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These PrCs were posted here before the crash, I can't recall who posted them, so I am now asking anyone with the knowledge for a little help (repost :D )
 

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Those were mine. Glad to see they're of some interest, at least. :) Though I still have the documents, those text files don't have HTML formatting built-in, so if I repost them, they won't have any underlining, bolding, italicizing, different text sizes, or other easier-reading/heading/marker stuff. Additionally, there were a few last-minute tweaks I decided on when posting them shortly before the EN World crash, which I might not have fixed in the original documents yet. If I notice these, I'll fix them sometime soon. I especially remember having tweaked the bonuses and uses per day for some Mystic Warrior abilities, and I think tweaking their minor spellcasting progression a bit.

Also, unfortunately (for me anyway), I did the mid-level stats for Shard and Aphiron (the sample Blademaster and sample Mystic Warrior) on EN World, so the only stats I have for them right now are the original 1st-level versions (left over from my original vain hope that I'd get to play them again, but in D&D for a change).

I suppose, though the crash disgruntled me quite a bit (so much recent creative work completely lost! And so many good storyhour/other-cool-thread posts I hadn't the chance to finish reading beforehand!) I could repost some of my stuff, and add proper formatting for clarity later.

*drudges up the two PrCs for now*



The Blademaster
Blademasters are members of the Order of the Mystic Blade, a guild of warrior-magi who study both the arts of war and the arts of magic. Members of the Order live by a code of honor, courage, strength, discipline, and determination. The Order is a neutral good organization overall, but accepts students of any good alignment. Blademasters learn a unique fighting style with their weapon of choice, and become quite masterful in the use of that weapon. The signature trait of all blademasters is the special weapon they carry with them: a finely crafted and personalized weapon with a number of gems inlaid upon the flat of the blade. The weapon is always a bladed weapon, either slashing, piercing, or both, and is always a masterwork weapon; the gems upon it are always one inch in diameter, when cut in shapes with all sides being equal, or are one and a half inches long and a half inch wide, or vice versa. The back side of each gem is flat and grafted onto the weapon by both magic and a small amount of sovereign glue. A blademaster’s weapon is magically imbued, and by merely tapping a gem upon it, the blademaster may invoke a spell held within the blade.
Hit Die: D8.

Requirements
To qualify to become a blademaster, a character must fulfill all the following criteria.
Alignment: Any good.
Base Attack Bonus: +5.
Craft(weaponsmithing): 9 ranks.
Knowledge(arcana): 3 ranks.
Knowledge(war): 2 ranks.
Spellcraft: 5 ranks.
Feats: Expertise, Weapon Focus with the intended weapon of choice.
Special: The character must have the ability to cast arcane spells, must be accepted into the Order of the Mystic Blade, and must train with them for a month. They must also craft their own masterwork weapon in the Order's headquarters after training, and the crafting usually takes eight to ten weeks.

Class Skills
The blademaster’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (war) (Int), Ride (Dex), Scry (Int), Spellcraft (Int), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the blademaster prestige class.

Weapon and Armor Proficiency: The blademaster is proficient in all simple and martial weapons, all armor, and shields. Because a blademaster merely taps a gem upon his blade to cast a spell, he does not suffer the arcane spell failure chances from wearing armor or using a shield when casting a spell from his blade.

Weapon of Choice: At 1st-level, the blademaster selects their weapon of choice. This must be a bladed melee weapon with which they have Weapon Focus. Blademasters may use their Dexterity or Intelligence modifier in place of their Strength modifier at any time when determining their melee attack bonus when wielding a weapon of the same type as their weapon of choice. Also, a blademaster may use their Intelligence modifier in place of their Dexterity modifier at any time when determining their ranged attack bonus when wielding a weapon of the same type as their weapon of choice. The blademaster’s spellblade is always the same type of weapon as their weapon of choice.

Spellblade: At 1st-level, the blademaster crafts himself a spellblade, a personalized, masterwork version of his weapon of choice. This blade is then inlaid with gems and enchanted by the blademaster’s teacher. As the blademaster gains levels, his spellblade’s enchantment, being bonded to him, grows stronger as well. Due to this mystical bond between the soul of the blademaster and their spellblade, a spellblade is constantly siphoning energy from its blademaster, granting the spellblade its power. A spellblade never drains power from its blademaster when their spirit is too weak to spare the energy, so a spellblade will never kill or incapacitate its blademaster.

To represent this, henceforth, it takes 20% more experience points, rounded up, for the blademaster to increase their level in this prestige class, after gaining their first level in it. These excess experience points are automatically drained away upon gaining a new blademaster level, and channeled into the spellblade. Whenever the blademaster gains a level in this prestige class, his spellblade's power automatically increases due to the energy it had siphoned from the blademaster. Thus does the spellblade gain its enhancement bonuses, and thus does its spell gems become imbued with spells and greater spell energy. The spellblade may not gain any permanent enhancement bonuses except for those gained in this way, as its bond to the blademaster prevents other such magics from functioning on it, although other magical weapon special abilities may still be applied to it once it has gained its initial enhancement.

A blademaster adds their level in this prestige class to their caster level in any other spellcasting classes for purposes of using item creation feats to add magical special abilities to their spellblade. This allows a blademaster with the right feats to add extra abilities to their spellblade, even if they might not normally meet the caster level requirements for certain magic weapon special abilities. At 1st-level, a blademaster's spellblade automatically has a +1 enhancement bonus, and the enhancement bonus increases at each odd-numbered blademaster level gained beyond that.

Crafting a spellblade does not cost the blademaster any personal wealth. When a blademaster undergoes their initial training, they are instructed to craft a personalized, masterwork blade, and then, their teacher crafts the appropriate gems and attaches them to the blade, and initiates a ritual involving the apprentice blademaster and his personal weapon, bonding the two with a spiritual link, using a small piece of the blademaster’s lifeforce. Through this link, the blademaster can always sense the direction towards his spellblade if it is not on his person, and can sense generally how far away it is with a 50% margin of error.

Thus, if a blademaster’s personal weapon is destroyed, the blademaster loses 300 experience points per character level and suffers 2 damage per character level; this loss of experience points cannot bring the blademaster below 0 experience, nor can this damage bring the blademaster below 1 hit point. This feedback damage bypasses any defenses, Damage Reduction, Regeneration, Antimagic Fields, or the like. A new spellblade can be made and enchanted by returning to the guildhall where the blademaster was trained, and the process takes a week; also, the new spellblade will only be imbued with three spells like it had been originally imbued, and will not yet hold any of the spells the blademaster imbued it with afterward, so they must go about replacing those other spells themselves. Different spells may be imbued with the new spellblade. Because they are bonded to their blade, its magical abilities, enhancement bonuses, and imbued spells only work for the blademaster it was bonded to. An animated or dancing spellblade functions normally when activated by its bonded blademaster. If the blademaster has a new spellblade made beyond his or her original spellblade(s), the corresponding old spellblade disintegrates, so the blademaster never has more than their original number of spellblades bonded to him or her.

Mastery of Focus: Blademasters achieve greater accuracy and striking speed with their weapon of choice by 2nd-level. Their increasing familiarity with the weight, balance, and handling of their particular spellblade. When wielding a weapon of the same type as their weapon of choice, a blademaster gains an additional +2 bonus to attack from their Weapon Focus with that kind of weapon. However, they only gain this benefit with any particular weapon after they have handled that specific one for a month of at least average combat practice, training, or experience. This benefit applies with all weapons of the same type as their weapon of choice, it simply requires them to familiarize themselves with each such weapon.

Mastery of Specialization: After reaching 4th-level as a blademaster, characters figure out how to strike with that weapon for greatest impact. The blademaster automatically gains the Weapon Specialization feat for free with their weapon of choice. If they already possess the Weapon Specialization feat with that weapon type beforehand, then instead whenever they wield a weapon of the same type as their weapon of choice, the blademaster gains an additional +3 bonus to damage from their Weapon Specialization with that kind of weapon. However, they only gain this benefit with any particular weapon after they have handled that specific one for a month of at least average combat practice, training, or experience. This benefit applies with all weapons of the same type as their weapon of choice, it simply requires them to familiarize themselves with each such weapon.

Keen Mastery: Each blademaster learns by their 6th-level in this prestige class how to consistently slip attacks past their opponents' defenses long enough and quickly enough to drive their blade deep into an opponent's flesh, increasing the chances of a mortal wound. The blademaster automatically gains the Improved Critical feat for free with their weapon of choice. If they already possess the Improved Critical feat with that weapon type beforehand, then instead whenever they wield a weapon of the same type as their weapon of choice, a blademaster increases their weapon's total threat range by 2. However, they only gain this benefit with any particular weapon after they have handled that specific one for a month of at least average combat practice, training, or experience. This benefit applies with all weapons of the same type as their weapon of choice, it simply requires them to familiarize themselves with each such weapon.

Critical Mastery: Upon achieving 8th-level in this prestige class, a blademaster perfects their most devastating offensive techniques. A blademaster then has the experience and practice to easily notice weaknesses in an opponent's defense in the heat of combat, and exploit those brief but unfortunate openings for maximum effect. When wielding a weapon of the same type as their weapon of choice, a blademaster increases their weapon's total critical multiplier by 1. However, they only gain this benefit with any particular weapon after they have handled that specific one for a month of at least average combat practice, training, or experience. This benefit applies with all weapons of the same type as their weapon of choice, it simply requires them to familiarize themselves with each such weapon.

Spell Gem Quickening: Achieving 10th-level as a blademaster grants superior power over the spellblade, being able to cast a few spells per day from their spellblade with only a thought. A 10th-level blademaster may cast up to 3 Quickened spells from their spellblade each day, and doing so is a free action that provokes no attacks of opportunity, though the blademaster must be holding their spellblade at least one-handed at the time. This functions just like the Quicken Spell feat, except that it bypasses the normal restriction that blademaster spells may not be enhanced by metamagic, and unlike sorcerers, blademasters do not take any longer than normal to cast spells that are enhanced in this manner. These Quickened spells do not use up a higher-level slot, but only one Quickened spell may be cast each round.

Spells: A blademaster casts arcane spells like a sorcerer, except that they do so in a much different manner: they cast spells through their weapon. Their special spellblade (as it is called) is enchanted and each gem upon it is made to store spells. Each gem stores a single spell, with infinite charges, and needs only be tapped to cast the stored spell. Blademaster spells are based on Intelligence. Casting a spell from a spellblade is the same as casting the spell normally, except that it does not provoke an attack of opportunity, and casting the spell is always a move-equivalent action, since the blademaster only needs to tap a gem on the blade.

The weapon itself gathers the spell energy and discharges the spell, with the normal casting time (which the move-equivalent action is included in, if the spell has a casting time of 1 full round or more), and the blademaster can still defend himself in the meantime. Casting a spell from a spellblade does not require any somatic or verbal components, but material components, arcane foci, and experience costs must still be possessed or paid, as appropriate. Spells cast through a spellblade cannot be countered or interrupted.

The blademaster begins at first level with three gems spell-imbued, two on one side of the blade and one on the other side. Each time the character gains an additional level of blademaster, they may imbue another spell gem. The total number of spell gems imbued with any given spell level is noted on the Blademaster Spells table. Each blade can only have a certain number of spell gems upon it, depending on the size of the blade; a tiny blade can have two spell gems on either side, for a total of four gems; a small blade can have four spell gems on either side, for a total of eight gems; a medium or larger blade can have six spell gems on either side, for a total of twelve gems.

No blade can have more than twelve spell gems upon it. Some blademasters, whose weapon of choice is tiny or small, carry multiple spellblades of the same type, each with a slightly different design. Blademasters with a tiny weapon of choice carry three personal blades, while blademasters with a small weapon of choice carry two personal blades; other blademasters carry just a single personal blade. A blademaster imbues an ‘empty’ gem with a spell by performing a short ritual, using a spell scroll of the spell they wish to imbue the gem with, and that spell is removed from the scroll, destroying the scroll if it has no other spells inscribed upon it. The ritual to imbue a gem takes an hour, and the spell scroll can be any sorcerer or bard spell scroll, while the blademaster needs only to identify the spell on the scroll beforehand. The scroll itself must be purchased or created normally.

Also, one of each blademaster’s spellblades has a small ring of clear quartz imbedded in the handle, in a notch carved for it so that it does not protrude from the handle and interfere with holding the blade. This quartz is imbued with the spells Detect Magic and Read Magic, and can be invoked for either spell by merely holding the blade for a moment and concentrating; this quartz may be invoked a total number of times per day equal to the blademaster’s class level; thus, a 10th-level blademaster may invoke Read Magic five times and Detect Magic five times, or Read Magic twice and Detect Magic eight times, or just Read Magic ten times, or any other such combination totaling ten uses. Unlike other spellcasting with the spellblade, a blademaster must fulfill the normal casting time and/or concentration, as appropriate, for the Detect Magic and Read Magic spell quartz.

Spell gems the blademaster has imbued count as if they were sorcerer spells that he or she knows, for the sole purpose of magic item creation and magic item use. The save DC for any saving throw made against a blademaster’s spell is 10 + the spell’s level + the blademaster’s Intelligence modifier. The blademaster can imbue his spellblade with any 1st- through 4th-level spells from the sorcerer spell list, as per the Blademaster Spells table, but he or she must have an Intelligence score of at least 10 + the spell’s level in order to imbue his or her spellblade with any given spell. Likewise, in order to cast any given spell from his or her spellblade, the blademaster must have an Intelligence score of at least 10 + the spell’s level. A spellblade’s spells may not be enhanced with metamagic. Aside from the Detect Magic and Read Magic spells imbued in a spellblade's quartz, the blademaster casts his or her other spellblade spells by spending Spellblade Points. Each day, after a full eight hours of rest, the blademaster's life-force restores their spellblade to full spell energy. The blademaster has a certain number of Spellblade Points each day, based on their level in this class, and this is noted in the Blademaster Spells table below. Blademasters with multiple spellblades divide this number evenly amongst each of their spellblades, putting any odd remaining Points into whichever blade they like that day. These Spellblade Points basically replace spell slots, and may be spent any way the blademaster chooses on spellblade spells each day. Casting any given spell from a spellblade costs Points equal to the spell level.

Ex-Blademasters: A blademaster who changes to a non-good alignment may not gain any further levels as a blademaster, and will be unwelcome at the Order’s guildhall. Any blademaster who changes to an evil alignment will be shunned, and shall be slain on sight if he ever approaches the guildhall again. A blademaster who gains a level in another class or who increases their level in another class cannot progress any further as a blademaster, although they retain all blademaster class abilities, except that their spellblade ceases to drain experience from the blademaster.

The Blademaster:
Class Attack Fort. Ref. Will
Level Bonus Save Save Save Special
1 +1 +2 +0 +0 Weapon of Choice, Spellblade, +1 Enhancement
2 +2 +3 +0 +0 Mastery of Focus
3 +3 +3 +1 +1 +2 Enhancement
4 +4 +4 +1 +1 Mastery of Specialization
5 +5 +4 +1 +1 +3 Enhancement
6 +6 +5 +2 +2 Keen Mastery
7 +7 +5 +2 +2 +4 Enhancement
8 +8 +6 +2 +2 Critical Mastery
9 +9 +6 +3 +3 +5 Enhancement
10 +10 +7 +3 +3 Spell Gem Quickening

Blademaster Spells:
Class Spellblade Maximum Imbued Spell Gems By Spell Level
Level Point Total 1 2 3 4
1 3 3 - - -
2 5 3 1 - -
3 7 3 2 - -
4 9 3 3 - -
5 12 3 3 1 -
6 15 3 3 2 -
7 18 3 3 3 -
8 22 3 3 3 1
9 26 3 3 3 2
10 30 3 3 3 3



The Mystic Warrior
There are those who see combat as an art, and seek spiritual enlightenment and perfection through this art. Those who encounter or witness these people call them Mystic Warriors. They seek a spiritual understanding of the world through the swift and fluid motions of their weapon as they battle others. They believe that in the heat of battle, their soul is freed from its physical and mental bonds, and a spiritual understanding of the world can be gained in those moments, as their soul fights before them. Many see them as odd, aggressive folk, but that is only partially true. They enjoy battle, and seek it out wherever they can find it, but they generally do not attack random people just so satiate some sort of perceived bloodlust. Nay, only a rare few, who have already had their minds twisted, do such things in a misbegotten attempt to find their spiritual center, or to understand their true nature. Most mystic warriors are kindly souls, and do not wish harm upon others. They seek out others to duel with, but do not fight to the death unless necessary. Often, a mystic warrior will persuade a local warrior of some renown to duel them, and when they win, they will promptly heal the defeated warrior, thank them for accepting their request at a duel, praise their skills, give advice on how to improve, and leave. Many mystic warriors follow a personal code of honor, respect, and humility, though a rare few do not. Most mystic warriors are of lawful neutral or lawful good alignment, but their kind cover the full spectrum of alignments.
Hit Die: D8.

Requirements
To qualify to become a mystic warrior, a character must fulfill all the following criteria.
Base Attack Bonus: +7.
Knowledge(war): 4 ranks.
Knowledge(religion): 4 ranks.
Feats: At least four feats from the list of fighter bonus feats, not including Simple, Martial, and Exotic Weapon Proficiency feats (the four feats must merely be listed among the fighter bonus feats, but do not necessarily have to be gained as bonus feats from gaining levels as a fighter).

Class Skills
The mystic warrior’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Intuit Direction (Wis), Jump (Str), Knowledge(war) (Int), Knowledge(religion) (Int), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Tumble (Dex).
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
All of the following are class features of the mystic warrior prestige class.

Weapon and Armor Proficiency: The mystic warrior is proficient with all simple and martial weapons, but not with armor or shields.

Ki Weapon: Beginning at 1st-level, the mystic warrior gains the ability to imbue his weapon with a short charge of ki. Once per day per point of positive Wisdom modifier, the mystic warrior can charge his weapon with ki, gaining a special bonus to attack with that weapon equal to their mystic warrior level; this attack bonus lasts either until the mystic warrior makes a successful attack with that weapon, until the mystic warrior lets go of the weapon, or until a number of rounds equal to their Wisdom modifier have passed; if they have a Wisdom modifier of +0 or lower, then they may not use Ki Weapon. Ki Weapon is a supernatural ability, and activating it is a free action that does not provoke an attack of opportunity.

Monk-Like AC Bonuses: Beginning at 1st-level, the mystic warrior benefits from the same special AC bonuses that a monk does. They add their Wisdom bonus, if positive, to their AC, and lose it whenever they would lose their Dexterity bonus to AC. They also gain a +1 bonus to AC at 5th-level, which increases to a +2 bonus at 10th-level. These bonuses only apply when the mystic warrior is wearing no armor.

Evasion: At 2nd-level, the mystic warrior gains the ability to react quickly to danger and can move out of the way of even magical attacks in time to avoid harm. If the mystic warrior makes a Reflex save against an attack that would normally deal half damage on a successful save (such as a dragon’s breath or a fireball spell), then the mystic warrior takes no damage instead. This is an extraordinary ability, and if the mystic warrior is encumbered or wearing medium or heavy armor evasion does not function; this is as the monk ability of the same name.

Slow Fall: At 3rd-level and beyond, a mystic warrior within arm’s reach of a wall can use the wall to slow his descent. At 3rd-level the mystic warrior takes damage as if the fall were 20 feet shorter than it actually is. At 6th-level they take damage as if the fall were 30 feet shorter, and at 9th-level they take damage as if the fall were 40 feet shorter. This is an extraordinary ability, and is as per the monk ability of the same name.

Fast Movement: At 4th-level, the mystic warrior’s base speed increases by +10 feet, and it increases by another +10 feet at 8th-level. The mystic warrior’s training allows them to move more swiftly than normal.

Leap of the Clouds: At 5th-level, the mystic warrior’s jumping distance (vertical or horizontal) is not limited according to his height.

Ki Surge: Beginning at 6th-level, the mystic warrior can imbue his weapon with ki such that it will unleash a destructive ki surge at a foe stricken by the weapon. Once per day for every two mystic warrior levels they possess, they can imbue their weapon with a ki surge, and if they make a successful attack with that weapon, it will deal additional damage equal to their Wisdom modifier; if their Wisdom modifier is +0 or lower, then they may not use Ki Surge. Also, while the weapon is so charged, its threat range is doubled; this benefit stacks with other effects that increase threat range. The charge remains for a number of rounds equal to the mystic warrior’s Wisdom modifier, or until the mystic warrior lets go of the weapon or makes a successful attack with the weapon. Ki Surge is a supernatural ability, and activating it is a free action that does not provoke an attack of opportunity.

Improved Evasion: At 7th-level, the mystic warrior’s evasion ability improves. If the mystic warrior fails a Reflex save against an attack that would normally deal half damage on a successful save (such as a dragon’s breath or a fireball spell), then the mystic warrior takes half damage instead of full damage. This is an extraordinary ability, and if the mystic warrior is encumbered or wearing medium or heavy armor evasion does not function; this is as the monk ability of the same name.

One With The Weapon: At 10th-level, the mystic warrior gains their most advanced ability. Once per day per point of positive Wisdom modifier, the mystic warrior may enter a sort of trance-like state, where they achieve a sort of spiritual unity with their weapon, and their fighting instincts and natural fighting talents are unleashed. The mystic warrior gains a special +2 bonus to attack, a +2 dodge bonus to AC, and a special +2 bonus to damage with their attacks. The attack and damage bonuses only apply to melee attacks, and the damage bonus is treated like that from Weapon Specialization in regards to what it works against and how. The mystic warrior must be wielding a melee weapon and must have at least a +1 or higher Wisdom modifier to use One With The Weapon. Also, while in this trance-like state, the mystic warrior gains the benefits of Uncanny Dodge as though he was a 5th-level barbarian. The trance lasts for a number of rounds equal to two times their Wisdom modifier. One With The Weapon is a supernatural ability, and activating it is a free action that does not provoke an attack of opportunity.

Spells: A mystic warrior casts divine spells like a cleric. However, they are rather unique in that they do not have to pray for their spells beforehand. They receive their spells spontaneously from some mystic force of the universe, and thus need not pray for their spells beforehand; instead, they cast spells spontaneously, similarly to a sorcerer. In order to cast a spell, the mystic warrior must have a Wisdom score of at least 10 + the spell’s level. The save DC against a mystic warrior’s spell is 10 + the spell’s level + the mystic warrior’s Wisdom modifier. They suffer the same restrictions as sorcerers when using metamagic feats to enhance their spontaneous spells. They do not gain bonus spells per day for a high Wisdom score. They only have access to a small number of spells, and choose them from the Mystic Warrior Spell List, below.

Ex-Mystic Warriors: A mystic warrior who gains a level in another class or, if already multi-classed, raises a level in another class, may not gain any further levels as a mystic warrior, though they do retain all mystic warrior class abilities and spells.

The Mystic Warrior:
Class Attack Fort. Ref. Will
Level Bonus Save Save Save Special
1 +0 +2 +0 +0 Ki Weapon, Monk-Like AC Bonuses
2 +1 +3 +0 +0 Evasion
3 +2 +3 +1 +1 Slow Fall (20 ft.)
4 +3 +4 +1 +1 Fast Movement (+10 ft.)
5 +3 +4 +1 +1 Leap of the Clouds
6 +4 +5 +2 +2 Ki Surge, Slow Fall (30 ft.)
7 +5 +5 +2 +2 Improved Evasion
8 +6 +6 +2 +2 Fast Movement (+20 ft.)
9 +6 +6 +3 +3 Slow Fall (40 ft.)
10 +7 +7 +3 +3 One With The Weapon

Mystic Warrior Spells:
Class Spells Per Day
Level 0 1 2
1 1 - -
2 2 - -
3 3 - -
4 3 1 -
5 3 2 -
6 3 3 -
7 3 3 1
8 3 3 2
9 3 3 3
10 3 3 3

Mystic Warrior Spell List:
Level 0 - Cure Minor Wounds, Detect Magic, Guidance, Inflict Minor Wounds, Light, and Resistance.
Level 1 - Cure Light Wounds, Divine Favor, Entropic Shield, Inflict Light Wounds, Magic Weapon, and Shield Of Faith.
Level 2 - Bull’s Strength, Cat’s Grace, Cure Moderate Wounds, Endurance, Inflict Moderate Wounds, and See Invisibility.
 

Man: :D thanks

I'm helping a friend build a campaign in which the two would fit quite nicely (maybe even expand them to create core classes); maybe I manage to insert them there. (I hope)
 

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