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Incarnum in Pathfinder
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<blockquote data-quote="paradox42" data-source="post: 5325004" data-attributes="member: 29746"><p><strong>Incarnum Shorthand</strong></p><p></p><p>In my experience, one of the major reasons people in general don't get into Incarnum is that the main base of its power, the Soulmelds, don't lend themselves to quick and easily-digested descriptions the way spells do. Sure, the Crystal Helm is an elegant and cool thing to have on your character in the game, but explaining what it actually <strong>does</strong> takes almost half of a column of text in the standard two-column page format of WotC 3.X books. The short description given in <em>Magic of Incarnum</em>, "+2 resistance bonus on Will saves against charm and compulsion," is hardly the sort of thing to wow a casual browser, but the Helm does so much more than that (and in fact is one of the most useful Soulmelds in the game). Incarnum is a wonderfully unique and elegant system, but the elegance is lost to a casual viewer because there's no quick way to explain it.</p><p></p><p>Years ago, when I was first incorporating Incarnum into my old game world, I wanted to come up with new Soulmelds for it, but I knew that to do so I'd need to balance them very carefully against the existing ones. This would be very difficult if I could not see, at a glance, exactly what each Soulmeld did mechanically. So, after reading through chapter 4 carefully, I came up with a shorthand method of describing each Soulmeld and proceeded to make a digest of the entire chapter- three lists of Soulmelds (one for each core class) containing complete shorthand descriptions for each meld and exactly what it does.</p><p></p><p>Reproducing one of those digests here would almost certainly violate copyright, so I won't be doing that, but I <strong>will</strong> explain here the shorthand I came up with and give a couple of examples using Soulmelds from chapter 4 of <em>Magic of Incarnum</em>.</p><p></p><p>A shorthand description of a Soulmeld begins with the meld's name, just like a short spell description does. The things which make Soulmelds different are that their effects change based on the essentia the user invests in them, and also that they can grant extra powers when bound to specific Chakras (not to mention the fact that most of those Chakra Bind powers also vary depending on essentia investment). That said, the variations based on essentia are always predictable formulas, and the effects of a given meld or Chakra Bind are nearly always easily expressible in a short manner (much like spell effects). So: a shorthand Soulmeld has one line for the meld's basic effect, and each Chakra Bind power is set out below it and indented. Within a given power description, there are 3 variable effects which can affect the way the power manifests in game: the amount of essentia invested in the Soulmeld, the meldshaper level of the Soulmeld, and whether the Soulmeld unshapes as part of the effect. I abbreviate these, respectively, as (E), (ML), and (U). Action types, for abilities requiring activation, are abbreviated as StdA (standard), MvA (move), SwfA (swift), ImmA (immediate), and FullA (full-round).</p><p></p><p>Examples:</p><p></p><p><span style="color: SandyBrown"><strong>Acrobat Boots:</strong><span style="color: White"> +(2+2E) insight on Acrobatics and Escape Artist.</span></span></p><p><span style="color: SandyBrown"><span style="color: White"> <span style="color: DeepSkyBlue"><strong>Feet:</strong><span style="color: White"> Reduce falling damage by (E)d6.</span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White">This tells you that the basic power of Acrobat Boots is to provide an insight bonus to two skills, Acrobatics and Escape Artist; the bonus starts at +2 but you get an additional +2 for every point of essentia you invest in the Soulmeld. The second line tells you that you can bind the Acrobat Boots to the Feet Chakra, and if you do that it reduces falling damage by 1 die per point of essentia invested in the meld. If you have no essentia in the meld, then (E) is 0, so you won't get any reduced falling damage and your skill bonus will only be +2. But if you invest 3 essentia in the meld, then you get a +8 bonus on both skills, and falling damage is reduced by 3d6 (allowing you to effectively ignore up to 30 feet whenever you fall).</span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><strong>Crystal Helm:</strong><span style="color: White"> +2 resistance Will vs. Charm & Compulsion, +(E) deflection AC.</span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"> <span style="color: DeepSkyBlue"><strong>Crown:</strong><span style="color: White"> Melee attacks gain [Force] descriptor.</span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White">The same basic power given in the <em>Magic of Incarnum</em> short description is there, namely the resistance bonus to Will saves under specific conditions, but the much more important Force-related powers are also set out in this shorthand. Each point of essentia you invest in the Crystal Helm gives you a +1 deflection bonus to your AC- and if you bind it to your Crown Chakra, then every melee attack you make is considered a Force attack, so it hits Incorporeal creatures just as easily as material ones. Frankly, just having a +(E) Ring of Protection alone is enough reason for my playtest character to shape this meld every time he goes out the door, but the situational bonuses are nice additions that just add icing to the cake (and besides, it looks cool <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ).</span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><strong><span style="color: DarkOrange">Enigma Helm:</span></strong><span style="color: DarkOrange"><span style="color: White"> Constant <em>Nondetection</em> using (ML) as caster level, +(E) enhancement Will.</span></span></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"> <span style="color: DeepSkyBlue"><strong>Crown:</strong><span style="color: White"> Immunity to Charm effects.</span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White">By now you can understand all of the above except perhaps the (ML); what that's telling you is that the Enigma Helm grants the wearer an always-on <em>Nondetection</em> effect as if cast by a character with caster level equal to the meldshaper level of the Soulmeld.</span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White">Finally, a more complicated one (which has been another one of my playtest character's favorites):</span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><strong><span style="color: DarkOrange">Cerulean Sandals:</span></strong><span style="color: DarkOrange"><span style="color: White"> Constant <em>Water Walk</em>, +(5E) feet to land Speed.</span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"> <span style="color: DeepSkyBlue"><strong>Feet:</strong><span style="color: White"> StdA <em>Dimension Door</em> in multiples of 10 feet, limit (ML)x10 feet before (U).</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White">What this means is that, for every point of essentia you invest in the Sandals, your standard land Speed increases by 5 feet. So, assuming you're a Human, when you invest 3 points of essentia in the meld, your land speed becomes 45 instead of 30. Also, when you bind the Sandals to your Feet Chakra, you can then trigger a <em>Dimension Door</em> as a standard action, but you have to use it to travel in multiples of 10 feet- and you can only do up to (ML) such 10-foot "jumps" before the meld unshapes as part of teleporting you. So, if you're an 8th-level Incarnate, you get up to 80 feet of <em>Dimension Dooring</em> (in increments of 10 feet) out of your Cerulean Sandals before they unshape themselves. Of course, back in 3.5, a Soulmeld that unshapes itself was a big deal, since it meant you lost one of your Soulmeld slots until the party rested and you got to reshape them (with the casters recharging their spell slots). But in PF, with the 15-minute rule, this sort of effect becomes much more forgiving- you can potentially get the lost Soulmeld back before the next encounter as long as you aren't in a dungeon or other "gauntlet" type environment.</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White">The reason I'm sharing this shorthand is not only that I think other GMs might find it useful- the fact is, my friends & I cooked up an entirely new Incarnum core class during the process of making this conversion, and I'm thinking of sharing it here. The problem with sharing the new class is, it has its own Soulmeld list, about half of which are entirely new Soulmelds not contained in <em>Magic of Incarnum</em>. Sharing the class doesn't make much sense unless I also share the new Soulmelds made for it, as well as the new Chakra Bind powers added to existing Soulmelds to fit the new Chakra created for the class. But more on that later.</span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p><p><span style="color: SandyBrown"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"><span style="color: DarkOrange"><span style="color: White"><span style="color: DeepSkyBlue"><span style="color: White"></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></span></p></blockquote><p></p>
[QUOTE="paradox42, post: 5325004, member: 29746"] [b]Incarnum Shorthand[/b] In my experience, one of the major reasons people in general don't get into Incarnum is that the main base of its power, the Soulmelds, don't lend themselves to quick and easily-digested descriptions the way spells do. Sure, the Crystal Helm is an elegant and cool thing to have on your character in the game, but explaining what it actually [B]does[/B] takes almost half of a column of text in the standard two-column page format of WotC 3.X books. The short description given in [I]Magic of Incarnum[/I], "+2 resistance bonus on Will saves against charm and compulsion," is hardly the sort of thing to wow a casual browser, but the Helm does so much more than that (and in fact is one of the most useful Soulmelds in the game). Incarnum is a wonderfully unique and elegant system, but the elegance is lost to a casual viewer because there's no quick way to explain it. Years ago, when I was first incorporating Incarnum into my old game world, I wanted to come up with new Soulmelds for it, but I knew that to do so I'd need to balance them very carefully against the existing ones. This would be very difficult if I could not see, at a glance, exactly what each Soulmeld did mechanically. So, after reading through chapter 4 carefully, I came up with a shorthand method of describing each Soulmeld and proceeded to make a digest of the entire chapter- three lists of Soulmelds (one for each core class) containing complete shorthand descriptions for each meld and exactly what it does. Reproducing one of those digests here would almost certainly violate copyright, so I won't be doing that, but I [B]will[/B] explain here the shorthand I came up with and give a couple of examples using Soulmelds from chapter 4 of [I]Magic of Incarnum[/I]. A shorthand description of a Soulmeld begins with the meld's name, just like a short spell description does. The things which make Soulmelds different are that their effects change based on the essentia the user invests in them, and also that they can grant extra powers when bound to specific Chakras (not to mention the fact that most of those Chakra Bind powers also vary depending on essentia investment). That said, the variations based on essentia are always predictable formulas, and the effects of a given meld or Chakra Bind are nearly always easily expressible in a short manner (much like spell effects). So: a shorthand Soulmeld has one line for the meld's basic effect, and each Chakra Bind power is set out below it and indented. Within a given power description, there are 3 variable effects which can affect the way the power manifests in game: the amount of essentia invested in the Soulmeld, the meldshaper level of the Soulmeld, and whether the Soulmeld unshapes as part of the effect. I abbreviate these, respectively, as (E), (ML), and (U). Action types, for abilities requiring activation, are abbreviated as StdA (standard), MvA (move), SwfA (swift), ImmA (immediate), and FullA (full-round). Examples: [COLOR=SandyBrown][B]Acrobat Boots:[/B][COLOR=White] +(2+2E) insight on Acrobatics and Escape Artist. [COLOR=DeepSkyBlue][B]Feet:[/B][COLOR=White] Reduce falling damage by (E)d6. This tells you that the basic power of Acrobat Boots is to provide an insight bonus to two skills, Acrobatics and Escape Artist; the bonus starts at +2 but you get an additional +2 for every point of essentia you invest in the Soulmeld. The second line tells you that you can bind the Acrobat Boots to the Feet Chakra, and if you do that it reduces falling damage by 1 die per point of essentia invested in the meld. If you have no essentia in the meld, then (E) is 0, so you won't get any reduced falling damage and your skill bonus will only be +2. But if you invest 3 essentia in the meld, then you get a +8 bonus on both skills, and falling damage is reduced by 3d6 (allowing you to effectively ignore up to 30 feet whenever you fall). [COLOR=DarkOrange][B]Crystal Helm:[/B][COLOR=White] +2 resistance Will vs. Charm & Compulsion, +(E) deflection AC. [COLOR=DeepSkyBlue][B]Crown:[/B][COLOR=White] Melee attacks gain [Force] descriptor. The same basic power given in the [I]Magic of Incarnum[/I] short description is there, namely the resistance bonus to Will saves under specific conditions, but the much more important Force-related powers are also set out in this shorthand. Each point of essentia you invest in the Crystal Helm gives you a +1 deflection bonus to your AC- and if you bind it to your Crown Chakra, then every melee attack you make is considered a Force attack, so it hits Incorporeal creatures just as easily as material ones. Frankly, just having a +(E) Ring of Protection alone is enough reason for my playtest character to shape this meld every time he goes out the door, but the situational bonuses are nice additions that just add icing to the cake (and besides, it looks cool ;) ). [B][COLOR=DarkOrange]Enigma Helm:[/COLOR][/B][COLOR=DarkOrange][COLOR=White] Constant [I]Nondetection[/I] using (ML) as caster level, +(E) enhancement Will. [COLOR=DeepSkyBlue][B]Crown:[/B][COLOR=White] Immunity to Charm effects. By now you can understand all of the above except perhaps the (ML); what that's telling you is that the Enigma Helm grants the wearer an always-on [I]Nondetection[/I] effect as if cast by a character with caster level equal to the meldshaper level of the Soulmeld. Finally, a more complicated one (which has been another one of my playtest character's favorites): [B][COLOR=DarkOrange]Cerulean Sandals:[/COLOR][/B][COLOR=DarkOrange][COLOR=White] Constant [I]Water Walk[/I], +(5E) feet to land Speed. [COLOR=DeepSkyBlue][B]Feet:[/B][COLOR=White] StdA [I]Dimension Door[/I] in multiples of 10 feet, limit (ML)x10 feet before (U). What this means is that, for every point of essentia you invest in the Sandals, your standard land Speed increases by 5 feet. So, assuming you're a Human, when you invest 3 points of essentia in the meld, your land speed becomes 45 instead of 30. Also, when you bind the Sandals to your Feet Chakra, you can then trigger a [I]Dimension Door[/I] as a standard action, but you have to use it to travel in multiples of 10 feet- and you can only do up to (ML) such 10-foot "jumps" before the meld unshapes as part of teleporting you. So, if you're an 8th-level Incarnate, you get up to 80 feet of [I]Dimension Dooring[/I] (in increments of 10 feet) out of your Cerulean Sandals before they unshape themselves. Of course, back in 3.5, a Soulmeld that unshapes itself was a big deal, since it meant you lost one of your Soulmeld slots until the party rested and you got to reshape them (with the casters recharging their spell slots). But in PF, with the 15-minute rule, this sort of effect becomes much more forgiving- you can potentially get the lost Soulmeld back before the next encounter as long as you aren't in a dungeon or other "gauntlet" type environment. The reason I'm sharing this shorthand is not only that I think other GMs might find it useful- the fact is, my friends & I cooked up an entirely new Incarnum core class during the process of making this conversion, and I'm thinking of sharing it here. The problem with sharing the new class is, it has its own Soulmeld list, about half of which are entirely new Soulmelds not contained in [I]Magic of Incarnum[/I]. Sharing the class doesn't make much sense unless I also share the new Soulmelds made for it, as well as the new Chakra Bind powers added to existing Soulmelds to fit the new Chakra created for the class. But more on that later. [/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR][/COLOR] [/QUOTE]
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