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Lodwilk

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Posts posted by Lodwilk

  1.   

     



    Jorvel Jacquer

     

    barb.jpg.e6c146438973f4ff8097a98c236006f8.jpg


    Level: 1
    Class: Barbarian
    Archetype: Planning to go Wrestler
    Background: Guard
    Deity: 
    Alignment: Neutral Good

    Height: 6'8"
    Weight: 324 lbs
    Eyes: White
    Skin: Pale Blue
    Hair: Black

    Race: Human Aasimar
    Gender: Male
    Age: 23 yrs

    Abilities
    Ability | Modifier
    STR: 18 | +4
    DEX: 10 | +0
    CON: 16 | +3
    INT: 10 | +0
    WIS: 12 | +1
    CHA: 12 | +1

    Hit Points: 23
    Armor Class: 16
    Size: Medium
    Speed: 25 ft

    Perception: +6 ◆◆
    Fort Save: +8 ◆◆
    Ref Save: +3 ◆
    Will Save: +6 ◆◆

     

     

     


    Abilities


    Ancestry

     Human 

    Heritage

    Aasimar

    Background

    Guard

     

       

    Class Features

    Class Proficencies

    Rage 1 Action

    Titan Mauler (Instinct Ability)

     

     

    Free Archetype Feats

     

     

     

     


    Feats


    Skill Feats Class Feats Ancestry & General Feats

    Streetwise (Common Thread)

    Quick CoercionYou can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.

     

    Sudden Charge 2 ActionsWith a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.


     

    Celestial Eyes

    Skills 

    Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


    Acrobatics: +0
    Arcana: +0 
    Athletics: +7
     
    Crafting: +3 ◆
    Deception: +1

    Diplomacy: +1
    Intimidation: +4 ◆ 
    Lore (Warefare): +7 ◆

    Medicine: +1
    Nature: +1
    Occultism: +0

    Performance: +1
    Religion: +4 ◆
    Society: +3 ◆
    Stealth: +0
    Survival: +1
    Thievery: +0

     


    Attacks


    MELEE RANGE

    Bastard Sword, Two-Hand (d12), ◆, +7, 1d8+4 S

    Bastard Sword Rage, Two-Hand (d12) ◆, +7, 1d8+10 S

    Javelin (x4), ◆ +3, 1d6+4 P

     


    Inventory

     

    Platinum Gold   Silver Copper
    0 7   0 8

    Weapons & Armor


    Hide Armour

     

     

     

    Large Bastard Sword, Javelin x3


    Adventuring Gear


    Worn Stowed

    Backpack

     

    Bedroll, Chalk (x10), Cookware, Flint & Steel, Rations (2 wks), Rope, Soap, Torch (x5), Waterskin

     

     

     

     

    Current Bulk: 3 Encumbered: 9 Maximum:  14
  2. Thanks I had fun coming up with it, and I like the idea of a character with a very tragic backstory and tries his best to be very serious because of it, but it's just not in his nature.

    As for The Sear, honestly the only idea I had for them was that their name was a lame cooking pun. Anything else I'd leave up to you so I left it very open to DM manipulation. Figured that would make it easier to incorporate them into a published adventure path. As for what Cook believes, he sees them as an entity that came to him at his lowest moment and offered him a hand and as such trusts them. I am planning that as the adventure continues and his wisdom grows he will start to realize that yes The Sear came to help when he was at his lowest, but they also came when he was at his most emotionally vulnerable and took advantage of that. Which will start to change how he sees the situation, but for now there is 100% trust.

  3. Cook.png.7b56bc00063d2e6cd056944a310e98a0.png

    Cook - Goblin Witch

    HP: 13 | AC: 15 | Speed: 25 | Focus: 2/2 | Class DC: 17

    Perception: +7 | Fort: +4 | Ref: +5 | Will: +6

    Stats | Skills | Prepared Spells

    Conditions:

    This is a description of action.

    "This is speech."

    And this is thought.

    Actions

    Action 1:

    Action 2:

    Action 3:

     

     

  4. Background

    There once was a small, roadside inn called The Gobl Inn. It was a quaint little place run by a family of goblins known as the Clearguts, who fed and provided shelter to those traveling the more remote areas in southern Brevoy. The inns kitchen was run by the youngest member of the family Grul Cleargut, who took his role as cook extremely seriously and with a dedication to providing delicious tasting meals to their patrons. His kitchen was usually filled with the smells of delicious foods and sounds of his terrible singing, occasionally “harmonized” with by his pet raven Tickles.  

    This simple life for the Cleargut family was brought to ruin one day, by a group of bandits who had fallen on hard times and found the remote inn to be an easy target for food and supplies. The majority of the Clearguts tried to fight back the bandits and were killed for their resistance. Grul had managed to hide in a little hideaway in the attic while the bandits looted the inn for everything they could carry. When the bandits eventually left he waited a full day before leaving the attic to find his family dead, and his home completely ruined. Grul couldn’t bear to look at the building, as it was a reminder that while his family was being murdered he was curled in a ball in the attic too afraid to move even an inch. That very day he set the Gobl Inn on fire, and spent the night sleeping in the charred remains of the building. 

    As he slept he was visited by an entity who referred to themselves as The Sear who was drawn to his grief and shame and offered him a deal. The Sear believed that there was a rot in this world that was eating away at society causing needless violence the likes of which Grul had just experienced. They know of an opportunity in Restov that can lead to the seeds of a community that can stand strong against such a rot, but they need a champion to help create such a community. In exchange this champion would be gifted powers to help achieve this goal. Wooed by the idea of helping create such a community as well as the abilities to fight back against people like those bandits, Grul accepted the deal.

    In the morning Grul stood before the ruins of his family home coming to terms with the idea of how that part of his life was dead forever. He left his name with the ashes of his home, and Cook began his journey to Restov, as Tickles the raven followed overhead. 

    Appearance

    Visually, Cook is easy to miss. He is small, lanky with pale blue skin and even paler yellow eyes. He is still wearing the clothes from the attack on the Gobl Inn, though they now have more holes and tears in them from his walk to Restov. He does wear a little chefs hat that is so grease stained it’s a permanent brown now, with the top of it being nearly flattened down to his bald skull from Tickles constantly sitting on it when he’s tired.  When he first started his journey to Restov the cookware draped off his pack would clang and make all sorts of noise as he walked. Though he has since learned how to pack them so they don’t make as much noise.


    Personality

    Cook is dedicated to doing everything he can to prevent what happened to him from happening to others. As such he is very serious when it comes to anything involving protecting the weak and those too small to protect themselves. 

    Any other time though the name Grul has been buried, the man is still in there. He loves to sing, though he isn’t conventionally good at it. Having grown up in customer service he is very big on taking care of others and making sure people are comfortable.  He isn’t very religious at all but does view the process of cooking a meal as an almost religious ritual, especially if it’s a meal for others.

    Edicts:

    • Protect those who cannot protect themselves.
    • If someone is hungry, you feed them.

    Anathemas

    • Killing without reason
    • Taking advantage of the weak. 

    Questions
    1:Do you want to use the Kingdom Building Rules (and, by extension, Warfare rules), or would you prefer to have the Kingdom in the background?

    I’d like to give it a try, but if the majority of the other players don’t want to deal with it then I am fine with that

    2:Do you want to incorporate the Companion characters from the Companion Guide (characters based on the Owlcat CRPG) in any capacity?

    Yes. 

    3: Do you want to incorporate the alternate Camping rules from the Companion Guide?

    Yes I would and I am definitely not biased because I ended up making a character who’s a cook.


     

     

  5.   

     



    Cook, The Goblin Witch

     

    Cook.png.6abb893594bedfc80baf1b441fcb951f.png
     


    Level: 1
    Class: Witch
    Archetype: None
    Background: Cook
    Deity: The Sear (Patron)
    Alignment: Chaoitic Good

    Height: 3'1"
    Weight: 35 lbs
    Eyes: Yellow
    Skin: Pale Green
    Hair: Bald

    Race: Irongut Goblin
    Gender: Male
    Age: 22 yrs

    Abilities
    Ability | Modifier
    STR: 10 | +0
    DEX: 14 | +2
    CON: 12 | +1
    INT: 18 | +4
    WIS: 12 | +1
    CHA: 12 | +1

    Hit Points: 13
    Armor Class: 15
    Size: Small
    Speed: 25 ft

    Perception: +4 ◆
    Fort Save: +4 ◆
    Ref Save: +5 ◆
    Will Save: +6 ◆◆

     

     

     

    Tickles

    Tickles.png.28e29e86eea44e50fac01d0c93c83a63.png

    Skills
    Skill | Modifier
    Acrobatics | +5
    Stealth | +5

    Hit Points: 5
    Armor Class: 15
    Size: Tiny
    Speed: 25 ft, Fly 25ft

    Perception: +5
    Fort Save: +4 
    Ref Save: +5 
    Will Save: +6 

    Abilities


    FlierGain 25ft Fly speed

    DarkvisionGain Darkvision

    Share SensesOnce every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect.
     

     

     


    Abilities


    Ancestry

     Goblin 

    Heritage

    Irongut

    Background

    Cook

     

       

    Class Features

    Class ProficenciesPerception: Trained (◆)
    Saves: Fortitude: Trained (◆), Reflex: Trained (◆), Will: Expert (◆◆)
    Skills: Trained in one skill determined by your patron
    Trained in a number of additional skills equal to 3 plus your Intelligence modifier
    Attacks: Simple Weapons: Trained (◆), Unarmed Attack: Trained (◆)
    Defenses: Unarmed Defense: Trained (◆)
    Spells (Occult; Intelligence): Spell Attack Rolls : Trained (◆), Spell DC's: Trained (◆)

    PatronYou weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

    A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

    At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar. The patron themes can be found here.

    Curse PatronSpell List occult
    Patron Skill Occultism
    Hex Cantrip evil eye
    Granted Spell ray of enfeeblement

    FamiliarYour patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

    Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1stlevel spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

    Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

    Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

    If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

    Witch Spell CastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

    At 1st level, you can prepare up to two 1st-level spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

    As you increase in level as a witch, your number of spell slots and the highest level of spells you can cast from spell slots increase, as shown in Table 2–7: Witch Spells per Day.

    Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Intelligence, your spell attack rolls and spell DCs use your Intelligence modifier.

    Free Archetype Feats

     

     

     

     


    Feats


    Skill Feats Class Feats Ancestry & General Feats

    SeasonedFeat Source Awarded Feat Level 1

    Prerequisites trained in Alcohol Lore, Cooking Lore, or Crafting
    You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.
    -

     

     


     

    Goblin Song

    Skills 

    Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


    Acrobatics: +5 ◆
    Arcana: +7 ◆ 
    Athletics: +0 
    Crafting: +7 ◆
    Deception: +1

    Diplomacy: +1
    Intimidation: +4 ◆ 
    Lore (Cooking): +7 ◆

    Medicine: +4 ◆
    Nature: +1
    Occultism: +7 ◆

    Performance: +4 ◆
    Religion: +1
    Society: +4
    Stealth: +5 ◆
    Survival: +4 ◆
    Thievery: +2

     


    Attacks


    MELEE RANGE

    Staff, Two-Hand (d8), ◆, +3, 1d4 B

    Sickle, Agile, Finesse, Trip ◆, +5, 1d4 S

    Sling, Propulsive Range 50ft, ◆ +5, 1d6 B


    Witch Spell Casting

    Spell Tradition: Occult | Occult Save DC: 17 | Occult Spell Attack Modifier+7


    Cantrips Level 1 Level 2 Level 3 Level 4

    Chill TouchDetect MagicEat Fire

    Haunting Hymn; Mage Hand; Message; Needle Darts;

    Prestidigitation; Sigil; Warp Step

    Alarm; Bane; Command

    Fear; Magic Missile; Ray of Enfeeblement

    - -
    Level 5 Level 6 Level 7 Level 8 Level 9
    - - - -

    -


    Focus Spell Points

     

    Cantrips

    Evil Eye

    Spells

    Phase Familiar


    Inventory

     

    Platinum Gold   Silver Copper
    0 12   0 8

    Weapons & Armor


    Explorer's Clothing

     

     

     

    Staff, Sickle, Sling (x20 Bullets)


    Adventuring Gear


    Worn Stowed

    Backpack, Material Component Pouch,

     

    Bedroll, Chalk (x10), Cookware, Flint & Steel, Rations (3 wks), Rope, Soap, Torch (x5), Waterskin

     

     

     

     

    Current Bulk: 2 Encumbered: 5 Maximum:  10
  6.  

    Karrus of the Silent Depths

     

    image.jpeg.19684b9b3bea14cbe86f0b620716ab35.jpeg
     


    Level: 1
    Class: Ranger
    Archetype: Planning Druid
    Background: Bounty Hunter
    Deity: 
    Alignment: Lawful Neutral

    Height: 6'6"
    Weight: 286 lbs
    Eyes: Green
    Skin: Black Scaled


    Race: Lizardfolk Woodstalker
    Gender: Male
    Age: 20 yrs

     

    Abilities
    Ability | Modifier
    STR: 12 | +1
    DEX: 18 | +4
    CON: 12 | +1
    INT: 10 | +0
    WIS: 16 | +3
    CHA: 10 | +0

    Hit Points: 19
    HP/Level: 10
    Armor Class: 19
    Size: Medium
    Speed: 25 ft

    Perception: +8 ◆◆
    Fort Save: +6 ◆◆
    Ref Save: +9 ◆◆
    Will Save: +6 ◆

     

     


    Abilities


    Ancestry

    LizardfolkHit Points 8
    Size Medium
    Speed 25 Feet
    Ability Boosts Strength Wisdom, Free
    Ability Flaw Intelligence
    Languages Common, Lizardfolk. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Aquan, Boggard, Draconic, Elven, Jotun, Sylvan, Amurrun and any other languages to which you have access (such as the languages prevalent in your region).

    Heritage

    WoodstalkerYou move easily through thick forest and jungle, using every branch or bush. You can always use the Take Cover action when in forest or jungle terrain to gain cover, even if you’re not next to an obstacle you would normally be able to Take Cover behind. You gain the Terrain Stalker feat, even if you’re not trained in Stealth, and you must choose underbrush as your chosen terrain.

    Background

    Bounty HunterBringing in lawbreakers lined your pockets. Maybe you had an altruistic motive and sought to bring in criminals to make the streets safer, or maybe the coin was motivation enough. Your techniques for hunting down criminals transfer easily to the life of an adventurer.

    Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.

    You're trained in the Survival skill and the Legal Lore skill. You gain the Experienced Tracker skill feat.

    Ancestry Features

    Unarmed Attack Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits. 

    Aquatic AdaptationYour reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat.

    Class Features

     Class ProficienciesPerception: Expert (◆◆)
    Saves: Fortitude: Expert (◆◆), Reflex: Expert (◆◆), Will: Trained (◆)
    Skills: Trained in Nature and Survival., Trained in four additional skills plus Intelligence modifier,
    Attacks: Simple Weapons: Trained (◆), Martial Weapons: Trained (◆), Unarmed Attack: Trained (◆)
    Defenses: Light, Medium: Trained (◆), Unarmed Defense: Trained (◆)
    Class DC (Dex): Trained (◆)
     | Hunt Prey [One Action)Concentrate Ranger
    You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

    You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.

    You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
    Hunters EdgeYou have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter’s edge.

    Flurry: You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.

     


    Feats


    Skill Feats Class & Archetype Feats Ancestry & General Feats

    Experienced TrackerTracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.

    Terrain Stalker UnderbrushSelect one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.

    Animal CompanionYou gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions on page 214 for more information.

    Ranger: When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one.


     

    Breath ControlYou have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.
    Razor ClawsYou have honed your claws to be deadly. Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile (piercing) trait.

    Skills 

    Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


    Acrobatics: +4 
    Arcana: +0  
    Athletics: +4 ◆
    Crafting: +0 
    Deception: +0

    Diplomacy: +0
    Intimidation: +3 ◆ 
    Lore (Legal): +3 ◆

    Medicine: +6 ◆
    Nature: +6 ◆
    Occultism: +3 ◆

    Performance: +0
    Religion: +3
    Society: +0
    Stealth: +7 ◆
    Survival: +6 ◆
    Thievery: +4

     


    Attacks


    MELEE RANGE

    Razor Claws, Agile, Finesse, Versatile P ◆, +7 1d6+1 S

    Starknife, Agile, Deadly D6, Finesse, Thrown 20ft , Versatile S ◆, +7 1d4+1 S

    Starknife, Agile, Deadly D6, Finesse, Thrown 20ft , Versatile S ◆, +7 1d4 S

    Longbow, Deadly D10, Volley 30ft ◆, +7, 1d8 P

     

     


    SPELLS 

    Spell Tradition: Nature | Arcane Save DC: NA | Arcane Spell Attack ModifierNA


    Cantrips Level 1 Level 2 Level 3 Level 4

    -

     

    - - -
    Level 5 Level 6 Level 7 Level 8 Level 9
    - - - - -

     


    Inventory

     

    Platinum Gold   Silver Copper
    0 1   5 0

    Weapons & Armor


    Leather Armor

     

     

    Starknife x2

    Longbow


    Adventuring Gear


    Worn Stowed

    Adventurers Pack backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.

     

     

     

     

     

     

    Current Bulk: 4.0 Encumbered: 6.0 Maximum:  11.0

                                                                      Tresh, Young Crocodile Animal Companion



     Small Minion Animal
    Perception +4; low-light vision
    Skills Acrobatics +5, Athletics +6, Stealth +5
    Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
    Items Unarmored
    AC 15; Fort +5, Ref +5, Will +4
    HP 14
    Speed 20 feet, swim 25 feet
    Melee Jaws +6 , Damage 1d8+3 P
    Melee Tail (finesse) +6 (Finesse), Damage 1d6+3 B
    Support Benefit Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your Strike damages a creature in your crocodile's reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws Strike. If the target is smaller than the crocodile, it takes a -10-foot circumstance penalty to its Speeds and can't Fly while the crocodile is latched on.
    Additional Specials The crocodile can hold its breath for about 2 hours.

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