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Rogues Gallery for Shemmy's Planescape Storyhour #1 (up to date 5-9-06)
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<blockquote data-quote="Solarious" data-source="post: 3119187" data-attributes="member: 27346"><p>No problem, your contributions and observations are invaluable in crafting these monstrosities. I can afford to wait.</p><p></p><p></p><p>You know, I've noticed myself how often flame wars are easily sparked by <a href="http://www.flamewarriors.com/warriorshtm/grenade.htm" target="_blank">Grendes</a>, and things quickly spiral out of control. On hindsight, it is nice to hear good things now and then.</p><p></p><p></p><p>Don't take too long - The fully-advanced Paragon Astraloth awaits, and I'm naming it Dialexis in your honor. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Thanks. I was just suggesting Cleave as an alternative in case anyone doesn't want to use Stand Still. And for the record, I love psionics.</p><p></p><p>The people demand more partial Fort/Will effects! Give us our desires, WotC! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>Heh, the fact that I made the change was a little ambiguous. I suppose it does make the Astraloth more streamlined anyways.</p><p></p><p>Whoohoo! Ridley sneaks into the world of DnD via-backdoor! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>I'll take your word for it. I'm no good at analysis: which is why I'm doing this instead. Your comparisons make a good case on the CR, so we'll drop the tentacles down to the base 4 add tentacles as we go along. As you'll see shortly.... <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p><p></p><p>Also, incorporeal creatures don't have natural armor. It's usually replaced by Deflection... which is what Astraloths already get. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> -1 AC isn't that big of a deal, so we'll stick with gimping the Astraloth at an AC of 31, enough to make Fighters cringe. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> </p><p></p><p>I only thought it was prudent to point that out, since it made sense to me in my head, bur not neccessarily in other people's minds. I'm given to understand we're not all hivemind clones, so we should expand on our points to make misunderstandings less frequent. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>Done. The Astraloth Dialexis shall have 20. Just because we can. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p>---------------------------------------------</p><p></p><p>And now, allow me to introduce...</p><p></p><p>Delinaser, Astraloth Mindspy</p><p>Large Outsider [Evil, Extraplanar, Incorperal, Yugoloth]</p><p>Hit points: 20d8 + 5d8 + 200 (313 hp)</p><p>Initiative: +11 (+7 Dex, +4 Improved Initiative)</p><p>Speed: Fly 60' (perfect)</p><p>AC 31 (+7 Dex, +10 Deflection, +5 Profane, -1 Size), Flat AC 24, Touch 31</p><p>BAB: +23; Grap: +37</p><p>Attack: Tail +28 (1d10+9)</p><p>Full Attack: Tail +28 (1d10+9), Bite +28 (1d8+9), 2 Claws +28 (1d8+6), 8 Tentacles +28 incorporeal touch (1d4+Energy Drain)</p><p>Space/Reach 10'/10'; tentacles 20', tail 25'</p><p>Special Attacks: Energy Drain, Devour Essence</p><p>Special Qualities: Aura of Dispair, Blindsight 100', DR 15/Silver and Good, Immunity to Poison, Cold, Acid, Elec/Sonic Resistance 20, Incorporeal traits, Inscrutable Mind, Scent, Spawn of the Ebon, Spell Eater, Spell-Like abilities, SR30, Telepathy 600', Thoughtouch</p><p>Saves: Fort +24, Reflex +21, Will +16</p><p>Abilities: Str 22 Dex 25 Con 30 Int 15 Wis 18 Cha 16</p><p>Skills: Bluff +31, Concentration +34 Hide +32, Intimidate +33 (+37 vs medium-sized creatures), Knowledge (The Planes) +25, Listen +27, Search +25, Spot +25, Sense Motive +32, Survival +27 (+29 when tracking on the Planes)</p><p>Feats: Improved Initiative, Track, Power Attack, Stand Still [XPH], Combat Reflexes, Multiattack, Improved Multiattack, Improved Grapple, Quicken Spell-Like Ability (Detect Thoughts), Improved Aura of Despair</p><p>Environment: The Grey Waste</p><p>Organization: Solitary, Hunting Party (Delinaser and 2-3 Astraloths)</p><p>CR: 24</p><p>Alignment: Always Neutral Evil</p><p>Advancement: 21-31 (Large); 32-45 (Huge)</p><p></p><p>Delinaser understand Yugoloth, Infernal, Abyssal, Celestial, and Planar Common</p><p></p><p>Aura of Despair (Su)</p><p>Everyone in a 60' radius of Delinaser must make a Will DC 27 save or take a -6 morale penalty to all rolls. The save DC is Con based.</p><p></p><p>Devour Soul (Su)</p><p>If a creature is grappled by Delinaser and dies while still grappled, the Spawn of the Ebon extracts and consumes the victim's soul in a manner similar to a Bharagest. True Ressurection, Wish, or Miracle are required to return the victim to life, and even then it only has a 50% of success.</p><p></p><p>Energy Drain (Su)</p><p>Delinaser attmepts to suck out the very soulstuff of creatures with every brush of a tentacle; each time a creature is hit by a tentacle, it must make a Fort DC 21 save or suffer a negative level. On a critical, it inflicts 2 negative levels. The DC for removing this negative level is the same as for resisting it.</p><p></p><p>Inscrutable Mind (Ex)</p><p>Due to their construct natures and bizzare construction, Astraloths are immune to mind affecting spells, and anyone who foolishly attempts mental contact with one must make a Will DC 25 save or take 2d4 points of ability damage to all mental ability scores for touching pure evil and peering into the mechanations of the Ebon; even on a successful save, the victim suffers 1d4 damage to all their mental ability scores. The save DC is Charisma based.</p><p></p><p>Spawn of the Ebon (Ex)</p><p>Although living, Astraloths are more sentient, living contructs rather than true living beings. Thus, they possess many of the standard immunities granted to Constructs, although they are as true outsiders in every other sense. Astraloths possess immunity to Poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, or energy drain. It is not at risk of death from massive damage. Holy or Blessed weapons ignore all these traits and immunities. Astraloths have a bizzare use of negative energy imbued into their structures, which renders them vulnerable to damage from positive energy a 1/2 the rate normal for undead and other negatively powered beings. Astraloths seems to be incorpereal regardless of the plane they happen to be in, even on the Etheral, and only hints at the insane and bizzare methodology behind their creation. Their tail, bite, and claw attacks, despite being incorporeal, resolve normally as if the Astraloth were not incorporeal.</p><p></p><p>Spell Eater (Su)</p><p>Spells and spell effects that fail to overcome Delinaser's spell resistance can be absorbed fully on the Astraloth's next turn as a free action, recovering 1d4 per spell level, or alternatively redirected at a legal target within range at the original spellcaster's caster level and any original alterations to it at the time of casting, such as metamagic or Wild Surges.</p><p></p><p>Spell-Like Abilities (CL20, DC 13 + Spell Level, DC23 vs. Detect Thoughts)</p><p>at will/ - Detect Thoughts, Locate Object, Locate Creature, Teleport Without Error, Planar Transition [for a 2ED planar cosmology; replace with Plane Shift 3/day for 3.5 cosmology]</p><p>3/day - Hold Monster, Interplanar Sending (100 word limit, works across planes), Quickened Detect Thoughts</p><p></p><p>Thoughtouch (Su)</p><p>An Astraloth can vaugely detect locations of intelligent creatures within range of it's telepathy, which consists mostly of direction and little else. Nondetection and equivilant protection from divinations or mind-affecting spells prevents detection by Thoughtouch.</p><p></p><p>Mindscan (Su): Delinaser can instantly detect the thoughts of up to four creatures, gaining all information in the 1st round (surface thoughts, Int scores, presence or absence of minds). It detects in a 60’ radius centered on her. Targets get a Will save DC 23, including a +8 profane bonus.</p><p></p><p>Combat Telepathy (Su): Delinaser can anticipate it's foe’s every move. With a successful Concentration check (DC 10 + the damage taken in the previous round) Delinaser can maintain concentration on detect thoughts as a free action.</p><p></p><p>Anticipate (Su) Delinaser gains a +5 insight bonus to AC and attacks vs. foes it is detecting thoughts on.</p><p></p><p>Against Mindscanned opponents:</p><p>AC 36 (+7 Dex, +10 Deflection, +5 Profane, +5 Insight, -1 Size), Flat 24, Touch 36</p><p>Full Attack: Tail +33 (1d10+9), Bite +33 (1d8+9), 2 Claws +33 (1d8+6), 8 Tentacles +33 incorporeal touch (1d4+Energy Drain)</p><p></p><p>*Astraloths recieve a +6 racial bonus to Hide, due to it's translucent nature blending into the surroundings. Delinaser recieves a +8 profane bonus to it's Detect Thoughts DC.</p><p></p><p>Design Note: Astraloths were originally made to have anywhere from 4 tentacle attacks to 20. They could only bring so many to bear, like Chaos Beasts, but each had a varying number of those attacks. Increasing the number of tentacles as you advance is recomended, or simply to make it more lethal without making it any harder to kill.</p><p>--------------------------------</p><p>Afterthoughts: I used the Epic rules for characters over level 20 to make Delinaser, because it felt right. The Fantasy Name Generator was used to produce this exceptional beast's designation. Astraloths have a low Charisma, and DC 15 seems awfuly... inadequate for something that will get negated by Mind Blank anyways. So I blessed it with a completely arbitrary +8 profane bonus to Detect Thought's DC. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> Improved Aura of Despair was interpeted in this case to double the standard Aura of Despair's penalties, so in it went. I retained the original 8 tentacle attacks for Delinaser, because Epic baddies need the love, and wasn't getting any nice equipment to make it a better soul eater, isn't that right my precious? *coos to Delinaser and pets the tentacles*</p><p>--------------------------------</p><p>Now, I need to somehow get my dirty hands on the BoVD and make a Souleater Astraloth. With energy drain feats from the Libris Mortis. And maybe a few of those Vile feats from BoVD for good measure. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /> Oh! And I'm making that Master of the Unseen Hand Ultroloth. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> When I get more spare time, anyways. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /></p></blockquote><p></p>
[QUOTE="Solarious, post: 3119187, member: 27346"] No problem, your contributions and observations are invaluable in crafting these monstrosities. I can afford to wait. You know, I've noticed myself how often flame wars are easily sparked by [url=http://www.flamewarriors.com/warriorshtm/grenade.htm]Grendes[/url], and things quickly spiral out of control. On hindsight, it is nice to hear good things now and then. Don't take too long - The fully-advanced Paragon Astraloth awaits, and I'm naming it Dialexis in your honor. ;) Thanks. I was just suggesting Cleave as an alternative in case anyone doesn't want to use Stand Still. And for the record, I love psionics. The people demand more partial Fort/Will effects! Give us our desires, WotC! :p Heh, the fact that I made the change was a little ambiguous. I suppose it does make the Astraloth more streamlined anyways. Whoohoo! Ridley sneaks into the world of DnD via-backdoor! :lol: I'll take your word for it. I'm no good at analysis: which is why I'm doing this instead. Your comparisons make a good case on the CR, so we'll drop the tentacles down to the base 4 add tentacles as we go along. As you'll see shortly.... :uhoh: Also, incorporeal creatures don't have natural armor. It's usually replaced by Deflection... which is what Astraloths already get. :lol: -1 AC isn't that big of a deal, so we'll stick with gimping the Astraloth at an AC of 31, enough to make Fighters cringe. :p I only thought it was prudent to point that out, since it made sense to me in my head, bur not neccessarily in other people's minds. I'm given to understand we're not all hivemind clones, so we should expand on our points to make misunderstandings less frequent. :p Done. The Astraloth Dialexis shall have 20. Just because we can. :] --------------------------------------------- And now, allow me to introduce... Delinaser, Astraloth Mindspy Large Outsider [Evil, Extraplanar, Incorperal, Yugoloth] Hit points: 20d8 + 5d8 + 200 (313 hp) Initiative: +11 (+7 Dex, +4 Improved Initiative) Speed: Fly 60' (perfect) AC 31 (+7 Dex, +10 Deflection, +5 Profane, -1 Size), Flat AC 24, Touch 31 BAB: +23; Grap: +37 Attack: Tail +28 (1d10+9) Full Attack: Tail +28 (1d10+9), Bite +28 (1d8+9), 2 Claws +28 (1d8+6), 8 Tentacles +28 incorporeal touch (1d4+Energy Drain) Space/Reach 10'/10'; tentacles 20', tail 25' Special Attacks: Energy Drain, Devour Essence Special Qualities: Aura of Dispair, Blindsight 100', DR 15/Silver and Good, Immunity to Poison, Cold, Acid, Elec/Sonic Resistance 20, Incorporeal traits, Inscrutable Mind, Scent, Spawn of the Ebon, Spell Eater, Spell-Like abilities, SR30, Telepathy 600', Thoughtouch Saves: Fort +24, Reflex +21, Will +16 Abilities: Str 22 Dex 25 Con 30 Int 15 Wis 18 Cha 16 Skills: Bluff +31, Concentration +34 Hide +32, Intimidate +33 (+37 vs medium-sized creatures), Knowledge (The Planes) +25, Listen +27, Search +25, Spot +25, Sense Motive +32, Survival +27 (+29 when tracking on the Planes) Feats: Improved Initiative, Track, Power Attack, Stand Still [XPH], Combat Reflexes, Multiattack, Improved Multiattack, Improved Grapple, Quicken Spell-Like Ability (Detect Thoughts), Improved Aura of Despair Environment: The Grey Waste Organization: Solitary, Hunting Party (Delinaser and 2-3 Astraloths) CR: 24 Alignment: Always Neutral Evil Advancement: 21-31 (Large); 32-45 (Huge) Delinaser understand Yugoloth, Infernal, Abyssal, Celestial, and Planar Common Aura of Despair (Su) Everyone in a 60' radius of Delinaser must make a Will DC 27 save or take a -6 morale penalty to all rolls. The save DC is Con based. Devour Soul (Su) If a creature is grappled by Delinaser and dies while still grappled, the Spawn of the Ebon extracts and consumes the victim's soul in a manner similar to a Bharagest. True Ressurection, Wish, or Miracle are required to return the victim to life, and even then it only has a 50% of success. Energy Drain (Su) Delinaser attmepts to suck out the very soulstuff of creatures with every brush of a tentacle; each time a creature is hit by a tentacle, it must make a Fort DC 21 save or suffer a negative level. On a critical, it inflicts 2 negative levels. The DC for removing this negative level is the same as for resisting it. Inscrutable Mind (Ex) Due to their construct natures and bizzare construction, Astraloths are immune to mind affecting spells, and anyone who foolishly attempts mental contact with one must make a Will DC 25 save or take 2d4 points of ability damage to all mental ability scores for touching pure evil and peering into the mechanations of the Ebon; even on a successful save, the victim suffers 1d4 damage to all their mental ability scores. The save DC is Charisma based. Spawn of the Ebon (Ex) Although living, Astraloths are more sentient, living contructs rather than true living beings. Thus, they possess many of the standard immunities granted to Constructs, although they are as true outsiders in every other sense. Astraloths possess immunity to Poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, or energy drain. It is not at risk of death from massive damage. Holy or Blessed weapons ignore all these traits and immunities. Astraloths have a bizzare use of negative energy imbued into their structures, which renders them vulnerable to damage from positive energy a 1/2 the rate normal for undead and other negatively powered beings. Astraloths seems to be incorpereal regardless of the plane they happen to be in, even on the Etheral, and only hints at the insane and bizzare methodology behind their creation. Their tail, bite, and claw attacks, despite being incorporeal, resolve normally as if the Astraloth were not incorporeal. Spell Eater (Su) Spells and spell effects that fail to overcome Delinaser's spell resistance can be absorbed fully on the Astraloth's next turn as a free action, recovering 1d4 per spell level, or alternatively redirected at a legal target within range at the original spellcaster's caster level and any original alterations to it at the time of casting, such as metamagic or Wild Surges. Spell-Like Abilities (CL20, DC 13 + Spell Level, DC23 vs. Detect Thoughts) at will/ - Detect Thoughts, Locate Object, Locate Creature, Teleport Without Error, Planar Transition [for a 2ED planar cosmology; replace with Plane Shift 3/day for 3.5 cosmology] 3/day - Hold Monster, Interplanar Sending (100 word limit, works across planes), Quickened Detect Thoughts Thoughtouch (Su) An Astraloth can vaugely detect locations of intelligent creatures within range of it's telepathy, which consists mostly of direction and little else. Nondetection and equivilant protection from divinations or mind-affecting spells prevents detection by Thoughtouch. Mindscan (Su): Delinaser can instantly detect the thoughts of up to four creatures, gaining all information in the 1st round (surface thoughts, Int scores, presence or absence of minds). It detects in a 60’ radius centered on her. Targets get a Will save DC 23, including a +8 profane bonus. Combat Telepathy (Su): Delinaser can anticipate it's foe’s every move. With a successful Concentration check (DC 10 + the damage taken in the previous round) Delinaser can maintain concentration on detect thoughts as a free action. Anticipate (Su) Delinaser gains a +5 insight bonus to AC and attacks vs. foes it is detecting thoughts on. Against Mindscanned opponents: AC 36 (+7 Dex, +10 Deflection, +5 Profane, +5 Insight, -1 Size), Flat 24, Touch 36 Full Attack: Tail +33 (1d10+9), Bite +33 (1d8+9), 2 Claws +33 (1d8+6), 8 Tentacles +33 incorporeal touch (1d4+Energy Drain) *Astraloths recieve a +6 racial bonus to Hide, due to it's translucent nature blending into the surroundings. Delinaser recieves a +8 profane bonus to it's Detect Thoughts DC. Design Note: Astraloths were originally made to have anywhere from 4 tentacle attacks to 20. They could only bring so many to bear, like Chaos Beasts, but each had a varying number of those attacks. Increasing the number of tentacles as you advance is recomended, or simply to make it more lethal without making it any harder to kill. -------------------------------- Afterthoughts: I used the Epic rules for characters over level 20 to make Delinaser, because it felt right. The Fantasy Name Generator was used to produce this exceptional beast's designation. Astraloths have a low Charisma, and DC 15 seems awfuly... inadequate for something that will get negated by Mind Blank anyways. So I blessed it with a completely arbitrary +8 profane bonus to Detect Thought's DC. :] Improved Aura of Despair was interpeted in this case to double the standard Aura of Despair's penalties, so in it went. I retained the original 8 tentacle attacks for Delinaser, because Epic baddies need the love, and wasn't getting any nice equipment to make it a better soul eater, isn't that right my precious? *coos to Delinaser and pets the tentacles* -------------------------------- Now, I need to somehow get my dirty hands on the BoVD and make a Souleater Astraloth. With energy drain feats from the Libris Mortis. And maybe a few of those Vile feats from BoVD for good measure. :o Oh! And I'm making that Master of the Unseen Hand Ultroloth. :] When I get more spare time, anyways. :uhoh: [/QUOTE]
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