Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Battle Mage (custom)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sound of Azure" data-source="post: 3604211" data-attributes="member: 40749"><p>I'm not sure what you mean regarding the Knowledge skills. In addition, I didn't put anything different regarding the armour proficiencies (i.e. none). In the revised version below, there's no need to worry about arcane spell failure anyway since the class uses spell-like abilities.</p><p></p><p></p><p></p><p>hmm, no sure how to go about that. I'll have a think about it and get back to you. </p><p></p><p>For now, here's a revision of my earlier idea:</p><p></p><p>[sblock=SoA's Battle Mage(tm)]</p><p><span style="font-size: 15px"><strong>Battle Mage</strong></span></p><p></p><p>Born of conflict, a battle mage is a disciple of war spells, revelling in arcane might.</p><p></p><p><span style="color: Blue"><strong>Game Rule Information</strong></span></p><p>Battle mages have the following game statistics</p><p><strong>Abilities:</strong> In addition to granting additional hit points, Constitution determines how powerful a dweomer a battle mage can cast, and how hard those dweomers are to resist (see Dweomers, below). Like a sorcerer or wizard, a battle mage benefits from a high Dexterity. A high Intelligence increases a battle mage’s array of skills, and Strength is important for melee combat.</p><p><strong>Alignment:</strong> any non-lawful</p><p><strong>Hit Die:</strong> d8</p><p></p><p><span style="color: Blue"><strong>Class Skills</strong></span></p><p>The battle mage’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana), Knowledge (history), Profession (Wis), and Spellcraft (Int).</p><p><strong>Skill Points at 1st Level: </strong> (2 + Intelligence modifier) x 4</p><p><strong>Skill Points at Each Additional Level:</strong> 2 + Intelligence modifier</p><p></p><p><strong>The Battle Mage</strong></p><p>[CODE] Base Saves Dwmr Dwmr Auras</p><p>Lvl Attack F/R/W Special Known Ready Known </p><p>1st +0 2/0/2 Eldritch Aura +1, Essential Arcana 3 3 1</p><p>2nd +1 3/0/3 Eldritch Senses 4 3 1</p><p>3rd +2 3/1/3 - 5 3 1</p><p>4th +3 4/1/4 Identify Armament 5 4 2</p><p>5th +3 4/1/4 Eldritch Aura +2, Bonus Feat 6 4 2</p><p>6th +4 5/2/5 - 6 4 2</p><p>7th +5 5/2/5 Soul Shield 7 4 2</p><p>8th +6 6/2/6 Quickening 1/day 7 4 2</p><p>9th +6 6/3/6 Bonus Feat 8 4 2</p><p>10th +7 7/3/7 Eldritch Aura +3 8 5 3</p><p>11th +8 7/3/7 Imbue Armaments 9 5 3</p><p>12th +9 8/4/8 - 9 5 3</p><p>13th +9 8/4/8 Bonus Feat 10 5 3</p><p>14th +10 9/4/9 - 10 5 3</p><p>15th +11 9/5/9 Eldritch Aura +4 11 6 3</p><p>16th +12 10/5/10 - 11 6 4</p><p>17th +12 10/5/10 Bonus Feat 12 6 4</p><p>18th +13 11/6/11 Quickening 2/day 12 6 4</p><p>19th +14 11/6/11 - 13 6 4</p><p>20th +15 12/6/12 Eldritch Aura +5 13 7 4[/CODE]</p><p></p><p><span style="color: Blue"><strong>Class Features</strong></span></p><p>All of the following are class features of the battle mage.</p><p></p><p><strong>Weapon and Armour Proficiency:</strong> Battle mages are proficient in all simple weapons, and with all martial thrown weapons. Battle mages are proficient with light armour, but not with any type of shield.</p><p></p><p>Due to the nature of their powers, armour does not interfere with a battle mage’s auras, dweomers or other eldritch powers.</p><p></p><p><strong>Essential Arcana (Sp): </strong> Choose a total of 5 0-level spells from any spell list of your choice. You may use these minor spell-like abilities a combined total of times per day equal to 3 + your Constitution modifier. These spell-like abilities do not count toward your total of dweomers known, nor do they need to be readied to be utilised. Saving throws against the battle mage’s essential arcana have a DC of 10 + the battle mage’s Constitution modifier. Your caster level for these spell-like abilities equals your class level.</p><p></p><p><strong>Dweomers (Sp): </strong> A battle mage’s soul is a font of arcane energy. Their training consists of directing this energy into spell effects called dweomers. A dweomer is a specific spell-like ability known to the battle mage and may be drawn from the spell list of any spellcasting class.</p><p></p><p>You begin your career with knowledge of three dweomers. Once a dweomer is known, it must be readied before you can use it in battle. Like all spell-like abilities, dweomers are subject to spell resistance and dispel magic. Dweomers do not function in areas where magic is suppressed or negated (such as an antimagic field). </p><p></p><p>Due to their nature, dweomers do not incur the chance for arcane spell failure from armour. However, unlike other spell-like abilities, a battle mage’s dweomers incur XP costs if the spell they emulate had an XP cost. Similarly, if the emulated spell had an expensive material component, the battle mage must pay an XP cost of 1/5 the gp cost of the material component. A battle mage must procure the necessary focus component if they wish to use a dweomer emulating a spell that requires one. </p><p></p><p>You learn additional dweomers at higher levels, as shown in the table. To take a specific dweomer, a battle mage must be of sufficient caster level (see the table) and must have a Constitution score of at least 10 + the spell’s level (Con 11 for 1st-level spells, Con 12 for 2nd-level spells, and so forth). The difficulty class (DC) for a saving throw against a Battle Mage’s dweomer is 10 + the spell’s level + the battle mage’s Constitution modifier.</p><p></p><p>Upon reaching 4th level, and at every even-numbered battle mage level after that (6th, 8th, 10th, and so on), you can choose to learn a new dweomer in place of one you already knows. In effect you lose the old dweomer in exchange for the new one. You can choose a new dweomer of any level you like, as long as you observe the restriction on the highest-level dweomers you know; you need not replace the old dweomer with a dweomer with one of the same level.</p><p></p><p>[CODE]Battle Mage Dweomer</p><p>Level Level</p><p>1st-2nd 1st</p><p>3rd-4th 2nd</p><p>5th-6th 3rd</p><p>7th-8th 4th</p><p>9th-10th 5th</p><p>11th-12th 6th</p><p>13th-14th 7th</p><p>15th-16th 8th</p><p>17th+ 9th[/CODE]</p><p></p><p><strong>Dweomers Readied:</strong> You can ready all three of your dweomers you know at 1st level, but as you advance in level and learn more dweomers, you must choose which dweomers to ready. You ready your dweomers by meditating for 10 minutes. The dweomers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your dweomers; any time you spend 10 minutes in meditation, you can change your readied dweomers.</p><p>You begin an encounter with all your readied dweomers unexpended, regardless of how many times you might have already used them since you chose them. When you expend a dweomer, it is used up for the current encounter, so each of your readied dweomers can be used once per encounter (until you recover them, as described below).</p><p>You can recover an expended dweomer by quickly meditating as a full-round action (Concentration check DC 15 + dweomer level). Doing this does not provoke an attack of opportunity. If you complete your meditation, you can choose one expended dweomer to refresh. It is now available for use in a subsequent round. If you are struck while attempting to expend a dweomer, the DC of the Concentration check DC increases by the amount of damage dealt to you.</p><p></p><p><strong>Eldritch Auras (Su):</strong> You can channel your inner power to project an aura that grants you and nearby allies a special benefit.</p><p>Projecting an aura is a swift action, and you may only project one eldritch aura at a time. An eldritch aura remains in effect until you use a free action to dismiss it or you active another aura in its place. You can have an eldritch aura active continually; thus, and aura can be in effect at the start of an encounter even before you take your first action.</p><p></p><p>Unless otherwise noted, your eldritch aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.</p><p></p><p>The bonus granted by your eldritch aura begins at 1 and increases to +2 at 5th level, 3 at 10th level, +4 at 15th level, and +5 at 20th level. As a 1st-level battle mage, you know how to project a single aura chosen from the list below. You learn additional auras at the class levels indicated in the table below. Each time you activate an eldritch aura, you can choose from any of the auras you know.</p><p></p><p><em>Alacrity: </em> dodge bonus to AC against attacks of opportunity and bonus on reflex saves equal to your aura bonus.</p><p></p><p><em>Awareness: </em> bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus.</p><p></p><p><em>Endurance:</em> bonus on concentration checks and on fortitude saves against exhaustion and fatigue equal to your aura bonus.</p><p></p><p><em>Power: </em> bonus on melee damage rolls equal to your aura bonus</p><p></p><p><em>Stability: </em> bonus on opposed strength checks against bull rush and trip attempts.</p><p></p><p><em>Toughness:</em> DR 1/Cold Iron for each point of your aura bonus.</p><p></p><p><em>Valor:</em> Bonus on will saves against fear and compulsions.</p><p></p><p><strong>Eldritch Senses (Sp):</strong> beginning at 2nd level, a battle mage may use <em>detect magic </em> as a spell-like ability at will. </p><p></p><p><strong>Bonus Feats: </strong> At 5th level, a battle mage gains a bonus feat from the list below. He must meet the prerequisites for the feat selected. Every 4 levels thereafter (9th, 13th, and 17th level), the battle mage may select another feat from the list.</p><p><em>Bonus Feat List: </em> Armour Proficiency (Heavy), Armour Proficiency (Medium), Diehard, Empower Spell-like ability, Endurance, Exotic Weapon Proficiency, Heighten Spell-like Ability, Improved Initiative, Improved Toughness, Martial Weapon Proficiency, Maximise Spell-like Ability, Shield Proficiency, and Toughness.</p><p></p><p><strong>Identify Armaments (Su):</strong> From 4th level, you can spend 10 minutes focusing upon a weapon or suit of armour. If you succeed on a level check (DC 10 + the caster level of the weapon or armour), you can identify the properties of the item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful.</p><p></p><p><strong>Soul Shield (Su): </strong> From 7th level, a battle mage has Spell Resistance equal to 10 + his class level so long as he has dweomers readied.</p><p></p><p><strong>Quickening (Su):</strong> Beginning at 8th level, you may cast a readied dweomer as a swift action, so long as the casting time of the dweomer is 1 standard action or less.</p><p>You can use this ability twice per day at 18th level.</p><p></p><p><strong>Imbue Armaments (Sp):</strong> At 11th level, a battle mage’s experience with the armaments of war grant him the secrets of imbuing such items with magical power. A battle mage receives Craft Magic Arms and Armour as a bonus feat. He uses his battle mage caster level as normal to determine the maximum enhancement bonus he can imbue an item with.</p><p>The battle mage must still meet any other prerequisites for the item’s creation. This stipulation might mean that he needs the assistance of other characters to complete the creation of an item.</p><p>[/sblock]</p><p>I'm not entirely sure my version is balanced either, and I realise it is significantly different to Borble's original vision. Anyhow, let me know what you think (anyone reading). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 3604211, member: 40749"] I'm not sure what you mean regarding the Knowledge skills. In addition, I didn't put anything different regarding the armour proficiencies (i.e. none). In the revised version below, there's no need to worry about arcane spell failure anyway since the class uses spell-like abilities. hmm, no sure how to go about that. I'll have a think about it and get back to you. For now, here's a revision of my earlier idea: [sblock=SoA's Battle Mage(tm)] [SIZE=4][B]Battle Mage[/B][/SIZE] Born of conflict, a battle mage is a disciple of war spells, revelling in arcane might. [COLOR=Blue][B]Game Rule Information[/B][/COLOR] Battle mages have the following game statistics [B]Abilities:[/B] In addition to granting additional hit points, Constitution determines how powerful a dweomer a battle mage can cast, and how hard those dweomers are to resist (see Dweomers, below). Like a sorcerer or wizard, a battle mage benefits from a high Dexterity. A high Intelligence increases a battle mage’s array of skills, and Strength is important for melee combat. [B]Alignment:[/B] any non-lawful [B]Hit Die:[/B] d8 [COLOR=Blue][B]Class Skills[/B][/COLOR] The battle mage’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana), Knowledge (history), Profession (Wis), and Spellcraft (Int). [B]Skill Points at 1st Level: [/B] (2 + Intelligence modifier) x 4 [B]Skill Points at Each Additional Level:[/B] 2 + Intelligence modifier [B]The Battle Mage[/B] [CODE] Base Saves Dwmr Dwmr Auras Lvl Attack F/R/W Special Known Ready Known 1st +0 2/0/2 Eldritch Aura +1, Essential Arcana 3 3 1 2nd +1 3/0/3 Eldritch Senses 4 3 1 3rd +2 3/1/3 - 5 3 1 4th +3 4/1/4 Identify Armament 5 4 2 5th +3 4/1/4 Eldritch Aura +2, Bonus Feat 6 4 2 6th +4 5/2/5 - 6 4 2 7th +5 5/2/5 Soul Shield 7 4 2 8th +6 6/2/6 Quickening 1/day 7 4 2 9th +6 6/3/6 Bonus Feat 8 4 2 10th +7 7/3/7 Eldritch Aura +3 8 5 3 11th +8 7/3/7 Imbue Armaments 9 5 3 12th +9 8/4/8 - 9 5 3 13th +9 8/4/8 Bonus Feat 10 5 3 14th +10 9/4/9 - 10 5 3 15th +11 9/5/9 Eldritch Aura +4 11 6 3 16th +12 10/5/10 - 11 6 4 17th +12 10/5/10 Bonus Feat 12 6 4 18th +13 11/6/11 Quickening 2/day 12 6 4 19th +14 11/6/11 - 13 6 4 20th +15 12/6/12 Eldritch Aura +5 13 7 4[/CODE] [COLOR=Blue][B]Class Features[/B][/COLOR] All of the following are class features of the battle mage. [B]Weapon and Armour Proficiency:[/B] Battle mages are proficient in all simple weapons, and with all martial thrown weapons. Battle mages are proficient with light armour, but not with any type of shield. Due to the nature of their powers, armour does not interfere with a battle mage’s auras, dweomers or other eldritch powers. [B]Essential Arcana (Sp): [/B] Choose a total of 5 0-level spells from any spell list of your choice. You may use these minor spell-like abilities a combined total of times per day equal to 3 + your Constitution modifier. These spell-like abilities do not count toward your total of dweomers known, nor do they need to be readied to be utilised. Saving throws against the battle mage’s essential arcana have a DC of 10 + the battle mage’s Constitution modifier. Your caster level for these spell-like abilities equals your class level. [B]Dweomers (Sp): [/B] A battle mage’s soul is a font of arcane energy. Their training consists of directing this energy into spell effects called dweomers. A dweomer is a specific spell-like ability known to the battle mage and may be drawn from the spell list of any spellcasting class. You begin your career with knowledge of three dweomers. Once a dweomer is known, it must be readied before you can use it in battle. Like all spell-like abilities, dweomers are subject to spell resistance and dispel magic. Dweomers do not function in areas where magic is suppressed or negated (such as an antimagic field). Due to their nature, dweomers do not incur the chance for arcane spell failure from armour. However, unlike other spell-like abilities, a battle mage’s dweomers incur XP costs if the spell they emulate had an XP cost. Similarly, if the emulated spell had an expensive material component, the battle mage must pay an XP cost of 1/5 the gp cost of the material component. A battle mage must procure the necessary focus component if they wish to use a dweomer emulating a spell that requires one. You learn additional dweomers at higher levels, as shown in the table. To take a specific dweomer, a battle mage must be of sufficient caster level (see the table) and must have a Constitution score of at least 10 + the spell’s level (Con 11 for 1st-level spells, Con 12 for 2nd-level spells, and so forth). The difficulty class (DC) for a saving throw against a Battle Mage’s dweomer is 10 + the spell’s level + the battle mage’s Constitution modifier. Upon reaching 4th level, and at every even-numbered battle mage level after that (6th, 8th, 10th, and so on), you can choose to learn a new dweomer in place of one you already knows. In effect you lose the old dweomer in exchange for the new one. You can choose a new dweomer of any level you like, as long as you observe the restriction on the highest-level dweomers you know; you need not replace the old dweomer with a dweomer with one of the same level. [CODE]Battle Mage Dweomer Level Level 1st-2nd 1st 3rd-4th 2nd 5th-6th 3rd 7th-8th 4th 9th-10th 5th 11th-12th 6th 13th-14th 7th 15th-16th 8th 17th+ 9th[/CODE] [B]Dweomers Readied:[/B] You can ready all three of your dweomers you know at 1st level, but as you advance in level and learn more dweomers, you must choose which dweomers to ready. You ready your dweomers by meditating for 10 minutes. The dweomers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your dweomers; any time you spend 10 minutes in meditation, you can change your readied dweomers. You begin an encounter with all your readied dweomers unexpended, regardless of how many times you might have already used them since you chose them. When you expend a dweomer, it is used up for the current encounter, so each of your readied dweomers can be used once per encounter (until you recover them, as described below). You can recover an expended dweomer by quickly meditating as a full-round action (Concentration check DC 15 + dweomer level). Doing this does not provoke an attack of opportunity. If you complete your meditation, you can choose one expended dweomer to refresh. It is now available for use in a subsequent round. If you are struck while attempting to expend a dweomer, the DC of the Concentration check DC increases by the amount of damage dealt to you. [B]Eldritch Auras (Su):[/B] You can channel your inner power to project an aura that grants you and nearby allies a special benefit. Projecting an aura is a swift action, and you may only project one eldritch aura at a time. An eldritch aura remains in effect until you use a free action to dismiss it or you active another aura in its place. You can have an eldritch aura active continually; thus, and aura can be in effect at the start of an encounter even before you take your first action. Unless otherwise noted, your eldritch aura affects all allies within 30 feet (including yourself) with line of effect to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting. The bonus granted by your eldritch aura begins at 1 and increases to +2 at 5th level, 3 at 10th level, +4 at 15th level, and +5 at 20th level. As a 1st-level battle mage, you know how to project a single aura chosen from the list below. You learn additional auras at the class levels indicated in the table below. Each time you activate an eldritch aura, you can choose from any of the auras you know. [I]Alacrity: [/I] dodge bonus to AC against attacks of opportunity and bonus on reflex saves equal to your aura bonus. [I]Awareness: [/I] bonus on Listen and Spot checks, as well as on initiative checks, equal to your aura bonus. [I]Endurance:[/I] bonus on concentration checks and on fortitude saves against exhaustion and fatigue equal to your aura bonus. [I]Power: [/I] bonus on melee damage rolls equal to your aura bonus [I]Stability: [/I] bonus on opposed strength checks against bull rush and trip attempts. [I]Toughness:[/I] DR 1/Cold Iron for each point of your aura bonus. [I]Valor:[/I] Bonus on will saves against fear and compulsions. [B]Eldritch Senses (Sp):[/B] beginning at 2nd level, a battle mage may use [I]detect magic [/I] as a spell-like ability at will. [B]Bonus Feats: [/B] At 5th level, a battle mage gains a bonus feat from the list below. He must meet the prerequisites for the feat selected. Every 4 levels thereafter (9th, 13th, and 17th level), the battle mage may select another feat from the list. [I]Bonus Feat List: [/I] Armour Proficiency (Heavy), Armour Proficiency (Medium), Diehard, Empower Spell-like ability, Endurance, Exotic Weapon Proficiency, Heighten Spell-like Ability, Improved Initiative, Improved Toughness, Martial Weapon Proficiency, Maximise Spell-like Ability, Shield Proficiency, and Toughness. [B]Identify Armaments (Su):[/B] From 4th level, you can spend 10 minutes focusing upon a weapon or suit of armour. If you succeed on a level check (DC 10 + the caster level of the weapon or armour), you can identify the properties of the item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful. [B]Soul Shield (Su): [/B] From 7th level, a battle mage has Spell Resistance equal to 10 + his class level so long as he has dweomers readied. [B]Quickening (Su):[/B] Beginning at 8th level, you may cast a readied dweomer as a swift action, so long as the casting time of the dweomer is 1 standard action or less. You can use this ability twice per day at 18th level. [B]Imbue Armaments (Sp):[/B] At 11th level, a battle mage’s experience with the armaments of war grant him the secrets of imbuing such items with magical power. A battle mage receives Craft Magic Arms and Armour as a bonus feat. He uses his battle mage caster level as normal to determine the maximum enhancement bonus he can imbue an item with. The battle mage must still meet any other prerequisites for the item’s creation. This stipulation might mean that he needs the assistance of other characters to complete the creation of an item. [/sblock] I'm not entirely sure my version is balanced either, and I realise it is significantly different to Borble's original vision. Anyhow, let me know what you think (anyone reading). :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Battle Mage (custom)
Top