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  1. - Top - End - #1
    Troll in the Playground
    Join Date
    May 2009
    Location
    Hobart, Australia
    Gender
    Male

    Default New Race [DnD 3.5]

    V'K'kraan'ck (Vehk-Kra-aan-check)

    Spoiler
    Show




    "Vile, disgusting, selfish cowards. But back them to a wall and you had better run for your life.." Elliuen Elf Ranger after escaping from the V'K'kraan'ck.

    Racial Attributes
    They are strong and intelligent but lack grace and staying power.

    Strength +2
    Dexterity -2
    Intelligence +2
    Charisma -2

    Size: Medium
    Alignment: Always non-good, non-chaotic.

    Incarnum attuned: +2 bonus points of essentia.
    Martial Focus: You can only learn maneuvers from Iron Heart, Diamond Mind and Stone Dragon. If a class you have does not have these on it's list then these are added.
    Lowlight Vision: (See Core)
    Eternal Hunger: V'K'kraan'ck must eat twice as much food as normal.

    Favorite Class: Nik'tch Master

    RHD: 2 (see below in classes sections)
    LA: +0


    Description
    TBA

    History
    None really yet...


    --------------------------------------------------------------------------
    --------------------------------------------------------------------------

    V'K'kraan'ck Ancient One [Template]

    Requirement: May only be added to a corporeal living V'K'kraan'ck. Only five at a time may have this template. In order to gain it a V'K'kraan'ck must slay an ancient one and claim it.

    Size and Type: Unchanged.

    Hit Dice: All hit dice from class levels and racial hit dice increase to D10s.

    Speed: Same

    Armor Class: Gain deflection bonus equal to half HD + Inteliigence bonus.

    Attack: No change.

    Special Attacks:

    Energy Drain (Su): An ancient one may make a touch attack that deals 1D4+1 points of intelligence drain. The ancient one heals 5 HP per point of Intelligence drained in this way. Excess HP are wasted.
    The energy drain from this bypasses all immunity to energy drain and ability score damage.

    Create Spawn (Su): Any non-V'K'kraan'ck living creature reduced to 0 by the ancient one's energy may be turned into a permanent Incarnum Zombie by the ancient one expending 1 Incarnum point per HD of the drained creature. This Zombie remains under the control of that ancient one and does not count toward normal incarnum zombie control limit. However only 2x(HD+Intelligence bonus) of these zombie spawn may be controlled at any time.

    Special Qualities

    Damage Reduction (Su): An ancient one has DR X/Mithral where X = Intelligence bonus +1.

    Resistances (Ex): Resistance 10 Fire and Electricity.

    Dark Vision (Su): Ancient ones gain dark vision 120' even through magical darkness.

    Ageless (Ex): Ancient ones cannot die of old age and do not suffer aging penalties.

    Perfect Health (Ex): Ancient ones are immune to all poisons and disease. Natural and magical.

    Sleepy (Ex): An Ancient one can only remain awake for 1 day per point of intelligence score he has drained. He must sleep for 7 days at the end of each month regardless. This sleep is automatic and cannot be resisted.

    Alternative food supply (Ex): An Ancient one does not require normal food for 1 day per point of intelligence bonus he has drained.

    Breathless (Ex): An Ancient one is not required to breath for 1 day per point of intelligence bonus he has drained.

    Abilities:
    Increase from the base creature as follows: Str +2, Con +2, Int +4, Wis +2, Cha +2.

    Skills:
    +4 racial bonus to sense motive, spot and listen checks.

    Feats:
    Ancient Ones gain Iron Will, Endurance, Diehard, Toughness and Great Fortitude as bonus feats.

    Challenge Rating
    Same as the base creature +3.

    Alignment
    Always Lawful Evil. (except one particular case)

    Advancement
    By character class.

    Level Adjustment
    -- (Cannot be taken and makes no adjustment if earned)

    --------------------------------------------------------------------------
    --------------------------------------------------------------------------

    I'kaanak'ck The Hallowed Ancient One

    V'K'kraan'ck Ancient One
    Nik'tch Master 4/Warmage 3/Soulcaster 3/Sanctified Creature 2/Soulcaster +3/Saint 2/Soulcaster +3

    Size and Type: Medium V'K'kraan'ck [OUTSIDER]

    CR: 26
    HD: 20D10+180
    HP: 280
    AC: 40 (10 + Natural 2 + Dexterity 1 + Wisdom 5 + Intelligence Deflection 9 + Exalted Deflection 3 + Exalted 10) T: 40 F: 34
    DR: 10/Evil or 19/Mithral
    BAB: +7/+1
    Attack: Nik'tch Courtblade (see below) +19/+13
    Saves: Fort +19 Ref +18 Will +26
    Ability Scores: STR: 24, Dex: 13, Con: 22, Int: 28, Wis: 20, Cha: 14
    Special Attacks: Good aligned attacks, Holy Power, Holy Touch, Light Ray (10D6), Energy Drain, Create Spawn
    Special Qualities: Fast Healing 10, Immune-cold, acid, electricity and petrification. Lowlight Vision, Darkvision 120', Magical Darkvision, Protective Aura, Tongues, Aura of menace, Magic Circle against evil, Resistance Fire 15, Sonic 15, Ageless, Perfect health, Sleepy, True seeing, Regeneration 1, Freedom of movement, Greater sustenance, Mind shielding, Sustenance, Endure Elements, Mettle
    Feats: Magical Aptitude, Item Familiar, Incarnum Spellshaping, Iron Will, Endurance, Diehard, Toughness, Great Fortitude, V'K'kraan'ck Preparation, V'K'kraan'ck Perfection, Stone Power, Cobalt Power, Soul of the Courtblade, Heart of the Courtblade, Sacred Vow, Vow of Poverty <others to be added>

    Items <sword to be done later - no other items>

    Meldshaping:
    Essentia:

    Arcane Spells:

    Maneuvers

    --------------------------------------------------------------------------
    --------------------------------------------------------------------------

    Feats

    V'K'kraan'ck Preparation [RACIAL]:
    Pre-requisites: Race-V'K'kraan'ck
    Benefits: Use Intelligence bonus instead of Constitution bonus for Concentration checks.

    V'K'kraan'ck Perfection [RACIAL]:
    Pre-requisites: V'K'kraan'ck Preparation, Great Fortitude
    Benefits: Use Intelligence bonus instead of Constitution bonus for Fortitude Saves.

    V'K'kraan'ck Glare [RACIAL]:
    Pre-requisites: Unnerving Calm, Race-V'K'kraan'ck
    Benefits: +4 on Concentration checks for Maneuvers or Duel of wills.

    Forge Nik'tch Courtblade [GENERAL]:
    Pre-requisites: Skill Focus (Craft-Weaponsmithing), Craft(Stonesmithing) 5+, Craft(Weaponsmithing) 10+, Knowledge(local - V'K'kraan'ck) or Race-V'K'kraan'ck
    Benefits: You may craft Nik'tch Courtblade's. These MUST be of masterwork quality.

    Soul of the Courtblade [INCARNUM]:
    Pre-requisites: Cobalt Power, Exotic Weapon Proficiency(Nik'tch Courtblade), Strength 15+
    Benefits: 1 Essentia invested in Cobalt Power may be spent as a move action to increase the damage dealt by the next successful hit made by the courtblade by 1 dice (+1D8 for medium). The spent essentia cannot be recovered until the following day as normal.
    You gain 1 point of Essentia.

    Heart of the Courtblade [INCARNUM]:
    Pre-requisites: Soul of the Courtblade, Stone Power
    Benefits: 1 Essentia invested in Cobalt Power may be spent as a move action to recover 1 Maneuver instantly.The spent essentia cannot be recovered until the following day as normal.
    You gain 1 point of Essentia.

    Equipment

    {table="head"]Exotic Weapons | Cost | Dmg (S) | Dmg (M) | Dmg (L) | Critical | Range Increment | Weight | Type
    Nik'tch Courtblade | 350gp | 1D10 | 2D8 | 3D8 | 18-20/x3 | na | 9lb | Slashing
    [/table]

    Nik'tch Courtblade:
    A Nik'tch Courtblade is a massive blade made for battle and dueling capable of slicing through most armor and even stone. Anyone wielding the blade needs a minimum strength of 13 as well as the Exotic Weapon Proficiency to use the blade without penalty. In addition anyone with the Power Attack feat counts as having the Cleave Feat while using it and receive +2 on sunder attempts.
    Nik'tch Courtblade's are always of masterwork quality. They can only be made by a craftsman with the Forge Nik'tch Courtblade feat.

    A Nik'tch Courtblade is a racial weapon for the V'K'kraan'ck race. They count as having the Exotic Weapon feat for the weapon.
    Last edited by Gaiyamato; 2013-10-10 at 03:50 AM.
    Current Avatar made by Pessimismrocks for the Battle for the little world - Fields of Blood game!

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    Awesome Avatar made by Meirnon!!!



    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

    Extended Homebrewer's Signature

  2. - Top - End - #2
    Troll in the Playground
    Join Date
    May 2009
    Location
    Hobart, Australia
    Gender
    Male

    Default Re: New Race [DnD 3.5]

    V'K'kraan'ck Racial Hit-dice

    HD: 1D8

    Class Skills
    Chose any 6 class skills.

    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points For Second Level: 6 + Int modifier

    CLASS NAME
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    | Attunement, Bonus Feat
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    | [/table]


    Attunement (Su):
    Chose one:
    Mage: Begin with a spell book with Intelligence bonus +3 level 1 spells and all level 0 spells. Arcane caster level of 2. You can memorise and cast one of these spells per day. Spells are Arcane Intelligence based as per wizard. If you take levels in Wizard then you gain a bonus first level spell slot and +2 Caster level instead (you keep the spells in your book however). Feat must be Magical Aptitude. Must be Lawful.

    Devoted: As mage but with Divine spells chosen from Paladin spell list. Primary stat is Wisdom. No spell book. Gain bonus to caster level and bonus slot if take levels in Cleric. Feat must be Investigator. Must be Evil.

    Skilled: Gain 3 more skills as class skills and +2 skill points per level. Feat may be any of player's chosing. Good Reflex saves also.

    --------------------------------------------------------------------------
    --------------------------------------------------------------------------

    Nik'tch Master

    Background:

    Races: Almost entirely V'K'kraan'ck. Others may sometimes learn the ways of the Nik'tch Master however.

    Role: Primary Melee fighter.

    GAME RULE INFORMATION
    Nik'tch Master's have the following game statistics.
    Abilities: Strength and Intelligence are essential for the class abilities. Dexterity and Constitution also assist as this is a front line melee class.
    Alignment: Lawful Evil
    Hit Die: 1D10
    Starting Gold: 3D4x10

    Class Skills
    The Nik'tch Master's class skills (and the key ability for each skill) are...
    Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Wis), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge(Arcana), Knowledge(Incarnum), Knowledge(Religion), Spellcraft (int), Swim (Str)

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    CLASS NAME
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Soulmelds|Essentia|Chakra Binds|Maneuvers Known|Maneuvers Readied|Stances Known

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    | Racial Class| 0 | 0 | 0 | 1 | 1 | 0 |

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    | Battle Clarity (Reflex Saves) | 0 | 1| 0| 1| 1| 0|

    3rd|
    +3
    |
    +1
    |
    +1
    |
    +3
    | Mettle |0| 1| 0| 2|1|1|

    4th|
    +4
    |
    +1
    |
    +1
    |
    +4
    | Bonus Feat |0| 2| 0| 2|1|1|

    5th|
    +5
    |
    +1
    |
    +1
    |
    +4
    | Battle Ardor (Critical confirmation) |1| 2| 0| 3|2|1|

    6th|
    +6/+1
    |
    +2
    |
    +2
    |
    +5
    | Evasion |1| 3| 0| 3|2|1|

    7th|
    +7/+2
    |
    +2
    |
    +2
    |
    +5
    | Battle Cunning (damage)|1| 3| 0| 4|3|2|

    8th|
    +8/+3
    |
    +2
    |
    +2
    |
    +6
    | Bonus Feat |1| 4| 0| 4|3|2|

    9th|
    +9/+4
    |
    +3
    |
    +3
    |
    +6
    | Improved Mettle |2| 4| 0| 5|4|2|

    10th|
    +10/+5
    |
    +3
    |
    +3
    |
    +7
    | Chakra Binds (Hands, Feet, Crown) |2| 5| 1| 5|4|2|

    11th|
    +11/+6/+1
    |
    +3
    |
    +3
    |
    +7
    | |2| 6| 1| 6|5|3|

    12th|
    +12/+7/+2
    |
    +4
    |
    +4
    |
    +8
    | Bonus Feat |2| 7| 1| 6|5|3|

    13th|
    +13/+8/+3
    |
    +4
    |
    +4
    |
    +8
    | Uncanny Dodge |3| 8| 1| 7|6|3|

    14th|
    +14/+9/+4
    |
    +4
    |
    +4
    |
    +9
    | Chakra Binds (Arms, Brow, Shoulders) |3| 9| 2| 7|6|3|

    15th|
    +15/+10/+5
    |
    +5
    |
    +5
    |
    +9
    | |3| 10| 2| 8|7|3|

    16th|
    +16/+11/+6/+1
    |
    +5
    |
    +5
    |
    +10
    | Bonus Feat |3| 11| 2| 8|7|4|

    17th|
    +17/+12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    | Chakra Binds (Throat, Waist) |4| 12| 3| 9|8|4|

    18th|
    +18/+13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    | Improved Evasion |4| 13| 3| 9|8|4|

    19th|
    +19/+14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    | |4| 14| 3| 10|9|4|

    20th|
    +20/+15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    | Bonus Feat |4| 15| 3| 10|9|5|[/table]

    Class Features
    All of the following are class features of the Nik'tch Master.

    Weapon and Armor Proficiencies: Nik'tch Master's are proficient in all simple and martial weapons. They gain proficiency with the Nik'tch Courtblade for free. They gain no armor or shield proficiency.

    Racial Class (Ex):
    V'K'kraan'ck MUST replace their first two racial levels with the first two levels of this class. They gain nothing from the racial levels.

    Maneuvers:
    See Warblade. Iron Heart, Diamond Mind and Stone Dragon only.

    Maneuvers Readied:
    See Warblade

    Stances Known:
    See Warblade

    Meldshaping:
    Int based

    Chakra Binds:
    See Soulborn

    Bonus Feat:
    May chose any Incarnum or Fighter bonus feat. Weapon specific feats must relate only to the Nik'tch Courtblade.

    Battle Clarity (Ex):
    A Nik'tch Master may add his Intelligence bonus (if any) to his reflex saves.

    Battle Ardor (Ex):
    A Nik'tch Master may add his Intelligence bonus (if any) to rolls to confirm critical hits.

    Battle Cunning (Ex):
    A Nik'tch Master may add his Intelligence bonus (if any) to melee damage rolls.

    Evasion (Ex):
    At 6th level and higher, a Nik'tch Master can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Nik'tch Master is wearing light armor or no armor. A helpless Nik'tch Master does not gain the benefit of evasion.

    Improved Evasion (Ex):
    At 18th level a Nik'tch Master always takes only half damage if he fails a Reflex save and no damage if he succeeds.

    Mettle (Ex):
    At 3rd level and higher, a Nik'tch Master can endure even magical and unusual attacks. If he makes a successful Fortitude or Will saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

    Improved Mettle (Ex):
    At 9th level a Nik'tch Master always takes only half damage if he fails a Fortitude or Will save and no damage if he succeeds.

    Uncanny Dodge (Ex):
    At 13th level, a Nik'tch Master retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Nik'tch Master already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

    Soulmeld List
    Spoiler
    Show

    {table="head"] Chakra | Soulmeld | Basic Effect
    Crown | Frosthelm | Exist comfortably in cold temperatures
    | Necrocarnate Circlet | Detect Undead 30'
    | Soulspark Familiar | Create Soulspark creature
    | Soulspeaker Circlet | Undearstand a spoken language
    | |
    Feet | Airstep sandals | Fly up to 10 feet as a move action
    | Cerulean sandals | Walk on water
    | Impulse boots | Uncanny Dodge
    | Urskan Greaves | Move through ice and snow at normal speed. +5 Balance on ice.
    | |
    Hands | Bloodtalons | Continue fighting when dying or disabled
    | Bloodwar Gauntlets | +1 melee attacks
    | Gloves of the poisoned soul | Touch poisons target
    | Mauling Gauntlets | +2 Bonus on strength checks
    | Necrocarnum Weapon | Chosen weapon bypasses DR as if Evil aligned
    | |
    Arms | Bluesteel bracers | +2 Initiative
    | Bloodwar Gauntlets | +1 melee attacks
    | Incarnate Weapon | Create an Aligned Weapon
    | Mauling Gauntlets | +2 Bonus on strength checks
    | Necrocarnum Touch | +4 on Sleight of Hand and Bluff checks in combat
    | |
    Brow | Disenchanter mask | Detect magic 10 feet
    | Fearsome mask | +2 on Intimidate checks
    | Keeneye lenses | +4 on spot checks
    | Mage's spectacles | +4 bonus on decipher script, spellcraft and use magic device checks
    | Soulspark Familiar | Create Soulspark creature
    | Truthseeker Goggles | +2 Gather information, search and sense motive checks
    | |
    Shoulders | Adamant Pauldrons | 25% sneak attack and critical protection
    | Displacer Mantle | +4 on hide checks
    | Mantle of Flame | Creatures attacking you take 1D6 fire damage
    | Pauldrons of Health | Immunity to disease and to being sickened or nauseated
    | Phase Cloak | +4 on climb checks, can always take 10 on climb checks
    | Shadow Mantle | +4 on listen checks.
    | Wind cloak | DR 2/Magic on ranged attacks
    | |
    Throat | Arcane Focus | +1 bonus on spell damage
    | Brass Mane | +4 on Intimidate checks
    | Necrocarnum Mantle | Immunity to Disease
    | Soulspark Familiar | Create Soulspark creature
    | Soulspeaker Circlet | Undearstand a spoken language
    | Winter Mask | Touch fatigues opponents
    | |
    Waist | Flame cincture | Resistance to Fire 10
    | Heart of Fire | +1 bonus on attack and damage against cold creatures
    | Necrocarnum Shroud | +1 attack and damage rolls when nearby creatures take damage.
    | Necrocarnum Vestments | Resistance to Cold 5
    | Pheonix Belt | Exist comfortably in hot temperatures
    | |
    Heart | Blink Shirt | Teleport 10 feet
    | Necrocarnum Vestments | Resistance to Cold 5
    | |
    Soul | Keeneye lenses | +4 on spot checks
    | Necrocarnum Shroud | +1 attack and damage rolls when nearby creatures take damage.
    | |
    [/table]
    Last edited by Gaiyamato; 2012-04-03 at 08:27 AM.
    Current Avatar made by Pessimismrocks for the Battle for the little world - Fields of Blood game!

    Spoiler: Past Avatars
    Show

    Awesome Avatar made by Meirnon!!!



    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

    Extended Homebrewer's Signature

  3. - Top - End - #3
    Troll in the Playground
    Join Date
    May 2009
    Location
    Hobart, Australia
    Gender
    Male

    Default Re: New Race [DnD 3.5]

    V'K'kraan'ck Zombiemaster

    Pre-requisites:
    Race:V'K'kraan'ck only.
    Skills: Concentration 8, Spellcraft 8, Knowledge(Arcana) 8, Knowledge(Religion) 8
    Feats: Necrocarnum Acolyte. Extra benefits for Frozen Magic, Drift Magic and Dark Speech before taking levels in this class.

    GAME RULE INFORMATION
    V'K'kraan'ck Zombiemaster's have the following game statistics.
    Abilities: Constitution and Intelligence are vital.

    Alignment: Lawful Evil
    Hit Die: 1D12

    Class Skills
    The V'K'kraan'ck Zombiemaster's class skills (and the key ability for each skill) are...
    Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Wis), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge(Arcana), Knowledge(Incarnum), Knowledge(Religion), Spellcraft (int)

    Skill Points at Each Additional Level: 2 + Int modifier

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Bonus Essentia
    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    | Harvest Soul, Zombiemaster Focus (All), Zombiemaster Spells, Incarnum Spellshaping | 1
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    | Zombiemaster Focus (Vile) | 2
    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    | Soultouched Spellcasting | 3
    4th|
    +2
    |
    +1
    |
    +1
    |
    +3
    | Zombiemaster Focus (All) | 5
    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    | Zombiemaster Focus (Vile) | 7
    6th|
    +3
    |
    +2
    |
    +2
    |
    +4
    | Necrocarnum Zombiemaster | 10
    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    | Zombiemaster Focus (Hot and Cold) | 13
    8th|
    +4
    |
    +2
    |
    +2
    |
    +5
    | Zombiemaster Focus (Vile) | 17
    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    | Essentia Trap | 21
    10th|
    +5
    |
    +3
    |
    +3
    |
    +6
    | Magical distillation, Zombiemaster Focus (all), Zombie Lord | 26
    [/table]

    Class Features
    All of the following are class features of the V'K'kraan'ck Zombiemaster.

    Arcane Spellcasting
    V'K'kraan'ck Zombiemaster learns to cast a number of Arcane spells per day (as shown in the table below). Bonus Arcane spells, Spell DCs and maximum spell level are based on the Zombiemaster's Intelligence score.

    Spells Per Day
    {table=head]Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
    1 | 0 | - | - | - | - | - | - | - | -
    2 | 0 | 0 | - | - | - | - | - | - | -
    3 | 0 | 0 | 0 | - | - | - | - | - | -
    4 | 1 | 0 | 0 | 0 | - | - | - | - | -
    5 | 1 | 1 | 0 | 0 | 0 | - | - | - | -
    6 | 1 | 1 | 1 | 0 | 0 | 0 | - | - | -
    7 | 2 | 1 | 1 | 1 | 0 | 0 | 0 | - | -
    8 | 2 | 2 | 1 | 1 | 1 | 0| 0 | 0 | -
    9 | 2 | 2 | 2 | 1 | 1 | 1 | 0 | 0 | 0
    10 | 3 | 2 | 2 | 2 | 1 | 1 |1 | 0 | 0
    [/table]

    Spellbook
    Like a Wizard, Zombiemaster's keep a spellbook (See Wizard in PHB for rules). At each Zombiemaster level they gain 1 new spell known from a level they can cast, chosen from the Wizard/Sorcerer list, in the following schools only: Abjuration, Conjuration, Divination, Incarnum, Necromancy or Universal.
    They may find and scribe any Arcane spell from any school into their book just as a Wizard.

    Harvest Soul
    As Necrocarnate

    Incarnum Spellshaping
    Gain Incarnum Spellshaping as a bonus feat.

    Soultouched Spellcasting
    Gain Soultouched Spellcasting as a bonus feat.

    Necrocarnum Zombiemaster
    Same as Necrocarnate except also increases Necrocarnate Zombie control capacity. Multiplier increases by 1 for every 2 levels in V'K'kraan'ck Zombiemaster.

    Essentia Trap
    As Necrocarnate

    Zombiemaster Focus:
    You may chose up to two of the follow focus areas should you qualify for them. You may not chose both hot and cold.
    Note: Bonus spells are added into the Zombiemaster's spellbook for free even if he/she cannot yet cast them.

    You receive the following if you had Drift Magic as a feat before entering into this class:
    Heat Spells [1st level]
    Spoiler
    Show

    1:
    Waste Strider
    Sunstroke
    2:
    Black Sand
    Desiccate
    3:
    Haboob
    Tormenting Thirst
    4:
    Blast of Sand
    Wall of Fire
    5:
    Fire Shield
    Mass Desiccate
    6:
    Awaken Sand
    Symbol of Thirst
    7:
    Control Weather
    Fire Storm
    8:
    Incendiary Cloud
    Desert Binding
    9:
    Storm of Vengeance
    Summon Desert Ally IX

    Desiccating Touch (Su) [4th level]
    As Walker in the waste
    Local Drought (Su) [7th level]
    As Walker in the waste
    Desert Shroud (Su) [10th level]
    As Sand Shaper

    You receive the following if you had Frozen Magic as a feat before entering into this class:
    Frozen Spells [1st level]
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    1:
    Frost Fingers
    Snowsight
    2:
    Zone of Glacial Cold
    Icebolt
    3:
    Shivering Touch
    Winter's Embrace
    4:
    Ice Shield
    Ice Storm
    5:
    Flesh to Ice
    Blizzard
    6:
    Freezing Glance
    Death Hail
    7:
    Control Weather
    Ice Claw Prison
    8:
    Polar Ray
    Field Of Icy Razors
    9:
    Iceberg
    Fimbulwinter

    Glacial Ray (Su) [4th level]
    As Pyrokeneticist.
    Bolt of Cold (Su) [7th level]
    As Pyrokeneticist.
    Bone Chill (Su) [10th level]
    As Pyrokeneticist.

    You receive the following if you had Dark Speech as a feat before entering into this class:

    Vile Spells [1st level]
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    1:
    Power Word Pain
    Seething Eyebane
    2:
    Power Word Sicken
    Devil's Tongue
    3:
    Absorb Mind
    Red Fester
    Evil Eye
    4:
    Absorb Strength
    Orb of Negative Energy
    5:
    Power Leech
    Necrotic Skull Bomb
    6:
    Consume Likeness
    Coma
    7:
    Rapture of Rupture
    Power Word Blind
    8:
    Evil Weather
    Plague of Nightmares
    Symbol of Insanity
    9:
    Apocalypse from the Sky
    Power Word Kill
    Mind Rape

    Rebuke Undead (Su) [1st level]
    Count as cleric = Zombiemaster level
    Animate Dead (Su) [2nd and 5th level]
    1/day at 2nd, 2/day at 5th
    Create Undead (Su)[4th and 8th level]
    1/day at 4th, 2/day at 8th
    Zone of Desecration (Su) [10th level]
    Desecration spell permanent emanation 100 feet radius.
    Last edited by Gaiyamato; 2013-09-11 at 04:43 AM.
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    PirateGuy

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    Default Re: New Race [DnD 3.5]

    I'm suprsied the V'K'kraan'ck don't have a racial ability to treat the Nik'tch courtblade as a martial weapon. Can't really comment on the rest till its done.

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    Default Re: New Race [DnD 3.5]

    I thought about that or maybe giving them EWP with the weapon for free.
    My concern is that they are too powerful for an LA+0 race already is all.
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    PirateGuy

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    Default Re: New Race [DnD 3.5]

    With two +4 to stats and only one -2. Yes they probably are. Powerful Build is also very sought after for certain builds as its large without the penalties. Not sure about the Incarnum boost but still your adding more. The downfall of exhaustion is really minor unless your playing in a campaign that requires them a lot.

    2 RHD still add to a character though and they can't be bought off, but you need to specify what type of creature they are so that we know what sort of HD you are giving out.

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    Default Re: New Race [DnD 3.5]

    I am thinking that I might remove powerful build anyway. It does not quite suit them.

    The 2RHD will be quite good actually, but a sacrifice nonetheless.
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    Question Re: New Race [DnD 3.5]

    What's the idea behind the V'k'kraan'ck master?
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    SWSE Campaign:
    IC Thread
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    Post Re: New Race [DnD 3.5]

    Quick idea for a new image:
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    Extended Signature here.

    Darth Vader avatar by Kymme

    SWSE Campaign:
    IC Thread
    OOC Thread

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    Default Re: New Race [DnD 3.5]

    That could work for the next prestige class actually.
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    Default Re: New Race [DnD 3.5]

    New V'k'kraan'ck Alternative Class Features

    Aristocrat
    Aristocrat is one of the most favoured classes for V'k'kraan'ck elite. The noble families of the V'k'kraan'ck society vie constantly for power and form an ever-shifting and changing complex mess of alliances and plots - most often assassination or finding ways to force a rival to lose face.
    This is the reverse of the Drow who outwardly seem cold and distant, rigid and ordered yet secretly plot against one another constantly. The V'k'kraan'ck openly display their contempt, having little patience for subtle politics. They screech and yell at one another, slay each other openly in the street and frequently ignore orders from those they decide are not above them.
    V'k'kraan'ck as a race may be Lawful, however their society does not make many laws or rigid traditions to keep things civil. Preferring an almost natural selection approach to dealing with problems.
    Rulers survive through centralising power and ruling as Tyrants.


    HD: Change to D6
    Class Skills: Lose - Appraise, Disguise, Handle Animal, Ride, Speak Language, Swim. Gain - Craft(Poison), Craft(alchemy) and Spellcraft.
    BAB: Increases to full.

    RHD Specials:
    Mage V'k'kraan'ck count Aristocrat levels as Wizard levels for increasing caster level. They gain 1 level 1 spell slot and may add a level 1 Wizard spell to their spellbook. Every 4th level in Aristocrat (4, 8, 12, 16) gain a slot and known spell 1 higher than the highest currently able to be case (so level 2, 3, 4, 5). At 5th level gain Battle Caster (Complete Arcane) for Light Armor. At 6th level in Aristocrat gain an Imp Familiar (see Demonologist), count as a Wizard equal to Aristocrat level -6.

    Devoted V'k'kraan'ck count Aristocrat levels as Cleric levels for increasing caster level. They gain 1 level 1 spell slot and may select a single Domain, though they do not gain the Domain power (unless they later take levels in Cleric). The level 1 spell in this domain counts as known. Every 5th level in Aristocrat (5, 10, 15) gain a slot and known spell 1 higher than the highest currently able to be case (so level 2, 3 and 4). At 2nd level gain Rebuke Undead and Devils as a cleric equal to Aristocrat level -2.

    Skilled V'k'kraan'ck may continue good reflex saves for Aristocrat levels and all RHD class skills continue to count as class skills for Aristocrat levels. At first level in Aristocrat gain Poison Use (as per Assassin). At 3rd level Aristocrat and every 4 levels after gain Sneak Attack +1D6. At 5th level Aristocrat and every 5 levels after gain a level of Skirmish (see Scout).

    All V'k'kraan'ck Aristocrats gain a bonus feat at levels 6, 12 and 18 that they may use for any feat they qualify for.
    Last edited by Gaiyamato; 2013-11-29 at 06:50 PM.
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    Default Re: New Race [DnD 3.5]

    V'k'kraan'ck Elder Noble

    Pre-requisites:
    Race:V'K'kraan'ck only.
    Skills: Spellcraft 5, Knowledge(Nobility and Royalty) 7, Intimidate 7
    Feats: Negotiator
    Special: Must have at least one level of Aristocrat.

    GAME RULE INFORMATION
    V'k'kraan'ck Elder Noble's have the following game statistics.
    Abilities: Charisma and Intelligence are the most important ability scores for this class. Wisdom is also useful for many class skills.

    Alignment: Any Evil
    Hit Die: 1D8

    Class Skills
    The V'k'kraan'ck Elder Noble's class skills (and the key ability for each skill) are...
    Bluff (Cha), Craft(any) (Wis), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge(any) (Int), Listen (Wis), Perform (Cha), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), and Survival (Wis).

    Skill Points at Each Additional Level: 4 + Int modifier

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special | Bonus Essentia | Spellcasting Slots
    1 | +1 | +2 | +2 | +2 | V'K'kraan'ck Casting, Undead Leadership, Necrocarnum Infusion | 0 | +2
    2 | +2 | +3 | +3 | +3 | Return the lost darkness | 1 | +2
    3 | +3 | +3 | +3 | +3 | Rule the weak | 2 | +3
    4 | +4 | +4 | +4 | +4 | Stronger than thou | 4 | +3
    5 | +5 | +4 | +4 | +4 | Tyrant of the masses | 6 | +4
    [/table]

    Class Features
    All of the following are class features of the V'k'kraan'ck Elder Noble

    V'K'kraan'ck Casting
    Spell slots gained at each level are cumulative and may be assigned to any level of spells you can currently cast upon attaining that level. Assigning a bonus slot is permanent. In order to assign a slot to a spell level the lower level must have the same or more spell slots assigned to it already. You may assign as many level 0 spell slots as you like.
    V'K'kraan'ck who cannot cast spells become a spontaneous arcane caster using Charisma as their primary score, gain 1 bonus level 1 spell slot, and may chose spells from the Assassins list and the Tyranny Domain.

    If you accrue 2 slots in your highest available spell level (and thus every level lower) then you may spend 1 Slot point on gaining an additional level of spells to cast.

    Prestige that grant +1 to spellcasting levels instead give you Spell Slots equal to your highest level spell you can cast -1.

    Undead Leadership
    Gain Undead Leadership as a bonus feat even if you do not meet the requirements for it.

    Necrocarnum Infusion
    You gain the ability to shape a single Soulmeld. You also may bind a single soulmeld to your Crown Chakra. You also gain knowledge of the the Necrocarnum circlet soulmeld.
    You count as having the Necrocarnum Acolyte feat for prestige and feat requirements (you do not gain the benefit of the feat unless you take the feat).

    Return the lost darkness
    Delving into the language of Dark Speech you start to unravel some of it's mysteries. You may spend skill points in Dark Speech as a language. Using the language incurs damage if spoken aloud or written down (See book of Vile Darkness). You count as having the Dark Speech feat if you have at least 1 rank in Speak Language(Dark Speech). You cannot perform any of the beneficial effects of Dark Speech without the feat.
    Should you take the Dark Speech feat and have a rank in Speak Language(Dark Speech), you suffer only half of the Ability Score damage it inflicts if you use it.

    Rule the weak
    Gain the Followers feat as a bonus feat. If you already possess it this counts as a second selection of the feat. Also gain Assemble the Horde as a bonus feat. It applies to your free Followers feat only.
    You may not gain followers above 3rd level from this instance of this feat (though count all total potential followers for the purpose of Assemble the Horde).
    All followers must be V'K'kraan'ck Aristocrats. (1sts level are V'K'kraan'ck with 1 RHD, 2nd level are V'K'kraan'ck with 2 RHD, 3rd level have 1 level of Aristocrat with the Racial ACF.)

    Stronger than thou
    You may add your highest Ability score as a racial bonus to all Intimidate, Gather Information and Knowledge checks and your Undead Leadership Score.

    Tyrant of the masses
    Last edited by Gaiyamato; 2013-11-30 at 12:22 AM.
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    Default Re: New Race [DnD 3.5]

    New Feats

    Elder Zombiemaster
    Requires: V'K'kraan'ck Casting, Zombiemaster Focus
    Benefit: Add all levels of V'K'kraan'ck Zombiemaster to determine bonus spell slot points for V'K'kraan'ck Casting. Add all levels of V'k'kraan'ck Elder Noble to determine Zombiemaster Focus. Bonus spell slots may be added to Zombiemaster Focus or V'k'kraan'ck Elder Noble casting at your choice.
    Last edited by Gaiyamato; 2013-11-29 at 07:32 PM.
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    Default Re: New Race [DnD 3.5]

    Da'raak'en'volt


    Using dark incantations, souls, the extracted pain of hundreds of human slaves and vast amounts of negative energy the V'k'kraan'ck magically combined young Tyrannosaurus' and Chromatic wyrmling Dragons with enslaved V'k'kraan'ck minor nobles and Baaz Draconians through a hideous, painful, complicated and very lengthy process. The resultant creatures were entirely insane and required much "conditioning" and training before they could be used as mounts.

    This is still a work in progress.

    Size/Type: Large Dragon
    Hit Dice: 12d12+70 (142 hp) [214gp in small world]
    Initiative: +7
    Speed: 90 ft., Fly 60 (Clumsy)
    Armor Class: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
    Base Attack: +12
    Attack: 2x claw (2D8+STR), 1xbite(1D6+1/2STR)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend, Improved Grab
    {table=head]Colour | Ability
    Black | Breath Weapon (As Black Dragon: Always 12 damage)
    Red | Breath Weapon (As Red Dragon: 3D4)
    Green | Breath Weapon (As Green Dragon: 2D8)
    [/table]
    Special Qualities: Dark vision 60, Low-light vision, Scent, Spell Resistance: 22, Damage Reduction 5/Silver and Good. Fast Healing 2. Resistances: Cold 5, Electricity 5. Trained Mount, V'k'kraan'ck Conditioning, Driven mad, Fragmented soul, Pushing the limit.
    {table=head]Colour | Ability
    Black | Immunity to acid
    Red | Immunity to fire
    Green | Immunity to acid
    [/table]
    Saves:
    {table=head]Colour | Fort | Ref | Will
    Black | +13 | +10 | +12
    Red | +13 | +10 | +11
    Green | +13 | +10 | +11
    [/table]
    Abilities:
    {table=head]Colour | STR | DEX | CON | INT | WIS | CHA
    Black | 22 | 14 | 20 | 8 | 14 | 8
    Red | 26 | 14 | 20 | 8 | 12 | 11
    Green | 22 | 14 | 20 | 10 | 12 | 11
    [/table]
    Skills:
    Feats: Run, Improved Initiative, Power Attack, Improved Bull Rush, Flyby Attack, Improved Flyby Attack, Iron Will
    {table=head]Colour | Feats
    Black | Maximize Breath, Quicken Breath
    Red | Awesome Blow, Large and in Charge
    Green | Adroit Flyby attack, Improved Maneuverability
    [/table]
    Challenge Rating: 15
    Treasure: None
    Alignment:
    {table=head]Colour | Alignment
    Black | Neutral Evil
    Red | Neutral Evil
    Green | Lawful Evil
    [/table]
    Level Adjustment:

    Rend
    If the Da'raak'en'volt hits with both of it's claw attacks in a single combat round, it's bite attack automatically hits for that round.

    Improved Grab
    If the Da'raak'en'volt hits with both of it's claw attacks in the same combat round, then it may initiate an immediate grapple for free. See Improved Grab for more details.

    Trained Mount
    V'k'kraan'ck riding a Da'raak'en'volt into battle gain +2 to their ride score. The Da'raak'en'volt counts as a trained Warbeast. No further templates may be added to it.

    V'k'kraan'ck Conditioning
    Only V'k'kraan'ck may ride a Da'raak'en'volt. The Da'raak'en'volt will attack anyone else attempting to ride, harness it or touch it any way. Any V'k'kraan'ck may give a Da'raak'en'volt commands as if the Da'raak'en'volt was charmed.

    Driven mad
    Da'raak'en'volt are completely immune to mind affecting spells and effects.
    During combat if they have sustained more than half of their hp in battle a Da'raak'en'volt must make a Will save DC 18 or be confused for 1D3 rounds.

    Fragmented soul
    Da'raak'en'volt cannot be raised as undead or resurrected. A miracle spell can return a slain Da'raak'en'volt back to life (but not unlife).

    Pushing the limit
    Da'raak'en'volt cannot have any more templates applied to them.

    Field of Blood Entry
    {table=head]Unit Name | Race | Training Level | Training Type | Subtype | Feats | Weapons | Armor | Cost | Upkeep
    Black Da'raak'en'volt | Da'raak'en'volt | na | na | na | na | Natural | Natural | 1713 | 428
    Red Da'raak'en'volt | Da'raak'en'volt | na | na | na | na | Natural | Natural | 1775 | 443
    Green Da'raak'en'volt | Da'raak'en'volt | na | na | na | na | Natural | Natural | 1750 | 437
    [/table]

    {table=head]Unit Name | MAB | RAB | AC | Melee Power | Ranged Power | Toughness | Wound Levels | Morale | Command | Fort Save | Ref Save | Will Save | Move | MPs | Shock Factor | Prerequisites
    Black Da'raak'en'volt | 18 | Breath | 21 | 27 | 8 | 29 | 5 | 11 | 0 | 13 | 10 | 12 | 18 walk, 12 fly | 126 | 14 | 5 Only ever.
    Red Da'raak'en'volt | 20 | Breath | 21 | 29 | 6 | 29 | 5 | 12 | 0 | 13 | 10 | 11 | 18 walk, 12 fly | 126 | 14 | 5 Only ever.
    Green Da'raak'en'volt | 18 | Breath | 21 | 27 | 9 | 29 | 5 | 12 | 0 | 13 | 10 | 11 | 18 walk, 12 fly | 126 | 14 | 5 Only ever.
    [/table]

    • +5 Toughness unless Silver Good aligned weapons are used.
    • Sr 22
    • Heal 1 wound every 10 combat rounds if less than full wounds
    • +5 Toughness is attacked with Cold or Electricity damage
    • Must take a DC 18 Will save if at half or lower wounds or be subject to confusion for that combat round.
    Last edited by Gaiyamato; 2014-01-21 at 09:13 AM.
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    Default Re: New Race [DnD 3.5]

    is anybody going to comment on how the name of the race shown in the picture is actually called the skeksis?
    Last edited by inuyasha; 2013-12-01 at 01:20 AM.
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    Default Re: New Race [DnD 3.5]

    Quote Originally Posted by inuyasha View Post
    is anybody going to comment on how the name of the race shown in the picture is actually called the skeksis?
    We all already know. lol?
    They are modelled off the Skeksis, but I have taken them further.
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    Quote Originally Posted by Chilingsworth View Post
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