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  1. #1
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    The essence of D&D 3rd Edition is Choice. The Choice to customize your characters how you see fit, the Choice to choose whatever race and class combination you want, and for DMs, the Choice to tweak your gaming worlds to provide a unique experience for your players.

    It was suggested by both Rasene and Fearless Leader that since there is a level of ambiguity as to the power and history of the Chamberlain, that we provide at least two character writeups in the Atlas for this important NPC. This will give DMs a choice as to which of the rumours and legend of the Chamberlain are true.

    My submission blends the two possibilities: One that the Chamberlain is immortal, and fakes his own death every 20-30 years to return as his successor, the other that the Chamberlain only has a strong resemblance to his ancestor who fought at Deismaar.

    This Chamberlain is about 600 years old, having served as Chamberlain under the last of the Roele line. Before Michael Roele left to confront the Gorgon, he exacted an oath from the Chamberlain that in the event of his death the Chamberlain and his heirs would work to preserve the Empire until such a time as there was a strong leader to take the Iron Throne. For the last 551 years, the Chamberlain has been working behind the scenes, watching and waiting. Although it is indeed true that he has a very strong semblance to his ancestor Traderic Dosiere, who was present at Deismaar.

    The Chamberlain allows some speculation to proceed along those lines, keeping those who attempt to do him harm off-balance and continually guessing at this true identity


    Caliedhie Dosiere, Imperial Chamberlain of Anuire

    Male Anuirean Scion (Andurias) 2/Nob 12/Wiz(Diviner)16; CR 30; HD 14d8+16d4+30+3; hp 139; Init + 5 (+1 Dex, +4 Improved Initiative); Spd 30 ft; AC 20 (+2 Dex, +4, Bracers of Armour +4, Ring of Protection +4) Touch 12, Flat Footed 18; Base Atk: +22; Grp : +23; Atk +27 melee (Throneguard (Broadsword +4), +1 Str, 1d8+4, Crit 19-20 x2, slashing), Full Atk: +27/+24/+17/+14 melee; Space/Reach: 5 ft/5 ft.; SQ: Detect Lie (allows casting of Discern Lies on one subject, 1/day), Long Life (ages 1 year for every 25 that pass), Battlewise (+2 to ECL when determining the EL of a Hero unit, Allied war units receive +5 to Morale checks), Unreadable Thoughts (Su: +4 bonus to Bluff checks when opposed by a Sense Motive roll, immune to any ability or spell used to read minds), Divine Aura (Acts as a Hypnotic Pattern against non-hostile creatures and as a Fear spell against hostile creatures. This ability does not affect Blooded characters), Enhanced Sense (Detect Evil at will), Resistance (+8 to saves vs. enchantment spells and spell-like effects); AL LG; SV Fort +15, Ref +11, Will +19; Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 20 (+5), Wis 18 (+4), Cha 14 (+2); Bld 64 (+12), Andurias (Great) [Detect Lie (minor), Heightened Ability – Charisma (minor), Iron Will (minor), Long Life (major), Battlewise (major), Unreadable Thoughts (major), Divine Aura (great), Enhanced Sense (great), Resistance (great)].


    Skills: Administrate +36, Appraise +5, Balance +2, Bluff +13, Climb +1, Concentration +26, Diplomacy +29, Disguise +10, Escape Artist +2, Forgery +5, Gather Information +8, Handle Animal +7, Heal +3, Hide +2, Intimidate +15, Jump +1, Knowledge (Arcana) +25, Knowledge (History) +10, Knowledge (Nobility & Royalty) +20, Knowledge (Heartlands) +10, Knowledge (Shadow World) +8, Lead +35, Listen +3, Move Silently +2, Ride +24, Search +5, Sense motive +18, Spellcraft +29, Spot +3, Survival +3, Swim +1, Use Rope +2, Warcraft +25.

    Feats: Toughness (virtual, blood), Mounted Combat, Ride-By Attack, Spirited Charge, Improved Initiative, Leadership (virtual, class), Master Diplomat, Regent Focus (Diplomacy), Skill focus (Administrate), Magical Aptitude, Master Administrator, Scribe Scroll, Spell Focus (Divination), Battle Caster, Spell Penetration, Great Leader, Maximize Spell, Greater Spell Focus (Divination), Greater Spell Penetration, Enlarge Spell, Widen Spell, Improved Metamagic (Epic).

    Details: Leadership score: 33; Spell Focii (Divination): +2 (total) to save DCs vs. Divination spells cast; Spell Penetrations: Caster level checks at d20+34 to overcome Spell Resistance.

    Class Abilities: Favoured Regions: Heartlands (+4), Western Coast (+4), Southern Coast (+2); Wealth: 2GB/turn; Resources: 3/turn; Coordinate: +6; Battle Cry / Inspire Loyalty @ +1: 3/day, Wizard School Specialization: Divination; Banned Schools: Necromancy

    Commonly Memorized Spells: (4/6/5/5/5/5/3/3/2); Cantrips: Detect Magic (bonus), Detect Poison x2, Read Magic x2; 1st: Know Origin (bonus), Magic Missile x2, Colour Spray, Expeditious Retreat, Identify, Obscuring Mist; 2nd: Locate Object (Bonus), Detect Thoughts, See Invisibility, Touch of Idiocy, Scorching Ray, Obscure Object; 3rd Tongues (bonus), Arcane Sight, Clairaudience / Clairvoyance, Fireball, Wind Wall, Flame Arrow; 4th: Detect Scrying (bonus), Evard’s Black Tentacles, Fire Shield, Ice Storm, Greater Invisibility, Crushing Despair; 5th: Prying Eyes (bonus), Mordenkainen’s Private Sanctum, Rary’s Telepathic Bond, Wall of Force, Overland Flight, Disguise Bloodline; 6th: Legend Lore (bonus), Analyze Dweomer, Chain Lightning, Supress Bloodline; 7th: Greater Scrying (bonus), Project Image, Summon Monster VII, Greater Shadow Conjuration; 8th: Discern Location (Bonus), Polar Ray, Prismatic Wall.
    "It may be better to be a live jackal than a dead lion, but it is better still to be a live lion -- and usually easier."

    - R. A. Heinlien, from The Collected works of Lazarus Long

  2. #2
    Birthright Developer irdeggman's Avatar
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    Instead of Wiz (Diviner) I'd make him a magician. In 2nd ed there was a lot of confusion as to wheter he was a magician or awizard (along with a lot of discussion on the threads). In the BRCS we (intentionally left off the 2nd ed annotations that wizards couldn't specialize in illusion or divination to better fit with the 3.0 concepts). Depending on how the magician class ends up this could work out better to make him a magician.

    Also I'd look towards using the noble (scholer path) for him from the latest Chap 1 up for discussion. It would help keep him focused, IMO.

    Another possiblity for the Atlas is to leave the write ups extremely vague so DMs could do what they want in regards to him. Words along the lines of "rumors abound as to the true nature of the chamberlain some say he is actually Traderic Dosiere while others say he is a direct descendant of his notable ancestor."
    Duane Eggert

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    A couple of points:

    First off, with the Magician class still under discussion and facing possible revision, I did not think it wise to use what is currently published, since it is subject to change -- besides, the Ruins of Empire specifies him as a Diviner. The term Diviner means the same thing in 3 and 3.5 as it did back in the days of AD&D and 2nd Ed.: a Wizard/Magic User/Mage who specializes in Divination spells.

    Second, I did use to Noble class from the most recently sanctioned Chapter 1 document. There is no 'Scholar' path in that, or in the stand-alone document that was the 3.5 Noble, nor was there such an option in the previous version of that class in the BRCS.
    "It may be better to be a live jackal than a dead lion, but it is better still to be a live lion -- and usually easier."

    - R. A. Heinlien, from The Collected works of Lazarus Long

  4. #4
    Birthright Developer irdeggman's Avatar
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    Originally posted by Athos69@Jul 4 2004, 01:07 PM
    A couple of points:

    First off, with the Magician class still under discussion and facing possible revision, I did not think it wise to use what is currently published, since it is subject to change -- besides, the Ruins of Empire specifies him as a Diviner.* The term Diviner means the same thing in 3 and 3.5 as it did back in the days of AD&D and 2nd Ed.: a Wizard/Magic User/Mage who specializes in Divination spells.

    Second, I did use to Noble class from the most recently sanctioned Chapter 1 document.* There is no 'Scholar' path in that, or in the stand-alone document that was the 3.5 Noble, nor was there such an option in the previous version of that class in the BRCS.
    Yes but in 2nd ed (BRRB pg 12) it was also prohibited for wizards to be specialists in Illusion or Divination and that I think was where the confusion came in.

    There is no 'sanctioned' Chap 1 yet. The class section has been revised and out for comment (again) with the revised noble paths concept (seemed to go over pretty good overall) and the optional paladins as separate classes.

    Here is the link to that thread:
    http://www.birthright.net/forums/ind...showtopic=2674
    Duane Eggert

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    OK, Thanks Duane -- I didn't have that document (or at least it got lost in the shuffle).

    The only difference that the Scholar path would make is in the addition of 2 bonus feats. Saving Throws would remain unchanged.

    Skill Focus (Adminstrate) and Magical Aptitude would be added to the Feat list. (Skill Focus (Administrate) would replace Master Administrator at 7th, and Master Administrator would be the bonus feat at Noble 10th.

    I'll make the edit in the post above now.
    "It may be better to be a live jackal than a dead lion, but it is better still to be a live lion -- and usually easier."

    - R. A. Heinlien, from The Collected works of Lazarus Long

  6. #6
    Senior Member Osprey's Avatar
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    One small thing: he needs 30 ranks in Spellcraft to qualify for the Improved Metamagic epic feat. That means he should be at +37 Spellcraft, leaving you 8 ranks short of qualifying.

    Also, don't you think Sense Motive should be one of his best skills, perhaps sacrificing some of his ranks in Lead? I don't think Leadership is nearly as important a skill for him as Diplomacy and Sense Motive, which I believe should be his 2 best skills. Diplomatic juggling, and seeing through the masks of scheming regents, strike me as the essential specialties of the Imperial Chamberlain.

    Similarly, why is Administrate such a key skill for a guy who never rules a province? I agree that he should have Master Administrator to effectively manage the expenses of the Imperial City, but I'd recommend trading Skill Focus: Administrate for the Negotiator feat (+2 Diplomacy and Sense Motive), and jockeying his skills around to maximize Diplomacy and Sense Motive.

    The other key skill I'd recommend improving is Gather Information. Keeping up-to-date intelligence on the key regents of Anuire is core to the chamberlain's role in protecting the Iron Throne from unfit claimants, which he has been doing for over 500 years by your storyline. Along similar lines, it wouldn't hurt to up his Bluff somewhat, which goes well with his Unreadable Thoughts blood ability. Bluff isn't just about lying, it's also about being inscrutable, something I think the chamberlain should be extremely talented at.

    Osprey

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    All very good points and cogent arguments. Thanks for the constructive criticisms.

    One point I need to make though is that he does rule a province -- the Imperial City is in fact a province on its own.

    Considering that there are some subtle changes in the Chapter 1 document from what I had been using, I need to do a rebuild of him anyways -- looks like I have a project for this afternoon / evening in between the vacuuming, laundry, dishes and cooking... (ahh, the joys of being a live-in caretaker...)
    "It may be better to be a live jackal than a dead lion, but it is better still to be a live lion -- and usually easier."

    - R. A. Heinlien, from The Collected works of Lazarus Long

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    OK, here's Mk 2 of the Chamberlain, thanks to some good points made by Osprey and some slightly changing feats, skills and the Noble class.

    Caliedhie Dosiere, Imperial Chamberlain of Anuire

    Male Anuirean Scion (Andurias) 2/Nob(Scholar) 12/Wiz(Diviner)16; CR 30; HD 14d8+16d4+30+3; hp 139; Init + 5 (+1 Dex, +4 Improved Initiative); Spd 30 ft; AC 20 (+2 Dex, +4, Bracers of Armour +4, Ring of Protection +4) Touch 12, Flat Footed 18; Base Atk: +22; Grp : +23; Atk +27 melee (Throneguard (Broadsword +4), +1 Str, 1d8+4, Crit 19-20 x2, slashing), Full Atk: +27/+24/+17/+14 melee; Space/Reach: 5 ft/5 ft.; SQ: Detect Lie (allows casting of Discern Lies on one subject, 1/day), Long Life (ages 1 year for every 25 that pass), Battlewise (+2 to ECL when determining the EL of a Hero unit, Allied war units receive +5 to Morale checks), Unreadable Thoughts (Su: +4 bonus to Bluff checks when opposed by a Sense Motive roll, immune to any ability or spell used to read minds), Divine Aura (Acts as a Hypnotic Pattern against non-hostile creatures and as a Fear spell against hostile creatures. This ability does not affect Blooded characters), Enhanced Sense (Detect Evil at will), Resistance (+8 to saves vs. enchantment spells and spell-like effects); AL LG; SV Fort +15, Ref +11, Will +19; Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 20 (+5), Wis 18 (+4), Cha 14 (+2); Bld 64 (+12), Andurias (Great) [Detect Lie (minor), Heightened Ability – Charisma (minor), Iron Will (minor), Long Life (major), Battlewise (major), Unreadable Thoughts (major), Divine Aura (great), Enhanced Sense (great), Resistance (great)].


    Skills: Administrate +24, Appraise +5, Balance +2, Bluff +24, Climb +1, Concentration +21, Decipher Script +15, Diplomacy +37, Escape Artist +2, Forgery +5, Gather Information +26, Handle Animal +12, Heal +4, Hide +2, Intimidate +9, Jump +1, Knowledge (Arcana) +27, Knowledge (History) +10, Knowledge (Nobility & Royalty) +20, Knowledge (Nature) +27, Knowledge (Regional / Eastern Marches) +8, Knowledge (Regional / Heartlands) +8, Knowledge (Regional / Northern Marches) +8, Knowledge (Regional / Southern Coast) +8, Knowledge (Regional / Western Coast) +8, Knowledge (Shadow World) +15, Lead +31, Listen +3, Move Silently +2, Perform (Oratory) +12, Ride +9, Search +7, Sense Motive +21, Spellcraft +34, Spot +4, Survival +4, Swim +1, Use Rope +2, Warcraft +15.

    Languages Spoken: Anuirean, Basarji, Sidhe, Rjurik, Brecht, Karamhul

    Feats: Toughness (virtual), Improved Initiative, Negotiator, Master Diplomat, Master Administrator, Leadership, Regent Focus (Diplomacy), Great Leader, Invesitgator, Scribe Scroll, Spell Focus (Divination), Greater Spell Focus (Divination), Enlarge Spell, Battle Caster, Spell Penetration, Wilderness Savant, Widen Spell, Greater Spell Penetration, Master of the Arcane, Spymaster, Maximize Spell.

    Details: Leadership score: 39; Spell Focii (Divination): +2 (total) to save DCs vs. Divination spells cast; Spell Penetrations: Caster level checks at d20+34 to overcome Spell Resistance.

    Class Abilities: Favoured Regions: Heartlands (+4), Western Coast (+4), Southern Coast (+2); Resources: 1 favour or 1,300 GP 3/Domain turn; Coordinate: +6; Look of the Noble (2 round duration) / Inspire Loyalty @ +1: 2/day, Presence, Wizard School Specialization: Divination; Banned Schools: Necromancy.

    Commonly Memorized Spells: (4/6/5/5/5/5/3/3/2); Cantrips: Detect Magic (bonus), Detect Poison x2, Read Magic x2; 1st: Know Origin (bonus), Magic Missile x2, Colour Spray, Expeditious Retreat, Identify, Obscuring Mist; 2nd: Locate Object (Bonus), Detect Thoughts, See Invisibility, Touch of Idiocy, Scorching Ray, Obscure Object; 3rd Tongues (bonus), Arcane Sight, Clairaudience / Clairvoyance, Fireball, Wind Wall, Flame Arrow; 4th: Detect Scrying (bonus), Evard’s Black Tentacles, Fire Shield, Ice Storm, Greater Invisibility, Crushing Despair; 5th: Prying Eyes (bonus), Mordenkainen’s Private Sanctum, Rary’s Telepathic Bond, Wall of Force, Overland Flight, Disguise Bloodline; 6th: Legend Lore (bonus), Analyze Dweomer, Chain Lightning, Supress Bloodline; 7th: Greater Scrying (bonus), Project Image, Summon Monster VII, Greater Shadow Conjuration; 8th: Discern Location (Bonus), Polar Ray, Prismatic Wall.

    Familiar: Special ability granted to master, +8 natural armour, Int 13, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its own kind, SR 23, Scry on familiar.

    Comments?
    "It may be better to be a live jackal than a dead lion, but it is better still to be a live lion -- and usually easier."

    - R. A. Heinlien, from The Collected works of Lazarus Long

  9. #9
    Senior Member Osprey's Avatar
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    A few questions still, tho it's looking better.

    Why no epic feats? If this were your PC, would you really not take epic feats as soon as you hit 21st level?

    You have built this character, it seems, on the assumption that he is a source regent. Do you know of any actual source levels he posseses? Feats like Wilderness Savant and Master of the Arcane are definitely geared toward arcane and/or druidic source regents, yet according to Ruins of Empire he has no source holdings, and in the BoM he doesn't seem to be a member, or at least a high-ranking member, of the Royal College of Sorcerey either. Are you perhaps taking a few liberties and hoping he'll be a source regent in addition to regent of the Imperial City?

    My suggestion - drop those 2 feats, swap in a couple of epic feats (as a 30th level character, he qualifies for 4 epic feats minimum, plus bonus feats from class levels may also be epic if his total character level is 21+; this would give him a few more from wizard and noble).

    My suggestions? Epic Skill Focus: Diplomacy (giving a whopping +10 skill bonus&#33 would be a good one. Bring back Improved Metamagic as his 27th level feat, and give him the necessary 30 ranks in Spellcraft (which would put him at +37; +5 Intelligence, +2 synergy bonus from K/Arcana). Also, as a side note, 25 ranks in Spellcraft would give him a +4 synergy bonus to K/Arcana.

    Epic Spell Focus: Divination would be another epic feat I'd put in there, since he already has Greater Spell Focus. This would add a total of +4 to Divination DC's, I believe, by the 3.5 epic rules.

    Another good line of Divination-enhancing metamagic feats would be Still Spell, Silent Spell, and later (epic) Automatic Still and Silent Spells. Why? Because in a court situation, he could use his divination magics (like Detect Thoughts, Detect Magic, etc.) without moving a muscle - pretty bleedin' useful, eh?

    Finally, Epic Leadership would let him take full advantage of that whopping high Leadership score, which would be extremely useful in maintaining those expensive Imperial Legions at low maintenance values (and more of them ). Only problem here is the Charisma requirement, something I myself reduce or even ignore for soemone with a Great bloodline, but that's your call to make here.

    What to swap out? Perhaps some of the more combat-oriented metamagic feats, like Maximize and Widen Spell. Also Improved Initiative isn't all that thematic here either. Greater Spell Penetration...mmm, maybe, though useful for divinination against awshegh and enemy wizards...

    As you can see, I'm a big fan of honing the Chamberlain to be an old warrior from yesteryear, but his main (epic) focus is definitely as Chamberlain, and that role has relied on his supreme abilities as a diplomat, courtier, negotiator, and persuader. I wouldn't be at all sorry if you raised his Charisma to reflect this kind of social honing he's been practicing for some 600 years.

    Question: Did you adjust for aging penalties/bonuses to physical and mental stats? Long Life aside, he should still be hitting late middle age, right?

    Errata: Caster Level Checks for spell penetration are based on caster level, nor character level, which for him is 16th. So with Greater Spell Penetration, he would be at +20 to overcome an enemy's Spell Resistance, right?

    Finally: did you include his bonuses from Presence and Divine Aura (great) in his Charisma-based skills (+5 total bonus)? Just curious.

    OK, done grillin' ya. Keep up the good work.

    Osprey

  10. #10
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    A few questions still, tho it's looking better.
    Thanks, it's a process hammering this out, and we never expect to get it perfect the first time (or even the second, third, etc...)
    Why no epic feats? If this were your PC, would you really not take epic feats as soon as you hit 21st level?
    <embarassed look> I don&#39;t own the Epic book, and therefore my knowledge of Epic feats is limited to the smattering that is presented in the 3.5 DMG. Guess I&#39;ll be &#39;browsing&#39; at the local games store this afternoon.
    Do you know of any actual source levels he posseses?...Are you perhaps taking a few liberties and hoping he&#39;ll be a source regent in addition to regent of the Imperial City?
    No, to my knowledge, he controls no source holdings, but I also see him trying to get into a position whereby he can later serve as the Court wizard for the future Imperial House. It&#39;s a matter of him hedging his bets. Of course, with Noble (Scholar) bonus feat selection, it would have influenced him in this direction.
    My suggestion - drop those 2 feats, swap in a couple of epic feats (as a 30th level character, he qualifies for 4 epic feats minimum, plus bonus feats from class levels may also be epic if his total character level is 21+; this would give him a few more from wizard and noble).
    Many of the feats that I saw in the DMG were virtually useless to him, since they required him to be casting 9th level spells. With such a sub-stellar set to chose from, no wonder I stuck to the pretty mundane feats.
    My suggestions? Epic Skill Focus: Diplomacy (giving a whopping +10 skill bonus&#33 would be a good one...Also, as a side note, 25 ranks in Spellcraft would give him a +4 synergy bonus to K/Arcana.
    Epic Skill Focus? An additional Synergy bonus at 25 ranks? Epic Spell Focus? Epic Leadership? News to me&#33;
    What to swap out? Perhaps some of the more combat-oriented metamagic feats, like Maximize and Widen Spell. Also Improved Initiative isn&#39;t all that thematic here either. Greater Spell Penetration...mmm, maybe, though useful for divinination against awshegh and enemy wizards...
    I can see axing Imp. Init., but the combat-oriented metamagic is pretty much needed for battlecasting, something that he should be prepared to do if the IC ever becomes a target for a claimant hoping to secure his claim. Greater Spell Penetration is in the list for exactly the reasons you describe.
    Question: Did you adjust for aging penalties/bonuses to physical and mental stats? Long Life aside, he should still be hitting late middle age, right?
    No I didn&#39;t -- I wasn&#39;t sure quite how to handle it. My best guess is that his physical attributes would be as if he were middle age, and his mental as if he were venerable? Would there be any additional modifiers to the mental stats for such an unnaturally long life (considering that 600 kinda blows the table to Hades and back)?
    Errata: Caster Level Checks for spell penetration are based on caster level, nor character level, which for him is 16th. So with Greater Spell Penetration, he would be at +20 to overcome an enemy&#39;s Spell Resistance, right?
    D&#39;Oh&#33; Thanks for the catch -- guess that one slipped past me
    OK, done grillin&#39; ya. Keep up the good work.
    Thanks&#33;
    "It may be better to be a live jackal than a dead lion, but it is better still to be a live lion -- and usually easier."

    - R. A. Heinlien, from The Collected works of Lazarus Long

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