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Elymasti (reworked)

Machiavelli

First Post
Ok, I would necro my old thread in which I first posted this race, but it's buried in the archives by now (thread #556 last I checked, 9/19, 09:30 GMT).

I've been on a racial paragon kick recently, and got the idea to make one for my old race the Elymasti, to address the issue that most people had with the original concept: it could fly, but it was +0 LA. Some said it should simply glide like the raptorans do to level out its power, so I changed it as such, but instead of copying WoTC's HD-based improvement to full flight, I added the upgrade as a racial paragon class ability.

I've attached the MSWord file I have it saved as, but because those are inherently insecure file types to be downloading from strangers, I'll do my best to post the WHOLE lot of it (7 pages) right here in the boards. Wish me luck ;), but I promise the Word file will be ALOT easier to read.

[sblock]
[h1]Elymasti[/h1] [size=-2]by "Machiavelli"[/size]
n. s. – Elymastix; n. pl. – Elymasti; adj. – Elyx

The elymasti are a close-knit but internally dynamic race of nomadic, restless hunter-gatherers, who live in the semi-arid taiga in lieu of other, less hardy races.


[size=-2]…a male elymastix. Females have more subdued plumage in tones
of white, gray, and blue, with red and gray scales. Picture by Ashleigh Ellis, from DeviantArt.[/size]

[h6]Personality[/h6]The elymasti adore creativity and resourcefulness, and are often fine artisans. They craft items from a variety of materials, even ice and snow, but give little regard to permanence. They instead appreciate the act of creation itself and will often reuse the crafted materials in new artwork. The elymasti are almost as bird-like in their personalities as in their appearance. They rarely feel tied to one location and prefer to travel in as large a group as the situation will allow. To other humanoids, the elymasti seem flighty and erratic, like easily distracted children or sufferers of multiple personalities. They almost never hold grudges, but when provoked to violence, they can be resourceful and frightening opponents. Thankfully they do not value wealth or envy others’ lands, so only threats to their safety are considered valid provocation.

[h6]Physical Description[/h6]The elyx physiology is unique among the intelligent species, with bird-like beaks, large eyes, long, stalky legs and feathered, but otherwise bat-like, wings that tuck into folds of thick, downy feathers. They stand between 4’6” and 5’ tall at the shoulders and are between 6’10” and 8’4” long from beak to tail, but only weigh between 70 and 95 lb. Males and females are of approximately the same size and weight, while males have glossier and usually more colorful feathers and scales, ranging from icy blue to crimson, violet, gray, and white. They resemble half-reptilian birds, and in fact are fairly powerful flyers.
Like reptiles, the elymasti are essentially endothermic, having only some internal control over their body temperature. Instead, they rely on the sun’s radiation to warm their bodies, while in their blood flows a potent mixture of anti-freezing proteins, to allow them to endure their cold native lands. The feathers, which make efficient use of the sun’s radiation with their fine crystalline structure, are considered quite valuable to those of murderous disposition and an eye for profit. These feathers are not shed by healthy elymasti.
An elymastix’s legs are strong and precise, and her neck is very precise, but her opposable talons are only useable for grasping with minimal manipulation. Elymasti prefer flying to walking for its obvious advantages of speed and safety. A small creature could ride an elymastix, but understandably few elymasti would be so generous to any but the very closest of friends.
The elyx brain is a decentralized system of nervous centers, with seven separate nodes along the top half of the spine. Each node stores a duplicate of the elymastix’s long-term memories, while controlling a function of thought: logic, problem-solving, instinct, strong emotion, neutral emotion, sensuality, and vision specifically. This separation of brain activities leads the elyx psyche to apparent multiple personalities. In truth, an elymastix will choose, by logic and by emotion, which mindset is most appropriate before making a decision or contemplating a deep thought.
Elymasti reach maturity at 10 and commonly live to be 60 years old, but some live almost a century.

[h6]Relations[/h6]While logic and emotion are the strongest influences on elyx thought, instinct plays a key role in how they view their role among their people. Elymasti instinctively remain faithful to their people, although family and clan structure is far less important to them than among other nomadic races. They willingly act in accordance to the best interests of their entire race rather than individual sects, regarding nationalism and territoriality as forms of conceit and greed. This is only instinctive and not rigidly enforced by elyx society, and so a few will travel to foreign lands when they feel unneeded by their people.
Groups (or “flights”) of elymasti settle for brief periods in their well-crafted earth and stone cities, which serve as nesting grounds, marketplaces and temporary headquarters for guilds. The primary dividing factors among elymasti are food supplies in their native lands, often too sparse to support a flight larger than a few hundred. Also, the handful of elyx religious creeds will usually preclude membership of dangerously chaotic elymasti.
An elymastix young adult will often break from her birth flight to join another flight in passing, if the new flight is in need of her services. Usually, having learned her trade from members of her flight, they will encourage her to leave to lessen strain on food supplies. The elymasti emit an almost undetectable pheromone when comfortable and content, as a signal of familiarity or love to other elymasti. This scent is often considered disagreeable enough by gnomes for them to avoid the elymasti altogether. Open-minded humans, who can look a talking bird in the eye without flinching, get along well with the elyx people, as the races mutually appreciate their dynamic and curious natures. An elymastix will usually cooperate with an elf in preservation of the land or pursuit of those who would abuse it. Barbaric races often have ambitions for territory or clan prestige that clash with elyx thought, but otherwise the elymasti get along with these fellow inhabitants of the wilderness.

[h6]Elyx Lands[/h6]The elymasti loathe territoriality, welcoming any uninvited but well-intentioned guests as simply fellow creatures in need of a place to rest. Among flights, the elymasti gladly share land and resources. They do, however, resist permanent settlement in their lands by other races, which is rare in any case in such disregarded real estate. Encroachment unduly stresses elyx resources, so they will willingly go to war if unable to peacefully prevent foreign settlement. Their own settlements are only temporary homes, though these very few city-camps are built of earth and stone to last ages. A flight inhabits a city-camp for only a season or two, to raise and protect their infants before they can travel with the flight, then they move on when a new flight arrives.
When more than one flight briefly occupies a city-camp, the opportunity is taken to exchange news, trade goods, tell stories, cooperate in building monuments, and discuss government of the city-camps. Flights frequently send messengers to each other to keep up on news from every corner of their lands. This allows them to rally to war quickly if necessary, or to exchange needed craftsmen, tradesmen, hunters, and laborers.

[h6]Religion[/h6]Upon reaching maturity, at approximately 10 years old, elymasti begin religious training in any one of a number of related religious creeds, which may lead to lives as devout druids or clerics, or may simply serve as a guide to elyx morality. While the elymasti have a handful of differing religious groups, the uniting threads of elyx religions are the belief in the merits of both originality and unity, and in the generosity and vulnerability of nature. Elymasti regard the land with great respect and consider it to be in need of protection in order to sustain them. Elyx druids serve as primary providers of food for the elyx, drawing upon the energy around them to produce magical sustenance and reduce the need for invasive agriculture. They also cast various light spells upon their flight’s personal items, to provide those around them with precious light in the absence of the sun. In days long past, the elymasti were a migratory species, traveling the incredible distance from one side of the equator to the other every year to remain in perpetual summer. In more recent millennia the spread of druidic talents through their ranks has made this epic journey unnecessary, and so druids are highly venerated members of elyx society.
The elyx are tolerant of other race’s religions, but regard them with benign distaste. Their chief racial god is Milusx (CG), the god of Sun, Air, and Travel.

[h6]Language[/h6]The language of the elymasti is called elyx and uses elven script. The elyx language existed long before it was formalized into written language. Elyx history was passed down orally, with emphasis on the lessons to be gained and little regard to accuracy of details, so written language was seen as wholly unnecessary. An elven linguist eventually found the musically birdlike, rolling phonemes of elyx to be similar to elven, and simply began to record the language in his own script. Knowledge of the written language spread slowly through the elymasti until record-keepers became common in flights, but the oral traditions are still the preferred method of retelling history.

[h6]Names[/h6]An elyx name refers first to her flight, and second to herself. She will usually change her name when she joins another flight, adding its name to the beginning of her own. Elyx names can become very long in this way, so other races are known to refer to elymasti by their base names, if they understand the elyx naming conventions, or by various nicknames if they do not. The elymasti never use nicknames, though for convenience an elymastix may choose not to add her most recent flight name to an already very large name. She may also eventually drop the name of a flight she belonged to briefly, or one that has not dramatically influenced her life. Members of the new flight or the dropped old one will rarely take offense to this choice, but rather respect her for her obviously extensive experiences in other flights.
Female names: muhreahl, enladamie, dehlara, maelarme, eloshamie
Male names: donshuin, uhreaid, elhoam, enladomei, hladonnae
Flight names: Luo’, Rrh’, Dloa’, Fahln’, Lra’, Earlm’

[h6]Alignment[/h6]Elymasti are usually chaotic good, having come from lands with loose governmental structure and the resulting need for at least a degree of personal discipline to maintain a flight’s health. Evil elymasti are rare, but not unheard-of. An evil elymastix’s affinity for her own people will often override her tendency to separate herself from good or neutral elymasti. When an elymastix journeys and lives among other races, she may adapt to the established laws, becoming neutral or lawful by choice rather than by nature.

[h6]Adventurers[/h6]When an elymastix finds her skills in ready supply, presently unneeded, or entirely obsolete, she will usually choose to begin learning a new trade and acquiring new skills. A few in this position, however, will choose to journey outside the elyx lands and find a “flight” among other races. This choice may be initiated by curiosity, the influence of a traveler passing through elyx lands, or the attraction felt by an experienced elymastix for new people to meet and lands to explore. Often a small group of elymasti will leave together, preferring to remain close to familiar faces even as they seek adventure or employment away from home. If a good aligned elymastix learns to expand his devotion to his people to include other races, he may leave to seek and conquer evil for the good of society as a whole.

[h6]Racial Traits[/h6]~ -4 Constitution, +2 Wisdom: Elymasti are quite frail, but their society’s wisdom is instilled early in life.
~ Medium-size.
~ Base land speed: 20 feet. Base flying speed: 40 feet.
~ An elymastix can use her wings to glide, allowing 20 feet of forward travel for every 5 feet of descent. Elymasti glide at a speed of 40 feet (poor maneuverability, see DMG pg. 20) and can’t hover while gliding. An elymastix can’t glide while carrying a medium or heavy load. An elymastix must take care not to become unconscious or helpless while in midair, but if she is conscious when she fails to move her minimum forward speed for a round, she may attempt to slow her fall. She must make an immediate Reflex save (DC 10 + number of feet moved less than minimum) in order to fall only 50 feet for the first round, instead of the usual 150 feet. If she fails her save to regain control and resume gliding, she falls twice as far on each subsequent round, up to 300 feet per round.
~ Using her wings to aid her, an Elymastix gets a +8 racial bonus to Jump checks. If her wing claws carry nothing, she can run at two extra multiples of her base speed when wearing light or no armor and carrying a light load, or one extra multiple when carrying a medium load. This ability stacks with the Run feat.
~ If in an area of darkness or shadowy illumination for more than 1 minute/HD, an elymastix loses control of her body temperature and suffers a –1 penalty to all skill checks and attacks, and suffers a –4 penalty to saves to resist cold damage, taking double cold damage on a failed save after 5 minutes/HD. She must be exposed to an area of bright light for at least half as long as she suffered the penalties before she can regain control of her body temperature. Only sunlight and magical sources of white light can provide adequate light; fire-based light sources do not, no matter how bright they are.
~ Immunity to dazzle effects: The elymasti’s eyes are adapted to handle the blinding affects of snow reflection, so excessively bright light does not bother them.
~ Elymasti are exceptionally sharp-eyed. They receive a +2 bonus on Spot checks made in bright light.
~ Elymasti sleep normally, about 8 hours per day, usually during nighttime.
~ +2 racial bonus to Craft checks related to sculpture or decorative art: Artistic creativity and skill are greatly encouraged in young elymasti.
~ Elymasti get a +2 racial bonus to reflex saves, due to their bird-like reflexes and lithe agility.
~ Automatic languages: Elyx, Auran Bonus languages: Common, Elven, Draconic. Elymasti learn the languages of the skies and their human and elven trade partners.
~ An elymastix may only use one pair of limbs at any one time for wielding weapons or items. When using wing claws, she suffers –6 dexterity and –2 strength penalties related to using and holding the object. When propping herself up and using her talons, she suffers no penalties, but may not move or turn in any direction, counts as flat-footed, and automatically fails reflex saves. Standing is a free action.
~ Elyx natural weapons are two Talons. Multiattack is needed to use multiple attacks per round.
~ An Elymastix may make 2 talon attacks per round when flying (must have Multiattack or suffer standard penalties), or 1 talon attack when standing. She attacks at her base attack bonus plus her strength bonus, dealing 1d4 plus her strength modifier damage. Critical is x2.
~ Elyx warriors have adapted weapons for their use (see below), due to limitations presented by their bird-like feet and weak wing claws. Elymasti are not naturally proficient with these unusual weapons.
~ Favored class: Druid. The elymasti are naturally proficient in using and protecting their vital lands.


[h2]Elyx Weapons[/h2]
Code:
[b]Elyx Bladed Bracers[/b]     65gp    1d8   19-20x2    ~      5lb
[b]Elyx Tail Spikes[/b]        80gp    1d6     x2       ~      10lb
[b]Elyx Tail Thrower[/b]       14gp     *       *       *      2lb
  [i]Iron Ball[/i]             5/1gp   2d4     x2      60ft    2/lb
  [i]Stone Ball[/i]           10/1gp   1d8     x2      50ft    2/lb 
  [i]Fire Stone[/i]            8gp     1d4     x2      40ft    3/lb
  [i]Tumbling Stone[/i]        3/1gp   1d6     x2      30ft    2/lb
  [i]Half-stone Bolas[/i]      2gp     1d4     x2      30ft    2/lb
  [i]Crystal of Storing[/i]    60gp    1d4     x2      60ft    4/lb

Elyx Bladed Bracers: The above stats are for one bracer. It can be strapped and buckled onto a leg, or removed, in 1 full round by an Elymastix using both wing claws and the opposite leg’s talons. The bracers can be donned while gliding, but this requires 4 full rounds. When diving, this weapon is treated as a talon attack, such that it deals double the normal slashing damage. Wearing bracers while standing incurs a –2 penalty to all strength and dexterity checks, and renders the talons useless for manipulating objects larger than Tiny.
Elyx Tail Thrower: This ranged weapon allows the tail to throw a weighted ball shot with tremendous force. Loading the wooden scoop on the ground is a move-equivalent action, but while gliding it is a standard action. The tail thrower may be loaded with a variety of shot.
Fire Stone: Also deals 1d6 fire damage plus 2 points splash damage up to 5 ft away. Shatters on impact.
Tumbling Stone: Target suffers a -2 dexterity AC bonus because of erratic flight path, but never reduced below +0.
Half-stone Bolas: On a hit bolas make a trip attack, adding the attack bonus to the opposed roll instead of Strength.
Crystal of Storing: Stores any one spell, triggered on impact, up to 3rd level. Shatters on impact.

Elyx Tail Spikes: Tail spikes function like a spiked chain, with the usual reach, dealing slashing damage. They give the wielder a +2 bonus to attempt to disarm or trip an opponent. Upon a failed disarm attempt the tail spikes may not be disarmed, and upon a failed trip attempt they may not be dropped to avoid being tripped. The tail spikes may be used to initiate a grapple, with a –2 Strength penalty, at any time the bare tail could otherwise do so. Upon a successful grapple check, and for each successful round of grappling, the spikes deal 2d4 piercing damage.

[h2]Elyx Paragon Class[/h2]
The elymasti have adapted to life in one of the world’s extremes, despite the many challenges and dangers presented by that environment. Where their distant ancestors clawed through the skies across entire hemispheres, they have in more recent millennia taken up the equally tasking fight to survive in the inhospitable locales left to them by the advance of other intelligent races. While this struggle has bred survivalism so deeply into the elyx mindset that few question their race’s position in the world, there always will remain those somewhat indignant few. Such individuals are the elyx paragons.
Adventures:
Elyx paragons are an embodiment of wanderlust and personal pride. These perceptive elymasti embrace their race’s proud past along with the strengths of their present society. They almost invariably set out into other races’ lands, feeling that it is their very right to go wherever they please, captivated by the spectacles and experiences the rest of the world has to offer, and eager to prove the worth of the elymasti to the world.
Alignment:
As with other elymasti, an elyx paragon can be of any alignment, but most are chaotic. The propensity for being good in the traditional sense is not as strong with elyx paragons, however, for they are concerned with the advancement of themselves and their race above all else. He will often use his “cautious mind” only when dealing with the sanctity of nature or the possibility of admonishment from his flight, preferring a more moment-by-moment approach to all else he may face in life.
Relations:
If it is a challenge to find a race or individual who will accept a decidedly alien elymastix as a peer, it is even harder to find one who will accept an elyx paragon. Where an elymastix’ fluxuating attitudes and moods may seem odd or disconcerting to many, an elyx paragon’s determination to make an impression compounds this oddity to make him often irritating. After some time in contact with other races an elyx paragon may learn to temper this irritating tendency, but he will still appear odd, and perhaps dangerous to those who can’t be bothered to learn about him beyond his appearance and speech. Naturalistic classes, such as rangers and particularly druids, will appreciate an elyx paragon’s world-view, and as such will be more likely to get along well with him, while most lawful classes will chafe at his erratic nature.

The Elyx Paragon
Code:
[b]Lvl  BAB   Fort Ref Will   Special                         Spells per Day[/b]
1.   +1	    +0  +2  +0     Endurance, crafting aptitude    +1 level of druid
2.   +2	    +0  +3  +0     True flight                     ~
3.   +3	    +1  +3  +1     Ability boost (Wis +2)          +1 level of druid

Proficiencies: An elyx paragon gains proficiency with 1 elyx weapon (see below) and light armor.
Spells per Day: At 1st and 3rd level, an elyx paragon gains new spells per day as if he also gained a level in druid. He does not, however, gain any other benefits a druid would have gained. This increased druid level only applies for determining spells per day and druid caster level.
Endurance: Through hours of training, the elyx paragon gains Endurance (PHB pg. 93) as a bonus feat.
Crafting aptitude: By practicing many of his people’s arts the elyx paragon gains a +2 bonus to all Craft skills, which stacks with his racial Craft skill bonus to sculpture and decorative art.
True flight: At 2nd level the elyx paragon gains Poor flight maneuverability (as described in the DMG, pg. 20), but he can’t fly while carrying a medium or heavy load, or while fatigued or exhausted. Each round of flight counts as a standard action, so he may wish to alternate flying and gliding each round.
Ability boost: At 3rd level the elyx paragon’s unique experiences gain him a +2 bonus to his Wisdom score.
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No comments? This is my very first time coming up with a paragon class, and I applied it to a race previously described to me as overpowered, along with heavy mods to the race, in order to balance things out for the everage campaign. Surely something went awry in the conversion. I'd appreciate any advice, praise, or citicism anyone can offer.

Personally, I think the paragon class level 2 & 3 need to be switched. I had them as is because it matched the type of progression offered in other paragon classes. The trouble is, I see very little incentive to take the 3rd level when the REAL juicyness comes from True Flight at 2nd level. Also, 2 class levels is nothing compared to the Raptorans' 10 HD for unrestricted flight (at a higher manuverability, so it's more worth waiting 10 HD for it, but whatever.)

Thoughts?

[Thanks Umbran! Maybe not better traffic, but at least I can rest easy knowing my mistake has been fixed.]
 
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Are people just not seeing that the "spoiler" box contains everything in the Word document? Or if there's just too much reading, well then I'd like to point out that there is a section under all of the flavor paragraphs titled "Racial Traits", and under that there's alot of mechanical addenda, including the paragon class and racial weapons.

I'd really appreciate any advice, or praise for that matter, as the last time I posted this race the replies were VERY helpful.

-~-

I've stat'ed up a character sheet based on this race at 10th level, using the Druidic Avenger variant from Unearthed Arcana and some airborn feats from Races of the Wild. It ends up being a surprisingly good melee combatant so long as it has lots of manuvering room and can avoid ranged return-fire. Overall the race is looking balanced, though perhaps a little low on AC and HP.

32 point buy: Str 14, Dex 15, Con 16-4, Int 8, Wis 10+4, Cha 10
Average HP: 55
AC: 10 + 3 Ironwood Studded Leather + 2 Dex (+ 2 Ex. Dodge) = 15 (17)
Feats:
Endurance (from paragon class)
Diving Charge (RotW. +2d6 damage attacking at the end of at least a 30'long x 10'high dive)
Expeditious Dodge (RotW. +2 dodge bonus if moving 40' in a round; counts as Dodge prereq.)
Power Attack
Leap Attack (x2 PA damage at the end of a 10' long jump landing next to target. I figure diving from above would work just as well as jumping, but as a DM I would still require the jump check, DC 15 for landing a controlled 10' fall as per the PHB, to make this work)
Abilities:
Rage 2/day (as barbarian. Granted by Avenger variant)
Fast Movement (as barbarian. Base land speed 30ft. Granted by Avenger variant)
Woodland Stride
Trackless Step
Nature Sense
Wild Shape 3/day
Spells: 6 Orisons; 5 at 1st; 5 at 2nd; 4 at 3rd; 2 at 4th; 1 at 5th. Caster level 9th.
NO Animal Companion or Spontaneous Summoning; Wild Empathy checks -4 (Avenger variant)
BAB: +8/+3
Alternatively, swapping 1 level of druid for 1 of fighter could allow for Extended Rage, or perhaps Mobility, with less spallcasting and 1 less rage and wildshape per day.

A dive-jump at a single target while power attacking the full 8 points, raging and wielding the bladed bracer 2-handed (bracing one leg with the other) does the following damage:
2d8 base while diving + (4 x 1.5) Str double-handed raging + (8 x 3) PA & Leap Attack + 2d6 Diving Charge = 46 average damage.
A critical (19-20x2) would be:
(2d8 + 6 + 24) x 2 + 2d6 = 85 average damage.
Sounds pretty normal for a 10th-level character using a non-magical weapon. The attack bonus for that roll would be a crappy +6 (Str & charging), you'd be vulnerable to setting against your charge, and you would land next to the opponent where you're open to attacks from his surviving comrads. Without magical items or buffs you'd have an AC of 17 and 20 temporary hitpoints added to your average 55 HP to resist their attacks. After that, you could make full attacks on the ground using +8/+3 for the bracer (but one-handed now) and +3 for your natural Talon weapon on the other leg. Or you could high jump into the air with a +8 bonus, then fly away.
 

A very interesting race, especially in consideration of the flavour text. I think that there is much to be explored in relation to their unique mental physiology and psychology. I think that the various abilities and weaknesses mesh quite well with their environment. Overall, this is a cool and well-thought out race that would be a welcome change for a player who was looking for something both different and challenging in comparison to the standard races. I don't see this race ever becoming a highly popular choice, but certainly an enjoyable one to play on occasion. Irregardless of their "worthiness" as PC adventurers or their degree of adherance to gameplay balance, you've breathed life in to them in a way that I rarely see in homebrew races. I also agree with your opinion on switching the special abilities of Paragon levels 2 & 3.
 

Hey I like the race. I ran across the original one day when I was digging through the archives and I liked it then. I tend to be a classic kind of guy myself so I usually don’t take well to new races, but I really like this one and I think it will make a great encounter for my PC's to meet a village/tribe of these things. Be they friend or foe it will be awesome, thanks for all the hard work.

One other thing. I read all about your gnome supper cross bow in the quad bow thread and was having a hard time visualizing it. If you have any concept drawings or a .dwg file from cad I could see that would be great if you could post them in that tread. Thanks!

-El Jeraldo
 

My main concern with this race is that it is described as being artisans, but yet is limited in its hands. Seems contradictory.
 

My main concern with this race is that it is described as being artisans, but yet is limited in its hands. Seems contradictory.
Very good call! It's all about the dexterous talons/feet. They do EVERYTHING with their feet, because their "hands" have such horrible penalties, like you said. Here's the text you may have missed:
When propping herself up and using her talons, she suffers no penalties, but may not move or turn in any direction, counts as flat-footed, and automatically fails reflex saves. Standing is a free action.
Artisans, thankfully, don't have to worry about their reflexes or mobility while performing their craft. If it comes to combat, they can always drop their tools and stand up :)

I posted this race on the boards for rules advice regarding the paragon class, but of course my ego greatly appreciates the praise for my flavor text! If nobody has anything specific to say about the mechanics, then I suppose they aren't too bad. Thanks for your taking time to browse!

I hope those NPC's turn out pretty cool for you, Jeraldo. I'll head over to the quad-bow thread next, but the OP there already said the item wasn't what he had in mind.
 

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