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<blockquote data-quote="Obly99" data-source="post: 9622494" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Baobhan Sith CR 19</span></strong></p><p></p><p>CE Medium fey</p><p></p><p><strong>Init</strong> +11; <strong>Senses</strong> darkvision 60 ft., lifesense 60 ft, low-light vision, <em>true seeing</em>; Perception +32</p><p></p><p><strong>Aura</strong> frightful presence (60 ft., DC 32)</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 34, touch 30, flat-footed 26 (+12 deflection, +7 Dex, +1 dodge, +4 shield)</p><p></p><p><strong>hp</strong> 325 hp (21d6+256) regeneration 5 (cold iron)</p><p></p><p><strong>Fort </strong>+21, <strong>Ref</strong> +31, <strong>Will</strong> +28</p><p></p><p><strong>Defensive Abilities</strong> evasion, <em>freedom of movement</em>, scarlet dance, <em>shield</em>, unearthly grace; <strong>DR</strong> 10/cold iron and lawful; <strong>Immune</strong> curse, disease, death effects, fear, poison; <strong>Resist</strong> acid 20, cold 20, fire 20; <strong>SR</strong> 30</p><p></p><p><strong>Weakness</strong> escape the light</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>Melee</strong> bite +22 (1d8+8 plus grab), 2 claws +22 (2d6+8/17-20 plus bleed)</p><p></p><p><strong>Special Attacks</strong> bleed (2d6), blood drain, captivating dance, dying world, false seduction, fetch failnaught, throat-slicer</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 19th, concentration +31)</p><p></p><p><strong>Constant</strong>—<em>freedom of movement</em>, <em>shield</em>, <em>true seeing</em></p><p></p><p><strong>At will</strong>—<em>detect thoughts</em> (DC 24)</p><p></p><p><strong>3/day</strong>—<em>blindness/deafness</em> (DC 24), <em>calamitous flailing</em> (DC 26), <em>charm monster</em> (DC 26), <em>confusion</em> (DC 26), <em>dominate person</em> (DC 26), <em>greater bestow curse</em> (DC 30), <em>greater dispel magic</em>, <em>suggestion</em> (DC 25)</p><p></p><p><strong>1/day</strong>—<em>dominate monster</em> (DC 31), <em>insanity</em> (DC 29), <em>irresistible dance</em> (DC 30), <em>mass charm monster</em> (DC 30), <em>mass inflict critical wounds</em> (DC 30), <em>wish</em> (replicate a sorcerer/wizard spell with the curse descriptor only)</p><p></p><p><strong>Str</strong> 26, <strong>Dex</strong> 25, <strong>Con</strong> 14, <strong>Int</strong> 24, <strong>Wis</strong> 19, <strong>Cha</strong> 35</p><p></p><p><strong>Base Atk</strong> +10; <strong>CMB</strong> +22 (+26 grapple); <strong>CMD</strong> 48</p><p></p><p><strong>Feats</strong> Accursed Critical, Alertness, Combat Reflexes, Critical Focus, Dodge, Improved Critical (claws), Improved Initiative, Mobility, Nimble Moves, Persuasive, Spring Attack</p><p></p><p><strong>Skills</strong> Acrobatics +31, Bluff +40, Craft (any one) +31, Diplomacy +36, Heal +25 (+33 for torture), Intimidate +37, Knowledge (local, nature) +31, Perception +32, Perform (dance) +44, Sense Motive +32, Stealth +31, Use Magic Device +36; <strong>Racial Modifiers</strong> +8 Heal for torture and other uses of that skill presents in Villains: Rebirth book of the Bastion Press, +8 Perform (dance)</p><p></p><p><strong>Languages</strong> Aklo, Common, Sylvan</p><p></p><p><strong>SQ</strong> change shape (scarlet colored raven, <em>beast shape II</em>)</p><p></p><p><strong>Blood Drain (Ex)</strong></p><p>A baobhan sith can suck blood from a grappled or helpless opponent; if she establishes or maintains a pin, she deals bite damage and drains blood, dealing 1d4 points of Strength damage and 1d4 points of Constitution damage each round and if the target has a ki pool or spellcasting, then the baobhan sith drains 2 ki points and one random spell slot of the highest level available to the victim. The baobhan sith may add these points to her own ki pool if she has one (up to her maximum total ki). Otherwise, the baobhan sith gains a +2 racial bonus to saving throws for 4 rounds. Further blood drain does not increase the bonus, but does increase the duration of the bonus.</p><p></p><p><strong>Captivating Dance (Su)</strong></p><p>When a baobhan sith dances, all living creatures within 60 feet that view the rhythmic swaying and movements of her body must succeed on a DC 32 Will save or become utterly enthralled and captivated. A creature that succeeds this save is immune to the captivating dance of all baobhan sith for the next 24 hours. A baobhan sith can start her dance as a swift action and maintain it as a free. A baobhan sith cannot start or maintain a captivating dance when entangled, when grappled, and whenever she could not choose to take a move or standard action (such as when paralyzed, stunned, or dazed).</p><p></p><p>Creatures that cannot see the baobhan sith are immune to the effect of the dance. Creatures that are sexually attracted to females who view this dance suffer a –2 penalty on their saving throws. If a creature under this effect is targeted with a hostile effect (attack, non-harmless spell, etc.), it can re-roll the save with a +4 bonus. If a creature is subject to the throat-slicer ability and survive, it automatically make the saving throw without the need to roll.</p><p></p><p>A victim under the effects of the captivating dance moves dancing toward the baobhan sith using the most direct means available as long the baobhan sith continues to dance. A dancing creature suffer a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and cannot benefit from any Armor Class bonus granted by a shield it holds. The dancing victim provokes attacks of opportunity each round on its turn. If the path leads a victim into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the baobhan sith simply dance and offers no resistance to the baobhan sith’s attacks. This effect continues for as long as the baobhan sith dance and for 1 round thereafter. This is a charm, compulsion, mind-affecting effect based on sight and the save DC is Charisma-based.</p><p></p><p><strong>Dying Words (Sp)</strong></p><p>When a baobhan sith is slain, she utters a curse as a free action (whether it’s her turn or not) that affects her killer as if it were a <em>greater bestow curse</em> spell (caster level 21th). If her killer is a creature controlled (like a summoner creature or a creature under a <em>charm monster</em>, <em>dominate monster</em>, or <em>possession</em> spells), the curse affect instead the controlling creature. The target can resist the curse with a successful DC 32 Will save. If the save fails, the target is afflicted by the curse of the ages (or suffers a –8 penalty on attack rolls, saves, ability checks, and skill checks if ageless). The save DC is Charisma-based.</p><p></p><p><strong>Escape the Light (Ex)</strong></p><p>While not a true vampire, a baobhan sith is still deathly afraid of the light of the sun and will never willingly enter any zone currently irradiated by natural sunlight. In any round in which a baobhan sith finds herself under the natural light of the sun, she must make a DC 40 Will save or panic, flail and suffer the panicked condition until leaving the light. This overcome the normal immunity to fear of a baobhan sith.</p><p></p><p><strong>False Seducer (Su)</strong></p><p>When a baobhan sith attempts a Bluff check to lie, and the creature believes the lie and it would tend to make them perceive the baobhan sith more favorably, its attitude toward her improved by one step for a limited time. This is a mind-affecting, language-dependant effect and lasts for 1 minute per HD of the baobhan sith (21 for a standard baobhan sith). Once a creature has been exposed to this ability, it is immune to further uses by the same baobhan sith for 24 hours. The baobhan sith automatically knows when a creature has believed a lie made with this ability.</p><p></p><p>The baobhan sith may dismiss the effect on any one creature as an immediate action to plant a suggestion in a victim’s mind, which they obey as if the thought had been their own (DC 32 Will negates). The suggested course of activity must be a simple request and makes sense to the person in question (eg. to a paladin she can ask to protect the innocent from danger or hunt a monster in the area; to an evil-aligned professional thief to share non-compromising information or teach someone thieving skills). The creature performs the suggested action until it finishes, or for 1 hour per HD of the baobhan sith (21 for a standard baobhan sith), whichever comes first. If the baobhan sith choose, she can instead specify conditions the creature should look for, (eg. you should search the next person who enters this room, looking for weapons.) If the condition is not met before this duration expires, the activity is not performed. The target cannot be asked to do anything it would not normally do. This is a charm, compulsion, mind-affecting effect and the save DC is Charisma-based.</p><p></p><p><strong>Fetch Failnaught (Su)</strong></p><p>As a full-round action, a baobhan sith can create the miniature replica of a living or undead creature by using parts of it (hair, nails, etc.) As another full-round action, baobhan sith can “slay” the replica by nailing it with a stake. The creature must make a DC 32 Will save or be affected by a curse of death that slowly eat away the life of the target. Every round the target that is affected by this curse it suffer 3d6 damage and 1d3 Constitution drain (or 3d6 damage and 1d3 Charisma damage if undead; an undead reduced to Charisma 0 is destroyed). This curse cannot be dispelled even with <em>greater dispel magic</em> (as its a supernatural ability), but it can be removed with a <em>break enchantment</em> (the equivalent caster level is equal to the baobhan sith HD), <em>limited wish</em>, <em>miracle</em>, or <em>wish</em> spell. It cannot be removed with <em>remove curse</em> or suppressed with <em>abeyance</em>. Once a creature is cursed, it cannot be affected again by the fetch failnaught of all baobhan sith for one year. This is a curse effect and the save DC is Charisma-based.</p><p></p><p><strong>Scarlet Dance (Ex)</strong></p><p>As an immediate action when the baobhan sith would normally be hit with an attack roll, she may make a Perform (dance) check to avoid being hit. The DC for this check is equal to the attack roll that hit her. The baobhan sith gains a free 5-foot step as part of this Perform check, and must take it. (If she cannot take his 5-foot step, she cannot use this ability. The movement doesn’t count against any other movement she is taking, and does not provoke an attack of opportunity.) A baobhan sith may only use this ability when she is wearing light armor or no armor, is carrying no more than a light load, and she is not wielding a two-handed weapon.</p><p></p><p><strong>Throat-Slicer (Ex)</strong></p><p>A baobhan sith can deliver a coup de grace using her claws to a dancing creature under the effect of her captivating dance.</p><p></p><p><strong>Unearthly Grace (Ex)</strong></p><p>A baobhan sith adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class. A Baobhan Sith adds her Charisma modifier to melee attack rolls and to her base attack bonus and size bonus when determining her Combat Maneuver Bonus instead of her Strength bonus. A baobhan sith use her Charisma score in place of her Constitution score when calculating hit points.</p><p></p><p><a href="https://danbooru.donmai.us/posts/5806728?q=baobhan_sith_%28first_ascension%29_%28fate%29+shui_xiao+" target="_blank">Link Image</a></p></blockquote><p></p>
[QUOTE="Obly99, post: 9622494, member: 7035194"] [CENTER][B][SIZE=7]Baobhan Sith CR 19[/SIZE][/B][/CENTER] CE Medium fey [B]Init[/B] +11; [B]Senses[/B] darkvision 60 ft., lifesense 60 ft, low-light vision, [I]true seeing[/I]; Perception +32 [B]Aura[/B] frightful presence (60 ft., DC 32) DEFENSE [B]AC[/B] 34, touch 30, flat-footed 26 (+12 deflection, +7 Dex, +1 dodge, +4 shield) [B]hp[/B] 325 hp (21d6+256) regeneration 5 (cold iron) [B]Fort [/B]+21, [B]Ref[/B] +31, [B]Will[/B] +28 [B]Defensive Abilities[/B] evasion, [I]freedom of movement[/I], scarlet dance, [I]shield[/I], unearthly grace; [B]DR[/B] 10/cold iron and lawful; [B]Immune[/B] curse, disease, death effects, fear, poison; [B]Resist[/B] acid 20, cold 20, fire 20; [B]SR[/B] 30 [B]Weakness[/B] escape the light OFFENSE [B]Speed[/B] 40 ft. [B]Melee[/B] bite +22 (1d8+8 plus grab), 2 claws +22 (2d6+8/17-20 plus bleed) [B]Special Attacks[/B] bleed (2d6), blood drain, captivating dance, dying world, false seduction, fetch failnaught, throat-slicer [B]Spell-Like Abilities[/B] (CL 19th, concentration +31) [B]Constant[/B]—[I]freedom of movement[/I], [I]shield[/I], [I]true seeing[/I] [B]At will[/B]—[I]detect thoughts[/I] (DC 24) [B]3/day[/B]—[I]blindness/deafness[/I] (DC 24), [I]calamitous flailing[/I] (DC 26), [I]charm monster[/I] (DC 26), [I]confusion[/I] (DC 26), [I]dominate person[/I] (DC 26), [I]greater bestow curse[/I] (DC 30), [I]greater dispel magic[/I], [I]suggestion[/I] (DC 25) [B]1/day[/B]—[I]dominate monster[/I] (DC 31), [I]insanity[/I] (DC 29), [I]irresistible dance[/I] (DC 30), [I]mass charm monster[/I] (DC 30), [I]mass inflict critical wounds[/I] (DC 30), [I]wish[/I] (replicate a sorcerer/wizard spell with the curse descriptor only) [B]Str[/B] 26, [B]Dex[/B] 25, [B]Con[/B] 14, [B]Int[/B] 24, [B]Wis[/B] 19, [B]Cha[/B] 35 [B]Base Atk[/B] +10; [B]CMB[/B] +22 (+26 grapple); [B]CMD[/B] 48 [B]Feats[/B] Accursed Critical, Alertness, Combat Reflexes, Critical Focus, Dodge, Improved Critical (claws), Improved Initiative, Mobility, Nimble Moves, Persuasive, Spring Attack [B]Skills[/B] Acrobatics +31, Bluff +40, Craft (any one) +31, Diplomacy +36, Heal +25 (+33 for torture), Intimidate +37, Knowledge (local, nature) +31, Perception +32, Perform (dance) +44, Sense Motive +32, Stealth +31, Use Magic Device +36; [B]Racial Modifiers[/B] +8 Heal for torture and other uses of that skill presents in Villains: Rebirth book of the Bastion Press, +8 Perform (dance) [B]Languages[/B] Aklo, Common, Sylvan [B]SQ[/B] change shape (scarlet colored raven, [I]beast shape II[/I]) [B]Blood Drain (Ex)[/B] A baobhan sith can suck blood from a grappled or helpless opponent; if she establishes or maintains a pin, she deals bite damage and drains blood, dealing 1d4 points of Strength damage and 1d4 points of Constitution damage each round and if the target has a ki pool or spellcasting, then the baobhan sith drains 2 ki points and one random spell slot of the highest level available to the victim. The baobhan sith may add these points to her own ki pool if she has one (up to her maximum total ki). Otherwise, the baobhan sith gains a +2 racial bonus to saving throws for 4 rounds. Further blood drain does not increase the bonus, but does increase the duration of the bonus. [B]Captivating Dance (Su)[/B] When a baobhan sith dances, all living creatures within 60 feet that view the rhythmic swaying and movements of her body must succeed on a DC 32 Will save or become utterly enthralled and captivated. A creature that succeeds this save is immune to the captivating dance of all baobhan sith for the next 24 hours. A baobhan sith can start her dance as a swift action and maintain it as a free. A baobhan sith cannot start or maintain a captivating dance when entangled, when grappled, and whenever she could not choose to take a move or standard action (such as when paralyzed, stunned, or dazed). Creatures that cannot see the baobhan sith are immune to the effect of the dance. Creatures that are sexually attracted to females who view this dance suffer a –2 penalty on their saving throws. If a creature under this effect is targeted with a hostile effect (attack, non-harmless spell, etc.), it can re-roll the save with a +4 bonus. If a creature is subject to the throat-slicer ability and survive, it automatically make the saving throw without the need to roll. A victim under the effects of the captivating dance moves dancing toward the baobhan sith using the most direct means available as long the baobhan sith continues to dance. A dancing creature suffer a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and cannot benefit from any Armor Class bonus granted by a shield it holds. The dancing victim provokes attacks of opportunity each round on its turn. If the path leads a victim into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the baobhan sith simply dance and offers no resistance to the baobhan sith’s attacks. This effect continues for as long as the baobhan sith dance and for 1 round thereafter. This is a charm, compulsion, mind-affecting effect based on sight and the save DC is Charisma-based. [B]Dying Words (Sp)[/B] When a baobhan sith is slain, she utters a curse as a free action (whether it’s her turn or not) that affects her killer as if it were a [I]greater bestow curse[/I] spell (caster level 21th). If her killer is a creature controlled (like a summoner creature or a creature under a [I]charm monster[/I], [I]dominate monster[/I], or [I]possession[/I] spells), the curse affect instead the controlling creature. The target can resist the curse with a successful DC 32 Will save. If the save fails, the target is afflicted by the curse of the ages (or suffers a –8 penalty on attack rolls, saves, ability checks, and skill checks if ageless). The save DC is Charisma-based. [B]Escape the Light (Ex)[/B] While not a true vampire, a baobhan sith is still deathly afraid of the light of the sun and will never willingly enter any zone currently irradiated by natural sunlight. In any round in which a baobhan sith finds herself under the natural light of the sun, she must make a DC 40 Will save or panic, flail and suffer the panicked condition until leaving the light. This overcome the normal immunity to fear of a baobhan sith. [B]False Seducer (Su)[/B] When a baobhan sith attempts a Bluff check to lie, and the creature believes the lie and it would tend to make them perceive the baobhan sith more favorably, its attitude toward her improved by one step for a limited time. This is a mind-affecting, language-dependant effect and lasts for 1 minute per HD of the baobhan sith (21 for a standard baobhan sith). Once a creature has been exposed to this ability, it is immune to further uses by the same baobhan sith for 24 hours. The baobhan sith automatically knows when a creature has believed a lie made with this ability. The baobhan sith may dismiss the effect on any one creature as an immediate action to plant a suggestion in a victim’s mind, which they obey as if the thought had been their own (DC 32 Will negates). The suggested course of activity must be a simple request and makes sense to the person in question (eg. to a paladin she can ask to protect the innocent from danger or hunt a monster in the area; to an evil-aligned professional thief to share non-compromising information or teach someone thieving skills). The creature performs the suggested action until it finishes, or for 1 hour per HD of the baobhan sith (21 for a standard baobhan sith), whichever comes first. If the baobhan sith choose, she can instead specify conditions the creature should look for, (eg. you should search the next person who enters this room, looking for weapons.) If the condition is not met before this duration expires, the activity is not performed. The target cannot be asked to do anything it would not normally do. This is a charm, compulsion, mind-affecting effect and the save DC is Charisma-based. [B]Fetch Failnaught (Su)[/B] As a full-round action, a baobhan sith can create the miniature replica of a living or undead creature by using parts of it (hair, nails, etc.) As another full-round action, baobhan sith can “slay” the replica by nailing it with a stake. The creature must make a DC 32 Will save or be affected by a curse of death that slowly eat away the life of the target. Every round the target that is affected by this curse it suffer 3d6 damage and 1d3 Constitution drain (or 3d6 damage and 1d3 Charisma damage if undead; an undead reduced to Charisma 0 is destroyed). This curse cannot be dispelled even with [I]greater dispel magic[/I] (as its a supernatural ability), but it can be removed with a [I]break enchantment[/I] (the equivalent caster level is equal to the baobhan sith HD), [I]limited wish[/I], [I]miracle[/I], or [I]wish[/I] spell. It cannot be removed with [I]remove curse[/I] or suppressed with [I]abeyance[/I]. Once a creature is cursed, it cannot be affected again by the fetch failnaught of all baobhan sith for one year. This is a curse effect and the save DC is Charisma-based. [B]Scarlet Dance (Ex)[/B] As an immediate action when the baobhan sith would normally be hit with an attack roll, she may make a Perform (dance) check to avoid being hit. The DC for this check is equal to the attack roll that hit her. The baobhan sith gains a free 5-foot step as part of this Perform check, and must take it. (If she cannot take his 5-foot step, she cannot use this ability. The movement doesn’t count against any other movement she is taking, and does not provoke an attack of opportunity.) A baobhan sith may only use this ability when she is wearing light armor or no armor, is carrying no more than a light load, and she is not wielding a two-handed weapon. [B]Throat-Slicer (Ex)[/B] A baobhan sith can deliver a coup de grace using her claws to a dancing creature under the effect of her captivating dance. [B]Unearthly Grace (Ex)[/B] A baobhan sith adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class. A Baobhan Sith adds her Charisma modifier to melee attack rolls and to her base attack bonus and size bonus when determining her Combat Maneuver Bonus instead of her Strength bonus. A baobhan sith use her Charisma score in place of her Constitution score when calculating hit points. [URL='https://danbooru.donmai.us/posts/5806728?q=baobhan_sith_%28first_ascension%29_%28fate%29+shui_xiao+']Link Image[/URL] [/QUOTE]
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