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BJ's Epic HouseRule Compendium
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
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Location: Sa sikmura ng Bakunawa
Post Posted: Sat Oct 20, 2007 8:35 pm    Post subject: BJ's Epic HouseRule Compendium Reply with quote
I've been using a lot of house rules for my epic game, as players of my Abyss (and later Chalice) games can attest. However, finding a specific House rule amidst the thread can prove to be tiresome. As such, I am re-posting them here (This is also a shameless way to increase my post count, hahaha).

Please refrain from posting here, unless agreed upon by either me or any of the higher powers in this board. If you wish to discuss any of my house rules, please voice it out at either the Chalice thread, the epic spell development thread, or the Epic PrC thread (Coming soon!), whichever is most appropriate.

If inconsistencies arise between my posts here and my posts elsewhere, my posts here take precedence.

Now, onward to the house rules...
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Last edited by BJ on Sat Oct 20, 2007 9:04 pm; edited 2 times in total
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
Post Posted: Sat Oct 20, 2007 8:42 pm    Post subject: On Epic Spells Reply with quote
On Epic Spells:

*While epic spell development should be discussed one-on-one with the DM, final, approved versions should be posted on the DnD thread. No post, no use policy. This restriction will also apply to the DM. if I forget to post it here, the players have a right to remind me that I can't use it.
*The DC to identify an epic spell being cast is equal to the epic spell's Spellcraft DC. However, a character who does not possess the epic spellcasting feat are restricted to knowing only the school/s of magic used by the spell.
*Death Ward may or may not defeat an epic spell with the Death Descriptor. Whenever a spell is candidate to being stopped by a Death Ward, the Ward's caster makes a level check (1d20+epic caster's CL, minimum CL=20). Success indicates that the spell is stopped as normal. Otherwise, the spell punches through the ward. AM field, Mind Blank work the same way. An epic spell employing the Ward seed works normally against epic spells that it could supposedly stop. A deity's magic are unaffected by wards whose caster's DvR are less than it's own. (statement is not yet final)
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
Post Posted: Sat Oct 20, 2007 8:42 pm    Post subject: Epic Feats Reply with quote
On epic feats:

Level Adjustment has no bearing on the ability to take epic feats. A character gains the ability to get epic feats at 21st HD (Racial HD are included in this computation).

While this means that monsters can start taking epic feats at 21st HD as well, as a courtesy I refrain from doing that. I usually start giving them epic feats at CR21, not at 21st HD (exceptions exist, of course, such as creatures whose CR are not mechanically extrapolated [directly] from HD)

Repost:

After much thought, I can now see that Bluemage55 has thought about this very thoroughly. As such, I am now accepting all his feats as "errata" for the SRD.

A repost of his work:

Remove Augmented Alchemy and Mighty Rage.

Replace all of the following feats with their equivalent of the same name. Additionally, add all feats not already in the SRD.


ARMOR SKIN [EPIC]
Benefit: The character gains a +2 natural armor bonus to Armor Class, or his or her existing natural armor bonus increases by 2.
Special: A character may gain this feat multiple times. Its effects stack.

AUTOMATIC QUICKEN SPELL [EPIC]
Prerequisites: Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast all 0-, 1st-, and 2nd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can’t be quickened.
Special: This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. Spells enhanced with metamagic feats use their increased spell level for the purposes of determining whether they may be quickened.

AUTOMATIC SILENT SPELL [EPIC]
Prerequisites: Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast all spells as silent spells without using higher-level spell slots.
Special: This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can’t be enhanced with the Silent Spell feat, they can’t be affected by this feat either.

AUTOMATIC STILL SPELL [EPIC]
Prerequisites: Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast all spells as stilled spells without using higher-level spell slots.
Special: This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

BANE OF ENEMIES [EPIC]
Prerequisites: Survival 24 ranks, five or more favored enemies.
Benefit: Any weapon the character wields against one of his or her favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). If a weapon already has the bane or dread property against the appropriate type, the effects stack (thus, its enhancement bonus is increased by an additional +2 and it deals another +2d6 points of damage).

BLINDING SPEED [EPIC]
Prerequisite: Dex 25.
Benefit: The character can act as if hasted for 25 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.
Special: A character may gain this feat multiple times. Each time he or she takes the feat, it grants an additional 25 rounds of haste per day.

CHAOTIC RAGE [EPIC]
Prerequisites: Rage 5/day, any chaotic alignment.
Benefit: Any weapon the character wields while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). If the weapon already has the anarchic or anarchic power property, the extra damage stacks.

CRAFT EPIC MAGIC ARMS AND ARMOR [ITEM CREATION] [EPIC]
Prerequisites: Craft Magic Arms and Armor, Spellcraft 28 ranks.
Benefit: The character can craft magic arms and armor which exceed the normal limits for such items

CRAFT EPIC ROD [ITEM CREATION][EPIC]
Prerequisites: Craft Rod, Spellcraft 32 ranks.
Benefit: The character can craft rods that exceed the normal limits for such items.

CRAFT EPIC STAFF [ITEM CREATION][EPIC]
Prerequisites: Craft Staff, Spellcraft 35 ranks.
Benefit: The character can craft staffs that exceed the normal limits for such items.

CRAFT EPIC WONDROUS ITEM [ITEM CREATION][EPIC]
Prerequisites: Craft Wondrous Item, Spellcraft 26 ranks.
Benefit: The character can craft wondrous items that exceed the normal limits for such items.

DIRE CHARGE [EPIC]
Prerequisite: Improved Initiative
Benefit: If the character charges a foe, he or she can make a full attack.
Normal: Without this feat, a character may only make a single attack as part of a charge.

EPIC DODGE [EPIC]
Prerequisites: Dex 25, Dodge, Tumble 30 ranks, improved evasion, defensive roll class feature.
Benefit: Once per round, when struck by an attack from an opponent the character has designated as the object of his or her dodge, the character may automatically avoid all damage from the attack.
Special: If the character is struck by an attack that would normally be an automatic hit (such as a natural 20 or the effect of a limited wish spell for an automatic hit, the effects cancel out and the attack is rolled normally.

EPIC MIGHT[EPIC]
Benefit: You gain a +3 damage bonus on all weapon (including natural weapon) damage rolls.
Special: A character may gain this feat multiple times. Its effects stack.

EPIC RAGE[EPIC]
Prerequisites: Str 21, Con 21, mighty rage class feature
Benefit: When you rage, your morale bonuses to Strength and Constitution are increased by +2, and your morale bonus to Will saves is increased by +1.
Special: A character may gain this feat multiple times. Its effects stack.

EPIC SPELLCASTING (ARCANE) [EPIC]
Prerequisites: Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells.
Benefit: The character may develop and cast epic arcane spells. He or she may cast a number of epic arcane spells per day equal to his or her ranks in Knowledge (arcana) divided by 10.

EPIC SPELLCASTING (DIVINE) [EPIC]
Prerequisites: Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells.
Benefit: The character may develop and cast epic divine spells. He or she may cast a number of epic divine spells per day equal to his or her ranks in Knowledge (religion) divided by 10.
Special: If the character recieves 9th-level divine spells from revering nature (as druids or rangers do), he or she substitues Knowledge (religion) with Knowledge (nature) for prerequisites and number of epic divine spells per day. If the character recieves both 9th-level divine spells from nature and from another source, the character may choose which Knowledge skill to use.

EPIC SPELL FOCUS [EPIC]
Prerequisites: Greater Spell Focus and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school to be chosen.
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic for which you fulfill the prerequisites.

EPIC SPELL PENETRATION [EPIC]
Prerequisites: Greater Spell Penetration, Spell Penetration.
Benefit: The character gets a +4 bonus on caster level checks to beat a creature’s spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration.

EPIC TOUGHNESS [EPIC]
Benefit: The character gains two hit points for every hit dice they possess.
Special: A character may gain this feat multiple times. Its effects stack.


EPIC WEAPON FOCUS [EPIC]
Prerequisites: Proficiency, Greater Weapon Focus, and Weapon Focus with the weapon chosen, fighter level 16th.
Benefit: Add a +2 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the bonuses from Weapon Focus and Greater Weapon Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

EPIC WEAPON SPECIALIZATION [EPIC]
Choose one type of weapon for which you have already selected Greater Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites: Proficiency, Epic Weapon Focus, Greater Weapon Focus, Greater Weapon Specialization, Weapon Focus, and Weapon Specialization with the weapon chosen, fighter level 20th.
Benefit: Add a +4 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the bonuses from Weapon Specialization and Greater Weapon Specialization.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

FORGE EPIC RING [ITEM CREATION][EPIC]
Prerequisites: Forge Ring, Spellcraft 35 ranks.
Benefit: The character can forge magic rings that exceed the normal limits for such items.

GREATER AUTOMATIC QUICKEN SPELL [EPIC]
Prerequisites: Quicken Spell, Automatic Quicken Spell, Improved Automatic Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast all 6th- and 7th-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can’t be quickened.
Special: This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. Spells enhanced with metamagic feats use their increased spell level for the purposes of determining whether they may be quickened.

HOLY STRIKE [EPIC]
Prerequisites: Smite evil class feature, any good alignment.
Benefit: Any weapon the character wields is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment). If the weapon is already has the holy or unholy power property, the extra damage stacks. If the weapon is evil, this feat has no effect on the weapon.

IGNORE MATERIAL COMPONENTS[EPIC]
Prerequisites: Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast spells without any material components. This feat does not affect the need for a focus or divine focus.
Special: This feat does not affect item creation.

IMPROVED AUTOMATIC QUICKEN SPELL [EPIC]
Prerequisites: Quicken Spell, Automatic Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast all 3rd-, 4th-, and 5th-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can’t be quickened.
Special: This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. Spells enhanced with metamagic feats use their increased spell level for the purposes of determining whether they may be quickened.

IMPROVED WHIRLWIND ATTACK [EPIC]
Prerequisites: Int 13, Dex 23, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack.
Benefit: As a standard action, the character can make one melee attack at their full base attack bonus against each opponent within reach.
When using the Improved Whirlwind feat, the character also forfeits any bonus or extra attacks granted by other spells or abilities.
Since these attacks are made as part of a standard action the character can’t make a 5-foot step between any two of the attacks.
Normal: Without this feat, using the Whirlwind Attack feat requires a full attack action, and the character can take a 5-foot step between any two of the attacks.

INSPIRE EXCELLENCE[EPIC]
Prerequisite: Perform 30 ranks, bardic music class feature.
Benefit: The character can use song or poetics to grant a bonus to one ability score to his or her allies. To be affected, an ally must hear the bard sing for 1 full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by command word (such as wands). Each ally to be inspired gains a +4 morale bonus to the same ability score, which the character must choose before he or she begins inspiring. Inspire excellence is a supernatural, mind-affecting ability. Use of this feat counts as one of the character’s bardic music uses for the day.
Special: This feat is treated as a bardic music inspiration ability for purposes of feats that affect such abilities.

PERFECT AUTOMATIC QUICKEN SPELL [EPIC]
Prerequisites: Quicken Spell, Automatic Quicken Spell, Improved Automatic Quicken Spell, Greater Automatic Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast all spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can’t be quickened.
Special: This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. This feat does not apply to epic spells.

THUNDERING RAGE [EPIC]
Prerequisites: Str 25, rage 5/day.
Benefit: Any weapon the character wields while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + 1/2 the character’s level. If the weapon is already thundering, increase the sonic damage by 1d8.

UNHOLY STRIKE [EPIC]
Prerequisites: Smite good class feature, any evil alignment.
Benefit: Any weapon the character wields is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). If the weapon already has the unholy or unholy power property, the extra damage stacks. If the weapon is good, this feat has no effect on the weapon.

MULTIWEAPON REND
Prerequisites: Dex 15, base attack bonus +11, three or more hands, Multiweapon Fighting.
Benefit: If you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6 + 1½ times your Strength bonus. This extra damage is treated as the same type that your smallest weapon dealt normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent.
Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms. A fighter can select Multi-Weapon Rend as one of his fighter bonus fears. A ranger with who has chosen the two-weapon combat style can select Multi-Weapon Rend as long as he has a base attack bonus of +11 and is wearing light armor or no armor.

TWO-WEAPON REND
Prerequisites: Dex 15, base attack bonus +11, Two-Weapon Fighting.
Benefit: If you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6 + 1½ times your Strength bonus. This extra damage is treated as the same type that your off-hand weapon dealt normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent.
Special: A fighter can select Two-Weapon Rend as one of his fighter bonus fears. A ranger who has chosen the two-weapon combat style can select Two-Weapon Rend as long as he has a base attack bonus of +11 and is wearing light armor or no armor.
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Last edited by BJ on Sat Oct 20, 2007 9:03 pm; edited 1 time in total
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
Post Posted: Sat Oct 20, 2007 8:43 pm    Post subject: Critical Hits/Misses Reply with quote
Upon reaching ECL21, a natural roll of one is now treated as if you have rolled a -20. A natural roll of 20 is now treated as if you have rolled a 40.

If you miss on a 1, you still roll for critical miss as normal (unless your dex is +9 mor higher, in which case you'll always pass the dex check anyway)
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
Post Posted: Sat Oct 20, 2007 8:44 pm    Post subject: Martial Feats Reply with quote
these are feats designed for the epic Martial Adepts. (taken from the wizards boards, posted by Jaerom Darkwind)

RAPID MARTIAL STRIKE [GENERAL]
You can initiate martial strikes faster than normal.
. Prerequisites: Dex 17, Wis 13, base attack bonus +16, five martial strikes from any discipline.
. Benefit: You can initiate any two martial strikes that you have readied as a single full attack action. Neither strike can have an initiation time greater than 1 standard action. The strikes are initiated in any order you choose, and take effect consecutively. Both strikes you initiate are expended normally.


EPIC ADAPTIVE STYLE [EPIC]
You can change your maneuvers and tactics to meet a new threat with amazing speed.
. Prerequisites: Wis 21, initiator level 21st, Adaptive Style.
. Benefits: You can change your readied maneuvers at any time by taking a move action. If you're a crusader, your current granted maneuvers are lost and you gain new granted maneuvers as if you had just readied your maneuvers for the day.
. Normal: You can change maneuvers only by spending a full-round action to do so.
. Epic Classes: Crusader, Swordsage.

EPIC BOOST [EPIC]
You can use two boost maneuvers simultaneously.
. Prerequisites: Wis 21, five boosts from any discipline.
. Benefits: Whenever you initiate a boost maneuver, you can also initiate any other boost maneuver you know as a free action. Both boosts you initiate are expended normally.
. Epic Classes: Crusader, Swordsage, Warblade.

EPIC GRANTED MANEUVER [EPIC]
You have more control over which of your martial maneuvers are currently granted than other crusaders.
. Prerequisites: Crusader level 21st.
. Benefit: You begin each encounter with one additional readied maneuver granted. This feat also applies when you determine a new set of granted maneuvers after recovering expended maneuvers.
. Special: You can gain this feat multiple times.
. Epic Classes: Crusader.

EPIC READIED MANEUVER [EPIC]
You find it easy to keep a large number of maneuvers ready for use.
. Prerequisites: Swordsage level 21st.
. Benefit: Increase the number of maneuvers you can ready for your swordsage levels by one.
. Special: You can gain this feat multiple times.
. Epic Classes: Swordsage.

EPIC STANCE [EPIC]
You can have multiple stances active simultaneously.
. Prerequisites: Dex 23, base attack bonus +21, five martial stances from any discipline.
. Benefits: You can gain the benefits of two different martial stances simultaneously. Each stance requires a separate swift action to initiate or change.
. Epic Classes: Crusader, Swordsage.

LIGHTNING MARTIAL STRIKE [EPIC]
You can initiate martial strikes with incredible speed.
. Prerequisites: Dex 25, Wis 19, base attack bonus +21, Rapid Martial Strike, nine maneuvers from any discipline.
. Benefits: Once per round, you can initiate any martial strike with an initiation time no greater than 1 standard action as an attack action, as in a standard or full attack. You can still choose to make a normal full-attack action, or to mix martial strikes and standard attacks. Martial strikes that require an attack roll default to the bonus of the attack they replace, rather than your highest base attack bonus.
. In addition, you can now initiate any two martial strikes as a single full-round action, as long as neither strike's initiation time is greater than 1 full-round.
. All strikes you initiate are expended normally.
. Special: You can gain this feat more than once. Each time, you can initiate one additional martial strike as an attack action. This does not allow you to make more attacks in a round than you would normally be capable of, though effects like haste may increase your normal maximum number of attacks. When you initiate multiple martial strikes in a full attack, they may be initiated in any order you choose, and take effect consecutively.
. Epic Classes: Crusader, Swordsage, Warblade.

MARTIAL KNOWLEDGE [EPIC]
You add additional maneuvers to your repertoire.
. Prerequisite: Ability to initiate 9th-level maneuvers.
. Benefit: You learn two new martial maneuvers or one new martial stance of any level. This feat does not grant any additional readied or granted maneuvers.
. Special: You can gain this feat multiple times.
. Epic Classes: Crusader, Swordsage, Warblade.

MARTIAL REFLEXES [EPIC]
You can initiate counters with incredible speed.
. Prerequisites: Dex 21, Combat Reflexes, five martial counters from any discipline.
. Benefits: Once per round, when the conditions for one of your counters are met, you can activate it as an attack of opportunity rather than as an immediate action. The counter is expended normally.
. Epic Classes: Crusader, Swordsage, Warblade.
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BJ
He Who Founds Wyrmlings

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Post Posted: Sat Oct 20, 2007 8:48 pm    Post subject: Hellfire Reply with quote
Hellfire, as written in FC2, is not considered Fire damage. In the chalice campaign, though, hellfire spells have the fire descriptor, although it is still not fire damage. Meaning, it can be affected by metamagic feats that target fire spells, and creatures vulnerable to Fire are also vulnerable to Hellfire.

Casting a spell that conjures, manipulates, or evokes Hellfire has the evil descriptor.

A hellfire spell substituted into another element is no longer hellfire. (It is now subject to resistance to that element)
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BJ
He Who Founds Wyrmlings

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Location: Sa sikmura ng Bakunawa
Post Posted: Sat Oct 20, 2007 8:54 pm    Post subject: On Base Attack Reply with quote
--->Base attack for classes cap at 20th HD (Racial HD are not included in this computation). After that, proceed to Epic attack bonus. Saves progress the same way.
--->When a non-epic feat, PrC, spell, etc refers to base attack, do not include epic attack bonus.
--->When an epic feat, PrC, spell (?), etc refers to base attack, include both your epic attack bonus as well as any bonuses from the Epic Prowess epic feat.
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
Post Posted: Sun Mar 30, 2008 11:44 pm    Post subject: Reply with quote
BUMP!

I am quite possibly running an epic game soon.
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