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    Fighter Kits and Class Options Part 1
    Posted on Sun, September 18, 2011 by MysticWhip
    Argon writes "In this treatise, you are presented with some new fighter kits and alternative fighter classes: The Rhennee Darkhagards, the Sheldomar Swordsman, the Myrmidon and the Swashbuckler.

    Fighter Kits and Class Alternatives Part 1


    Only those Rhennee men who have exhibited a high degree of skill, and vigor is considered for membership in the Darkhagard. A Darkhagard has devoted himself to defend the Rhennee way of life. He sees all land folks as threats to his continued existence, and has left behind his mundane duties aboard the barge to keep a constant vigil against outside forces. To this end, he pursues weapon mastery and seamanship with equal ardor, honing his dual crafts so that his people will not have to fear giving up their nomadic lifestyle at the demand of a foreign prince. Being bound by any sovereign rule would be tantamount to death.

    Alignment: Any Lawful, though most are Lawful Neutral.

    Hit Dice: d10

    Skill Points at 1st Level: (4 + Int modifier) x 4.

    Skill Points at Each Additional Level:  4 + Int modifier

    Class Skills

    The Darkhagard skills are Balance (Dex),Climb (Str), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge Local (Int), Knowledge Navigation (Int), Move Silently (Dex), Profession Boater/Sailor (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Use Rope (Dex)


    To qualify to become a member of the Darkhagard, a character must fulfill the following criteria. This class alternative is only open to Rhennee males with abilities' scores of 13 or more in Strength or Dexterity, and no ability score below 10. They must have at least 2 ranks in Profession Boater or Sailor and Swim. With a feat at first level must take weapon focus (darkha). Darkhagard’s are proficiencient in light armor and shields save the tower, and all simple, martial, and an exotic weapon called the darkha. A Darkhagard does not receive bonus feats normally available for the class.

    1st Level Sneak Attack (Ex)

    Much like the rogue a Darkhagard gains the sneak attack at 1st level the damage bonus is 1d6. Otherwise this works just like the rogue sneak attack ability. At 5th Level 2d6, 10th Level 3d6, 15th Level 4d6, and 20th Level 5d6.

    1st Level Bonus Languages (Ex)

    In their travels, the Darkhagard come into contact with various merchants from other cultures, and have picked up some of their speech. This gives the Darkhagard an edge in dealing with trading partners and potential enemies. The Darkhagard can read and write in this language, as if he had acquired it in the usual manner. The language must be one with which the Darkhagard has had some contact. He can add one language to his list of known languages starting at first level and every four levels thereafter.

    2nd Level Prone Fighting (Ex)

    Having spent countless hours training with their darkhas, the Darkhagard suffer no penalties to melee attacks using a darkha while prone. Further, opponents fighting a prone Darkhagard enjoy no melee attack bonuses due to his prone status.

    3rd Level Darkha Specialization (Ex)

    A Darkhagard gains the weapon specialization feat with the darkha, even if he does not meet the prerequisites for the feat.

    3rd Level Swim likes a Fish (Ex)

    A Darkhagard with 5 or more ranks in his swim skill can swim at half his speed as a move action or full speed as an full round action. At 6th Level, he can swim for two hours before needing to roll for fatigue and only receives half the normal swim check penalties for wearing armor and carrying equipment. At 9th Level, he can hold his breath for a number of rounds equal to four times his constitution score

    5th Level Increased Range (Ex)

    In the hands of a Darkhagard, a darkha now has the range of 40’ft while being thrown. This range increases to 50’ft at 11th level and 60’ft at 17th level.

    5th Level Instant Stand (Ex)

    Naturally agile and trained for combat, a Darkhagard has learned to lead to his feet from a prone position as a free action.

    7th Level Darkha Greater Focus (Ex)

    A Darkhagard receives the greater weapon focus feat with his darkha, even if he does not meet the prerequisites for the feat.

    9th Level Darkha Mastery (Ex)

    Through arduous practice with his weapon and rope, the Darkhagard has mastered his weapon to the degree that it can be considered to have reach, allowing him to make melee attacks against enemies within 10 ft. Further. He may swing the darkha and strike with the blunt haft of the weapon, inflicting sub dual damage at a hit penalty of only -2.

    11th Level Darkha Greater Specialization (Ex)

    A Darkhagard receives the greater weapon specialization feat with his darkha, even if he does not meet the prerequisites for the feat.

    13th Level Water Tracking (Su)

    The most difficult skill for a Darkhagard to master, the ability to track creatures on water poses a mighty challenge to even the most veteran seaman. In effect, this allows members of the Darkhagard to follow a creature's trail across the surface of the Nyr Dyv, or any other body of water, as per the Track feat. In a sense, the Darkhagard consults the water itself, reading signs and portents from waves and ripples. In this manner, the Darkhagard may track a creature that has not even broken the surface. The base DC for such check is 25, and the usual modifiers for Track checks apply. This is a supernatural ability.

    15th Level Darkha Greater Mastery (Ex)

    The Darkhagard has mastered his darkha and rope to the degree that he can make trip attacks with it against enemies within 20ft. If tripped during his own trip attempt, the Darkhagard may drop the weapon to avoid being tripped.

    17th Level Waters Edge (Su)

    All water-based spells, spell-like abilities, or anything that’s derived from water has its negative effects halved when consumed or when used against the Darkhagard. He also receives a +4 to any saves of this type as well. All saves are at the DM’s discretion.


    The Myrmidon is the ultimate soldier. Soldiering is his life. He may be a high-ranking officer or a career sergeant. He can be part of a nation’s armed forces or a mercenary. He brings discipline and a useful understanding of military tactics. He’s often rigid and contemptuous to rugged individualists or characters who don’t like to take orders.

    When created the Myrmidon’s player must decide whether his character is part of a standing army or a mercenary unit. A Myrmidon’s role in these military units is up to the DM’s discretion.

    Alignment: Any.

    Hit Dice: d10

    Skill Points at 1st Level: (2 + Int modifier) x 4

    Skill Points at Each Additional Level: 2 + Int modifier

    Kit Skills

    The Myrmidon kit skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge Military History (Int), Profession Soldier (Wis), Ride (Dex), Spot (Wis) and Swim (Str).


    To become a Myrmidon the character must take 2 ranks in Profession Soldier and Knowledge Military History. The Myrmidon must also possess an ability score of 12 or more in one of the following abilities; Intelligence, Wisdom, or Charisma. Strength, Constitution, and Dexterity scores must be higher than 9.

    A fighter which takes this kit receives the Tactician ability and must take a teamwork feat with his bonus feat at first level. Information on this ability is listed below.

    Tactician (Ex): At 1st level, a myrmidon receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the myrmidon can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the myrmidon possesses. Allies do not need to meet the prerequisites of these bonus feats. The myrmidon can use this ability once per day at 1st level, plus one additional time per day at 3rd level and for every 3 levels thereafter. When a Myrmidon reaches 5th level, he may also confer a non teamwork combat feat with an ally within 30’ feet who can see and hear him. Note he must have 5 or more ranks in Profession Soldier and Knowledge Military History to confer this ability at 5th level. At 10th level, he can increase his range of this ability to 60’ feet if his Profession Soldier and Knowledge Military History skills have 10 or more ranks in them

    Teamwork Feats

    Coordinated Defense (Combat, Teamwork)

    You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.

    Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Armor Class. This bonus increases to +4 if the creature attempting the maneuver is larger than both, you and your ally.

    Coordinated Maneuvers (Combat, Teamwork)

    You are skilled at working with your allies to perform dangerous combat maneuvers.

    Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all attack rolls. This bonus increases to +4 when attempting to break free from a grapple.

    Duck and Cover (Teamwork)

    Your allies assist you in avoiding certain attacks.

    Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result from you take). If you take your ally's result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.

    Lookout (Combat, Teamwork)

    Your allies help you avoid being surprised.

    Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise around as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or your allies roll –1, whichever is lower. If both, you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

    Outflank (Combat, Teamwork)

    You look for every edge when flanking an enemy.

    Prerequisite: Base attack bonus +4.

    Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack roll's increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

    Paired Opportunists (Combat, Teamwork)

    You know how to make an enemy pay for a lax in their defenses.

    Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

    Precise Strike (Combat, Teamwork)

    You are skilled at striking where it counts, as long as an ally distracts your foe.

    Prerequisites: Dex 13, base attack bonus +1.

    Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as a sneak attack. This bonus damage is not multiplied on a critical hit.

    Shield Wall (Combat, Teamwork)

    You form a unified defense with those around you.

    Prerequisite: Shield Proficiency.

    Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield which also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield.

    Swap Places (Combat, Teamwork)

    You are skilled at changing places with your ally during a chaotic melee.

    Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both, you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally's movement on his next turn.


    The Swashbuckler is a sophisticated, witty, lightly armed and armored hero. Happiest when in a big city ready to perform his martial prowess and charm the opposite sex at a moment’s notice. Swashbucklers are sword fighters and display their craft with unparalleled vigor. They excel at avoiding the blades of their opponents while expertly targeting their vulnerabilities.

    Alignment: Any (rarely lawful).

    Hit Dice: d10

    Skill Points at 1st Level: (4 + Int modifier) x 4

    Skill Points at Each Additional Level: 4 + Int modifier

    Class Skills

    The Swashbuckler kit skills are Balance (Dex), Bluff (Cha), Escape Artist (Dex) Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Ride (Dex), Rope Use (Dex), Spot (Wis) and Tumble (Dex).


    To qualify for the Swashbuckler kit as the character must possess abilities' scores of 13 or higher in their Intelligence, and Dexterity scores. They must also poss at least 2 ranks in Perform (dancing) skill and 3 ranks in their Tumbling skill. Swashbucklers are proficient with all simple and martial weapons, and light armor but no shields. The Swashbuckler must take the Dodge and Mobility feats at first level. A Swashbuckler does not gain fighter bonus feats after 1st level.

    Abilities for the swashbuckler are listed below.

    1st Level Canny Defense (Ex)

    When not wearing armor or using a shield, a swashbuckler adds his Intelligence point bonus to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If a swashbuckler is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.

    1st Level Bonus Feat: Weapon Finesse.

    2nd Level Charming Presence (Ex)

    A swashbuckler receives a +3 circumstance bonus to their bluff and diplomacy skills when dealing with members of the opposite sex. Note if the player character prefers members of the same sex, the bonus can apply to same-sex members instead.

    3rd Level Heightened Reaction (Ex)

    The swashbuckler gains a +2 bonus on initiative checks, at 9th level the bonus increases to +4. This ability stacks with the Improved Initiative feat.

    3rd Level Enhanced Mobility (Ex)

    When wearing no armor and not using a shield, a swashbuckler gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square.

    4th Level Bonus Feat: Combat Expertise if the swashbuckler has this feat, then they can take Improved Disarm or Improved Feint.

    5th Level Graceful (Ex)

    A swashbuckler gains a +3 competence bonus on all Reflex savings throws. This ability function for a swashbuckler only when he is wearing no armor and not using a shield.

    5th Level Exposed Strike (Ex)

    Whenever a swashbuckler is flanking an enemy, he gains an extra 1d6 damage added to his damage roll. This extra damage is applied only once per round and creatures immune to critical hits are immune to this ability. The additional damage increases by 1d6 for every five levels the swashbuckler has achieved to a maximum of 4d6 at 20th level.

    7th Level Counter Attack (Ex)

    If wearing no armor or shield a swashbuckler fighting with two weapons can parry his enemies attack using his base attack bonus with a successful DC 15 + his opponent’s level check. If successful the swashbuckler gets an attack of opportunity on his opponent. This ability can only be used once per combat round.

    9th Level Deflect Missiles (Ex)

    When wielding a weapon the swashbuckler can deflect all types of bolts, arrows, pebbles and bullets much like the Deflect arrow's feat only with his weapon instead.

    11th Level Uncanny Dodge (Ex)

    A swashbuckler can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

    13th Level Defensive Roll (Ex)

    The swashbuckler can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the swashbuckler can attempt to roll with the damage. To use this ability, the swashbuckler must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage.

    15th Level Improved Deflect Missiles (Ex)

    This ability works like the 9th level ability except the swashbuckler gains a +2 bonus to deflect normal missiles. This ability also allows the swashbuckler to deflect missiles and rays created by spells, provided the missile created does not exceed a 1 foot diameter. Note: if this ability is used to deflect a disintegrate spell the weapon receives the damage, a lightning bolt would be treated the same way through a cone of cold, and fireball would not be effected by this ability.

    17th Level Improved Uncanny Dodge (Ex)

    A swashbuckler can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels than the target does.

    Sheldomar Swordsman

    While the bulk of a Sheldomar army would typically consist of poorly armored spearman, it was the warrior nobles which wielded swords that were the most feared. These Sheldomar Swordsmen were wealthier than their peers, and could afford to equip themselves not only with their slashing and stabbing sword, but also with a helmet and shield. They often charged into battle bare-chested or completely naked, occasionally wearing vividly patterned pants or cloaks. They began their battles by viciously taunting their enemies, and followed it with a mad rush against enemy lines. This was the standard behavior for skirmishes between clans, which were frequent in Sheldomar society. These tribal conflicts provided starting points for young flans, who sought to display their bravery and skill as a warrior. Sheldomar warriors were also known to serve as mercenaries in armies. The influence of flannish clans meshed with oeridian culture well, and many oeridians incorporated this tradition. Still, many young oeridian nobles and flannish tribal’s practice this tradition to this day, and many followers of the suel god Kord has welcomed those practicing this tradition.

    Alignment: Any (usually chaotic).

    Hit Dice: d10

    Skill Points at 1st Level: (4 + Int modifier) x 4

    Skill Points at Each Additional Level: 4 + Int modifier

    Class Skills

    The Sheldomar Swordsman kit skills are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha) Jump (Str), Knowledge History (Int), Knowledge Local (Int), Knowledge Nobility & Royalty (Int), Perform (Cha), Profession (Wis), Ride (Dex), Spot (Wis) and Tumble (Dex).


    To become a Sheldomar Swordsman you must possess Charisma and Constitution scores of 13 or more. You must have at least 1 rank in Knowledge Nobility & Royalty (Int), and 2 or more ranks in Intimidate (Cha). Sheldomar Swordsmen are proficient with the dirk, broad sword, claymore and any other non-exotic sword type. They have no armor proficiency but can use all shields save tower shields. A Sheldomar Swordsman does not receive the fighter bonus feats.

    1st Level Bravado (Ex)

    The Sheldomar Swordsman is so brazened and brash in battle many of his enemies are either insulted or intimidated by his deeds. If he spends one round cursing, and performing obscenities, any opponent, which faces, he is subject to an instant intimidation check if the Intimidate check succeeds the opponent is shaken for a number of rounds equal to the Sheldomar Swordsman’s level. The Sheldomar Swordsman receives no penalty for size and if an opponent is immune to fear he can be shaken by the audacity of the Sheldomar Swordsman’s actions. Note a Sheldomar Swordsman must still wield his sword for this ability to function.

    1st Swordsman’s Focus (Ex)

    When using a claymore or broadsword, and dirk, the Sheldomar Swordsman is considered to have weapon focus in two of these weapons, whether or not he would qualify to have this feat.

    2nd Level Defensive Presence (Ex)

    When unarmored and unencumbered, the swordsman adds his Charisma bonus (if any) to his AC. In addition, a swordsman gains a +1 bonus to AC at 2nd level and an additional +1 bonus for every four levels thereafter. These bonuses to AC apply even against touch attacks or when the swordsman is flat-footed. He loses these bonuses when he is immobilized or helpless, when wearing armor through a shield is ok, or when he carries a medium or heavy load. As a free action, he may share this bonus with one adjacent ally, or half the bonus with all adjacent allies, until the beginning of his next turn.

    3rd Level Swordsman’s Specialization (Ex)

    The Sheldomar Swordsman now has weapon specialization in the claymore or broadsword, and dirk, even if he does not meet the prerequisites for this feat. Note: Specialization is only granted to weapons he has weapon focus in.

    5th Level Naked Charge (Ex)

    A Sheldomar Swordsman which runs into battle naked inspires courage in himself and his allies granting them a bonus equal to his charisma bonus on all saving throws, skill checks, and attack rolls but only if he has 5 or more ranks in his intimidate skill. This ability can be used with the Bravado ability. He can still wield his sword and or shield though nothing else, which covers his body. Note allies must be within 30’ ft of the swordsman for the ability to affect them.

    7th Level Greater Swordsman’s Focus (Ex)

    The Sheldomar Swordsman has the greater weapon focus feat in the claymore or broad sword, and the dirk, even if he does not meet the prerequisites for the feat. Note a swordsman only gains greater weapon focus in a weapon he has weapon focus in.

    9th Level Improved Bravado (Ex)

    A Sheldomar Swordsman with 10 or more ranks in his Intimidate skill can cause his opponents to flee the field of battle otherwise this works just like the Bravado ability. Creatures immune to fear do not flee. However, double shaken penalties for those that are intimidated or insulted. This ability lasts for one round per level of the Sheldomar Swordsman. Opponents which can flee to do so for the duration of the ability or when the swordsman dies whichever comes first. Note this skill can now affect animals that have intelligence scores of 2 or higher.

    11th Level Swordsman’s Greater Specialization (Ex)

    The Sheldomar Swordsman now has greater weapon specialization feat in the claymore or broad sword, or dirk, even if he does not meet the prerequisites for the feat. Note he only receives greater weapon specialization in weapons he has weapon focus, weapon specialization, and greater weapon focus.

    13th Level Swordsman’s Parry (Ex)

    The Sheldomar Swordsman uses what is known as an edge parry when parrying with his broad sword or claymore, he has a chance to sunder his opponent’s weapon or shield if a shield bash is attempted on him. This is treated as if the Sheldomar Swordsman had the Improved Sunder feat and work anytime an enemy’s attack misses him while he is parrying (fighting defensively or using total defense in melee combat). The weapon or shield in question receives damage if his opponent fails the opposed roll. Much like a regular sunder attempt though no attack of opportunity is provoked.

    15th Level Naked Avenger (Ex)

    A Sheldomar Swordsman with an Intimidate skill rank of 15 or more can extend his Naked Charge ability to all allies in a 60’ft radius, and invoke his Improved Bravado skill at the same time all in the same round.

    17th Level Claidmhireacha (Ex)

    A Sheldomar Swordsman which has reached this level can deliver a critical hit more often and deadlier than before, with either his broad sword or claymore whichever one he has greater weapon specialization in. When attacking with this weapon, he increases the critical threat range and increases the multiplier for scoring a critical hit.

    20th Level Lannaireachd (Ex)

    A Sheldomar Swordsman which has attained this level can once a week invoke the “Lannaireachd." When a critical is scored against an enemy with his weapon of Claidmhiereacha, the swordsman can invoke the Lannaireachd. Once invoked the Sheldomar Swordsman’s enemy must roll a successful fortitude save or die. If the save is successful normal critical damage is dealt, and the enemy is shaken for a number of rounds equal to half the Sheldomar Swordsman’s intimidate rank. This ability can only be used once per week.



    Please note some feats listed here are the property of Paizo Publishing and are used here to convert kits to a 3.5 edition rule set. Also note that these kits and class alternatives utilize the extensive use of Wizards of the Coast published material. This is a complete rendering of the authors own design and in no way shape or form is it supported by either of the other two parties mentioned above. The information provided above is meant to replace Prestige classes in the game, and is provided as an alternative to that resource.


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    Re: Fighter Kits and Class Alternatives Part 1 (Score: 1)
    by SirXaris on Mon, September 19, 2011
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    Very nice, Argon!  Those sound like some fun kits to run a fighter as. :)


    Re: Fighter Kits and Class Alternatives Part 1 (Score: 1)
    by Mystic-Scholar on Mon, September 19, 2011
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    Very nice, Argon. It's easy to see that you spent a great deal of time and put forth a great deal of energy getting this done. Very nice and very useful.

    I can see myself using these fighter classes and kits.

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