The Crown of Oceana (Core Thread) (Inactive)

Game Master Nathanael Love

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Liberty's Edge

@Oxnard, would the Adaro tribe have reliable access to metal weapons and armors?


@zefig- yes, appropriately sized sea mounts in place of land based megafauna will be acceptable for the mammoth rider class

@Art Burd- yes, for character creation purposes they do


Thanks, sounds good! This is zefig's submission, character is done, background is up on the profile as well as a link to his character sheet. His companion's sheet isn't complete yet but I don't think that's going to have any surprises on it.


Here are the details for my submission of Myrsko the salty pirate wizard. I think it’s all here.

Basic Info:

Name: Myrsko
Race: Human
Class: Wizard (Spellslinger) 1
Gender: Male
Age: 30
Alignment: CN 
Deity:
Languages: Common

Stats: 14, 16, 12, 14, 8, 10
STR: 14 = 14 + 0 + 0
DEX: 16 = 14 + 0 + 0
CON: 12 = 12 + 0 + 0 
INT: 16 = 14 + 0 + 0 (+2 Racial)
WIS: 8 = 8 + 0 + 0 
CHA: 10 = 10 + 0 + 0

Hit Points: d6+1
Init: 5 = +3 DEX + 2 (Trait)

BAB: +0
AC: 13

Melee: 2 = 0(base) + 2(STR); 
Range: 3 = 3(base) + 3(DEX); 
CMB: 2 = 0(base) + 2(STR); 
CMD: 15 = 10 + 0(base) + 2(STR) + 3(DEX); 

Carrying Capacity
Light Load: 58 lb
Medium Load: 116 lb
Heavy Load: 175 lb

Skills:

Ranks 2+3
ACP = 0 //Armour Check Penalty
STR: 2 DEX: 3 CON: 1 INT: 3 WIS: -1 CHA: 0

Adventuring Skills
Acrobatics: 3 = 0 + DEX Mod + 1 - ACP; 
Bluff: 0 = 0 + CHA Mod + 0; 
Climb: 2 = 0 + STR Mod + 0 - ACP; 
Diplomacy: 0 = 0 + CHA Mod + 0; 
Disable Device: NA = NA + DEX Mod + 0 - ACP; 
Disguise: 0 = 0 + CHA Mod + 0; 
Escape Artist: 3 = 0 + DEX Mod + 0 - ACP; 
*Fly: 3 = 0 + DEX Mod + 0 - ACP;
Heal: -1 = 0 + WIS Mod + 0; 
Intimidate: 0 = 0 + CHA Mod + 0; 
*Know(Arcane): 7 = 1 + INT Mod + 0; 
*Know(Dung): 3 = 0 + INT Mod + 0; 
*Know(Local): 7 = 1 + INT Mod + 0; 
*Know(Nature): 7 = 1 + INT Mod + 0; 
*Know(Planes): 3 = 0 + INT Mod + 0; 
*Know(Religion): 3 = 0 + INT Mod + 0; 
Perception: -1 = 0 + WIS MOD + 0; 
Ride: 3 = 0 + DEX Mod + 0 - ACP; 
Sense Motive: -1 = 0 + WIS Mod + 0; 
*Spellcraft: 7 = 1 + INT Mod + 0; 
Stealth: 3 = 0 + DEX Mod + 0 - ACP; 
Survival: -1 = 0 + WIS Mod + 0; 
Swim: 2 = 0 + STR Mod + 0 - ACP; 
Use Magical Device: NA = NA + CHA Mod + 0;

Background Skills
*Appraise: 4 = 0 + INT Mod + 1; 
Artistry: 3 = 0 + INT Mob + 0;
*Craft(Alchemy): 7 = 1 + INT Mod + 0; 
Handle Animal: 0 = 0 + CHA Mod + 0; 
*Know(Engin): 3 = 0 + INT Mod + 0; 
*Know(Geo): 3 = 0 + INT Mod + 0; 
*Know(Hist): 7 = 1 + INT Mod + 0; 
*Know(Noble): 3 = 0 + INT Mod + 0; 
*Linguistics: 7 = 1 + INT Mod + 0; 
Lore: 3 = 0 + INT Mod + 0;
Perform (): 0 = 0 + CHA Mod + 0;
*Profession(Sailor): 0 = 0 + WIS Mod + 1;
Sleight of Hand: 3 = 0 + DEX Mod + 0 -

Class Features:

Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligencescore (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Arcane Gun (Su)
The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier.
A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the brokencondition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflexsave DC is calculated using the spell level of the spell being sacrificed.
A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed.
This ability replaces arcane bond.
Gunsmith
The spellslinger gains the Gunsmithingfeat and a battered gun that is identical to the gun a Gunslinger gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a Gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun.
This ability replaces Scribe Scroll.
Mage Bullets (Su)
A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements.
This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.
School of the Gun
The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
This ability replaces arcane school.
Prohibited schools:
Divination
Enchantment
Illusion
Necromancy

Non-Prohibited schools:
Abjuration
Conjuration
Evocation
Transmutation

Feats and Traits:

Traits
Campaign - Privateer
Reactionary

B - Storm-Lashed
B - Gunsmithing
B - Exotic Weapon Proficiency (Firearms)
1 - Rapid Reload (Pistol)

AC and Saves:

AC: 
AC: 13 = 10 + 0(Armour) + 0(Shield) +3(Dex) + 0(Dodge) +0(Natural); 
Touch: 13 = 10 + 3(Dex) + 0(Dodge); 
Flat: 10 = 10 + 0(Armour) + 0(Shield) +0(Natural);

Saves: 
Fort: 1 = 0(base) +1(CON); 
Ref: 3 = 0(base) + 3(DEX); 
Will: 1 = 2(base) + -1(WIS)

Equipment:

Gold
390 + 70 - 2 -.1 - .5 - .2 - 1 - 2 - 8 - .1 - 5 - 5 - .5 - 15 - 3 - 100 - 10 - 12 - 10

( lb = coins/50)

Battered pistol - 4 lb

Spellbook - 3 lb

Backpack - 2 gp; 2 lb
Bedroll - 1 sp; 5 lb
Belt Pouch - 5 sp; 0.5 lb
Blanket - 5 sp; 3 lb
Mess Kit - 2 sp; 1 lb
Waterskin - 1 gp; 4 lb
Sunrod - 2 gp; 1 lb
Ink - 8 gp
Ink pen - .1 gp
Spell component pouch - 5 gp; 2 lb
Bandolier - .5 gp
Fishing kit - .5 gp; 3 lb

Gunsmiths kit - 15 gp; 2 lb
Powder horn - 3 gp; 1 lb
Black powder (10) - 100 gp
Bullets (10) - 10 gp
Paper cartridge - 12 gp
Flare cartridge - 10 gp

Weight
31.5 = 4 + 3 + 2 + 5 + .5 + 3 + 1 + 4 + 1 + 2 + 3 + 2 + 1

Spellbook:

Level 1 2/2 = 1 + 1
Detect Magic
Read Magic

Shield
Air bubble
Mage Armor *
Obscuring Mist
Burning Hands *
Magic Missile

Background:

Myrsko, the pirate wizard, was not always as salty as he is now. Once, he was an a talented wizard’s apprentice, full of hope and dreams. One night, however, while traveling through Cessport, he was shanghaied to a merchant ship and lost all hope of leaving the sea.

For years, his life felt adrift as he fell in with smugglers and pirates. Then, one day, he chanced upon a waterlogged spellbook reminding him of his loss. Had fate intervened, or had it just reminded him that fate was in his own hands? With hope rekindled, if only a flicker, Myrsko returned to his arcane arts.

He signs ups with Prince Cadmael not for riches, but the chance for a new life. How it plays out remains to be seen.


I have finished the character sheet for my Grippli Swashbuckler. Lay your eyes upon...Biligup Deepcroak!

Biligup Deepcroak:
Biligup Deepcroak
Male Grippli Swashbuckler
CG Small Humanoid (Grippli)
Init: +3 Senses[b]: Darkvision 60ft. Perception:[/b] +5
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Defense
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AC 18 TAC 13 FF: 15
HP 12/12 Fort +2 Ref +5 Will +1
Special Defenses:
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Offense
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Melee
. . dagger +5 (1d3-1/19-20x2)
. . mwk rapier +7 (1d4-1/18-20x2)
Ranged
. . l. underwater crossbow +5 (1d8/80-20/19-20x2)
. . dagger +5 (1d3-1/10ft/19-20x2)
Speed 30 ft., 20ft climb
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Statistics
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Str8 (-1) Dex 16 (+3) Con 14 (+2) Int 8 (-1) Wis 12 (+1) Cha 16 (+3)
Base Atk: +1 CMB: -1 CMD: 11
Feats: WF: Rapier
Skills: Diplomacy +6 (0), Intimidate +6 (0), Stealth +12 (1), Swim +3 (1), Perception +5, Acrobatics +7 (1) Profession: Sailor +5, Sleight of Hand +7 (1)
Languages: Common, Grippli
SQ: Darkvision, Princely, Leaper, Small
Traits: Coastal Emissary, Silent Hunter
Favored Class: Swashbuckler - +1 Skill
Combat Gear: mwk. rapier, dagger, light underwater crossbow, 20 bolts, chainmail, buckler
Mundane Gear: courtier's outfit, 25gp of assorted jewelry, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, fancy pirate's clothes, 1pp, 1gp, 9sp, 10cp
Magical Gear:
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Special Abilities
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Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways;
-Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
-Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
-Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
-Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
-Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Swashbuckler's Finesse: At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
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Background Info
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Background: The fifth son of High Chief Willup of the Firewater Tribe, Biligup has been the strange child of his brothers and sister. Wild, eager, loud, and prone to sneaking out to hunt with his friends, Biligup never had the sheltered mindset of his kin. The wide oceans were not the threatening danger that could be assumed to his kind but instead was an unknown horizon of untold opportunities. The strange folk who came to their island to trade goods for metals and gems caught his curiosity; he would spend hours of his day watching their coming and going in and out of their home. His fascination with them drove a wedge between him and his family, especially when he began to dress himself in clothing more akin to the strangers than his own kind.

His adoration for the strangers at his island came to a head when a group of pirates had used some of the island as a shelter to themselves. Attacked while out on a hunting trip with his siblings, they were rescued by a young privateer by the name of Sandra McClare. Wielding a wickedly sharp blade and a force of personality, Biligup idolized the fierce woman. Nearly being of age and eager to prove himself out in the world, his father approved his request to join her crew upon The Sunny Devil. It was a victory for all; Sandra gained a rare and unusual crewmate, Biligup got to travel the world some, and High Chief Willup was able to remove his embarrassing son from the public eye.

The Sunny Devil was no easy cruise; many of Biligup's notions as a member of tribal nobility were shattered as he earned his keep as a deck-swab. For years he served on the ship, earning his keep and his gear as time went on. During a particularly dangerous encounter with a superstitious pirate, Biligup earned the nickname "Deepcroak" after he used his croaking to scare the captain into jumping off the ship. The sound rumbled like thunder and grumbles like the maw of hell itself. Many adventures were had with Sandra but before he could prove himself further to the privateer, a letter had arrived for him with a painted sigil bearing a simple message for him.

"COME HOME"

His father had fallen ill, a bad sign especially for one of his age. His sister Ruue had taken regency of the tribe and was expected to inherit. Before the matter of who would receive what when their father died could be determined, a secret message had arrived. It seemed that this wicked new power in the world, The Absolute Order, had not successfully killed off the heirs of Oceana. A young prince by the name of Camdael survived and allies of his were looking for others of like-mind. The Firewater Tribe had not entered into another kingdom's war in quite some time; more than happy to be peaceful traders than warriors. Unsure of what step to take, Biligup offered to investigate this potential alliance and see if they were worth joining. With one of her first decrees, Regent Ruue declared him as acting emissary and outfitted him to be presentable to the outsiders. Ready to serve and learn, the great Deepcroak looks eagerly to the future to make his name on the ocean.

Appearance: Green-skinned and orange-eyed, Biligup is what you expect to see physically from the Grippli. Standing two feet tall and barely under 30lbs, it is not his just physical form that make this fifteen year old stand out but it is his clothing style too. Dressed in a white ruffled blouse, black pants that are tucked below the knee into leather and metal shin guards, a long and red cape, blue tied belt, and a weather tricorn with a blue ribbon tied around it and a red feather, Biligup looks the part of the swashbuckler in every way. With a small rapier that had a handguard styled like waves crashing against a shore and a hilt embedded with a beautiful citrine, nothing about Biligup's appearance is subtle. He is prone to wearing a smile on his face, a joke on his lips, and a mug of cheap ale when he isn't holding his blade. His getup only gets more ostentatious and full of colors when he is dressed in his courtier's outfit.

Personality: For being a tiny frogman, Biligup has a presence more akin to giants. His laugh is infectious, his charisma and confidence ooze from him when he is calm, and his anger makes the tiny humanoid far more frightening than he has any right to be. Wishing to be a man of renown and help change the ways and culture of his people, Biligup had adopted the styles and customs of the others as best as he could. His idol, Sandra, was not the greatest teacher in the world of how to act in polite society and among the other civilizations. However, he takes any social faux pas with endearing humility and wit. Underneath this facade though is a sadness that is building; his father is terribly sick and the greediness of his fellow siblings have sickened him so much that he could not dare to be in their presence. This trip is an escape from his grief and his responsibility as a member of the ruling family.
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For your consideration, Ganymedes the guardian, one of the last true royal guards in service to the empire.

Can find the character sheet in the link in my profile.


Here is the short background for Heskaver, explaining why he was sent out from the tribe as opposed to another member.

Heskavar Backstory:
Heskavar was born many cycles ago, and was always considered a somewhat strange member of the tribe. While he has always been just as physically powerful as most other Adaro, his coordination has always been markedly worse than the others around him. ReAdditionally, he has always shown a markedly higher interest in the surface of the ocean and the animals that dwelt around it rather than in the depths, especially the Killer Whales. While still able to communicate with and drawn to sharks of all kinds, he found that he was equally drawn towards the large black and white whales, which he found to be equally vicious to the sharks his kind were more familiar with. He would often journey up to the ocean surface to swim alongside these large predators, eventually gaining the trust of several pods.

In addition to these peculiarities, he also has always found those that crossed the ocean in their strange wooden contraptions to be intriguing, and would often follow these ships from a distance, watching and observing the strange beings that moved about the tops of them. He also would occasionally contact those aboard smaller ships to trade with them to get metal items for the tribe.

This, combined with the higher level of intelligence that he displayed, made him the natural choice to be sent into the service of Prince Cadmael, as he would have that much more of an advantage in determining which side the tribe should ally with.

And just so it will be clear, an Orca will be both his Totem animal (for Totemic Skald) and his Animal Companion.


3 people marked this as a favorite.

Looks like 19 total submissions, so I will be going through these and making decisions today or tomorrow.

Thank you so much for everyone who was interested, and I apologize in advance that I will have to cut about 9 of you- it looks like you've made my selection job very difficult as these boards always do.


Thanks for running it, GM!

Good luck everybody.


Good Luck; we're all counting on you!


1 person marked this as a favorite.

I've decided to take the following characters/Players:

ginganinja Cordelia Firth Aquatic Elf Blood Arcanist

MHef Ganymeades Kidemonas Gilman Swashbuckler

KingHotTrash Buliwup Deepcroak Grippli Swashbuckler

Dread Shad Ogrosh''ik Sahuagin Slayer

zefig Lagrin Tengu Hunter

Archlich Zeebu Cecaelia Bolt Ace

goodwick/Tick Munir Gnoll Oracle

Art Burd Heskavar Stormswimmer Adaro Hunter

Dorian Grey Nathaniel the Bull Were-Shark Kin Warpriest

Sir Longears Oreana Del'Aandarth Undine Druid

Origami Dog Markis Finley Human Priest

Ruin Explorer Myrsko Human Wizard

I believe I PMed everyone who I chose to pass on, but if I missed you, I apologize.

Thanks for all the interest in my project!

If you guys can check in on discussion and stealth dot gameplay.


Awww yeah! Thank you for the acceptance!


Best of luck all! Congrats to those that made it! :D


Thanks again for your consideration and have a great game all!

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