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{{author |author_name=Rithaniel |date_created=May 3, 2009 |adopter= |date_adopted= |status=Finished |editing=Please Discuss before Editing |img=1244723070451.jpg |imgsize=340px |caption=Archemedias Titan, an [[SRD:Elves, High (Race)|Elven]] Time Walker. |balance=Rogue |favor=1 |raters=Jota II }} {{3.5e Class Semantic |description=Time walkers are people with the strange ability to exist 'outside' of time, and comprehend it's unexplainable rhythm to the degree that they can manipulate to their own ends. Upon the battlefield, a time walker is a seemingly unkillable foe that can rend at the enemies very souls. }} {{#set:Length=20 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability=Other }} ==Time Walker== Time walkers are a type of people who have been born with the unexplainable capability to envelop themselves in utter non-existance and actually exist 'outside' of time. While in this state, they still exist in time, and they're still swept along in its current, but they have the power to see and understand its impossible rhythm to the degree that they can actually reach out and twist it to their fancy. Upon the field of battle, a time walker is a seemingly unkillable foe that can slip away and recover from nearly any attack, no matter how inexplicable it may be. ===Making a Time Walker=== Time walkers are stalwart warriors upon the battlefield who can seemingly take any kind of attack and keep going, considering that time itself seems to work backwards upon them, knitting fresh wounds together into seamless scar tissue, and brushing away bruises as though they were nothing but dust. Not to mention that they can move faster than practically any other warrior, and tear through the ranks of their enemies with exceeding ease and perfectly timed out precision. '''Abilities:''' To a time walker, [[SRD:Wisdom|Wisdom]] and [[SRD:Constitution|Constitution]] are the two most important ability scores, considering that they need [[SRD:Wisdom|Wisdom]] to make the most of the majority of their class features, and they need [[SRD:Constitution|Constituion]] to get as many hit points as possible. Next, in order of importance to a time walker, come [[SRD:Dexterity|Dexterity]] and [[SRD:Strength|Strength]], so that they can increase both their [[SRD:Armor Class|AC]] and their bonus to [[SRD:Attack Roll|attack rolls]]. Lastly, in order of importance to a time walker, come [[SRD:Intelligence|Intelligence]] and [[SRD:Charisma|Charisma]], though, both can be found useful in a given situation. '''Races:''' Any '''Alignment:''' Any '''Starting Gold:''' 4d6×10 gp (140 gp). '''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple, As [[SRD:Rogue|rogue]]. {| class="zebra d20" |+ <div>{{Anchor|Table: The Time Walker}}</div> Hit Die: d10 |- ! rowspan="2" | Level ! rowspan="2" | [[BAB|Base<br/>Attack Bonus]] ! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s ! rowspan="2" | Special ! rowspan="2" | [[#Fast Movement|Speed Bonus]] |- ! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]] |- |1st|| class="left" | +0 || +0 || +2 || +2 | class="left" | [[#Flow of Time|Flow of Time]], [[#Walk the Aeons|Walk the Aeons]] | +0 ft. |- |2nd|| class="left" | +1 || +0 || +3 || +3 | class="left" | [[#Temporal Strike|Temporal Strike]] +1 | +0 ft. |- |3rd|| class="left" | +2 || +1 || +3 || +3 | class="left" | [[#Fast Healing|Fast Healing]] 1 | +10 ft. |- |4th||class="left" | +3 || +1 || +4 || +4 | class="left" | [[#Temporal Strike|Temporal Strike]] +2 | +10 ft. |- |5th||class="left" | +3 || +1 || +4 || +4 | class="left" | [[#Delay|Delay]], [[#Time Sync|Time Sync]] | +10 ft. |- |6th||class="left" | +4 || +2 || +5 || +5 | class="left" | [[#Fast Healing|Fast Healing]] 2, [[#Temporal Strike|Temporal Strike]] +3 | +20 ft. |- |7th||class="left" | +5 || +2 || +5 || +5 | class="left" | [[#Annul|Annul]], [[#Moment Stop|Moment Stop]] | +20 ft. |- |8th||class="left" | +6/+1 || +2 || +6 || +6 | class="left" | [[#Temporal Strike|Temporal Strike]] +4 | +20 ft. |- |9th||class="left" | +6/+1 || +3 || +6 || +6 | class="left" | [[#Fast Healing|Fast Healing]] 3 | +30 ft. |- |10th||class="left" | +7/+2 || +3 || +7 || +7 | class="left" | [[#Greater Delay|Greater Delay]], [[#Greater Flow of Time|Greater Flow of Time]], [[#Temporal Strike|Temporal Strike]] +5 | +30 ft. |- |11th||class="left" | +8/+3 || +3 || +7 || +7 | class="left" | [[#Fearless|Fearless]] | +30 ft. |- |12th||class="left" | +9/+4 || +4 || +8 || +8 | class="left" | [[#Fast Healing|Fast Healing]] 4, [[#Temporal Strike|Temporal Strike]] +6 | +40 ft. |- |13th||class="left" | +9/+4 || +4 || +8 || +8 | class="left" | [[#Renewal|Renewal]] | +40 ft. |- |14th||class="left" | +10/+5 || +4 || +9 || +9 | class="left" | [[#Improved Moment Stop|Improved Moment Stop]], [[#Temporal Strike|Temporal Strike]] +7 | +40 ft. |- |15th||class="left" | +11/+6/+1 || +5 || +9 || +9 | class="left" | [[#Fast Healing|Fast Healing]] 5 | +50 ft. |- |16th||class="left" | +12/+7/+2 || +5 || +10 || +10 | class="left" | [[#Temporal Strike|Temporal Strike]] +8 | +50 ft. |- |17th||class="left" | +12/+7/+2 || +5 || +10 || +10 | class="left" | [[#Foresight|Foresight]] | +50 ft. |- |18th||class="left" | +13/+8/+3 || +6 || +11 || +11 | class="left" | [[#Fast Healing|Fast Healing]] 6, [[#Temporal Strike|Temporal Strike]] +9 | +60 ft. |- |19th||class="left" | +14/+9/+4 || +6 || +11 || +11 | class="left" | [[#Dichotomy|Dichotomy]] | +60 ft. |- |20th||class="left" | +15/+10/+5 || +6 || +12 || +12 | class="left" | [[#Ideal Flow of Time|Ideal Flow of Time]], [[#Temporal Strike|Temporal Strike]] +10 | +60 ft. |- class="noalt" | colspan="42" class="skill" | '''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, ×4 at 1st level)'''<br/> [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]). |} {{:Time Walker (3.5e Class)/Class Features}} ====Epic Time Walkers==== {| class="d20" |+ class="epic" | <div>{{Anchor|Table:The Epic Time Walker}}</div> [[SRD:Hit Dice|Hit Die]]: d10 |- ! Level ! [[#Fast Movement|Speed Bonus]] ! Special |- |21st|| +70 ft. || class="left" | [[#Fast Healing|Fast Healing]] 7, [[#Greater Moment Stop|Greater Moment Stop]] |- |22nd|| +70 ft. || class="left" | [[#Temporal Strike|Temporal Strike]] +11 |- |23rd|| +70 ft. || class="left" | [[#Bonus Feat|Bonus Feat]] |- |24th|| +80 ft. || class="left" | [[#Fast Healing|Fast Healing]] 8, [[#Temporal Strike|Temporal Strike]] +12 |- |25th|| +80 ft. || class="left" | |- |26th|| +80 ft. || class="left" | [[#Bonus Feat|Bonus Feat]], [[#Temporal Strike|Temporal Strike]] +13 |- |27th|| +90 ft. || class="left" | [[#Fast Healing|Fast Healing]] 9 |- |28th|| +90 ft. || class="left" | [[#Temporal Strike|Temporal Strike]] +14 |- |29th|| +90 ft. || class="left" | [[#Bonus Feat|Bonus Feat]] |- |30th|| +100 ft. || class="left" | [[#Eternal|Eternal]], [[#Fast Healing|Fast Healing]] 10, [[#Sovereign Flow of Time|Sovereign Flow of Time]], [[#Temporal Strike|Temporal Strike]] +15 |- class="noalt" | colspan="42" class="skill" | 4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level. |} '''[[SRD:Fast Healing|Fast Healing]]:''' The amount that the time walker's [[SRD:Fast Healing|fast healing]] heals each [[SRD:Round|round]] increases by 1 every 3 levels after eighteenth (21<sup>st</sup>, 24<sup>th</sup>, 27<sup>th</sup>, etc.). '''{{Anchor|Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A time walker's enhancement bonus to his speed increases after 20<sup>th</sup> level as shown on [[#Table:The Epic Time Walker|Table:The Epic Time Walker]]. '''{{Anchor|Greater Moment Stop}}:''' At 21<sup>st</sup> level, a Time Walker gains the ability to move up to 4 times their [[SRD:Movement Speed|full base land speed]] as an [[SRD:Immediate Actions|immediate action]] that does not actually count against the total [[SRD:Immediate Actions|immediate actions]] or [[SRD:Swift Actions|swift actions]] he can take in a round (not provoking attacks of opportunity). If this ability is used after an opponent has moved to a square where they threaten the time walker, but before the opponent makes an attack, then the opponent counts as having used his move action for the turn unless he has the [[SRD:Spring Attack|spring attack]] feat and his total movement doesn't exceed his total [[SRD:Movement Speed|speed]]. This ability does not replace the [[#Moment Stop|moment stop]] or the [[#Improved Moment Stop|improved moment stop]] class features, but only either this class feature, [[#Moment Stop|moment stop]], or [[#Improved Moment Stop|improved moment stop]] can be used in a given [[SRD:Round|round]]. This ability can only be used once every 1d4 rounds. '''Temporal Strike:''' The distortion bonus for a time walker's temporal strike increase by 1 at every even level after 20th (22<sup>nd</sup>, 24<sup>th</sup>, 26<sup>th</sup>, etc.). '''{{Anchor|Eternal}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At thirtieth level, a time walker become one with time, blurring the lines of conciousness and mere existance. At this point, the time walker no longer ages, becoming effectively immortal. Additionally, the time walker becomes immune to [[SRD:Ability Drained|ability drain]], death from massive damage, and [[SRD:Disease|disease]], as time heals his body so rapidly that things can't even seem to damage him for more than a second. Also, the time walker no longer has to sleep and is immune to [[SRD:Sleep Effect|sleep effects]], since his body is kept refreshed with hours of sleep at every plausible moment in time. '''{{Anchor|Sovereign Flow of Time}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' To a time walker of a certain caliber, time is merely a tool to be contorted to their every whim, no matter how slight, no matter how distant it may be. At thirtieth level, a time walker’s bonuses to [[SRD:Dexterity|Dexterity]] and [[SRD:Wisdom|Wisdom]] during the use of his [[#Flow of Time|flow of time]] class feature each increase to +10. Additionally, the time walker makes the second roll of any dice he rerolls while under the effects of his [[#Flow of Time|flow of time]] class feature with a +10 competence bonus. '''{{Anchor|Bonus Feats}}:''' The epic time walker gains a bonus feat (selected from the list of epic time walker bonus feats) every 3 levels after 20th. ''Epic Time Walker Bonus Feat List:'' [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Dire Charge|Dire Charge]], [[SRD:Epic Dodge|Epic Dodge]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Will|Epic Will]], [[SRD:Fast Healing|Fast Healing]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Polyglot|Polyglot]], [[SRD:Superior Initiative|Superior Initiative]] ====[[SRD:Humans (Race)|Human]] Time Walker Starting Package==== '''Armor:''' [[SRD:Chain Shirt|Chain Shirt]] '''Weapons:''' [[SRD:Halberd|Halberd]] '''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier. {| class="zebra d20" |- ! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty |- | class="left" | [[SRD:Balance Skill|Balance]] || 4 || [[SRD:Dexterity|Dex]] || −2 |- | class="left" | [[SRD:Climb Skill|Climb]] || 4 || [[SRD:Strength|Str]] || −2 |- | class="left" | [[SRD:Diplomacy Skill|Diplomacy]] || 4 || [[SRD:Charisma|Cha]] || — |- | class="left" | [[SRD:Gather Information Skill|Gather Information]] || 4 || [[SRD:Charisma|Cha]] || — |- | class="left" | [[SRD:Listen Skill|Listen]] || 4 || [[SRD:Wisdom|Wis]] || — |- | class="left" | [[SRD:Sense Motive Skill|Sense Motive]] || 4 || [[SRD:Wisdom|Wis]] || — |- | class="left" | [[SRD:Spot Skill|Spot]] || 4 || [[SRD:Wisdom|Wis]] || — |} '''Feat:''' [[SRD:Dodge|Dodge]]. '''Bonus Feat:''' [[SRD:Mobility|Mobility]] '''Gear:''' Backpack, Bedroll, Belt Pouch, [[SRD:Hooded Lantern|Hooded Lantern]], Iron Pot, [[SRD:Oil|Pint of Oil]] ×9, Small Steel Mirror, Trail Rations ×5, Waterskin. '''Gold:''' 100 gp. ===Campaign Information=== ====Playing a Time Walker==== '''Religion:''' The ability to comprehend the flow of time and its inexplicable rhythym generally changes a man's outlook on religion. Some time walkers could possibly scorn the concept of laying themselves down before an ideal or a belief, since they have seen the true of nature of all reality, and so, nothing could possibly be higher than themselves in their own minds. Another time walker could see through history and see the manner in which a god came to be, possbily being swayed to follow such an entity in the process. '''Other Classes:''' Time walkers have an extremely close connection with a matter of reality that some beings spend their entire lives attempting to merely comprehend. This fact makes it very easy for [[SRD:Wizard|wizards]] and other intellectual classes to get along with them. On the other hand, this same connection with the essence of time can only be effectively used in combat, and this inherently leads to them being able to understand the flow of a battle to a greater degree. This fact tends to help a time walker become greater friends with [[SRD:Fighter|fighters]] or [[SRD:Barbarian|barbarians]]. '''Combat:''' Time walkers have an extremely unique role in battle. They tend to bounce around the field of battle, being generally unpredictable, and making single, heavy blows that nearly knock opponents out of the game entirely. On the other hand, a time walker could fill the role of a support character, who juggles opponents completely out of the battle, and takes hit after hit after hit, yet keeps going, and giving the opponent a fight they more than likely won't win. Honestly, a time walker can turn the battle on its head at any given moment. '''Advancement:''' Sometimes, a time walker manages to discover different abilities he can muster with his passage through time, and seeks unusual paths to power. For example, a certain time walker could discover how to trail through time in a way, and begin taking levels in [[Temporal Dancer (3.5e Prestige Class)|temporal dancer]]. Another time walker could discover that, by travelling through time, he can stretch and break it to his every whim, and take a few levels in [[Moment Breaker (3.5e Prestige Class)|moment breaker]]. On the other hand, a time walker could seek to progress in slightly different ways, and may take levels in [[SRD:Horizon Walker|horizon walker]], [[SRD:Duelist|duelist]], or [[SRD:Assassin|assassin]]. ====Time Walkers in the World==== {{quote|Um... What time is it?|orig=Demin Tell, [[SRD:Half-Elves (Race)|Half-Elf]] Time Walker}} Time walkers rarely fit into roles that would be considered 'normal', instead finding themselves as assassins, leaders, or wise men. Due to this fact, a time walker is usually found in places of wonder or horror. From the truely terrible chaos of the battlefield, to the pristinely clean precision of a king's halls, they can be found anywhere, and everywhere. Though, sometimes, a time walker may find a way to slip between the cracks in the world and settle down in a quiet place. When this happens, a time walker will still find the world around them to be a wonderous place, since they can see it for what it truly is. '''Daily Life:''' Day to day life for a time walker can be a good bit more interesting for them than for another creature, considering that they have the ability to see and understand a day's passage in ways that few can understand. A paticular time walker could enjoy spending his time merely watching its flow slip through the world, just as another person would enjoy watching a waterfall flow. Though, sometimes, a time walker could simply veiw the flow of time as a backdrop to existence, and hardly even notice it, being too busy with the other matters in his life. '''Notables:''' ''Mason Uregai'', Male [[SRD:Humans (Race)|Human]] Time Walker: fought off the onslaught of an entire army of celestial beings for a month. ''Tania Jewel'', Female [[SRD:Elves, Wild (Race)|Wild Elf]] Time Walker: led an expedition to kill a family of evil [[SRD:Prismatic Dragon|prismatic dragons]] that had been destroying the wild. ''Darrell Ix'', Male [[SRD:Azers (Race)|Azer]] Time Walker: has percieved all of time, and is in constant understanding of it. '''Organizations:''' Time walkers are not directly tied to any kind of organization, considering that their ability results from the inherent ability to comprehend time. Though, it isn't uncommon for an organization to seek to have a time walker or two amongst their ranks, considering that time walkers are very powerful entities, from their ability in combat, to their insight about the nature of things. Although, on occasion, there may arise a situation where multiple time walkers are drawn to a paticular place. In such a case, these time walkers could find themselves enjoying the company of others of their kind, and in turn, band together to form a guild or organization purely of time walkers. '''NPC Reactions:''' Time walkers are difficult to notice most of the time, and can usually pass as just an ordinary person in most situations. Though, should a time walker show what they are, whether by moving through time, or speaking about the inner workings of time, they tend to be more easily spotted, since their very manner of existance is unusual. When an NPC actually realizes that a person is a time walker, they usually regard that person with different degrees of respect, awe, and fear, depending entirely on the person in question. ====Time Walker Lore==== Characters with ranks in [[SRD:Gather Information Skill|gather information]] can research time walkers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. {| class="zebra d20" |+ [[SRD:Gather Information Skill|Gather Information]] ! DC || class="left" | Result |- | 5 || class="left" | Time walkers can actually percieve the very flow of time. |- | 10 || class="left" | Time walkers can turn back the flow of time and undo it's effects. |- | 15 || class="left" | Time walkers can move through time yet be outside of it at the same time. |- | 20 || class="left" | Characters who get this result can know the name and location of a specific time walker and any item related to them. |} ====Time Walkers in the Game==== Time Walkers can seen wandering through nearly any location concievable, from the oldest and most revered of a king's courts, to the most brutal and unrelenting desert. Though, one truth about time walkers is that they can seem to be calm in almost any situation. A paticular time walker could find themselves being faced with a war engine bearing down upon them, and not even bat an eye, for they can feel and see what is going to happen next. This fact often leads those around a time walker to have a kind of latent respect for him, since he can virtually stare down the raging path of a storm, should he choose to. '''Adaptation:''' Time walkers can truly be adjusted to fit into any world, no matter how far fetched it may be. For example, time walkers could be a sect of nomads who wander through the far southern deserts of one world. In another situation, it could be that the path to being a time walker could be lost, and the only record of the ways one can become a time walker are stored in an ancient scroll buried in a king's tomb. '''Sample NPC:''' Orin Maske grew up in a cold world, always shunned out into the freezing darkness of the night, always powerless as he saw atrocities acted upon those closest to him, always wishing death upon the evil people of the world, but never getting his wish. Until, that is, the day he turned 13, when he realized that he had a strange power; the ability to actually see the passage of time, in ways that others couldn't understand. He eventually realized that, when he was looking at time this way, that others couldn't seem to keep up with him, no matter what they did, and he soon realized what he could do with this ability. Orin found himself stealing things like loaves of bread from bakers' windows, and then disappearing from sight without so much as a scratch on his frail form. After a time, he began stealing bigger things, like books, clothing, and occasionally bags of coins. Though, one day, someone did catch him, moving as a blur for an instant and knocking Orin down, coins flying everywhere. This man was faster than anyone he had even seen. The man said his name was Drake Nere, and, strangely enough, hadn't turned him in to the police, like others would have. No, instead, he told Orin to travel with him, and actually taught the boy some different kinds of fighting, giving him a sword, a suit of armor, and many other things. Though, a day came when Drake left, in the middle of the night, leaving Orin alone, asleep in the dark. Orin always wondered why Drake had left, but didn't care much beyond that. Today Orin is still travelling, just as he had been when he was with Drake. But he has felt much more alone than he had before, as though he was the only person left in the world. ''EL 14:'' {{:Orin Maske (T1) (3.5e NPC)}} ---- {{3.5e Base Classes Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:User:Rithaniel]] [[Category:3.5e]] [[Category:Class]] [[Category:Base Class]]
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