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Mendenbarr

Calamity

Jan 26th, 2015
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  1. Calamity
  2.  
  3. Personality:
  4.  
  5. Old, crabby man. Found his way to the underground city of the Imaskar before their vault was opened using extremely rare magical boots that made teleportation as easy as walking for the user, and studied magic there for a few decades. When they rose up and retook their homeland, Calamity supported them and aided them in the rebuilding efforts, using his powerful magic, for nearly 50 years. Thinks himself above anyone with weaker magic, only truly respects the long dead high wizards of Imaskar. Deeply despises the Mulan and their gods, seeing them as the disaster that robbed the world (and more importantly him) of some of the most powerful magic of all time. Found magic to artificially extend his age, staving off death temporarily, but is losing control of his facilities. The most pressing issue is his sight, already partially gone, in another 5 years he will be completely blind. About 50 years ago he left the significantly more stable Imaskar and embarked on a journey to combat these issues, with the short term goal of restoring and maintaining his eyesight, and all his other facilities, and the long term goal of finding immortality. Shortly before leaving, his magical boots were stolen by an unknown thief, which made him extremely angry. Despite his best efforts, the only information he could discern about the location of the thief and his boots was a name that meant nothing to him; Velvet Remedy. This made him even more angry. Giving up after all further efforts proved futile, he sought out Selune. After many years of searching he found her, and demanded that she give him the secret of sight in the darkness. She refused him, and he wasn’t quite unaligned enough to even try to force it out of her, so he left in disgrace. He decided to instead seek out her sister Shar, believing that he has the power to take the knowledge from her even if she doesn’t cooperate. Hearing words on the wind of Shar’s influence in Cormyr, he consulted with the War Wizards. They spoke of an adventuring group that had quite a few dealing with Shar’s minions, and Calamity decided find out what they know. He doesn’t believe in trade, barter, or any concept of money. The only way to get what you desire is to have the strength to take it. That being said, he believes brute strength is not nearly as powerful as a little subtly and cleverness. He finds day to day joy in playing pranks on people, and is especially fond of watching Enigma frighten people. He gets a great deal of satisfaction from solving a puzzle in a clever way, and thinks very highly of his cleverness.
  6.  
  7.  
  8.  
  9. “I am capable of manipulating matter on a subatomic level by speaking. A mere flick of my finger is sufficient to alter the gravitational pull of the planet. I shelve physics texts under "fiction" in my personal library. I consider the Laws of Thermodynamics loose guidelines, at best. In short, I am grasping the reins of the universe's carriage, and every morning I wake up, look the heavens and shout "Giddy up, boy!" You may never grasp the complexities of what I do, but at least have the common courtesy to feign something other than slack-jawed oblivion in my presence. I, sir, am a wizard, and I break more natural laws before breakfast than of which you are even aware.”
  10.  
  11. Background: High Imaskar Regional Benefit
  12. You can reroll any Arcana check, but you must keep the second result, even if it is worse. You also know Deep Speech as an additional language.
  13.  
  14.  
  15. Height: 5’4
  16. Weight: 120 lb
  17. Age: 356
  18. Size: Medium
  19. Speed: 6 squares
  20. Vision: Low-light
  21. Languages: Common, Elven, Infernal, Deep Speech
  22. God: None
  23. Alignment: Unaligned
  24.  
  25. Class: Wizard
  26. Race: Eladrin
  27. Power Source: Arcane
  28. Role: Controller
  29. Arcanist
  30.  
  31. Enigma the Book Imp:
  32. Book imps are masters of knowledge, dispatched by the powers of hell to offer advice and tempt mortal spellcasters. Enigma seems to be made of coalescing shadows, and seems to only be half in this world. The only discernible feature among the ripples of black mist are his two red eyes, glowing as hot as embers. He drifts around Calamity’s clothes, making the occasional insightful comment and otherwise just watching with what would look like a bored expression, if he had a face. He seems to love scaring people.
  33.  
  34.  
  35. Speed 5, fly 6 (hover)
  36. Constant benefits
  37. You gain a +2 bonus to Arcana and History checks.
  38. You can read and speak infernal.
  39. You gain resist fire 5. If you already have resist fire, increase your resistance by 2.
  40. Active benefits
  41. Deceptive Move: As a minor action, you can cause your book imp to become invisible until the end of your next turn.
  42.  
  43.  
  44. Cantrips:
  45. You can use the ghost sound, light, mage hand, and prestidigitation cantrips as at-will powers.
  46.  
  47.  
  48. Fey creature:
  49. Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
  50. Trance:
  51. Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
  52.  
  53.  
  54.  
  55.  
  56. Staff of Defense:
  57. A staff of defense grants you a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff to benefit from these features. This form of mastery is useful for all wizards, particularly if you dabble in both control and damage-dealing spells.
  58.  
  59. Spellbook:
  60. You possess a spellbook, a book full of mystic lore in which you store your rituals and your daily and utility spells.
  61. Rituals: Your book contains three 1st-level rituals of your choice that you have mastered.
  62. At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower.
  63. Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level. You can’t prepare the same spell twice. If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell.
  64. Capacity: A typical spellbook has 128 pages. Each spell takes up 1 page. A ritual takes up a number of pages equal to its level.
  65.  
  66.  
  67. Armor Proficiencies: Cloth
  68. Weapon Proficiencies: Dagger, Quarterstaff, Longsword
  69. Implements: Orbs, Staffs, Wands
  70.  
  71. Rituals:
  72.  
  73. Comprehend Language
  74. Level: 1
  75. Category: Exploration
  76. Time: 10 minutes
  77. Duration: 24 hours
  78. Component Cost: 10 gp
  79. Market Price: 50 gp
  80. Key Skill: Arcana
  81. When beginning the ritual, choose a language you have heard or a piece of writing you have seen within the past 24 hours.
  82. Using this ritual on a language you have heard allows you to understand it when spoken for the next 24 hours and, if your Arcana check result is 35 or higher, to speak the language fluently for the duration.
  83. Using this ritual on a language you have seen as a piece of writing allows you to read the language for the next 24 hours and, if your Arcana check result is 35 or higher, to write the language in its native script or in any other script you know for the duration.
  84. Using this ritual on a language you have both heard and seen as a piece of writing within the past 24 hours allows you to understand it in both forms for the next 24 hours, and an Arcana check result of 35 or higher allows you to speak and write the language.
  85.  
  86.  
  87. Make Whole
  88. Level: 1
  89. Category: Exploration
  90. Time: 10 minutes
  91. Duration: Permanent
  92. Component Cost: Special
  93. Market Price: 50 gp
  94. Key Skill: Arcana (no check)
  95. A single object that can fit in a 10-foot cube is completely repaired. The component cost is 20 percent of the item’s cost. In cases where you attempt to repair an item not on any price list, the DM determines the cost.
  96.  
  97.  
  98.  
  99. Unseen Servant
  100. Level: 1
  101. Category: Creation
  102. Time: 10 minutes
  103. Duration: Until your next extended rest or until you dismiss the servant
  104. Component Cost: 20 gp, plus a focus worth at least 25 gp
  105. Market Price: 50 gp
  106. Key Skill: Arcana (no check)
  107. You conjure a Medium unseen servant of invisible force. It obeys your commands. moves at your speed. can lift up to 100 pounds. and performs basic functions and repetitive tasks. such as cleaning. making camp. and moving. holding. or carrying objects.
  108. An unseen servant never tires. It cannot move more than 20 squares from your space. It does not occupy any space and cannot attack or be attacked. Each unseen servant you currently control doubles the component cost to create the next.
  109. Focus: A ceramic hand. The person who holds this focus is empowered to command any unseen servants summoned with it. If the focus is broken or not in anyone's possession for a minute or longer. all unseen servants bound to it disappear.
  110.  
  111.  
  112. Magic Circle
  113. Level: 5
  114. Category: Binding
  115. Time: 1 hour
  116. Duration: Until broken
  117. Component Cost: 100 gp
  118. Market Price: 250 gp
  119. Key Skill: Arcana
  120. You inscribe a circle on the ground, a circle emblazoned with arcane symbols of protection. If drawn correctly, these symbols make it difficult for creatures of a particular origin to enter or pass. When performing the ritual, you choose aberrant, elemental, fey, immortal, natural, shadow, or all. The last option applies a –5 penalty to your check. The circle requires 1 minute to inscribe per square inside the circle (and it must be a circle).
  121. An affected creature whose level is lower than your Arcana check result minus 10 cannot pass through the circle, affect creatures through the circle’s boundary, or affect the boundary in any way. Other creatures of an affected origin take force damage equal to your Arcana check result when passing through the boundary, but doing so breaks the circle. Unaffected creatures can take a standard action to obscure the inscription and break the circle.
  122.  
  123.  
  124.  
  125. Enchant Magic Item
  126. Level: 4
  127. Category: Creation
  128. Time: 1 hour
  129. Duration: Permanent
  130. Component Cost: Special
  131. Market Price: 175 gp
  132. Key Skill: Arcana (no check)
  133. You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create.
  134. You can also use this ritual to resize magic armor (for example, shrink a fire giant’s magic armor to fit a halfling). There is no component cost for this use.
  135.  
  136.  
  137.  
  138.  
  139. Backup Spells:
  140. Sleep
  141. Wizard Attack 1
  142. You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness.
  143. Daily ! Arcane, Implement, Sleep
  144. Standard Action Area burst 2 within 20 squares Target: Each creature in burst
  145. Attack: Intelligence vs. Will
  146. Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
  147. Miss: The target is slowed (save ends).
  148.  
  149. Jump
  150. You or another creature you choose can suddenly leap great distances.
  151. Wizard Utility 2
  152. Encounter ! Arcane
  153. Move Action Ranged 10
  154. Target: You or one creature
  155. Effect: The target makes an Athletics check to jump with a +10 power bonus, and the target does not have to move to make a running jump.
  156.  
  157. Acid Mire
  158. Wizard Attack 5
  159. You transform the ground beneath your enemies’ feet to hellish slime that eats away at flesh and bone.
  160. Daily ! Acid, Arcane, Implement, Zone
  161. Standard Action Area burst 1 within 10 squares
  162. Target: Each creature in burst
  163. Attack: Intelligence vs. Fortitude
  164. Hit: 3d6 + Intelligence modifier acid damage.
  165. Miss: Half Damage.
  166. Effect: The burst creates a zone of caustic slime that lasts until the end of your next turn. The zone is difficult terrain. Each creature that enters the zone or starts its turn there takes 5 acid damage. Whenever a creature falls prone within the zone, it takes 5 extra acid damage.
  167. Sustain Minor: The zone persists.
  168. 
  169.  
  170.  
  171. Ability Scores:
  172. Str
  173. Con
  174. Dex + 2 (race) + 1 (lv4)
  175. Int + 2 (race) + 1 (lv4)
  176. Wis
  177. Cha
  178.  
  179.  
  180. Skills:
  181. Arcana trained + 2 (race) + 2 (Imp)
  182. History trained + 2 (race) + 2 (Imp)
  183. Nature trained
  184. Dungeoneering trained
  185. Perception trained
  186.  
  187.  
  188. Bonus to Defense:
  189. +2 (Class) + 1 (Race) Will
  190. +1 (Class Feature) AC
  191. +5 to saving throws against charm effects.
  192. Resist fire 5 (Imp)
  193.  
  194.  
  195. Feats:
  196. Ritual Caster (Free)
  197. Prerequisite: Trained in Arcana or Religion
  198. Benefit: You can master and perform rituals of your level or lower. See Chapter 10 for information on acquiring, mastering, and performing rituals. Even though some rituals use the Heal skill or the Nature skill, the Arcana skill or the Religion skill is required to understand how to perform rituals.
  199.  
  200. ENLARGE SPELL
  201. Prerequisite: Wis 13, wizard
  202. Benefit: Before using an arcane attack power, you can choose to take a -2 penalty to each die of damage rolled with the power to increase the size of its blast or its burst by 1.
  203. You can't use this feat on a power that doesn't roll dice for damage.
  204.  
  205.  
  206. DUAL IMPLEMENT SPELLCASTER
  207. Prerequisite: Dex 13, any arcane class
  208. Benefit: When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the offhand implement's enhancement bonus to damage rolls.
  209. Both of your implements must be usable with this power, and you must be capable of wielding both implements, to gain this benefit.
  210.  
  211.  
  212. ARCANE FAMILIAR [FAMILIAR]
  213. Prerequisite: Any arcane class
  214. Benefit: You gain a familiar. For each familiar feat
  215. you have beyond this one, your familiar gains a +1 bonus to its defenses.
  216.  
  217. Later:
  218.  
  219. DESTRUCTIVE WIZARDRY
  220. Prerequisite: Dex 13, wizard
  221. Benefit: When you use an arcane attack power and hit two or more creatures, you gain a +2 bonus to that power's damage rolls.
  222. This bonus increases to +3 at 11th level and to +4 at 21st level.
  223.  
  224.  
  225.  
  226.  
  227. Inventory:
  228. 1 Standard Adventurer’s Kit
  229. 1 Ceramic Hand
  230. 500 GP worth of Alchemical Reagents
  231.  
  232.  
  233.  
  234. Equipped gear:
  235.  
  236. Staff of Ruin
  237. +1 (lv 3) 680 gp (AV1)
  238. This gnarled, jagged staff fits the hand of any wizard seeking to devastate his opponent.
  239. Implement (Staff)
  240. Enhancement: Attack rolls and damage rolls
  241. Critical: +1d10 damage per plus
  242. Property: In addition to the normal enhancement bonus, add the staff ’s enhancement bonus to damage rolls as an item bonus.
  243.  
  244. Orb of Nimble Thoughts
  245. +1 (lv 3) 680 gp (PHB3)
  246. This scarlet crystal lets you move across the battlefield at the speed of thought to avoid your foes attacks.
  247. Implement (Orb)
  248. Enhancement: Attack rolls and damage rolls
  249. Critical: +1d6 psychic damage per plus
  250. Property: You gain an item bonus to initiative checks equal to your Intelligence modifier.
  251. Power: (Encounter) Move Action. You shift a number of squares equal to your Intelligence modifier.
  252.  
  253. Shimmering Armor
  254. +1 (lv 4) 840 gp (AV1)
  255. The sheen of this armor glints brightest when you most need its magical protection.
  256. Armor: Cloth
  257. Enhancement: AC
  258. Property: You do not provoke opportunity attacks when you make ranged or area attacks.
  259.  
  260.  
  261. Cloak of Distortion
  262. +1 (lv 4) 840 gp (AV1)
  263. This cloak roils about you like the rippling air of a scorching desert.
  264. Item slot: Neck
  265. Enhancement: Fortitude, Reflex, and Will
  266. Property: A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll.
  267.  
  268.  
  269.  
  270.  
  271. Daily:
  272. Flaming Sphere
  273. Wizard Attack 1
  274. You conjure a rolling ball of fire and control where it goes.
  275. Daily ! Arcane, Conjuration, Fire, Implement
  276. Standard Action Ranged 10
  277. Target: One creature adjacent to the flaming sphere
  278. Attack: Intelligence vs. Reflex
  279. Hit: 2d6 + Intelligence modifier fire damage. Effect: You conjure a Medium flaming sphere in an unoccupied square within range, and the sphere attacks an adjacent creature. Any creature that starts its turn next to the flaming sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere up to 6 squares.
  280. Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.
  281.  
  282. Visions of Avarice
  283. Wizard Attack 5
  284. The illusion of a fabulous treasure appears out of thin air. Your enemies throw aside caution to seize it.
  285. Daily ! Arcane, Illusion, Implement, Zone
  286. Standard Action Area 1 square within 10 squares
  287. Effect: The power’s area becomes a zone of illusory treasure that lasts until the end of your next turn. Once per turn, you can make the following attack, using the zone as the origin square.
  288. Minor Action Close Burst 5
  289. Target: Each enemy in burst
  290. Attack: Intelligence vs. Will
  291. Hit: The zone pulls the target 3 squares. A target that ends this movement within the zone or adjacent to the zone is immobilized (save ends)
  292. Sustain Minor: The zone persists. When you sustain the power, you can repeat the attack as a minor action.
  293.  
  294.  
  295.  
  296. Encounter:
  297.  
  298. Grasping Shadows
  299. Wizard Attack 1
  300. At your command, shadows reach out, grab hold of your foes, and wreathe the area in darkness.
  301. Encounter ! Arcane, Illusion, Implement, Psychic, Zone
  302. Standard Action Area burst 1 within 10 squares
  303. Target: Each creature in burst
  304. Attack: Intelligence vs. Will
  305. Hit: 2d8 + Intelligence modifier psychic damage, and the target is slowed until the end of your next turn.
  306. Effect: The burst creates a zone of writhing shadows that lasts until the end of your next turn. Each creature that enters the zone takes psychic damage equal to your Intelligence modifier and is slowed until the end of it’s next turn.
  307.  
  308. Fire Shroud
  309. Wizard Attack 3
  310. With a subtle gesture, you wreathe nearby enemies in flames.
  311. Encounter ! Arcane, Fire, Implement
  312. Standard Action Close burst 3
  313. Target: Each enemy in burst
  314. Attack: Intelligence vs. Fortitude
  315. Hit: 1d8 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends).
  316.  
  317.  
  318. Fey Step
  319. Eladrin Racial Power
  320. With a step, you vanish from one place and appear in another.
  321. Encounter ! Teleportation
  322. Move Action Personal
  323. Effect: Teleport up to 5 squares (see “Teleportation,” page 286 PHB)
  324.  
  325. Shield
  326. Wizard Utility 2
  327. You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
  328. Encounter ! Arcane, Force
  329. Immediate Interrupt Personal
  330. Trigger: You are hit by an attack
  331. Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.
  332.  
  333.  
  334. At Will:
  335.  
  336. Phantom Bolt
  337. Wizard Attack 1
  338. You wave your hand, and your foe sees a bolt of fire streaking toward it. The enemy dives away from the imagined threat.
  339. At-Will ! Arcane, Illusion, Implement, Psychic
  340. Standard Action Ranged 10
  341. Target: One creature
  342. Attack: Intelligence vs. Will
  343. Hit: 1d8 + Intelligence modifier psychic damage, and you slide the target 1 square.
  344. Increase damage to 2d6 + Intelligence modifier at 21st level.
  345.  
  346. Scorching Burst
  347. Wizard Attack 1
  348. A vertical column of golden flames burns all within.
  349. At-Will ! Arcane, Fire, Implement
  350. Standard Action Area burst 1 within 10 squares
  351. Target: Each creature in burst
  352. Attack: Intelligence vs. Reflex
  353. Hit: 1d6 + Intelligence modifier fire damage.
  354. Increase damage to 2d6 + Intelligence modifier at 21st level.
  355.  
  356.  
  357. Ghost Sound
  358. Wizard Cantrip
  359. With a wink, you create an illusory sound that emanates from somewhere close by.
  360. At-Will ! Arcane, Illusion
  361. Standard Action Ranged 10
  362. Target: One object or unoccupied square
  363. Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.
  364.  
  365. Prestidigitation
  366. Wizard Cantrip
  367. You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
  368. At-Will ! Arcane
  369. Standard Action Ranged 2
  370. Effect: Use this cantrip to accomplish one of the effects given below.
  371. ! Move up to 1 pound of material.
  372. ! Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
  373. ! Color, clean, or soil items in 1 cubic foot for up to 1 hour.
  374. ! Instantly light (or snuff out) a candle, a torch, or a small campfire.
  375. ! Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
  376. ! Make a small mark or symbol appear on a surface for up to 1 hour.
  377. ! Produce out of nothingness a small item or image that exists until the end of your next turn.
  378. ! Make a small, handheld item invisible until the end of your next turn.
  379. Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
  380. Special: You can have as many as three prestidigitation effects active at one time.
  381.  
  382. Light
  383. Wizard Cantrip
  384. With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
  385. At-Will ! Arcane
  386. Minor Action Ranged 5
  387. Target: One object or unoccupied square
  388. Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
  389. Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.
  390.  
  391. Mage Hand
  392. Wizard Cantrip
  393. You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
  394. At-Will ! Arcane, Conjuration
  395. Minor Action Ranged 5
  396. Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
  397. Sustain Minor: You can sustain the hand indefinitely.
  398. Special: You can create only one hand at a time.
  399.  
  400.  
  401.  
  402.  
  403. Action points:
  404.  
  405. Armor actions:
  406.  
  407.  
  408. Daily:
  409. Flaming Sphere (Standard)
  410. Visions of Avarice (Standard)
  411.  
  412.  
  413. Encounter:
  414. Grasping Shadows (Standard)
  415. Fire Shroud (Standard)
  416.  
  417. Fey Step (Move)
  418.  
  419. Shield (Immediate Interrupt)
  420. Staff of Defense (Immediate Interrupt)
  421.  
  422.  
  423. At Will:
  424. Phantom Bolt (Standard)
  425. Scorching Burst (Standard)
  426. Ghost Sound (Standard)
  427. Prestidigitation (Standard)
  428.  
  429. Light (Minor)
  430. Mage Hand (Minor)
  431. Imp Invisibility (Minor)
  432.  
  433.  
  434.  
  435.  
  436. Healing surges (6 + con mod = 6):
  437. Healing surge value (HP/4 = 13):
  438.  
  439. Health (10 + 4*L + con score = 14) :
  440. Temp Health: 0
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