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[Class, LoA] Engineer

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[Class, LoA] Engineer

Postby Fax » Mon Jan 17, 2011 2:45 pm

 ! Fax wrote:
Originally created by Lappy9000. Light editing by myself, mostly formatting and bringing it in line with recent changes.


Engineers are quite common in the world, their profession being to fix problems, be it a broken siege engine, a disabled construct, or a horde of rampaging orcs. Wielding the powers of innovation, engineers don't see themselves as spell casters, instead, they find themselves more akin to the ideal version of the working man. However, you won't likely find an engineer in any old blacksmith's shop; engineers are born for a greater purpose than to have their talents wasted on manipulating guilds and mundane craftsmen.
Adventurers: Most engineers take up the mantle of an adventurer to truly test their talents in the field. Essentially scientists in a largely uneducated world, engineers feel that their unique talents and skills are best spent exploring the greatest challenges that the world has to offer.
Characteristics: Engineers are united by a love of creation, a knack for artifice, and very quick minds. Their intelligence allows them to be almost as skilled as any rogue, although their prowess in craftsmanship can be utilized to greater success on the battlefield.
Alignment: While some engineers feel that a Lawful mind is required to grasp the complex processes of creation, engineers come from all backgrounds and can be of any alignment.
Background: While true engineers rarely spend time in shops in towns, budding young engineers may very well have done so before they realized their true potential. Often, these engineers will be discovered by a manipulating wizard who would seek to use the engineer's talents to further the study of the arcane arts.
Races: All races have a place for engineers, although human, half-elf, gnome, and kobold engineers are the most common.
Other Classes: In combat, an engineer can fill a variety of roles, depending on their vocation, be it relying on their skills or superior modes of mobility. Engineers are especially useful in parties that have construct members such as the soulstitched, as an engineer can repair damage upon the constructs much more efficiently than a cleric or druid can.

The Engineer
Engineers have the following game statistics.
Abilities: Intelligence is crucial for the engineer's vast list of skills, as well as their ability to innovate. Other abilities depend on the engineer's vocations. Dexterity is helpful for dynamo cannon specialization, while Strength is best for mecharmor, and Wisdom for surveyors.
Alignment: Any.
Hit Die: d6
Starting Gold: 5d4 ×10 (125 gp)

Table: The Engineer
Level
BAB
Fort SaveRef SaveWill Save
Special
Speed BonusInnovation
1st+0+1+0+2Crafter Extraordinaire, Makeshift Prowess, Precision +1
2
2nd+1+2+0+3Vocation
4
3rd+2+2+1+3Precision +2
6
4th+3+3+1+4Vocation+5 ft.
8
5th+3+3+1+4Minor Forging+5 ft.
10
6th+4+3+2+5Vocation+10 ft.
12
7th+5+4+2+5Precision +3+10 ft.
14
8th+6/+1+4+2+6Vocation+15 ft.
16
9th+6/+1+5+3+6Greater Forging+15 ft.
18
10th+7/+2+5+3+7Vocation+20 ft.
20
11th+8/+3+5+3+7Precision +4+20 ft.
22
12th+9/+4+6+4+8Vocation+25 ft.
24
13th+9/+4+6+4+8Improvised Mage+25 ft.
26
14th+10/+5+7+4+9Vocation+30 ft.
28
15th+11/+6/+1+7+5+9Precision +5+30 ft.
30
16th+12/+7/+2+7+5+10Vocation+35 ft.
32
17th+12/+7/+2+8+5+10Supreme Forging+35 ft.
34
18th+13/+8/+3+8+6+11Vocation+40 ft.
36
19th+14/+9/+4+9+6+11Precision +6+40 ft.
38
20th+15/+10/+5+9+6+12Mobile Fortress, Vocation+45 ft.
40


Class Skills and Prowess
Skill Sets: Tinker and 3 other skill sets.
Prowess: 2 per level.

Class Features
All the following are class features of the engineer.

Weapon and Armor Proficiencies: Engineers are proficient with simple weapons and with crossbows, plus any other one weapon group of their choosing. Engineers are proficient with light and medium armor, but not with any shields.

Crafter Extraordinaire (Ex) [Lore, Progressing]: Few can match the engineer's artifice when creating objects both magical and mundane. At 1st level, an engineer adds his engineer level to all Craft and Profession checks. In addition, items created by an engineer gain a bonus to Hardness equal to the engineer's Precision bonus. However, to gain this bonus, an engineer must expend his entire pool of Innovation while crafting the item.

Additionally, masterwork weapons crafted by an engineer are extremely efficient, weighing 1/3 less than normal. Furthermore, repeating crossbows made by an engineer can hold twice as many crossbow bolts as normal.

Innovation (Ex) [Lore, Progressing]: Many abilities of an engineer's vocation and forging (see below) are powered by his ability to rapidly innovate and improve upon an object's design. An engineer receives innovation points in the amount listed on the table, plus his Intelligence modifier, on a daily basis. An engineer must rest uninterrupted for 8 hours to recharge this amount.

Makeshift Prowess (Ex) [Martial]: Engineers are adept at making something from nothing, and regularly utilize tools such as wrenches, drills, and shovels as weaponry. An Engineer can wield an improvised weapon as if he were proficient with it, and does not take the normal -4 penalty for using improvised weapons.

Precision (Ex) [Martial, Progressing]: At 1st level, an engineer can utilize his uncanny sense of accuracy to penetrate enemy defenses. By spending one Innovation point, an engineer can gain an insight bonus to attack rolls as shown on Table: The Engineer. Alternatively, an engineer can instead utilize this bonus to overcome a number of Damage Reduction or Hardness equal to the bonus he would normally gain on attack rolls. This bonus is +1 at 1st level and increases to +2 at 3rd level and again every four levels afterwards (+3 at level 7, +4 at level 11, +5 at level 15, and +6 at level 19).

Vocation (Ex) [Lore, Progressing]: A vocation is an engineer's profession, specialization, and his life's work. At 2nd level, an engineer chooses one vocation and picks additional vocations every even level afterwards. Similar to feats, an engineer must meet all prerequisites before taking a vocation. Unless otherwise stated, a vocation can only be taken once. Additionally, vocations represent an engineer’s mastery over science and technology, any spell-like abilities granted through a vocation can be cast where magic cannot normally be cast, such as within an [url="http://www.d20srd.org/srd/spells/antimagicField.htm"]Antimagic Field[/url], and use the engineer's Intelligence modifier for determining save DC's.

Alchemy
Prerequisite: Chemistry
Description: You are able to utilize alchemic splash weapons to a greater effect. You can now craft items using Craft (Alchemy) without being a spellcaster. Furthermore, by spending 2 Innovation points, you can double the amount of damage an alchemic splash weapon deals upon throwing, or to increase the save DC of an alchemic item by one and a half times.

Amplified Acoustics
Prerequisite: Neuroarcanics
Description: You can alter sound waves through the air, often to destructive effect. By spending 2 Innovation points, you can cast [url="http://www.d20srd.org/srd/spells/hideousLaughter.htm"]Hideous Laughter[/url], [url="http://www.d20srd.org/srd/spells/shatter.htm"]Shatter[/url], [url="http://www.d20srd.org/srd/spells/soundBurst.htm"]Sound Burst[/url], or [url="http://www.d20srd.org/srd/spells/ventriloquism.htm"]Ventriloquism[/url] as a spell-like ability with a caster level equal to half your engineer level.

Blast Radius
Prerequisite: Dynamo Cannon, Neuroarcanics
Description: You have augmented your dynamo cannon in order to create a spread effect with your shots. By spending 3 Innovation points, you can fire your dynamo cannon on your next attack as a 20 ft. cone instead of a normal ranged attack. All creatures within the 20 ft. cone must make a Reflex save equal to 10 + half your engineer level + your Intelligence modifier to take half damage on the attack. Treat this vocation as another way that you can enhance your dynamo cannon through Innovation.

Breaking Point
Prerequisite: Surveyor
Description: You can find weak spots in an opponent's defenses and can quickly utilize such weaknesses. By spending 2 Innovation points, you can strike foes with piercing accuracy. Your next attack with a melee weapon deals extra damage equal to your engineer level. You must decide whether or not to use this vocation prior to making an attack. If your attack misses, you still expend the Innovation points.

Chemistry
Prerequisite: -
Description: You are knowledgeable in the composition of matter, as well as the breaking down or altering of material. By spending 1 Innovation point, you can cast [url="http://www.d20srd.org/srd/spells/disguiseself.htm"]Disguise Self[/url], [url="http://www.d20srd.org/srd/spells/endureElements.htm"]Endure Elements[/url], [url="http://www.d20srd.org/srd/spells/prestidigitation.htm"]Prestidigitation[/url], or [url="http://www.d20srd.org/srd/spells/touchoffatigue.htm"]Touch of Fatigue[/url] as a spell-like ability with a caster level equal to half your engineer level.

Deflect Trajectory
Prerequisite: Physics
Description: Your knowledge of the physical universe is great enough to bend them to your will. By spending 2 Innovation points, you can cast [url="http://www.d20srd.org/srd/spells/holdportal.htm"]Hold Portal[/url], [url="http://www.d20srd.org/srd/spells/protectionfromarrows.htm"]Protection From Arrows[/url], [url="http://www.d20srd.org/srd/spells/resistenergy.htm"]Resist Energy[/url], or [url="http://www.d20srd.org/srd/spells/shield.htm"]Shield[/url] as a spell-like ability with a caster level equal to half your engineer level.

Dynamo Cannon
Prerequisite: -
Description: You have modified an existing crossbow or firearm that you are proficient with to create a unique and masterful weapon known as a dynamo cannon. Resembling a highly mechanized firearms, dynamo cannons are customized for the engineer and are highly complex, imposing a -4 penalty to attack rolls for use of anyone other than the engineer that created it. This penalty is in addition to penalties a character receives if they are not proficient with the crossbow that formed the base of the dynamo cannon.

As engineers become more powerful, they continually enhance their dynamo cannons. At 1st level and every 5th level, the dynamo cannon gains a +1 bonus on damage rolls when in the hands of the engineer that created it.

By spending Innovation points, an engineer can quickly enhance a dynamo cannon to replicate a single effect listed below. Enhancing a dynamo cannon in this way is a swift action that does not provoke an attack of opportunity. The effect that is used must be declared prior to the engineer's next attack, and the Innovation points are still lost if the attack fails. Any effect that change the damage type of the original ammunition (bludgeoning, piercing, slashing, etc.), replace the original damage type.

Absolute Zero: Empower a crossbow bolt to deal cold damage. This effect costs 1 Innovation point to use.

Combustion: Empower a crossbow bolt to deal fire damage. This effect costs 1 Innovation point to use.

Corrosion: Empower a crossbow bolt to deal acid damage. Every creature within 5 feet of the point where the bolt hits takes 1 point of acid damage from the splash per damage dice (not including damage dice added through precision damage, such as a rogue's sneak attack). This effect costs 2 Innovation points to use.

Current: Empower a crossbow bolt to deal electricity damage. This effect costs 1 Innovation point to use.

Shockwave: Empower a crossbow bolt with sonic energy. This effect costs 1 Innovation point to use.

Terminal Ballistics: Empowers a crossbow bolt to deal Force damage instead of its former damage type. Additionally, the attack gains a +1 bonus on damage rolls. This effect costs 2 Innovation points to use.

Constructing a dynamo cannon requires the base cost of the weapon, plus 150gp and 3 days of work devoted solely to the cannon (Craft checks not required). Dynamo cannons use normal crossbow bolts, which are enhanced by the engineer. An engineer can enhance a crossbow bolt that is used as an improvised weapon, however the charge dissipates in 2d4 rounds and becomes useless if fired from anything other than a dynamo cannon.

Enhanced Performance
Prerequisite: Physics, Mecharmor
Description: Further modification of your mecharmor has given way to advancements in improved operation. Your suit of armor now provides an enhancement bonus to base land speed equal to your Speed Bonus as shown on Table: The Engineer. This bonus to land speed remains unaffected if you are carrying a medium or heavy load. In addition, the armor check penalty for a suit of mecharmor is reduced to double the normal armor check penalty, instead of triple.

Mecharmor
Prerequisite: -
Description: You have created a suit of performance enhancing armor, most commonly referred to as mecharmor. While these suits are complex and exotic, it is important to remember that they are nothing more than advanced suits of armor and function as such. However, due to their unique designs and complexity, anyone other than the engineer who created the mecharmor takes a -8 penalty to attack rolls inside the suit and cannot benefit from any vocations with the mecharmor as a prerequisite. This penalty is in addition to penalties a character receives if they are not proficient with the armor that formed the base of the mecharmor.

Activating (donning) a suit of mecharmor takes 1 minute. Once activated, the suit functions similarly to a suit of armor that grants its user special abilities. A suit of mecharmor is essentially a modified version of normal armor, with the base armor material forming the outer shell of the suit that protects the wearer and the delicate machinery inside. Mecharmor provides one and a half the armor bonus of the base armor (minimum 2), triples the armor check penalty (minimum -3), decreases the maximum dexterity bonus by -4 (minimum 0), as well as doubles the arcane spell failure chance and the weight of the armor. In addition, the suit provides the wearer with a +2 enhancement bonus to Strength whenever the wearer is using the suit. Mecharmor always counts as medium or heavier armor for abilities that rely on the character wearing light or no armor, regardless of the base armor type.

Constructing a suit of mecharmor requires the base cost of the armor, plus 500 gp and 1 week of work devoted solely to the mecharmor (Craft checks not required). Mecharmor comes with a set of gauntlets and can be modified with armor spikes or other additions just as normal armor.

Metabolic Jump
Prerequisite: Chemistry
Description: Knowledge of anatomy and physical composition has allowed you to enhance the body beyond its limitations. By spending 2 Innovation points, you can cast [url="http://www.d20srd.org/srd/spells/bearsendurance.htm"]Bear's Endurance[/url], [url="http://www.d20srd.org/srd/spells/bullsstrength.htm"]Bull's Strength[/url], [url="http://www.d20srd.org/srd/spells/expeditiousretreat.htm"]Expeditious Retreat[/url], or [url="http://www.d20srd.org/srd/spells/jump.htm"]Jump[/url] as a spell-like ability with a caster level equal to half your engineer level.

Mounted Artillery
Prerequisite: Dynamo Cannon
Description: Through clever engineering and design, you have developed a tripod that can shoot crossbows or other firearms automatically. In combat, mounting a crossbow on a tripod is a full-round action that provokes an attack of opportunity. Once mounted, the tripod will shoot on you next turn, shares your initiative for the rest of combat. The tripod uses your base attack bonus and is considered to have a dexterity modifier of 0 (-5 penalty to attack). Because you are not consciously firing the weapon, it cannot benefit from any archery feats you may possess, nor can it be enhanced if you used a dynamo cannon in place of a crossbow. For sheer efficiency, many engineers utilize repeating crossbows when they set up tripods.

Constructing a tripod requires the base cost of the crossbow, plus 25 gp and 1 day of work devoted solely to the tripod (Craft checks not required). The tripod is collapsible, and weighs about 5 lbs.

Neuroarcanics
Prerequisite: -
Description: Magic is just another scientific energy to be controlled, an you are particularly adept at altering magical auras. By spending 1 Innovation point, you can cast [url="http://www.d20srd.org/srd/spells/detectmagic.htm"]Detect Magic[/url] , [url="http://www.d20srd.org/srd/spells/identify.htm"]Identify[/url], [url="http://www.d20srd.org/srd/spells/magicaura.htm"]Magic Aura[/url], or [url="http://www.d20srd.org/srd/spells/readmagic.htm"]Read Magic[/url] as a spell-like ability with a caster level equal to half your engineer level.

Physics
Prerequisite: -
Description: Matter in motion, energy, and force are your dearest principles. By spending 1 Innovation point, you can cast [url="http://www.d20srd.org/srd/spells/featherfall.htm"]Feather Fall[/url], [url="http://www.d20srd.org/srd/spells/magehand.htm"]Mage Hand[/url], [url="http://www.d20srd.org/srd/spells/openclose.htm"]Open/Close[/url], or [url="http://www.d20srd.org/srd/spells/unseenServant.htm"]Unseen Servant[/url] as a spell-like ability with a caster level equal to half your engineer level.

Quantum Gate
Prerequisite: Deflect Trajectory, Dynamo Cannon, Physics
Description: By spending 4 Innovation points, you can shoot out two portals from your dynamo cannon within 500' of each other. Travel between these quantum gates functions as a Dimension Door spell, except that teleporting is only possible between two quantum gates, and that the quantum gates last 10 minutes per engineer level before disappearing into thin air.

Renovation
Prerequisite: Neuroarcanics
Description: By swiftly rebuilding the material elements of an object, you can swiftly make repairs to mundane objects or constructs, seemingly by touch. Each day, you can repair a total number of hit points of damage equal to your engineer level x your Intelligence bonus. You may choose to divide your repairing among multiple recipients, and you don't have to use it all at once. Using this vocation is a standard action.

Sapping
Prerequisite: Chemistry, Structural Destabilization
Description: You can quickly erode mineral compositions. By spending 3 Innovation points, you can cast [url="http://www.d20srd.org/srd/spells/meldintostone.htm"]Meld into Stone[/url], [url="http://www.d20srd.org/srd/spells/rustinggrasp.htm"]Rusting Grasp[/url], [url="http://www.d20srd.org/srd/spells/stonespikes.htm"]Spike Stones[/url], or [url="http://www.d20srd.org/srd/spells/stoneshape.htm"]Stone Shape[/url] as a spell-like ability with a caster level equal to half your engineer level.

Structural Destabilization
Prerequisite: Chemistry
Description: Breaking down a the material composition of an object is child's play to the well-to-do engineer. By spending 2 Innovation points, you can cast [url="http://www.d20srd.org/srd/spells/knock.htm"]Knock[/url], [url="http://www.d20srd.org/srd/spells/softenearthandstone.htm"]Soften Earth and Stone[/url], [url="http://www.d20srd.org/srd/spells/warpwood.htm"]Warp Wood[/url], or [url="http://www.d20srd.org/srd/spells/woodshape.htm"]Wood Shape[/url] as a spell-like ability with a caster level equal to half your engineer level.

Surveyor
Prerequisite: -
Description: You utilize terrestrial space to earn sight beyond sight. Any ranges of vision available to you doubles in distance and you always know which direction you are facing. In addition, you gain a bonus to Awareness checks equal to your engineer level.

Terraform
Prerequisite: Chemistry, Sapping, Structural Destabilization
Description: You are capable of altering vast areas of land with minimal effort. By spending 4 Innovation points, you can cast [url="http://www.d20srd.org/srd/spells/passwall.htm"]Passwall[/url], [url="http://www.d20srd.org/srd/spells/stoneshape.htm"]Stone Shape[/url], [url="http://www.d20srd.org/srd/spells/stonespikes.htm"]Stone Spikes[/url], [url="http://www.d20srd.org/srd/spells/transmutemudtorock.htm"]Transmute Mud to Rock[/url], or [url="http://www.d20srd.org/srd/spells/transmuterocktomud.htm"]Transmute Rock to Mud[/url] as a spell-like ability with a caster level equal to half your engineer level.

Thermodynamics
Prerequisite: Physics
Description: You are well learned in the art of converting energy into usable heat. By spending 2 Innovation points, you can cast [url="http://www.d20srd.org/srd/spells/continualflame.htm"]Continual Flame[/url], [url="http://www.d20srd.org/srd/spells/heatmetal.htm"]Heat Metal[/url], [url="http://www.d20srd.org/srd/spells/produceflame.htm"]Produce Flame[/url], or [url="http://www.d20srd.org/srd/spells/pyrotechnics.htm"]Pyrotechnics[/url] as a spell-like ability with a caster level equal to half your engineer level.

Topographical Senses
Prerequisite: Breaking Point, Surveyor
Description: You see differently than others, granting you heightened vision. By spending 3 Innovation points, you can cast [url="http://www.d20srd.org/srd/spells/arcanesight.htm"]Arcane Sight[/url], [url="http://www.d20srd.org/srd/spells/clairaudienceClairvoyance.htm"]Clairaudience/Clairvoyance[/url], [url="http://www.d20srd.org/srd/spells/locatecreature.htm"]Locate Creature[/url], or [url="http://www.d20srd.org/srd/spells/scrying.htm"]Scrying[/url] as a spell-like ability with a caster level equal to half your engineer level. An engineer uses a polished piece of metal to scry upon.

Trap Dismantler
Prerequisite: Surveyor
Description: You can use the Awareness skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Additionally, you can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

If you beat a trap’s DC by 10 or more with a Disable Device check, you can study a trap, figure out how it works, and bypass it (with your party) without disarming it.

Tunneling Mobility
Prerequisite: Chemistry
Description: You can quickly alter the composition of earth materials to construct holes and tunnels. When wielding a tool that can dig such as a shovel, pick, or drill, you gain a burrow speed equal to your Speed Bonus as shown on Table: The Engineer. You can tunnel through dirt, but not through rock and cannot charge or run while burrowing. You can choose whether or not to leave a usable hole behind you. A hole constructed in this manner is 5 feet tall and wide.

Ultravision Lenses
Prerequisite: Surveyor
Description: Through your knowledge of light, you are able to see upon the ultraviolet light spectrum, as long as you use a pair of lenses or goggles as a focus for the necessary modifications. You gain Ultravision out to 120 ft. Ultravision functions exactly like Darkvision, except that you see colors in hues of violet and can see through magical darkness. In addition, you can spend 2 points of Innovation to cast [url="http://www.d20srd.org/srd/spells/seeInvisibility.htm"]See Invisibility[/url] as a spell-like ability.

Vertical Mobility
Prerequisite: Physics
Description: When using climbing gear such as pitons, you gain a climb speed equal to your Speed Bonus as shown on Table: The Engineer, and gain a +8 racial bonus on all Athletics checks. You must make an Athletics check to climb any wall or slope with a DC of more than 0, but you can always choose to take 10, even if rushed or threatened while climbing. You cannot use the run action while climbing. You retains your Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against you while you are climbing.


Minor Forging (Sp) [Arcane]: At 5th level, an engineer can create objects, seemingly out of thin air. By spending three points of Innovation, an engineer can cast [url="http://www.d20srd.org/srd/spells/minorCreation.htm"]minor creation[/url] as a spell-like ability with a caster level equal to half his engineer level.

Greater Forging (Sp) [Arcane]: At 9th level, an engineer's processes of creation advance. By spending four points of Innovation, an engineer can cast [url="http://www.d20srd.org/srd/spells/fabricate.htm"]fabricate[/url] or [url="http://www.d20srd.org/srd/spells/majorCreation.htm"]major creation[/url] as a spell-like ability with a caster level equal to half his engineer level.

Improvised Mage (Su) [Lore]: At 13th level, an engineer can craft magic items, even if he cannot cast the spell using one of his vocations. He must still take the necessary item creation feat to craft magic item then make a Use Magic Device check of DC 20 + the spell level. An engineer is considered to have a caster level equal to half his engineer level.

In addition, an engineer's caster level is considered to be two levels higher for the purposes of spell-like abilities granted through vocations.

Supreme Forging (Sp) [Arcane]: At 17th level, an engineer's processes of creation advance. By spending seven points of Innovation, an engineer can cast [url="http://www.d20srd.org/srd/divine/spells/hardening.htm"]hardening[/url] or [url="http://www.d20srd.org/srd/divine/spells/trueCreation.htm"]true creation[/url] as a spell-like ability with a caster level equal to half his engineer level.

Mobile Fortress (Ex): At 20th level, an engineer builds a personal workshop in the form of a massive mobile building. This mobile fortress functions as a colossal vehicle with a land speed equal to half the speed bonus as shown on Table: The Engineer. Mechanically powered, the mobile fortress moves under the control of the engineer, has Hit Points equal to 3 x the engineer's level x the engineer's Int modifier, and hardness equal to the engineer's level.

The mobile fortress counts as a workshop with all the basic tools required to construct items and is operated by mechanical arms that function as [url="http://www.d20srd.org/srd/spells/unseenServant.htm"]unseen servants[/url], except that they are visible and can go anywhere within the mobile fortress. While the mobile fortress has no weapons, it can be fitted with dynamo cannons on mounted artillery bases, or other similar ranged weapons such as ballista.

Constructing a mobile fortress requires 20,000gp and one month of construction time devoted solely to the mobile fortress (craft checks not required).
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