Haruna (Kitsune Invocadora)

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Haruna (Kitsune Invocadora)

Mensaje  Admin el Vie Mayo 26, 2017 12:12 am

NAME Haruna
RACE Kitsune (Humanoid, shapechanger)
GENDER ♀
LEVEL Summoner 1
EXP 0/1000
F.CLASS Summoner (+1HP)
ALIGN Chaotic Neutral

AGE 15
HEIGHT 1.54 cm

WEIGHT 40kg (88lb)
Abilities
NameBaseRaceTotalModifier
STR10-28-1
DEX14+216+3
CON1212+1
INT10100
WIS1212+1
CHA14+216+3

INIT +3

SIZE Medium. No bonuses or penalties due to his size.
SPEED Land 30ft (20ft if carrying weight)

SPEAK Common, Sylvan

SENSES
Low-Light Vision (Ex):
Kitsune can see twice as far as humans in conditions of dim light.



DEFENSE
HD CON Bonus TOTAL
HP 1d8 +1 +1 = 10 

BASE ABLT Bonus TOTAL
AC 10 +3 +3 = 16 (10 + Dexterity modifier + Armor bonus)
FF AC 10 +3 = 13 (10 + Armor bonus)
To AC 10 +3 = 13 (10 + Dexterity modifier)
CMD 10 +0 -1+3 = 12 (10 + Base attack bonus + Strength modifier + Dexterity modifier)

BASE ABLT Bonus TOTAL
Fort +0 +1 = +1
Ref +0 +3 = +3
Will +2 +1 = +3

Armor AB MDex Penal SF% Speed
Studded leather +3 +5 –1 15% 30 ft.



OFFENSE
BAB +0 
CMB +0 -1 = -1 (Base attack bonus + Strength modifier)

BAB ABLT TOTAL
Melee +0 +3 = +3 (Base attack bonus + Dexterity modifier)
Ranged +0 +3 = +3 (Base attack bonus + Strength modifier)


Attack Atk B DMG Crit Range Ammo Dmg Type Hands Other
Unarmed +3 1d3-1 20/x2 5ft - B Nonlethal -
Bite (Ex) +3 1d4-1 20/x2 5ft - B+P+S - In her natural form only
Hanbo +3 1d6-1 20/x2 5ft - B L Trip
Crossbow, light +3 1d8 19/×2 80ft. 10b P 2* Load as a move action, provokes attack of opportunity.
May shoot with 1H at -2 penalty
Full-Attack: Hanbo or crossbow or unarmed AND Bite with a -2 to attack roll

Critical:
When you make an attack roll and get a natural 20, you hit regardless of your target’s Armor Class
Also have scored a “threat”, meaning the hit might be a critical hit.
Immediately make an attempt to “confirm” the critical hit—another attack roll with the same modifiers.
If the confirmation roll also results in a hit against the target’s AC, your original hit is a critical hit.
The critical roll just needs to hit to give you a crit, it doesn’t need to come up 20 again.
If the confirmation roll is a miss, then your hit is just a regular hit.
A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together.
Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.
Full attack:
You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes.
When you make additional attacks this way, all of your natural attacks are treated as secondary natural attacks
Using your BAB -5 and adding only 1/2 your Strength modifier on damage rolls.
Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties.
Minimum Damage:
If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage.
Strength Bonus:
When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result.
A Strength penalty, but not a bonus, applies on attacks made with a bow that is not a composite bow.


SPELLCASTING
Spells:
A summoner casts arcane spells drawn from the summoner spell list.
Can cast any spell she knows without preparing it ahead of time.
To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a summoner's spell is 10 + the spell level + the summoner's Charisma modifier.
A summoner can cast only a certain number of spells of each spell level each day.
In addition, she receives bonus spells per day if he has a high Charisma score.
A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice.
At each new summoner level, she gains one or more new spells.
Upon reaching 5th level, and at every third summoner level thereafter, might choose to learn a new spell in place of one he already knows.
In effect, the summoner “loses” the old spell in exchange for the new one.
The new spell's level must be the same as that of the spell being exchanged, and at least one level lower than the highest-level she can cast.
A summoner may swap only a single spell at any level and must choose at the same time that she gains new spells known for the level.

Cantrips:
A summoner learns a number of cantrips, or 0-level spells
These spells are cast like any other spell, but they may be cast any number of times per day.
Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.

Summon Monster I(Sp):
As the spell but without verbal, somatic, focus or material components
A number of times per day equal to 3 + her Charisma modifier (3+3= 6)
Drawing upon this ability uses up the same power as the summoner uses to call his eidolon.
As a result, she can only use this ability when his eidolon is not summoned.
She can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level).
A summoner cannot have more than one summon monster active in this way at one time.
If this ability is used again, any existing summon monster or gate immediately ends.
These summon spells are considered to be part of her spell list for the purposes of spell trigger and spell completion items.
In addition, she can expend uses of this ability to fufill the construction requirements of any magic item he creates.

Spells known
Cantrip 4
Spell I 2
Spell II /
Spell III /
Spell IV /
Spell V /
Spell VI /
Spell VII /
Spell VIII /
Spell IX /
Spells per day
Spell-like 3/day Dancing lights.
Cantrip ∞
Spell I 1+1
Spell II /+1
Spell III /+1
Spell IV /
Spell V /
Spell VI /
Spell VII /
Spell VIII /
Spell IX /
Spell DC 10 +Spell LVL +Charisma(+3) (13 +Spell LVL)

Kitsune Magic (Ex/Sp):
Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast.
3/day—dancing lights (caster level equals the kitsune’s level)






SKILLS ABLT UT BONUS RANKS TOTAL 2+Int per level (2+0=2)
Acrobatics Dex +3+2-1 +4 Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.
Appraise Int +0 +0
Bluff Cha +3 +3
Climb Str -1-1 -2
Craft Int C+0 +0
Diplomacy Cha +3 +3
Disable Device Dex N +3-1 //
Disguise Cha +3 +3
Escape Artist Dex +3-1 +2
Fly Dex C+3-1 +2
Handle Animal Cha N C+3 +1 +7
Heal Wis +1 +1
Intimidate Cha +3 +3
Know Arcana Int N C+0 //
Know Dungeoneering Int N C+0 //
Know Engineering Int N C+0 //
Know Geography Int N C+0 //
Know History Int N C+0 //
Know Local Int N C+0 //
Know Nature Int N C+0 //
Know Nobility Int N C+0 //
Know Planes Int N C+0 //
Know Religion Int N C+0 //
Linguistics Int N C+0 //
Perception Wis +1 +1
Perform Cha +3 +3
Profession Wis N C+1 +1 +5
Ride Dex C+3-1 +2
Sense Motive Wis +1 +1
Sleight of Hand Dex N +3-1 +1 +3
Spellcraft Int N C+0 //
Stealth Dex +3-1 +1 +3
Survival Wis +1 +1
Swim Str -1-1 -2
Use Magic Device Cha N C+3 //
 
Untrained 1d20 + ability modifier + racial modifier
Trained 1d20 + skill ranks + ability modifier + racial modifier
Trained Class Skill 1d20 + skill ranks + ability modifier + racial modifier + 3
C Class skill
* Armor check penalty applies to all Strength- and Dexterity-based skill checks.
-1 penalty with studded leather and/or while carrying a medium load











FEATURES
Change Shape (Su):
Can assume the appearance of a specific single human form of the same sex.
The kitsune always takes this specific form when she uses this ability.
A kitsune in human form cannot use her bite attack, but  gains a +10 racial bonus on Disguise checks made to appear human.
Changing shape is a standard action.
This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

Eidolon:
A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon.
The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature.
An eidolon has the same alignment as the summoner that calls it and can speak all of his languages.
Eidolons are treated as summoned creatures, except that:
They are not sent back to their home plane until reduced to a number of negative HP equal to or greater than their Constitution score.
An eidolon can touch and attack creatures warded by effects that prevent contact with summoned creatures.
The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.
A summoner can summon his eidolon in a ritual that takes 1 minute to perform.
When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned.
The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points.
The eidolon does not heal naturally.
The eidolon remains until dismissed by the summoner (a standard action).
If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day.
If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.
The eidolon takes a form shaped by the summoner's desires.
Each eidolon receives a pool of evolution points, that can be used to give the eidolon different abilities and powers.
Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature.
This control is not fine enough to make the eidolon appear like a specific creature.
The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned.
While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance
Invisibility does conceal it as long as the spell lasts.

Life Link (Su):
Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of HP.
Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon.
This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength.
If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%.
If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%.
If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane.
Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.



FEATS
Armor Proficiency (Light)
Summoners are proficient with light armor.
Can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance.
Weapon Proficiency (Simple)
Summoners are proficient with all simple weapons.
Weapon Finesse
You are trained in using your agility in melee combat, as opposed to brute strength.
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category,
you may use your Dexterity modifier instead of your Strength modifier on  attack rolls.
If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.



MONEY 12gp



EQUIPMENT Cost Weight
Hanbo 1 gp 2 lbs. Wooden bar, around 80cm long
Crossbow, light 35gp 4 lbs Standard crossbow with loading lever
Bolts 1gp 1 lb Standard wooden bolts
Studded leather 25gp 20 lbs Resistant but flexible suit of armor
Cold-weather outfit 8gp 7 lbs
Spell component pouch 5gp 2 lbs. Materials for her spells including ink and paper
Pouch belt 1gp .5 lbs
Flint and Steel -gp - Used to lit fires
36.5 Total


CARRYING CAPACITY
LIGHT MEDIUM HEAVY
0-26 27–53 54–80 lbs.

Load MDex Penalty Speed Run
Light +10 -0 30 ft. x4
Medium +3 –3 20 ft. x4
Heavy +1 –6 20 ft. x3
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Levi (Eidolon de Haruna)

Mensaje  Admin el Vie Mayo 26, 2017 12:13 am

NAME Levi
RACE Eidolon, Avian (Outsider)
GENDER /
ALIGN Chaotic Neutral

ABILITIES
STR 12 (+1)
DEX 16 (+3)
CON 13 (+1)
INT 7 (-2)
WIS 10 (+0)
CHA 11 (+0)

INIT +3

SIZE Small.
SPEED Land 30 ft, Fly 30ft Good Maneuvrability

SPEAK Common, Sylvan

SENSES
Low-Light Vision (Ex)
Can see twice as far as humans in conditions of dim light.
Darkvision (Ex):
Can see without needing any light, black and white only. Out to a range of 60 feet.


DEFENSE
HP 1d10 +1 = 11

AC 10 +3+4+1 = 18 (10 + Dexterity modifier + Natural Armor bonus + Size bonus)
FF AC 10 +4+1 = 15 (10 + Natural Armor bonus + Size bonus)
To AC 10 +3+1 = 14 (10 + Dexterity modifier + Size modifier)
CMD 10 +1+1+3-1= 14 (10 + Base attack bonus + Strength modifier + Dexterity modifier - size modifier)

Fort +0 +1 = +1
Ref +2 +3 = +5
Will +2 +0 = +2



OFFENSE
BAB +1
CMB +1 +3-1 = +3 (Base attack bonus + Dexterity modifier + special size modifier)
Melee +1 +3+1 = +5 (Base attack bonus + Dexterity modifier + size modifier)

Attack Attack DMG Crit Range Ammo Type
Claws x2 +5 1d3+1 20/x2 5ft - P+S
Wings x2 +0 1d3+1 20/x2 5ft - B
Full attack: 2 claws +1 wing

The eidolon takes a form shaped by the summoner's desires.
The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's level and increase as the summoner gains levels
A pool of evolution points, based on the summoner's class level, that can be used to give the eidolon different abilities and powers.
Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.
The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature.
This control is not fine enough to make the eidolon appear like a specific creature.
The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned.
While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph Invisibility does conceal it as long as the spell lasts.

EVOLUTIONS:
Free:
claws
flight (wings)
limbs legs
3 Points:
Improved Natural Armor (Ex) 1P
+2 Natural armor increase
Low-Light Vision (Ex) 1P
Can see twice as far as humans in conditions of dim light.
Wing Buffet (Ex) 1P
An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks.




Special
Link:
The summoner and his eidolon share a mental link that allows communication across any distance
They also share magic item slots.
Share spells:
The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself.
Even if the spells normally do not affect creatures of the eidolon's type (outsider).


SKILLS ABLT UT BONUS RANKS TOTAL 6+Int per level (6-2=4)
Acrobatics Dex C+3 +3
Appraise Int -2 -2
Bluff Cha C+0 +0
Climb Str +1 +1
Craft Int C-2 -2
Diplomacy Cha +0 +0
Disable Device Dex N +3 //
Disguise Cha +0 +0
Escape Artist Dex C+3 +3
Fly Dex C+3 1 +7
Handle Animal Cha N +0 //
Heal Wis +0 +0
Intimidate Cha +0 +0
Know Arcana Int N -2 //
Know Dungeoneering Int N -2 //
Know Engineering Int N -2 //
Know Geography Int N -2 //
Know History Int N -2 //
Know Local Int N -2 //
Know Nature Int N -2 //
Know Nobility Int N -2 //
Know Planes Int N C-2 1 +0
Know Religion Int N -2 //
Linguistics Int N -2 //
Perception Wis C+0 1 +4
Perform Cha +0 +0
Profession Wis N +0 //
Ride Dex +3 +3
Sense Motive Wis C+0 1 +4
Sleight of Hand Dex N C+3 //
Spellcraft Int N -2 //
Stealth Dex C+3+4 +7 (+4 size bonus on Stealth checks.)
Survival Wis C+0 +0
Swim Str +1 +1
Use Magic Device Cha N +0 //

Untrained 1d20 + ability modifier + racial modifier
Trained 1d20 + skill ranks + ability modifier + racial modifier
Trained Class Skill 1d20 + skill ranks + ability modifier + racial modifier + 3
C Class skill
* Armor check penalty applies to all Strength- and Dexterity-based skill checks.


FEAT
Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category,
you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
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Haruna, Mágia y hechizos

Mensaje  Admin el Vie Mayo 26, 2017 12:14 am

SPELLCASTING
Charisma based
A summoner begins play knowing four 0-level spells and two 1st-level spells of the summoner's choice.
At each new summoner level, he gains one or more new spells


SPELL-LIKE ABILITY
------------------
Dancing lights: 3/day
School evocation [light]
Casting Time 1 standard action
Components ---
Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none
Spell Resist no
You create up to four lights that resemble lanterns or torches (and cast that amount of light)
Or up to four glowing spheres of light (which look like will-o'-wisps)
Or one faintly glowing, vaguely humanoid shape.
The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire.
The lights can move up to 100 feet per round.
A light winks out if the distance between you and it exceeds the spell's range.
You can only have one dancing lights spell active at any one time.
If you cast this spell while another casting is still in effect, the previous casting is dispelled.
If you make this spell permanent, it does not count against this limit.

Summon Monster I (Sp): 6/day
As the spell but without verbal, somatic, focus or material components
A number of times per day equal to 3 + her Charisma modifier (3+3= 6)
Drawing upon this ability uses up the same power as the summoner uses to call his eidolon.
As a result, she can only use this ability when his eidolon is not summoned.
She can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level).
A summoner cannot have more than one summon monster active in this way at one time.
If this ability is used again, any existing summon monster or gate immediately ends.
These summon spells are considered to be part of her spell list for the purposes of spell trigger and spell completion items.
In addition, she can expend uses of this ability to fufill the construction requirements of any magic item he creates.

School Conjuration (summoning)
Casting Time 1 round
Components ---
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none
Spell Resist no
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane).
It appears where you designate and acts immediately, on your turn.
It attacks your opponents to the best of its ability.
If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.
Dire rat* —
Dog* —
Dolphin* —
Eagle* —
Fire beetle* —
Poisonous frog* —
Pony (horse)* —
Viper (snake)* -
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
Creatures cannot be summoned into an environment that cannot support them.
Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.
Creatures marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil.
If you are neutral, you may choose which template to apply to the creature.
Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment.
Summoning these creatures makes the summoning spell's type match your alignment.
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type.







CANTRIPS ∞/day
--------
Arcane mark
School universal
Casting Time 1 standard action
Components V, S
Range touch
Effect one personal rune or mark, all of which must fit within 1 sq. ft.
Duration permanent
Saving Throw none
Spell Resist no
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.
The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed.
If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.
A read magic spell reveals the words, if any.
The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.

Guidance
School divination
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless)
Spell Resist yes
This spell imbues the subject with a touch of divine guidance.
The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check.
It must choose to use the bonus before making the roll to which it applies.

Mage hand
School transmutation
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none
Spell Resist no
You point your finger at an object and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction,
the spell ends if the distance between you and the object ever exceeds the spell's range.

Open/Close
School transmutation
Casting Time 1 standard action
Components V, S, F (a brass key)
Range close (25 ft. + 5 ft./2 levels)
Target object weighing up to 30 lbs. or portal that can be opened or closed
Duration instantaneous
Saving Throw Will negates (object)
Spell Resist yes (object)
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails.
In addition, the spell can only open and close things weighing 30 pounds or less.
Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.




LEVEL 1 SPELLS 2/day
--------------
Rejuvenate eidolon (lesser)
School conjuration (healing)
Casting Time 1 standard action
Components V, S, M (a drop of your blood)
Range touch
Target eidolon touched
Duration instantaneous
Saving Throw none
Spell Resist no
By laying your hand upon an eidolon, you cause its wounds to close and its form to solidify.
This spell cures 1d10 points of damage +1 point per caster level (maximum +5).

Ventriloquism
School illusion (figment)
Casting Time 1 standard action
Components V, F (parchment rolled into cone)
Range close (25 ft. + 5 ft./2 levels)
Duration 1 min./level (D)
Saving Throw Will disbelief (if interacted with)
Spell Resist no
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else.
You can speak in any language you know.
Anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
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