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View Full Version : [3.5e] Seeker [Base Class] PEACH!



Chokuto
2009-07-04, 10:06 PM
"Run as far as you want, my prey. I will find you..."
Secra Anchors, a Seeker of Hextor

FLUFF:


Seekers are trained at very small academies that are generally funded by a nobleman or king who plans to recruit Seekers into their military. Potential Seekers are handpicked at a young age and are generally people with some natural inclination towards magic. Once brought to the academy, the students are taught to focus thier eldricth abilities toward divining, scrying, protection against scrying, and a little bit of healing, while also being drilled in martial combat.
Humans and Elves are the most common races that take to being Seekers. Halfings and Gnomes generally avoided melee combat and thus are not often found in the academies. Half-Orcs make excellent Seekers, unfortunatly, the seldom have the brain power to graduate. Dwarfs have their own faction of Seekers called Stone Speakers, who are rumored to learn secrets of the future from the all-knowing earth. Half-elves, like thier parents, are often found in academies.

HD: d8
Class Skills: (4 + Int modifier per level) x 4 at 1st Appraise (int), Climb (str), Concentration (con), Decipher Script (int), Gather Information (cha), Heal (wis), Jump (str), Knowledge (aracana, religion, the planes) (int), Listen (wis), Search (int), Sense Motive (wis), Spellcraft (int), Spot (wis), Survival (wis), Swim (str), Use Magic Device (cha)

Weapon and Armor Proficiencies: Seekers are proficient with all simple weapons along with the shortsword, longsword, battleaxe, scimitar, and warhammer
Seekers are proficient with light and medium armor, but not shields


The Seeker

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+1|
+2|
+0|
+2|Track, Prescience +1|4|2

2nd|
+2|
+3|
+0|
+3|Mind's Eye (Superior Lowlight)|5|3|-

3rd|
+3|
+3|
+1|
+3|Uncanny Dodge, Flawless Tracking|5|3|2|-

4th|
+4|
4|
+1|
+4|Prescience +2, Advanced Learning|5|4|3|-|-

5th|
+5|
+4|
+1|
+4|Mind's Eye (120ft Darkvision)|5|4|3|2|-|-

6th|
+6/+1|
+5|
+2|
+5|Mettle, Flawless Tracking|5|4|4|3|-|-|-

7th|
+7/+2|
+5|
+2|
+5|Improved Uncanny Dodge, Advanced Learning|5|5|4|3|2|-|-|-

8th|
+8/+3|
+6|
+2|
+6|Prescience +3|5|5|4|4|3|-|-|-|-

9th|
+9/+4|
+6|
+3|
+6|Mind's Eye (See in Darkness)|5|5|5|4|3|2|-|-|-|-

10th|
+10/+5|
+7|
+3|
+7|Quiet Divination, Flawless Tracking|5|5|5|4|4|3|-|-|-

11th|
+11/+6/+1|
+7|
+3|
+7|Advanced Learning|5|5|5|5|4|3|2|-|-|-

12th|
+12/+7/+2|
+8|
+4|
+8|Prescience +4|5|5|5|5|4|4|3|-|-|-

13th|
+13/+8/+3|
+8|
+4|
+8|Mind's Eye (See Invisibility)|5|5|5|5|5|4|3|2|-|-

14th|
+14/+9/+4|
+9|
+4|
+9|Advanced Learning|5|5|5|5|5|4|4|3|-|-

15th|
+15/+10/+5|
+9|
+5|
+9|Flawless Tracking|5|5|5|5|5|5|4|3|2|-

16th|
+16/+11/+6/+1|
+10|
+5|
+10|Prescience + 5|5|5|5|5|5|5|4|4|3|-

17th|
+17/+12/+7/+2|
+10|
+5|
+10|Mind's Eye (True Seeing)|5|5|5|5|5|5|5|4|3|2

18th|
+18/+13/+8/+3|
+11|
+6|
+11|Advanced Learning|5|5|5|5|5|5|5|4|4|3

19th|
+19/+14/+9/+4|
+11|
+6|
+11|Flawless Tracking|5|5|5|5|5|5|5|5|4|4

20th|
+20/+15/+10/+5|
+12|
+6|
+12|Prescience +6|5|5|5|5|5|5|5|5|5|5[/table]




Class Abilities

Spellcasting: A Seeker can cast a limited number of arcane spells per day, as show above. The DC for any of a Seeker's spell effects that allow a DC is 10 + spell level + wisdom modifier. A Seeker must have a wisdom score of at least 10 + spell level to cast a spell. A Seeker gains bonus spells per day if he/she has a sufficiently high enough wisdom modifier. Due to the narrow focus of a Seeker's study, a Seeker knows all spells available to him/her and can cast any spell without preperation. Due to the simplicity of a Seeker's somatic components, a Seeker can cast spells from the Seeker class while wearing light or medium armor without incurring Arcane Spell Failure.


Track: At first level, a Seeker gains Track as a bonus feat without having to meet the prerequesites.

Prescience (Su): Starting at first level, a Seeker begins to learn how to use his/her powers of divination to passively augment his martial prowess. A Seeker a gains a +1 "floating" insight bonus that, as a full-round action, can be assigned to:
Armor Class
Attack rolls
Damage rolls
Saving Throws
The bonus stays until the Seeker spends another full-round action to change it. This bonus increase to +2 at 4th level, and every four levels after. (+3 at 8th, +4 at 12th, +5 at 16th, to a maximum of +6 at 20th) A Seeker can split his/her insight bonus between options as he/she sees fit.
Example: A 12th level Seeker has Prescience +4 and could spend a full-round action to gain a +1 insight bonus to AC, and a +1 insight bonus to Attack rolls, and a +1 insight bonus to Damage rolls, and a +1 insight bonus to Saving Throws, or, could spend a full-round action to gain a +4 insight bonus to Damage rolls, etc.
In addition, A seeker gains a bonus equal to his/her prescience modifier on all Wisdom-based skills, Regardless of how he/she has his/her modifiers divvied up.

Mind's Eye (Ex): Starting at second level, a Seeker learns how to see not only with his/her eyes, but with his/her mind as well. He/She gains superior lowlight vision
At 5th level, the Seeker gains 120 foot Darkvision, or his/her current Darkvision extends by 90 feet.
At 9th level, the Seeker gains the ability to see in darkness of any kind, including magical darkness, like that which is created by a Deeper Darkness spell or similar effect.
At 13th level, a Seeker gains the ability to see invisible and ethereal creatures.
At 17th level, the Seeker is constantly under the effects of a True Seeing spell

Uncanny Dodge (Ex): A 3rd level Seeker gains Uncanny dodge. See the Barbarian class feature of the same name.http://www.d20srd.org/srd/classes/barbarian.htm
At 7th level the Seeker gains Improved Uncanny Dodge.

Flawless Tracking (Ex): At 3rd level, the Seeker can use the Track skill to track targets under the effect of Pass without Trace or similar effects.
At 6th level, a Seeker suffers no penalties for moving while tracking
At 10th level, a Seeker ignores Tracking penalties incurred by inclement weather.
At 15th level, a Seeker ignores tracking penalties for time passed, as long as he/she can find a suitable track.
At 19th level, a Seeker reaches the pinnacle of tracking. The seeker can track flying creatures and if his/her target shifts to another plane, the seeker knows which plane it shifted to.

Advanced Learning: Starting at 4th level, A Seeker can add any divination or abjuration spell from the Sorcerer/Wizard spell list to the Seeker's spells known, as long as the spell level is not higher than her highest level spell available to cast. He/She can do so again at his/her 7th,11th,14th, and 18th levels.

Mettle (Ex): At 6th level, if the Seeker makes a saving throw against any effect with a descriptor of "Fortitude partial" or "Will Partial", he/she suffers no ill effects.

Quiet Divination (Su): At 10th level, any spell the Seeker casts from his/her spell list is under the effect of Silent Spellhttp://www.d20srd.org/srd/feats.htm without suffering from an increase in Spell Level


Spell List



0-Level
Arcane Mark, Detect Magic, Detect Poison, Guidance, Know Direction, Light Message, Prestidigitation


1st-Level
Alarm, Comprehend Languages, Deathwatch, Detect Animals or Plants, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Secret Doors, Detect Snares and Pits, Detect Undead, Hide from animals, Hide from Undead, Identify, Read Magic, Speak with animals, True Strike, Undetectable Alignment, Cure Minor Wounds


2nd-Level
Augury, Detect Thoughts, Find Traps, Locate Object, See Invisibilty, Speak with Plants, Status, Tongues, Obscure Object


3rd-Level
Arcane Sight, Clairaudience/Claivoyance, Discern Lies, Scrying, Cure Light Wounds, Nondetection


4th-Level
Arcane Eye, Commune with Nature, Detect Scrying, Divination, Locate Creature, Sending


5th-Level
Commune, Contact other Plane, Prying Eyes, Telepathic Bond, True Seeing, Legend Lore, Cure Moderate Wounds, Mage's Private Sanctum


6th-level
Anaylze Dweomer, Find the Path, Greater Scrying, Stone Tell


7th-Level
Greater Arcane Sight, Vision, Sequester, Cure Serious Wounds


8th-Level
Discern Location, Moment of Prescience, Greater Prying Eyes, Mind Blank


9th-Level
Foresight, Cure Critical Wounds, Mage's Disjunction

(Note: I used the spell names from the SRD)



Okay, this is an idea I've had for a base class for awhile now. I realize the class has a few dead levels, and no real capstone, as well as having a diminshing spell lis, so I posted it up here for some feed back. Critique away!!!

EDIT: Okay, fixed a minor typo, and implemented some suggestions, but am still brainstorm for a good 20th level ability...

PairO'Dice Lost
2009-07-04, 11:17 PM
Quite honestly, I don't think the concept merits a base class; all of the abilities could easily be condensed into a 10-level PrC without loss of flavor or mechanical capability. What you have here is good, just not enough for 20 levels.

Chokuto
2009-07-05, 02:36 AM
Quite honestly, I don't think the concept merits a base class; all of the abilities could easily be condensed into a 10-level PrC without loss of flavor or mechanical capability. What you have here is good, just not enough for 20 levels.

Well, the reasons I went for a base class as opposed to a PrC, were...
1.) The requirements would have to involve multi-classing most-likely with a Diviner Wizard and Fighter, and that would give the PC more flexibility in his spells, which I was avoiding. Mechanically, I was trying for a duskblade type class, that uses magic as back-up or recon and fights martially.
2.) Any candidates for the PrC would be sub-optimal to say the least until they got into the PrC.
3.) As a PrC, the PC's overall BAB would not equal Full HD. This was a major drive for the class.
4.) And lastly, as a PrC, It would be difficult to allow the PC to gain access to all the Divination spells available without ridiculous requirements, not to mention I wanted a spontaneous caster that knows all spells available, similar to the beguiler.

I plan on giving the class Advanced learning to give them access to 3rd party supplement spells, just have worked out the balancing yet

Iferus
2009-07-05, 03:32 AM
I like it.
The spell list limits the power of spellcasting quite sufficiently, and handing out cure spells at higher levels is just pure win :)

Chokuto
2009-07-05, 03:34 AM
I like it.
The spell list limits the power of spellcasting quite sufficiently, and handing out cure spells at higher levels is just pure win :)

Thanks! :smallbiggrin: Always nice to get a positive review!

PairO'Dice Lost
2009-07-05, 11:54 AM
1.) The requirements would have to involve multi-classing most-likely with a Diviner Wizard and Fighter, and that would give the PC more flexibility in his spells, which I was avoiding. Mechanically, I was trying for a duskblade type class, that uses magic as back-up or recon and fights martially.
2.) Any candidates for the PrC would be sub-optimal to say the least until they got into the PrC.

These are the same issues you have with any gish PrC; the duskblade manages to hit the magic/martial balance sweet spot fairly well, but in general it's best to give characters a bit of leeway to focus on fighting with a bit of magic mixed in or to focus on magic with a bit of fighting mixed in.


3.) As a PrC, the PC's overall BAB would not equal Full HD. This was a major drive for the class.

You could fix that like the Abjurant Champion does, but in reverse: the seeker's BAB is equal to his normal BAB or his caster level (max of character level), whichever is higher.


4.) And lastly, as a PrC, It would be difficult to allow the PC to gain access to all the Divination spells available without ridiculous requirements, not to mention I wanted a spontaneous caster that knows all spells available, similar to the beguiler.

A single wizard alternate class feature called Spontaneous Divination already does that (Complete Mage, I believe). Wizard 5/[martial class] X/Abjurant Champion 5 can already accomplish these points and more, so simply giving it Spontaneous Divination at the cost of giving up one or two more schools would work--a divination specialist with 4 banned schools is pretty close to what you want, I think.

Chokuto
2009-07-05, 04:29 PM
Even if I used the Abjurant Champion route (oh, and In My Opinion, Abjurant Champ is grossly overpowered...) his BAB still wouldn't match his HD, he would either keep his BAB as it was after multiclassing, etc, or it would equal his caster level, which would not equal his HD because of the multiclass martial x class he had to take to get into the PrC.

I'm not saying it wouldn't work, just not sure if it's what I want....

I think I'll sketch it up as a 10 lvl PrC and see how it works, maybe I'll like it better if I see it fleshed out than I do right now...

PairO'Dice Lost
2009-07-05, 06:04 PM
Even if I used the Abjurant Champion route (oh, and In My Opinion, Abjurant Champ is grossly overpowered...)

Abjurant Champion isn't grossly overpowered, it's the other ones that are lacking in features and capability--the reason most builds you see involve Abjurant Champion is that going straight wizard or taking another PrC is almost always better than Eldritch Knight, Spellsword, etc., whereas Abjurant Champion is actually more useful to a gish and gives things that can't be replicated by good buffs and equipment.


his BAB still wouldn't match his HD, he would either keep his BAB as it was after multiclassing, etc, or it would equal his caster level, which would not equal his HD because of the multiclass martial x class he had to take to get into the PrC.

Practiced Spellcaster will fix that, which is a feat that as a gish You Will Take if you have to sink levels in a non-casting class. :smallwink:

Chokuto
2009-07-05, 08:19 PM
While that would work, along with a few other ways, I feel like it's detracting from the goal. Sure a lvl 2 Fighter/lvl 3 Diviner/Seeker PrC with Abjurant Champion like BAB ability, along with Spontaneous Divination and Practicied Spellcaster feat along with the flavor Feat to get into the PrC would probably work it seems like I've overcomplicated it now. The PC's had to waste limited characters resources (i.e. feats) to make the class acceptible, not to mention they have a ton of stuff I didn't really envision Seekers having Heavy armor prof, nor all martial weapons (<-very minor nitpick on the weapons), and also now the PC can't have access to Cleric and Druid divination spells, not to mention the healing spells. And altering my PrC so that it does give them abilities to help steer it where I want it seems like I'm stuffing it full of abilities that won't really help it stand out as a PrC.
One of the reasons why I chose base class was because there are enough melee/caster PrC's out there, and I don't think most people would like to focus such a character on divination. As a Base class, it seems more streamlined, and I've been toying with some ideas for some of it's abilities, like maybe something that will let them pierce other people's anti-div spells, or maybe an ability to sacrifice a spell slot to make a melee attack knock an opponent X amount of rounds into the future, where X equals the level of spell sacrificed.

Chokuto
2009-07-05, 08:29 PM
Abjurant Champion isn't grossly overpowered, it's the other ones that are lacking in features and capability--the reason most builds you see involve Abjurant Champion is that going straight wizard or taking another PrC is almost always better than Eldritch Knight, Spellsword, etc., whereas Abjurant Champion is actually more useful to a gish and gives things that can't be replicated by good buffs and equipment.


While I feel like this particular point will lead into a circular argument, I'm going to take the bait...

Pointing out that an Overwhelming majority of martial caster builds use this PrC seems to hint already that it might be overpowered. And stating that it's not and that the other options are underpowered is a little like saying that commerical interuptions aren't louder than your tv programs, it's just your tv programs are quieter than the commercials. IMHO, the only reason Abjurant Champ is overpowered is the ability to add is class as a benifit to MAge Armor and similar spells. This seems grossly overpowered.

PairO'Dice Lost
2009-07-05, 09:03 PM
One of the reasons why I chose base class was because there are enough melee/caster PrC's out there, and I don't think most people would like to focus such a character on divination. As a Base class, it seems more streamlined,

The problem isn't a matter of choice or complication, it's a matter of scope. The fighter can be a swordsman, an archer, a legionnaire, a brawler, a gladiator, and many more types of warrior. The wizard can be a necromancer, a war wizard, a shapeshifter, a royal vizier, a learned sage, and many more types of spellcaster. The seeker can be...a fighter who casts Divination spells. See what I mean?

The class's abilities amount to minor bonuses, three bonus feats, improved vision, and Mettle. A hexblade 3/warlock 1/wizard X with Track, Silent Spell, Easy Metamagic, and the devil's sight invocation has everything this class has to offer except for full BAB, which can be met with, yes, Abjurant Champion. If your entire base class is a single build, it shouldn't be a base class.


Pointing out that an Overwhelming majority of martial caster builds use this PrC seems to hint already that it might be overpowered. And stating that it's not and that the other options are underpowered is a little like saying that commerical interuptions aren't louder than your tv programs, it's just your tv programs are quieter than the commercials. IMHO, the only reason Abjurant Champ is overpowered is the ability to add is class as a benifit to MAge Armor and similar spells. This seems grossly overpowered.

First off, you can't actually add the bonus to mage armor; it's not Abjuration.

Second, the reason most builds take it is because it actually gives you things you can't get anywhere else.

Eldritch Knight gives you 1 bonus feat, good Fort, and full BAB over the basic wizard at the cost of a level of casting...which you can make up for with the right spells and gear: heroics (which has greater utility), divine power (which you can get in an item) or a skillful weapon and GMW, and a Fort- or Con-boosting item.
Spellsword basically gives reduction of ASF...which you can replace with a suit of mithril twilight armor.
Suel Arcanamach gives some handy abilities...at the cost of stopping your existing progression. I'll pass, thanks.
And so on and so forth.

The problem isn't that Abjurant Champion is overpowered, or even that the others are underpowered, it's that everything else can already be achieved with spells and gear, so there's no reason to take them.

Chokuto
2009-07-05, 10:43 PM
The problem isn't a matter of choice or complication, it's a matter of scope. The fighter can be a swordsman, an archer, a legionnaire, a brawler, a gladiator, and many more types of warrior. The wizard can be a necromancer, a war wizard, a shapeshifter, a royal vizier, a learned sage, and many more types of spellcaster. The seeker can be...a fighter who casts Divination spells. See what I mean?

The class's abilities amount to minor bonuses, three bonus feats, improved vision, and Mettle. A hexblade 3/warlock 1/wizard X with Track, Silent Spell, Easy Metamagic, and the devil's sight invocation has everything this class has to offer except for full BAB, which can be met with, yes, Abjurant Champion. If your entire base class is a single build, it shouldn't be a base class.

Well yes, I do see what you mean, although that build can't quite offer EVERYTHING my class can, I get what you mean. I still don't think I want it as a Prestige class, but maybe I should revamp the whole class. I was going for a Magical Tracker/Bounty hunter who uses glimpses of the future to gain an edge over opponents as opposed to a Fighter who can cast divinations. Something more like a Ranger yet instead of drawing there power from experience,training, and the power of nature, the drew it from the future. I also wanted them to get some for of healing, nowhere near as powerful as a cleric and probably weaker than a Bard, since Fluff wise, they'd probably be out tracking a target by themselves and need to be more self-sufficient.

Hmmm..... Granted Mind's Eye and it's improvements were put in to give the class something more to fill them out...
I like Prescience alot but I kept it spaced out for fear of being unbalancing...
Quiet Divination was an afterthought, not much of a benefit at all.
Track was pure flavor...
I like Uncanny Dodge and Mettle, I think the fight the flavor well and give the class something mechanically. Too few classes have mettle.

Any other ideas on things I might want to trash or suggestions on possible improvements?

Oh and how the hell did you but the little bullets by your indentions?

PairO'Dice Lost
2009-07-05, 10:54 PM
I still don't think I want it as a Prestige class, but maybe I should revamp the whole class. I was going for a Magical Tracker/Bounty hunter who uses glimpses of the future to gain an edge over opponents as opposed to a Fighter who can cast divinations.

You don't have to make it a PrC; I suggested either doing that or adding enough to differentiate it and make it a bit more flexible. If you want to make it a bounty hunter, give it more hunter-y abilities than Track as a bonus feat. If you want it to be prescient, give it some action- or movement-based abilities (psionic Psychoportation powers are a good source of ideas). If you want it to be a minor healer, give it some sort of lay on hands-ish ability--or some temporary hit point features, to represent avoiding danger.


I like Uncanny Dodge and Mettle, I think the fight the flavor well and give the class something mechanically. Too few classes have mettle.

Those should be fine; you can keep the abilities you have, just give more and different ones.


Oh and how the hell did you but the little bullets by your indentions?

Realms of Chaos
2009-07-05, 11:35 PM
For some reason, it looks a bit odd that among the vision-related abilities of mind's eye, you would gain the ghost touch ability. Furthermore, the entire thing seems a bit weak.

Perhaps alter it so you get superior low-light vision (something that elven seekers won't already have) at 2nd level, Darkvision 120 feet (an impressive distance but darkvision isn't too powerful) at 5th level, the ability to see in magical darkness at 9th level, the ability to see invisible (and possibly ethereal) creatures at 13th level, and perpetual true seeing at 17th.

Also, if this is intended to be a divination-tracker, there are two paths of abilities that you may want to consider using (or you may want to provide both as possible options, like the ranger with its combat styles).

Option 1: Tracking bonuses. As the seeker is led in tracking foes just as much by flashes of divination as by actual footprints, you could add your prescience bonus (wherever it is currently assigned) to surival checks made to track, ignore the penalty for tracking foes after time has passes (or remove any penalties incurred for weather or terrain), track without penalty while moving faster, or even track foes who aren't leaving a path (such as flying creatures and those with a pass without trace spell).

Option 2: Scrying bonuses. As the seeker has a variety of scrying spells at their disposal, why not make some abilities that make greater use of them, such as granting scrying sensors extra AC/Hit Points (or making them harder to see), making potential scrying targets count as being one step more familiar to you, letting you cast divination spells through scrying sensors, letting you set a sensor to continue following and observing someone while you adventure, and so on.

Also, if there are any remaining dead levels that you wish to fill up, advanced learning is always a good option. Now I see that you were already intending to give this. :smalltongue:

As a last note, even though this is a gish class with 9th level spells and full BAB, the spell list still looks a little bit bare. Unless you are restricted to the player's handbook, I would add a few more divination or divination-related spells per level (such as speak with dead, a necromancy spell that fits this class perfectly and comes from the player's handbook).

Edit: You may want to check the introduction of the mind's eye class feature. Right now, it says that not only do they learn to see with their eyes but that they learn to see with their eyes (I think you meant to type mind's eye).

Iferus
2009-07-06, 02:09 AM
Let's see... If you are going to rework the class, these archetypes would fit flavour-wise:


Avenger
Tracker
Wise leader/strategist

And ability-wise, archetypes such as


Pirate
Assassin
Rogue (knowing what lie will get you out of the situation)



Also, this class can be MUD as much as you want: Prescience can mend any deficiencies. I'd like to see an intelligence-dependent ability for the strategist with foresight, and the ability to use furture knowledge in social/stealth situations. As these abilities wouldn't add much power to the class, they would greatly help in opening up different career paths. Just consider what a Seeker would be played like if he had a high XX ability score, and then give the class an ability that would only matter much in such a situation.

Chokuto
2009-07-06, 05:11 AM
So tired, must sleep...

Will edit my class in the morning...err.. afternoon... (including the typo on mind's eye)

Like the Tracking bonus/Scrying bonus, but the tracking one seems a little weak, I foresee most people taking Scrying over Tracking, will probably just give them Tracking for free.

I tried to keep most spells Player's Handbook simply for ease of use to others. Most published non-core base casters use only Player's Handbook and the Book that they're in for spells, and make up for it with Advanced Learning, so that's what I was trying to do. Will give them Speak with dead tho, can't believe I overlooked that one.

Forgive my ignorance, but I do not know what MUD means... I'm pretty keen on most abbreviations used on here, or can glean their meaning via context, this one eludes me

Iferus
2009-07-06, 06:03 AM
So tired, must sleep...
Forgive my ignorance, but I do not know what MUD means... I'm pretty keen on most abbreviations used on here, or can glean their meaning via context, this one eludes me

That's probably my mind that had not yet woken up - a side affect of my girlfriends alarm clock.
Anyway, what I was trying to type was MAD, multi ability dependent.

Chokuto
2009-07-14, 07:00 AM
There you go Iferus, I love the support btw