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Syd
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MessageSujet: Races   Races Icon_minitimeVen 6 Mai - 21:35

Toutes les races de bases sont présente, mais certain d'entre eux sont maintenant très rares. Les humains, halflings et les elfs après l'apocalypse ont tant bien que de mal à rechercher leur communauté, mais ce ralliement à seulement été bénéfique pour les humains. Les elfs ont vu leurs confrères et consœurs mourir de faim à leur dernier havre, tandis que les halflings ont vu leur iles se mutiler par les raz-de-marée, apportant beaucoup de leur nombre.

Les nains se sont réfugiés parmi les humains, cherchant la cité la plus nombreuse. Les orques et les gnolls se sont ralliés après un moment d'errance individuelle.

Sous cette introduction, se voit les races différemment adapté à la campagne et ne partage pas les statistiques du livre de joueurs. Voici les différentes races:

Demi-Drow
Demi-Elf
Drow Alchimique
Drow Pure
Elf du Dernier Havre
Elf de Viladis
Halfelin de la Grande Ile
Halfelin de Viladis
Homme de Solune
Homme Sauvage
Humain de Distar
Humain de Viladis
Nain des Grandes Routes
Nain de Viladis
Orc de Grolgom
Orc Sauvage


Dernière édition par Syd le Jeu 1 Mar - 21:05, édité 3 fois
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:36

Half -Drow & Half-Elf


Dernière édition par Syd le Sam 11 Aoû - 22:16, édité 1 fois
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:36

Drow (Alchimical)

Drow Traits (Ex)

These traits are in addition to the high elf traits, except where noted.

- +2 Dexterity, +2 Constitution, -2 Wisdom.
- Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision. This darkvision can also see through magical darkness. Compared to normal drow that only their iris turn red, the alchemical drows are filling, unconsciously, their eyes with a red substance that grant them this darkvision. This strange mixture can be taken from a dead drow (or from a living one... through horrible pain) to apply on owns eyes an get this darkvision for 2 hours.
- Alchemical Preservation: A potion absorbed by an alchemical drow can see his effect delayed for 24 hours. A free action is used to activate the potion absorbed this way for his normal effect. Only one potion can be delayed at a time. This ability also grant immunity to poison. Drugs and Alcools can also see their effects delayed this way.
- Alchemical resilience: All alchemical weapons deal half damage on an alchemical drow.
- Weapon Proficiency: An alchemical drow is automatically proficient with the hand crossbow, the scimetar, and the short sword.
- Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.
- Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
- Favored Class: Fighter
- Level adjustment +1.


Class features change:

Barbarian:

- Alchemical Rage: An alchemical drow barbarian don't rage like normal barbarian does. They can only rage when drinking a potion (or when activating his effect). The raging effect is then not a moral bonus, but an alchemical bonus. The raging effect make the barbarian to grow one size and give one more attack at highest base attack (does not stack with haste). At each rage increase, the alchemical drow can grow one size bigger. This effect gives immunity to size change effect and polymorph effects (except those granted by raging).


Dernière édition par Syd le Sam 11 Aoû - 22:15, édité 4 fois
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:37

Drow (Pure)

- +2 Dexterity, -2 Constitution, +2 Intelligence

- Medium size.

- Base land speed is 30 feet.

- Immunity to sleep spells and effects, and a 2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)

- Darkvision 60 feets.

- Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the crossbow, the scimetar, the short sword, Snake-Head Whip (Female), Incens Flail (Male).

- 2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

- Light Blindness

- Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.

- Favored Class: Wizard (Male), Cleric (Female)

Drow Level:

LevelBonus HDBase Attack BonusFort SaveRef SaveWill SaveSpecial
11d61020Drow Advancement
20020Spell-like ability, bonus saving throw
32d62030Drow Advancement
40030Spell Resistance 11 + Class level, Improve spell-like abilities.
53d63131Drow Advancement



Skills: (4 int) x4 for first level.

The drow's class skills (and the key ability for each skill) are
Climb (Str), Craft (Int), Hide (Dex), intimidate (Cha), Jump (Str),
Knowledge (all skills, taken individually) (Int), Listen (Wis), Move
Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival
(Wis), and Swim (Str).


Drow Advancement (Ex): At each odd level, you gain a bonus 30ft to your darkvision and 1 to your class level (this class level can stack with your sneak attack progression, fighter level for feats, acquiring new spells and caster levels.) At level 3, the drow gain 2 to Charisma, and 2 Dexterity at level 5.

Spell-Like abilities (SP): The drow may use Faerie Fire and Darkness (caster level equals drow's character level) once each per day.

Bonus Saving throws (Ex): The drow gain 2 racial bonus to all saving throws against spell and spell-like abilities.

Spell Resistance (Su): At 4th level, the drow gains spell resistance equal to 11 character level (including drow's racial level).

Improve Spell-Like abilities: A 5th level drow gains one additional daily use of each of her innate spell-like abilities, and it's DC is equal to 10 half HD Charisma Modifier.


New Weapons:

Snake-Head whip: Cost 500g, damage 1d8 (ignore creature size), Critical 19-20 X2, weight 4lb.
Special: The Snake-head whip can only make one attack, ignoring the number of attack of it's owner, but, it will make one attack of it's own for each head the whip has (1 head at first, 1 head per 5 divine caster level). The snake-head whip has an attack equal to the caster level of the divine caster his charisma modifier. The damage is 1d8 Wisdom modifier. If this special is ignored, and the cleric attack with his base attack, this weapon act like a normal whip.

Incens Flail: Cost 80g, damage 1d8, Critical x3, weight 5lb.
Special: This flail can be imbued with "Inhale Poison" and transform it into "Contact Poison" as long as it is used on this weapon. The poison stay for 1 round per rank in Craft Poison Making, or for 3 round only if the character has 5 rank in Craft Alchemy (doesnt stack togueter). If the character make a full-round attack, the poison stay in cloud form (for 1 round), infecting all adjacent area of the wearer, forcing an additional saving throw to avoid being affected. Creature that doesnt have "smell" or are immune to inhalating poison are only immune to the cloud form of this poison. Poison immuned creature are completly unaffected.


Dernière édition par Syd le Sam 15 Sep - 22:04, édité 7 fois
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:37

Elf from the Last Haven


Dernière édition par Syd le Sam 11 Aoû - 22:13, édité 2 fois
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:37

Elf from Viladis


Dernière édition par Syd le Sam 11 Aoû - 22:13, édité 2 fois
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:39

Halfling from The Great Ile

Hit Dice:
d6

The halfling from Viladis's class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Survival (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Level
6 + Int modifier.



LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpell per day
10020Athletic Prowess, Save Bonus
21030Throwing Weapon Mastery+1 level existing class
32131Ability Boost (+2 Dex)+1 level existing class
43141Fearless+1 level existing class
53141Flank and Spank+1 level existing class

Spell per day: Starting at 2nd level, an halfling from the Great Ile gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of halfling from the Great Ile to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before he became a halfling from the Great Ile, he must decide to which class he adds each level of halfling from Viladis. If a halfling from the Great Ile has no levels in a spellcasting class, this class feature has no effect.

Weapon and Armor Proficiency: Halfling from the Great Ile are proficient with all simple weapons and with light armor.

Athletic Prowess (Ex): At 1st level, a halfling from the Great Ile's racial bonus on Climb, Jump, Move Silently and Tumble checks improves to 3.

Save Bonus (Ex): A 1st-level halfling from the Great Ile's racial bonus on all saving throws increases by 1.

Throwing Weapon Mastery (Ex): At 2nd level, a halfling from the Great Ile gains a +2 bonus on damage rolls when using a thrown weapon or a sling.


Ability Boost (Ex): At 3rd level, a halfling from the Great Ile's increases his Dexterity by 2 points.

Fearless (Ex): At 4th level, the halfling from the Great Ile is entirely immune to fear. If fearless is obtained again by some other means, this ability is improved to grant +2 moral bonus to AC, Attack, Damage, Saves, skills check and ability check for the duration of the fear effect.

Flank and Spank (Ex): At 5th level, the halfling from the Great Ile are masters of sneak attacks. If a class or prestige class progression offer sneak attacks, it's progression changes to give a sneak attack at the first level of this class, and one more to each odd level there-after. The other class abilities are remained unchanged.


Dernière édition par Syd le Dim 16 Sep - 3:13, édité 3 fois
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:40

Halfling from Viladis


Hit Dice: d6

The halfling from Viladis's class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Survival (Wis), and Swim (Str).

Skill Points at Each Level
4 Int modifier.

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpell per day
10020Athletic Prowess, Save Bonus
21030Small Weapon Mastery +1 level existing class
32131Ability Boost (+2) +1 level existing class
43141Human Friendly +1 level existing class
53141Destiny Unbound +1 level existing class


Spell per day: Starting at 2nd level, an halfling from Viladis gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of halfling from Viladis to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before he became a halfling from Viladis, he must decide to which class he adds each level of halfling from Viladis. If a halfling from Viladis has no levels in a spellcasting class, this class feature has no effect.

Weapon and Armor Proficiency: Halfling from Viladis are proficient with all simple weapons and with light armor.

Athletic Prowess (Ex): At 1st level, a halfling from Viladis's racial bonus on Climb, Jump, and Move Silently checks improves to 3.

Save Bonus (Ex): A 1st-level halfling from Viladis's racial bonus on all saving throws increases by 1.

Small Weapon Mastery (Ex): At 2nd level, an halfling from Viladis increase the damage of all weapon as if they were one size higher.

Ability Boost (Ex): At 3rd level, a halfling from Viladis's increases one ability score of his choice by 2 points.

Human Friendly (Ex): At 4th level, the halfling is compensing his size for the rough living with humans. The halfling from Viladis gain 4 racial bonus to grapple and 10 racial bonus to movement speed.

Destiny Unbound (Ex): At 5th level, the halfling from Viladis can ignore all requirements to gain access to prestige class. Only one prestige class can be obtained for each 5 hit dice the character possess. This ability does not procure any changes to the prestige class. So if you pick up a prestige class that increase your spellcasting while you don't have any spells, you won't gain any benefits.


Dernière édition par Syd le Sam 15 Sep - 21:55, édité 5 fois
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:40

Men of Solune

Traits:

- Medium Creature

- Base land Speed: 30 ft.

- Warp Shape: Un homme de Solune change d'apparence le jour et la nuit. Le jour, ils sont plus grand, une peau de couleur bronze, et plus musclé. La nuit, ils sont plus élancé, la peau grisâtre-bleuté, et plus expressif. Cela affecte leur statistique où la force/dextérité, Constitution/Charisme et Intelligence/Sagesse s'interchange: Le jour, les plus haute statistique des combinaisons sont la force, la constitution et la sagesse. La nuit, c'est l'inverse. Il est possible de prendre le don "Powerful Built" pour le jour.

- Warp Mind: Si le jour les hommes de Solune sont travaillant, peu expressif et méthodique, la nuit ils devienent l'inverse, ce qui leur permet la progression dans deux classes indépendamment (Plus clairement, comme si il s'agissait de deux personnages). Il n'y a pas de pénalité d'expérience dans l'avancement des deux classes, mais tout bonus de ces classes sont perdu lorsque ce dernier n'est plus actif! (Une classe le jour et une classe pour la nuit). La classe inactive est en repos, ce qui regénère les abiletés et les sorts, mais un lanceur de sort doit quand meme médité une heure pour récupérer ses sorts perdu.

La seule variance sont les skills qui restent les mêmes le jour comme la nuit. Les class skills du jour et de nuit sont tout autant class skill dans les deux formes. Pour les points à répartir, vous prenez une des deux classes que vous désirées, et vous gardez l'avancement de cette classes uniquement (avec son modificateur d'intelligence égallement). La seule variance de jour et de nuit sont les modificateurs dans les totaux des skills individuelles.

- Niveau de Race: Les hommes de Solune sont bien plus lorsqu'ils acceptent ce qu'ils sont. Ils sont alors permi de prendre des niveaux de race "Hommes de Solune" qui leur permet de développer des abilités uniques. Mais ils perdent toutes avantage de la classe si le personnage perd foi en Jour et Nuit.

- Bonus Class Skill: Perform (one only)

- Automatic Language: Commun

- Favored Class: Any

- Religion: Solune - Jour et Nuit




Hit



Base Attack Bonus



Fort



Ref



Will



Special



Dice



Save



Save



Save











1



2



2



2



Skin of



1d12







Cosmos, +1 existing class level









1



2



2



2



+1 to all ability score










2



3



3



3



Shield of



1d12







the Sky, +1 existing class level









2



3



3



3



+1 to all ability score










3



3



3



3



Aura of



1d12







the Cicle, +1 existing class level









3



3



3



3



+1 to all ability score










4



4



4



4



Essence of the Twin Gods, +1 existing class level



1d12














4



4



4



4



+1 to all ability score










5



4



4



4



Stellar



1d12







Fury, +1 existing class level












































































Aura of the Cicle (Su): At day, regeneration equal to his current HD, only divine, holy, unholy and negative energy do lethal damage. At night, as the effect of displacement.

Essence of the Twin Gods (Ex): Once per year, you are brough back to life at Solune's altar after your death as the spell True Resurection.

Skin of Cosmos (Ex): At day, give damage reduction 5/-, and stack additionnal 5/- for each 5 HD, plus immunity to fire damage. At night, give magic/energy damage reduction 10, and stack additionnal 10 for each 5 HD, plus immunity to cold damage.

Shield of the Sky (Su): You gain 1 divine bonus to AC, and one additionnal for each 8 HD.

Stellar Fury (Su): At day, add 4d6 fire damage on each melee attack (including touch spell) or 2d6 on each range attack (including Range touch spell). If choosen to, you can make a charge up attack, making your HD/ 1d6 fire damage on a single attack causing ennemis to get pushed at 10ft, but you won't get any Stellar Fury benefits until 1d4 rounds. At night, it's the same except in cold damage and instead of pushing the ennemy, it reduce is movement speed by 10 ft for the same result your waiting time for your Stellar Fury.

Bonus to existing class level:
You can advance of one level on one special from a class (one for day, and one for night) that has a natural increments (like spell casting, Monk's flurry of blows, rogue's sneak attack, Paladin's smite damage, fighter level requirment for feats, etc.)

-------------------------------------------------------------------------

Two New Exotic weapons:

Mace of Dawn (Exotic, 1handed medium weapon): 50 gp, M 1d10, La 2d8, X3, 7lb, Piercing & Blugeonning.

Crescent Sword (Exotic, 1handed medium double weapon): 100gp, L 1d6/1d6, M 2d4/2d4, La 2d6/2d6 18-20x2, 8lb, Slashing.


Dernière édition par Syd le Sam 11 Aoû - 22:10, édité 24 fois
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:40

Human Savage


Dernière édition par Syd le Sam 11 Aoû - 22:09, édité 1 fois
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:40

Human from Distar


Dernière édition par Syd le Sam 11 Aoû - 22:13, édité 2 fois
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:40

Human from Viladis

Hit Dice: d8

The Human from Viladis can choose any ten skills as class skills. (Knowledge skills must be selected individually.)
Skill Points at 1st Level: (4 + Int modifier) x4. (Does not include the human's 4 bonus skill points at 1st level.)
Skill Points at Each Additional Level: 4 + Int modifier. (Does not include the human's bonus skill point at each level.)


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpell per day
10002Adaptive learning
21003Bonus Feat+1 level existing class
32113Ability Boost (+2)+1 level existing class
43114Knowing the trade+1 level existing class
53114Destiny Unbound+1 level existing class
Spell per day: Starting at 2nd level, a human from Viladis gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of human from Viladis to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before he became a human from Viladis, he must decide to which class he adds each level of human from Viladis. If a human from Viladis has no levels in a spellcasting class, this class feature has no effect.

Adaptive Learning (Ex): At 1st level, you can designate any one of these class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that character has levels in, both current and future. For example, if a human paragon chooses Spot as an adaptive skill, he treats Spot as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question.

Bonus Feat (Ex): At 2nd level, you gains a bonus feat. Due to the varied talents and adaptable nature of humans, this feat can be any feat for which the character is qualified (he is not restricted to a special list of bonus feats). The character must meet the prerequisites for the bonus feat normally.

Ability Boost (Ex): At 3rd level, a human from Viladis increases one ability score of his choice by 2 points.

Knowing the trade (Ex): At 4th level, the human from Viladis always concidered the highest level class to be his favored class.

Destiny Unbound (Ex): At 5th level, the human from Viladis can ignore all requirements to gain access to prestige class. Only one prestige class can be obtained for each 5 hit dice the character possess. This ability does not procure any changes to the prestige class. So if you pick up a prestige class that increase your spellcasting while you don't have any spells, you won't gain any benefits.


Dernière édition par Syd le Sam 15 Sep - 21:03, édité 7 fois
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:41

Nain des Grandes Routes


Dernière édition par Syd le Ven 6 Mai - 21:41, édité 1 fois
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:41

Nain de Viladis
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:42

Orc de Grolgom
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MessageSujet: Re: Races   Races Icon_minitimeVen 6 Mai - 21:42

Orc Sauvage
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