2023.12.14 06:06 Isopod-Severe Amiri vs Armag statistically guaranteed win, unfair viable
2023.11.14 16:28 Worth-Community-9651 underrated
submitted by Worth-Community-9651 to summrs [link] [comments] |
2023.09.15 06:07 DropWatcher Drop Watch: September 15th, 2023
2023.05.31 13:19 OkMarionberry2967 PF: KM My verdict about unfair difficulty (and rant)
2023.05.21 13:49 JCDgame KINGMAKER: UNFAIR Inquisitor
Finally, I have been Forged in Blood. My Unfair Inquisitor playthrough finally came to an end, defeating the Lantern King and sending him packing with his tail between his legs. What an incredible ride. 128 hours in total. submitted by JCDgame to Pathfinder_Kingmaker [link] [comments] I played a run several years ago with a Thundercaller Bard that sadly bugged out and could not be saved. I made it to right after Armag in that run. Since then I haven't touched the game. I have dropped almost 1000 hours in WOTR, so I figured I would go back and give this another go. To me, this game stands proudly near the top in class of CRPGs I have ever played. Right up in the upper layer with WOTR and POE and Wasteland 3. Sure it is not perfect, but hey, it is an incredible experience. The game runs well and I experienced no problems or issues that couldn't be resolved with a restart. The performance slowed down at times to a crawl (Tenebrous Depths especially) but for the most part it was fantastic. I loved the Kingdom Management, so much better than the crusade in WOTR. Feels more meaningful. Companions were excellent, story was less end of the world epic doom compared to WOTR, and the exploration of going to different maps and just looking around was top notch. I wouldn't say it is a better game than WOTR, but it does have a unique vibe to it that I loved. For those of you who like builds and analyzing them, here is Ratix, Inquisitor of Erastil. Probably not fully optimized and I could have squeezed more out of him, but from Chapter 2 onwards, he was a wrecking ball of PAIN. Bane Weapon is a great ability. Inquisitors get so much and give up so little. Great spells, buffs, damage, utility. The game is the hardest in chapter 1 on Unfair, and then it gets easier, to the point where I could just buff up charge and then not touch my mouse or keyboard they would take care of everything (a couple fights notwithstanding). No cheese strategies needed for this monster. Buff up and smack 'em with a big stick. https://preview.redd.it/vb9m7txf861b1.jpg?width=2560&format=pjpg&auto=webp&s=95298e34aba3822e90f15b2f445c2024db09bce7 https://preview.redd.it/dxxcvp4ma61b1.jpg?width=2560&format=pjpg&auto=webp&s=77465f0a60f62fc04374541885f0c2ec48b3660a Human, Lawful Good Inquisitor Sacred Huntsmaster Diety: Erastil Alignment: Lawful Good Domain: Community STR - 17 DEX - 12 CON - 12 INT - 8 WIS - 16 CHA - 10 LEVEL by LEVEL 1: Power Attack, Cleave 2: 3: Weapon Proficiency Fauchard, shake it off 4: +STR 5: Cleaving Finish, FE Humans 6: Outflank 7: Weapon Focus Fauchard 8: +STR, Guarded Hearth 9: Blind Fight, Back to Back 10: FE Fey x2 11: Improved Critical Fauchard 12: +STR, precise strike 13: Dazzling Display 14: 15: shatter defenses, coordinated maneuvers, FE Magical Beast, FE Fey 16: +STR 17: Improved Blind Fight 18: Coordinated Defense 19: Improved Initiative 20: + STR, FE Outsiders, FE Fey https://preview.redd.it/elo058nu861b1.jpg?width=2560&format=pjpg&auto=webp&s=f0cb02251537ccdd296b14a75a194447b2e1829b Key Spells: Divine Favor, True Strike, Stunning Barrier, Effortless Armor, Magical Vestment, Crusaders Edge, Death Ward, Greater Invis, Righteous Might, Divine Power, Heroism, Delay Poison Communal, Remove Fear, True Seeing, Blade Barrier, Resounding Blow (this stacks with Inquisitors Bane and is amazing), COMPANIONS (happy to share builds if you ask) This is the main team I rolled with for most of the game. I took along others when the story called for it. Linzi came to Pitax, Amiri came to Armag, I got a Paladin Merc to help me take down the Spawn of Rovagug (Fun Fact: MOJ makes that fight easy), but this was my main crew. Ernie: My Leopard beast. A little dragon this guy was. AC over 70 endgame, pounce, multiple attacks. Not as powerful as Okbo, but a better tank. Ernie, 76 AC Ekundayo: Ranger 20. An absolute beast. WOTR companions were good, but there were no ridiculously overpowered and broken companions in the game. I blame Ekundayo for that. Okbo: One of my two main tanks. Incredible AC and many attacks a round with respectable damage. Nok Nok: Knife Master 10 Slayer 10. Once you learn how to use him, carefully positioning him after your main tanks engage, he flanks from the side, the damage is just ridiculous. My little buddy. In the end, it was him who landed the finishing blow on the Lantern King. What a HERO. Octavia: Arcane Trickster 10, Wizard 9, Rogue 1. Ray blaster, specializing in Disintegration at first, but eventually Chain Lightning was her bread and butter. I prefer AOE damage to single target, especially with late game large mobs. Arcane buffs are great. Metamagic everything up and down. In the end she had an endless amount of Chain Lighting casts per rest. Tristian: Cleric 20. The fire lord of death. Give him the grandmaster rod, and watch the screen be deleted under his Fire Storms. That and Leviathans Robe and some other rods ad he Maximized all day long. Even his Flame Strikes do over 100 damage a head. Plus Mass Heals? Touch of Good? Unholy Aura? Jubilost: Alchemists are the best buffers in the game. Transformation, Haste, Shield, Barkskin, Echolocation, Thorn Body. Oh yeah, he throws bombs too, and his Intelligence score is over 35 end game. Holy Bombs, Force Bombs, Acid, Fire, Blinding. The guy has everything. Sure if someone looks at him funny he is dead, but that is what raise dead scrolls are for. |
2023.04.19 13:14 lazy_human5040 Optimizing chaotic party (lvl7)
2022.12.28 20:49 Lilmachinima1 Albums expected to drop in 2023
submitted by Lilmachinima1 to GoodAssSub [link] [comments] |
2022.06.29 02:48 RoundOk6995 Arcane Archer: A Sylvan Sorcerer Build
Alrighty guys, been playing around with the build and spent some time optimizing it, and overall, I am happy with the results. I realize a few people may be using the build as I originally presented it, so I saved the feat and spell progression for the original build down in the comments. submitted by RoundOk6995 to kingmakerbuilds [link] [comments] For those reading this build for the first time, yes, there are numerous different ways to optimize and use an archer build with an arcane feel. My main objective here is to stay within the framework of a Sylvan Sorcerer, and have a somewhat Arcane-ish Archer feel. If you aren't into a single class build that utilizes summons, some control, some Shatter Defenses abuse and the Transformation spell with a bad arse bow to top things off...then you may want to look elsewhere... Original image credited to here: https://nami-i.artstation.com/projects/VZzvg As is, for the retooling of my build, I sat down and considered how I could better utilize some of what the Sylvan Sorcerer brings to the table. Namely, the summons they gain, and of course, their Animal Companion. So the way this now plays, you will buff up, do your summons, handle some crowd control, then hit your Transformation spell and snipe away. Going based off of recommendations, we have quite a few changes in feats and in stats. The overall end product is a pretty survivable build that has plenty of meat shields flooding the field of battle, and it abuses Shatter Defenses as much as possible. So let's get into it... RACE: I went with Elf. The free proficiency with the longbow and +2 to Dex are nice, and everything else they get is just icing on the cake. Now don't get me wrong, there are other races that most guides will tell you make for a better sorcerer...Gnomes, Aasimar and Tieflings have innate Cha bonuses. We also have Humans, Half-Orcs and Half-Elves who can choose their +2 stat modifier. The main issue we run into is that excluding Humans, who have a free bonus feat, you will have to dip into feats to use a longbow, or take a level in another class to gain access to it. Regardless of what you choose, I am running the rest of this as per my current character. So Elf it is... CLASS: I went with the Sylvan Sorcerer. It gives you some good bonus spells for crowd control and summoning (as well as Greater Invisibility aka Fleeting Glance), and the animal companion is an awesome source of DPS...plus it also helps to keep the bad guys off of you and makes for a great frontline tank. I went with Smilodon for my animal companion, as it is one of the better choices for pure damage, and it just looks cool. If I were to choose something else, maybe a wolf. They have a decent attack progression and trip, which is always useful. There are other worthy choices to be sure, so look them over, and pick what you think works best. If you mess up, you can always visit Anoriel for a respec... STATS: Str 14 Dex 17 (one stat increase to bring up to 18) Con 8 Int 12 Cha 17 (rest of the stat increases go here) Wis 10 I opted to up the Str and Dex, went with a lower initial Cha, and of course lowered Int and kept Con at 8. Seems to be a nice little balance between the stats, and with gear and buffs, it works out well. This setup nets me a nice attack bonus, damage bonus and defense numbers. Feats: Level 1: Spell Focus (Conjuration), Metamagic: Extend Spell Level 3: Weapon Focus Longbow Level 5: Augment Summoning Level 7: Dazzling Display, Point Blank Shot (Sorcerer Bonus feat) Level 9: Superior Summoning Level 11: Rapid Shot Level 13: Shatter Defenses, Precise Shot (Sorcerer Bonus Feat) Level 15: Deadly Aim Level 17: Arcane Strike Level 19: Manyshot, Metamagic: Quicken Spell (Sorcerer Bonus Feat) Alrighty...the feat landscape has certainly changed from the original build. Spell Focus (Conjuration) is needed for your summoning line of feats. Augment Summoning adds a nice +4 to Str and Con for your summoned creatures. Superior Summoning adds an additional summoned creature to your spells that summon multiple creatures...the more meat shields on the field, the better. Your metamagic feat choices are Extend Spell...because the longer your summons and buffs last, the better off you will be. And you also have Quicken Spell, to allow you to quickly get out your summons and control type spells. The bow feats are pretty self explanatory, although, a quick note on Deadly Aim. This one will give you a bonus to your damage at the cost of some of your attack bonus. If you find yourself in need of a slight bump in your attack bonus, turn off Deadly Aim, though it will cost you some damage. Arcane Strike...the game itself will list this as a poor choice for Sorcerers. That said, you end up with a +5 bonus to damage at level 20, which stacks with your other damage bonuses. Worth it in my opinion, especially considering your primary source of damage after your summons is your bow. Finally, Dazzling Display is a prerequisite for Shatter Defenses. Pretty useful for a demoralizing effect on your foes, but honestly, what we really care about here is Shatter Defenses. Any foe that is shaken, frightened or panicked, and you manage to hit them, they are treated as flat-footed to your attacks until their next turn. This is pretty darn important, as your foes will lose their dexterity bonus to their AC. Considering for one foe in particular it can take them down from an AC of 51 to a flat-footed defense of 38...that's pretty huge. You will probably want to run with a bard using Dirge of Doom or a cleric using Archon's Aura...or maybe both....but build your party around this, and use and abuse it for all it is worth. SKILLS: Playing through the game, Knowledge (Arcana), Persuasion, Lore (Nature) and Perception have been the most absolutely useful skills. Perception is not a class skill, and if you have a party member with a high perception, you can probably skip putting points there. For me, the order of importance class skill wise goes:
SPELLS: Alright, this is where some important choices have to be made. Next to each buff spell, I added a little note... "Self Buff" is a buff for the main character alone. "Separate Cast" is a spell that works for both the main character and the animal companion, but it has to be cast on each individually. "Self for Both" is a spell that can be cast on the main character, but your animal companion gains the benefit of it, without needing a separate casting. "Bonus Spell" is a bonus spell gained for being a Sylvan Sorcerer. "Buff Pet" is a buff for your animal companion alone. And finally, spells with an asterisk (*) beside them, you can respec out of later when you gain the "greater" version of the spell. I put my spell choice in parenthesis next to these spells, and while helpful on the control front, if you want more damage spells or summon spells, then get what you will. So let's look at what I did... Lvl 1: Hurricane Bow (Self Buff), Mage Armor (Separate Cast), Shield (Self Buff), Stunning Barrier (Self Buff), Expeditious Retreat (Self Buff), Entangle (Bonus Spell) Lvl 2: Sense Vitals (Self Buff), Cat's Grace (Separate Cast), Bull's Strength (Separate Cast), Bear's Endurance/Eagle's Splendor (Separate Cast), Mirror Image (Self Buff), Hideous Laughter (Bonus Spell) Lvl 3: Haste (Self for Both), Heroism* (Separate Cast; respec to Spiked Pit), Displacement (Separate Cast), Slow, Deep Slumber (Bonus Spell) Lvl 4: Stoneskin (Separate Cast), Greater Invisibility (Separate Cast), Dimension Door, Obsidian Flow (or control spell of choice), Poison (Bonus Spell) Lvl 5: Angelic Aspect* (Self Buff; respec to Hungry Pit), Animal Growth (Buff Pet), Echolocation (Self Buff), Vampiric Shadow Shield, Vinetrap (Bonus Spell) Lvl 6: Transformation (Self Buff), Greater Heroism (Separate Cast), True Seeing, Greater Dispel Magic (Bonus Spell) Lvl 7: Legendary Proportions (Buff Pet), Firebrand (Self for Both), Summon Monster VII, Changestaff (Bonus Spell) Lvl 8: Greater Angelic Aspect (Self for Both), Protection from Spells (Separate Cast), Summon Monster VIII, Summon Nature's Ally VIII (Bonus Spell) Lvl 9: Heroic Invocation (Self for Both), Foresight (Separate Cast), Summon Monster IX, Summon Nature's Ally IX (Bonus Spell) Mileage may vary on some of these spells depending on your equipment and buffs that your companions can cast. A few quick notes... Early levels, you are probably going to want use some of the Summon Monster spells in place of some of the control type spells or buffs. Unfortunately, it will be a bit of judgement call on your part, as I am not getting into a complete level by level detail with this here. Bear's Endurance or Eagle's Splendor? I started with Eagle's Splendor, and once I got equipment that made that spell negligible, I did a respec to Bear's Endurance to further buff my animal companion. On that note, Cat's Grace and Bull's Strength won't be needed for the main character depending on your equipment at later levels, but can still be useful for your animal companion. Heroic Invocation and Greater Heroism have some bonuses that are redundant. That said, the Hit Point bonuses do stack, and each offers a bonus the other does not. So, still worth it to use both. You can use Animal Growth and Legendary Proportions, and gain a benefit from each spell, though the attribute bonuses do not stack, since they are the same type of bonus. You'll basically get the higher of the two bonuses if you use both. As well, your level 2 buffs do stack with these spells. Also, I don't use Legendary Proportions on my main character, as they seem to take a hit on some stats with it. If I were playing a melee character, I could see it being worth it though. Why take Greater Invisibility when you have Fleeting Glance? Well, Fleeting Glance while it acts as Greater Invisibility, lasts around 20 rounds, and those 20 rounds can be broken up and used in smaller bits...but it's just 20 rounds a day. As well, you can't cast Fleeting Glance on your Animal Companion. Main reason we are worried about this, is that using Greater Invisibility, causes your opponents to be caught flat footed, which will make it easier to hit them, and allow you to gain the precision based damage from Sense Vitals. So why are we using Greater Invisibility when we have Shatter Defenses and we have built our party around that feat? Some foes have True Sight, and can see through the invisibility. What we are trying to do is to maximize our chances of making an opponent flat-footed. Makes it easier to hit them, and with Sense Vitals, they'll take extra damage. GEAR: Obviously, this is top end gear, but it makes it worth it to gather this stuff. Sharp Eye - This is a head slot item. Gives a +2 bonus to ranged attack rolls...stacks with your buffs. Cloak of Resistance +6 - There are plenty of good cloaks, and this one could be debatable. I like the +6 to my saves, so it's what I went with. Dark Master's Robe - This grants a +8 enhancement bonus to Cha and Int!!! Phew, well worth looking for and using. Utilizing this in your armor slot free's up the head gear slot for Sharp Eye. No need to use a Headband of Alluring Charisma there!!! Great Dreamer's Smile - This grants you a +2 luck bonus on attack and damage rolls...yes please... Ring of Protection +5 - Pretty self explanatory. Belt of Physical Perfection +8 - This gives you a +8 enhancement bonus to your Dexterity, Strength, and Constitution. All very important stats to buff for this build. Gloves of Precise Shot - +5 attack bonus with a bow...probably worth using. Bracer's of the Ruby Phoenix Champion - You get a competence bonus of +2 to attack and +1 to damage with all bows. To top it off, if you are using a longbow, you get an additional +1 to attack and damage. Elemental Punisher - We really get so very little time with this beautiful bow, but it is worth it for the time you have it. This is a +5 speed longbow, that gives you +1d6 fire damage, +1d6 acid damage, and +1d6 sonic damage. Also, on a successful hit, you have the chance to blind your foe for 1d3 rounds (DC 24). Quivers...you have a lot of choices here, and these can add a variety of effects and extra damage and damage types. Get ahold of what you can, and use them as the situation calls for it. Metamagic rods...pretty much the same as the quivers. Get what you can and use as needed. For the neck slot...currently I am using an Amulet of Natural Armor +5. What a lot of people tend to use though for bow builds abusing Shatter Defenses is the Necklace of Double Crosses. I have not tested it myself, but word is, there is a bug that allows you to gain the +2d6 sneak attack damage with bows. If that is the case, it may be worth checking out. Now, I haven't dug through all the gear in the game, but I am open to suggestions on what to get to better optimize this build. The Party: I played around quite a bit with my party setup and buffs. Doing that allowed me to get some pretty insane numbers on this build... Harrim - Pure cleric build on him. A lot of people complain about a pure cleric build here, but his buffs are worth it, and with your summons, there will be plenty of meat shields to soak up damage. Gear him for defense, keep him fighting defensively, and use him as your buff/heal bot. And with Archon's Aura...he helps out with your Shatter Defenses fun. Linzi - Pure bard build for her. Inspire Courage for her is awesome in combat, and if you need it, she has things like Frightening Tune and Dirge of Doom for your Shatter Defenses fun. Give her a crossbow, keep her at range. Jubilost - Pure alchemist build for him. The buffs he offers are well worth it, and he can cast Transformation as a buff on others...which is pure gold for your Animal Companion and frontliners. Beyond that, he'll be hanging out in the back, shooting a crossbow and throwing bombs. As for the rest...you got 2 more spots open, so that is up to you. If you feel the summons aren't pulling their weight, use frontliners like Valerie, Amiri, etc. You need more AoE damage? Drop in a magic user of some sort. You want someone that can cast Greater Magic Fang on your Animal Companion and still be useful? Druid or Ranger...many ways you can go with this. PLAYSTYLE: Okay, first off, cast your buffs. Save the "Transformation" buff for last, as after you cast that, it will last 1 round per level (more if you "extend spell" it), and you will not be able to cast spells while under it's effect. Another note about buffing, you have spells that range from 1 rd/lvl, 1 min/lvl, 10 min/lvl, and 1 hlvl...depending on your level and the Extend Spell Feat, some of these buffs can last for quite a long time. There is no shame in pre-buffing with the longer lasting buffs, and then saving the shorter lasting buffs for right before combat. Also...you have that nifty little Changestaff spell to create your own Treant...that lasts an hour per level...may as well cast that with your pre-buffs... One more note, you also have an ability called Cloak of Dreams (works the same as the spell). Ideally, if all goes well, your meat shields will keep you sitting nice and safe, but if things start getting through to you and your myriad of defenses isn't doing the job, consider popping this ability. Anyhow, with buffing done and out of the way, start dropping your summons, and then knock out some crowd control if needed. After that, hit Transformation and get to sniping. As stated earlier, you are going to want to have a bard using Dirge of Doom or your cleric using Archon's Aura or both. A constant source of a fear effect of some sort is definitely recommended to make the most of Shatter Defenses. It also wouldn't hurt to work Shatter Defenses into the builds of some of your party members. The Numbers: Now, I am going to layout the attack and defense numbers we are getting on this build. First up, my main character with gear and zero buffs: https://preview.redd.it/h2yfud1ytfa91.jpg?width=3840&format=pjpg&auto=webp&s=b54d57bb69ea4b321384a5cac04b043aa3299978 Now we have my main character with gear, and self buffs: https://preview.redd.it/aoxmmm14ufa91.jpg?width=3840&format=pjpg&auto=webp&s=5f74e2ff5e29333e9fd97e5b6de2c7b6c9c16afb This is my main with self buffs and buffs from Linzi, Jubilost and Harrim, no Transformation used: https://preview.redd.it/7yp4ptnxxfa91.jpg?width=1920&format=pjpg&auto=webp&s=884b2e165eba316deee5d07fd2eedc19276e6054 And this is fully buffed with Transformation active: Attack bonus with Transformation: 68/68/68/63/58/53 That said, this is only half of the formula. A big part of playing a Sylvan Sorcerer is the animal companion. This isn't a separate character, this is part and parcel of your class. So, the unbuffed Smilodon: https://preview.redd.it/f3zhs8bhufa91.jpg?width=3840&format=pjpg&auto=webp&s=b84997d9c30ee9874d8087897ae234e46b7f13c4 The Smilodon with the main character's buffs: https://preview.redd.it/59roc8unufa91.jpg?width=3840&format=pjpg&auto=webp&s=f1c01e36ffb59c04abfe665fe55bdfd90dab335b And the Smilodon with the main character's buffs and buffs from Linzi, Jubilost and Harrim: Remember to have Jubilost cast Transformation on your Smilodon... Now, if you can work a fully realized Druid or Ranger merc into your party, you can also get the Greater Magic Fang buff, gaining a +5 attack and damage, and making the natural weapons act as actual +5 magic weapons for purposes of damage reduction. The other consideration, while I have worked this build without mods, if you grab the "Call of the Wild" mod (Google it if interested), then you will have this feature: Animal companions can now equip belts, bracers, capes, amulets and armor Which would allow you to use the Amulet of Mighty Fists with your animal companion...anyhow, back to the numbers. What the screens don't reflect, is some of the additions to damage. Thanks to casting Firebrand, your Smilodon will be enjoying a +1d6 fire damage bonus to their already sizeable damage numbers. And with Jubilost casting Thorn Body, you get +1d6 piercing damage to each attack. For your main, thanks to your bow, you will be enjoying a bonus of +3d6 fire/acid/sonic damage. Depending on your equipped quiver, there are multiple damage bonuses and damage types you can gain (generally between 1d6 and 2d6 damage with an effect of some sort added). Be sure to use them, and remember that you can only have one quiver activated at a time. And if you are utilizing Greater Invisibility and the Shatter Defenses shenanigans, plus you remembered to cast Sense Vitals, then you can also stack on a +5d6 sneak attack damage bonus to attacks made on flat-footed opponents. Additionally, if the Necklace of Double Crosses works as advertised for bow users, which again, I have not tested myself, then you might be able to stack an additional +2d6 sneak attack damage. The other thing I have not checked, and I need to dig through the combat logs later and see, but I am not sure if Firebrand adds the +1d6 fire damage to bows. I will update as soon as I get a minute to check. Also, don't forget to cast Hurricane Bow and activate Arcane Strike, or you will be leaving a good amount of damage out of the equation. Also remember to cast Transformation after you finish up your buffs, summons, and any crowd control you want to do, as this will net you up to 6 attacks per round. Finally looking at these numbers, let's look at your attack bonus. Obviously, the unbuffed attack bonus is not going to cut it for tougher enemies and higher game difficulties. With that in mind, I will come back and update these numbers when I optimize the party and buff setup a bit more. Anyhow, looking at the Castle of Knives and House of the Edge of Time foes and stats...it is more than doable with the build and buffs exactly as presented. I don't want to spoil the game with specifics for those that have not gotten to these areas yet, but there are a lot ACs for foes ranging from 24 to 50 or so, some a little lower and some a little higher, but not by much. Then when they go flat-footed, these numbers are dropping to the 17 to 38 or so range when denied their Dex bonuses. With six attacks at 68/68/68/63/58/53, you should be hitting with pretty much every attack, and dealing some very respectable damage. You can also eek some more attack bonus by disabling Deadly Aim at the cost of some damage. Your Smilodon...two bite attacks at +46 each, and a claw attack at +47...pretty sure your little pet will be in the game, dealing some very respectable damage itself. Some of these foes will even be within range of your summons to hit and do some damage, and some of these foes...your summons will be distractions and meat shields. Let's also bear in mind that depending on your party setup, what with their range of buffs, debuffs, and variety of abilities, well, then results will vary on all of this. Closing Thoughts: For a build that is unmodded, and sticking with the single class option, I think it works pretty darn well. Granted, we could dip into other classes, multi-class and more to further optimize, but not everyone wants to do that, and the exercise here was to work within the confines of a single class. As always, I am open to constructive criticisms and ideas to enhance this build within the confines of a Sylvan Sorcerer using a bow. Thanks for reading, and have fun with it!!! |
2022.06.11 18:28 jfountainArt Builds with unexpected power or interactions
2022.01.05 01:59 Catshannon Thanks for your help guys now in chapter 2 . who should I use?
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