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Маркономикон » Spelljammer: Туманность феникса » Исходники » Классы
Классы
Маркон_Феникс Дата: Среда, 08.12.2010, 12:16 | Сообщение # 1
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???
Gun Knight

Gun Knight's are ranged warriors infused with the energy of eco. They have the ability to summon a specialty gun of their choosing. They release eco energy through their gun and lack in close combat fighting.

Abilities: Dexterity is nessecary for any Gun Knight who wants to hit. Intelligence is extremely important for the Gun Knight, as it increases the amount of energy they have in their eco energy pool.

Races: Must be a Human or Elf.

Alignment: Must be Lawful Neutral or True Neutral.

Starting Gold: As Rogue.

Starting Age: As Rogue.
Table: The Gun Knight

Hit Die: d8
Level Base
Attack Bonus Saving Throws Special Eco Energy Pool

Fort Ref Will
1st +0 +0 +2 +2 Gun Style, Eco Pool, Specialty Weapon 5
2nd +1 +0 +3 +3 Unlock Eco Pool Abilities 10
3rd +2 +1 +3 +3 15
4th + 3 +1 +4 +4 20
5th +3 +1 +4 +4 Evasion 25
6th +4 +2 +5 +5 30
7th +5 +2 +5 +5 Greater Gun Style 35
8th +6/1 +2 +6 +6 40
9th +6/1 +3 +6 +6 45
10th +7/2 +3 +7 +7 Uncanny Dodge, Eco release +5 50
11th +8/3 +2 +7 +7 55
12th +9/4 +3 +8 +8 Quick Shot Grappler 60
13th +9/4 +4 +8 +8 65
14th +10/5 +4 +9 +9 Improved Gun Style 70
15th +11/6/1 +5 +9 +9 Mettle, Eco Release +5 75
16th +12/7/2 +5 +10 +10 80
17th +12/7/2 +5 +10 +10 85
18th +13/8/3 +6 +11 +11 90
19th +14/9/4 +6 +11 +11 95
20th +15/10/5 +6 +12 +12 Eco Release +5, Eco Form 100

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Climb(Str),Concentration(Con),Craft(Int),Heal(Wis),Hide(Dex),Jump(Str),Move Silently(Dex),Profession(wis),Ride(Dex),Search(Int),Spot(Wis),Survival(Wis),Swim(Str) and Use Rope(Dex).
[edit] Class Features

Weapon and Armor Proficiency: Profient with any armor and guns.

Gun Style: First your character must deciede whether he wants to be more proficient with rifles, double barreled pistols, or dual single barreled pistols. Upon selecting rifles you gain the Far Shot feat. Upon selecting double barreled pistols you gain the Precise Shot feat. Upon selecting dual single barreled pistols you gain the Two Weapon Fighting feat.

Eco Pool: Starting at first level you become infused with Eco Energy. Eco Energy is flow of energy that is added to your body. This energy can be released to power the gun Knight. The Gun Knight gains their Intelligence Modifier + 5 points of Eco Energy per level. The Gun Knight may only release 5 points of Eco Energy per round safely. If he releases more than 5 Eco Energy he takes 10 damage for each point over 5. A Gun Knight must rest for 8 hours to restore lost eco energy points.

Specialty Weapon: Starting at first level a Gun Knight's energy releases uncontrolably and forms into a specialty weapon that grows stronger as they grow stronger. The Gun Knight's specialty weapon is based off the Gun Style picked. As the eco energy pool gets higher the specialty weapon grows stronger. The specialty weapon cant be loaded with ordinary bullets.
Table: The Single Barreled Pistol Eco Energy Pool Damage Enhancement Clip Size
8+ 1d4 +0 2
40+ 2d4 +1 4
72+ 1d6 +2 Shock 6
104+ 2d8 +3 Force/Shocking 8
Table: The Double Barreled Pistol Eco Energy Pool Damage Enhancement Clip Size
8+ 1d4x2 +1 Force 4
40+ 2d4x2 +2 Force/Keen 6
72+ 1d6x2 +3 Force/Keen 10
104+ 2d8x2 +4 Force/Keen/Icy 12
Table: The Rifle(19-20 Crit Range} Eco Energy Pool Damage Enhancement Clip Size
8+ 1d8 +2 1
40+ 2d8 +3 Distant 3
72+ 2d10 +4 Sonic/Distant 5
104+ 2d12 +5 Keen/Force/Sonic Burst/Distant 7

Unlock Eco Pool Abilities: Starting at second level the Gun Knight gains abilities he can use to enhance his fighting abilities or move at high speeds.

Summon Specialty Weapon: Starting at 3rd level a Gun Knight is able summon and dismiss his specialty weapon with his power. The cost of summoning the specialty weapon is 2 points of eco energy pool. Summoning takes a move action and does not provoke a attack oppertunity. The Gun Knight's specialty weapon cant be disarmed for 10 rounds plus intelligence modifier rounds. The Quick Draw feat doesnt not apply to Summon Specialty Weapon.

Summon Modified Rounds: Starting at 3rd level the Gun Knight may summon a clips amount of rounds into his gun costing 2 points. This requires only a free action to do. To further strengthen the rounds it cost additional points.
Table: Additional Point Cost For Modified Rounds

Point Cost Enhancement Single Barrel Double barrel rifle
1 +1 +1d4 +1d6 +2d6
3 +2 +2d4 +1d6 +2d8
5 +3 +1d6 +2d6 +2d10
7 +4 +2d6 +1d8 +2d12
9 +5 +2d8 +2d10 +2d12(maxed)

Lightening Step: Starting at 7th level the Gun Knight use his eco energy to moves at extremely high speeds. At the cost of 5 points of eco energy the Gun Knight can move up to his speed as a free action. Each time the Gun Knight uses this per round raises the cost by 2 points.

Haulting Shot: Starting at 11th level the Gun Knight can fire a shot of eco energy that can potentially paralyze his opponent for a short time. As a standard action a Gun Knight can release 7 points of eco energy shot at his highest attack bonus to paralyze his opponent. If struck by this attack opponent must make a fort save of 10 + 1/2 Gun Knight's level + Eco points spent or become unuable to move for 1d4 rounds.

Eco Nova: Starting at 18th level the Gun Knight can release 16 points of eco energy as a standard action and can create a large nova of eco energy. The nova's size is 10d10 sq. ft. anything within the nova field must make a reflex save of 10 + 1/2 Gun Knight's levels + 1/2 amount of points spent or take 15d8 damage for the first round and takes 1/2 rounded down of the damage for 1d4 rounds after. However if the opponent is still in the nova the following round they must make the reflex save again, if the reflex save is made a second time after previously failing it, the opponents stills takes damage for following rounds from the previous round. If the opponent were to fail more then one save, the effects stack [i.e. if previously you had failed this save and had the effect for 3 rounds, and if failed the save the next round you'd take the iniatal damage and just add the 1d4 rounds to the remaining 2 rounds]. The nova decreases 15ft per round until it's gone. The gun Knight's gun becomes jammed for 1d4 rounds and cannot fire.

Evasion: At 5th level the Gun Knight gains Evasion.

Greater Gun Style:Starting at 7th level the Gun Knight gains Greater Gun Style. If have previously picked single barreled guns the Gun Knight gains the Greater Two Weapon Fighting feat. If have previously picked double barreled pistols the Gun Knight gains the Rapid Shot feat. If have previously picked rifles the Gun Knight gains the Keen Shot feat(This feat raises the critical multiplier from X2 to X3 when over 50ft away).

Uncanny Dodge: Starting at 10th level the Gun Knight gains the Uncanny Dodge ability.

Eco Realease Increase: Starting at 10th level the Gun Knight is able to release 10 points of eco Energy per round with out taking any damage. This raises to 15 points at 15th level and raises to 20 points at 20th level.

Quick Shot Grappler:Starting at 12th level the Gun Knight's attacks are only at the slip of his trigger. When the Gun Knight becomes grapple he may still make a full round attack as if he wasnt grappled.

Improved Gun Style: Starting at 14th level the Gun Knight gains Impoved Gun Style. Previously picking single barreled pistols the Gun Knight gains the Improved Two Weapon feat. Previously picking the double barreled pistols the Gun Knight recieves the Point Blank Shot feat. Previously picking the rifle the gun Knight gains the Many Shot feat.

Mettle: Starting at 15th level the Gun Knight gains the Mettle ability.

Eco Form: Starting at 20th level the Gun Knight can enter a form in which he temporarily takes on. The Gun Knight must expend enough eco points to kill him self in order to enter this form. This form causes the Gun Knight to lose his physical body and take on a body of complete energy. He starts this form with 1/4 his original amount of eco points. Being in this form cost him 5 points per round. The Gun Knight in this form is no longer restricted on using his eco points. The Gun Knight starts this form with 1/4 his hit points and does not drop this form until he runs out of either hit points or eco points. While in this form the Gun Knight is immune to all physical attacks and his gun will no longer jam. Once the Gun Knight drops from this form he is unconscious for 24 hours. In this form the Gun Knight is immune to his own energy(Eco Nova).
[edit] Ex-Gun Knights

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 08.12.2010, 13:01 | Сообщение # 2
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!!!

True Fiend

"I am a lord of the realms infernal, if I wanted your opinion I would beat it out of you."

Tanar'ri, Baatezu, Yugoloth, Demodand... these are the names that inspire terror throughout the planes, and with good reason. These True Fiends are far more powerful than the other denizens of the Dark Realms. These fiends stand above others and are destined to a life of greatness, to be legendary in the annals of Evil.

These true fiends are good at everything they do, but this doesn't make them more powerful at any particular level than any other fiend. Indeed, level is a measure of power. The most powerful fiends are True Fiends and higher level than Fiendish Brutes. The True Fiend advances in everything all at once, and thus gains new abilities relatively slowly compared to what other, more focused Fiendish progressions are capable of.
Making a True Fiend

Alignment: Nothing requires a True Fiend to be Evil, but it's... highly recommended that they be Evil.

Races: The True Fiend is only available to Outsiders with a plane of origin in the Lower Planes. Creatures from the prime material plane whose ancestors were from a Lower Plane may take this class, but they must have the Outsider type.

Starting Gold: 6d6x10 gp (210 gold).

Starting Age: Since a True Fiend is immortal and never ages, a character may claim any starting age she wishes.
Table: The True Fiend

Hit Die: d8
Level Base
Attack Bonus Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Immortality, Fiendish Traits
2nd +2 +3 +3 +3 Telepathy
3rd +3 +3 +3 +3 Fiendish Damage Reduction
4th +4 +4 +4 +4 Sphere
5th +5 +4 +4 +4 Greater Fiendish Traits
6th +6 +5 +5 +5
7th +7 +5 +5 +5 Improved Fiendish Damage Reduction
8th +8 +6 +6 +6 Sphere
9th +9 +6 +6 +6 Summon
10th +10 +7 +7 +7
11th +11 +7 +7 +7 Bonus Feat
12th +12 +8 +8 +8 Sphere
13th +13 +8 +8 +8 Greater Fiendish Damage Reduction
14th +14 +9 +9 +9
15th +15 +9 +9 +9 Greater Summoning
16th +16 +10 +10 +10 Sphere
17th +17 +10 +10 +10 Dark Power
18th +18 +11 +11 +11
19th +19 +11 +11 +11 Epic Damage Reduction
20th +20 +12 +12 +12 Sphere

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha),Escape Artist (Dex), Hide (Dex) Intimidate (Cha), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Search (Int) Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int),Spot (Wis), Survival (Wis), Use Magic Device (Cha) and Use Rope (Dex).

Class Features

Weapon and Armor Proficiency: True Fiends are proficient with all simple and martial weapons, as well as the whip, the scourge, and the dire flail. True Fiends are proficient with light armor but not with shields of any kind.

Immortality (Ex): Like a pizza on the counter, the True Fiend only gets worse with age.

Fiendish Traits: A True Fiend is a member of one of the iconic aristocracies of evil. Starting at first level she has gains access to the distinctive abilities of her race, as befits her plane of origin:

* Baator: Baatezu Traits:
o See in Darkness (Ex): A Baatezu can see in normal or magical darkness as if it was fully illuminated.
o Immunity to Fire: A Baatezu takes no damage from fire of any kind.
* Gehenna: Yugoloth Traits:
o Magic Resistance (Ex): Yugoloths are inherently resistant to magic, and have a Spell Resistance of 10 + their character level. If a Yugoloth has SR from any other source, this ability increases that SR by +2 (if that would be more beneficial than simply replacing the other SR).
o Immunity to Acid: A Yugoloth takes no damage from Acid of any kind.
* The Abyss: Tanar'ri Traits:
o Bonus Feat: Forged with unbridled Chaos, every Tanar'ri is unique. Upon gaining access to its Fiendish Traits, a Tanar'ri gains one bonus feat of any [Fiend] feat that it qualifies for.
o Immunity to Electricity: A Tanar'ri takes no damage from electricity of any kind.
* Carceri: Demodand Traits:
o Freedom of Movement (Ex): a Demodand benefits from the effects of a freedom of movement spell at all times.
o Immunity to Poison (Ex): A Demodand suffers no harmful effect from poisons of any kind.

Telepathy (Su): At 2nd level, a True Fiend gains the ability to communicate telepathically with any creature that speaks a language within 100 feet.

Fiendish Damage Reduction (Su): At 3rd level, the True Fiend gains damage reduction that stops their class level in damage and that can be penetrated by Good weapons or weapons made out of a material that is baneful to the Fiend's race (Silver for Baatezu, Wood for Yugoloths, Iron for Tanar'ri, and Stone for Demodands). At 7th level, the Damage Reduction can be penetrated only by Good weapons. At 13th level the Damage Reduction is only penetrated by weapons which are both Good and made of a baneful substance. At 19th level, the True Fiend's Damage Reduction can only be penetrated by Epic weapons.

Sphere: The True Fiend gains basic access to a sphere at 4th level, and gains a new sphere at every fourth level afterwards. If the True Fiend selects a sphere that she already has basic access to, she upgrades it to advanced access. If she already had advanced access, she gains expert access.

Greater Fiendish Traits: A True Fiend of 5th level or more gains access to more of the distinctive abilities of her race, as befits her plane of origin:

* Baator: Baatezu Traits:
o Mundane Poison Immunity (Ex): A Baatezu is immune to all non-magical poisons.
o Resistances: A Baatezu has Cold and Acid Resistance 10.
* Gehenna: Yugoloth Traits:
o Mundane Poison Immunity (Ex): A Yugoloth is immune to all non-magical poisons.
o Resistances: A Yugoloth has Cold, Fire, and Electricity Resistance 10.
* The Abyss: Tanar'ri Traits:
o Mundane Poison Immunity (Ex): A Tanar'ri is immune to all non-magical poisons.
o Resistances: A Tanar'ri has Cold, Fire, and Acid Resistance 10.
* Carceri: Demodand Traits:
o Immunities: The worlds of Carceri are varied beyond belief and each is filled with a new torture that defies comprehension. Upon reaching 5th level, a Demodand gains immunity to 2 Energy Types. Once chosen, the energy types cannot be changed.

Summon (Sp): At 9th level, a True Fiend can attempt to summon others of its kind (for example: a Yugoloth could summon other Yugoloths). Summoning another Fiend of the same character level has a 40% chance of success, and summoning a Fiend of a lower level increases the chances of success by 10% for every level the summoner's level exceeds the CR of the target.

Bonus Feat: At 11th level, a True Fiend gains a bonus feat. This feat may be any [Fiend] feat for which she meets the prerequisites.

Greater Summoning: A True Fiend of 15th level may attempt to use her summon power to summon a fiend of a level higher than her own, though doing so carries only a 30% chance of success.

Dark Power: The powers of the lower planes are awesome to behold. At 17th level, the True Fiend gains a +10 bonus to defeating Spell Resistance with the spell-like abilities granted by her spheres.

Смотреть больше: http://www.dandwiki.com/wiki/True_Fiend_%283.5e_Class%29


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 08.12.2010, 13:03 | Сообщение # 3
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Warlock

"I have all the powers of Hell at my disposal. Who are you to question me?"

Some people want power, and are crazy enough to offer their soul to various not nice people to get it. Others are simply (un)lucky enough to be descendants of those same people. However they managed to get their abilities, Warlocks wield the powers of the lower planes, which include powerful magic spells and the ability to shoot hellfire out of their hands.
Making a Warlock

Being somewhat nontraditional spellcasters, and also having decent damage-dealing capability, Warlocks can fit into pretty much any party structure fairly well.

Abilities: A Warlock's most important asset is the spells he can cast from his spheres. The Eldritch Blast is generally a fallback ability when there isn't a spell that you would be better off casting, or when a monster needs finishing off. His ability to summon can help out in a tight spot or when battlefield control is needed.

Races: Warlocks can be any non-Outsider. Actual Outsiders don’t bargain away their souls because they already have the ability to use the powers they would get, and that is represented by them having access to classes like True Fiend or Conduit of the Lower Planes. However, a Warlock who later becomes an Outsider can still be a Warlock.

Alignment: Warlocks who bargain away their souls for power tend to be Evil, though nothing requires them to be. In fact, demons and devils will jump on the chance to corrupt someone Good to Team Evil, but such instances are rare. People whose power comes from their blood can be any alignment.

Starting Gold: 4d4*10 gp (100 gold).

Starting Age: As Rogue.
Table: The Warlock

Hit Die: d6
Level Base
Attack Bonus Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Eldritch Blast, Sphere
2nd +1 +0 +3 +3 Fiendish Similarities
3rd +2 +1 +3 +3 Sphere
4th +3 +1 +4 +4 Call Fiends
5th +3 +1 +4 +4 Hellfire Blast
6th +4 +2 +5 +5 Sphere
7th +5 +2 +5 +5 Damage Reduction
8th +6/+1 +2 +6 +6 Bonus Feat
9th +6/+1 +3 +6 +6 Sphere
10th +7/+2 +3 +7 +7 Dark Blast
11th +8/+3 +3 +7 +7 Fiendish Servant
12th +9/+4 +4 +8 +8 Sphere
13th +9/+4 +4 +8 +8 Energy Resistance
14th +10/+5 +4 +9 +9 Fear Aura
15th +11/+6/+6 +5 +9 +9 Fiendish Apotheosis, Sphere

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Class Features

Weapon and Armor Proficiency: Warlocks are proficient in light armor, shields (but not great shields), and simple weapons.

Sphere: A Warlock gains basic access to a sphere at every third level. If the Warlock selects a sphere that he already has basic access to, he upgrades it to advanced access. If he already had advanced access, he gains expert access.

Eldritch Blast (Su): As an attack action, a Warlock may fire a blast of fire at his foes. This has a range of Close (25 feet +5 ft./2 levels), does 1d6 damage per level of Warlock, and requires a ranged touch attack to hit.

Fiendish Simularities: A 2nd level Warlock may qualify for and take feats with the [Fiend] or [Necromantic] tag, as long as he meets the other requirements. For [Necromantic] feats, he may use his character level as his caster level.

Call Fiends (Sp): At 4th level, a Warlock can Summon an Outsider with the [Evil] subtype once per day, as long as the Outsider’s Challenge Rating is 3 less than his character level or lower. He can also choose to double the number of creatures summoned by reducing the max CR of the creatures by 2 per doubling (a 9th level Warlock could summon one CR 6 fiend, two CR 4 fiends, 4 CR 2 fiends, or 8 CR 1 fiends). This is treated as a spell of one half the Warlock’s level, rounded down, with a caster level equal to his levels in Warlock.

Hellfire Blast (Su): At 5th level, a Warlock may choose to fire a blast of hellfire instead of normal fire, at the cost of 2d6 points of damage (i.e. a 5th level Warlock could use a 5d6 fire blast or a 3d6 hellfire blast). This blast bypasses fire resistance and deals half damage to creatures with fire immunity.

Damage Reduction (Ex): At 7th level, a Warlock gains damage reduction equal to one half his class level, rounded up. This damage reduction is bypasses by whatever material is baneful to the Warlock’s fiendish patron or ancestor (silver for Baatezu, wood for Yugoloths, stone for Demodands, and iron for Tanar’ri) or Good aligned weapons. At 13th level, it is bypassed only by one of those, which the Warlock chooses upon taking the level. If a Warlock later takes levels in True Fiend (DnD Class), the damage reduction stacks and, at the third level of True Fiend, is bypassed only by weapons that are both Good and made of a baneful substance.

Bonus Feat: At 8th level, a Warlock gains one bonus feat, which can be any [Fiend] feat he qualifies for.

Dark Blast (Su): At 10th level, a Warlock may choose to change the damage of his Eldritch Blast to Unholy damage by reducing the damage it deals by 4d6 (a 10th level Warlock could opt to fire a 10d6 fire blast, 8d6 hellfire blast, or 6d6 unholy blast).

Fiendish Servant: An 11th level Warlock is followed by a cohort whose CR is 2 less than his level, but the cohort can only have levels in True Fiend, Fiendish Brute, or Conduit of the Lower Planes (they can also have racial hit dice).

Energy Resistance: At 13th level, a Warlock gains resistance 10 to two energy types of his choice, and resistance 5 to a third.

Fear Aura (Su): At 14th level, a Warlock can radiate a 20 foot aura of fear (as per the spell) at will with a caster level equal to his character level. The save DC is 10 + 0.5 ½ the Warlock's Hit Dice + the Warlock's Cha modifier.

Fiendish Apotheosis: A 15th level Warlock becomes an Outsider with the [Evil] subtype, even if his own alignment is not evil. He is immortal and does not age. This allows him to qualify for the Fiend classes, which can be used to fill out his last 5 levels if he so desires.
Warlocks and Fiends

There's no reason that the class needs to be tied to fiendish classes; it is simply a matter that there is a large body of work on fiends and, as a whole, the lower planes tend to be more interesting with more dramatic tension. The fiendish elements could easily be changed to celestial elements or something else entirely, if so desired, and new spheres could be easily made to represent different ideas and concepts.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
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