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 Interest check for a “Low Fantasy” Pathfinder Game. 
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Joined: Wed Jul 14, 2010 5:41 am
Posts: 7
Post Re: Interest check for a “Low Fantasy” Pathfinder Game.
Posting to say I'm interested and will be joining.

Also, Vash, I was planning (and have half-made) a Ranger- a ranged one, currently. I don't know what your plans are for your character, but it would suck if we were both really similar. I wouldn't mind changing a few things if your dead set on some idea (like if you wanted a range-type, for example) and maybe we could try and get more cover with favorite enemies, and some such? Hehe.


Wed Jul 14, 2010 5:44 am
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Location: Marietta, GA
Post Re: Interest check for a “Low Fantasy” Pathfinder Game.
So how many and what classes do we have already?


Wed Jul 14, 2010 12:13 pm
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Joined: Wed Jun 09, 2010 4:47 pm
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Post Re: Interest check for a “Low Fantasy” Pathfinder Game.
I already have a Fighter that uses a Bastard sword made


Wed Jul 14, 2010 1:03 pm
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Joined: Fri Dec 18, 2009 6:30 pm
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Post Re: Interest check for a “Low Fantasy” Pathfinder Game.
i mainly want the animal. i thought i saw a pet feat. idk the options aren't really appealing to me. maybe a monk but i dont see hot it fits into a european theme.


Wed Jul 14, 2010 2:35 pm
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Post Re: Interest check for a “Low Fantasy” Pathfinder Game.
Campaign Traits

Expansionist Supporter
You were one of the people who threw your support behind King Oswald because of his promises to expand the Kingdom. Perhaps you’re a member of a minor noble house, or an unlanded Knight, or someone hoping to make a name as a hero of the Kingdom. In any case, you’re eager to see the Kingdom grow, and your wealth and fame grow with it.
Benefits: Your constant quest to discover new experiences has left you better prepared than most for dangers. Choose one saving throw type (Fortitude, Reflexes, or Will). You gain a +1 trait bonus to that type of save. You gain a +1 trait bonus to Survival and Survival is always a class skill for you.

Famous Knight
On the Fields of Reyse, you were the Knight who stepped forward to do battle in single combat with General Lucaster Austerelle. Lucaster, an honorable and skilled combatant, was defeated by your blade. Some credit you with ending the skirmish, and preventing a greater war. Certainly, those who served at The Field of Reyse recognize you on sight, and the King has invited you to his inner circle.
Benefits: Choose a weapon you own. That was the weapon you used to defeat the General. You gain a +1 trait bonus on attacks with that weapon. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with soldiers and guardsmen.

Field of Reyse Veteran
One of many soldiers who fought with valor and skill during the Field of Reyse skirmish, something about you caught the attention of the King. You considered yourself a common soldier, nothing extraordinary. But the King saw something else, and wants your voice to be heard among those he trusts.
Benefits: Choose a Skill. You gain 1 rank per level in that skill and that skill is always a class skill for you.

Glodebay Denouncer
Although a relative of the Grand Duchess, you were appalled at her involvement in the assassination (that’s what they’re calling it) of the old King. You were among the first and few to denounce the Grand Duchess, before her involvement at the Field of Reyse Skirmish. The new King has determined that you are a person of honor, and, even with your house disbanded, has chosen you to be a member of his elite followers. Perhaps, given time, you could restore the honor of your house and once again have your noble blood recognized.
Benefits: You know your own mind and aren’t afraid to voice your concerns regardless of the potential cost. You gain a +1 trait bonus to Will saves. Once per day, you can reroll a Will save, taking the better of the two rolls.

House Asturelle Lord/Lady
You are a member of the Asturelle nobility. Longstanding traditions of knightly skill at arms and valor bring high honor to this Noble House, led by Baron Sirgarde Austerelle. The Order of the Centaur, an elite cavalry unit under the banner of General Lucaster Austerelle, is held in the highest regard of any unit in the Kingdom.
Benefits: You gain a +1 trait bonus to Ride skill checks and Ride is always a class skill for you. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with Knights.

House of Flagstren Lord/Lady
You are a member of the Flagstren nobility. Duke Uriel Flagstren is charged with keeping watch over the southern regions and border of the Kingdom, constantly keeping vigil for signs of incursions from the Horquat Emerite or the Kingdom of Delacrute.
Benefits: You are used to being vigilante around strangers. You gain a +2 trait bonus to initiative rolls. You gain a +1 bonus on Perception and Sense Motive rolls when dealing with foreigners from Horquat Emerite or the Kingdom of Delacrute.

House Forewell Knight
You are a member of the Forewell nobility, a Knight of the Royal Family. While the King serves the Kingdom as ruler, the House of Forewell is run by his older sister, Grand Duchess Seidra. Seidra is ever reminiscent that the House’s actions reflect on the King, and, as such, holds a tight rein over its members. You were always one of Oswald’s favorite cousins, however, and he has brought you into his inner circle, freeing you from his older sister’s clutches. House Forewell owns the greatest library I the Kingdom, and you spent much of your childhood exploring the books therein
Benefits: Choose two Knowledge skills. You gain 1 rank each of these skills, and they are always class skills for you.

House Hessette Lord/Lady
You are a member of the Hessette nobility. One of the more influential Noble Houses, House Hessette is led by Prince Fastiere, Baron of Fielday, a one-time rival of King Osward’s. Queen Emilise hails from House Hessette, being the youngest sister of the Prince. The influence of House Hessette has placed you in the King’s company, and expectations of you are high.
Benefits: You gain a +1 trait bonus to Diplomacy and Diplomacy is always a class skill for you. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with the members of High Nobility.

House of Kaleste Lord/Lady
You are a member of the Kaleste nobility. Rumor has it that every coin in the Kingdom has been touched by Countess Gertrude Kaleste, the head of House Kaleste. The County of Seingred’s central location within the Kingdom makes it an ideal center of trade and tax collection. King Eldone had entrusted the Countess with the tax collection duties during his reign, and she has sent you as an emissary to insure that King Oswald continues this trust.
Benefits: Choose a Profession. You gain 1 Rank in that Profession, and that Profession is always a class skill for you. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with merchants.

House Reltaire Lord/Lady
You are a member of the Reltaire nobility. Newly appointed to Higher Nobility by King Oswald, your House is in the middle of adjusting to these new duties. Along with some of your cousins, you showed brilliance in the Skirmish at The Field of Reyse, and were partially responsible for your House’s rise. Newly appointed Count Harylde Reltaire, your uncle, and head of House Reltaire, was asked to send a member of his House to Castle Aldomore to serve under the King, and you were the one he chose.
Benefits: Gain a bonus combat feat. You must qualify for the feat at 1st level to chose it.

House of Yenthon Lord/Lady
You are a member of the Yenthon nobility. The Barony of Wallsbridge, the northeasternmost region of the Kingdom, serves as a buffer between the untamed and dangerous wilderness and the rest of the Kingdom. When children go missing from Innsford, when flocks are attacked in Geldwode, when a dragon’s shadow passes over the streets of Klydonbridge, it is Baron Jurt Yenthon who must find a solution. The House of Yenthon is the biggest and most diverse of the major Nobility, in part due to frequent childbirth (you never know if a child in Wallsbridge is going to survive to adulthood) and in part due to the acceptance of gaining nobility by marriage rather than mere birthright.
Benefits: Choose one type of creature from Animals, Dragons, Magical Beasts, Plants, or Vermin. You gain a +2 trait bonus on attacks against creatures of that type.
Gain a +1 trait bonus to Perception and Perception is always a class skill for you.

Marriage Broker
An old childhood friend of Queen Emilise, you saw the path her House was headed down and decided to intervene before House Hessette was destroyed due to Fastiere’s ambitions. You spoke of Oswald’s honor, of his leadership, and of his rugged handsomeness. You whispered stories of his youthful vigor, spread gossip of his prowess, and otherwise sowed the seeds of longing in young Emilise. Then, you began the work on her father in earnest, and brokered the sale of peace at the cost of his daughter’s hand. And of course, Oswald being no fool and Emilise being more than worthy of his affection, the Prince seized the opportunity you presented. Some would say it was truly your machinations that saved the Kingdom from war.
Benefits: Choose from Bluff, Disguise, Diplomacy, or Sense Motive. You gain the Skill Focus Feat for that Skill, and it is always a class skill for you.

Minor House Lord/Lady
You are a member of a minor noble house. While this does not grant you the power of the major noble houses, it does grant you freedom from the duties and responsibilities they hold. You are able to hold land of your own, able to travel freely about the Kingdom, and able to perform the duties of a Knight representing your family.
Benefits: You gain a +1 Trait Bonus to Knowledge (Local) and Knowledge (Local) is always a class skill for you. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with Minor Nobles.

Old Guard Remnant
Your family has served Kings since before King Eldone’s time. While not a member of nobility, you have ties to almost every noble house, and while rulers may come and go, it is your family that will remain in Castle Aldomore, serving the Kingdom.
Benefits: You gain a +1 Trait Bonus to Knowledge (Nobility) and Knowledge (Nobility) is always a class skill for you. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with commoners.

Oswald's Trusted Advisor
You have known Oswald most of his life. You know him to be a man of insight, honor, valor, and determination. You also know him to be incautious, scheming, warlike, and stubborn. He is a man, like any other, yet he is also King. There are times when he needs to be reminded of each of these facts, and you are the one he turns to for this duty.
Benefits: You gain a +2 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with King Oswald. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with members of Major Nobility.

Proof Finder
You are the one who found the proof of the Grand Duchess’ treachery against King Eldone. You were hired by one of Oswald’s men due to your reputation as an honest independent investigator. The Prince was impressed with your work and requested that you continue in service as his Marshal. Your title allows you the authority to investigate anything and anyone in the Kingdom.
Benefits: You have the title of Marshal and the authority to investigate happenings in the Kindom of Gallidorne. You gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with citizens and Nobility in the Kingdom of Gallidorne. These benefits are subject to the King keeping you in that post.


Wed Jul 14, 2010 4:57 pm
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Joined: Fri Dec 18, 2009 11:36 pm
Posts: 305
Post Re: Interest check for a “Low Fantasy” Pathfinder Game.
OK, you were right on the Magic Items. I have amended the starting post. Choose armor OR weapon OR misc. then get the 300 gp worth of other equipment. I forgot to put the "OR's in there.


Wed Jul 14, 2010 5:02 pm
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Joined: Fri Dec 18, 2009 11:36 pm
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Post Re: Interest check for a “Low Fantasy” Pathfinder Game.
The only feats I'd probably end up having a problem with are Monkey Grip and Jack-Of-All-Trades. The rest that are available at this level seemed ok.

Adamantine is probably ok, at a cost of the +1 like the Mithral. (So you could have an admantine +1 weapon or armor)


Wed Jul 14, 2010 5:08 pm
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Joined: Fri Dec 18, 2009 11:36 pm
Posts: 305
Post Re: Interest check for a “Low Fantasy” Pathfinder Game.
ReygornAma'Kiir wrote:
I was curious if you were still looking for people to join, or if it is full? A couple things you should know before considering me if you are still looking for people.
1. I have never used Open RPG but i understand the concept behind using it, and Youtube probably has videos for me.
2. I have played 1st, 2nd, 3rd, 3.5, 4th edition D&D and know how to create characters for all. If this is a 3.5 Adventure (I assume it is) I have been playing 3rd and 3.5 for close to eight years now so I have experience.
3. I am willing to play any roles you ask, Tank, Utility, DPS, Support (And I am willing to do hybrids too)


1. Pretty easy to learn, and I'm willing to teach.

2. The Game is Pathfinder by Paizo Publishing.

3. I know this is shorthand, but I'd rather you played a character with motivations than a role. Of course, I expect people will be building towards roles for combat (I'm not naive) but I guess this just bothered me for some reason.

In any case, please take a look through the first post and see if this is really something you're interested in. Learning the differences between 3.5 and Pathfinder, however subtle, can take a bit, and learnign a new play format on top of that can be challenging, especially since we'll be playing midlevel characters.


Wed Jul 14, 2010 5:17 pm
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Joined: Fri Dec 18, 2009 11:36 pm
Posts: 305
Post Re: Interest check for a “Low Fantasy” Pathfinder Game.
The following races are available:
Dwarf, Elf, Gnome, Goblin, Halfling, Hobgoblin, Human, Orc, Tengu (No Half Breeds)

Dwarves
The Dwarves of Gallidorne enjoy more freedom than any other humanoid race in the Kingdom. Perhaps it is because they toil so hard on their own. In the Coldforge mountains, Dwarves are allowed to govern themselves as long as the iron continues to flow from the mountains, feeding the armies of Gallidorn their swords, shields, and armor.

Dwarven Campaign Traits

Iron Master (Campaign, Racial(Dwarf))
You have worked practically since birth with iron and steel. You know its purity by holding it in your hand, know its value by mere sight.
Benefits: You gain a +2 trait bonus on all Appraise and Craft skill checks involving iron or steel items. You gain a +2 trait bonus to Sunder attempts against iron or steel weapons.

Iron Heart (Campaign, Racial (Dwarf))
The heart of the mountains beats within your chest, and you are hardier than even most Dwarves.
Benefits: You gain a +1 Trait Bonus to your Health Score. In addition, instead of gaining +1 Skill Point or +1 Vitality with each favored class level, you may choose to gain +1 Health. You may make this choice each time you gain a level in your favored class.

Elves
Elves are all but extinct in Gallidorne. Their low birth rates combined with wars against goblinkind have brought the population to barely sustainable levels. Elves find seeking shelter with the humans distasteful, but realize they cannot continue with their old ways. Many tribes of Elves have sailed Westward in hopes of finding new homelands. Those that remain do do for their own reasons, and rarely seek the council of others.

Elven Campaign Traits

Nearly Extinct (Campaign, Racial(Elf))
You are among the last of your kind in Gallidorne, perhaps even on the Aeroupane Continent. As such, you have learned to be very careful with your life.
Benefits: Once per day, when a strike would cause Health damage to you, you may make a Reflex with a DC equal to the amount of Health damage caused to take the damage to Vitality instead. As normal, once your Vitality is 0, you take any leftover damage to Health regardless.

Goblin Killer (Campaign, Racial(Elf))
You have been fighting against goblinkind so long it has become second nature to you.
Benefits: You gain a +2 trait bonus on attacks against humanoids with the goblinoid subtype. You gain a +4 trait bonus to confirm critical hits against humanoids with the goblinoid subtype.

Gnomes

Gnomes started coming out of the Ardentia Forest shortly after Gallidorne was founded. At first, they were thought to be a kind of woodland Halfling, and their quirks were dismissed because of this. As more joined the humans, their alienness became more apparent, and superstitious folk began to think them cursed. When the first bleachling in Gallidorne appeared, a movement began, intent on destroying the gnomes of Gallidorne. Then King Alfonse Tremaine put an end to this, resettling the Gnomes in the town of Bellejingledash (he let them name it.) Gnomes are rarely seen off this reservation area, and with good reason; the common folk still tend to stab at them with pitchforks.

Gnome Campaign Traits

Fresh Off the Reservation (Campaign, Racial(Gnome))
You have been told the stories, sure, but you just had to see the truth for yourself. Besides, if you’d stayed still for much longer, the bleaching probably would have got you anyway. You think perhaps this new human king will listen to reason.
Benefits: Your sense of optimism is rarely staunched. You gain a +2 trait bonus to saves vs. Fear effects, and are immune to the panicked condition (any effect that would make you panicked instead makes you frightened.)

What Gnome? (Campaign, Racial(Gnome))
You have become adept at hiding behind people.
Benefits: As long as you are adjacent to a medium or larger creature, you may use that creature as cover for the purposes of stealth rolls against any other creature in the area.

Goblins

Goblins are hated everywhere, and the Kingdom of Gallidorne is no exception. Heck, even other tribes of Goblins hated the Goblins of your tribe. But where is it written that Goblins can’t be heroes? No book you’ve ever read. Maybe that has something to do with the fact that written words are evil, soul sucking, cursed,…. Where were we? Oh yeah. A Goblin hero. Why the hell not?

Goblins, as sucky as they are, need a little help. So a PC goblin will get an additional bonus feat and bonus trait from the general traits at first level. They also get the following trait as their campaign trait:

Big Damn Hero (Campaign, Racial(Goblin))
That’s right, Goblin hero! You got a problem with that? I got this shiny from da King. That’s right, Good old Oddwood. He was gonna give me a writ, but when I found out that was a piece of paper with words on it, I nearly poisoned his dogs. See, me an’ the King have an understanding. He keeps you from killing me, and I get to be his Big Damn Hero.
Benefits: You have a symbol of the King’s Pardon, and if you can show it to the guards on time, and if they don’t believe you’ve stolen it, they might just not try to kill you. This has made you brave, thinking it will keep you from getting killed by anything (what can I say, you’re a stupid goblin.) While wearing the badge, you gain a +1 morale bonus to weapon attacks and damage.

Halflings

Hobbits lived in the lands the humans now call Gallidorne long before humans settled them. In typical Hobbit fashion, they welcomed the newcomers to their lands with open arms. Not only did the humans not try to kill them, they brought all sorts of goodies from foreign lands with them. The thought of travel never really crossed most Hobbits’ minds before then. Most were content to live in their Hillshires, fending off the odd animal, goblin, or kobold attack being the only necessary excitement in their lives. “Stay hidden, stay safe.” Was the Hobbit way of life.

The coming of the Humans changed that, with their tales of exciting adventures, far off lands, exotic treasure, etc. enticing the younger generations into more and more risky ventures; going outside, getting exercise other than gardening, moving above ground into buildings, etc. In a few short generations the Hobbits even accepted the Human name for their race, the “Halfling”. Some of the older, grumpier Hobbits; stuck in their way, started calling the Humans “Twicelings” and moved deeper underground. Eventually, Halflings adapted almost fully to Human lifestyles, and are today completely accepted as equals despite the name.

Halfling Campaign Traits

Lightstepper (Campaign, Racial(Halfling))
Living in a Human world, you learn to get out of the way or get stepped on.
Benefit: If wearing light or no armor, your base speed is increased from 20’ to 30’.

Little Old Me? (Campaign, Racial(Halfling))
Being the size of a human child has its advantages. For one, they’re more likely to take what you say for granted.
Benefit: You gain a +1 trait bonus to Bluff and Bluff is always a class skill for you. You gain a +1 trait bonus to Bluff, Diplomacy, and Intimidate rolls against Humans (this stacks with the trait bonus to Bluff.)

Hobgoblins

Although deadly rivals of the Humans of Gallidorne, the Hobgoblins of the Horquat Emirate have nonetheless built a civilization worthy of respect. Under the guidance of Emir Hor De’Luc El’Quat, the Hobgoblins have established a strict set of principles towards physical well-being and siritual enlightenment.

Emissaries , trading vessels, even caravans have become a more frequent sight than warbands and crusaders. A tenuous peace exists, and for the benefit of both nations, as well as stability in the region, King Oswald seeks to expand and solidify that peace. Thus it is, much to the protest of Elves and Commoners alike, he has invited permanent trade negotiations with the Emirate through House Kaleste.

Hobgoblin Campaign Traits

Hobgoblin of Many Talents (Campaign, Racial (Hobgoblin))
You’re a modern Hobgoblin who has realized there’s more to life than killing Elves. Your mind has begun to expand under the Emir’s teachings.
Benefits: Choose two favored classes.

Fist of the Emir (Campaign, Racial(Hobgoblin))
Under the guidance of the Emir’s teachings, you have learned how to harness your Ki to make your fists lethal weapons.
Benefits: You gain 2 Ki points. By expending one of these points as a move action, your fists are treated as clubs, doing 1d6 lethal bludgeoning damage. This effect last a number of rounds equal to ½ your level(round down.) A Monk Character of at least 4th level treats these Ki points as part of his normal Ki pool. Such a Monk may use this trait to spend 1 Ki as a move action to increase his effective level as three higher for determining unarmed damage for a number of rounds equal to ½ his level.

Orcs

Orcs have been a thorn in the sides of most other sentient races for generations. No one says they deserve enslavement at the hands of the Hobgoblins, but many think it. The Hobgoblins of the Horquat Emirate have kept the Orcs in their lands under their yoke for almost a dozen generations of Orc life. Using the strong but brutish humanoids as both a labor force and military fodder, the Hobgoblins have regimented and instituted slavery as a means to make their nation grow strong economically, militarily, and, in recent years, politically.
Orcish life was brutal and short before the slavery. With slavery, their lives are just as harsh, if not harsher, but stretched out over a half-dozen more years on average, giving the illusion of a better life. They don’t have to struggle daily and fight savagely for their meals (merely working hours of back-breaking labor instead,) and they aren’t as likely to die by the sword (although the whip is a dismal alternative.)

Orcs fleeing their Hobgoblin masters sometimes find refuge to the North; having been “civilized” or at the very least “tamed”, an Orc who shows gratitude and civility may be allowed to earn coin as a mercenary or farm hand in Gallidorne. At least until “wild” Orcs attack from one of the Free Clans, or from escaped slavery and “fallen back into savagery”.

Orcish Campaign Traits

Runaway Slave (Campaign, Racial(Orc))
You have escaped a life of captivity and slave labor. Hoping to achieve the glories of your heritage, yet without a Clan, you have struck off into human lands, where an Orc can be something more than a slave.
Benefits: Part of you is always looking over your shoulder, making sure a Hobgoblin with a whip and collar isn’t waiting. You gain a +1 trait bonus to Perception and Perception is always a class skill for you. You gain a +2 trait bonus on Initiative.

Daywalker (Campaign, Racial(Orc))
Due to being forced to work in the bright sun, or having chosen to make your home among the humans and others who prefer light to dark, you have adapted, overcoming your race’s innate disdain of the bright.
Benefits: You do not have the Light Sensitivity Racial Feature.

Tengu
Strange avian humanoids from distant lands, the Tengu have braved perilous ocean voyages to live and trade with those on the Aeroupane Continent. They have brought spices, exotic dance and music, and new forms of meditation and martial prowess. It is they who have taught the Hobgoblins the martial arts. For centuries they have come, one or two ships at a time, bringing knowledge and trade goods, settling in Aeroupane lands, adding their cultural influence to the Continent.

Despite their willingness to share goods and martial knowledge, they are secretive regarding their motives and past. Most Aeroupeans are content to allow them their privacy, provided they stick to their own neighborhoods and don’t disturb the peace. Still, rumors have spread that the Tengu flee from an oppressive society.

Tengu Campaign Traits

Martial Swordsman (Campaign, Racial (Tengu))
Some Tengu Monks have mastered exotic swordplay, incorporating fanciful movements into their martial arts.
Benefits: You may add all Martial Proficiency Swords to the list of Monk Weapons. Because of this, you can incorporate swords into your Flurry of Blows.

Tengu Merchant
You are a trader in exotic Tengu goods from far away lands. Although most of your profits have been sent home to help the rest of your family make the journey to Aeroupe, you have managed to keep a bit of coin and goods for your future.
Benefit: You have an extra 500gp starting wealth, at least half of which must be spent on alchemical goods.


Last edited by Reckless on Fri Jul 16, 2010 2:42 am, edited 2 times in total.



Wed Jul 14, 2010 6:05 pm
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Joined: Fri Dec 18, 2009 11:36 pm
Posts: 305
Post Re: Interest check for a “Low Fantasy” Pathfinder Game.
Vash: Monks will most likely be Hobgoblins, their Orc slaves, or Humans that have migrated to the Emirate for training. You will most likely be treated as a foreign dignitary by the court, and with suspicion and fear by the general populous. EDIT: Also, Tengu, who brought the Martial Arts from a distant land.


Last edited by Reckless on Fri Jul 16, 2010 2:44 am, edited 1 time in total.



Wed Jul 14, 2010 7:26 pm
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