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Dicefreaks Template: Ghost
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Xtian
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Post Posted: Fri May 25, 2007 2:47 am    Post subject: Dicefreaks Template: Ghost Reply with quote
Created by Dicefreaks
Creating a Ghost

“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.

The circumstances of the base creature's death determine which rank of the template it recieves. Those with espically tragic deaths, or espically strong desires to complete unfinished tasks, tend to become higher-ranking ghosts. A ghost's rank generally remains static thereafter.

A ghost uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The base creature’s type changes to Undead (Augmented [base creature's type]).. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the Incorporeal subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12s. Spirits and mightier also gain bonus HP using their Charisma modifier in place of their Consitution modifier.

Speed: Ghosts have a fly speed as noted on the table below (unless the base creature has a higher fly speed), with perfect maneuverability.

Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher. Shades and mightier gain a profane bonus to AC equal to their rank.

Attack: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Full Attack: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

Special Attacks: A ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The ghost also gains a manifestation ability. The save DC against a special attack is equal to 10 + 1/2 ghost’s HD + ghost’s Cha modifier unless otherwise noted.

Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Burial Goods, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Special Qualities: A ghost has all the special qualities of the base creature as well as those described below.

Burial Goods (Ex): The ghost gains the benefits of any equipment that their corpse is wearing (even if the corpse has crumbled to dust within its equipment), or is buried with them in their grave, or lies at the spot of their death (the ghost chooses one of these options). If the equipment is removed from this spot, the ghost retains the same appearance but the item looses any special properties and becomes non-functional.

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Turn Resistance (Ex): A ghost has turn resistance equal to its rank plus its Charisma modifer.

Abilities: The base creature's ability scores increase according to the table below. Being undead, the ghost has no Constitution score. Being incorporeal, a ghost has no Strength score. On the Ethereal Plane, it uses its Charisma in place of its Stength for all purposes. If the creaure's Intelligence is reduced below 3, all of its HD are replaced with Undead HD. It retains any racial abilities other than spellcasting or spell-like abilities, but looses all class abilities. The creature's Intelligence can not fall below 1as a result of this template being applied.

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Environment: Any, often as base creature.

Organization: Solitary, gang (2-4), or mob (7-12).

Challenge Rating: +1 at the haunt rank and each rank thereafter.

Treasure: None.

Alignment: Any non-good.

Phantom; -4 Int, -4 Wis, +4 Cha. Fly 15 feet. 1 salient ability.
Haunt; -2 Int, -2 Wis, +6 Cha. Fly 30 feet. 2 salient abilities.
Shade; -2 Int, -2 Wis, +8 Cha. Fly 45 feet. 3 salient abilities.
Spirit; +10 Cha. Fly 60 feet. 5 salient abilities.
Terror; +12 Cha. Fly 75 feet. 7 salient abilities.
Eidolon; +2 Int, +2 Wis, +14 Cha. Fly 90 feet. 10 salient abilities.
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Last edited by Xtian on Fri Jan 25, 2008 12:56 pm; edited 1 time in total
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Xtian
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Joined: 30 Nov 2006
Posts: 3259
Location: Avernus
Post Posted: Fri May 25, 2007 2:48 am    Post subject: Reply with quote
Ghost Salient Abilities

Babble (Su)
The ghost constantly mutters and whines to itself, creating a hypnotic effect.
Prerequisitites: Haunt or mightier, Madness.
Benefits: All sane creatures within 60 ft. of the ghost must succeed on a Will save or be affected as though by a hypnotism spell for 1d4 rounds per rank. This is a sonic mind-affecting compulsion effect. Creatures that successfully save cannot be affected by the same ghost’s babble for 24 hours.

Blight of the Open Grave (Su)
The presence of a powerful undead being on the Prime Material plane can aspect the nearby area towards death and decay.
Prerequisites: Cha 15+
Benefits: The area within 10 foot per rank of the ghost gains the minor negative dominant trait.

Burning Horror (Su)
The souls of certain unfortunate ghosts are eternally tormented by the remnants of the fires that slew them, tainted by the negative energy that inflicted them on the prime. Many of these ghosts learn to inflict this torture on others, judging that a problem shared is a problem halved.
Prerequisities: Terror, Cha 27+, 30+ HD, Corrupting Touch, Draining Touch, Memories of a Burning Death.
Benefits: Living creatures struck by the ghost's touch attack find themselves engulfed in horrific flames; the tainted power cascades over their bodies, and they must succeed at a Fort save or permanently lose 6 points of Constitution. The victim must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 6 more Con points each time. The ghost heals 30 points of damage whenever it drains 6 points of Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. This ability drain is vile, so cannot be healed under normal circumstances.
Special: This replaces the draining touch ability.

Children of the Blaze (Su)
The ghost's flaming death affects it's progeny.
Prerequisities: Terror, Cha 35+, Corrupting Touch, Create Spawn, Draining Touch, Memories of a Burning Death.
Benefits: Any humanoid slain by the ghost becomes a lavawight in 1d4 rounds. Spawn are under the command of the ghost that created them and remain enslaved until its death.
Special: This replaces the Create Spawn ability.

Children of the Void (Su)
The ghost's icy death affects it's progeny.
Prerequisities: Terror, Cha 35+, Chill of the Yawning Grave, Corrupting Touch, Create Spawn, Draining Touch.
Benefits: Any humanoid slain by the ghost becomes a winterwight in 1d4 rounds. Spawn are under the command of the ghost that created them and remain enslaved until its death..
Special: This replaces the Create Spawn ability.

Chill of the Yawning Grave (Su)
Certain ghosts, particularly those who die from the cold, or whose graves have been disturbed, suck all the warmth from the area around them.
Prerequisites: Cha 15+.
The area within 10 foot per rank of the ghost gains the cold dominant trait. The ghost gains the cold subtype, and all creatures with the same subtype within the aura gain a bonus to Turn Resistance equal to its rank.
Note: A ghost which has taken the Memories of a Burning Death salient ability may not take the Chill of the Yawning Grave salient ability.

Corrupting Gaze (Su)
The ghost's gaze can be lethal.
Prerequisitites: Haunt or mightier, Cha 13+.
Benefits: A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

Corrupting Touch (Su)
The very touch of the ghost saps the life of the living.
Prerequisitites: Cha 19+.
Benefits: The ghost has a touch attack that uses negative energy to deal 1d8 points of damage per rank plus its Charisma modifer to living creatures; a Will save halves the damage.

Create Spawn (Su)
The ghost's power is such that it will not allow its victims to rest.
Prerequisitites: Haunt or mightier, Cha 17+.
Benefits: Any humanoid slain by the ghost becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the ghost that created them and remain enslaved until its death. The wraith has a number of HD according to the table below, even if that would violate normal advancement caps.

Haunt 5 HD
Shade 10 HD
Spirit 15 HD
Terror 20 HD
Eidolon 25 HD

Despair (Ex)
The sight of the ghost chills mortals to the bone.
Benefits: At the mere sight of the ghost, viewers must succeed on a Will save or be paralyzed with fear for 1d4 rounds per rank. Whether or not the save is successful, that creature cannot be affected again by the same ghost's despair ability for 24 hours.

Draining Touch (Su)
The ghost's touch can cause ability damage.
Prerequisites: Haunt or mightier, Cha 19+, Corrupting Touch
Benefits: A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Charisma modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Ectoplasmic Claws (Ex)
The ghost draws the ethereal mists onto the Prime and condenses them around the manifestations of its natural weapons.
Prerequisites: Cha 13+, 1 or more natural weapons.
Benefits: The ghost treats one of its natural weapons per rank as a ghost touch weapon.

Ectoplasmic Weapon (Ex)
The ghost draws the ethereal mists onto the Prime and condenses them around the manifestations of its weapon.
Prerequisites: Cha 13+, Weapon Focus (type of weapon chosen).
Benefits: The ghost treats all weapons of a certain type that it wields as ghost touch weapons.

Ectoplasmic Sculptor (Su)
The ghost can draw on the etheral mists to form temporary ectoplasmic objects.
Prerequisites: Haunt or higher, Cha 13+, 5+ ranks in two or more Craft skills.
Benefits: A number of times per day equal to the ghost's rank +1, as a standard action, the ghost can duplicate the effects of the spell major creation as a supernatural ability. Object created in this way possess the ghost touch property and can be destroyed normally or by any method which targets ectoplam.

Energy Drain (Su)
The ghost can permanently drain a creature's lifeforce.
Prerequisitites: Haunt or mightier, Cha 19+, Corrupting Touch.
Benefits: The ghost's touch attack deals one negative level per rank. This may be used once per round.

Ethereal Domain (Su)
The ghost has learned to exercise limited control over the ethereal plane coexistent to some area that was important to them in life, gaining the ability to weave the ethereal mists into illusions.
Prerequisites: Haunt or mightier, 5 ranks in Knowledge (local).
Benefits: The ghost may nominate an area, or section of an area, which was of great emotional significance to it in life, which can be contained within a sphere of radius equal to its rank x 100 feet. The ghost gains a degree of power over the section of the near Ethereal coexistent to that area (or section of area), which becomes their Ethereal Domain. This allows the ghost to duplicate the effects of any Illusion (Figment) spell as a 20th level sorcerer, within that section of the near Ethereal, as a supernatural ability, requiring a standard action.

Ethereal Kingdom (Su)
The ghost has learned to control a great region of the ethereal. This power is most commonly possessed by murdered kings and the like, hence its name.
Prerequisites: Shade or mightier, Ethereal domain, 10 ranks in Knowledge (local).
Benefits: The ghost may increase the area of their Ethereal Domain such that it can be contained within a sphere of radius of 2 miles x its rank.

Ethereal Mastery (Su)
The ghost has learned how to bind the ethereal mists within its realm into solid form.
Prerequisites: Shade or mightier, Ethereal Domain, 15 ranks in Knowledge (local).
Benefits: Any Illusion (figment) effect that the ghost duplicates within their Ethereal Domain/Kingdom using the ability of the same name can be made real at the time of creation. Such illusions are restricted to the Domain/Kingdom and cannot leave it, and remain under the command of the ghost.

Ethereal Transcendence (Su)
The ghost has gained absolute mastery over the region of the near Ethereal in which it dwells, rivalling the control that gods have over their realm.
Prerequisites: Spirit or mightier, Ethereal Domain, Ethereal Mastery, 25 ranks in Knowledge (local).
Benefits: The ghost gains abilities respective to its Ethereal Domain/Kingdom equivalent to those a DvR 20 god has over its Divine Realm.

Fare of the Damned (Su)
The ghost can distill the ethereal mists into food and drink, which is edible to mortals. Any living creature which consumes the food is brought one step closer to the world of the unliving, making them more vulnerable to the ghost.
Prerequisites: Haunt or higher, Cha 15+, 5+ ranks in Profession (Cook) or Profession (Brewer), or similar, Ectoplasmic Sculptor.
Benefit: Any living creature who consumes food or drink created by the ghost's Ectoplasmic Sculptor ability suffers a penalty on all saves equal to the creator's rank against the abilities of any ghost that was present during the food or drink's creation until the creator is destroyed.

Fast Healing (Su)
The ghost heals exceptionally quickly
Prerequisitites: Haunt or mightier.
Benefit: The ghost receives fast healing equal to 5 times its rank.

Frightful Moan (Su)
The ghost can cause fear with a wail.
Prerequisitites: Shade or mightier, Cha 15+.
Benefits: The ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Greater Manifestation (Su)
The ghost may become corporeal for a short time.
Prerequisitites: Spirit or mightier, Cha 25+.
Benefits: The effects of ethereal and non ethereal attacks on the ghost are reversed. It becomes corporeal on the Prime and incorporeal on the Ethereal. The ghost may become corporeal for 10 minutes per rank per day.

Horrific Appearance (Ex)
The ghost's visage is unspeakably terrible.
Prerequisitites: Shade or mightier, Cha 13+.
Benefits: Any living creature within 60 feet that views the ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Icy Blight (Su)
The souls of certain unfortunate ghosts are eternally tormented by the remnants of the chill that killed them, tainted by the negative energy that inflicted them on the prime. Many of these ghosts learn to inflict this tortue on others, judging that a problem shared is a problem halved.
Prerequisities: Terror, Cha 27+, Chill of the Yawning Grave, Corrupting Touch, Draining Touch.
Benefits: Living creatures struck by the ghost's touch attack find themselves engulfed in hideous cold; the tainted power cascades over their bodies, and they must succeed at a Fort save or permanently lose 6 points of Constitution. The victim must continue to save every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 6 more Con points each round. The ghost heals 30 points of damage whenever it drains 6 points of Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. This ability drain is vile, so cannot be healed under normal circumstances.
Special: This replaces the draining touch ability.

Keening (Su)
The ghost's scream is death to those that hear it.
Prerequisitites: Spirit or mightier, Frightful Moan, Cha 23+.
Benefits: The ghost may use wail of the banshee as a supernatural ability. It does not provoke an attack of oportunity, not is it susceptable to spell resistance.

Lifesense (Ex)
The ghost may perceive the strength of its victims' lifeforces.
Prerequisitites: Shade or mightier, Cha 17+.
Benefits: The ghost notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Madness (Ex)
The ghost's obsession has driven it mad.
Benefits: Anyone targeting an ghost with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage per rank.

Malevolence (Su)
The ghost can possess its enemies.
Prerequisitites: Shade or mightier, Cha 21+.
Benefits: Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Master Sculptor (Su)
The ghost can draw on the etheral mists to form permanent ectoplasmic objects.
Prerequisites: Spirit or higher, Ectoplasmic Sculptor, Cha 21+, 15+ ranks in four or more Craft skills.
Benefits: A number of times per month equal to the ghost's rank + 1, as a standard action, the ghost can duplicate the effects of the spell true creation as a supernatural ability (caster level equal to ghost's rank), with a limit of rank x 1000 gp worth of objects per use. Object created in this way possess the ghost touch property (as a non-magical effect) and can be destroyed normally or by any method which targets ectoplasm. A ghost can only have a maximum of (rank squared x 1000) gp worth of objects created by this power simultaneously existing. If it reaches this limit and wishes to create more items, it must destroy some previously created objects.

Memories of a Burning Death (Su)
A death by fire is one of the most painful ways of dying, and many ghosts who die in such a fashion find it impossible to distangle themselves from the event, unconciously bringing the echos of their death to the present.
Prerequisites: Cha 15+
Benefit: The area within 10 foot per rank of the ghost gains the fire dominant trait. The ghost gains the fire subtype, and all creatures with the same subtype within the aura gain a bonus to Turn Resistance equal to its rank.
Note: A ghost which has taken the Chill of the Yawning Grave salient ability may not take the Memories of a Burning Death salient ability.

Necromancy Resistance (Ex)
The ghost is more independant and less easily controlled by necromantic spells from the Material Plane.
Prerequisites: Haunt or mightier, Cha 17+.
Benefit: The ghost gains a bonus equal to its rank x 2 to saves when resisting undead-specific spells such as control undead.

One Weapon, One Soul (Ex)
Ghosts who manifest weapons forged from their own spirits commonly relate to weapons as extensions of themselves, an attitude which has metaphysical implications for such beings.
Prerequisites: Terror or mightier, Cha 21+, Ectoplasmic Weapon, Spirit Weapon.
Benefit: For the purpose of all effects and feats the ghost's spirit weapons are treated as both natural and manufactured weapons. For example, this allows the ghost to deliver touch attacks via the weapon.

Rotting Touch (Su)
The ghost draws the life force from the living, leading to slow decay.
Prerequisites: Haunt or mightier, Cha 19+, Corrupting Touch.
Benefits: With a touch attack the ghost draws the life from the target, resulting in unnatural aging of 1d10 years per rank of the ghost (a Will save negates this effect).

Spell Resistance (Su)
The ghost is supernaturally resistant to spells.
Prerequisites: Shade or mightier.
Benefit: The ghost gains Spell Resitance equal to 13 + its HD.

Spirit Weapon (Su)
Some ghosts develop powerful attachments to the kind of weapons they wielded in life, inbueing a portion of their power to affect the material in the form of that weapon.
Prerequisites: Haunt or mightier, Cha 17+, Ectoplasmic Weapon, Weapon Focus (type of weapon chosen).
Benefits: The ghost may manifest a weapon of a kind they have Weapon Focus in as a standard action. This weapon has total enhancement bonuses equal to twice the ghost's rank. The ghost must create a weapon with the same enhancements every time, although it can create different kinds of weapons.

Stunning Attack (Su)
The ghost can pass fully through another creature, leaving it reeling in shock.
Prerequisites: Haunt or mightier, Cha 15+.
Benefit: A number of times per day equal to the ghost's rank +1, as a standard action, the ghost can pass fully through another creature on a successful melee touch attack. This power will stun that creature for a number of rounds equal to the ghost's rank if it fails a Fortitude save.

Telekinesis (Sp)
The ghost may move things with naught but the power of its mind.
Prerequisitites: Haunt or mightier, Cha 19+.
Benefits: The ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.

Temporally Unhinged (Ex)
When some ghosts return to the Mortal Coil, they do not re-integrate into the flow of time completely. This drives most who experience it completely insane very quickly, but some lucky few possess that mental capacity to extract insights from the confusion.
Prerequisites: Terror or greater, Int 21+, Cha 31+.
Benefit: The ghost gains an insight bonus to AC equal to its Intelligence modifer.

Touch of Death (Ex)
When the ghost passes its hand through the flesh of a living creature, it can stop their heart cold, or cause them to die of terror.
Prerequisites: Shade or mightier, Cha 23+, Corrupting Touch, Energy Drain.
Benefit: Any living creature hit by the ghost's touch attack must make a Fortitude save or die.

Transdimensional Realm (Su)
The ghost has learned to force its mastery over the Ethereal Plane onto coexistent planes at night times, turning the prime into a waking nightmare for the living.
Prerequisites: Terror or mightier, Ethereal Domain, 10 ranks in Knowledge (local).
Benefits: The ghost can use this ability to replace the area of a plane coexistent to their Ethereal Domain/Kingdom with their Ethereal Domain/Kingdom, replacing any non-sentient terrain or non-attended object with what is at the corresponding location in the Domain/Kingdom for one night. This ability can be used a number of nights per month equal to the ghost’s rank. When the night ends the normal terrain and non-sentient objects are restored, and everything is restored to its normal plane.
Special: When using this ability in combination with the Ethereal Transcendence ability, the powers granted by that ability can only be used on the coexistent plane for 1 night per rank per year.

Turn Immunity (Ex)
The ghost is immune to the divine control of clerics.
Prerequisites: Shade or mightier, Cha 19+.
Benefit: The ghost can not be rebuked, turned, controlled or destroyed by clerical turning.

Unnatural Aura (Ex)
Animals can sense the unnatural presence of the ghost and are frightened by it.
Benefit: All animals, whether wild or domesticated, including animal companions, familiars, and special mounts, can sense the ghost's presence at a distance of 15 ft. times the ghost's rank. They will not willingly approach nearer than that, and panic if forced to do so. They remain panicked as long as they are within that range.
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