Draugr

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Well the plan is to start it after the gameday ends. And I was figuring the sanction version of the CotCT AP. Season 6 has some elements from the AP but we may as well use em all.


I could see doing that if one of the players just doesn't have one. But the druid class deck is shall we say underpowered compared to newer decks. The party as a whole would be better of with the second copy of an ult deck even if there is a risk of doubling up on a few cards.

That being said, This won't work unless all 6 players stick through to the very end. And while it has only been a couple of days, No one has expressed any interest.

This is probably just a pipe dream.


Edit: Pathfinder Tales isn't an option so we'll need to double up on one of the Ult decks.


Edit. Pathfinder Tales isn't an option. So we could either use 5 players or stick to 6 with a duplicate ultimate deck.


After the current game day is over I would like to get a season 6 table together.

Difficulty? Cranked to 11.

Party composition? Maznar. Just Maznar.

Maznar + Ultimate Combat
Maznar + Ultimate Equipment
maznar + Ultimate Intrigue
Maznar + Ultimate Magic
Maznar + Ultimate Wilderness
Maznar + Pathfinder Tales

Why?

You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.

Think of how differently the game plays when you are adding 6d4 to every roll.

Other then the animal ally you hold for the reveal ability every ally and blessing can just be used to explore. And one of the Power feats you can take lets you discard a spell to retrieve an animal from your discard pile.

The druid CD starts with a cure as does UM. 7 cures should keep everyone healthy even through random damage and discarding most of your hands for explore every turn.

The idea of course is to stay together as much as possible.

Obviously you need to own the Druid class deck and one of the other decks to participate. Of the 6 I just own UM and UW.

Let me know if there is an interest in playing or being Boxrunner for it. I'm hoping for a fast paced game where everyone can post at least once a day.


After the current game day is over I would like to get a season 6 table together.

Difficulty? Cranked to 11.

Party composition? Maznar. Just Maznar.

Maznar + Ultimate Combat
Maznar + Ultimate Equipment
maznar + Ultimate Intrigue
Maznar + Ultimate Magic
Maznar + Ultimate Wilderness
Maznar + Pathfinder Tales

Why?

You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.

Think of how differently the game plays when you are adding 6d4 to every roll.

Other then the animal ally you hold for the reveal ability every ally and blessing can just be used to explore. And one of the Power feats you can take lets you discard a spell to retrieve an animal from your discard pile.

The druid CD starts with a cure as does UM. 7 cures should keep everyone healthy even through random damage and discarding most of your hands for explore every turn.

The idea of course is to stay together as much as possible.

Obviously you need to own the Druid class deck and one of the other decks to participate. Of the 6 I just own UM and UW.

Let me know if there is an interest in playing or being Boxrunner for it. I'm hoping for a fast paced game where everyone can post at least once a day.


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Question about a reward on the chronicle.

Spoiler:

The GM said the scenario grants 1 extra Horizon Hunters fame instead of the 2 granted by other factions so far. Is that a typo?


http://www.organizedplayfoundation.org/encyclopedia/pfs2guide/

And PbP games are often organized here.
https://paizo.com/campaigns/PFSACGFlaxseedOnDeckAdventureCardGuildLodge/rec ruiting


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Which is why I said in my earlier post "...Then if you are lucky some of your allies go after you but before the enemies..."

My point was that there is a time frame where the enemy is still frightened 1 and you can effect your allies with Inspire.

Also note that Frightened 1 reduces the enemy's armor class and save DCs.


I know starting another composition ends a previous one.
I'm saying that Dirge debuffs the enemy with Frightened 1. Frightened normally decreases at the end of the enemy turn but Dirge prevents that.
So on your turn you start a new composition and Dirge ends.
But why would the Frightened 1 end?
It should end at the end of the enemy's turn as normal. Just like there are methods to end persistent damage and a fort save to end sickened.

Just because Dirge prevents Frightened from ending normally while it is in effect doesn't mean it should cure the Frightened condition when Dirge ends.


Frighten 1 disappears at the end of the enemy's turn.
If we are saying effects last the duration and ignore the usual method of getting rid of them then inflicting Sickened for 1 minute prevents the target from making the fort save to get rid of it.


But you can cast Dirge of Doom and say a spell. Then if you are lucky some of your allies go after you but before the enemies. On the enemy turn they stay Frightened 1. Then on your turn you can Inspire. And any allies that go after you but before the enemies are both inspired and fighting frightened enemies.

Also note that you can use Lingering Composition on Dirge of Doom. It isn't perfect since enemies just need to move away from you to negate it but there will be times where that isn't practical for them.


I plan to play a Rogue for society play that focuses on Medicine. And he will have the Tapestry Refugee background. But while I've played in many adventures that took place in the tapestry, Most occurred in small communities. Which was the point of course, I don't think Hao Jin grabbed many large cities.

So for my sake I'm looking for a good origin for my rogue but if someone could list some areas in the Tapestry along with some general non-spoilery info it wold help anyone considering the background.


Actually the Virtuoso instrument is the 50 gp version of Musical Instrument. The 2gp version adds nothing.


Archives of Nethys has a typo then.
In the Cleric entry it says under level 3
"At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat."

So 2 ways to achieve this. The easiest is with a Rogue.

Level 1 rogue. Either take Scholar for Assurance or be versatile Human and take it.
Level 2 skill increase Medicine and one of the 2 skill feats of your choice.
Level 3 use a skill feat for the other feat.

Anyone else
Scholar background or versatile Human for Assurance medicine.
Level 2 take 1 of the 2 skill feats.
Level 3 increase medicine and use your General feat for the other skill feat.


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The Scholar background gives the Assurance feat to any skill you want.

You might be right about the interpretation. Which feat you want first would depend on how often your party fights. In a dungeon crawl healing 1 person after every fight might be better then healing 2 people every hour.


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Not my idea but others have come up with a way for anyone to be a good healer.

Level 1 train in medicine and take Assurance for Medicine.
Level 2 bump your Medicine skill to Expert and take the Continual Recovery skill feat. Your treat wounds is at 10 + lvl + proficiency bonus (4) =16 so you can't fail the check and you can heal one person every 10 minutes.
Level 4 you can take Ward Medic and cure 2 people every 10 minutes.

Two cool things about this.
It uses Assurance + skill proficiency so you don't need good wisdom to do it.
And each person is only immune to your Treat Wounds for 10 minutes. If more party members do it more healing gets done every 10 minutes.


Yea if Discord is a problem for Cartmenbeck participating then let's use Hangout.


I find Discord to be easier.


In 2 weeks.


I'll narrow it down like so.

If no one at the table is good at Disable Device I'll play my Slayer.
If someone is good at Disable Device but we are low on Knowledges I'll play my Alchemist.
If the table has both covered I'll play my unchained monk.


It looks like we have 2 TBD so I was hoping the players who had decided on what to play could let us know a bit about their character to help us balance the party. We seem to have

Keriassa Skald/Paladin (Presumably frontliner and party face)
Narayan Singh Unchained Monk (Presumably frontliner)
TREE Slayer (Slayers can go in many directions though I suspect frontliner.)
Boros Anwemane Inquisitor (Lots of possibilities. A R/W haster perhaps.)

I have a few options in range.

A level 9 mounted Hunter. Him and his Rhino do massive damage in melee but are a pain to play online due to being built around aoos.

A level 10 strength based Unchained Monk with Holy AoMF and Greater Grapple. Is good at Disable Device but doesn't have Trapspotter.

A level 10 archery based Slayer with good Disable Device and Trapspotter.

A level 11 bomb throwing Alchemist with wings.


Just discovered a bit of an issue. Both OA1 and UM are shy of good basic attack spells. I was thinking 2 Mind Thrust would cover me vs anything but undead, But I just realized they are arcane only. And tbh OA1 isn't as interesting to me as I hoped.

I don't know if we will get access to Blackjack in season 6. But I do know the Barbarian deck has Mountaineer in it. Which reads "Reveal to add 2d8 to all of Ukuja's combat checks."

Ukuja pros
Can be very strong at combat after just 1 scenario.
Will have good Divine and Survival skills.
Actually wants the Blackjack role if it comes up.
He has as much healing as we feel we'll need.
Uses UW which I think no one else at the table is. All my other options would use UM.
He is ideal for a capstone boon I just got.

Ukuja cons
I've played him a lot. Even if I don't get tired of him others might.
He's pretty bad at anything other then fighting.

The other options would be Druid deck + UM.
RotR Lini is pretty powerful but doesn't have any way to help others except blessings. Maznar adds 1d4 to all local checks but is fairly underpowered otherwise.


Worth a look.

Wading Through Chaff: Edna's Quick Guide to Pathfinder 2e Ancestries, General Feats, and Skill Feats


Syries wrote:

If you want to take a look at a Storm druid I built, take a look here

* in the character sheets indicates abilities/feats I plan on taking as I level up; this druid hasn't been played yet and is only level 1.

I picked Gnome because familiars have an ability that lets me 1/day regain focus points. On top of that, Energized Font gives me another way to regain focus points. And it gets better when I get Primal Focus at 12. I went Wellspring Gnome for the Shield cantrip so I can get use out of the free Shield Block I get as a Druid. My plan is to use Tempest Surge liberally, falling back on cantrips based on what elemental damage I need, and picking spells that don't necessarily deal a bunch of damage but is useful in other ways.

As for ability stats, it's not so bad. You can make a Str focused gnome even, by taking a -4 to your Cha and putting your two free ability scores into Str. You end up with a Gnome that has 12 str, 12 Con, and 8 Cha. So you have more flexibility in your ability scores than you may realize. Or if you don't care about skills you can take a -2 to Cha/Int so you maintain a 10 Cha.

I do note that based on AC your 10 strength gnome seems to be wearing medium armor and carrying a heavy shield. You'll need more strength.


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The point still holds that spending 1 of your 3 actions each turn limits what you can do.

Turn 1 of combat summon and the summon gets 2 actions.

If you are lucky and don't have to move you can spend an action to sustain the minion and still cast a spell.

Augment Summons mostly prevents that. Though there are some useful 1 action things you can do. Identify the enemy, Demoralize, Inspire Courage, fire the crossbow you've been holding, etc...


Versatile Performance
You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. You can use your proficiency rank in Performance to meet the requirements of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation.

Demoralize Single Action
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

If my perform is playing an instrument I'm clearly not speaking a language. There is a feat that might help. But I'm not glaring with it.

Intimidating Glare
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

So how do I get this to work? Perform Gurning? Mime?


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Just 2 so far afaik.

https://paizo.com/threads/rzs42o1l?Summon-Fey-spell-options-considered
https://paizo.com/threads/rzs42nyu?Summon-Entity-spell-options-considered


I followed the link they posted in the blog a few days ago and downloaded the pregens. Maybe they were updated but the version I downloaded wasn't.

Edit: I see what happened. I downloade the characters that were listed in Paizo Inc.: Pathfinder Playtest because I saw they were updated in Augest and thought they were recent. But it was August 2018.

Instead they were in Community Use Package: PF2E Iconics Pregenerated Characters.

While there might be errors they are updated.

I was mistaken.


Level 5 Kyra.

Pregen
Bless ( Somatic, Verbal): You grant yourself and your allies within
30 feet additional power. They gain a +1 conditional bonus to attack rolls for
up to 1 minute, but you must spend 1 action per round to concentrate and
maintain the spell. Bless can dispel bane.

AoN
Blessings from beyond help your companions strike true. You and your allies in the area gain a +1 status bonus to attack rolls. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. Bless can counteract bane.

Pregen
Heal (channel energy or wand): You channel positive energy to heal
the living or damage the undead. There are three ways to cast this spell
depending on the number of actions you spend casting it.

Somatic: The spell has a range of touch. When using channel energy,
you restore 5d8+4 Hit Points to a willing living target, or deal that amount of positive damage to an undead target if you succeed at a melee touch attack. Creatures in the area must attempt a Fortitude save, taking half damage on a success, no damage on a critical success, or double damage on a critical failure. The wand of heal heals living creatures or harms undead for 1d8+4 Hit Points, and its saving throw is 18.

Somatic, Verbal: The spell has a range of 30 feet and doesn’t
require a touch attack when targeting an undead creature. An undead
target must attempt a Fortitude save, taking half damage on a success,
no damage on a critical success, or double damage on a critical failure.

Material, Somatic, Verbal: You disperse positive energy
in a 30-foot aura. This functions as the 2-action version of the spell,
but targets all living and undead creatures in the burst and reduces the
amount of healing or damage to 2d8+4 (or 4 when using the wand).

AoN
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

Single Action (somatic) The spell has a range of touch.
Two Actions (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
Three Actions (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

Pregen
Fire Ray (1 Spell Point, Somatic, Verbal): You attempt a ranged
touch Strike against one creature within 60 feet. If you hit, you deal 3d6+4
fire damage to the target.

AoN
A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals 2d6 fire damage.

Critical Success The ray deals double damage and 1d4 persistent fire damage.
Success The ray deals full damage.
Heightened (+1) The ray's initial damage increases by 2d6, and the persistent fire damage on a critical success increases by 1d4.

Which source is horribly inaccurate?


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Summon Fey is probably the best summon at level 1. Sprite has a Color Spray, can fly, Speaks Common. Has more hit points then the other summons.
And you count it as an ally if you have Inspire Courage.

The downside is with just 2 spells at level 1 you won't be summoning often.

And you spend 1 action maintaining the summon and maybe 1 action Inspiring that means you can't cast most cantrips.

I actually want to create a character built around summoning. Xenocrat has been posting reviews of the summon spells but there are lots of them so it might take him awhile.

Druid has a level 12 feat that grants summons some bonuses. And get Heal Animal as a focus spell.
Conjuration Wizard has the Augment Summon focus power.
Bards can Inspire them.

If there are other ways to improve summons I haven't spotted them yet. I'm just getting started on the SRD though.


https://paizo.com/products/btq01zt5?Community-Use-Package-PF2E-Iconics-Preg enerated-Characters

Note they are built using the playtest rules and not the current rules. There are no official pregens using the current rules yet.


Depends on how many players we get. At a 5 - 6 player table the arcane casters can each run one cure and just banish it. That should cover us until Enora hits White Mage. 4 players we get more turns and have to use more resources so the cures matter more. We might get a bit of healing in the scenario as well.

Do we want to stick together for the full season? Does Akaitora want to BR that?

3 casters means we will be competing for spells a lot while weapons and armor go to waste. But I don't have the decks for any martial characters and after looking through the options I don't feel enthusiastic about playing one.

If we do plan to play the full season I may as well play a divine caster for party balance.

I have 3 options I'm willing to play.

1. OA1 Estra + UM. Never played her before and I'm not overly impressed with OA1 cards but she looks interesting.

2. RotR Lini + UM. A 1 trick pony but eventually adding 1d4 +4 to every roll I make is a big deal. Hindered by her dependence on animal allies coupled with the Druid CD not having many good animal allies.

3. Gronk + ???. Gronk has a similar ability as Lini. Reveal an animal to add 1d4 to a check. But in his case it is every local check. So very powerful if we stick together. He also suffers from using the outdated Druid deck.

And I know the Core set upgrades some of those cards but I don't own it so can't make the switch.

Edit: I guess Korundo + UW is an option. But to me he feels like a worse version of Ukuja and I don't want to play Ukuja again. If we do feel the desire for a martial character to balance the party he can hit hard and cast Cure.


If I can get the decks in time I may play Ranzak instead. GF + UE.


It looks like you have an arcane caster and an arcane caster.
I was strongly considering Feiya for my next character but we don't need a 3rd arcane caster.

So I'll think of something else to play.


Decided to join a higher tier table. Good luck.


Akaitora has mentioned a few options in chat most of which are casters.
No clue what MatsuKurisu plans to play.

I'm actually considering 2 options for this.

WotR Enora with the Witch CD and Occularium Scholar role or Witch CD Feiya with UM and the Winter Witch role. They have many things in common.

1. Stats: Both have d12 int. Enora has +1 arcane, +1 craft, +3 knowledge. Feiya + Daji has +2 in each. Both have d8 charisma but Feiya has +2 diplomacy.

2. Spells: Feiya starts with 5, Enora starts with 6. Both have 9 max. Both have easy ways of recharging spells from their discard.

3. Local support. Feiya wins hands down here since she can make lots of local checks easier while Enora prevents rare damage types.

4. Post role bonuses: Enora can reveal a book to add 1d4 to any of her checks. Feiya can add the cold trait to many of her checks and reveal Ice Chemist to add 1d4.

5. Post role barriers: Enora can use her Knowledge in place of any check to beat barriers. Feiya can use her arcane skill in place of dexterity non combat checks.

I think Enora gets more power from spending her first couple of feats post-role but Feiya is probably more powerful once she spends 3-4 feats. And of course Feiya provides the better pre role support with her recharge ability.


Assuming the Honaire loophole gets plugged I'll be using the Witch class deck with Enora. Possibly even if it doesn't. I like a few of the boons in OA1 but I like more of the boons in the witch deck.

The main reason I picked WotR Enora is because she has craft and there are a lot of items in the core set that use craft to recharge.


Since the signups are at least 3 TBDs I'll go ahead and lock in.

WotR Enora + OA1

1. Spell Mind Thrust 1
2. Spell Mind Thrust 2
3. Spell Frigid Blast
4. Spell Fire Snake
5. Spell Remove Curse
6. Spell Cure
7. Item Bestiary of Garund
8. Item Spellbook
9. Item Flame Staff
10. Ally Silver Balladeer
11. Ally Chronicler
12. Blessing Blessing of the Gods
13. Blessing Blessing of the Spellbound 1
14. Blessing Blessing of the Spellbound 2
15. Blessing Blessing of the Spellbound 3

Tbh OA1 doesn't seem as good a fit as I hoped but I'm not sure what the best class deck would be.


Not sure what I want to play yet but it will be some flavor of caster.

Here are the ones I'm considering.

WotR Enora UM + OA1
Int based arcane caster with decent charisma. Has Knowledge and Craft. Recharges a spell from her discard when she casts a spell so has some resiliency.

Rivani OA1 + UM
Int based arcane caster with Knowledge. By recharging a card she can use her knowledge skill in place of Perception and ranged. And with a feat Acrobatics, Craft, or Disable.

S&S Alahazra Oracle CD + UM
Charisma based divine caster. Has pretty much no skills but can recharge a divine card to examine the top of any location.

Grazzle Oracle CD + UM
Charisma based divine caster. Can discard cards from his deck to heal other players wherever they are.

Maznar Druid CD + TBD
Wisdom based divine caster. Can reveal an animal ally to add 1d4 to any local check.


Not sure if the signup sheets will account for this but I'm hoping to play at a Crimson Throne table and am wanting to play the Blackjack role.

It is instead of your other roles so I don't think many players will want it, But as I understand it there can only be 1 Blackjack per table so we will want to spread out the hopefuls.

Edit: Apparently this won't be an issue for a few months if at all.


DM Bigrin wrote:

Okay, Acts of Association it is! I will set up another Fast Run table. This means at least 1 post per day. We will use Google slides for the maps/handouts, and I have a Discord channel set up for fast communication.

If you are still interested, go HERE to sign up on Table 1. So far I have 4 reserved slots:

  • Wolffauer
  • Bigguyinblack
  • Farol
  • Dax Thura

    That leaves 2 more open for anyone interested.

    I'll aim to have everything set up and ready to start by Saturday, but the official start day will be Tuesday 5/28, unless everyone is ready to go before then.

  • Thank you. I have a level 2 Technomancer I can play or I can start my new Mystic (healer). I'm fine with either.


    I'm looking to play a low tier run of #1-32: Acts of Association.


    While there may be more to it that will be revealed later, Today's blog suggests that one character in your Crimson Throne adventuring group can become a Blackjack in addition to their chosen role.

    You can see read the blog here.

    It has some generically useful feats. Up to +2 hand size, A kit similar to Alric/Red Raven, The ability to take a local characters place when they encounter a monster or some barriers.
    And, At the cost of 1 power feat you gain Dexterity: Acrobatics, Dexterity: Stealth, and Charisma: Diplomacy all at +3.

    For now let's assume you won't get extra free feats and must choose between taking feats from this role or your normal role.

    What character do you think would get the most out of this role?

    Of the few characters I own I was thinking Ukuja would benefit a fair amount from it.

    Other then discarding an animal to gain a bonus vs barriers and a bigger hand size there isn't much on the Animancer role that I want. But Ukuja has a d10 dexterity to take advantage of the stealth and Acrobatics skills. With the help of maxed out Wisdom and a Wendifisa Spear he is powerful in combat so would be good at taking someone else's combat checks. And the kit would actually help him get to his Wendifisa Spear faster. Assuming the hand size of up to 11 didn't.

    But I suspect he isn't the best choice. Who do you think is?


    Could we get some idea of the mechanics in this? Maybe not specific but general?

    For example
    Skull and Shackles: Ships, Plunder, Survival.
    Mummy's Mask: Traders, Triggers, Curses.
    Curse of the Crimson Throne: ???

    Since Curse is in the title and plague is mentioned in the description I'm guessing scourges.
    And the description focuses more on the types of NPCs then monsters so I'm guessing the Diplomacy skill will come up a lot.


    I don't have the gunslinger deck or the boon. But I agree it would help the poor ranged weapon issue.


    This was specifically OA1 + UM which is why I said the weapon slot was a waste. But I guess even 1d6 +1 is decent if you are adding 1d12 +6.

    My main issue with UM Enora is an issue I have with all stat based games. I don't like characters that want to specialize in more then one thing.

    UM Enora is an Int based arcane caster so of course you want to increase her int. But she also has a power that uses her Charisma in combat.

    Sure I can just not use that or only use it when I lack combat spells but it feels like either a wasted power or incentive for me to try and level charisma along with intelligence.
    Her White Mage role also encourages boosting charisma.

    Rivani does have craft but UW has very few good spells.

    And this is for season 6 so no clue what skills will be useful.


    When the Core set comes out I was considering playing Rivani and adding the UM deck.
    But I notice Rivani and WotR Enora have similarities.

    Both have d12 Int die.
    Both have Arcane and Knowledge skills.

    Rivani can recharge a card to use Knowledge for many checks vs barriers.
    WotR Enora can use Knowledge for all checks vs barriers once she gains her Occularium Scholar role.

    Their deck lists are nearly identical to start with. Enora gets more max items while Rivani gets wasted feat options for weapons. But they both get 9 spells max.

    Rivani gets some location deck manipulation ability while Enora gets some durability with the ability to recharge spells from her discard pile.

    They will both have access to the same cards.

    Have any of you played either character? Any thoughts on which one to play?


    Putting in a request for Varril :)

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