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<blockquote data-quote="Beefermatic" data-source="post: 8418004" data-attributes="member: 6670757"><p><strong>WINDRIDER</strong></p><p></p><p>The Windrider is a class developed from the Braelani Azata monster, I always liked their wind elemental based attacks and abilities and thought DnD didn't have any kind of dedicated wind based classes or abilities, sure there are certain spells like gust of wind windwall and control winds but beyond those relatively gimmicky spells there really wasn't anything. So, I took the monster, reverse engineered it and made it into a playable PC class. They enjoy early flight, stat increases, great speed boosts, strong HP and Attack bonuses, and nature based spell like abilities, moreover however they gain the Braelani's signature Whirlwind Blast ability allowing them to blast foes with freaking tornadoes.</p><p></p><p><strong>BAB: </strong>+1/hd As Fighter</p><p><strong>Good Saves:</strong> Good Reflex and Will</p><p><strong>HD:</strong> d10</p><p></p><p><strong>Skills:</strong> 6 + Int modifier: Acrobatics, Bluff, Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge Planes, Knowledge Nature, Perception, Perform Wind Instrument, Sense Motive, Stealth, Survival, Swim</p><p></p><p><strong>Weapon and Armor Proficiencies: </strong>All Simple and Martial weapons, no armor</p><p></p><p><strong>CLASS ABILITIES</strong></p><p></p><p>1: Whirlwind Blast 1d6, DR 1/ Cold Iron or Evil, Fast Movement, Flight 40, Strength of the Azatas (-4), <em>Comprehend Languages </em>(constant), <em>Gust of Wind:</em> At Will</p><p></p><p>2: DR 2/ Cold Iron or Evil, Flight 50, Slam 1d6, <em>Charm Person: </em>At Will</p><p></p><p>3: Whirlwind Blast 2d6, +1 Natural AC, DR 3/ Cold Iron or Evil, Flight 60, <em>Wind Wall:</em> At Will</p><p></p><p>4: Adaptable Whirlwind Blast, DR 4/ Cold Iron or Evil, Flight 70, Strength of the Azatas 2, Spells, <em>Lightning Bolt, Cure Serious Wounds </em>1/day</p><p></p><p>5: Whirlwind Blast 3d6, +1 Natural AC, DR 5/ Cold Iron or Evil, Flight 80, <em>Blur:</em> At Will</p><p></p><p>6: DR 6/ Cold Iron or Evil, Flight 90, <em>Expeditious Retreat:</em> At Will</p><p></p><p>7: Whirlwind Blast 4d6, +1 Natural AC, DR 7/ Cold Iron or Evil, Flight 100, Strength of the Azatas (Full Power), Wind Form, <em>Lightning Bolt, Cure Serious Wounds </em>2/day</p><p></p><p>8: Improved Whirlwind Blast, DR 8/ Cold Iron or Evil, Flight 110, <em>Know Direction: </em>Constant</p><p></p><p>9: Whirlwind Blast 5d6, +1 Natural AC, DR 9/ Cold Iron or Evil, Flight 120, Windrazor (1d6), <em>Swift Gust of Wind, Call Lightning</em>: at will</p><p></p><p>10: DR 10/ Cold Iron or Evil, Flight 130, Evasion, Wind Arrows, <em>Lightning Bolt, Cure Serious Wounds 3</em>/day</p><p></p><p>11: Whirlwind Blast 6d6, +1 Natural AC, DR 11/ Cold Iron or Evil, Flight 140, <em> Swift</em> <em>Lightning Bolt, Control Winds </em>1/day</p><p></p><p>12: DR 12/ Cold Iron or Evil, Flight 150, <em>Whispering Wind:</em> At Will,</p><p></p><p>13: Whirlwind Blast 7d6, +1 Natural AC, DR 13/ Cold Iron or Evil, Flight 160, <em>Lightning Bolt, Cure Serious Wounds 4</em>/day</p><p></p><p>14: DR 14/ Cold Iron or Evil, Flight 170, <em>Swift Wind Wall:</em> At Will, <em>Swift Lightning Bolt, Control Winds 2</em>/day</p><p></p><p>15: Whirlwind Blast 8d6, +1 Natural AC, DR 15/ Cold Iron or Evil, Flight 180, Wind Armor (Con Mod to Cover AC), <em>Haste: </em>At Will</p><p></p><p>16: Greater Whirlwind Blast, DR 16/ Cold Iron or Evil, Flight 190, <em>Lightning Bolt, Cure Serious Wounds 5</em>/day</p><p></p><p>17: Whirlwind Blast 9d6, +1 Natural AC, DR 17/ Cold Iron or Evil, Flight 200, <em>Swift Lightning Bolt, Control Winds 3</em>/day</p><p></p><p>18: DR 18/ Cold Iron or Evil, Flight 210, Windrazor (2d6), <em>Call Lightning Storm: </em>At Will</p><p></p><p>19: Whirlwind Blast 10d6, +1 Natural AC, DR 19/ Cold Iron or Evil, Flight 220, <em>Lightning Bolt, Cure Serious Wounds 6</em>/day</p><p></p><p>20: DR 20/ Cold Iron or Evil, Flight 230, Azatic Freedom, Whirlwind Mastery, Tempest Strike, <em>Swift Lightning Bolt, Control Winds 4</em>/day, <em>Whirlwind: 1/day</em></p><p></p><p></p><p><strong>Whirlwind Blast (Su): </strong>The Windrider may as a standard action unleash a potent blast of wind at a foe dealing 1d6 points of damage in a 20ft line for every 2 Windrider levels. This damage is increased by 1d6 (DC 10+1/2 Windrider Level + Constitution modifier Reflex Save for 1/2 damage)</p><p></p><p><strong>Damage Reduction (Ex): </strong>Windriders connection to the Azata grants them a damage reduction equal to their class level, attacks by evil beings or with cold iron weapons negates this.</p><p></p><p><strong>Strength of the Azata (Ex): </strong>A windrider's power is derived from the Azata who's blessing makes the Windrider considerably more powerful, able to match the Braelani themselves. They gain all the benefits of being an Azata themselves grainting them: <strong>Str +6, Dex +4, and Con +4,</strong> +3 Natural AC, Darkvision 60 feet and Low-light Vision, Immunity to electricity and petrification, Resistance to cold 10 and fire 10. and <strong>Truespeech (Su)</strong> All azatas can speak with any creature that has a language, as though using a <em>Tongues</em> spell. This ability is always active.</p><p></p><p>If a Windrider should ever become anything other than Chaotic Good, this ability immediately disappears and all associated benefits are forfeit and an <em>Atonement</em> must be performed. Additionally this power is lost should the Windrider ever multiclass or leave the class, Windriders once they leave cannot return to the class but keep all abilities gained.</p><p></p><p><strong>Flight (Ex)</strong>: A windrider can fly at a speed of 40 feet with good maneuverability, this speed increases every Windrider level by 10 additional feet.</p><p></p><p><strong>Spell-Like Abilities (Sp):</strong> Use the Windrider's Con modifier when calculating the DCs for all Spell Like abilities.</p><p></p><p><strong>Slam (Ex): </strong>A Windrider can make a natural unarmed strike dealing 1d6 points of damage, this is a natural attack subject to all the benefits and negatives applicable.</p><p></p><p><strong>Natural Armor (Ex): </strong>A Windrider gains +1 Natural AC every other level starting at level 2.</p><p></p><p><strong>Adaptable Whirlwind Blast (Su):</strong> Whirlwind Blast can be shot as a 10 ft cone or a short range (25ft +5ft/ 2 levels) bolt as a ranged touch attack, in addition to the standard 20 ft line</p><p></p><p><strong>Spells</strong>: A Windrider can cast a small number of divine spells as a Druid using their Windrider level -4 as their caster level, however they can only cast Air, Sound, Healing, Restoration, and Lightning based spells.</p><p></p><p><strong>Strength of the Azatas 2 (Ex):</strong> Gain an additional <strong>+2 </strong>to all stats (<strong>Str, Dex, Con, Int, Wis, Cha</strong>)</p><p></p><p><strong>Strength of the Azatas (Full Power) (Ex):</strong> Gain a further additional <strong>+2 </strong>to all stats (<strong>Str, Dex, Con, Int, Wis, Cha</strong>), additionally you are now considered an Azata by all associated parties giving you a +2 Bonus of Diplomacy with Good aligned Outsiders and a +2 Bonus on Intimidate against Evil Outsiders</p><p></p><p><strong>Wind Form (Su): </strong>The Windrider can shift between its humanoid body and a body made of wind and mist as a standard action. In wind form, it functions as if under the effects of a <em>Wind Walk</em> spell. It can make slam attacks and use spell-like abilities in either form. A Windrider remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the Windrider revert to any particular form when killed (both shapes are its true form). A <em>True Seeing </em>spell reveals both forms simultaneously.</p><p></p><p><strong>Improved Whirlwind Blast (Su):</strong> Whirlwind Blast's range is increased to 40 feet for line and 20 feet for cone attacks and the range of the bolt is increased to medium range (100ft +10ft/level)</p><p></p><p><strong>Windrazor (Su):</strong> All of a Windrider's melee and ranged weapon attacks (including their slam and unarmed attacks) deal an additional 1d6 Slashing damage, this damage is from a magical source and thusly breaks damage reduction/ magic. at 18th level this bonus increases to 2d6</p><p></p><p><strong>Evasion (Ex):</strong> Ignore damage on a successful Reflex saving throw.</p><p></p><p><strong>Wind Arrows (Su):</strong> Windriders can manifest arrows made of pure wind as part of an attack action, these arrows can only be used by the Windrider and immediately dematerialize on impact. For all other purposes they are treated as +1 arrows, at 19th level these are treated as +2 or +1 Thundering arrows at the time the Windrider draws the arrow.</p><p></p><p><strong>Wind Armor (Su):</strong> A deflective envelope of wind surrounds a Windrider at all times granting them a Cover Bonus to AC equal to their Constitution Modifier. This ability can be dropped or resumed as a free action.</p><p></p><p><strong>Greater Whirlwind Blast (Su):</strong> Whirlwind Blast's range is increased to 80 feet for line and 40 feet for cone attacks, and when used as a ranged touch attack now has a long range (400 feet + 40 feet/level)</p><p></p><p><strong>Whirlwind Mastery (Su):</strong> Whirlwind Blast's range is increased to 160 feet for a line and 80 feet for cone attacks, and deals 1 additional damage per dice of damage done. Additionally the Windrider can cast Whirlwind as a spell like ability an additional amount of times per day equal to their Constitution modifier.</p><p></p><p><strong>Tempest Strike (Su): </strong>The ultimate ability of the Windrider, the Windrider can increase the damage of a number of attacks equal to his Con modifier+3 by his Whirlwind Blast damage, these can be ranged or melee attacks and need not be used up all at once. Additionally if the Windrider has an active Call Lighting or Call Lightning Storm active, they can call lighting bolts down with their blows, automatically dealing the damage of the spell with their melee or ranged attacks and using up lighting bolts as if they were using their action to call down lightning bolts normally however these bolts do not deal damage in a 5 ft radius nor do the affect a 30 ft vertical line either.</p><p></p><p><strong>Azatic Freedom (Ex):</strong> The Windrider has proven themselves to be a champion of the ideals of freedom of self determination, allowing him to multiclass or leave the class altogether and even move within on step along the Chaos and Good alignment axis to a maximum of Neutral without losing the benefits of their Strength of the Azata special ability.</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 8418004, member: 6670757"] [B]WINDRIDER[/B] The Windrider is a class developed from the Braelani Azata monster, I always liked their wind elemental based attacks and abilities and thought DnD didn't have any kind of dedicated wind based classes or abilities, sure there are certain spells like gust of wind windwall and control winds but beyond those relatively gimmicky spells there really wasn't anything. So, I took the monster, reverse engineered it and made it into a playable PC class. They enjoy early flight, stat increases, great speed boosts, strong HP and Attack bonuses, and nature based spell like abilities, moreover however they gain the Braelani's signature Whirlwind Blast ability allowing them to blast foes with freaking tornadoes. [B]BAB: [/B]+1/hd As Fighter [B]Good Saves:[/B] Good Reflex and Will [B]HD:[/B] d10 [B]Skills:[/B] 6 + Int modifier: Acrobatics, Bluff, Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge Planes, Knowledge Nature, Perception, Perform Wind Instrument, Sense Motive, Stealth, Survival, Swim [B]Weapon and Armor Proficiencies: [/B]All Simple and Martial weapons, no armor [B]CLASS ABILITIES[/B] 1: Whirlwind Blast 1d6, DR 1/ Cold Iron or Evil, Fast Movement, Flight 40, Strength of the Azatas (-4), [I]Comprehend Languages [/I](constant), [I]Gust of Wind:[/I] At Will 2: DR 2/ Cold Iron or Evil, Flight 50, Slam 1d6, [I]Charm Person: [/I]At Will 3: Whirlwind Blast 2d6, +1 Natural AC, DR 3/ Cold Iron or Evil, Flight 60, [I]Wind Wall:[/I] At Will 4: Adaptable Whirlwind Blast, DR 4/ Cold Iron or Evil, Flight 70, Strength of the Azatas 2, Spells, [I]Lightning Bolt, Cure Serious Wounds [/I]1/day 5: Whirlwind Blast 3d6, +1 Natural AC, DR 5/ Cold Iron or Evil, Flight 80, [I]Blur:[/I] At Will 6: DR 6/ Cold Iron or Evil, Flight 90, [I]Expeditious Retreat:[/I] At Will 7: Whirlwind Blast 4d6, +1 Natural AC, DR 7/ Cold Iron or Evil, Flight 100, Strength of the Azatas (Full Power), Wind Form, [I]Lightning Bolt, Cure Serious Wounds [/I]2/day 8: Improved Whirlwind Blast, DR 8/ Cold Iron or Evil, Flight 110, [I]Know Direction: [/I]Constant 9: Whirlwind Blast 5d6, +1 Natural AC, DR 9/ Cold Iron or Evil, Flight 120, Windrazor (1d6), [I]Swift Gust of Wind, Call Lightning[/I]: at will 10: DR 10/ Cold Iron or Evil, Flight 130, Evasion, Wind Arrows, [I]Lightning Bolt, Cure Serious Wounds 3[/I]/day 11: Whirlwind Blast 6d6, +1 Natural AC, DR 11/ Cold Iron or Evil, Flight 140, [I] Swift[/I] [I]Lightning Bolt, Control Winds [/I]1/day 12: DR 12/ Cold Iron or Evil, Flight 150, [I]Whispering Wind:[/I] At Will, 13: Whirlwind Blast 7d6, +1 Natural AC, DR 13/ Cold Iron or Evil, Flight 160, [I]Lightning Bolt, Cure Serious Wounds 4[/I]/day 14: DR 14/ Cold Iron or Evil, Flight 170, [I]Swift Wind Wall:[/I] At Will, [I]Swift Lightning Bolt, Control Winds 2[/I]/day 15: Whirlwind Blast 8d6, +1 Natural AC, DR 15/ Cold Iron or Evil, Flight 180, Wind Armor (Con Mod to Cover AC), [I]Haste: [/I]At Will 16: Greater Whirlwind Blast, DR 16/ Cold Iron or Evil, Flight 190, [I]Lightning Bolt, Cure Serious Wounds 5[/I]/day 17: Whirlwind Blast 9d6, +1 Natural AC, DR 17/ Cold Iron or Evil, Flight 200, [I]Swift Lightning Bolt, Control Winds 3[/I]/day 18: DR 18/ Cold Iron or Evil, Flight 210, Windrazor (2d6), [I]Call Lightning Storm: [/I]At Will 19: Whirlwind Blast 10d6, +1 Natural AC, DR 19/ Cold Iron or Evil, Flight 220, [I]Lightning Bolt, Cure Serious Wounds 6[/I]/day 20: DR 20/ Cold Iron or Evil, Flight 230, Azatic Freedom, Whirlwind Mastery, Tempest Strike, [I]Swift Lightning Bolt, Control Winds 4[/I]/day, [I]Whirlwind: 1/day[/I] [B]Whirlwind Blast (Su): [/B]The Windrider may as a standard action unleash a potent blast of wind at a foe dealing 1d6 points of damage in a 20ft line for every 2 Windrider levels. This damage is increased by 1d6 (DC 10+1/2 Windrider Level + Constitution modifier Reflex Save for 1/2 damage) [B]Damage Reduction (Ex): [/B]Windriders connection to the Azata grants them a damage reduction equal to their class level, attacks by evil beings or with cold iron weapons negates this. [B]Strength of the Azata (Ex): [/B]A windrider's power is derived from the Azata who's blessing makes the Windrider considerably more powerful, able to match the Braelani themselves. They gain all the benefits of being an Azata themselves grainting them: [B]Str +6, Dex +4, and Con +4,[/B] +3 Natural AC, Darkvision 60 feet and Low-light Vision, Immunity to electricity and petrification, Resistance to cold 10 and fire 10. and [B]Truespeech (Su)[/B] All azatas can speak with any creature that has a language, as though using a [I]Tongues[/I] spell. This ability is always active. If a Windrider should ever become anything other than Chaotic Good, this ability immediately disappears and all associated benefits are forfeit and an [I]Atonement[/I] must be performed. Additionally this power is lost should the Windrider ever multiclass or leave the class, Windriders once they leave cannot return to the class but keep all abilities gained. [B]Flight (Ex)[/B]: A windrider can fly at a speed of 40 feet with good maneuverability, this speed increases every Windrider level by 10 additional feet. [B]Spell-Like Abilities (Sp):[/B] Use the Windrider's Con modifier when calculating the DCs for all Spell Like abilities. [B]Slam (Ex): [/B]A Windrider can make a natural unarmed strike dealing 1d6 points of damage, this is a natural attack subject to all the benefits and negatives applicable. [B]Natural Armor (Ex): [/B]A Windrider gains +1 Natural AC every other level starting at level 2. [B]Adaptable Whirlwind Blast (Su):[/B] Whirlwind Blast can be shot as a 10 ft cone or a short range (25ft +5ft/ 2 levels) bolt as a ranged touch attack, in addition to the standard 20 ft line [B]Spells[/B]: A Windrider can cast a small number of divine spells as a Druid using their Windrider level -4 as their caster level, however they can only cast Air, Sound, Healing, Restoration, and Lightning based spells. [B]Strength of the Azatas 2 (Ex):[/B] Gain an additional [B]+2 [/B]to all stats ([B]Str, Dex, Con, Int, Wis, Cha[/B]) [B]Strength of the Azatas (Full Power) (Ex):[/B] Gain a further additional [B]+2 [/B]to all stats ([B]Str, Dex, Con, Int, Wis, Cha[/B]), additionally you are now considered an Azata by all associated parties giving you a +2 Bonus of Diplomacy with Good aligned Outsiders and a +2 Bonus on Intimidate against Evil Outsiders [B]Wind Form (Su): [/B]The Windrider can shift between its humanoid body and a body made of wind and mist as a standard action. In wind form, it functions as if under the effects of a [I]Wind Walk[/I] spell. It can make slam attacks and use spell-like abilities in either form. A Windrider remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the Windrider revert to any particular form when killed (both shapes are its true form). A [I]True Seeing [/I]spell reveals both forms simultaneously. [B]Improved Whirlwind Blast (Su):[/B] Whirlwind Blast's range is increased to 40 feet for line and 20 feet for cone attacks and the range of the bolt is increased to medium range (100ft +10ft/level) [B]Windrazor (Su):[/B] All of a Windrider's melee and ranged weapon attacks (including their slam and unarmed attacks) deal an additional 1d6 Slashing damage, this damage is from a magical source and thusly breaks damage reduction/ magic. at 18th level this bonus increases to 2d6 [B]Evasion (Ex):[/B] Ignore damage on a successful Reflex saving throw. [B]Wind Arrows (Su):[/B] Windriders can manifest arrows made of pure wind as part of an attack action, these arrows can only be used by the Windrider and immediately dematerialize on impact. For all other purposes they are treated as +1 arrows, at 19th level these are treated as +2 or +1 Thundering arrows at the time the Windrider draws the arrow. [B]Wind Armor (Su):[/B] A deflective envelope of wind surrounds a Windrider at all times granting them a Cover Bonus to AC equal to their Constitution Modifier. This ability can be dropped or resumed as a free action. [B]Greater Whirlwind Blast (Su):[/B] Whirlwind Blast's range is increased to 80 feet for line and 40 feet for cone attacks, and when used as a ranged touch attack now has a long range (400 feet + 40 feet/level) [B]Whirlwind Mastery (Su):[/B] Whirlwind Blast's range is increased to 160 feet for a line and 80 feet for cone attacks, and deals 1 additional damage per dice of damage done. Additionally the Windrider can cast Whirlwind as a spell like ability an additional amount of times per day equal to their Constitution modifier. [B]Tempest Strike (Su): [/B]The ultimate ability of the Windrider, the Windrider can increase the damage of a number of attacks equal to his Con modifier+3 by his Whirlwind Blast damage, these can be ranged or melee attacks and need not be used up all at once. Additionally if the Windrider has an active Call Lighting or Call Lightning Storm active, they can call lighting bolts down with their blows, automatically dealing the damage of the spell with their melee or ranged attacks and using up lighting bolts as if they were using their action to call down lightning bolts normally however these bolts do not deal damage in a 5 ft radius nor do the affect a 30 ft vertical line either. [B]Azatic Freedom (Ex):[/B] The Windrider has proven themselves to be a champion of the ideals of freedom of self determination, allowing him to multiclass or leave the class altogether and even move within on step along the Chaos and Good alignment axis to a maximum of Neutral without losing the benefits of their Strength of the Azata special ability. [/QUOTE]
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