paladin uploading torrented music? What would your mother say?

    :
    [/joke] I bet shes a lovely person.


    Been waiting for a GM to ask that question my entire life.
    Here Ya go.


    Start a Fire


    this was actually a fairly difficult task but i think i found a tune that fits his generally peaceful personality quite well

    Link

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