Felicia White

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Felicia White

Mensaje por Nex189 el Jue Oct 13, 2016 1:25 am

Name: Felicia White
Nick: Liz
Race: Half-Vampire
Language: Common/Draconic/Celestial
Alignment: Lawful Good
Level: LA +2, Paladin 5, Kensai 2, Fist of Raziel 1, Cavalier 2
HP: 140

-Str: 24/7
-Dex: 12/1
-Con: 20/5
-Wis: 14/2
-Int: 14/2
-Cha: 20/5

Saves:
Fort: 5/5/4/0/2/3/3 : 19
Ref:  1/5/1/0/0/0/3 : 10
Will: 2/5/1/3/0/3/3: 17

AC: 20 (9 + 2 Dex + 2 Natural Armor + 7 Armor)
BAB: 9/4
Attack: 20 (21) (9 BAB + 7 Str + 2 Weapon + 1 Weapon Focus + 1 Mounted Lance)
Full Attack: 11/6/1
Damage: 1d8 + 10
Slam Damage: 1d6 + 3
Movement: 30ft.
Initiative: 5

Special:
Special Attacks: A half-vampire retains all the special attacks of the base creature and gains one of those described below. Saves have a DC of to + 1/2 half-vampire's HD + half-vampire's Cha modifier unless otherwise noted.

Blood Drain (Ex): Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can't drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality described below.

Charm Gaze (Su): Some half-vampires can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that the half-vampire must use a standard action, and those merely looking at the half-vampire are not affected. Anyone the half-vampire targets must make a successful Will save or fall under the half-vampire's influence as though affected by a charm monster spell (caster level equal to HD). Any creature that successfully saves against a half-vampire's charm gaze cannot be affected by that half-vampire's charm gaze for 24 hours. The ability has a range of 30 feet.

Children of the Night (Su): Some half-vampires can command the lesser creatures of the world. Once per day, a half-vampire that has this special attack can call forth 1d4 rat swarms, 1d3 bat swarms, or a pack of 1d6 wolves as a standard action. (If the base creature is not terrestrial, this ability might summon other creatures of equivalent power.) These creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour.

Special Qualities: A half-vampire retains all the special qualities of the base creature and also gains those described below.

Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least
one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted.
The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire's fatigue immediately, or reduces exhaustion to fatigue.
Only half-vampires with the blood drain special attack (see above) gain this special quality.
Damage Reduction (Su): A half-vampire has damage reduction 5/silver or magic.

Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).

Resistances (Ex): A half-vampire has resistance to cold 5 and electricity 5.

Class Features:
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level, just like the aura of a cleric of a good deity.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table 3—12: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health: At 3rd level, a paladin gains immunity to all diseases, including supernatural and
magical diseases (such as mummy rot and lycanthropy).

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid, and ranger), which are drawn from the paladin spell list (page 191). A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Wisdom modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3—12: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1—1: Ability Modifiers and Bonus Spells, page Cool. When Table 3—12 indicates that the paladin gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level paladin), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.
A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list (page 191), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see the sidebar). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for Small paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action.
The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service (if it has grown too old to join her crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect. Equal to a spell level 1/3 the paladin level. Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a —1 penalty on attack and weapon damage rolls.

Signature Weapon (Su): The kensai chooses one of his weapons (it must be one for which he has the Weapon Focus feat) to become a signature weapon. Most kensai choose
either a sword or bow for this weapon, but even a kensai's natural weapons can be chosen. If the weapon is a manufactured one, it must be of at least masterwork quality.
Upon qualifying for the class, a kensai gains the ability to establish a link with his signature weapon. The character focuses part of his life energy on the weapon, making it more effective in his hands and his hands alone.

Power Surge (Ex): At 2nd level, a kensai gains the ability to make a DC 15 Concentration check as a move action to focus his energy and spirit. If he succeeds, he gains +8 to his Strength for a number of rounds equal to one-half his class level. Each time after the first that a kensai successfully uses this ability in a single 24-hour period, the check DC increases by 5.

Magic Circle (Su): A 1st-level fist of Raziel is constantly surrounded by a magic circle against evil effect, as the spell cast by a cleric of the fist's character level.

Smite Evil (Su): Once per day, a fist of Raziel may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per class level. If she accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. She can use this ability more times per day as she advances in level, as shown on Table 5—10.
If the fist of Raziel has paladin levels as well, add the daily uses from her fist of Raziel levels to the daily uses from her paladin levels. Her damage bonus equals her fist of Raziel class level plus her paladin class level. This ability does not stack with the smite ability granted by the Destruction domain.
In addition to the basic function of smiting evil, a fist of Raziel gains special abilities that operate whenever she smites.

Good-Aligned: At 1st level, whenever a fist of Raziel smites evil, her weapon is considered good-aligned for purposes of overcoming damage reduction, as if she had the Exalted Smite feat.

Confirming: At 3rd level, whenever a fist of Raziel smites evil, all critical rolls are automatically successful (so every threat is a critical hit). This works even if the weapon has a magical effect related to critical hits, unlike the similar effect of the bless weapon spell.

Holy: At 5th level, whenever a fist of Raziel smites evil, her weapon is considered holy, dealing an extra 2d6 points of damage against evil creatures. This additional damage stacks with the extra damage she deals from the smite. However, it does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.

Fiendsmite: At 7th level, whenever a fist of Raziel smites evil, her weapon deals an extra 2d8 points of damage against evil outsiders and evil undead, instead of the +2d6 normally dealt by a holy weapon. If she also has the Exalted Smite feat, this damage is still doubled.

Chain: At 9th level, whenever a fist of Raziel smites evil, bolts of holy power erupt from the target creature and strike up to 5 additional evil targets within 30 feet, chosen by the fist of Raziel. Targets take 2d6 points of damage, or 2d8 if they are evil outsiders or evil undead. A successful Reflex save (DC 15 + the fist of Raziel's Cha modifier) reduces the damage by half.

Variant Mount: Drakkensteed.

Equipment: (70)
Boots of Riding: (12.000)
- +5 Ride
-Charging Lance critical x4 instead of x3

+2 Adamantine Valorous Sure Striking Lance (3.010 gp)
1d8
Crit: 20/x3
Doubles damage on a Charge
Ignores DR: Evil, Good, Chaotic, Lawful
Ignores Hardness 20

-Spiked Gauntlet (5 gp)
1d4
Crit: 20/x2

-Mithral Breastplate +2  (Spell Resistance 13) (8.400)
AC: 7
Armor check penalty: -1
Dex allowed: 5
Arcane Spell Failure: 15%

Ring of Feather Falling (2.200)

Cloak of Resistance +3 (9.000)

Ring of Sustenance (2.500)

Spells: (0+1)
-Magic Weapon

Skills: (56)

-Bluff: 0/1/2: 3
-Hide: 0/1/2: 3
-Listen: 2/1/2: 5
-Move Silently: 0/1/2: 3
-Spot: 3/1/2: 6
-Sense Motive: 10/1: 11
-Concentration: 10/5: 15
-Diplomacy: 5/3: 8
-Ride: 13/1/+5 : 19 (21)
-Handle Animal: 4/3: 7
-Knowledge (Nobility and Royalty): 4/2: 6
-Knowledge (Religion): 5/2: 7

Feats:

-Improved Initiative (Vampire Bonus)
-Level 1: Able Learner
-Human Bonus Feat: Combat Expertise
-Flaw (Vulnerable): Mounted Combat
-Flaw (Shaky):  Ride-By attack
-Flaw (Solitary Paragon): Weapon Focus (Lance)
-Level 3: Power Attack
-Level 6: Servant of the Heavens
-Level 9: Spirited Charge

Mount:
Name: Myvish
Race: Drakkensteed
Size: Large
HD: 6
Hp: 54

Stats:
Str: 24/7
Dex: 15/2
Con: 19/4
Int: 6/-2
Wis: 14/2
Cha: 12/1

Saves:
Fort: 5/4: 9
Ref: 5/2: 7
Will: 2/2 : 4

AC: 23; Touch: 11; Flat-footed: 21 (-1 Size, +2 Dex + 8 natural + 4 Armour)
BAB: +4; Grapple: +15
Bite: +10 (1d8+7)
Initiative: +2
Speed: 50 Ft. (Ground), Fly 60 ft. (Average/Good)

Equipment:

-Pectoral of Maneuverability (12.000)
Flight increases maneuverability

-Military Saddle. (20 Gp)
+2 Ride staying on saddle.

-Chain Shirt (400 Gp)
AC: +4
AC penalty: -2

Feats:

-Alertness
-Wingover
-Improved Flight

Skills:

Spot: 3/2/2: 7
Listen: 2/2/2: 6
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Re: Felicia White

Mensaje por Dominus el Miér Abr 19, 2017 9:32 pm

Name: Felicia Atropus
Nick: Liz
Race: Empowered Undead
Language: Draconic, Common, Infernal, Abyssal, Celestial, Primordial, Undercommon
Size: Large
Alignment: Chaotic Evil (no blood) - True Neutral ( After sucking blood)
Level: 30HD
HP: 499

-Str: 30/+10
-Dex: 30/+10
-Con: --
-Wis:12/+1
-Int: 24/+7
-Cha: 30/+10

Saves:
Fort: 11/10/0= 21
Ref: 11/10/10= 31
Will: 22/10/1= 33

AC: 30 (Base 10 + Dead beauty 10 + Dexterity 10) + 20% miss chance when clothes of darkness is active
BAB: 15
Attack: 35 (BAB 15 + Strength 10 + Unholy Power 10)
Full Attack: Bite attack 35 + Two claws 35 + Slam 35
Movement: 40
Initiative: 24
Low-light vision and dark vision: 120

Special:

Slam (Ex): She has a slam natural attack (1d8+ half str+Unholy power)

Bite attack (Ex): She has one bite natural attack (1d8+str+Unholy power)

Claw (Ex): She has two claw attacks (1d8+half str+Unholy power)

Unholy Toughness (Ex): Beings without metabolism are raised or constructed with animating force. This force now can be used to toughen them beyond the durability of their basic undead or construct frames, increasing their hit points. Felicia gains her charisma modifier as a bonus to her hit points, as if it were her constitution modifier.

Unholy Resilience (Ex): Her pure magical dark energy coursing through her veins improve her physical capabilities beyond mortal limits. She gains her charisma modifier as bonus to all of her saves.

Blood Drain (Ex)
Felicia can suck blood from a living victim with her fangs by making a successful grapple check. If she pins the foe, she drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, Felicia gains 5 temporary hit points.

Blood Dependency (Ex): If Felicia does not use her blood drain special attack against at least one living creature each day, she must make a DC 15 Fortitude save or become fatigued. Each day after the first that the Felicia does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, she must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that she does not use its blood drain or become exhausted.
The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the Felicia fails another save). Using her blood drain ability eliminates a Felicia's fatigue immediately, or reduces exhaustion to fatigue.

Children of the Night (Su)
Felicia command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve Felicia for up to 1 hour.

Dominate (Su)
Felicia can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that Felicia must use a standard action, and those merely looking at it are not affected. Anyone that Felicia targets must succeed on a Will save or fall instantly under the Felicia’s influence as though by a dominate person spell (caster level half of her HD). The ability has a range of 30 meters.

Dead Beauty (Su): Felicia's unholy beauty makes her enemy weary and unsure of attacking her. The enemy must succeed a Will save charisma based to initialize any kind of offensive against her, and even if the enemy succeeds, he can't attack full force (Felicia gain's her Charisma as circumstantial AC).
If the enemy overcomes the will save, he won't be affected by the impossibility of attacking her by a whole day (he still will have problems for attacking her due her circumstantial AC)

Unholy Power (Su): Felicia's attack are coated by the dark powers that reanimated her body. The attacks that she makes with her natural attacks counts as adamantine, magical and evil alignment for determining damage reduction, and also gains her Charisma as bonus for attack and damage rolls all of her natural attacks.

Natural armor (Ex): Felicia has +10 of natural armor.

Haunting Voice (Su): Felicia can dominate her enemies with her voice to do her bidding. With her beautiful voice, she can sing and enchant her opponents as if influenced by a dominate person spell (Caster level half of her HD). if the enemy is not dominated, he won't be affected again by this ability for a whole day, but still needs to overcome  another will save to not have all of his stats reduced by 10 and saves by 10 for 1d4+1 turns. If the second save is passed, this ability won't work on the same individual for a whole day.
She can sing and attack normally at the same time, but if she attacks the one affected, said target gets another will save with a bonus of +10 to overcome the charm. This ability has a range of 100 meters.

Damage reduction (Ex): Felicia has a damage reduction of 20/ good alignment

Regeneration (Su): The dark magic that surges through her body, heals instantly the damage received, regenerating 10 hp per turn. She can reattach cutted limbs by putting them again or regrow them 1d4 minutes later. Her regeneration can be overcome by epic, good alignment weapons or being inside an antimagic field.

Fast healing (Ex): Felicia accelerated cell reproduction can heal her a total of 5 hp per turn even inside an antimagic field or if being attacked by good weapons. Epic weapons can still overcome this, and if her hp reaches 0, it stops functioning.

Paralyzing touch (Su) : Every time Felicia hits an enemy with any of her natural attacks, he must succeed a fort save to avoid her dark energies penetrating his body and letting him immobile for a round. The DC is charisma based (10+half of her HD+Cha)

One with the Dark (Su): If Felicia is in a dark place her Regeneration, Fast Healing, DC for special abilities and magic, damage rolls and natural armor get augmented by 10. Also, in this state all of her spells are considered maximized.

Clothes of Darkness (Su): Felicia's body is covered by ethereal shadows forming her clothes, floating and resonating around her, making her a hard to hit target. All of her enemies have a 20% miss chance when attacking her, with physical attacks or magic touch attacks. This ability does not work however, against area attacks.

Rip and tear (Ex): Whenever Felicia hits her targets with two claws, she can proceed to tear it, dealing the equivalent of an additional claw damage with 1.5 of her strength modifier with unholy power applicable.

Undead body (Ex): Due to her completely undead body, Felicia is now immune to massive damage, poisons, normal exhaustion and any kind of sickness be natural or magical. Her body can also absorb necrotic energy and be healed by it.

Resistances: Felicia has 20 resistance against lightning and cold.

Magic (Su): Felicia can use magic as a sorcerer half of her HD, but she is restricted to only spells of the Necromancy school or spells with the Evil descriptor

Spells:
Lv0 (6): Touch of fatige x2; Disrupt undead x2; Preserve organ x2
Lv1 (9): Chill touch x2; Ray of enfeeblement x2; Spirit worm x2; Cause fear; Backbitter  x2
Lv2 (9): Blindness/Deafness ; Bonefiddle x2; Death armor; Ray of weakness x2; Scare; Stolen breath; wither limbs (lesser)
Lv3 ( 8 ): Bloody asphyxiaton x2; Halt undead; Mind poison x2; shivering touch x2; Undead torch
Lv4 ( 8 ): Animate dead x3; Bestow curse x2; Grim revenge; Enervation; Contagion
Lv5 ( 8 ): Night's caress x2; Soul shackles x2;  Stop heart x2; Spirit wall; Wrack
Lv6 ( 8 ): Aura of terror; Create undead x2; Opalescent glare; Ray of enthropy x2; Contagion (mass); Eyebite
Lv7 (5): Arrow of bone; Avasculate; Control undead; Finger of death; Pulse of hate

Inhuman reflexes (Ex): Felicia's new size don't affect her BAB or AC in any way, nor she can be affected by a slow spell. She also gains 10 to her movement speed and her Charisma as bonus to her initiative

Limit breaker (Ex): Due to her undead constitution and healing abilities, Felicia is capable of pushing her body to the limits. She gains an aditional bonus of +10 in strength checks.

Walls and Ceiling walk (Su): Felicia can walk up walls and ceilings at half of her full speed without any kind of penalty nor checks.

Daylight weakness (Ex): Whenever Felicia is under the sun light or spell-likes that create similar effects, she loses her regenerating abilities and unholy power to her attacks, her clothes of darkness and she also becomes fatigued, or exhausted of she was fatigued before. This effects last until she goes out of the source of light.

Obsession (Ex): The magic and corrupted powers that goes through her veins twisted her oath and love for Bane, making her obsessive and overpowering. This state of mind makes her immune to any charm or mind affecting ability.

Skills:

-Bluff: 20+10= 30
-Balance: 20+10= 30
-Hide: 20+10= 30
-Intimidate: 20+10= 30
-Decipher script: 10+7= 17
-Disable device: 10+10= 20
-Listen: 15+1= 16
-Move Silently: 20+10= 30
-Spot: 15+1= 16
-Sense Motive: 20+1= 21
-Concentration: Cannot fail
-Diplomacy: 15+10= 25
-Disguise: 9+10= 19
-Gather information: 10+10= 20
-Ride: 20+10= 30
-Handle Animal: 10+10 = 20
-Jump: 15+10=25
-Knowledge (Nobility and Royalty): 10+7=17
-Knowledge (Religion): 10+7=17
-Knowledge (The planes): 10+7=17
-Knowledge (Arcana): 10+7=17
-Tumble: 15+10=25
-Spellcraft: 30+7=37
-Use magic device: 10+10=20
-Perform (Singing): 20+10=30
-Open lock: 10+10=20

Feats:
-Improved Initiative (Vampire Bonus)
-Level 1: Able Learner
-Flaw (Vulnerable): Mounted Combat
-Flaw (Shaky):  Ride-By attack
-Flaw (Solitary Paragon): Weapon Focus (Lance)
-Level 3: Power Attack
-Level 6: Servant of the Heavens Lost
-Level 9: Spirited Charge
-Lv 12: Multi-attack
-Lv 15: Improved multi-attack
-Obscuras bonus feat: Leap attack
-Lv 18: Improved bullrush
-Obscuras bonus feat: improved grab
-Lv 21: Awesome blow
-Lv 24: Shoock Trooper
-Obscuras bonus feat: Quicken spell
-Lv 27: Cleave
-Obscuras bonus feat: Corpse crafter

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