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Occultist idea

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Mar 23rd, 2019
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  1. Dungeons and Dragons online features many cults. The cult of the six, the lords of dust... heck, even inquisitor gnomon thinks the sovereign host is a cult! As such I figured that players shouldn't only interact with religious entities but instead have a chance to join a cult of their own.
  2.  
  3. Players aren't evil which is why we save the world and have at worst a neutral alignment. We can get around this issue because like most good cults, the members believe they are in fact good! They are inviting others to join their cause to save the world from whatever doom they believe to be real; Much like how the cultist of the age of rage believe that the curse of rage is actually a blessing and that the world is supposed to end that way. This little bit of mental gymnastics lets our players become a part of these cults, or instead lead their own!
  4.  
  5. The basic idea is that when you become an occultist you are afflicted with a curse. I currently have my homebrew curses tied to each save, but the name and art/design could be tailored to existing eberron cults. This class is a spellcaster, but a unique spellcaster in that it uses intelligence but it can change it's spell casting to either wisdom or charisma with enhancements. The curse also prevents this class from healing with positive energy and instead heals with negative energy (although this effect can be reversed with enhancements). The base class is given the ability to enlighten others by spreading their curse to another target, as well as gaining bonuses over time based on their curse in a similar way to warlock pacts. The curse is a form of debuff that can be enhanced with enhancement tree investment.
  6.  
  7. The enhancement trees are split into three groups:
  8. Forbidden Magic: Focusing on intelligence based spellcasting, forbidden magic is suited for negative energy caster. It empowers the users curse to reduce the defenses of cursed targets, reducing physical and magical resistance rating as well as elemental resistance, saves, and spell resistances. This tree also focused on blood magic, gaining the power to use health to cast spells instead of spellpoints. Forbidden magic users can also gain additional corrupted dragonmark abilities if they have a dragonmark.
  9. Redemption: This tree focuses on wisdom based spell casting, allowing you to use your wisdom for spellpoint progression and spell casting as well as making your curse scale off wisdom for your DC. The curse enhancements focus on reducing monsters offensive power by reducing their base stats, melee and ranged power, spellpower, and critical strike damage. this tree also allows the occultist to be healed by positive energy again, although they can still be healed by negative energy. They gain more crowd control tools and spell like abilities to hold targets in place.
  10. Haunting Hymns (Name Pending): What good cult doesn't have good hymns and mantras? Now that music bonus is a thing, this tree is a general tree that enhances spell casting, melee attacks, and grants the occultist song like effects that grant similar bonuses to bards (although not as powerful). You may also makes your spellcasting be based on charisma instead of intelligence, with your curse DC also being based off charisma. This tree also lets the occultist choose the shape of their curse. Normally the curse is single target but this tree will allow the occults to curse in a frontal cone, an area effect similar in function to spells like mass hold or haste, or in a melee radius with a very fast cast speed in an area the same as negative energy burst. Alternatively they can focus on a single curse that has a stronger effect instead of area. This tree gives the most direct power (DCs, melee power, etc) but less unique abilities.
  11.  
  12.  
  13. The kicker is that Forbidden magic is mutually exclusive with Redemption. You cannot take both, putting points in one tree locks out the other. This means that a pure occultist either uses their curse to boost their power or sees it as a method of redemption and salvation, but still practices their occult arts in their hymns.
  14.  
  15. The enhancement trees have decent low hanging fruit for multiclassing, but they come at a cost. Simply multiclassing as an occultist will lock out healing, so getting access to health casting isn't free, and removing the requirement of needing negative healing is from redemption which locks the blood magic tree out anyway. The most powerful cursing which enhances enemy damage taken will require you to take negative healing only, which is a large sacrifice.
  16.  
  17. Occultist
  18.  
  19.  
  20. Hit Die: d6.
  21. Skills: 4 + Intelligence
  22. Class Skills: Bluff, Concentration, Diplomacy, Hide, Intimidate, Open Lock, Perform, Spellcraft
  23. Proficiency: Light Armor, simple weapons
  24. Spell casting: Intelligence
  25. Spellcasting progression: Same as bard with the same spellpoint progression. (1st level spells at 1, 2nd at 4, 3rd at 7, 4th at 10, 5th at 13, 6th at 16, 7th at 19)
  26. Base Attack Bonus: 0.75 (Same as bard, druid, cleric)
  27. Fort Save: Bad
  28. Reflex Save: Bad
  29. Will Save: Bad
  30.  
  31. Level Progression:
  32. Level 1: Grim Tools +1, Magical Training, Light Armor Proficiency, Simple Weapon Proficiency, Aberrant Curse.
  33. Level 2: Enlighten
  34. Level 3: Grim Tools +2
  35. Level 4:
  36. Level 5: Dire Curse
  37. Level 6: Grim Tools +3
  38. Level 7:
  39. Level 8:
  40. Level 9: Grim Tools +4, Empowering Visions
  41. Level 10:
  42. Level 11:
  43. Level 12: Grim Tools +5
  44. Level 13: Faith in All Things
  45. Level 14:
  46. Level 15: Grim Tools +6,
  47. Level 16:
  48. Level 17: Virulent Curse
  49. Level 18: Grim Tools +7
  50. Level 19:
  51. Level 20:
  52.  
  53. Class Features
  54.  
  55.  
  56. Grim Tools: +1 to hit and damage with sickles at level 1, additional +1 per 3 levels.
  57.  
  58. Aberrant Curse: Since you were born you have been afflicted with a curse that has manifested into a mark on your body. You are healed by negative energy and are unaffected by positive energy. you must choose which curse you have been afflicted with. (It's a feat, like warlock pact.)
  59. Curse of Elder Knowledge: You are cursed with knowledge of what the end shall be.You suffer a -1 on will saves.
  60. Curse of Hesitation: You are cursed with doubt in any task you will undertake. You suffer a -1 on reflex saves.
  61. Curse of Fragile Fate: You are cursed with bad luck and malady. You suffer a -1 on fortitude saves.
  62.  
  63.  
  64. Enlighten: Share your curse with another. Apply your curse to an enemy. Cursed enemies suffer a regular curse + save penalty based on your chosen curse for 30 seconds. Your curse DC is 10 + Occultist Level + Int Mod + Necromancy. 12 Second cooldown, can be quickened, emboldened and enlarged.
  65.  
  66. Dire Curse: Your curse is more powerful but it afflicts you more. You now have a -2 penalty to your save from your curse but enemies receive a -2 penalty to their save while cursed as well.
  67.  
  68. Empowering Visions: You gain a power based on your curse.
  69. Elder Knowledge: You have seen the end of times and cannot keep that knowledge to yourself. You inflict the spell doom against targets when you critically strike with melee or ranged attacks against them. Save based on curse DC.
  70. Hesitation: Extraordinary Reaction: Your hesitation now leads to incredible possible reactions. Activate this ability to jump backwards and gain a +25% bonus to dodge for 20 seconds. 180 Second Cooldown.
  71. Fragile Fate: Your survival instinct is much more keen as a result. If you fall below 50% hit points you receive a temporary hit point shield for 25% of your maximum HP. 180 Second Cooldown, 6 second duration.
  72.  
  73.  
  74. Faith in All Things: You no longer suffer a penalty to saving throws from your curse.
  75.  
  76. Virulent Curse: Your curse has become unbearable. Monster affected by your curse now suffer a -3 penalty to their save based on your curse.
  77.  
  78. Spells
  79.  
  80. Level 1: Bane, Charm Person, Chill Touch, Command, Detect Secret Doors, Doom, Hypnotism, Inflict light Wounds, Protection from Evil, Ray of Enfeeblement, Resistance, Shield of Faith
  81.  
  82.  
  83. Level 2: Blindness, Cause Fear, Eagle's Splendor, False Life, Fox's Cunning, Hypnotic Pattern, Inflict Moderate Wounds, Glyph of Warding, Prayer, Owl's Wisdom, Remove Blindness, Remove Curse, Scare
  84.  
  85.  
  86. Level 3: Bestow Curse, Crushing Despair, Dispel Magic, Globe of Invulnerability, Inflict Serious Wounds, Order's Wrath, Magic Circle Against Evil, Negative Energy Burst, Recitation, Shield of Faith Mass, Slow, Unholy Blight, Waves of Fatigue
  87.  
  88.  
  89. Level 4: Abyssal Retribution, Break Enchantment, Charm Monster, Dismissal, Fear, Inflict Critical Wounds, Greater Bane, Greater Glyph of Warding, Occult Imbuement, Prophetic Life, Secret Invitation, Symbol of Pain
  90.  
  91.  
  92. Level 5: Feeblemind, Greater Dispel Magic, Harm, Inflict Light wounds Mass, Phantasmal Killer, Power Word: Blind, Waves of Exhaustion
  93.  
  94.  
  95. Level 6: Banishment, Deathward, Greater Command, Inflict Moderate Wounds Mass, Symbol of Persuasion, Necrotic Ray.
  96.  
  97.  
  98. Level 7: Aberrant Bane, Mass Harm, Inflict Serious Wounds Mass, Mordenkainen's Disjunction, Sacrifice
  99.  
  100. New Spells
  101. :
  102.  
  103. (Abjuration) Greater Bane: Same as bane, except -3 to hit and -3 to saves vs fear. Also deals 1d6+4 light damage per level.
  104. (Abjuration) Aberrant Bane: Same as bane, except -5 to hit and -5 to saves vs fear. Also deals 1d6 + 14 light damage per level.
  105. (Necromancy) Abyssal Retribution: Same as divine punishment except negative energy.
  106. (Necromancy) Prophetic Life: Grants 10 + 1 per caster level temporary HP every 10 seconds. Duration 6 seconds per level.
  107. (Divination) Secret Invitation: Teleports you to cult hideout. (We need to pick a cult hideout.)
  108. (Necromancy) Mass Harm: As mass heal but harm instead.
  109. (Abjuration) Occult Imbuement: Imbue a weapon count as evil for the purposes of overcoming damage reduction. If you are using a sickle, count as aligned instead. Does not stack with artificer or druid weapon imbues.
  110. (Necromancy)Sacrifice: Attempt to kill a cursed target. If the target makes their save they take 1d6 + 7 negative damage per level.
  111.  
  112. Enhancement Trees:
  113.  
  114.  
  115. I don't have images, so I will use colours to show pre-requisites. Enhancement costs are indicated in the bracket before the enhancement. the cost is for the whole enhancement, so if something is (3) that means it take 3 points to max out.
  116.  
  117. Forbidden Magic
  118.  
  119. Cores:
  120.  
  121. 1: Profane Power: You believe your curse is a gift and you embrace it's power. Gain 5 Health and 5 Universal Spellpower for each Core. You may not spend points in the Redemption Tree.
  122. 2: Vorpal Strikes with melee weapons grant 10 temporary hit point + 1 temporary hit points per epic level.
  123. 3: Curse Attunement: Killing a target affected by your curse grants you a buff that adds 4-6 negative energy damage to your melee attacks for every 3 occultist levels you have. Scales with Negative Spellpower. +10 negative Amp
  124. 4: Bloodbolt: Bloodbolt SLA: Similar function to lightning bolt, but necromancy, 1d6+4 per level, no max caster level. Also it needs to look red. +10 Negative Amp
  125. 5: Monsters immune/who heal to your negative energy damage have their immunity removed while affect by your curse. +10 Negative Amp
  126. 6: Call of the Abyss: +4 Int. You gain +10 to the caster level of your inflict damage spells. +10 Negative Amp.
  127.  
  128. Tier 1:
  129.  
  130. (3)Bolstered Will: 10/20/30 Negative Amp
  131. (2)Negative Spell Crit: 2% Negative Crit
  132. (3)Hidden Reading: +5/10/15 Negative Spellpower
  133. (3)Skills: +1/+2/+3 to Diplomacy, Concentration, and Hide.
  134. (1)Dark Bond: +2 to curse DC.
  135.  
  136. Tier 2:
  137.  
  138. (2)Blood Magic 1: Cost 10 SP: You utter forbidden words and your magical energy begins to flow directly from your life force. For 20 seconds, all spells you cast cost your health instead of spellpoints. If you knock yourself unconscious from casting spells then the trauma would cause too much damage and you will die. 90 second cooldown.
  139. (2)Futility: Curse reduces MRR by 5 + 1/2 per occultist level.
  140. (2)Negative Spell Crit 2: 2% Negative Crit
  141. (3)Symbol of Pain SLA
  142. (1)Twisted Mark: Multiselector: Gain a cursed power based on your dragonmark that can be used 1/2/3 times per day.
  143. Mark of Warding: Your cursed form lets you defy strongholds and fortifications. You receive a +2 on saves vs traps.
  144. Mark of Shadow: Ward Against the light and reduce light damage taken by 10%
  145. Mark of Scribing: The Dark works you read are etched into your mind and lets you see new possible uses for text. You have +50% wand and scroll mastery.
  146. Mark of Storm: Ward Against the lightning and reduce lightning damage taken by 10%
  147. Mark of Finding: You can find dark passages easily and may use spot check to
  148. Mark of Healing: Your curse reduces healing by 50% on those afflicted.
  149. Mark of Making: You are not detered by constructs. Your attacks penetrate 10% fortification.
  150. Mark of Passage: Passage includes passing through doors. Add Knock to your spell book (2nd level).
  151. Mark of Sentinel: You strip away the protections of others. You gain Dispel Magic as a spell like ability.
  152.  
  153.  
  154. Tier 3:
  155.  
  156. (1)Blood Magic 2: While Blood Magic is active, you gain 10 PRR/MRR and 30 negative energy spellpower. Cooldown of blood magic is reduced by 10 seconds.
  157. (2)Gossamer Flesh: Curse Reduces PRR by 5 + 1/2 per occultist level.
  158. (2)Negative Spell Crit 3: 2% Negative Crit
  159. (3)Reaping Strike: Costs 10 SP. Strike your target with an attack that deals +1/+2/+3 and an additional 1d4/1d6/1d8 negative damage per leve that scales with spellpower. If you deal damage with this skill heal for 1d2+2 per occultist level which scales with negative spellpower.
  160. (2)Int
  161.  
  162. Tier 4:
  163.  
  164. (2)Blood Magic 3: while Blood Magic is active, you gain +1 melee power per occultist level and +2 universal spellpower per occultist level. Cooldown of blood magic is reduced by 10 seconds.
  165. (1)Wrath of the Heiromancer: Curse reduces spell resistance by 1/2 per occultist level and reduces elemental resistance by 1 per occultist level.
  166. (3)Metallophobia: Your Curse reduces enemies foritifcation by 5%/10%/15% and armor class by 5/10/15
  167. (2)Negative Spellcrit 4: 2% Negative Crit
  168. (2)Int
  169.  
  170. Tier 5:
  171.  
  172. (1)Blood Magic 4: Your inflict damage spells have no maximum caster level. Cooldown of blood magic is reduced by 10 seconds.
  173. (2)Blood Paragon: 10%/20% racial bonus to life, -15%/-30% SP
  174. (1)Tattercoat: Curse target takes 5%/10% additional damage from all sources.
  175. (1)Heart Rend: Harm SLA
  176. (1)Final Chapter: Multiselecter
  177. Harvest the Weak: Cost 10SP. Make a frontal melee attack that deals +5[W] with +2 threat range and multiplier. Heals you for your occultist level for each target struck by your attack. If you only strike one target, you harvest them more, gaining 3 times as much health. [Note, this ability requires a special animation where you sweep across a with a big grim reaper lookin scythe because that would be cool.] Cooldown 12 Seconds.
  178. Embrace the Void: Cost 10% of max life. You forge a bond with a forgotten entity to gain more power. For 30 seconds you assume demonic traits and gain spell casting power. You gain 20% crit multi, 10% crit chance, +4 spell penetration, and +4 spell DCs. Cooldown 180 Seconds. [Note: The VFX for this one is to get like demonic wings and maybe some phantom horns or something idk.
  179.  
  180.  
  181. Redemption
  182.  
  183. Cores:
  184.  
  185. 1: Zealotry: You believe you have been marked so you may strive to stand above. You gain +20 spellpoints and +5 universal spellpower for each core. You may not spend points in the Forbidden Magic Tree.
  186. 2: Absolution: You can now be healed by positive energy. +2% Light Spell Critical
  187. 3: Strike the Heretics: Killing a target affected by your curse grants you a buff that adds 4-6 light damage to your melee attacks for every 3 occultist levels you have. This damage scales with light spellpower. +10 Healing Amp. +2% Light Spell Critical
  188. 4: Shed Despair: Your negative energy burst now also heals 1d6+4 positive energy per caster level to yourself nearby allies. +10 Healing Amp. +2% Light Spell Critical
  189. 5: Visions of Clarity: Your curse has enlightened you to the truth. +10 Healing Amp. +2% Light Spell Critical. You automatically detect secret doors.
  190. 6: The Final Truth: +4 Wisdom +20 Healing Amp. After you have sacrificed 3 souls
  191. Sphere of Enlightenment: You drop a zone under your feet does light damage and slows targets within the area. they cannot escape the Enlightened Sphere.
  192. Cold Feet: When you are struck in melee combat, you have a 5% chance to paralyze the attacker for 10 seconds. Requires Curse of Hesitation.
  193. Unbreakable Spirit: Your spirit cannot be broken, but you can break the spirit of others.When you sacrifice a monster you are granted power to spread your visions further. You gain a stack of Unbreakable Spirit that grants +1 to spell DCs and +5 to melee power. This stacks 3 times.
  194.  
  195.  
  196. Tier 1:
  197.  
  198. (1)Redeemed Spirit: Your Spellcasting is based off your wisdom for calculating DCs and spellpoints. Your curse DC is now 10 + Occultist Level + Wis Mod + Abjuration.
  199. (3)Repulsing Bane: Bane SLA, but also deals 1d6+2 damage per level and scales with abjuration DCs.
  200. (3)Calm Mind: +1/+2/+3 Will Saves
  201. (3)Void's Call: +30/+60/+100 spellpoints.
  202. (3)Skills: +1/+2/+3 Intimidate, Spellcraft, Heal. Rank 3 gives +10 Light Spellpower.
  203.  
  204. Tier 2:
  205.  
  206. (2)Cursed Judgement: Creatures Affected by your curse take 1d8 law damage + 1 per occultist level every 2 seconds. Scales with Light Spellpower.
  207. (2)Synaptic Misfire: Your curse reduces monster spellpower by 5 + 1 per occultist level.
  208. (3)Wand and Scroll Mastery
  209. (1)Spreading Rumors: You receive a 1% movement speed bonus per occultist level after cursing an enemy.
  210. (3)Action Boost Spellpower
  211.  
  212. Tier 3:
  213.  
  214. (2)Unsteady Hands: Your curse reduces monster melee and ranged power by 5 + 1/2 per occultist level.
  215. (1)Freeing the Mind: Sometimes feeling the curse isn't enough to show your truth. Melee Strike that deals +3W and 1d8 light damage per level (scales with melee power). If the target is effected by your curse, deal an additional 1d8 law damage (scales with spellpower).
  216. (2)Soul Savior: When you curse an enemy you gain a stack of soul savior, which grants +1 to hit and +3 to armorclass. This stacks up to 5 times, and each stack lasts for 15 seconds.
  217. (2)Wisdom
  218.  
  219. Tier 4:
  220.  
  221. (3)Symbol of Stunning SLA
  222. (2)Cabalistic Ostracism: Monsters affected by your curse cannot critically strike.
  223. (2)Shnazzy Robes: While fighting in robes you gain +15% light spell critical damage and +6 to confirm critical hits/critical strike damage.
  224. (2)Wisdom
  225.  
  226. Tier 5:
  227.  
  228. (2)Ataxia: Your curse reduces monster attack speed by 4%/8%/12% and reduces their chance to hit by 3/6/9. This effect works on bosses.
  229. (1)Luminous Wrath: Multiselector
  230. Luminous Wrath (Spell): Cost 30SP Slam on the ground, leaving a large cursed symbol on the ground. enemies in the range are dealt 1d8+10 per level light damage (scales with spellpower). Monsters in the runes are must make a will safe for half, uses curse DC. The glowing cursed symbol stays, healing allies on the circle with positive energy for hp equal to your character level every 2 seconds (scales with spellpower). Monsters in the circle are unable to heal. Lasts 6 seconds. 30 Second CD.
  231. Luminous Wrath (Melee): Cost 30SP Slam on the ground, leaving a large cursed symbol on the ground. enemies in the range are dealt 1d8+15 per level light damage (scales with 200% melee power). Monsters in the runes are must make a will safe for half, uses curse DC. The glowing cursed symbol stays, healing allies on the circle with positive energy for hp equal to your character level every 2 seconds (scales with spellpower). Monsters in the circle are unable to heal. Lasts 6 seconds. 30 Second CD.
  232.  
  233. (1)Forced Invitation: Monsters you intimidate are affected by your curse.
  234. (1)Self Loathing: Your self is so weak that only you can bend your own will. You are granted the feat slippery mind.
  235.  
  236. Haunting Hymns
  237.  
  238. Cores:
  239.  
  240. 1: Practicing Disciple: Each core grants +3 melee power and +3 PRR/MRR.
  241. 2: Vicious Cuts: +1 Comp threat range with sickle and +1d6 viscous damage (scales 200% with melee power)
  242. 3: Profane Blade: +1 Comp threat range with sickle
  243. 4: Deadly Exectution: +1 Comp threat range/multi with sickle
  244. 5: Anathema of Song: +1 Profane threat range/multi with sickle for 30 seconds after using a hymn.
  245. 6: Cult Leader: +4 Charisma. Sickles you wield are considered vorpal weapons. Your hymn buff effects are doubled on yourself.
  246.  
  247. Tier 1:
  248.  
  249. (3)Harmless Ideas: Strike a target for +1/+2/+3[W] and reduce your threat by 25%.
  250. (1)Enthralling voice: Your Spellcasting is based off your Charisma for calculating DCs and spellpoints. Your curse DC is now 10 + Occultist Level + CHA Mod + Enchantment.
  251. (3)Cult Activity: +1/+2/+3 Open Lock, Perform, and Bluff. Rank 3 Grants +5 universal spellpower.
  252. (3)Memory Scars: +2/+4/+6 MRR.
  253. (3)Aggravating Argument: Strike a target for +1/+2/+3[W] and increase your threat by 25%.
  254.  
  255. Tier 2:
  256.  
  257. (2)Curse Shape 1: Cone (Think cone of cold) - Curse duration 20 seconds.
  258. (1)Curse Practice: +1 to curse DCs, increase the save reduction granted by your curse by 1.
  259. (3)Crushing Despair SLA
  260. (2)Hymn of Service: Nearby Allies gain +1 music bonus to healing/repair/negative amp per occultist level. Lasts 1 minute per occultist level.
  261. (3)Scarred Skin: +2/+4/+6 PRR and AC.
  262.  
  263. Tier 3:
  264.  
  265. (1)Curse Shape 2: Melee (think negative energy burst) - faster casting - Curse Duration 20 seconds.
  266. (1)Curse Mastery: +1 to curse DCs, increase the save reduction granted by your curse by 1.
  267. (2)Mind Blossom: +1/+2 to either Necromancy/Abjuration/Enchantment DCs.
  268. (2)Maledicted Weapons: Use Either Wisdom, Charisma, or Intelligence to hit with sickles.
  269. (2)Charisma
  270.  
  271. Tier 4:
  272.  
  273. (1)Curse Shape 3: Ranged AOE (Think Crushing Despair) - Curse Duration 20 seconds.
  274. (1)Vexing Soliloquy: Chant a hymn which forces an enemy to fall and observe your cults power. Will save DC 1d20 + perform to resist. If the target is cursed they are paralyzed with inspiration.
  275. (2)Rousing Verse: Nearby Allies gain a +1 music bonus to hit and damage per 1/4 occultist levels. Lasts 1 minute per occultist level.
  276. (2)Mind Blossom 2: +1/+2 to either Necromancy/Abjuration/Enchantment DCs.
  277. (2)Charisma
  278.  
  279. Tier 5:
  280.  
  281. (3)Grim Chorus: Nearby Allies gain +5%/+10%/+15% music bonus to attack speed for 20 seconds. 180 second cooldown.
  282. (1)Empowered Curse: Gain a power based on your curse:
  283. Curse of Elder Knowledge: Immunity to Mind Effecting spells.
  284. Curse of Hesitation: Immunity to Paralysis
  285. Curse of Fragile Fate: Immunity to Disease
  286.  
  287. (3)Hastening: Receive a +10%/+15%/+20% combat style bonus to attacks while using sickles. If you have single weapon fighting, you gain +10/+15/+20 melee power instead.
  288. (1)Mind Blossom 3: +2 to all DCs.
  289. (1)Solemn chant: Chant a quick mantra for protection. receive temporary hitpoints equal to 1d20 + Perform. These hitpoints are doubled in epic.
  290.  
  291.  
  292. Anyway, let me know what you think of my idea. Balance, suggestions, enhancement name suggestions. I'm all for it.
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