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Author Topic: Dragon Classes  (Read 6458 times)
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SiggyDevil
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« on: November 18, 2010, 09:48:54 AM »

Feats

Dragon Heir
Gain Dragon type.
Level  Ability
1         Energy Resistance 5 to two elements, Endure Elements, +4 saves vs Paralysis and Sleep, Darkvision 30, Low Light Vision
6         Energy Resistance 15 to two elements, +8 saves vs Paralysis and Sleep, Darkvision 60
11       Energy Resistance 30 to two elements, Darkvision 90, Immune to Paralysis and Sleep
16       Immunity to two elements, Darkvision 120, Immune to one other status effect of choice

Dragon of the Hills
Requires Dragon type
• Lose Flight speed if any. If a Flight speed was lost, the character gains a burrow speed equal to half Land speed.
• Double weight
• +10 Land speed
• Breath weapon may be Earth element, a blast of dust and ash

Dragon of the Skies
Requires Dragon type
• Halve weight
• +5 x level additional Flight speed
• Increase Flight maneuverability by one stage
• Breath weapon may be Air element, a torrent of hot wind

Dragon of the Waters
Requires Dragon type
• Triple weight
• Gain Amphibious trait (can breathe air and water)
• Lose Flight speed if any. If a Flight speed was lost, the character gains a Swim speed equal to the Flight speed lost.
• Breath weapon may be Water element, a gout of steam


Classes
• 1/hour = Spell-Like Ability, at-will unless specified otherwise
• X/day = Number of times a Spell-Like Ability may be used in a day
• A Glide Speed functions like a Fly Speed, but every round spend flying drags the character downward 5 feet. Only down and horizontal motion possible, unless there is an updraft.


TRUE DRAGON
Must have Dragon type or Dragonblood subtype.
Hit Die: d12
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex, and Will
Skill Points: 6+Int
Class Skills: Any

Weapon Proficiency:Simple weapons
Armor Proficiency: No armor or shields

Spellcasting
• Cast spells as a Sorcerer of a caster level equal to half of True Dragon levels (round down),  but only from the Sorcerer list and any Cleric domains that match alignment. Spells cast become arcane if not already. Charisma is the primary spellcasting score for True Dragon spells.
 Age Categories
• Only apply age category related size changes (such as Size Tiny for Wyrmling) if the character has dragon as its only main type.
• Every time an age category is gained, do not adjust ability scores as by monster growth rules, but do add one Dragon Power from the list along with all size-related adjustments to combat modifiers, natural attacks, and reach.


1   Wyrmling (Size Tiny, 5 lbs), Bite (primary, 1d4 + STR, Reach), Natural Armor (+2, and +1 per level), Breath Weapon (any 1 element or mode), +10 racial Land speed, Pure Muscle, Draconic Cunning, maximum DEX is 10 (and can not improve by base amount or racial bonuses, but enhancement and inherent bonuses can apply)
2   Tiny Wings (Ex, constant Feather Fall, Glide speed 30, Poor),
3   Damage Reduction (1/2 level, weak to magic), 2 Claws (secondary, 1d4 + STR)
4   Blindsense 30 feet
5   Breath Weapon +1 element or mode
6   Full Wings (10 x level feet Flight speed, Poor)
7   Hover feat
8   Very Young (Size Small, 40 lbs)
9   Blindsense 60 feet
10 Breath Weapon +1 element or mode
11 Young (Size Medium, 320 lbs), Tail Slap (secondary, 1d6 + 1/2 STR for Medium)
12 True Seeing (constant)
13 Commune With Nature 1/hour, Legend Lore 1/hour
14 Juvenile
15 Breath Weapon +1 element or mode
16 Flyby Attack feat
17 Young Adult (Size Large, 2560 lbs), Frightful Presence
18 Word of Recall 1/hour
19 Wish 1/day
20 Adult, Breath Weapon +1 element or mode, Spell Resistance (11 + level)
21 (Epic)
23 Mature Adult (Size Huge, 20480 lbs),
26 Old
29 Very Old (Size Gargantuan, 163840 lbs)
32 Ancient
35 Wyrm (Size Colossal, 1310720 lbs)
38 Great Wyrm


Pure Muscle (Ex): The character adds every True Dragon level as a racial bonus to Strength, and every even True Dragon level as a racial bonus to Constitution.
Ability score adjustments from this ability do not stack with racial and enhancement bonuses.

Draconic Cunning (Ex): A True Dragon adds every even True Dragon level as a racial bonus to Intelligence, Wisdom, and Charisma.
Ability score adjustments from this ability do not stack with racial and enhancement bonuses.

Breath Weapon (Su): CON 13+. As a standard action the character breaths a single element in either a 40 foot line or 20 foot cone, dealing 1d6 damage per odd level. Opponents get a Reflex save (10 +1/2 level +CON) for half. Every size increase beyond Small increases the length of area by half. In any round the character uses this ability, they may not use it in the next 1d4 rounds.
Some energy types will have extra effect in addition to damage, but at a cost of using 1d4 damage per odd level instead of d6s;
Elements
• Air (Fortitude save, opponents are Checked for 1 round)
• Earth or Water (Fortitude save, opponents are Pinned for 1 round, or evaporate 1 cubic foot of water per point of damage)
• Fire or Acid (Reflex save, opponents catch on fire)
• Force (affects ethereal opponents, may also be nonlethal)
• Light (Reflex save, Blinded for 1d4 rounds)
• Sonic (Fortitude save, Deafened for 1d4 rounds, or Will save, Panicked for 1 round)
Alternatively instead of an energy type the character may choose to cause one of the following status effects when this ability is gained. All gas breaths are Poison type unless specified otherwise;
Modes
• Dazing Gas (Will save, Dazed for 1d6 rounds)
• Fear Gas (Will save, Shaken for 4d6 rounds)
• Maddening Gas (Fortitude save, 1d4 WIS damage)
• Repulsion Gas (Will save, move away for 1d6 rounds, Enchantment [Mind-Affecting, Compulsion])
• Sleep Gas (Will save, Dazed for 1d4 rounds, if affected while Dazed they become Unconscious for 1 round per level, new save at the beginning of every turn)
• Slow Gas (Fortitude save, Slowed for 1d6 rounds)
• Stun Gas (Fortitude save, Stunned for 1d4 rounds, new save at the beginning of every turn)
• Stupefying Gas (Fortitude save, 1d4 INT damage)
• Weakening Gas (Fortitude save, 1d4 STR damage)

Frightful Presence (Ex): Level 15+, CHA 13+. Opponents with less levels must make a Will save (DC 10 + 1/2 level + CHA) vs. Fear every time the character attacks, charges, or moves past, or become either become Panicked (if the opponent has 4 or less levels) or Shaken (if 5 or more levels) for 4d6 rounds. Success on the Will save means they can not be affected again for 24 hours. The radius of this ability is 30 feet for every 5 levels the character has. If the character has the Dragon type, other Dragons are immune to this ability.

Coating (Ex): Level 6+, CON 13+. The character's body secrets a specific type of element. Anything touching the character for a round automatically takes 3 per odd level damage (including grappling) at the end of the round, but lightly striking with a weapon allows a Reflex save (DC 10 +1/2 level +CON) to avoid the damage to both weapon and user.


Dragon Powers
• Choose one each time a new age category is gained.
• Later categories may be used to acquire earlier powers.
• The caster level for Dragon Power effects is equal to character level. For save DCs use 10 + 1/2 level +CHA.

Wyrmling
Ability Drain (Su, see Fang Dragon, Draconomicon, Fortitude save, 1d2 CON ability score damage with bite, increase die size with each age category)
Cloudwalking (Su, see Silver Dragon, MM)
Constrict
Destroy Water 1/hour (see Blue Dragon, MM)
Detect Magic 1/hour
Ghost Sound 1/hour
Icewalking (Ex, see White Dragon, MM)
Increased Damage (Ex, see Fang Dragon, Draconomicon, increase all natural attack damage dice by one step)
Speak With Animals (Su)
Spider Climb (Ex)
Water Breathing (Ex)

Very Young
Alternate Form: Animal (animal shapes, Transmutation (Polymorph), constant)
Color Spray 1/hour
Elemental Mastery
See Invisible and Ethereal (Su)
Shadow Blend (Su, total concealment under less than daylight)
Trip (Claw or Tail Slap)

Young
Alternate Form: Humanoid (humanoid shapes, Transmutation (Polymorph), constant)
Gaseous Form 1/hour
Improved Grab (Bite)
Invisibility 1/hour
Poison (Ex, Bite, Fortitude save, 1d4 STR/2d4 STR)
Roar (see Dragonne, affects all opponents)
Wingover feat
Wounding (Ex, claw attack, 1 CON damage per hit, counts as Precision damage)

Juvenile
Bless 1/hour
Capsize (Ex, see Dragon Turtle, MM)
Darkness 1/hour
Detect Thoughts 1/hour
Dispel Magic 1/hour
Endure Elements 1/hour
Fog Cloud 1/hour
Locate Object 1/hour
Pounce (Ex, see Lion or Dragonne, full attack with charge)
Sound Imitation (Ex, see Blue Dragon, MM)
Stinking Cloud 1/hour
Stomp (see Amethyst Dragon, MM2, or the Psionic power by same name)

Young Adult
Augmented Critical (Ex, Bite only, see Tarrasque. MM)
Coating
Crush (Ex)
Improved Grab
Rush (Ex, see Tarrasque, MM)
Snatch feat
Swallow Whole
Tremor (Su, 60 radius, standing opponents make Reflex save or fall prone)

Adult
Corrupt Water 1/hour (see Black Dragon, MM)
Create Food and Water 1/hour
Dimension Door 1/hour
Explosive Gem (see Amethyst Dragon, MM2)
Gust of Wind 1/hour
Luck Bonus (see Gold Dragon, MM)
Spell Turning 1/hour
Stinking Cloud 1/hour
Stone Shape 1/hour
Stone Shape 1/hour
Suggestion 1/hour
Ventriloquism 1/hour

Mature Adult
Bonus Feat

Old
Body Equilibrium (see Amethyst Dragon, MM2, or Psionic power)
Control Winds 1/hour
Detect Gems (Su, see Gold Dragon, MM)
Freezing Fog (Su, see White Dragon, MM)
Geas/Quest 1/hour
Hallucinatory Terrain 1/hour
Hold Monster 1/hour
Mind Fog 1/hour
Nondetection 1/hour
Plant Growth 1/hour
Telekinesis 1/hour
Teleport 1/hour
Transmute Rock To Mud/Mud To Rock 1/hours

Very Old
Etherealness 1/hour
Greater Shout 1/hour
Hypnotism Gaze (Su, 60 feet, as the spell Hypnotism, one target, no HD limit)

Ancient
Control Water 1/hour
Control Weather 1/hour
Dominate Person 1/hour
Fast Healing 2
Find The Path 1/hour
Ghost Touch (Ex)
Insect Plague 1/hour
Shadow Walk 1/hour
Sunburst 1/hour
Veil 1/hour
Wall of Ice 1/hour
Wall of Stone 1/hour
Wall of Stone 1/hour

Wyrm
Bonus Feat

Great Wyrm
Charm Reptiles 1/hour (Su, see Black Dragon, MM)
Command Plants 1/hour
Discern Location 1/hour
Foresight 1/hour
Globe of Invulnerability 1/hour
Horrid Wilting 1/hour
Mirage Arcana 1/hour
Move Earth 1/hour
Move Earth 1/hour
Reverse Gravity 1/hour
Shapechange 1/hour
« Last Edit: December 15, 2010, 12:34:04 PM by SiggyDevil » Logged

SiggyDevil
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« Reply #1 on: November 19, 2010, 12:00:29 PM »

New breath attacks
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SiggyDevil
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« Reply #2 on: November 19, 2010, 01:43:05 PM »

Could I get a Tier rating for this racial class? Anyone? Buehler? Buehler?
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SiggyDevil
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« Reply #3 on: November 19, 2010, 03:38:23 PM »

I'm practically making these classes for myself at this point. THere's so little interest in it, I might as well be.

Maybe a friend or two will be interested. It's difficult drawing gamers to sites such as these to even glance at this shit, let alone get members to help make a quick one-sentence review.
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archangel.arcanis
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« Reply #4 on: November 19, 2010, 03:42:34 PM »

Perhaps it is more likely people are waiting to see the whole thing before they go off half cocked. It looks interesting so far, kind of a build your own dragon lego set. I assume that the dragon blooded would replace the current information in races that have it or do you have further plans to do something with it via new races or classes that grant it.
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Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren
SiggyDevil
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« Reply #5 on: November 19, 2010, 03:52:42 PM »

This is the whole thing. I might do more feats but this is pretty much all abilities pulled from major MM dragons and Draconomicon with a breath attack slapped on.

Dragonblooded is pretty much as-is found in Dragon Magic, as I intended. It doesn't give any numeric benefits normally found with Dragon type. The being appears to be their main type (usually Humanoid) but functions as their subtype only for classes, feats, and effects, for better or worse.

It can be found reposted here; http://www.enworld.org/forum/3595365-post1.html

Quote
DRAGONBLOOD SUBTYPE
If a race possesses the dragonblood subtype, it has a strong affinity to dragons—which means that spells, effects, powers, and abilities that affect or target dragons also affect it. The subtype qualifies a creature to use magic items normally only usable by dragons, and qualifies the creature to take feats that have the subtype as a prerequisite. The dragonblood subtype also makes creatures subject to harmful effects that affect dragons.
The dragonblood subtype does not confer the dragon type or any traits associated with that type. For instance, it does not give a creature frightful presence. Dragons automatically qualify for any classes, prestige classes, racial substitution levels, feats, powers, or spells that require the dragonblood subtype. Races presented in this book that
have the dragonblood subtype include dragonborn, spellscale, kobold, and draconic creatures. Should a creature acquire the dragon type, it loses the dragonblood subtype.

Thanks for writing! I was getting lonely.
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archangel.arcanis
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« Reply #6 on: November 19, 2010, 03:58:41 PM »

Well you also had a place holder for breath attacks so I figured that you were doing something else with that. Plus it has only been up a day so give it some time for people to read and digest it. I'll try and give you my estimate of Tier on it once I get through it all.
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Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren
Garryl
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« Reply #7 on: November 19, 2010, 04:04:13 PM »

Actually, the Dragonblood subtype works the other way around from what you have in Dragon Blooded. Actual dragons qualify for things that need the Dragonblood subtype, but Dragonblood characters only count as dragons for using magic items and getting hit by anti-dragon effects. It doesn't even get the benefit of non-harmful effects that specifically target dragons.
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archangel.arcanis
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« Reply #8 on: November 19, 2010, 04:12:50 PM »

I think I need some clarification on this:
Quote
• Cast spells as a Sorcerer (1 level earlier) but only from the Sorcerer list and any Cleric domains that match alignment. Spells cast become arcane if not already.
• Only 1 +1 spell per level may be readied each day out of all spells known.
From my understanding is that they cast as a sorcerer using the next level up for spells per day and Known. They then also have the option of picking from cleric domains that match their alignment (L/C/G/E) but not necessarily any other domains or the cleric general list. They also have an extra restriction beyond spells known on the number of spells they can have ready for use in a single day. So a 5th level dragon would know spells and have spells per day as a level 6 sorc. but cl would be 5 and they could only have 6 individual spells they can cast out of the list of spells known.


Even with the extra restrictions on it I would still put this class as Tier 1 or Tier .5. It simply gets a Tier 2 class without the hindrance of other spontaneous casters in addition to the best saves, bab, & HD. Toss all of that on to an rapidly growing strength and con with other features that are nice to have and it will devastate most things of equal level without much effort.

Simply even if you make mostly bad choices you will still be decent in melee and have flight and a breath weapon.
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Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren
SiggyDevil
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« Reply #9 on: November 19, 2010, 11:10:14 PM »

Well you also had a place holder for breath attacks so I figured that you were doing something else with that. Plus it has only been up a day so give it some time for people to read and digest it. I'll try and give you my estimate of Tier on it once I get through it all.

Well thanks. It's pretty much done now. I didn't realize it hasn't been that long, I must have been too busy with other things lately.

Actually, the Dragonblood subtype works the other way around from what you have in Dragon Blooded. Actual dragons qualify for things that need the Dragonblood subtype, but Dragonblood characters only count as dragons for using magic items and getting hit by anti-dragon effects. It doesn't even get the benefit of non-harmful effects that specifically target dragons.

Really? Are you sure? I'll go check the Draconomicon and get back to you on that. Might necessitate the use of actual Dragon type, with a clause that denies the straight-out immunities so I can patch my own progressions in.



I think I need some clarification on this:
Quote
• Cast spells as a Sorcerer (1 level earlier) but only from the Sorcerer list and any Cleric domains that match alignment. Spells cast become arcane if not already.
• Only 1 +1 spell per level may be readied each day out of all spells known.
From my understanding is that they cast as a sorcerer using the next level up for spells per day and Known. They then also have the option of picking from cleric domains that match their alignment (L/C/G/E) but not necessarily any other domains or the cleric general list. They also have an extra restriction beyond spells known on the number of spells they can have ready for use in a single day. So a 5th level dragon would know spells and have spells per day as a level 6 sorc. but cl would be 5 and they could only have 6 individual spells they can cast out of the list of spells known.


Even with the extra restrictions on it I would still put this class as Tier 1 or Tier .5. It simply gets a Tier 2 class without the hindrance of other spontaneous casters in addition to the best saves, bab, & HD. Toss all of that on to an rapidly growing strength and con with other features that are nice to have and it will devastate most things of equal level without much effort.

Simply even if you make mostly bad choices you will still be decent in melee and have flight and a breath weapon.

A True Dragon 5 caster level would be caster level 5 and gain all spell slots as a Sorcerer 6, but their spells available each day are limited to 1 and +1 per level. And so, 6 spells total, of any spell level combinations.

Perhaps the caster level should be at 1/2 progression then?


EDIT: OK yes, after some deliberation I did change it to half-caster.

This would now mean that a True Dragon 5 casts as a Sorcerer 2. Much better, in retrospect.
At that point they have a size Small character, 1d6 bite and 2 secondary 1d6 claws, DR 2/magic, +7 STR, +5 CON, +2 to INT, WIS, and CHA, 10 DEX, a 3d6 Breath weapon at 60 foot line or 30 foot cone, etc etc.
Seems like fairly high stat boosts to STR (that's a lot of melee damage) and CON (that's a lot of HP) but remember that DEX is stuck at 10 for a verrry long time.
I based the STR and CON boosts off of Red Dragon progression and the mental ones off Metallics.
Hopefully a better melee warrior than Fighter, but then again.. what isn't.


Correction: As of the changes lately a True Dragon 5 now has 1d6 Bite and 1d4-1 (1d3) claws, Natural Armor +7, +5 STR, +2 CON, and +2 all mental stats, etc.
« Last Edit: November 20, 2010, 12:24:58 PM by SiggyDevil » Logged

SiggyDevil
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« Reply #10 on: November 20, 2010, 12:20:23 PM »

OK I did an overhaul thanks to the reviews.

• Changed type to Dragon rather than Dragonblooded
• Delayed many age categories, pretty much a throwback to the first design I had. This time instead of using CR of an age category (black dragon was used) I went off HD since it's higher. Wyrmling was split into multiple levels.
• Sorcerer casting was halved. No special limit on spells readied.
• Natural armor was reduced.
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archangel.arcanis
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« Reply #11 on: November 22, 2010, 09:47:04 AM »

still a pretty strong Gish in a box but I think it works out well for high end games. I would still put it near tier 2 though. The dex thing isn't that big of a deal and if using point buy I would honestly "cheat" the system and set my dex to a 1 with the first level setting it to a 10, now I have more points to spend elsewhere. So that probably needs to be reworded as can start at a max of 10 and can't be improved by stat points every 4 levels. I think that will give you what you are after as it will make it so magic is the only way to get above a 10 dex (either wish/tomes, spells that raise it, or magic items).
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Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren
SiggyDevil
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Magmar, the ultimate butthead

igtsigma
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« Reply #12 on: November 22, 2010, 01:51:49 PM »

I thought point buy begins with a base amount for each stat, usually 8 ot 10, and goes up from there...
Oh well. That's a quirk for the stat system, beyond what I supplied for the class.

Tier 2 is what I was aiming for. Probably doesn't even need half-casting, but dragons have similar (1/4 casting?) in the MM so I gave it here.
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archangel.arcanis
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« Reply #13 on: November 22, 2010, 02:08:08 PM »

Point buy has that as the default but I'm fairly certain that they also mention allowing stats to be lowered in order to get more points. The same would hold true if you roled stats though, you just drop the lowest thing you can into dex and let the class "fix" it for you. The casting works pretty good as is just because it gives options but will probably never be all that powerful. Though I would explain the spells known/spells readied mechanic better, even just mentioning that it is similar to readied/known of ToB classes would help.
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Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren
SiggyDevil
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Magmar, the ultimate butthead

igtsigma
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« Reply #14 on: November 22, 2010, 03:13:10 PM »

Very well, I'll set the DEX as a maximum.

The spellcasting is as a sorcerer in every way; nothing different.
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awaken DM golem
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« Reply #15 on: November 22, 2010, 05:33:03 PM »

Tier?

You're talking about a Dragon Racial class,
gestalted with a variant Adept (as in 1/2 Sorc = Adept)
and some extras.

Certainly Tier 3, but less access to pure borkny stuff.
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SiggyDevil
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« Reply #16 on: November 23, 2010, 11:17:35 AM »

Yes Tier. I estimate Tier 2 early on due to stat boosts, half-casting, size, breath, flight, etc., but by mid-levels it craps out in favor of full casters... descending to Tier 3 or so since casters can use a spell to simply become a dragon and get the same bonuses.

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SiggyDevil
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« Reply #17 on: December 02, 2010, 12:44:49 PM »

Formatting the class basics section to look nicer..

Also, considering knocking down the SLA usage to 3/day instead of at-will.
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