| Original Fantasy Before the final chapter, there is a beginning, a start, an adjustment period. For fantasy, this is it. |

09-20-2006, 08:23 AM
|
 |
Peace Keeper
|
|
Join Date: Feb 2004
Location: Plane of Ash
Posts: 719
Rep Power: 8
|
|
Okay, an actual new Game that i promise i will actually start, granted it will....
Okay, an actual new Game that i promise i will actually start, granted it will........take a while because things have been slow and the players seem to be busy. I'm in switzerland and i'm still making time to be here guys, let have a little more spirit showing Huh!
anyway, i've been wanting to do this for a while, it will be a D&D campaign, it will be planar (ie you'll go to different worlds and wacky planes, but only if you really want to), it will be level 5 BUT your can tack on some nifty planarish traits or races or something. Go to http://www.crystalkeep.com and look up the D&D stuff, specifically races. You can use any of them that have a +2 LA or less. You can be any class that appears in the class PDF on that sight, and use anything as long as its on that site. If you want to just make up a class/race/weapon Post it and we'll discuss it, but i'm open to it. Plus i'll be offering planar upgrades to the classes, but rather then type up everything, i'll offer them as you as you turn in characters, sort of like mory's inherited weapons...
That being said i also want to capture a bit of a Midevil Knights of the court feel. Your characters will be based in a giant looming ancient castle serving a giant looming ancient king (well, half giant probably). You will be serving as a knight of the realm, or maybe a priest of the realm, or even a minor lord (who could also be a knight) of the realm. Or you could be one of those things from another realm visiting or ambassadorishly associated. This won't affect your class anymore then it needs to, but can give your character a boost or resources or priveledges etc. The court is not overly any aligment, there are bastions of evil and good vying and decieving and redeeming the others. The king is rather enigmatic and employs all available tools to keep his control over the land secure.
and of course if you want to play but aren't very D&D savy, just give me an idea and i'll try to work'a'something up.
One last thing, you're level 5 just for simplicities sake, no reason to assume you're young or mentally challenged. You could be a grizzled old war vetran for all i care, level 5 just keeps you from being an uncontrollable grizzled old war vetran.
basics:
Race:
Class: (up to 5 levels, no penalty for multiclassing..lets make all things possible)
Alignment:Optional, if you don't state it i'll just assume mostly neutral until you demostrate otherwise, but if you start killing puppies, i'll tack on an "evil" somewhere to your name. Jerk.
Postition: Knight, Clergy, Lord. Knights are the elitte fighting force, you get darn good equipement. Clergy are the shepards of the masses and voices of "justice" as well as the scholars, you get to speak for the gods as well as acces to scrolls, potions and libraries. Lords are the land holders and power grubbers, you get holdings and privelage. Only nobility can be lords.
Rank: Noble, commoner, merchant. Nobles get the most in life, and there is really no reason NOT to be one, unless you want not to be. merchants enjoy comfort and limited influence, but not rights per se. Commoners are muck, and often get hit with nasty laws and taxes. For example, human commoners may become knights, but they cannot use metal armour or swords.
Deity: a must have for clergy, others probably have one, but its your choice. For the sake of simplicity i'll be using a simplified pantheon. No Names, just titles. ( i'll add a link to it when i write it up)
stats: (17,16,15,13,13,11 you're hero's no really low stats, +1 to any one stat)
str:
dex:
con:
int:
wis:
cha:
Feats (2)
racial abilities:
class abilities:
Speacial abilities  requests will be considered)
Skills:
Equipement:state what types of items you want in basic terms, note which ones you'll want magiked appearance and such, but no powers yet. we'll hash that out, also give a few ideas of magic items (rings and such) that you think your character would have gone out of their way to acquire. Knights will have better weapons and armour, clergy will have better rings and scrolls, lords have more money and general other tools. and they own land.
background:
great resources:
http://www.d20srd.org
http://realmshelps.dandello.net/datafind/index.shtml (great for looking for feats)
http://www.crystalkeep.com
__________________
Chaos is the friend of those who make no enemies, and form no alliances
Last edited by Larrin; 09-20-2006 at 09:06 AM.
|

09-22-2006, 12:45 PM
|
 |
Peace Keeper
|
|
Join Date: Feb 2004
Posts: 2,156
Rep Power: 10
|
|
Name: The Great and Amazing Zimbo! Or Gaaz for short. (pronounced Gaze)
Race:Chaos Gnome (Sexy Larrin version)
Class: Illusionist(WIZ) 5
Alignment:Chaotic neutral
Postition: Clerigy (begin with four scrolls of level 4 or less, access to wrokshop)
Rank: Merchant (house within city( 1 bedroom,reasonably furnished),masterwork tools)
Deity:Mechanus (protection from chaos 1/day as level 3 caster)
stats:
str: (13-2 race): 11
dex: 15
con: (11+2race): 13
int: 18
wis: 13
cha: 16
BAB:+2 (+1 size)
plan C/D: +3(1d3 piercing, 19-20 x2)
HP:25
AC: 13=10+2dex+1size (17 with mage armour)
Feats:
Legandary Artisan (-25%xp cost)
Craft Wonderous Item
*Craft Magic Arms & Armor (Wiz bonus)
*Scribe Scroll
racial abilities:
* +2 Constitution, -2 Strength.
* Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
* Gnome base land speed is 20 feet.
* Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
* Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
*+2 craft alchemy
*add +1 to all {chaos} spell caster level
*immune to confusion (how could he get more confused)
*spells 1/day
flare, daze, entropic sheild, prestidigitation,dancing lights
* +1 to all saves when on a plane dominated by chaos
* Favored Class: illusionist
class abilities:
Familiar
Scribe Scroll
Bonus feat: craft magical arms and armour
Spells:
Specialized: Illusion
Prohibited: Necromancy, Evocation
Spells per Day:
0: 4
1st: 4
2nd: 3
3rd: 2
Known spells
0 level
All
1st Level
Magecraft
colorspray
silent image
ventrilaquism
animate rope
repair light damage
mage armor
comprehend language
magic weapon
2nd level
Invisability
Phantome Foe
repair moderate damage
levitate
3rd level
Displacement
Repair serious damage
Speacial abilities:
Chaos Theory: treat Law as Chaos and Chaos as Law 3/day
Skills:
Craft: Metalwork:8+4INT = 12
Craft: Alchemy: 5+4INT+2race = 11
Spellcraft:5+4INT = 9
concentrate:8+1CON =9
knowlege (arcana):5+4INT = 9
knowlege (archetecture & enginering) 5+4INT = 9
Perform (ventrilaquism): 2+3CHA =5
Use Magic Devise: 4+3CHA = 7
Languages:
Common
Gnomish
Draconic
Elvan
Giant
Dwarven
((OOC: Yes Gaaz can swear in 6 different languages when he drops a wrench on his foot!))
Equipement:
Gaaz Jr: A tricked out ventrilaquit dummy, made of steal designed to look like Gaaz. There is a hidden dagger in each arm that extends out the hand. The back of the head opens up to place a vial that is designed to hold oil that can be sprayed out the mouth and ignited. Unlike standard ventrilaquist dummys Gaaz Jr. is designed to be used from a distance like a puppet. Additionaly Gaaz Jr. Is actualy life sized. This is an Official Great and Increadable Product, Please do not copy or reproduce without prior permision.
Stats (when Gaaz controls)
HP:20, hardness 10
AC:13 (15)
AB: (+3) (1d4 slam OR 1d3 dagger)
f:0 r: (3) w: none
FireBreath: 15ft cone 1d6 fire, reflex vs 15 or catch fire (1d6 fire next round) use 1 vial of alchmists fire (full round to replace)
must stay within 15 ft of user
The Great and Amazing Zeebo's Astoundingly Increadable Puppet string gloves, aka the Gaazaips (gaze apes) :essentualy a set of five rings for each hand linked to a bracelet with small chains. Each ring has a thin wire attached to it about 15ft long with hook designed to attach to Gaaz Jr. This is an Official Great and Increadable Product, Please do not copy or reproduce without prior permision. (magic Item)
Plan C/D: Its a dagger dagger, though Gaaz used a hot poker to etch "Plan C" onto the leather binding the grip. Later the C was made into a D so the D looks funny.
Master work Metal working tools (+2 craft metal work)
Masterwork Alchemy lab (+2 craft alchemy work)
Magic Items: Darlo's Deviously Unfolding Trunk: A trunk, approximately the size of a gnome, that has many unfolding doors, drawers, pouches and fold out tables. its main compartment is essentially a bag of holding, while side drawers can only hold a bout a shoe boxes worth of items, but there are at least ten of them (that you've found, its tricky) more then enough to hold your tools. finding objects stores in the drawers is a fullround action, while the main compartment emmediatley provides what you want. Various tables and even and ubrella can be extended from it to provide working surfaces and shelter. It has anynumber of fold out wheels,ski's, tracks so that it can always be easily pulled across any terrain. it also floats.
Familiar:
Name:The Astounding Zippo (Taz)
Race: Squirrel
HitDice: 5d1/4
HP: Half of Gaaz's total.
Speed: 30 ft
AC: 17 (+2 size, +2 Dex +3nat)
attack: Bite +5 (1d3-4) (ooc: the healing bite? o_0;; I assume it always deals 1 damage..or something like that..)
space/reach: 2-1/2ft. / 0ft
Special attacks:-
Special Qualities: Alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master.
Saves: Fort:2(0con+2) Ref: 5(3dex+2) Will: 5(1wis+4)
Abilities: Str: 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2
Skills: Balance +10, climb +12, Move silently +10, Search+10 use wizard's ranks with familiar's abilites for rest.
Feats: Weapon Finese
Descript:Gaaz's faithful sidekick whome Gaaz often has tried to work into his ventrilaquist act as a second pupeteer. This clever (relatively speaking) fox squirrel can often be seen wearing vests or capes, sometimes both, in blended hues of reds and oranges (it transitions acros the fabric). His coloration is a greg with a orangish red underbelly (from which fox squirrels get thier name)
((OOC: I couldn't get my hands on the dragon magazine that appearently has stats for a squirrel so I used my "Book of Familiars" which was a d20 book mad for 3rd ed. I droped the scent special quality since it didn't make sence to me and altered accourding the 3.5 PHB's section on familiars))
background:
Gaaz has never been quite right in the head, its probably why he started warshiping a god of logic at an early age of 25, it made perfect sence the way the youth group people explained it to him... He spent the next few years trying to bring order to chaos, even going so far as to try for three months to make a lable that could be put on fire, but he got bored with that so he quit. Instead he took up his next great hobby, he wanted to be an inventer. Why by his entirpritation of Mechanus's teachings any problem could be solved with machines even death, but trying to solve that isn't very good since thats like necromancy, and necromancy works with negative energy, negative energy destroys positive energy, entrophy destroyes things, entrophy is the essance of chaos, chaos is against the teachings of Mechanus so it's probably bad. Makeing gifts for bithday partys though, now THAT is a good thing, Gaaz ones tried to make a mechanical juggling clown. For some reason they didn't apreciate the gift, something about being deathly afraid of clowns or something, Gaaz thinks it was just because of the small mishap that happened because a gear or two might have been plaved wrong, it ended up throwing a knife at the guy and shortened his hair. Ah well. In anycase Gaaz decided to fix the clown and make it better. He fixed the knives so they wouldn't fly out of the hand any more, and since it wouldn't juggle right anymore he decided to make it be able to breath fire instead, cause thats a really neat trick right? Thinking of how else to improve it he decided he decided to redo the casy so it didn't have that funny outfit and look to it...but what to make it look like.. well he always thought he looked ok...so he whent with that. He also decided to make it so you could control it from a distance, that was when he decided he wanted to be a ventrilaquist. Unfortunately no one else associated with Mechanus seemed to like his act very well so he decided if he could find no good friends, he'd make them! Another problem to be solved by mechanus's teachings!
EDIT:larrin added some stuff then cain added his familier and languages and larrin added magical object.
__________________
Who's bright idea was it to stave off natural selection by putting warning labels onto household items?
Last edited by Larrin; 10-09-2006 at 10:05 AM.
|

09-23-2006, 06:42 AM
|
 |
Peace Keeper
|
|
Join Date: Feb 2004
Location: Plane of Ash
Posts: 719
Rep Power: 8
|
|
well the original gnome looks like this
but you want chaos and a few spelly bits
well first lets keep these;
* +2 Constitution, -2 Strength.
* Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
* Gnome base land speed is 20 feet.
* Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
and you wanted illusion abilities, and we'll keep the craft bonus
* Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
*+2 craft alchemy
okay now lets add some chaos:
*add +1 to all {chaos} spell caster level
*immune to confusion (how could he get more confused)
*spells 1/day
flare, daze, entropic sheild, prestidigitation,dancing lights
* +1 to all saves when on a plane dominated by chaos
* Favored Class: illusionist
but prestige classes don't count towards multiclassing anyway, only base classes do. PrC's are seen as sort of continuation of the previous class.
__________________
Chaos is the friend of those who make no enemies, and form no alliances
|

09-23-2006, 09:56 AM
|
 |
Peace Keeper
|
|
Join Date: Feb 2004
Posts: 2,156
Rep Power: 10
|
|
Ah cool cool, I like. ^_^
I always thought prestige class did count toward multiclassing, and thats why on with some prestige classes it says something like this class can multiclass freely with the prestige class...course I think that is usualy with monk classes so that would explain that...
__________________
Who's bright idea was it to stave off natural selection by putting warning labels onto household items?
|

09-23-2006, 10:30 AM
|
 |
Established Member
|
|
Join Date: Feb 2004
Location: Desolate Peace
Posts: 666
Rep Power: 8
|
|
Ill be game on this, just alittle time...military training is well, alot of training cramed into 8 wks.
__________________
"Fine, have your mind controlled and be flung into battle like a living grenade." - DC to Oblivion
" The concern is not the cost of one bullet, but the cost the damage one bullet can do." -Coworker remark on accountability of items
|

09-23-2006, 01:19 PM
|
 |
Peace Keeper
|
|
Join Date: Feb 2004
Posts: 2,156
Rep Power: 10
|
|
I updated my character sheet, I just havent decided if I want a ferrat or a squirl as my familiar, I want them to eventualy learn how to manipulate pupet strings so I wanted something with grasping paws, but I also wanted something to fit his personality.
__________________
Who's bright idea was it to stave off natural selection by putting warning labels onto household items?
|

09-24-2006, 03:38 AM
|
 |
Peace Keeper
|
|
Join Date: Feb 2004
Location: Plane of Ash
Posts: 719
Rep Power: 8
|
|
Cain-by legendary artisan do you mean "exceptional artisan" the feat that decrease the construction time by 25%?
also, i'll treat your puppet as a Animated Object (small). Basically since constructs have no Con score to begin with, his Str and Dex will depend the users scores, and since he's a puppet he doesn't even have and INT, WIS, or CHA, so basically he has 1d10+10 hp (all small constructs have +10 to hp),a hardness of 10, +0 to fort save, user determined STR, DEX, reflex save, atack bonus, and an AC of 13 (+1 small +2 natural)+users dex. he can use a 1d4 slam attack or 1d3 dagger attack
his flame breath will be a 15 ft cone, requiring a bottle of alchemists fire inside of him, and dealing 1d6 fire, with a save DC 15 to avoid catching fire and taking 1d6 the next round as well.
__________________
Chaos is the friend of those who make no enemies, and form no alliances
Last edited by Larrin; 09-24-2006 at 03:43 AM.
|

09-24-2006, 02:34 PM
|
 |
Established Member
|
|
Join Date: Feb 2004
Location: Desolate Peace
Posts: 666
Rep Power: 8
|
|
Birth Name: Skyler
Flock Nickname: Feather
Self Name: Rahzar
Race: Raptoran
Class: 5 Ranger
Alignment:Chaotic Good
Postition: Knight (all weapons and armour master work)
Rank: Commoner (Forbidden from wearing metal armours, appearing in court without bathing, and one other thing i haven't thought of yet)
Deity: The Lady of the Silent Wings (+1 round of flight without tiring)
stats:
str:16 (+3)
dex:17 (+3)
con:15 (+2)
int:13 (+1)
wis:14 (+2)
cha:11
BAB:+5
m. Footbow, mighty +1: +9 (1d8+1 dmg piercing x3, 100ft range incrments)
m. rapier: +9 (1d6+3 piercing 18-20 x2)
HP:50
AC: 18 =10+3dex+3l. armour+1buckler+1 dodge
fort: 6
ref: 7
Will: 2
Spells:
Lvl 1- Endure Elements
Feats (2)
Point Blank Shot
Dodge
racial abilities:
Land Speed- 30, Medium Size, fly 40 ft (average, 2 rounds) glide 20ft per 5 dropped
Wing-Aided Movement: Raptorans can use their wings to help with movement even if they can't fly yet. The extra lift from her wings gives a raptoran a +10 racial bonus on Jump checks.
Gliding (Ex): A raptoran can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Raptorans glide at a speed of 40 feet (average maneuverability). Even if a raptoran's maneuverability improves, she can't hover while gliding. A raptoran can't glide while carrying a medium or heavy load. If a raptoran becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The raptoran descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Flight (Ex): When a raptoran reaches level 5, she becomes able to fly at a speed of 40 feet (average maneuverability). A raptoran can't fly while carrying a medium or heavy load or while fatigued or exhausted. Raptorans can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Raptorans are likewise fatigued after spending a total of more than 10 minutes per day flying. Because raptorans can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). (may fly for 3 round, or push for 6)
Unerring Direction: Raptorans have an instinctive sense of which direction is north, even when they are underground or otherwise unable to see the sky or other visual cues. Beyond the Material Plane, this ability doesn't function.
Low-Light Vision: A raptoran can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. A raptoran retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Raptorans treat the footbow as a martial weapon rather than as an exotic weapon.
+2 racial bonus on Climb and Spot checks. Raptorans have strong grips with both hands and feet, and their eyes are unusually keen.
class abilities:
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): (1) Magical Beasts ~+4~ (5) Monstrous Humanoid ~+2~
Track
Wild Empathy (Ex) (+5)
Combat Style (Ex): Archery: Rapid Shot
Endurance
Animal Companion (Ex): Hawk (Serah)
Speacial abilities
Terrain Mastery: Forest(+4 hide); Plains(+4spot), +1 AB/dmg vs forrest and plains creatures
Languages:Tuilvilanuue(racial), Common
Skills:56
Climb, str 5 +3+2racial=10
Concentration, con 4 +2=6
Handle Animal, cha 5=5
Hide, dex 5 +3 +4terrain=12
Jump, str 3 +3+10racial=18
Knowledge/geography, int 3 +1=4
Knowledge/nature, int 3 +1=4
Listen, wis 4 +2=6
Move Silently, dex 7 +3=10
Profession (knight), wis 3 +2=5
Search, int 3 +1=3
Spot, wis 5 +2+2rcial+4terrain=13
Survival, wis 6 +2=8
Equipement:
-masterwork Foot Bow of Versitility, mighty +1 (+1 to hit,+1 str bonus to dmg, may be used with hands as well as foot)
-Knights Quiver: 20 regular arrows, 20 cold iron, 20 silver
-masterwork Sling (+1 to hit)
-Holy bullets (20 sling ammo, +1d6 divine dmg to undead and evil outsiders)
-masterwork Rapier (+1 to hit)
- +1 Leather armour Of Hovering(arm guards/leg guards/ chest) (no armour penalty, allows you to hover as long as you could normaly fly)
-Master work Buckler (no armour penalty)
-Sashling
-Training Treats
-Rope
-eyepiece of piercing vision: the eypeice attempts to peirce any illusion spell, the viewer simply sees what is there with no clue that there is an illusion spell there. they eyepice makes a 1d20 vs 10+lvl of spell to pierce the spell. If the user has 5 or more ranks in spot, the eyepiece gets +4 to its attempt to its peircing attempt. The eypiece only gets one attempt per spell. If it fails, there is no indication to the viewer that an attempt was even made, and must discern the existance of an illusion on his own.
Background:
Born upon the slopes of a ridged mountain, Skyler grew up with the others his age in the small settling of his kind. Training to enter the ranks of their mightiest warriors, he has yet to show what it truly takes, valiant though he may try. Having little interaction with the outside world he has mainly aided in the defence of his community hunting down the creatures and beings that would attempt to lay claim to their mountain home. Having gone out on his Path of Four WInds, he returned when he was able to fly taking on the name Rahzar. Since then he has been training and aiding his flock, taking pleasure in the twilight hours gliding through the cool air. In this way he has grown up and lives his days.
~~ ~~ ~~
Hawk: Serah
Hit Dice: 8 hp
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-10
Attack: Talons +5 melee (1d4-2)
Full Attack: Talons +5 melee (1d4-2)
Space/Reach: 2½ ft./0 ft.
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon Finesse
EDIT: larrin: to add in some stuff
EDIT: DC: Added/ Changed some stuff.
EDIT:larrin: added hover and +1 to armour, added eyepiece of piercing.
(((info on race found at http://www.wizards.com/default.asp?x...050106b&page=1 )))
__________________
"Fine, have your mind controlled and be flung into battle like a living grenade." - DC to Oblivion
" The concern is not the cost of one bullet, but the cost the damage one bullet can do." -Coworker remark on accountability of items
Last edited by Larrin; 10-09-2006 at 10:19 AM.
Reason: update
|

09-24-2006, 06:11 PM
|
 |
Peace Keeper
|
|
Join Date: Feb 2004
Posts: 2,156
Rep Power: 10
|
|
No there are four "Artisan" Feats.
One reduces material requirements of crafting by 25%
One reduces crafting time by 25%
Legendary reduces exp requirements of crafting by 25%
Those three I think were from one book.
From another book is a feat listed as general rather than item creation. With it you reduce the requirements of crafting with a feat you already have by 75%.
I would give acual names but the feat list keeps locking up my browser
__________________
Who's bright idea was it to stave off natural selection by putting warning labels onto household items?
|

09-25-2006, 02:46 AM
|
 |
Peace Keeper
|
|
Join Date: Feb 2004
Location: Plane of Ash
Posts: 719
Rep Power: 8
|
|
DC_as a cleric, you're going to want more then just a 13 in wisdom, since thats your spell casting stat (you won't be able to cast 4th level or higher spells without higher wisdom). i'd suggest deciding wether you're going to be a mellee fighter or ranged and then swtich out str or dex, or con if you're feeling gutsy..
__________________
Chaos is the friend of those who make no enemies, and form no alliances
|
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -7. The time now is 12:02 AM.
|