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Posted: Tue Sep 15, 2009 5:41 pm
Cleaned it up I think Name:Shadak Stalkingwolf Race:Half-Elf Align:Chaotic Good Class:Ranger Level:1 Deity:Corellon Larethian
Str:17 Dex:18 Con:15 Int:13 Wis:15 Cha:11
HP:10 AC:17 Init:+4
Fort save:+4 Ref save:+6 Will save:+2
Base Attack Bonus:+1
Melee attack:+3 Ranged attack: +4
Melee Weapons: Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing] Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing] (+1 Flaming, add 1d6) (In boot) Boot-knife(Dagger) [1d4, crit 19-20/x2, 1 lb., light, piercing]
Ranged Weapon: Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
Inventory: Arrows (quiver of 20) x2 6lb Backpack 2lb Bedroll 5lb Blanket, winter x1 3lb Bottle of properly aged elven wine and pair of glasses 3lb(rounded) Candle Case (for map ) 1lb Fishhook & short line Flasks x2 3lb Flint and steel Grappling hook 4lb Mirror 1lb Mug 1lb Rope (50', silk) x1 5lb Sealing wax 1lb Signal whistle Signet ring Soap 1lb
Armor: Studded armor (dyed solid black) [light; +3 AC; max dex +5; check penalty -1; 20 lb.]
Wearing: Long black cloak with hood, and silver clasp. Leather boots, pants, and shirt, all dyed forest green.
Skills:
Appraise Int 1 = +1 Balance Dex* 4 = +4 Bluff Cha 1 = +1 Climb Str* 3 = +3 Concentration Con 2 = +2 Diplomacy Cha 3 = +1 +2 [half-elf] Disguise Cha 1 = +1 Escape Artist Dex* 4 = +4 Forgery Int 1 = +1 Gather Information Cha 3 = +1 +2 [half-elf] Handle Animal Cha 5 = +1 +4 Heal Wis 2 = +2 Hide Dex* 4 = +4 Intimidate Cha 1 = +1 Jump Str 3 = +3 Knowledge (nature) Int 3 = +1 +2 Listen Wis 7 = +2 +4 +1 [half-elf] Move Silently Dex* 6 = +4 +2 Perform Cha 1 = +1 Ride Dex 8 = +4 +4 Search Int 4 = +1 +2 +1 [half-elf] Sense Motive Wis 2 = +2 Spot Wis 7 = +2 +4 +1 [half-elf] Survival Wis 6 = +2 +4 Swim Str 3 = +3 Use Rope Dex 6 = +4 +2
Feats: Two-Weapon-fighting Track
Spells: Allowed none at this time.
Background:Has Silver(not gray) hair along with violet eyes, that almost seem to glow in the dark. His hair covers up his ears for the most part, and most of his head, and is dyed blonde whenever he goes into human towns. (dye only lasts 3 days, or until washed out) All his armor and his backpack and cloak are black, unfortunately he has fallen upon hard times, and has been wandering around the ((kingdom or whatever)) for the past month. All the money he has to his name (5gp, 5sp, and 14cp) is tucked inside his leather shirt, in a black pouch, along with a signet ring with the crest of his Mother's family (elven side).
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Posted: Thu Sep 24, 2009 2:29 pm
Name:Vengar Race:Elf Align:Chaotic Good Class:Ranger Level:15 Deity:Corellon Larethian
Str:18 +4 Dex:22 +6 Con:14 Int:14 Wis:17 Cha:14
HP:100 AC:18 Init:+6
Fort save:+11 Ref save:+15 Will save:+8
Base Attack Bonus:+19/14/9
Melee attack:+4 Ranged attack: +6
Melee Weapons: Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing] Longsword [1d8, crit 19-20/x2 4 lb, one-handed, slashing] (+1 Flaming, add 1d6) (In boot) Boot-knife(Dagger) [1d4, crit 19-20/x2, 1 lb., light, piercing]
Ranged Weapon: Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
Inventory: Bottle of properly aged elven wine and pair of glasses 3lb(rounded) 6 lb Arrows (quiver of 20) x2, 2 lb Backpack, 3 lb Blanket, winter x1, 1 lb Case (for map or scroll), 3 lb Flasks x2, Flint and steel, 4 lb Grappling hook, 1 lb Mirror, 1 lb Mug, 1 lb Pouch x1, 5 lb Rations (1 day) x5, 5 lb Rope (50', silk) x1, 1 lb Sealing wax, Signal whistle, Signet ring, 1 lb Soap, 3 lb Torches x3, 8 lb Waterskins x2, 1 lb Whetstone, 1 lb Holy symbol (silver), 2 lb Spell component pouch
Armor: Leather armor (dyed Forest green) [light; +2 AC; max dex +6; check penalty 0; 15 lb.]
Wearing: Long black cloak with hood, and silver clasp. Leather boots, pants, and shirt, all dyed forest green.
Skills:
Skill Name/Key Ability/Skill Modifier/Ability/Modifier/Ranks/Misc.Modifier Appraise Int 2 =+2 Balance Dex* 6 =+6 Bluff Cha 2 =+2 Climb Str* 4 =+4 Concentration Con 7 =+2+5 Diplomacy Cha 2 =+2 Disguise Cha 2 =+2 Escape Artist Dex*11 =+6+5 Forgery Int 2 =+2 /Gather Information Cha 7 =+2+5 /Handle Animal Cha 20 =+2+18 Heal Wis 18 =+3+15 Hide Dex* 16 =+6+10 Intimidate Cha 2 =+2 Jump Str* 4 =+4 /Knowledge (local) Int 6 =+2+4 /Knowledge (nature) Int 12 =+2+8 +2 [survival] Listen Wis 15 =+3+10 +2 [elf] Move Silently Dex*16 =+6+10 Perform Cha 2 =+2 Ride Dex 23 =+6+15 +2 [handle animal] Search Int 4 =+2+2 [elf] Sense Motive Wis 3 =+3 Spot Wis 15 =+3+10 +2 [elf] Survival Wis 18 =+3+15 Swim Str** 4 =+4 Use Rope Dex 6 =+6
Escape Artist >=5 ranks gives +2 on use rope checks for bindings. Handle Animal >=5 ranks gives +2 on wild empathy checks. Know Nature >=5 ranks gives +2 on survival checks above ground.
Feats: Endurance [free to rangers] Improved Unarmed Strike Deflect Arrows Mounted Combat Mounted Archery Rapid Shot [ranger archery track] Many Shot [ranger archery track] Improved Precise Shot [ranger archery track] Track [free to rangers] Two-Weapon Fighting Improved Two-Weapon Fighting
Spells: Inserting later.
Background:Vengar used to belong to a minor royal house, that got annilated about 90 years ago when a dragon attacked teh elven town, where the family lived, the only thing he has from that life, was a signet ring that he has on a necklace in his backpack, His girlfriend (in human terms), has been frozen in ice for over 10 years, and he wears a wolf type fang around his near on a necklace, with a gold base attaching it to the necklace (a gift from his girlfriend) as a reminder, that he will find her, and free her from the ice. Once he completed his training, he has spent the most recent 7 years traveling across the world trying to find her.
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Posted: Sat Sep 26, 2009 1:28 pm
Lyrath Male Elf Wizard 4 Chaotic Good
Strength 11 (+0) Dexterity 18 (+4) Constitution 12 (+1) Intelligence 17 (+3) Wisdom 19 (+4) Charisma 14 (+2) Size: Medium Height: 5' 5" Weight: 100 lb Skin: Light Eyes: Amber Hair: Gold; Straight; Beardless
Total Hit Points: 15
Speed: 30 feet
Armor Class: 14 = 10 +4 [dexterity]
Touch AC: 14 Flat-footed: 10
Initiative modifier: +4 = +4 [dexterity] Fortitude save: +2 = 1 [base] +1 [constitution] Reflex save: +5 = 1 [base] +4 [dexterity] Will save: +8 = 4 [base] +4 [wisdom] Attack (handheld): +2 = 2 [base] Attack (unarmed): +2 = 2 [base] Attack (missile): +6 = 2 [base] +4 [dexterity] Grapple check: +2 = 2 [base]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 38 lb. or less 39-76 lb. 77-115 lb. 115 lb. 230 lb. 575 lb.
Languages: Common Draconic Elven Gnome Sylvan
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
Hawk familiar
Feats:
Combat Casting Eschew Materials Scribe Scroll [free to wizard]
Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 3 = +3 Balance Dex* 4 = +4 Bluff Cha 2 = +2 Climb Str* 0 = +0 Concentration Con 8 = +1 +7 Craft_1 Int 3 = +3 Craft_2 Int 3 = +3 Craft_3 Int 3 = +3 Decipher Script Int 5 = +3 +2 Diplomacy Cha 2 = +2 Disguise Cha 2 = +2 Escape Artist Dex* 4 = +4 Forgery Int 3 = +3 Gather Information Cha 2 = +2 Heal Wis 4 = +4 Hide Dex* 4 = +4 Intimidate Cha 2 = +2 Jump Str* 0 = +0 Knowledge (arcana) Int 5 = +3 +2 Knowledge (architecture) Int 5 = +3 +2 Knowledge (dungeoneering) Int 5 = +3 +2 Knowledge (geography) Int 5 = +3 +2 Knowledge (history) Int 5 = +3 +2 Knowledge (local) Int 5 = +3 +2 Knowledge (nature) Int 5 = +3 +2 Knowledge (nobility) Int 5 = +3 +2 Knowledge (religion) Int 5 = +3 +2 Listen Wis 6 = +4 +2 [elf] Move Silently Dex* 4 = +4 Perform_1 Cha 2 = +2 Perform_2 Cha 2 = +2 Perform_3 Cha 2 = +2 Perform_4 Cha 2 = +2 Perform_5 Cha 2 = +2 Ride Dex 4 = +4 Search Int 8 = +3 +3 +2 [elf] Sense Motive Wis 4 = +4 Spellcraft Int 8 = +3 +5 Spot Wis 6 = +4 +2 [elf] Survival Wis 4 = +4 Swim Str** 0 = +0 Use Rope Dex 4 = +4
* = check penalty for wearing armor
The hawk confers +3 on spot checks in well-lit conditions. If the familiar is within reach, +2 on spot and listen ("alertness").
Zero-level Wizard spells: 4 per day
First-level Wizard spells: 4 (3+1) per day
Second-level Wizard spells: 3 (2+1) per day
Elf:
* +2 dexterity / -2 constitution (already included)
* Immune to magical sleep
* +2 racial bonus to saves vs. enchantments
* Low-light vision
* Proficient with longsword, rapier, longbow & shortbow
* +2 racial bonus on listen, search, and spot checks
* Notice secret doors
# WizardFamiliar / Alertness, etc.
# Bonus Feats (already included)
# High intelligence gains bonus spells daily
Class HP rolled Level 1: Wizard 4 Level 2: Wizard 2 Level 3: Wizard 1 Level 4: Wizard 4 +1 to wisdom
Equipment:
7 lb 2 lb 5 lb
1 lb
3 lb
1 lb 1 lb 1 lb
1 lb 3 lb _____ 25 lb Weapons / Armor / Shield (from above) Backpack Bag of Holding II Bedroll Candle Case (for map or scroll) Chalk Flasks x2 Flint and steel Ink vial Ink pen Paper sheets x5 Pouch x1 Sacks x1 Sealing wax Signal whistle Signet ring Soap Spellbook x1
Total
Hawk familiar: Str 6 Dex 17 Con 10 Int 7 Wis 14 Chr 6; Hit points: 7; Initiative +3 (dex); Speed 10 ft., fly 60 ft. (average); AC: 19 (+2 size, +3 dex, +2 natural, +2 level); Claws +5 melee, Claws 1d4-2; Fort +2, Ref +5, Will +6, Listen +6, Spot +6, weapon finesse (claws) Alertness feat when in arm's reach; improved evasion; share spells; empathic link; deliver touch spells;
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Posted: Sat Sep 26, 2009 7:04 pm
Suffer the Epic rouge, just try to see him move silently + 119 Hide + 121
No this is not a joke, i'm using him as an npc for a game i'm gonna DM, hes the murderer, but you never see him, so the wrong person gonna get hanged.
Lyle
Male Halfling Rogue 100 Chaotic Neutral Representing Hedgehog
Strength 16 (+3) Dexterity 40 (+15) Constitution 16 (+3) Intelligence 15 (+2) Wisdom 15 (+2) Charisma 13 (+1) Size: Small Height: 3' 4" Weight: 38 lb Skin: Light Eyes: Hazel Hair: Light Brown; Straight; Beardless
Total Hit Points: 629
Speed: 20 feet
Armor Class: 19 = 10 +2 [leather] +6 [dexterity in armor] +1 [small]
Touch AC: 17 Flat-footed: 19 [uncanny dodge]
Initiative modifier: +19 = +15 [dexterity] +4 [improved initiative] Fortitude save: +52 = 6 [base] +40 [epic] +3 [constitution] +2 [great fortitude] +1 [halfling] Reflex save: +70 = 12 [base] +40 [epic] +15 [dexterity] +2 [lightning reflexes] +1 [halfling] Will save: +51 = 6 [base] +40 [epic] +2 [wisdom] +2 [iron will] +1 [halfling] Attack (handheld): +59/+54/+49 = 15 [base] +40 [epic] +3 [strength] +1 [small] Attack (unarmed): +59/+54/+49 = 15 [base] +40 [epic] +3 [strength] +1 [small] Attack (missile): +71/+66/+61 = 15 [base] +40 [epic] +15 [dexterity] +1 [small] Grapple check: +58/+53/+48 = 15 [base] +40 [epic] +3 [strength] -4 [small] +4 [improved grapple]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 57 lb. or less 58-115 lb. 116-173 lb. 173 lb. 345 lb. 863 lb.
Languages: Aquan Celestial Common Draconic Beholder Dwarven Elven Gnome Goblin Halfling Orc Sylvan Terran Undercommon
Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]
Punching Dagger [1d3, crit x3, 1/2 lb., light, piercing or slashing]
Rapier [1d4, crit 18-20/x2, 1 lb., one-handed, piercing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 7.5 lb.]
Feats:
Acrobatic Agile Alertness Athletic Blind-fight Combat Expertise Improved Disarm Improved Feint Improved Trip Combat Reflexes Deceitful Deft Hands Diligent Dodge Mobility Spring Attack Endurance Die Hard Great Fortitude Improved Initiative Improved Unarmed Strike Improved Grapple Deflect Arrows Snatch Arrows Stunning Fist Investigator Iron Will Leadership Lightning Reflexes Martial Weapon Proficiency Weapon: Negotiator Nimble Fingers Persuasive Quick Draw Run Self-Sufficient Improved Sneak Attack [epic] x15 Stealthy Track Two-Weapon Fighting Two-Weapon Defense Improved Two-Weapon Fighting Greater Two-Weapon Fighting Urban Tracking (Unearthed Arcana / Eberron)
Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 4 = +2 +2 [diligent] Balance Dex* 49 = +15 +30 +2 [tumble] +2 [agile] Bluff Cha 3 = +1 +2 [persuasive] Climb Str* 37 = +3 +30 +2 [halfling] +2 [athletic] Concentration Con 3 = +3 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Decipher Script Int 24 = +2 +20 +2 [diligent] Diplomacy Cha 25 = +1 +20 +2 [negotiator] +2 [sense motive] Disable Device Int 54 = +2 +50 +2 [nimble fingers] Disguise Cha 53 = +1 +50 +2 [deceitful] Escape Artist Dex* 67 = +15 +50 +2 [agile] Forgery Int 24 = +2 +20 +2 [deceitful] Gather Information Cha 25 = +1 +20 +2 [know local] +2 [investigator] Handle Animal Cha 11 = +1 +10 Heal Wis 4 = +2 +2 [self-sufficient] Hide Dex* 121 = +15 +100 +4 [small] +2 [stealthy] Intimidate Cha 23 = +1 +20 +2 [persuasive] Jump Str* 23 = +3 +20 +2 [halfling] +2 [tumble] +2 [acrobatic] -6 [speed 20] Knowledge (local) Int 22 = +2 +20 Listen Wis 36 = +2 +30 +2 [halfling] +2 [alertness] Move Silently Dex* 119 = +15 +100 +2 [halfling] +2 [stealthy] Open Lock Dex 117 = +15 +100 +2 [nimble fingers] Perform_1 Cha 1 = +1 Perform_2 Cha 1 = +1 Perform_3 Cha 1 = +1 Perform_4 Cha 1 = +1 Perform_5 Cha 1 = +1 Ride Dex 17 = +15 +2 [handle animal] Search Int 54 = +2 +50 +2 [investigator] Sense Motive Wis 34 = +2 +30 +2 [negotiator] Sleight of Hand Dex* 117 = +15 +100 +2 [deft hands] Spot Wis 44 = +2 +40 +2 [alertness] Survival Wis 4 = +2 +2 [self-sufficient] Swim Str** 25 = +3 +20 +2 [athletic] Tumble Dex* 39 = +15 +20 +2 [jump] +2 [acrobatic] Use Magic Device Cha 11 = +1 +10 Use Rope Dex 57 = +15 +40 +2 [deft hands]
* = check penalty for wearing armor
This character also has 10 ranks in Speak Languages. Decipher Script >=5 ranks gives +2 on use magic device checks involving scrolls. Escape Artist >=5 ranks gives +2 on use rope checks for bindings. Search >=5 ranks gives +2 on survival checks while tracking. Use Rope >=5 ranks gives +2 on climb checks involving ropes. Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.
Halfling:
* +2 dexterity / -2 strength (already included)
* Small (combat bonuses, +4 to hide already included)
* +2 racial bonus on climb, jump, move silently
* +1 racial bonus on all saving throws (already included)
* +2 morale bonus on saves vs. fear (stacks with racial bonus)
* +1 to hit with thrown weapons and slings
* +2 racial bonus on listen checks (already included)
Rogue:
* Sneak Attack +65d6
* Trapfinding
* Evasion (level 2)
* Trap Sense (level 3)
* Uncanny Dodge (level 4)
* Improved Uncanny Dodge (level cool
* Special Abilities (choices begin at 10th level)
Lyle's Equipment: Weapons / Armor / Shield (from above) Backpack Bedroll Caltrops Crowbar Flint and steel Grappling hook Mirror Pouch x1 Rations (1 day) x2 Rope (50', silk) x1 Sacks x1 Signal whistle Spyglass Waterskins x1 Whetstone Thieves' tools
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Posted: Thu Oct 01, 2009 2:20 pm
Not cleaned up Char sheet for Lyle the halfling rouge.
Lyle
Male Halfling Rogue 2 Chaotic Neutral Representing Valin
Strength 13 (+1) Dexterity 20 (+5) Constitution 14 (+2) Intelligence 15 (+2) Wisdom 14 (+2) Charisma 17 (+3) Size: Small Height: 3' 4" Weight: 36 lb Skin: Light Eyes: Green Hair: Red; Wavy; Beardless
Total Hit Points: 13
Speed: 20 feet
Armor Class: 18 = 10 +2 [leather] +5 [dexterity] +1 [small]
Touch AC: 16 Flat-footed: 13
Initiative modifier: +5 = +5 [dexterity] Fortitude save: +3 = 0 [base] +2 [constitution] +1 [halfling] Reflex save: +9 = 3 [base] +5 [dexterity] +1 [halfling] Will save: +3 = 0 [base] +2 [wisdom] +1 [halfling] Attack (handheld): +3 = 1 [base] +1 [strength] +1 [small] Attack (unarmed): +3 = 1 [base] +1 [strength] +1 [small] Attack (missile): +7 = 1 [base] +5 [dexterity] +1 [small] Grapple check: -2 = 1 [base] +1 [strength] -4 [small]
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: 38 lb. or less 38-75 lb. 76-113 lb. 113 lb. 225 lb. 563 lb.
Languages: Common Dwarven Elven Halfling
Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]
Rapier [1d4, crit 18-20/x2, 1 lb., one-handed, piercing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 7.5 lb.]
Feats:
Stealthy
Traits:
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier Appraise Int 2 = +2 Balance Dex* 5 = +5 Bluff Cha 6 = +3 +3 Climb Str* 3 = +1 +2 [halfling] Concentration Con 2 = +2 Craft_1 Int 2 = +2 Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha 3 = +3 Disguise Cha 8 = +3 +5 Escape Artist Dex* 7 = +5 +2 Forgery Int 5 = +2 +3 Gather Information Cha 6 = +3 +3 Heal Wis 2 = +2 Hide Dex* 11 = +5 +4 [small] +2 [stealthy] Intimidate Cha 3 = +3 Jump Str* -3 = +1 +2 [halfling] -6 [speed 20] Knowledge (local) Int 4 = +2 +2 Listen Wis 9 = +2 +5 +2 [halfling] Move Silently Dex* 14 = +5 +5 +2 [halfling] +2 [stealthy] Open Lock Dex 10 = +5 +5 Perform_1 Cha 3 = +3 Perform_2 Cha 3 = +3 Perform_3 Cha 3 = +3 Perform_4 Cha 3 = +3 Perform_5 Cha 3 = +3 Ride Dex 5 = +5 Search Int 2 = +2 Sense Motive Wis 2 = +2 Sleight of Hand Dex* 10 = +5 +5 Spot Wis 4 = +2 +2 Survival Wis 2 = +2 Swim Str** 3 = +1 +2 Tumble Dex* 8 = +5 +3 Use Rope Dex 10 = +5 +5
* = check penalty for wearing armor
Use Rope >=5 ranks gives +2 on climb checks involving ropes. Use Rope >=5 ranks gives +2 on escape artist checks involving ropes.
Halfling:
* +2 dexterity / -2 strength (already included)
* Small (combat bonuses, +4 to hide already included)
* +2 racial bonus on climb, jump, move silently
* +1 racial bonus on all saving throws (already included)
* +2 morale bonus on saves vs. fear (stacks with racial bonus)
* +1 to hit with thrown weapons and slings
* +2 racial bonus on listen checks (already included)
Rogue:
* Sneak Attack +1d6
* Trapfinding
* Evasion (level 2)
* Trap Sense (level 3)
* Uncanny Dodge (level 4)
* Improved Uncanny Dodge (level cool
* Special Abilities (choices begin at 10th level)
Class HP rolled Level 1: Rogue 6 Level 2: Rogue 3
Lyle's Equipment:
9 lb 2 lb 1 lb 2 lb 5 lb
4 lb 1 lb 1 lb 1 lb 5 lb 1 lb
1 lb 1 lb 1 lb _____ 35 lb Weapons / Armor / Shield (from above) Backpack Bedroll Caltrops Crowbar Flint and steel Grappling hook Mirror Pouch x2 Rations (1 day) x2 Rope (50', silk) x1 Sacks x1 Signal whistle Waterskins x1 Whetstone Thieves' tools
Total
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Posted: Mon May 17, 2010 6:18 pm
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