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Current Ship's complement | Current Ship's complement | ||
* 5 Officers | * 5 Officers | ||
− | * | + | * 2 experienced mates (borrowed from Cove Secret) |
− | * | + | * 12 Lizardmen |
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Watch Standers | Watch Standers | ||
* Fergis - Captain | * Fergis - Captain | ||
* Shelly - Bo'sun | * Shelly - Bo'sun | ||
− | * Twitch - | + | * Whitelaw - Chaplain? Surgeon? |
− | * Vomzisk - Quartermaster | + | * Twitch - Master Gunner |
+ | * Vomzisk - Quartermaster? | ||
===The Hold=== | ===The Hold=== | ||
*Ship's Paychest - Locked sea chest containing | *Ship's Paychest - Locked sea chest containing | ||
− | ** | + | **400poe (Shelly's buy in from the auction of Captain Granuaile's effects) |
+ | ** The captain's sword from the Wind Child | ||
** The Wind Child's Navigation instruments | ** The Wind Child's Navigation instruments | ||
** Brace of Pistols (from the original gear taken off the octopus) | ** Brace of Pistols (from the original gear taken off the octopus) | ||
− | ** Maps and | + | ** Maps and Document (from the Octopus) |
+ | ** A Broken Atlatl (would be +1 Keen if repaired) | ||
+ | **A scroll case containing the famous map once belonging to the sailmaster of the Wind Child | ||
− | + | *Fresh water and preserved food sufficient for several days, possibly weeks at sea | |
− | * | + | *Fresh food - freshly butchered giant flying fish, giant crab claws and other seafood |
*crate of various silvered edged weapons (swords, hatchets, daggers) | *crate of various silvered edged weapons (swords, hatchets, daggers) | ||
+ | *Bulky stores of ore, wool, beer, wood worth 2d3 x100poe | ||
*Barrels of good rum, wine, lantern oil & gunpowder (from the wreck of the Wind Child) | *Barrels of good rum, wine, lantern oil & gunpowder (from the wreck of the Wind Child) | ||
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*Various Ship Tools (shipwright/carpentry/sailmaking etc.) - Taken from the Octopus | *Various Ship Tools (shipwright/carpentry/sailmaking etc.) - Taken from the Octopus | ||
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===The Ship's Articles=== | ===The Ship's Articles=== | ||
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* Loot is to be split into equal shares and distributed as follows | * Loot is to be split into equal shares and distributed as follows | ||
** One Share to the Pirate Lords of Cove Secret | ** One Share to the Pirate Lords of Cove Secret | ||
− | ** Two Shares to be divided between the Captain and Watch Standing Officers | + | ** Two Shares to be divided between the Captain and Watch Standing Officers |
** One Share to be divided equally among the remaining crew. | ** One Share to be divided equally among the remaining crew. | ||
* Everyone has equal access to booze and food, and takes it in turn to pick from clothes, arms, sundries, and luxuries. | * Everyone has equal access to booze and food, and takes it in turn to pick from clothes, arms, sundries, and luxuries. | ||
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Name: Fergis Delmari | Name: Fergis Delmari | ||
Race: Human | Race: Human | ||
− | Class: Bard (Sea Singer) | + | Class: Bard (Sea Singer) 3, Rogue (Pirate) 1, aspiring Tattooed Mystic |
Alignment: CN | Alignment: CN | ||
Appearance/Personality: | Appearance/Personality: | ||
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Cha 18 | Cha 18 | ||
− | BAB: | + | BAB: 2 |
Fort: 2 | Fort: 2 | ||
− | Ref: | + | Ref: 8 |
− | Will: | + | Will: 4 |
+4 vs air/water effects, slip/trip/knock prone | +4 vs air/water effects, slip/trip/knock prone | ||
AC: 17 (Defense Bonus) | AC: 17 (Defense Bonus) | ||
Hit Die: d8 | Hit Die: d8 | ||
− | HP: | + | HP: 27 / 27 |
− | Short sword: + | + | Short sword: +4, 1d6+1, 19-20 x2 |
− | Dagger | + | Dagger: +3, 1d4+1, 19-20 x2 |
− | Light crossbow: + | + | Light crossbow: +6, 1d8, 80’ |
** Sneak Attack: 1d6 | ** Sneak Attack: 1d6 | ||
+2 CMD vs grapple/overrun/trip | +2 CMD vs grapple/overrun/trip | ||
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Appraise 1:6 (8) | Appraise 1:6 (8) | ||
Bluff 1:8 | Bluff 1:8 | ||
− | Climb | + | Climb 3:9 |
− | Craft (Carpenter) 1:6 | + | Craft (Carpenter) 1:6 |
− | Craft (Tattoo) | + | Craft (Tattoo) 4:9 (11) (13) |
− | Diplomacy | + | Diplomacy 1:8 |
Intimidate 2:9 | Intimidate 2:9 | ||
Know (Arcana) 1:6 | Know (Arcana) 1:6 | ||
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*Know (Local) 1:8 | *Know (Local) 1:8 | ||
*Know (Nature) 1:8 | *Know (Nature) 1:8 | ||
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*Linguistics 2:13 | *Linguistics 2:13 | ||
Perception 2:5 (7) | Perception 2:5 (7) | ||
− | Perform (Wind) | + | Perform (Wind) 4:11 (13) |
− | Profession (Sailor) | + | Profession (Sailor) 2:5 |
Sense Motive 2:5 (7) | Sense Motive 2:5 (7) | ||
− | Spellcraft | + | Spellcraft 4:9 |
− | Stealth | + | Stealth 3:9 |
− | Swim | + | Swim 4:10 |
* reroll 1/day | * reroll 1/day | ||
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Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks | Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks | ||
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Language: Common | Language: Common | ||
− | Bardic Performance: | + | Bardic Performance: 12 rds/day, std to start, free to maintain. |
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− | Spells/Day: | + | Spells/Day: (Swap out for Cure Light) |
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− | + | 1st: 4 @ | |
Spells Known: DC 15 (Conj 16) | Spells Known: DC 15 (Conj 16) | ||
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Prestidigitation | Prestidigitation | ||
Read Magic | Read Magic | ||
− | Summon Instrument: 5 min | + | Summon Instrument: 4 min |
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+ | 1st: 4 | ||
+ | Enhance Water: touch, 3 pints, turn water to mild booze, removes poisons/diseases/minerals/toxins | ||
+ | Glue Seal: 30', 4 min, 1 object/5' square, Reflex or entangled/item stuck | ||
+ | Grease: 30', 4 min, 1 object/10' square, Reflex or fall/item dropped | ||
+ | Summon Monster I: 1 rd, close, 4 rds, acts immed | ||
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Feat: | Feat: | ||
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Dark - Senses gain darkvision 60 ft. and low-light vision; Defensive Abilitiesgains DR and resistance to cold and electricity based on its Hit Dice, as noted on the table below (5); SR gains SR equal to its new CR + 5. | Dark - Senses gain darkvision 60 ft. and low-light vision; Defensive Abilitiesgains DR and resistance to cold and electricity based on its Hit Dice, as noted on the table below (5); SR gains SR equal to its new CR + 5. | ||
Shadow Blend (Su): In any illumination other than bright light, a dark creature blends into the shadows, giving it concealment (20% miss chance). If it already has concealment, the miss chance gained from concealment increases to 50% (though this does not count as total concealment). A dark creature can suspend or resume this ability as a free action. | Shadow Blend (Su): In any illumination other than bright light, a dark creature blends into the shadows, giving it concealment (20% miss chance). If it already has concealment, the miss chance gained from concealment increases to 50% (though this does not count as total concealment). A dark creature can suspend or resume this ability as a free action. | ||
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Crossbow, light (masterwork) | Crossbow, light (masterwork) | ||
Dagger 2 | Dagger 2 | ||
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Bolts 1 | Bolts 1 | ||
Short sword (masterwork) | Short sword (masterwork) | ||
Artisan’s tools, masterwork (tattooing) | Artisan’s tools, masterwork (tattooing) | ||
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Musical instrument, masterwork (tin whistle) | Musical instrument, masterwork (tin whistle) | ||
− | Wand of Cure Light Wounds: | + | Wand of Cure Light Wounds: 50 |
Tinker’s cap 200 | Tinker’s cap 200 | ||
Tattoos 15 | Tattoos 15 | ||
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Applejack, bottle (4 lbs ) 0.3 | Applejack, bottle (4 lbs ) 0.3 | ||
Waterskin 1 | Waterskin 1 | ||
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8 gp | 8 gp | ||
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Auspicious Tattoo: raindrop/wind-gust yin-yang (Gozreh) on right arm. | Auspicious Tattoo: raindrop/wind-gust yin-yang (Gozreh) on right arm. | ||
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Cha: 10 (+0) | Cha: 10 (+0) | ||
− | HP: | + | HP:29/29 |
AC: 18 | AC: 18 | ||
Init: 6 | Init: 6 | ||
− | Fort: + | + | Fort: +4 Ref: +7 Will: +3 |
− | BAB: + | + | BAB: +2 |
CMB: -2 CMD: 12 | CMB: -2 CMD: 12 | ||
Weapon Proficiency: Simple, Firearms, hand crossbow, rapier, sap, shortbow, and short sword | Weapon Proficiency: Simple, Firearms, hand crossbow, rapier, sap, shortbow, and short sword | ||
− | Skills( | + | Skills(20/20) --> Acrobatics(+7), Climb(+10), Escape Artist(+7), Perception(3/+9), Sense Motive(+6), Sleight of Hand(+7), Stealth(1/+12), Survival(1/+7), Swim(+3), Appraise(1/+6), Craft (alchemy)(3/+8), Disable Device(3/+10), Use Magic Device (2/+5), Knowledge(arcana) (1/+6), Spellcraft(1/+6), Knowledge(Nature)(1/+6), Heal(2/+6), Profession:Herbalist(1/+5) |
Dual wielding master work daggers with Two Weapon Fighting and Weapon Finesse. | Dual wielding master work daggers with Two Weapon Fighting and Weapon Finesse. | ||
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Touch of the Sea | Touch of the Sea | ||
− | + | Discovery(1)- Infusion | |
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− | Discovery( | ||
Loadout- | Loadout- | ||
− | Extracts Prepared (4 | + | Extracts Prepared (4/day): |
CLW | CLW | ||
True Strike | True Strike | ||
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Name: Vomzisk | Name: Vomzisk | ||
Race: Lizard | Race: Lizard | ||
− | Class: Pirate 1,Seaborn Sorcerer | + | Class: Pirate 1,Seaborn Sorcerer 1, Bloodrager 2 (Aquatic Bloodline) |
Favoured Class: Sorcerer | Favoured Class: Sorcerer | ||
Alignment: CN | Alignment: CN | ||
Appearance: Tall, wide bodied, heavy tailed, grey-green horny scales, long snout full of sharp teeth. Generally wears a weapon harness and some painted runes. 6'6", 300 lbs, 25 | Appearance: Tall, wide bodied, heavy tailed, grey-green horny scales, long snout full of sharp teeth. Generally wears a weapon harness and some painted runes. 6'6", 300 lbs, 25 | ||
http://orokos.com/roll/744136 | http://orokos.com/roll/744136 | ||
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Attributes | Attributes | ||
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Str 17/21 +3/+5 | Str 17/21 +3/+5 | ||
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Dex 18 +4 | Dex 18 +4 | ||
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Con 18/22 +4/+5 | Con 18/22 +4/+5 | ||
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Int 12 +1 | Int 12 +1 | ||
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Wis 14 +2 | Wis 14 +2 | ||
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Cha 17 +3 | Cha 17 +3 | ||
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AC 19 | AC 19 | ||
Hit Die: 1d8/2d10/1d6 | Hit Die: 1d8/2d10/1d6 | ||
− | HP: | + | HP: 36 |
Damage | Damage | ||
Unarmed: 1d4+3/5 claw, 1d3+3/5 bite | Unarmed: 1d4+3/5 claw, 1d3+3/5 bite | ||
− | + | Greataxe: 1d12+4/7 | |
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− | Greataxe: 1d12+4/7 | ||
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Javelin with atlatl 1d6+3, 50' (30' if thrown) | Javelin with atlatl 1d6+3, 50' (30' if thrown) | ||
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Sneak Attack +1d6 | Sneak Attack +1d6 | ||
Languages: Plaza, Draconic (or whatever lizards speak) | Languages: Plaza, Draconic (or whatever lizards speak) | ||
Skills: 8/lvl pirate 4/lvl Sorcerer (Counting favoured class) 5/lvl Bloodrager | Skills: 8/lvl pirate 4/lvl Sorcerer (Counting favoured class) 5/lvl Bloodrager | ||
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+ | Ranks/Total | ||
+ | Acrobatics (dex) 1/+14 | ||
+ | Climb (str) 2/+10 | ||
+ | Diplomacy (Cha) 2/+8 | ||
+ | Intimidate (Cha) 2/+8 | ||
+ | Know Local (int) 3/+7 | ||
+ | Perception (wis) 2/+7 | ||
+ | Profession (Sailor) (Wis) 1/+6 | ||
+ | Sense Motive (wis) 1/+6 | ||
+ | Spellcraft (Int) 2/+6 | ||
+ | Stealth (dex) 2/+9 | ||
+ | Survival (wis) 2/+7 | ||
+ | Swim (str) 2/+18 | ||
Proficiencies: | Proficiencies: | ||
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Class Abilities | Class Abilities | ||
Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks | Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks | ||
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Fast Movement: +10'land movement | Fast Movement: +10'land movement | ||
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Bloodrage: Enter a rage as a free action, +4 Str & Con, +2 Will saves, -2 AC. Can use for 8 rounds/day. Fatigued after for twice the duration. | Bloodrage: Enter a rage as a free action, +4 Str & Con, +2 Will saves, -2 AC. Can use for 8 rounds/day. Fatigued after for twice the duration. | ||
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Underwater Attacks: your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties. | Underwater Attacks: your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties. | ||
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Water Blast (Sp): At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 13) negates this effect. You can use this ability a number of times per day equal to 6 | Water Blast (Sp): At 1st level, as a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 13) negates this effect. You can use this ability a number of times per day equal to 6 | ||
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Uncanny Dodge: At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. | Uncanny Dodge: At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. | ||
Spells | Spells | ||
− | 0: Mage Hand, Dancing Lights, Drench, Scoop | + | 0: Mage Hand, Dancing Lights, Drench, Scoop |
− | 1( | + | 1(4/day): Mage Armour, Long Arms, Magic Missile (2 missiles, 1d4+1 ea.) |
Racial abilities | Racial abilities | ||
Natural Weapons: 1d3 claws, 1d4 bite, +1 natural AC, Swim 15' | Natural Weapons: 1d3 claws, 1d4 bite, +1 natural AC, Swim 15' | ||
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Masterwork Greataxe | Masterwork Greataxe | ||
Silvered Greataxe | Silvered Greataxe | ||
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10 javelins | 10 javelins | ||
Atlatl | Atlatl | ||
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Waterskin | Waterskin | ||
Leather harness holding quiver of javelins and greataxe | Leather harness holding quiver of javelins and greataxe | ||
− | + | 1870 poe | |
===Gap-Tooth Shelly the Prize Fighter=== | ===Gap-Tooth Shelly the Prize Fighter=== | ||
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'''Name:''' Gap-tooth Shelly | '''Name:''' Gap-tooth Shelly | ||
'''Race:''' Human | '''Race:''' Human | ||
− | '''Class:''' Pirate 1 Prize Fighter (Drunken Master) | + | '''Class:''' Pirate 1 Prize Fighter (Drunken Master) 3 |
'''Favoured Class:''' Prize Fighter (i.e. Monk) | '''Favoured Class:''' Prize Fighter (i.e. Monk) | ||
'''Alignment:''' Neutral | '''Alignment:''' Neutral | ||
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'''Wis''' 13 (+1) | '''Wis''' 13 (+1) | ||
'''Cha''' 12 (+1) | '''Cha''' 12 (+1) | ||
− | '''BAB''' + | + | '''BAB''' +2 |
'''CMB''' +8 (Grapple +10) | '''CMB''' +8 (Grapple +10) | ||
− | '''CMD''' | + | '''CMD''' 20 (22 vs grapple) |
− | '''Fort''' + | + | '''Fort''' +5 |
− | '''Ref''' + | + | '''Ref''' +8 |
− | '''Will''' + | + | '''Will''' +4 |
'''Speed:''' 40ft | '''Speed:''' 40ft | ||
− | '''AC''' | + | '''AC''' 17 |
− | '''Hit Die:''' | + | '''Hit Die:''' 4d8 |
− | '''HP:''' | + | '''HP:''' 31 (including 3hp from 3 lvls of favoured class) |
− | *'''Unarmed Strike''' Atk + | + | *'''Unarmed Strike''' Atk +7 Dmg 1d6+5 |
− | *'''Pummelling Blows''' (Flurry) Atk + | + | *'''Pummelling Blows''' (Flurry) Atk +6/+6 Dmg 1d6+5/1d6+5 |
− | *'''Mwk Handaxe''' Atk + | + | *'''Mwk Handaxe''' Atk +8 Dmg 1d6+5 (crit x3) |
− | *'''Thrown Dagger''' Atk + | + | *'''Thrown Dagger''' Atk +5 Dmg 1d4+5 Range 10ft (crit 19/20 x2) |
− | *'''Pistol''' Atk + | + | *'''Pistol''' Atk +5 Dmg 1d8 Range 20ft Misfire 1 (crit x4) |
'''Sneak Attack''' +1d6 | '''Sneak Attack''' +1d6 | ||
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'''Skills''' | '''Skills''' | ||
− | *Acrobatics (dex) | + | *Acrobatics (dex) 4/12 |
*Climb (str) 1/10 | *Climb (str) 1/10 | ||
*Escape Artist (dex) 1/7 | *Escape Artist (dex) 1/7 | ||
*Intimidate (Cha+str) 4/14 | *Intimidate (Cha+str) 4/14 | ||
*Know Local (int) 1/3 | *Know Local (int) 1/3 | ||
− | *Perception (wis) | + | *Perception (wis) 2 / 6 |
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*Sense Motive (wis) 1/5 | *Sense Motive (wis) 1/5 | ||
*Stealth (dex) 1/7 | *Stealth (dex) 1/7 | ||
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'''Class Abilities''' | '''Class Abilities''' | ||
*Sea Legs | *Sea Legs | ||
− | *AC Bonus | + | *AC Bonus (Ex) |
*Pummelling Blows (flurry) (Ex) | *Pummelling Blows (flurry) (Ex) | ||
*Evasion (Ex) | *Evasion (Ex) | ||
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*Maneuver Training (Ex) | *Maneuver Training (Ex) | ||
*Liquid Prowess (Drunken Ki) (Su) | *Liquid Prowess (Drunken Ki) (Su) | ||
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'''Racial abilities''' | '''Racial abilities''' | ||
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*Silver hatchet (1d6 dmg, crit x2) | *Silver hatchet (1d6 dmg, crit x2) | ||
*Belt pouch containing | *Belt pouch containing | ||
− | ** | + | **47.5poe worth of mixed coin |
− | **0 potions of Cure Light Wounds | + | **0 potions of Cure Light Wounds |
− | **potion of heroism | + | **potion of heroism |
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*Traveler's Outfit (Boots, breeches, belt, poorly darned linen shirt) | *Traveler's Outfit (Boots, breeches, belt, poorly darned linen shirt) | ||
*Pirate outfit (decent quality with a long coat, tricorne hat and a spare shirt) | *Pirate outfit (decent quality with a long coat, tricorne hat and a spare shirt) | ||
*Waterproof boat cloak | *Waterproof boat cloak | ||
*Hip flask (currently contains applejack) | *Hip flask (currently contains applejack) | ||
+ | *2nd flask (also contains applejack) | ||
+ | *Wineskin (filled with 4lb cheap wine), | ||
*2 Daggers | *2 Daggers | ||
*Pistol | *Pistol | ||
− | *Bandolier | + | *Bandolier of 11 pre-measured pistol charges & bullets |
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*Backpack (oilskin bag with a single shoulder strap) containing | *Backpack (oilskin bag with a single shoulder strap) containing | ||
**Waterskin | **Waterskin | ||
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**Bedroll | **Bedroll | ||
**Mess Kit | **Mess Kit | ||
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**Waterproof Lantern (cursed: when you light the lantern you swear that at the edge of the darkness you see the ghost of Captain Stormsailer watching back) | **Waterproof Lantern (cursed: when you light the lantern you swear that at the edge of the darkness you see the ghost of Captain Stormsailer watching back) | ||
**1 pint oil | **1 pint oil | ||
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*10 gallon keg filled with applejack | *10 gallon keg filled with applejack | ||
− | *Leather sack containing | + | *Leather sack containing 350poe |
===Whitelaw Quint, Soul Lodge Vicar=== | ===Whitelaw Quint, Soul Lodge Vicar=== | ||
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[[File:Cipactlix.jpg]] | [[File:Cipactlix.jpg]] | ||
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