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[Class] Ranger

For the d20 Rebirth system, headed by Fax Celestis

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[Class] Ranger

Postby Fax » Fri Nov 05, 2010 9:57 am

LevelBABFortRefWillSpecial
1st+1+1+2+0Favored Terrain, Track
2nd+2+1+3+0Ambush +1d4, Natural Bond
3rd+3+2+3+1Woodland Stride
4th+4+2+4+1Momentum
5th+5+3+4+1Ambush +2d4, Favored Terrain
6th+6/+1+3+5+2Dire Charge
7th+7/+2+3+5+2Armored Mobility -1
8th+8/+3+4+6+2Ambush +3d4, Trackless Step
9th+9/+4+4+6+3Camouflage
10th+10/+5+5+7+3Favored Terrain, Armored Mobility -2
11th+11/+6/+1+5+7+3Ambush +4d4
12th+12/+7/+2+6+8+4Hide in Plain Sight
13th+13/+8/+3+6+8+4Armored Mobility -3
14th+14/+9/+4+6+9+4Ambush +5d4
15th+15/+10/+5+7+9+5Favored Terrain
16th+16/+11/+6/+1+7+10+5Armored Mobility -4
17th+17/+12/+7/+2+8+10+5Ambush +6d4
18th+18/+13/+8/+3+8+11+6Trackless Troupe
19th+19/+14/+9/+4+9+11+6Armored Mobilty -5
20th+20/+15/+10/+5+9+12+6Favored Terrain, Ambush +7d4, Improved Momentum


HD: d8

Skills A ranger is trained in Explorer and Adventurer skill sets and selects one other set to be trained in. She also receives Initiative as a bonus skill.

Prowess: A ranger receives four points of prowess per level.

Proficiencies: A ranger is proficient with simple weapons, with three other weapon groups, as well as with light and medium armor and shields (but not tower shields).

Favored Terrain (Ex) [Lore, Progressing]: At 1st level, a ranger may select a natural environment from among those given on the table below. Due to the ranger's experience in that environment, she gains a +2 bonus on Awareness, Stealth, and Survival checks when using these skills in that environment. She also gains the same bonus on Knowledge (Nature) checks made in association with that environment (or on Knowledge (Dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment).

At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the ranger may select an additional favored environment from those given on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2. For example, a 5th-level ranger has two favored environments. In one she has a +4 bonus on the appropriate skill checks, and in the other he has a +2 bonus. At 10th level, she has three favored environments, and she gains an additional +2 bonus, which she can allocate to any of her three favored environments. Thus, her bonuses could be either +4, +4, and +2 or +6, +2, and +2.

If the ranger chooses desert or forest, she must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest).

The game master may rule that a ranger can't select an environment that she has never visited.

EnvironmentExamples
Aquaticsea, ocean (on or under water)
Desert, coldtundra
Desert, temperate or warmbadlands, sandy desert
Forest, cold or temperateforest
Forest warmjungle
Hillsrugged terrain up to 2,000 feet elevation
Marshbog, moor, swamp
Mountainrugged terrain above 2,000 feet elevation
Plainsfarmland, grassland, steppe, prairie
Undergrounddungeons, caverns
Urbantowns, cities


Track: A ranger gains the Track feat as a bonus feat at first level. A ranger who has the urban Favored Environment can instead opt to take Urban Tracking as a bonus feat instead.

Ambush (Ex) [Martial, Progressing]: Starting at second level, a ranger becomes better able to take advantage of surprised foes. Whenever she strikes a foe that is flat-footed, the ranger adds 1d4 damage. This damage improves by 1d4 each three levels thereafter (to 2d4 at 5th, 3d4 at 8th, and so on), to a maximum of 7d4 at 20th level. Since this is not precision damage, this additional damage affects even creatures who are immune to sneak attack or critical hits.

Natural Bond [Primal, Progressing; see text]: At second level, the ranger becomes more in tune with nature. She may select between one of the following powers: either she may obtain a suite of domains, adding its spells to her spell list and obtaining their domain powers; alternatively, she may obtain an animal companion.

If she chooses the domain option, she gains access to the Animal, Plant, and Weather domains. Like a cleric, a ranger casts these spells without preparation. Unlike a cleric, she only gains access to the spells from these domains, not the domain powers or the domain empowerment abilities.

To cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table below. In addition, she receives bonus spells per day if she has a high Wisdom score. When the table indicates that the ranger gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

She uses the following table to determine her spells per day:

Level1st2nd3rd4th5th6th
2nd1-----
3rd1-----
4th1-----
5th11----
6th11----
7th11----
8th211---
9th211---
10th211---
11th2211--
12th2211--
13th2211--
14th32211-
15th32211-
16th32211-
17th332211
18th332211
19th332211
20th433221


Alternatively, she may gain the services of an animal companion, selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.

If she chooses the animal companion option, this ability has the Companion keyword.

A 2nd level ranger's companion is completely typical for its kind except as noted below. As a ranger advances in level, the animal’s power increases as shown on the table. If a ranger releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A ranger of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s ranger level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s ranger level and compare the result with the ranger level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the ranger’s effective level to 0 or lower, she can’t have that animal as a companion.)

Animal Companion Basics
Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class LevelBonus HDNatural Armor Adj.Str/Dex Adj.Bonus TricksSpecial
1st-2nd+0+0+01Link, share spells
3rd-5th+2+2+12Evasion
6th-8th+4+4+23Devotion
9th-11th+6+6+34Multiattack
12th-14th+8+8+45-
15th-17th+10+10+56Improved evasion
18th-20th+12+12+67-


Class Level: The character’s ranger level. The ranger’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD: Extra Animal-type Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. See the Animal type for details.

Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the ranger might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The ranger selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the ranger’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the ranger before the duration expires.

Additionally, the ranger may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A ranger and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.


Woodland Stride (Ex) [Primal]: Starting at 3rd level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect her.

Momentum (Ex) [Martial]: Starting at 4th level, a ranger increases her initiative score (not her modifier) by 1 at the end of each of her turns. This may alter her place in the initiative order: if so, she acts at her new placement. This bonus dissipates at the end of combat.

As a function of this ability, the ranger may use a swift action to force an opponent within 30' to make a Will save (DC 10 + 1/2 ranger level + Wis mod). If the foe fails, they become flat-footed until the end of the ranger's turn. At the end of this round of combat--that is, when initiative passes the bottom of the initiative order and returns to the top of the list--the ranger lowers their initiative score by 5 and acts at this new placement. A ranger may not use this ability if doing so would lower her initiative below 0.

Dire Charge (Ex) [Martial]: Starting at 6th level, whenever a ranger charges a flat-footed opponent, she may make a full-attack at the end of her charge, including Ambush damage.

Armored Mobility (Ex) [Martial]: At 7th level and beyond, a ranger decreases the armor check penalty on any armor she wears and which she is proficient with by 1. This reduction increases each three levels thereafter, to 2 at 10th, 3 at 13th, and so on, to a maximum of 5 at 19th level. Any medium or heavy armor whose armor check penalty is reduced to zero no longer causes the ranger to decrease their movement speed.

Trackless Step (Ex) [Primal]: Starting at 8th level, a ranger leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. A ranger who has the urban Favored Terrain may apply this abilities effects while in an urban setting.

Camouflage (Ex) [Lore]: A ranger of 9th level or higher can use the Stealth skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. A ranger who has the urban Favored Terrain may apply this abilities effects while in an urban setting.

Hide in Plain Sight (Ex) [Lore]: While in any sort of natural terrain, a ranger of 12th level or higher can use the Hide skill even while being observed. A ranger who has the urban Favored Terrain may apply this abilities effects while in an urban setting.

Trackless Troupe (Ex) [Primal]: At 18th level, the ranger gains the ability to hide her allies' tracks as well as her own. She may apply her Trackless Stride ability to a number of allies equal to her Wisdom modifier while using that ability.

Improved Momentum (Ex) [Martial]: At 20th level, the ranger is able to aid her allies into moving more adroitly. Any ally who ends their turn within 30' of the ranger improves their initiative score by 1, in the same fashion as the Momentum ability. The ranger may also utilize a swift action to gain an extra move action this round. At the end of this round of combat--that is, when initiative passes the bottom of the initiative order and returns to the top of the list--the ranger lowers their initiative score by 5 and acts at this new placement.
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Re: [Class] Ranger

Postby Fax » Fri Nov 05, 2010 9:57 am

To Add: Natural Bond "Trapper" option.
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Re: [Class] Ranger

Postby Fax » Thu Jan 13, 2011 8:03 pm

Added some keywords.
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Re: [Class] Ranger

Postby MammonAzrael » Thu Mar 24, 2011 4:18 pm

I'm looking to make my Urban Pioneer entry based of the Ranger, and I've got some questions.

  • Why only a d8 HD? The class is clearly a front-line combatant, and a scout. Is the scout half why it gets the more fragile HD?
  • Why is initiative a bonus skill? Why isn't it just a skill the ranger is trained in?
  • On that note, why 4 Prowess instead of 6? I just getting the feeling that it doesn't have enough non-combat things going on to really qualify it as a skill-monkey. Am I missing something?
  • I'm surprised that some kind of ranged weapons are not a pre-selected weapon group that all rangers are proficient with.
  • I like Favored Terrain, but the bonuses are just so...minor. I mean, all they are getting is a boost to some skills. I would think they'd gain an advantage fighting in their favored terrains. Also, it seems like the bonuses, while working just fine as untyped, could very easily be competence bonuses. I feel like this is one of the most unique, defining things about the class, and it makes me sad to see it have such little influence.
  • I understand that rangers are not intended to be powerful casters, but that spell progression they may have seems very stunted. I can understand them not getting 7th, 8th, or 9th level spells, but why oh why do they get so few spells per day? It seems so depressing, especially next to the fighting power and action economy of an animal companion.
  • On the topic of animal companions, why do you offer both the dog and riding dog? Seems redundant.
  • As a final comment regarding Natural Bond, the casting is the only reason a ranger would ever really care about Wisdom. It seems like adding in another ability or two that used Wisdom could be nice.
  • Armored mobility is nice, but doesn't it seem a little weak to carry 4 levels by itself?
  • It seems like camouflage and Hide in Plain Sight should each only work while the ranger is in one of his favored terrains. Or does the stealth bonus he gains from being in a favored terrain cover it enough?
  • You're nearing epic levels at level 18. Your caster friends are tossing around 9th level spells. And you can make your party untrackable by mundane methods. Feels a bit lop-sided, doesn't it?
  • Improved Momentum is cool...but it doesn't really feel like an ability I'd spend 20 levels to get.

Maybe I'm just not looking at this in the right power level? I know that you powered up your races so they'd have a larger influence on characters, but this class feels relatively "meh" on the power scale. Are you revamping casters so much that this will truly be a balanced choice?
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Re: [Class] Ranger

Postby Fax » Sat Mar 26, 2011 5:41 pm

MammonAzrael wrote:Why only a d8 HD? The class is clearly a front-line combatant, and a scout. Is the scout half why it gets the more fragile HD?
Actually it gets the d8 largely because it is not a fighter-minus but a rogue-plus.
MammonAzrael wrote:Why is initiative a bonus skill? Why isn't it just a skill the ranger is trained in?
That is the intention, actually.
MammonAzrael wrote:On that note, why 4 Prowess instead of 6? I just getting the feeling that it doesn't have enough non-combat things going on to really qualify it as a skill-monkey. Am I missing something?
Yeah, rogue-plussery.
MammonAzrael wrote:I'm surprised that some kind of ranged weapons are not a pre-selected weapon group that all rangers are proficient with.
Why would they be? The ranger is a guerrilla, not an archer. He CAN be an archer, but doesn't necessarily have to be one.
MammonAzrael wrote:I like Favored Terrain, but the bonuses are just so...minor. I mean, all they are getting is a boost to some skills. I would think they'd gain an advantage fighting in their favored terrains. Also, it seems like the bonuses, while working just fine as untyped, could very easily be competence bonuses. I feel like this is one of the most unique, defining things about the class, and it makes me sad to see it have such little influence.
Part of that is that I lifted it almost wholesale from Unearthed Arcana. I may yet change it.
MammonAzrael wrote:I understand that rangers are not intended to be powerful casters, but that spell progression they may have seems very stunted. I can understand them not getting 7th, 8th, or 9th level spells, but why oh why do they get so few spells per day? It seems so depressing, especially next to the fighting power and action economy of an animal companion.
It's faaaar more than they got in 3.5. I am considering switching their table and mechanic to the one the Paladin uses, however.
MammonAzrael wrote:On the topic of animal companions, why do you offer both the dog and riding dog? Seems redundant.
They're actually different creatures.
MammonAzrael wrote:As a final comment regarding Natural Bond, the casting is the only reason a ranger would ever really care about Wisdom. It seems like adding in another ability or two that used Wisdom could be nice.
Yeah, probably.
MammonAzrael wrote:Armored mobility is nice, but doesn't it seem a little weak to carry 4 levels by itself?
No? The secondary effect is actually quite strong.
MammonAzrael wrote:It seems like camouflage and Hide in Plain Sight should each only work while the ranger is in one of his favored terrains. Or does the stealth bonus he gains from being in a favored terrain cover it enough?
I went with the current text because it seemed like it was making a ranger depend too much on his favored terrain.
MammonAzrael wrote:You're nearing epic levels at level 18. Your caster friends are tossing around 9th level spells. And you can make your party untrackable by mundane methods. Feels a bit lop-sided, doesn't it?
You can make your party untrackable, can literally turn invisible while being stared at with Hide in Plain Sight + Camouflage, and can force opponents to be flat-footed for your rogue buddy and for your Dire Charge.
MammonAzrael wrote:Improved Momentum is cool...but it doesn't really feel like an ability I'd spend 20 levels to get.
Really? The ability to triple move/move and charge/move, hide, and then dire charge/move and full attack doesn't do it for you?
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Re: [Class] Ranger

Postby MammonAzrael » Sun Mar 27, 2011 2:46 pm

Fax wrote:Actually it gets the d8 largely because it is not a fighter-minus but a rogue-plus.


Ok.

Fax wrote:That is the intention, actually.


Ok, I'm getting it now. A single extra skill as opposed to a skill set. Still, why call it a bonus skill instead of just saying they're trained in it? Additionally, where are your initiative rules, I can't find them.


Fax wrote:Part of that is that I lifted it almost wholesale from Unearthed Arcana. I may yet change it.


Good. I'd like to see it be more influential. I could see it affecting a very large number of rolls and stats.

Fax wrote:It's faaaar more than they got in 3.5. I am considering switching their table and mechanic to the one the Paladin uses, however.


True, but in general d20r appears to be a little stronger than 3.5 (well, for martial characters at least). I'm just saying that the few spells per day feel ultimately a much weaker choice than an animal companion that may wind up to be just as strong a melee force as the ranger. Especially given the highly limited domains. It might be nice to tie the domains to the favored terrain, each terrain granting a different domain. And you could get a CL boost or something while casting spells from that domain in it's natural terrain.

Fax wrote:They're actually different creatures.


Technically, yes. But they are both dogs, mechanically nearly identical (the dog is smaller and weaker), and I don't see a reason why you can't just cut the extraneous junk that 3.5 had. I'd just cut one of the two wholesale from all of d20r. Having both doesn't really do anything.

Fax wrote:Yeah, probably.


Shiny. Maybe an ability or two to help emphasize their nature-rogue tendencies?

Fax wrote:No? The secondary effect is actually quite strong.


It is nice. And I can get the same general effect by getting a 10 ft. enhancement bonus to my speed. And I'm running around in mithril full plate at 13th level, making the next two levels basically dead. These seems like prime levels to add an ability that gives a wisdom focus.

Fax wrote:YouYou can make your party untrackable, can literally turn invisible while being stared at with Hide in Plain Sight + Camouflage, and can force opponents to be flat-footed for your rogue buddy and for your Dire Charge.


I meant the comment only to focus on Trackless Troupe. It seems a comparatively weak ability to gain. Especially since your entire party should be flying at that point anyways, thus not leaving any tracks.

MammonAzrael wrote:Really? The ability to triple move/move and charge/move, hide, and then dire charge/move and full attack doesn't do it for you?


I can't find your changed initiative rules, so I not sure how high initiative counts get. But no, it doesn't, not at 20th level. Tell me, how does this compare to wish, time stop, shapechange, greater metamorphosis, genesis, and all the other effects your friend were doing at level 17? I realize that d20r is probably curbing some of casting's strength, but since I haven't seen a d20r wizard or psion and the cleric, AFAIK, is still under heavy reconstruction, I can only base my views on the 3.5 versions.

Like I said, it is a good ability. But you can learn hustle at 4th level, and while it costs PP, it doesn't drain your initiative (which will already be drained by making your opponents flat-footed).
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Re: [Class] Ranger

Postby Fax » Mon Mar 28, 2011 10:31 am

Initiative is a skill, not a statistic, now.

It is nice. And I can get the same general effect by getting a 10 ft. enhancement bonus to my speed. And I'm running around in mithril full plate at 13th level, making the next two levels basically dead. These seems like prime levels to add an ability that gives a wisdom focus.
Except that both are applicable: you can get the enhancement bonus and still make use of it.
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Re: [Class] Ranger

Postby MammonAzrael » Mon Mar 28, 2011 11:29 am

True. My point is, though, that I can get what is practically the same effect for only a single level. Or by just being a dwarf.
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Re: [Class] Ranger

Postby Fax » Mon Mar 28, 2011 4:09 pm

I see what you're saying. Afroakuma and I were trying to work out some "natures", but it sort of got sideboarded.
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Re: [Class] Ranger

Postby Morty » Fri Apr 01, 2011 3:30 am

I think I have to concur that the Ranger class somewhat lacks an "oomph" - something really impressive that sets it apart. The Natures look pretty good, and I think they'd help if they were to be finished.
I actually played the d20r Ranger a while back, but it was a short lived PbP game and he never got past 2nd level. He fared pretty well, though.
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Re: [Class] Ranger

Postby MammonAzrael » Sat Apr 02, 2011 1:32 pm

I really like the natures. They're actually similar to what has been discussed in the Barbarian threat in GitP (as the class is just too focused at it stands).

I'd love to see them finished. For use on the Ranger, I agree with the lowered access, but I think that they should have them naturally, and not be incorporated into their Natural Bond ability. I think it mind add some oomph and extra versatility to the class. How long has work on natures been sideboarded? Do you mind if I bring them up in the Barbarian thread for discussion and work?
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Re: [Class] Ranger

Postby Fax » Mon Apr 04, 2011 10:03 am

It's been sideboarded for a while. You can do what you like with them: I have other things I'm focusing on atm.
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Re: [Class] Ranger

Postby MammonAzrael » Mon Apr 04, 2011 1:49 pm

Sounds good. I'll bring them up and see if we can't make something more for you to look over.

In the mean time, I'll see if I can come up with a PrC for the contest using this chassis, and with updates if the class is updated.
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