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Razgriz the Magister

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Razgriz the Magister Empty Razgriz the Magister

Post by Razgriz Fri Nov 18, 2016 9:53 pm

Aasimar wizard 14 (exploiter wizard archetype)/ sorcerer 1
Neutral Good medium humanoid outsider (native)
Initiative +1; Senses darkvision 60 ft Perception +14

DEFENSE

AC 12, touch 12, flat-footed 10 (+1 Dex)
hp 112
Fort +4, Ref +4, Will +9; +4 vs death effects (racial), +2 vs energy drain, negative energy, and spells or spell-like abilities of the necromancy school (racial); further +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (racial);  Add Charisma  to all Will saves instead of Wisdom (Aboleth Bloodline)
Defensive Abilities Resist negative energy 5

OFFENSE
Speed 30 ft. fly 30 ft. (average)
Melee Staff of Power +10/+5
Special Attacks Aboleth Bloodline: Slime Glob (ranged touch, 30 ft. range) 7d4+7 acid on hit, plus 7 splash (8/day)
Aboleth Bloodline: Tentacles (melee touch, 15 ft. reach) 15d6 acid damage, attack with four tentacles as full-round action (5 rounds/day, non consecutive)


TACTICS

Ability Mastery (Feat): Once per day,in the morning, Razgriz focuses his thoughts for 10 minutes on [a suit of magic armor or a wondrous item that has a transmutation spell of 2nd level or higher listed in its construction requirements and that occupies a slot on your body] (his headband of vast intelligence). At the end of the meditation, he gains a +2 enhancement bonus to one ability score of his choice (Charisma becomes 21). This benefit lasts for 24 hours (until the next morning).

(He must wear the item in order to gain this benefit; if the item is removed before this feat's benefit ends, the benefit is immediately lost and cannot be regained until 24 hours have passed since the feat's last activation. He can gain only one benefit from this feat at a time.)

Aboleth Bloodline: Razgriz has a +4 inherent bonus to Intelligence. It increases to +6 at 17th level. In addition, Animals will not attack him unless they succeed on a Will save (DC 10 + half his level +  Charisma modifier). At 11th level, the bonus to Intimidate checks increases to +4 and to +6 at 17th level.


STATISTICS

Str 12, Dex 12, Con 14, Int 28, Wis 16, Cha 21
Base Atk +10; CMB +17; CMD 28
Feats: Angelic Blood, Angel Wings, Angelic Flesh, Leadership (Score: 26; 15 from level, 5 from Charisma, 2 from Traits, 4 from Leadership feat story modifiers), Improved Familiar (faerie dragon, Skill Focus (Knowledge Arcana), Ability Mastery, Far-Roaming Familiar, Knowledge is Power, Craft Wondrous Items, Arcane Exploits: Familiar, Unfettered, Bloodline Discovery, Item Creation (Brew Potion), Natural-Born Leader (social trait), Ethical Leader (aasimar trait)
Languages Common, Celestial, Draconic, Dwarven, Elven, Gnome, Halfling, Aboleth, Abyssal, Aquan, Terran, Auran, Ignan, Giant, Goblin, Infernal, Sylvan, Tengu, Undercommon, Necril, Aklo, Orc, Treant, Dark Folk, Gnoll, Sphinx
Skills Knowledges (Dungeoneering, Engineering, Geography, Local, Nature, Nobility, Planes, Religion) +22, Knowledge (History) +24, Knowledge (arcana) +28, Linguistics +27, Appraise +17, Spellcraft +17, Intimidate +14 Diplomacy +13, Fly +10, Perception +10
(10 skill ranks in all knowledges, 15 in Linguistics, 5 in Appraise, 5 in Spellcraft, 5 in Intimidate, 5 in Diplomacy, 6 in Fly, 7 in Perception)


Last edited by Razgriz on Sat Nov 26, 2016 6:27 pm; edited 4 times in total
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Razgriz the Magister Empty Spellcasting

Post by Razgriz Sun Nov 20, 2016 7:12 pm

Razgriz is extremely protective of his arcane knowledge, and has come up with several layers of defense on his spell book.
Details on the nature of spells on his (non-combat) spell book below:

Spellbook of Razgriz:
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Razgriz the Magister Empty "The Eyes of Razgriz": Puck, the Faerie Dragon

Post by Razgriz Wed Nov 23, 2016 5:07 pm

Razgriz the Magister Faerie10

CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8

DEFENSE

AC 26, touch 24, flat-footed 22 (+3 Dex, +1 dodge, +10 natural, +2 size)
hp 22
Fort +4, Ref +6, Will +5
Immune paralysis, sleep; SR 20

OFFENSE

Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +4 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)

3/day greater invisibility (self only)

Spells Known (CL 3rd; concentration +6)

1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close

STATISTICS

Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge
Skills Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.

SPECIAL ABILITIES

Breath Weapon (Su)

5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. Puck can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.

Spells

Puck casts spells as a 3rd-level sorcerer.


FAMILIAR ABILITIES

Alertness (Ex): While Puck is within Razgriz's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Puck takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: Razgriz may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. He may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): Razgriz has an empathic link with Puck to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su):Puck can deliver touch spells for Razgriz. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): Puck and his master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Other Dragons (Ex): Puck can communicate with animals of approximately the same kind as itself (including dire varieties): Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance (Ex): Puck gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar (Sp): Razgriz may scry on his familiar (as if casting the scrying spell) once per day.


ABOUT FAERIE DRAGONS

Related to pseudodragons, faerie dragons are whimsical, playful pranksters that spend most of their time either relaxing in cool forest glades or engaged in some sort of prank. Although such mischief is usually spontaneous, some faerie dragons have been known to spend months or even years in preparation of one truly spectacular joke. Travelers making their way through lands known to be inhabited by these good-natured - but sometimes annoying - tricksters are advised to keep up their guard lest they face all manner of creative annoyances (horses painted with berry juice, squirrels placed inside bedrolls, and clothing decorating high branches being a few examples).

Unlike true dragons, faerie dragons do not grow larger with age, but their scales do change color, starting with red and moving through the rainbow to reach dark violet at old age. Faerie dragons grow in power as spellcasters as they age (typically gaining levels in sorcerer), learning more powerful spells to complement their innate abilities. The spells of faerie dragons tend to focus on tools that can be used to create or enhance pranks, and illusion and enchantment spells are particularly popular.

Faerie dragons avoid combat unless there is no other option. If forced to fight, faerie dragons attempt to confound enemies rather than kill them, using both spells and breath weapon to weaken and scatter foes before fleeing. The only exception to this is when a faerie dragon's clan or allies are in danger. As capricious as these tiny dragons can be, many prove quick to bond with goodly creatures, especially fey and others they find interesting or hilarious - adventurers often fall into this latter camp, particularly those most outraged by a faerie dragon's tricks.
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Razgriz the Magister Empty Re: Razgriz the Magister

Post by Johan Berg Fri Nov 25, 2016 1:20 am

"I like Puck, my wolf looks up on me, my cat looks down on me, Puck treats me as equal" - Johan Berg, on Puck
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Razgriz the Magister Empty "The Right Hand of Razgriz": Assistant Royal Enforcer Jacques Baür

Post by Razgriz Sat Nov 26, 2016 4:12 pm

Razgriz the Magister 250px-10

Human Fighter 6
NG Medium humanoid (human)
Init +5 ; Senses Perception +5

DEFENSE

AC 22, touch 10, flat-footed 21 (+9 armor, +1 Dex, +2 shield)
hp 54
Fort +7, Ref +2, Will +2; +2 Will save vs. fear effects

OFFENSE

Speed 20 ft.
Melee  [A Glowing, Magical Weapon] +10/+5 (1d8+4/19–20)
Ranged mwk light crossbow +7 (1d8+1/19–20)

STATISTICS

Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Base Atk +6; CMB +9; CMD 20
Feats Skill Focus (gardening), Improved Initiative, Shield Focus, Cleave, Great Cleave, Improved Bull Rush, Shield Master, Weapon Training (blades, heavy), Great Fortitude
Skills Intimidate +6, Perception +5, Profession (gardener) +12
Languages Common
Combat Gear [A Glowing, Magical Weapon], Full plate, potion of cure light wounds x3, potion of owl's wisdom, gardener's tools, magnifying lens

DESCRIPTION

Jacques Baür is Gutenbeere's Assistant Royal Enforcer, second only to Jon Weak. While Jon handles the more important matters that require a Royal Enforcer's presence, Jacques tends to the lighter, day-to-day operations and management of the citizens' complaints. He doesn't seem to mind not being at the top of the food chain, however. The Assistant Enforcer frequently spars with the city's militia youth, training the recruits to defend themselves against a wide variety of weapons using his magical, shape-shifting sword (stories of how he acquired this prized artifact vary wildly). Jacques is tending to his garden during his off days, at the behest of his unofficial employer and mentor, Razgriz, and more often than not is spotted visiting the Magistrate's tower for light-hearted conversation over goodberry tea, a habit that makes him the envy of Gutenbeere's nobility and arcane scholars.
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Razgriz the Magister Empty The REAL "Right hand of Razgriz": Aetherblade

Post by Razgriz Sun Nov 27, 2016 5:51 pm

Razgriz the Magister Pzo85010

The population of Gutenbeere are well-acquainted with the city's officials, especially the Royal Enforcer's entourage, who they encounter frequently during their patrols around the city's streets. The most eye-catching member of these patrols is Jacques Baür largely due to the magic sword he is seen carrying around in his sheath. Jacques Baür is also known as the Right Hand of Razgriz, the person the Magister sends when confronted with a personal problem that needs his intervention. However, nobody, not even the higher-ranked nobles except the Triumverate themselves knows that Jacques' status as the Magister's favorite is just a pretense, a decoy to mask and protect Razgriz's real enforcer; the magic sword that Jacques carries around.

Long ago, a magic item was created in an old, powerful forge. His original maker put so much effort in this creation, it was said he looked 30 years older when it was finished, due to the amount of exhaustion he suffered. The item was infused with powerful magics that laid dormant in the ancient forge, triggered by its craftsman's will to create something astounding.

Not long after, it was bought by a rich, arrogant noble who wished to show off his purchase, lying about how he retrieved it from a slain monster. The noble, however, was ridiculed himself in front of his peers when he realized while he was showing off his newly bought item, that his clothes had been soiled.

Believing the item was cursed, he gifted it to an apprentice wizard who wished to use the item to overthrow his kind and powerful mentor. On the final days of his planning, however, he was absolutely unable to get a peaceful night's rest, and could not muster the concentration to properly prepare his foul spells. He was defeated and kicked out of the mage's tower.

The would-be master threw away the item in a fit of anger. It was then picked up by a lowlife who believed his discovery was an answer from the gods, that he could finally commit burglaries and get away with it. During his first nightly break-in, however, the owner of the shop he was attempting to rob suddenly woke up and confronted him with a musket.

Many such events transpired, but one thing was always a constant. Those who ended up owning the item were caught flat-footed during their misdeeds. They all falsely believed the item they had come across was cursed, but the real reason was  something else entirely. In truth, the item had an intelligence and moral compass of its own. It tricked its owners into failing; it soiled the clothes of the merchant using trickery; it burdened the usurper wizard apprentice with nights of magical restlessness; it woke up the shopkeeper with a simple spell. Amused by its success, the item continued to undermine immoral owners. Soon it developed an ego of its own too; it began to believe humans as stupid and decided to abandon them to their own devices.

It was eventually found by Razgriz in a dragon's hoard, acting as king of the other intelligent magic items. Only Razgriz was able to come close to it, as the others were attacked by the item's bodyguards. Intrigued by the aasimar's willpower, the item decided to feign interest and after a while play a prank on the wizard and abandon him to put him to shame. Its plan went south. Many times it tried to trick the old wizard, and every time its attempts were foiled. The item began to feel impressed, since it thought it was the only clever being in existence, after leaving so many humans dumbfounded. Razgriz proposed an alliance; that they worked together to subvert the world's wrongdoings and put an end to crooks of all shorts, be they noble, arcane or simple rogues.

Razgriz gave the item a name: Aetherblade. It is not a blade necessarily, but that is its preferred shape. It can shapeshift into anything close to a blade's size; a weapon, a magic crystal or a set of thieves' tools.

The item believes itself to be superior to anyone but Razgriz himself; it might mock other users, berate them for their lack of intelligence or play pranks on them to prove its point that they are easily made fools. Jacques is a frequent victim of such pranks, mostly in private, since the sword shares Razgriz's idea that it can be a spy of sorts under the guise of a simple +1 glowing sword.



Aetherblade

NG Tiny item
Senses; 120 ft. ; darkvision

DEFENSE

hardness 12 hp 30 (sword; hardness and hp varies by shape)
Fort, Ref, Will = equal to owner's

OFFENSE

Special: Aetherblade can shapechange into any one-handed weapon or tool it wants, taking whatever shape is appropriate to the situation.

STATISTICS

Int 20, Wis 14, Cha 14
Languages Common, Celestial, Draconic, Elvish, Dwarvish, Gnomish

Special Abilities:
-Telepathy (Su): Communicate with wielder telepathically, regardless of its known languages. The wielder must be touching the item to communicate in this way.
-Senses: Senses allow an intelligent magic item to see and hear out to the listed distance.
-Read Languages (Ex): Can read script in any language, regardless of its known languages.
Read Magic (Sp): An intelligent magic item with this ability can read magical writings and scrolls as if through read magic. This ability does not allow the magic item to activate scrolls or other items. An intelligent magic item can suppress and resume this ability as a free action.
-Can cast these 0-level spells at will: Restlessness, Prestidigitation, Awaken
-Can cast Goodberry 1/day
-Can cast Lifebond 1/day
-Can change shape into another form of the same size.
-Wielder of the item can add their Intelligence to any attack or damage rolls made when attacking.

In addition to these, Aetherblade has a number of abilities shared with its actual owner, Razgriz:

-Aetherblade never attempts to take control of Razgriz. Razgriz can enhance and improve Aetherblade's magical abilities as if possessing the appropriate item creation feat for creating an item of its type. (Improving existing magic items.)

-Cohort Item Advancements: Over time, a cohort item becomes more tightly bound to the character it serves. Each time the character gains a level, her item cohort gains an item advancement. When a character first completes her bond, if her character level is greater than 7th, her item cohort instantly gains an item advancement for every level above 7th. The character can select each item advancement up to 5 times, and their effects increase as outlined for each ability.

If an item cohort is separated from the character it serves for a number of days exceeding the character's Leadership score, it loses these item advancements until the character spends 24 hours re-bonding with the item.

Called: The item gains the called magical weapon special ability. This functions identically for an item of any kind, not just weapons. Range: Anywhere on the same plane.
Empathic: The item establishes a permanent empathic link with its owner as the familiar ability of the same name. Current: Permanent telepathic bond + ability to scry on item, as per the scry on familiar ability.


Last edited by Razgriz on Wed Dec 21, 2016 6:02 pm; edited 1 time in total
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Razgriz the Magister Empty "Tha Razgriz Corps": Green Thumb Disciples

Post by Razgriz Wed Nov 30, 2016 8:53 pm

The Magister of Gutenbeere, in spite of his suspicious ways and otherwordly appearance, has a surprisingly noble and base human goal: to develop means to mass-produce a miraculous and magical sustenance named "goodberry" and to make it available to the wide world. The origins of how he came up with such a dream are known only to his closest friends, but he has come far in ways of accomplishing it. His dream is such that he has even attracted others who'd share in his vision and would wish to accompany him and help him in any way they can. They call themselves the "Green Thumb Disciples" and they come from all walks of life; some human, others gnome or elf, the one thing they share is their affinity for the art of gardening and preservation of flora.

Rank 1: Growers, numbered 135
Razgriz the Magister Green-11
The bulk of the Green Thumb Disciples, however their work is the most important one: To ensure that the planted crops grow healthy and strong. Most of these folk have their own personalities, abilities and strengths/weaknesses, they are primarily fighters, druids or monks but they all share the following abilities and feats:
-Profession (Gardening)
-Skill Focus (Profession: Gardening)
-Trait: Mentored
-Trait: Simple Disciple


Rank 2: Greenfingers, numbered 13
Razgriz the Magister Maxres11
These accomplished horticulturists have 10 Growers each under their supervision, ensuring that they are provided with everything they need and helping them in their tasks. They also are entrusted with the care of the special Goodberry shrubberies, from which Razgriz takes samples for his experiments. Almost all of the Greenfingers are druids (with the exception of Drognar, a half-orc who somehow manages to compete toe-to-toe with Nature's casters without having any special magical abilities) who can cast Goodberry, are trained in Profession: Gardening and know several orisons (cantrips) that help them in their art.

Notable orisons:
Blossom
Alleviate
Detect Poison
Purify Food and Drink


Rank 3: Reapers, numbered 7
Razgriz the Magister Alan-g10
The "Seven Reapers of Razgriz" are the military aspect of his Green Thumb Disciples. These no-nonsense battle-hardened veterans might not have the talent of gardening but they share in the others' dream insofar that they choose to protect them from harm while they realize their ambitions, for many are the misfits who see opportunity in exploiting the honest gardeners. When a Grower is bullied by an insensitive, rude citizen, the miscreant soon faces the scorn of a Reaper.
Reapers do not possess the feats shared by the Growers or Greenfingers, but what they lack in agronomy, they make up for in sheer destructive power.
Reapers consist of 7 level-3 characters:

-3 druids who can each cast a destructive level 2 spell:
Aggressive Thundercloud
Summon Nature's Ally
Frostfield

-2 rangers, one melee-focused and one range-focused
-1 paladin of Silvanus
-1 half-orc barbarian (Drognar's mean-tempered sister)

Rank 4: "The Four Seasons", numbered 4
Razgriz the Magister 4_seas11
Stories of how exactly Razgriz managed to convince four hedge witches to join his cause are numerous and vary from unrealistic to downright fanfiction. What is evident is that each of these represent a season, and during that season she appears mysteriously to aid the Green Thumb Disciples, only to vanish as soon as the next season's heralding animal appears.
The 'Four Seasons' are actually four level-4 witches. Details are at this moment unknown, as their abilities have not been documented yet by any of Gutenbeere's scribes.


Rank 5: "?", numbered 3(?)
The mansion's attendants have spotted three more figures residing in the Magister's private sanctum. Their faces were obscured by the shadows of the spell, however, so details are not known at the moment. Rumors of their exact nature pop up from time to time, though, always with a hint of exaggeration, pessimism and paranoia.
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Razgriz the Magister Empty Re: Razgriz the Magister

Post by Johan Berg Sun Dec 25, 2016 4:13 pm

Razgriz the Magister Lyssa310
Silver "Silvi" Grenning, "Arcane genius"

She is studying the ways of gentlemanly magic, from the foremost master of the arcane arts, in the entire continent.

The most enthusiastic apprentice to Razgriz, unique in her understanding of magic and the raw untaped potential and ability she posses on it.

Can cast spells directly from spell book, spells she casts are more than double the strength of other spellcasters, willing to learn any spell from any teacher, she always craves more knowledge.

The only disadvantage she has is her unending thirst for understanding more arcane mysteries, that Master Razgriz has warned her about many times.

Lvl 4 Arcanist(Collegiate Initiate)

Human|Innotvative variant(+2 arcana, +2 spellcraft, +2 all cha checks o persuade for the advancement of science and knowledge) |Powerful Magic variant(+2 to overcome spell resistance)
female |Neutral Good |height 197 cm. |weight 73 kg. |Age 19 |Deity:--

HP 19, AC 11, touch 11, flat-footed 10
Fort +2, Ref +2, Will +4; speed 30 ft;
Initiative +1; BaB +2
Quarterstaff +1 (dmg 1d8-1)

STR 8, DEX 13, CON 12, INT 18, WIS 10, CHA 14

Appraise +11
Craft(Alchemy) +11
Knowledge(Arcana) +13
Knowledge(Nature) +11
Profession(Alchemist) +7
Spellcraft +13

Traits |Cross-Disciplined(1/day +1 caster level on 1 spell) |Inspired by greatness (a signature spell +1 caster level) |Gifted Adept (a signature spell +1 caster level) |Precosious Spellcaster (1 lvl 0 spell, and 1 lvl 1 spell are cast at +1 caster level) |Signature spell (a signature spell +1 caster level) |Magical Lineage (a signature spell, gets a -1 adjusted level after metamagic manipulation)

Feats |Mage's Tatoo +1 caster level (Evoc) |Spell Focus +1 DC (Evoc) |Spell Penetration +2 versus spell ressistance |Intensified Spell Increases number of dmg dice in spell by +5

Collegiate Initiate abilities:

Spells Known (Spell book & Mind) a number of lvl 0, 1 and2 spells, and whatever Master Razgriz teaches, she thirsts for knowledge

Spells prepared:

Arcanist Abilities:

Spell Slots per day

Arcane Reservoire 7/7

lvl 0 unlimited
lvl 1 5/5
lvl 2 3/3

Numbers:
versus spell resistance +8 (+9 if expends reservoire)
DC 14 +spell lvl (+1 if Evoc) (+1 if expends reservoire)
Caster level (+1 1/day) (+1 Detect Magic) (+2 Burning Hands) (+1 Evocation) (+1 if expends reservoire)

attacks:
Burning Hands (7d4) (+1d4 1/day) (+1d4 expends reservoire)
Burning Arc (5d6 1st target, 2d6 2nd)/(6d6 1st target, 3d6 2nd, 1d6 3rd 1/day)/(6d6 1st target, 3d6 2nd, 1d6 3rd if expends reservoire)/(6d6 1st target, 3d6 2nd, 1d6 3rd if expends reservoire)
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Razgriz the Magister Empty Re: Razgriz the Magister

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