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    Lightbulb [3.5 PEACH] The Warmage . . . Master of Solaris Arcanum

    ”I’ve come to learn that there are only two types of people in the world. There are people with power, and there are people who are servants to those with power. If my life is to mean anything, I require power of my own.”
    ~ Thalamas Dawnstrider, a Warmage


    Trained specifically for the arts of combats by the mysterious Warmage Guild, warmages specialize in a form of magic that even other arcane spellcasters find reckless. Naturally, those who do not understand the arcane arts find warmages to be nothing short of insane, mages who gamble with their lives and the lives of others with every second. No potential ally, however, would be naive enough to ignore the awesome powers and combat expertise that the warmage brings into the fray. And of those foes who have ignored these talents, nothing remains.

    Becoming a Warmage
    Warmages come from across the world, and they typically are found in any race that can produce sorcerers. A warmage is very comparable to a sorcerer in their upbringing; somewhere during the warmage's childhood, he or she began to exhibit a natural affinity for arcane magic, perhaps uncontrollably casting minor cantrips when the warmage was upset or overly emotional. The defining feature between a warmage and a sorcerer, however, is the Warmage Guild. Young mages are gathered and brought to the Warmage Guild with promises of control and power to their families. From there, the Guild trains the newly admitted warmage in the arts of battle and inscribes the first Solaris Arcanum onto the warmage's flesh, which both control and enhance the warmage's magic. A sorcerer who has recently come of age had only his own personal experimentation and genetics to determine his powers, while a warmage of the same age had the combined knowledge and expertise of an age-old guild to guide their growth.

    Alignment
    Warmages have no particular favored alignment. Because of their strong dedication towards the Warmage Guild and the overall neutrality that warmages exhibit towards outsiders, warmages have a strong tendency towards Lawful Neutral, but examples of all alignments can be found within their ranks.

    Class Skills
    The Warmage’s class skills are....
    • Climb
    • Concentration
    • Craft
    • Intimidate
    • Jump
    • Knowledge {Arcana}
    • Listen
    • Martial Lore
    • Parry
    • Search
    • Spellcraft
    • Spot
    • Swim


    Skills Points at First Level:
    (4 + Intelligence Modifier) x 4

    Skills Points at Each Level:
    4 + Intelligence Modifier

    Hit Dice
    d4.

    Table: The Warmage

    {table=head]Level | BAB | Fort Save | Ref Save | Will Save | Special
    01 | +0 | +0 | +2 | +0 | Edge Channeling, Waredge Might +1
    02 | +1 | +0 | +3 | +0 | _ |
    03 | +2 | +1 | +3 | +1 | _ |
    04 | +3 | +1 | +4 | +1 | _ |
    05 | +3 | +1 | +4 | +1 | Waredge Might +2
    06 | +4 | +2 | +5 | +2 | _ |
    07 | +5 | +2 | +5 | +2 | _ |
    08 | +6/+1 | +2 | +6 | +2 | _
    09 | +6/+1 | +3 | +6 | +3 | _
    10 | +7/+2 | +3 | +7 | +3 | Waredge Might +3
    11 | +8/+3 | +3 | +7 | +3 | Armored Mage
    12 | +9/+4 | +4 | +8 | +4 | _
    13 | +9/+4 | +4 | +8 | +4 | _
    14 | +10/+5 | +4 | +9 | +4 | Master of Solaris
    15 | +11/+6/+1 | +5 | +9 | +5 | Surprise Spell, Warredge Might +4
    16 | +12/+7/+2 | +5 | +10 | +5 | _
    17 | +12/+7/+2 | +5 | +10 | +5 | Maximum Assault
    18 | +13/+8/+3 | +6 | +11 | +6 | _
    19 | +14/+9/+4 | +6 | +11 | +6 | _
    20 | +15/+10/+5 | +6 | +12 | +6 | Dual Strike, Waredge Might +5[/table]

    Warmage Class Features

    Weapon and Armor Proficiency
    Warmages are proficient with all simple and martial weapons. Like other arcane spellcasters, Warmages cannot properly wear armor, as it interferes with their ability to make the intricate hand gestures necessary to cast many spells. A Warmage suffers from Arcane Spell Failure chance if he or she wears any type of armor.

    Maneuvers
    A 1st level warmage starts with the knowledge of three martial maneuvers. The disciplines available to a paladin are the Solaris Arcanum Discipline, and any two disciplines of the warmage’s choice. In order to learn maneuvers from disciplines other than Solaris Arcanum, a warmage needs a minimum number of ranks in Martial Lore equal to the maneuver’s level + 2.

    Once a warmage knows a maneuver, they must ready it before they can use it. A maneuver usable by warmages is considered an extraordinary ability unless otherwise noted in its description. A warmage’s maneuvers are not affected by spell resistance, and initiating a maneuver does not provoke an attack of opportunity. A warmage learns additional maneuvers at higher levels, as shown on Table: Warmage Maneuvers, below. A warmage must meet the prerequisites for a maneuver before he or she can learn it. Table: Warmage Maneuvers also lists the maximum Maneuver Level a warmage can use at a given level.

    Upon reaching 4th level, and at every even-numbered warmage level after that (6th, 8th, 10th, and so on), a warmage can choose to learn a new maneuver in place of one he or she already knows. In effect, the warmage looses the old maneuver in exchange for the new one. A warmage may choose a new maneuver of any level they like, so long as the paladin observes the restriction on the highest-level maneuvers they know; a warmage need not replace the old maneuver with one of the same level, and a warmage can only swap a single maneuver for another one at any given level.

    Maneuvers Readied
    A warmage can ready all three of the maneuvers they know at 1st level, but as the warmage advances in level and learns more maneuvers, they must choose which maneuvers to ready. A warmage readies a maneuver by exercising for 5 minutes. The maneuvers the warmage chooses remain readied until the warmage decides to exercise again and change them. The warmage need not sleep or rest for any long period of time to ready their maneuvers; any time the warmage spends 5 minutes practicing allows the paladin to change their ready maneuvers.

    A warmage begins an encounter with all their readied maneuvers unexpended, regardless of how many times they might have used them since the maneuvers were chosen. When the warmage initiates a maneuver, it is expended for the current encounter, so each readied maneuver may be used one per encounter until they are recovered.

    As an immediate action, a warmage can expend any combination of spell levels to refresh all maneuvers whose maneuver levels are equal to or lower than the spell levels expended combined (see Spell Recharge, below).

    Stances Known
    A warmage begins play with knowledge of one 1st-level stance from the Solaris Arcanum Discipline or either of their selected disciplines (as long as the warmage has the appropriate number of ranks in Martial Lore). At 4th, 10th, and 16th level, a warmage may choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances the warmage knows are available to them at all times and a warmage can change stances as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a warmage cannot learn a new stance at higher levels in place of one they already know.

    Table: Warmage Maneuvers
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    {table=head]Level | Maneuvers Known | Maneuvers Readied | Stances | Maximum Maneuver Level
    01 | 3 | 3 | 1 | 1st
    02 | 4 | 3 | 1 | 1st
    03 | 5 | 3 | 1 | 2nd
    04 | 5 | 4 | 2 | 2nd
    05 | 6 | 4 | 2 | 3rd
    06 | 6 | 4 | 2 | 3rd
    07 | 7 | 4 | 2 | 4th
    08 | 7 | 4 | 2 | 4th
    09 | 8 | 4 | 2 | 5th
    10 | 8 | 5 | 3 | 5th
    11 | 9 | 5 | 3 | 6th
    12 | 9 | 5 | 3 | 6th
    13 | 10 | 5 | 3 | 7th
    14 | 10 | 5 | 3 | 7th
    15 | 11 | 6 | 3 | 8th
    16 | 11 | 6 | 4 | 8th
    17 | 12 | 6 | 4 | 9th
    18 | 12 | 6 | 4 | 9th
    19 | 13 | 6 | 4 | 9th
    20 | 13 | 7 | 4 | 9th[/table]


    Spells
    A warmage casts arcane spells which are drawn from the Warmage Spell List (see below). A warmage can cast any spell he or she knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To learn or cast a spell, a warmage must have an Constitution score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warmage’s spell is 10 + the spell level + the warmage’s Intelligence modifier. Unlike other spellcasters, such as the wizard or cleric, there is no limit to how many spells a warmage can cast in a day. The warmage’s very body is covered in potent tattoos inscribed in an ancient tongue that binds and manipulates manna around the warmage.

    Each time a warmage casts a spell, a warmage’s spells of equal level are exhausted, forcing them to be placed on Recharge (see Table: Warmage Spell Recharge Rate below). The warmage cannot cast spells whose base level (caster level before metamagic or caster level bonuses) are equal to the spell that exhausted the corresponding spell level.. A warmage’s spells are always placed on recharge after declaring their use, regardless of the outcome. A countered spell, a suppressed spell, or a spell that fails to activate all still exhausted their spell level, causing them to Recharge. Recharging is not an action; it is a side effect of the favored soul’s spellcasting, and no spell, spell-effect, or class feature can nullify or suppress the need to make a recharge check.

    A warmage’s selection of spells is extremely limited. A warmage begins play knowing two 0-level spells from their spell list. At each new warmage level, he or she gains one or more new spells, as indicated on Table: Warmage Spells Known (see below). Upon reaching 4th level, and at every even-numbered warmage level after that (6th, 8th, and so on), a warmage can choose to learn a new spell in place of one they already know. In effect, the warmage "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, it must be drawn from one of the warmage's spell list, and it must be at least two levels lower than the highest-level warmage spell the warmage can cast. A warmage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he or she gains new spells known for the level. Unlike a wizard or a cleric, a warmage need not prepare their spells in advance. A warmage can cast any spell they know at any time, assuming the appropriate spell level is not recharging. A favored soul does not have to decide ahead of time which spells to cast.

    Table: Warmage Spells Known
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    Note that if a Warmage gains 0 Spells at a given level, he or she only gains the spells they would normally be entitled to for having a high Intelligence score.

    {table=head]Level | 0-Level | 1st Level | 2nd Level | 3rd Level | 4th Level | 5th Level | 6th Level
    01 | 1 | 0 | _ | _ | _ | _ | _
    02 | 2 | 1 | _ | _ | _ | _ | _
    03 | 2 | 1 | 0 | _ | _ | _ | _
    04 | 2 | 1 | 1 | _ | _ | _ | _
    05 | 2 | 2 | 1 | _ | _ | _ | _
    06 | 2 | 2 | 1 | 0 | _ | _ | _
    07 | 2 | 2 | 2 | 1 | _ | _ | _
    08 | 3 | 2 | 2 | 1 | _ | _ | _
    09 | 3 | 2 | 2 | 1 | 0 | _ | _
    10 | 3 | 2 | 2 | 2 | 1 | _ | _
    11 | 3 | 3 | 2 | 2 | 1 | _ | _
    12 | 3 | 3 | 2 | 2 | 1 | 0 | _
    13 | 4 | 3 | 3 | 2 | 2 | 1 | _
    14 | 4 | 3 | 3 | 2 | 2 | 1 | _
    15 | 4 | 3 | 3 | 2 | 2 | 1 | 0
    16 | 4 | 4 | 3 | 3 | 2 | 2 | 1
    17 | 4 | 4 | 3 | 3 | 2 | 2 | 1
    18 | 4 | 4 | 4 | 3 | 2 | 2 | 1
    19 | 4 | 4 | 4 | 3 | 3 | 2 | 2
    20 | 4 | 4 | 4 | 3 | 3 | 2 | 2[/table]


    Table: Warmage Spell Recharge Rate

    Spoiler
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    {table=head] Level | 0-Level | 1st Level | 2nd Level | 3rd Level | 4th Level | 5th Level | 6th Level
    01 | 4 | 5 | _ | _ | _ | _ | _
    02 | 4 | 5 | _ | _ | _ | _ | _
    03 | 3 | 4 | 5 | _ | _ | _ | _
    04 | 3 | 4 | 5 | _ | _ | _ | _
    05 | 3 | 4 | 5 | _ | _ | _ | _
    06 | 2 | 3 | 4 | 5 | _ | _ | _
    07 | 2 | 3 | 4 | 5 | _ | _ | _
    08 | 2 | 3 | 4 | 5 | _ | _ | _
    09 | 1 | 2 | 3 | 4 | 5 | _ | _
    10 | 1 | 2 | 3 | 4 | 5 | _ | _
    11 | 1 | 2 | 3 | 4 | 5 | _ | _
    12 | 1 | 1 | 2 | 3 | 4 | 5 | _
    13 | 1 | 1 | 2 | 3 | 4 | 5 | _
    14 | 1 | 1 | 2 | 3 | 4 | 5 | _
    15 | 1 | 1 | 1 | 2 | 3 | 4 | 5
    16 | 1 | 1 | 1 | 2 | 3 | 4 | 5
    17 | 1 | 1 | 1 | 2 | 3 | 4 | 5
    18 | 1 | 1 | 1 | 2 | 3 | 4 | 5
    19 | 1 | 1 | 1 | 2 | 3 | 4 | 5
    20 | 1 | 1 | 1 | 2 | 3 | 4 | 5[/table]


    Solaris Arts
    In order to utilize their deadly fighting style, all warmages are taught Sol Arcana. A warmage can read, speak, and write in Sol Arcana as a bonus language. In addition, in order to advance in their Spell Levels, a warmage must have the appropriate tattoo on their bodies. A warmage gains the ability to inscribe magical tattoos on themselves, as if he or she had the Craft Magical Tattoo feat. However, a warmage's tattoos do not have actual spells stored inside of them, so the procedure for creating such tattoos is different. Whenever a warmage gains a new spell level, he or she must pay 100 gold's worth of material supplies per spell level. Then the warmage spends 1 hour per spell level crafting their new tattoo, entwining the tattoo with arcane and life energy. After the crafting period has ended, all of the warmage’s spells are exhausted, causing them to Recharge. A warmage’s Constitution score determines the level of spells a warmage can learn, because a warmage needs a strong body in order to survive the tattooing process.

    For example, when Lane, a warmage, gains his 5th Level of warmage, he must spend 200 gold in order to inscribe his 2nd Spell Level Tattoo into his body. This process takes Lane two days, and after the crafting ends, Lane's 2nd Level Spells must recharge for 1d6+1 rounds, his 1st Level Spells for 1d6 rounds, and his 0-Level Spells for 1d4+1 rounds.

    A warmage cannot use their Solaris Arts ability to craft any type of Magical Tattoo except for the tattoos required to cast their spells. A warmage cannot cast spells of a given spell level without the appropriate warmage Tattoo. A warmage must have a minimum number of ranks in Craft {Calligraphy} or a similar Craft skill equal to the new Spell Level in order to inscribe his or her warmage Tattoo. A 1st-Level warmage automatically starts play with a 0-Level warmage Tattoo inscribed onto them, but a character who multiclasses into the warmage class must pay 50 gold in order to have a 0-Level warmage Tattoo inscribed onto their body.

    Edge Channeling (Ex)
    Warmages are experts at fighting with spells and weapons at the same time. A warmage can perform the somatic components of his or her spells while holding a weapon in their hands. If they are holding anything other than a weapon, they must have at least one free hand available to perform their spell’s somatic components normally.

    Waredge Might (Su)
    A warmage’s training in combat is extraordinarily deadly. A warmage deals an additional +1 damage with melee attacks, martial maneuvers, and warmage spells.

    At 5th level and at every five levels thereafter, this bonus damage increases by +1, to a maximum of +5 at 20th level.

    Armored Mage (Ex)
    Starting at 11th level, a warmage is able to wear armor with a spell failure chance of 10% or less without incurring the spell failure chance. Any armor with more than a 10% spell failure chance is worn normally; this class feature doesn’t shave 10% failure chance off of any armor worn.

    Master of Solaris (Ex)
    At 14th level, a warmage’s skill with the Solaris Arcanum Discipline allows them to access some of its maneuvers more easily than others could dream of. A warmage who initiates Arcana Strike, Greater Arcana Strike, or Empowered Arcana Strike can choose to lower the initiation time from 1 full-round action to 1 standard action. A warmage can only hasten these maneuvers a number of times per day equal to their Intelligence bonus.

    Surprise Spell (Su)
    At 15th level, once per day as a standard action a warmage can choose to activate this class feature. If the warmage scores a melee attack on a target while this class feature is activated, he or she can chose to instantly cast a touch spell as if it had been stored within the warmage’s weapon. The touch spell uses the warmage’s previous attack roll to determine if it hits or not.

    Surprise spell lasts for a number of rounds equal to the warmage’s Intelligence bonus (minimum 1) and after a spell is cast, the daily use of Surprise Spell is expended regardless of whether or not the spell’s attack roll succeeded.

    Maximum Assault (Ex)
    At 17th level, once per day as a standard action, warmage is able to maximize all damage they deal from a number of melee attacks, maneuvers, or spells equal to their Intelligence bonus. Essentially, if the warmage’s attack, maneuver, or spell deals damage, all damage dice rolled are automatically treated as being their maximum amount. This ability remains active for three rounds before ending, regardless of how many spells, attacks, or maneuvers the warmage performed.

    Dual Strike (Ex)
    At 20th level, a warmage is able to combine two strike attacks together into a devastating finish. Whenever a warmage initiates a strike attack, he or she can select a second one whose initiation time is equal to or shorter than the first strike’s and initiate them together. A warmage cannot select the same maneuver twice with this class feature, and one of the two maneuvers must be from the Solaris Arcanum Discipline.

    Playing a Warmage
    A Warmage is a pain wagon, having a formidable repertoire of spells and a well-trained knowledge of martial combat. Unlike other magics, which can be applied more creatively to come to a solution, Warmages focus only on spells that bring direct and straightforward advantages to the battlefield.
    Combat: Warmages mix spells with their deadly martial style, the Solaris Arcanum Discipline. Through this unique fighting style, the warmage learns to use their store of bodily magic to empower their weapon attacks. Warmages can decimate legions of men without ever casting a true spell.
    Advancement: A warmage’s advancement depends heavily on their maneuver section. A warmage can select two bonus disciplines of their choice, and those disciplines have a heavy impact on what abilities a warmage has access to.

    Warmage in Shadrassil
    ”This is why we fear magic, son. This is why you fear magic.”
    ~ Farmer to his young son, about a Warmage


    As great their skills in combat may be, a warmage spends much of his or her time studying and disciplining themselves via rigorous mental exercises that allow a warmage to tap their magic. Unlike other spellcasters, who rely on metal strength to cast spells, a warmage’s magic are only as strong as their bodies, and a warmage needs to be physically tough to survive the tattooing process.
    Daily Life: Warmages spend much time training their bodies so they can handle the physical exertion necessary to cast their arcane spells. Although warmages spend a lot of time training, overall, the intense arcane magic pounding through their bodies has weakened them significantly, making them easier then other soldiers to knock out if confronted head-on.
    Organizations: All warmages belong to a mysterious organization, called the Warmage Guild. This guild is said to have trained every active warmage to ever live in the arts of the Solaris Arcanum; the secret discipline of the Arcane. Those who wish to perfect their fighting style become warmages and pay some homage to the Warmage Guild.

    NPC Reaction
    Warmages look positively frightening to most NPCs. Scared with horrendous tattoos and wielding significant magical power at the foot of anyone with enough gold to buy their loyalties, anyone who sees a warmage cannot help but wonder who was assigned death at their hands. Naturally, not all warmages are cutthroats and mercenaries, but all warmages suffer from the reputation of their guild.

    Warmages in the Game
    A warmage's role in a party of adventurer's is death. They attempt to take out enemies before they and their allies can be taken out themselves. A warmage is good for little else, lacking the skills to be an effective negotiator or scout.
    Last edited by Golden-Esque; 2009-11-03 at 12:53 AM.

  2. - Top - End - #2
    Barbarian in the Playground
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    Lightbulb Re: [3.5 PEACH] The Warmage . . . Master of Solaris Arcanum

    0-Level
    acid splash, disrupt undead, electric jolt, light, ray of frost

    1st Level
    lesser acid orb, blades of fire, burning hands, chill touch, corrosive grasp, critical strike, lesser cold orb, lesser electric orb, lesser fire orb, magic missle, persistent blade, shocking grasp, sleep, lesser sonic orb, true strike

    2nd Level
    blades of fire, blast of force, burning sword, continual flame, electric loop, fireburst, fire trap, flame dagger, flaming sphere, ice knife, Melf's acid arrow, pyrotechnics, scorching ray, shatter, wraithstrike

    3rd Level
    chain missile, fire shield, fireball, flame arrow, gust of wind, ice lance, ice storrm, lightning bolt, poison, rainbow blast, ring of blades, sleet storm, steeldance, sound lance, stinking cloud

    4th Level
    blast of flame, contagion, energy spheres, Evard's black tenacles, force missles, orb of acid, orb of cold, orb of electricity, orb of fire, orb of force, orb of sound, phantasmal killer, shout, thunderlance, wall of fire

    5th Level
    acid sheath, arc of lightning, ball lightning, cloudkill, cacophonic burst, cone of cold, cyclonic blast, greater fire burst, firebrand, flamestrike, mass fire shield, moonbow, shard storm, shroud of flame, vitriolic sphere

    6th Level
    acid fog, acid storm, blade barrier, chain lightning, circle of death, disintigrate, fire seeds, freezing fog, otiluke's freezing sphere, howling chain
    Last edited by Golden-Esque; 2009-11-01 at 01:32 AM.

  3. - Top - End - #3
    Barbarian in the Playground
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    Default Re: [3.5 PEACH] The Warmage . . . Master of Solaris Arcanum

    Author's Note:

    The thing I'm most worried about is the Spell Selection. Ending it off at 6 Levels was an experimental choice made in favor of the Discipline (if you were to go Warmage 1 / Wizard 19; you'd have an Initiator Level of 9 while having Warmage 10 / Wizard 10 nets you 5th level spelsl and an initiator level of 15 (so 6ish, 7ish level maneuvers, so by giving the Warmage 6th level spells and full Martial Discipline, I wanted to make gonig full warmage more attractive then multiclassing into a full arcane class.

    But yeah, I updated the spell list with more utility (usually selfish) to make up for the fact that the warmage doesn't get full spellcasting anymore.

  4. - Top - End - #4
    Barbarian in the Playground
     
    Goblin

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    Default Re: [3.5 PEACH] The Warmage . . . Master of Solaris Arcanum

    Kinda weird to see a base class with spellcasting and maneuvers, but I like it. Also there are various references to paladin where it should be warmage in the text...leftover from a previous class project perhaps?
    Quote Originally Posted by Fredaintdead View Post
    *high fives*
    Someone get this man a medal, because he either reads my posts or my mind.

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    DragoonWraith's Avatar

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    Default Re: [3.5 PEACH] The Warmage . . . Master of Solaris Arcanum

    You get Armored Mage at eleventh? That seems kind of silly. I mean, Beguilers get it at level 1, Bards get it at level 1, Divine casters get it just because, and none of those are specifically martial builds. This is. Plus, even then, you get a kind-of weak version of it.

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    Default Re: [3.5 PEACH] The Warmage . . . Master of Solaris Arcanum

    I probably miss it, but where the formula to calculate the recharge rate, on the table there only flat number (in round ?) but in the Solaris arts paragraphe in the example you give the recharge rate in 1d4+1 or 1d6+1.

    Apart from that i really like the idea, I will go look at the discipline now before commenting further.
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