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    Titan in the Playground
     
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    Default The Druid (Fixed-list Caster Project). 3.5, PEACH

    The Druid

    Hit Die: d8.

    Class Skills: The druid’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
    Skill Points at 1st Level: (4 + Int modifier) ×4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    Level BAB Fort Ref Will Special 0 lv 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +2 +0 +2 Druidic Circles, Nature Sense, Wild Empathy 5 3
    2nd +1 +3 +0 +3 Druidic Power I, Nature’s Gift 6 4
    3rd +2 +3 +1 +3 Defender of Nature, Woodland Stride 6 5 3
    4th +3 +4 +1 +4 Nature’s Gift 6 6 4
    5th +3 +4 +1 +4 Druidic Power II 6 6 5 3
    6th +4 +5 +2 +5 Nature’s Gift 6 6 6 4
    7th +5 +5 +2 +5 Resist Nature’s Lure 6 6 6 5 3
    8th +6/+1 +6 +2 +6 Nature’s Gift 6 6 6 6 4
    9th +6/+1 +6 +3 +6 Venom Immunity 6 6 6 6 5 3
    10th +7/+2 +7 +3 +7 Druidic Power III, Nature’s Gift 6 6 6 6 6 4
    11th +8/+3 +7 +3 +7 Avenger of Nature 6 6 6 6 6 5 3
    12th +9/+4 +8 +4 +8 Nature’s Gift 6 6 6 6 6 6 4
    13th +9/+4 +8 +4 +8 Nature Walk 6 6 6 6 6 6 5 3
    14th +10/+5 +9 +4 +9 Nature’s Gift 6 6 6 6 6 6 6 4
    15th +11/+6/+1 +9 +5 +9 Druidic Power IV 6 6 6 6 6 6 6 5 3
    16th +12/+7/+2 +10 +5 +10 Nature’s Gift 6 6 6 6 6 6 6 6 4
    17th +12/+7/+2 +10 +5 +10 Timeless Body 6 6 6 6 6 6 6 6 5 3
    18th +13/+8/+3 +11 +6 +11 Nature’s Gift 6 6 6 6 6 6 6 6 6 4
    19th +14/+9/+4 +11 +6 +11 Druidic Power V 6 6 6 6 6 6 6 6 6 5
    20th +15/+10/+5 +12 +6 +12 Avatar of the Wild, Nature’s Gift 6 6 6 6 6 6 6 6 6 6

    Weapon and Armor Proficiency: Druids are proficient with all simple weapons, along with scimitars, shortbows, and longbows. They are also proficient with light armor, and with shields (Except tower shields)

    Spells: A druid casts arcane spells, which are drawn from the druid spell list below. When he gains access to a new level of spells, he automatically knows all the spells for that level on the druid’s spell list. He can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list. He also has the option of adding to his existing spell list through his Nature’s Gift class feature (see below) as he increases in level.

    To cast a druid spell, a druid must have a Wisdom score of 10 + the spell's level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell's level + the druid’s Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Wisdom score.

    A druid need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

    Druidic Circles: Just as nature is massively varied in her moods and environs, so too are druids. At first level, each druid selects two circles from the list below. He adds all spells from the circle to his list of spells known, and gains the circle’s granted ability.

    Circle Power
    Animal's Gift You may communicate with animals as though under the effects of a speak with animals spell. This is an (Ex) ability.
    Nature's Bounty You may communicate with plants as though under the effects of a speak with plants spell. This is an (Ex) ability.
    Unyielding Earth You gain tremorsense, out to a distance of 10ft per point of your Wisdom modifier. Alternately, you gain the ability to breathe air as easily as water and a 30ft base land movement speed (if medium; 20ft if small), if you did not already possess these abilities.
    Endless Storm Inclement weather has no effect on you. Rain and snow don’t penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, do not affect you.
    Winter's Deep You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command cold creatures as an evil cleric rebukes undead. In both cases, use your Wisdom score instead of Charisma. Use these abilities a number of times per day equal to 3 + your Wisdom modifier. This granted power is a supernatural ability.
    Summer's Wrath Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. (Preferably as my revised Cleric does). In both cases, use your Wisdom score instead of Charisma. You may use these abilities a total number of times per day equal to 3 + your Wisdom modifier. This granted power is a supernatural ability.
    Ocean's Song You gain the Aquatic subtype, with the Amphibious special quality. In addition, you gain a swim speed equal to your base land speed. Alternately, if you already have the above qualities, you instead gain blindsense out to a distance of 10 feet per point of your Wisdom modifier when submerged in water.

    Nature Sense (Ex): A druid gains a bonus on Knowledge (nature) and Survival checks equal to one half his Druid level. He may use his Wisdom modifier in place of his Intelligence modifier when making Knowledge (nature) checks.

    Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds his druid level and his Wisdom modifier to determine the wild empathy check result.

    The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

    To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

    Druidic Power: At 2nd level, a druid must select one of the following powers and gain the first level benefits. At 5th, 10th, 15th, and 19th level, he gains the next level of benefit.

    Spoiler
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    Animal Companion
    Power Level Benefit
    I You may select an animal companion from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. Your animal companion advances as a familiar. You may replace your animal companion at any time-- even in the event of its death-- by undertaking a one-day ritual. At higher levels, you may select alternate animal companions-- see the original Druid class entry for details.
    II Your animal companion gains a bonus to Strength, Dexterity, and Constitution equal to one-third your druid level, rounded down.
    III You may communicate telepathically with your animal companion across any distance, and even across planar boundaries.
    IV As a standard action, you or your animal companion may teleport to the other’s side as though by a teleport without error or greater plane shift spell, affecting only yourself and your carried gear.
    V Once per day, you may imbue your animal companion with a number of spells whose combined level is no greater than your Wisdom modifier. You must cast each spell in the process. Once imbued, your familiar may cast the spells at a later time, with save DCs as though they were being cast by you. Spells not cast within 24 hours are lost.

    Shapeshift
    Note: You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though each form grants a bonus to your Strength score. You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have.

    All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fi ne manipulation. You can’t cast spells or activate magic items while in shapeshifted form, even if you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped.

    Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don’t gain any special attacks or qualities while shapeshifted except as described below.

    When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your druid level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice given are for Medium druids; smaller or larger druids should adjust those values according to the table on page 28 of the Dungeon Master’s Guide.

    Power Level Benefit
    I As a swift action, you may assume the form of a wolf, panther, or similar creature. You gain a primary bite attack that deals d8 points of damage, with an enhancement bonus to attack and damage equal to one-fourth your Druid level. You have the reach of a long creature of your size. You gain a +4 inherent bonus to strength, your natural armor bonus improves by 4, and your base land speed becomes 50 ft, and you gain the benefits of the Spring Attack feat.
    II As a swift action, you may assume the form of a large flying creature, such as an eagle or dire bat. While in this form, you gain a primary talon attack that deals d6 points of damage, with an enhancement bonus to attack and damage equal to one-fourth your Druid level. You gain a +2 inherent bonus to Strength, Dexterity, Reflex Saves, and natural armor. You also gain a fly speed of 60ft. (good maneuverability) and the Flyby Attack feat.
    III As a swift action, you may assume the form of a bear, lion, or similar creature. While in this form, your size increases by one category (to a maximum of colossal) and you have the reach of a long creature of your size. You gain a primary bite attack dealing 2d6 damage and two secondary claw attacks dealing d8 damage, all with an enhancement bonus to attack and damage equal to one-fourth your Druid level. You gain a +8 inherent bonus to Strength, a +4 inherent bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet.
    IV As a swift action, you can take the form of a massive plantlike creature, similar to a shambling mound or a treant. While in this form, you gain a pair of primary slam attacks that deal 2d6 points of damage each, with an enhancement bonus to attack and damage equal to one-fourth your Druid level. Your size increases by one category (to a maximum of colossal) and you have the reach of a tall creature of your size (5 feet for medium, 10 feet for large). You gain a +12 inherent bonus to Strength and natural armor and a +4 inherent bonus on Fortitude and Will saves. Your base land speed becomes 20 feet. You gain DR 5/slashing while in this form, and your type becomes plant, granting you critical hits, sleep effects, paralysis, and stunning. However, you remain vulnerable to mind-affecting effects and polymorph.
    V As a swift action, you can shapeshift into a giant form of air, earth, fire, or water. Your size increases by two categories, and you have the reach of a tall creature of your size. You gain a pair of primary slam attacks that deal 3d6 damage each, +1d6 damage of a type corresponding to the type of elemental you become, with an enhancement bonus to attack and damage equal to one-fourth your Druid level. In addition, you gain a +16 inherent bonus to Strength and natural armor, and a +4 inherent bonus to all saves. Your base land speed doesn’t change, but you gain immunity to critical hits and energy damage corresponding to the type of elemental you become. You don’t need to breathe while in this form.

    Summoning
    Power Level Benefit
    I This ability functions as the Conjurer’s Conjured Ally ability, with the following exceptions. You may only select creatures from the Summon Nature’s Ally list, and you may use your Wisdom modifier in place of your Intelligence modifier.
    II You gain Augment Summoning as a bonus feat. This applies to your Conjured Allies.
    III You gain Double Summons as a bonus feat.
    IV You gain Greenbound Ally as a bonus feat.
    V You gain Triple Summons as a bonus feat.


    Nature’s Gift: At 2nd level, and every subsequent even-numbered level, a druid may chose one druid spell from the original druid spell list of and add it to his spell list. The chosen spell must be of a level he could normally cast.

    Defender of Nature (Ex): A druid has an all-encompassing disdain for creatures which pervert nature's order. Starting at 3rd level, he may add his Wisdom modifier to attack and damage rolls against aberrations, oozes, and undead. This includes weapons, natural weapons, and any spells which might deal damage or require an attack roll.

    Woodland Stride (Ex): Starting at 3rd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. He may also walk through thorns, briars, or overgrown areas that have been magically affected to impede movement (such as by an entangle spell), provided that his druid level is higher than the effect’s caster level.

    Resist Nature’s Lure (Ex): Starting at 7th level, a druid gains an insight bonus on saving throws against the extraordinary, supernatural and spell-like abilities of animals, fey, plants and vermin equal to his Wisdom modifier.

    Venom Immunity (Ex): Starting at 9th level, a druid gains immunity to all poisons.

    Avenger of Nature (Ex): Starting at 11th level, a druid may add one-half his Wisdom modifier again to spell save DCs when targeting aberrations, oozes, and undead. In addition, he may add her druid level to damage rolls against such creatures. This includes weapons, natural weapons, and any spells which might deal damage or require an attack roll.

    Nature Walk (Su): At 13th level, a druid gain the ability to cross massive distances with a single step. Once per day as a full-round action that provokes attacks of opportunity, he may lead up to one creature per druid level through Fairie (or an equivalent plane), and back into reality. This ability works similarly to the spell greater teleport, but the start and end-points must be in the middle of prominent wilderness areas, such as forests or deserts, and the transit time is one hour.

    Timeless Body (Ex): After attaining 17th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when his time is up.

    Avatar of the Wild: By 20th level, a druid has transcend humanity to become one with the natural world. He gains the elemental type (although unlike most elementals, he can be raised from the dead by any spell which would affect his previous creature type), DR 10/—, resistance 20 to all energy types, and a +2 perfection bonus to all physical abilities. In addition, if he is ever killed, his body is reformed in the nearest forest, as if affected by a reincarnate spell, 1d4 days later. He still suffers the level loss from reincarnate.

    Druid Spells

    General List
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    0 Level Druid Spells
    • Create Water: Creates 2 gallons/level of pure water.
    • Detect Animals or Plants: Detects kinds of animals or plants.
    • Detect Magic: Detects spells and magic items within 60 ft.
    • Know Direction: You discern north.
    • Light: Object shines like a torch.
    • Naturewatch (SpC): As deathwatch, but on animals and plants.
    • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
    • Read Magic: Read scrolls and spellbooks.


    1st Level Druid Spells
    • Endure Elements: Exist comfortably in hot or cold environments.
    • Pass without Trace: One subject/level leaves no tracks.
    • Vigor, Lesser (SpC): Creature heals 1 hp/round (max 15 rounds).
    • Wood Wose (SpC): Nature spirit does simple tasks for you


    2nd Level Druid Spells
    • Briar Web (SpC): Area slows creatures and thorns deal 1 point of damage/5 ft. moved.
    • Daylight: 60-ft. radius of bright light.
    • One with the Land (SpC): Link with nature gives a +2 bonus on nature-related skill checks.
    • Spikes (SpC): As brambles, but weapon gains +2 bonus and doubled threat range.


    3rd Level Druid Spells
    • Dispel Magic: Cancels spells and magical effects.
    • Junglerazer (SpC): Fey, vermin, plants, and animals take 1d10 damage/level.
    • Vigor (SpC): As lesser vigor, but 2 hp/round (max 25 rounds).
    • Vigor, Mass Lesser (SpC): As lesser vigor, but multiple subjects (max 25 rounds).


    4th Level Druid Spells
    • Freedom of Movement: Subject moves normally despite impediments.
    • Lay of the Land (SpC): You gain an overview of the geography around you.
    • Magic Fang, Superior (SpC): Your natural weapons gain +1 enhancement bonus/4 levels.
    • Reincarnate: Brings dead subject back in a random body.


    5th Level Druid Spells
    • Commune with Nature: Learn about terrain for 1 mile/level.
    • Ironguard, Lesser (SpC): Subject becomes immune to nonmagical metal.
    • Summon Elementite Swarm (SpC): Summon an elementite swarm to follow your commands.
    • Vigor, Greater (SpC): As lesser vigor, but 4 hp/round.


    6th Level Druid Spells
    • Dispel Magic, Greater: As dispel magic, but +20 on check.
    • Hide the Path (F) (SpC): Area warded against divinations.
    • Summon Greater Elemental (SpC): Summon a greater elemental to follow your commands.
    • Vigorous Circle (SpC): As mass lesser vigor, but 3 hp/round (max 40 rounds).


    7th Level Druid Spells
    Ironguard (F) (SpC): Subject becomes immune to all metal.
    Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
    Spellstaff: Stores one spell in wooden quarterstaff.
    True Seeing (M): Lets you see all things as they really are.

    8th Level Druid Spells
    • Cocoon (X) (SpC): Preserves a corpse and reincarnates with no loss of level.
    • Elemental Body: You take on the qualities of a type of elemental.
    • Shifting Paths (SpC): Illusion hides path, creates false new path.


    9th Level Druid Spells
    • Elemental Swarm: Summons multiple elementals.
    • Shadow Landscape (SpC): Makes natural terrain more dangerous, creates guardians that you command.
    • Summon Elemental Monolith (M) (SpC): Calls powerful elemental creature to fight for you.



    Circle of the Animal's Gift
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    1st Level Circle of the Animal’s Gift Spells
    • Charm Animal: Makes one animal your friend.
    • Enlarge Person: Humanoid creature doubles in size.
    • Hide from Animals: Animals can’t perceive one subject/level.
    • Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
    • Reduce Person: Humanoid creature halves in size.


    2nd Level Circle of the Animal’s Gift Spells
    • Animal Messenger: Sends a Tiny animal to a specific place.
    • Embrace the Wild (SpC): You gain an animal’s senses for 10 minutes/level.
    • Hold Animal: Paralyzes one animal for 1 round/level.
    • Share Husk (SpC): See and hear through the senses of a touched animal.


    3rd Level Circle of the Animal’s Gift Spells
    • Aspect of the Wolf (SpC): You change into a wolf and gain some of its abilities.
    • Dominate Animal: Subject animal obeys silent mental commands.
    • Jagged Tooth (SpC): Doubles the critical threat range of natural weapons.
    • Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).


    4th Level Circle of the Animal’s Gift Spells
    • Chain of Eyes (SpC): See through other creatures’ eyes.
    • Enlarge Person, Mass: Enlarges several creatures.
    • Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
    • Reduce Person, Mass: Reduces several creatures.


    5th Level Circle of the Animal’s Gift Spells
    • Animal Growth: One animal/two levels doubles in size.
    • Awaken (X): Animal or tree gains human intellect.
    • Phantom Wolf (SpC): Incorporeal wolf fights for you.
    • Insect Plague: Locust swarms attack creatures.


    6th Level Circle of the Animal’s Gift Spells
    • Antilife Shell: 10-ft.-radius field hedges out living creatures.
    • Baleful Polymorph: Transforms subject into harmless animal.
    • Dire Hunger (SpC): Subject grows fangs, attacks creatures near it.
    • Phantom Stag (SpC): Magic stag appears for 1 hour/level.


    7th Level Circle of the Animal’s Gift Spells
    • Creeping Doom: Swarms of centipedes attack at your command.
    • Dinosaur Stampede (SpC): Spectral dinosaurs deal 1d12 damage +1/level.
    • Hungry Gizzard (SpC): Gizzard engulfs victim, grapples and deals damage.
    • Tortoise Shell (SpC): Creature gains +6 natural armor, +1/3 levels above 11th.


    8th Level Circle of the Animal’s Gift Spells
    • Aura of Vitality (SpC): Subjects gain +4 to Str, Dex, and Con.
    • Awaken, Mass (X) (SpC): As awaken, but multiple creatures.
    • Fierce Pride of the Beastlands (SpC): Summon celestial lions and celestial dire lions to follow your commands.


    9th Level Circle of the Animal’s Gift Spells
    • Animal Shapes: One ally/level polymorphs into chosen animal.
    • Nature’s Avatar (SpC): Animal gains +10 on attack rolls and damage rolls, haste, and 1d8 hp/level.



    Circle of Nature’s Bounty
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    1st Level Circle of Nature’s Bounty Spells
    • Animate Wood (SpC): Turn Small or smaller wooden item into animated object.
    • Branch to Branch (SpC): You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.
    • Entangle: Plants entangle everyone in 40-ft.-radius.
    • Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.


    2nd Level Circle of Nature’s Bounty Spells
    • Kelpstrand (SpC): Strands of kelp grapple foes.
    • Splinterbolt (SpC): 4d6 piercing damage to subjects hit by ranged attack.
    • Warp Wood: Bends wood (shaft, handle, door, plank).
    • Wood Shape: Rearranges wooden objects to suit you.


    3rd Level Circle of Nature’s Bounty Spells
    • Diminish Plants: Reduces size or blights growth of normal plants.
    • Plant Growth: Grows vegetation, improves crops.
    • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
    • Vine Mine (SpC): Vines grow rapidly, giving various effects.


    4th Level Circle of Nature’s Bounty Spells
    • Blight: Withers one plant or deals 1d6/level damage to plant creature.
    • Command Plants: Sway the actions of one or more plant creatures.
    • Poison Vines (SpC): Vines grow and poison creatures stuck within them.
    • Wood Rot (SpC): Destroy wooden items or deal 3d6 damage + 1/level (max +15) to plant creatures.


    5th Level Circle of Nature’s Bounty Spells
    • Plant Body (SpC): Subject’s type changes to plant.
    • Poison Thorns (SpC): You grow thorns that poison your attackers.
    • Tree Stride: Step from one tree to another far away.
    • Wall of Thorns: Thorns damage anyone who tries to pass.


    6th Level Circle of Nature’s Bounty Spells
    • Ironwood: Magic wood is strong as steel.
    • Liveoak: Oak becomes treant guardian.
    • Repel Wood: Pushes away wooden objects.
    • Transport via Plants: Move instantly from one plant to another of the same kind.


    7th Level Circle of Nature’s Bounty Spells
    • Animate Plants: One or more plants animate and fight for you.
    • Changestaff: Your staff becomes a treant on command.
    • Transmute Metal to Wood: Metal within 40 ft. becomes wood.
    • Phase Door: Creates an invisible passage through wood or stone.


    8th Level Circle of Nature’s Bounty Spells
    • Control Plants: Control actions of one or more plant creatures.
    • Deadfall (SpC): Falling wood causes damage and knocks foes prone.
    • Unyielding Roots (SpC): Creature grows roots that keep it stationary and heal it every round.


    9th Level Circle of Nature’s Bounty Spells
    • Shambler: Summons 1d4+2 shambling mounds to fight for you.



    Circle of Unyielding Stone
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    1st Level Circle of Unyielding Stone Spells
    • Foundation of Stone (SpC): +2 AC, +4 bonus to resist bull rush and trip attacks.
    • Hail of Stone (M) (SpC): Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).
    • Magic Stone: Three stones gain +1 on attack, deal 1d6+1 damage.
    • Surefooted Stride (SpC): You can move over rubble as easily as you can over open ground.


    2nd Level Circle of Unyielding Stone Spells
    • Burrow (SpC): Subject can burrow with a speed of 30 feet.
    • Earthbind (SpC): Subject creature can’t fly.
    • Earthfast (SpC): Doubles the hit points of stone structure or rock formation and increases hardness to 10.
    • Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.


    3rd Level Circle of Unyielding Stone Spells
    • Crumble (SpC): You erode building or other structure.
    • Meld into Stone: You and your gear merge with stone.
    • Nature’s Rampart (F) (SpC): You mold the terrain to provide fortifications.
    • Stone Shape: Sculpts stone into any shape.


    4th Level Circle of Unyielding Stone Spells
    • Burrow, Mass (SpC): As burrow, but affects 1/level subjects.
    • Land Womb (SpC): You and one creature/level hide within the earth.
    • Spike Stones: Creatures in area take 1d8 damage, may be slowed.
    • Sudden Stalagmite (SpC): Impaling stalagmite damages and holds foes.


    5th Level Circle of Unyielding Stone Spells
    • Earth Reaver (SpC): Eruption deals 7d6 damage to all in area.
    • Stone Shape, Greater (SpC): Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
    • Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
    • Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
    • Wall of Sand (SpC): Swirling sand blocks ranged attacks, slows movement through.


    6th Level Circle of Unyielding Stone Spells
    • Move Earth: Digs trenches and builds hills.
    • Stone Body (SpC): Your body becomes living stone.
    • Stone Tell: Talk to natural or worked stone.
    • Wall of Stone: Creates a stone wall that can be shaped.


    7th Level Circle of Unyielding Stone Spells
    • Aspect of the Earth Hunter (SpC): Change into bulette and gain some of its abilities.
    • Master Earth (SpC): Travel through the earth to any location.
    • Phase Door: Creates an invisible passage through wood or stone.
    • Stone Body (SpC): Your body becomes living stone


    8th Level Circle of Unyielding Stone Spells
    • Bombardment (SpC): Falling rocks deal 1d8 damage/level and bury subjects.
    • Earthquake: Intense tremor shakes 80-ft.-radius.
    • Repel Metal or Stone: Pushes away metal and stone.


    9th Level Circle of Unyielding Stone Spells
    • Transmute Rock to Lava (SpC): Transforms one 10-ft. cube with subsequent fire damage and effects.
    • Undermaster (M) (SpC): You gain earth-related spell-like abilities.




    Circle of the Raging Storm
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    1st Level Circle of the Raging Storm Spells
    • Cloudburst (SpC): Hampers vision and ranged attacks, puts out normal fires.
    • Obscuring Mist: Fog surrounds you.
    • Thunderhead (SpC): Small lightning bolts deal 1d6 damage/round.
    • Updraft (SpC): Column of wind lifts you aloft.


    2nd Level Circle of the Raging Storm Spells
    • Binding Winds (SpC): Air prevents subject from moving, hinders ranged attacks.
    • Gust of Wind: Blows away or knocks down smaller creatures.
    • Master Air (SpC): You sprout insubstantial wings and can fly.
    • Weather Eye (SpC): You accurate predict weather up to one week ahead.


    3rd Level Circle of the Raging Storm Spells
    • Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
    • Capricious Zephyr (SpC): Gale-force winds push creatures.
    • Downdraft (SpC): Flying creatures knocked down.
    • Wind Wall: Deflects arrows, smaller creatures, and gases.


    4th Level Circle of the Raging Storm Spells
    • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    • Arc of Lightning (SpC): Line of electricity arcs between two creatures (1d6/level damage).
    • Eye of the Hurricane (SpC): Storm pushes creatures, calm at center.
    • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.


    5th Level Circle of the Raging Storm Spells
    • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
    • Control Winds: Change wind direction and speed.
    • Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
    • Wind Tunnel (SpC): Ranged weapons gain +5 bonus and double range increment.


    6th Level Circle of the Raging Storm Spells
    • Blood Sirocco (SpC): Wind bowls over foes and draws away their blood.
    • Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
    • Wind Tunnel (SpC): Ranged weapons gain +5 bonus and double range increment.
    • Wind Walk: You and your allies turn vaporous and travel fast.


    7th Level Circle of the Raging Storm Spells
    • Cloudwalkers (SpC): Subjects can fly outdoors at speed of 60 ft.
    • Control Weather: Changes weather in local area.
    • Storm of Elemental Fury (SpC): Magic cloud creates windstorm, then hail of stones, then rainstorm, then flame.
    • Storm Tower (SpC): Swirling clouds absorb electricity and magic missiles and prevent ranged attacks.


    8th Level Circle of the Raging Storm Spells
    • Lightning Ring (SpC): Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round.
    • Stormrage (SpC): You can fly and fire lightning from your eyes.
    • Whirlwind: Cyclone deals damage and can pick up creatures.


    9th Level Circle of the Raging Storm Spells
    • Storm of Vengeance: Storm rains acid, lightning, and hail.
    • Whirlwind, Greater (SpC): As whirlwind, but larger and more destructive.



    Circle of the Winter's Deep
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    1st Level Circle of the Winter’s Deep Spells
    • Cold Fire (SpC): Fire becomes blue and white, emits cold.
    • Orb of Cold, Lesser (SpC): Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
    • Snowshoes (SpC): Subject walks easily on ice and snow.
    • Winter Chill (SpC): Creature takes 1d6 cold damage and is fatigued.


    2nd Level Circle of the Winter’s Deep Spells
    • Chill Metal: Cold metal damages those who touch it.
    • Creeping Cold (F) (SpC): Creature feels chill that increases with each round.
    • Frost Breath (SpC): Icy breath deals 1d4 damage/2 levels.
    • Winter’s Embrace (SpC): Creature takes 1d8 cold damage/ round and might become exhausted.


    3rd Level Circle of the Winter’s Deep Spells
    • Corona of Cold (SpC): Aura of cold protects you, damages others.
    • Hypothermia (SpC): Causes 1d6 cold damage/level, fatigue.
    • Icelance (F) (SpC): Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds.
    • Sleet Storm: Hampers vision and movement.


    4th Level Circle of the Winter’s Deep Spells
    • Creeping Cold, Greater (F) (SpC): As creeping cold, but longer duration and more damage.
    • Ice Flowers (SpC): Ice and earth deal 1d6 damage/ level.
    • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
    • Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.


    5th Level Circle of the Winter’s Deep Spells
    • Anticold Sphere (SpC): Sphere hedges out cold creatures and protects you from cold.
    • Cone of Cold: 1d6/level cold damage.
    • Freeze (SpC): Ray immobilizes subject and deals 6d6 cold damage/round.
    • Mantle of the Icy Soul (M) (SpC): Touched creature gains the cold subtype.


    6th Level Circle of the Winter’s Deep Spells
    • Animate Snow (SpC): You animate snow to attack foes.
    • Cold Snap (SpC): You lower temperature in area.
    • Freezing Fog (Spc): Fog slows creatures, obscures vision, hinders movement.
    • Freezing Sphere: Freezes water or deals cold damage.


    7th Level Circle of the Winter’s Deep Spells
    • Ice Claw (SpC): Claw of ice grapples and deals cold damage.
    • Polar Ray: Ranged touch attack deals 1d6/level cold damage.


    8th Level Circle of the Winter’s Deep Spells
    • Field of Icy Razors (F) (SpC): Creatures in area take normal and cold damage, might be slowed.
    • Heat Drain (Spc): Subjects take 1d6 cold damage/level, you gain equal amount hp.


    9th Level Circle of the Winter’s Deep Spells
    • Obedient Avalanche (SpC): Snowy avalanche crushes and buries your foes.



    Circle of Summer's Wrath
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    1st Level Circle of Summer’s Wrath Spells
    • Animate Fire (SpC): Turn campfire into Small elemental.
    • Aura Against Flame (SpC): Ignores 10 fire damage/round and extinguishes fires.
    • Orb of Fire, Lesser (SpC): Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st (max 5d8).
    • Produce Flame: 1d6 damage +1/level, touch or thrown.


    2nd Level Circle of Summer’s Wrath Spells
    • Body of the Sun (SpC): Your body emanates fire, dealing 1d4 fire damage/2 levels.
    • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
    • Heartfire (SpC): Subjects outlined by fire, take 1d4 damage/round.
    • Heat Metal: Make metal so hot it damages those who touch it.


    3rd Level Circle of Summer’s Wrath Spells
    • Blistering Radiance (SpC): Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread.
    • Fire Wings (SpC): Your arms become wings that enable flight, deal 2d6 fire damage.
    • Fireball: 1d6 damage per level, 20-ft. radius.
    • Flashburst (SpC): Flash of light dazzles and blinds creatures in area.


    4th Level Circle of Summer’s Wrath Spells
    • Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
    • Fire Stride (SpC): Teleport from one fire to another.
    • Flame Whips (SpC): Your forelimbs deal 6d6 fire damage.
    • Metal Melt (SpC): Melts metal object without heat.


    5th Level Circle of Summer’s Wrath Spells
    • Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold.
    • Firebrand (M) (SpC): One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round.
    • Inferno (SpC): Creature bursts into flames and takes fire damage per round.
    • Shroud of Flame (SpC): Subject bursts into flames, taking 2d6 fire damage/round.


    6th Level Circle of Summer’s Wrath Spells
    • Cometfall (SpC): Comet falls atop foes, damaging them and knocking them prone.
    • Fire Seeds: Acorns and berries become grenades and bombs.
    • Fire Spiders (SpC): Swarm of Fine fire elementals deals fire damage in an area.
    • Fires of Purity (SpC): Subject bursts into magical flame, becoming a dangerous weapon.


    7th Level Circle of Summer’s Wrath Spells
    • Anger of the Noonday Sun (SpC): Blinds creatures within 20 ft., damages undead.
    • Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
    • Fire Storm: Deals 1d6/level fire damage.
    • Sunbeam: Beam blinds and deals 4d6 damage.


    8th Level Circle of Summer’s Wrath Spells
    • Emerald Flame Fist (SpC): Touch attack deals 3d6+ fire damage 1/level (max +20); subject can be engulfed by flame for additional damage.
    • Incendiary Cloud: Cloud deals 4d6 fire damage/round.
    • Sunburst: Blinds all within 10 ft., deals 6d6 damage.


    9th Level Circle of Summer’s Wrath Spells
    • Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.



    Circle of the Ocean's Song
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    1st Level Circle of the Ocean’s Song Spells
    • Animate Water (SpC): Turn quantity of water into Small elemental.
    • Buoyant Lifting (SpC): Underwater creatures rise to surface.
    • Deep Breath (SpC): Your lungs are filled with air.
    • Wings of the Sea (SpC): +30 ft. to subject’s swim speed.


    2nd Level Circle of the Ocean’s Song Spells
    • Pressure Sphere (SW): Water pressure deals 4d6 damage to submerged targets.
    • Sink (SW): Subject loses buoyancy.
    • Swim (SpC): Subject gains swim speed, +8 bonus on Swim checks.
    • Turbidity (SW): Water surrounding you becomes cloudy, granting concealment.


    3rd Level Circle of the Ocean’s Song Spells
    • Air Breathing (SpC): Subjects can breathe air freely.
    • Sink (SpC): Subject sinks in water, must make Swim checks.
    • Standing Wave (SpC): Magically propels boat or swimming creature.
    • Water Breathing: Subjects can breathe underwater.


    4th Level Circle of the Ocean’s Song Spells
    • Control Water: Raises or lowers bodies of water.
    • Rushing Waters (SpC): Wave makes bull rush attack.
    • Swim, Mass (SpC): As swim, but one creature/level.
    • Wall of Water (SpC): Creates shapeable transparent wall of water.


    5th Level Circle of the Ocean’s Song Spells
    • Cloak of the Sea (SpC): Gain blur, freedom of movement, and water breathing while in water.
    • Rusting Grasp: Your touch corrodes iron and alloys.
    • Swamp Stride (SpC): As tree stride, but with bodies of water.
    • Wall of Water (SpC): Creates shapeable transparent wall of water.


    6th Level Circle of the Ocean’s Song Spells
    • Drown (SpC): Subject immediately begins to drown.
    • Extract Water Elemental (SpC): Pulls water from victim, forms water elemental.
    • Sirine’s Grace (SpC): You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water.
    • Tidal Surge (SpC): Wave of water deals 1d6/level damage and bull rushes.


    7th Level Circle of the Ocean’s Song Spells
    • Blood to Water (SpC): 2d6 Constitution damage to subjects.
    • Submerge Ship (SpC): You control ship mentally while it travels underwater.
    • Swamp Lung (SpC): Water in lungs makes subject helpless, diseased.
    • Waterspout (SpC): Waterspout you control picks up and damages foes.


    8th Level Circle of the Ocean’s Song Spells
    • Maelstrom (SpC): Water vortex traps and damages creatures and objects.
    • Red Tide (SpC): Nauseating water knocks foes prone and deals Strength damage.
    • Slime Wave (SpC): Creates a 15-ft. spread of green slime.


    9th Level Circle of the Ocean’s Song Spells
    • Drown, Mass (SpC): As drown, but affects multiple subjects.
    • Tsunami (SpC): Massive wave deals 1d6 damage/level.

    Last edited by Grod_The_Giant; 2018-03-14 at 09:39 AM.
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    Default Re: The Druid (Fixed-list Caster Project). 3.5, PEACH

    You're giving your Druid more spells than you gave your Cleric. I'm not sure that's a right thing to do.

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    Default Re: The Druid (Fixed-list Caster Project). 3.5, PEACH

    Quote Originally Posted by nonsi View Post
    You're giving your Druid more spells than you gave your Cleric. I'm not sure that's a right thing to do.
    A few more (~13/level instead of ~10), but his lists do taper off towards the end, and are much less open-ended that picking domains. The contents are also not particularly potent-- there's a lot of blasting. And he still falls well within the "10-15" rule I've been trying to maintain throughout the project.
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    Quote Originally Posted by Grod_The_Giant View Post
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    Default Re: The Druid (Fixed-list Caster Project). 3.5, PEACH

    If you're making an allowance for land-based races to be guardians of the oceans, there ought to be a way for water-based druids to be tied to the surface.
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    Default Re: The Druid (Fixed-list Caster Project). 3.5, PEACH

    Quote Originally Posted by WbtE View Post
    If you're making an allowance for land-based races to be guardians of the oceans, there ought to be a way for water-based druids to be tied to the surface.
    Good thought. Added something for already-aquatic druids, too.
    Last edited by Grod_The_Giant; 2013-12-24 at 09:54 PM.
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    Giants and Graveyards: My collected 3.5 class fixes and more.

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use

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    Default Re: The Druid (Fixed-list Caster Project). 3.5, PEACH

    Another Grod fix i enjoy.

    and its nice to see that somebody else random uses Perfection bonuses to stats.

    I think the capstone reincarnation is a bit too powerful.. I have a similar ability in on of my classes ( or is it a PrC..?) but I have it only occuring once a month

    Im just against the 'you can never die' ability if there are no limitations on it.

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    Default Re: The Druid (Fixed-list Caster Project). 3.5, PEACH

    Quote Originally Posted by ngilop View Post
    Another Grod fix i enjoy.

    and its nice to see that somebody else random uses Perfection bonuses to stats.

    I think the capstone reincarnation is a bit too powerful.. I have a similar ability in on of my classes ( or is it a PrC..?) but I have it only occuring once a month

    Im just against the 'you can never die' ability if there are no limitations on it.
    Hmm. Not necessarily at-will-- it's "as reincarnate," meaning that you still lose a level when raised. You've got to gain it back before you can be auto-raised again. (Need to edit that he can be targeted by such spells as an elemental, though)
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    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use

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    Default Re: The Druid (Fixed-list Caster Project). 3.5, PEACH

    I knwo its not at will, i just have an issue with a capstone that means there is no way one can ever lose/die.


    But that my playstyle i like a challegne knowing that i can now win just by attrition becuase i have infinitie lives versus other non druids kind of kills the fun for me.

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    Default Re: The Druid (Fixed-list Caster Project). 3.5, PEACH

    Quote Originally Posted by ngilop View Post
    I knwo its not at will, i just have an issue with a capstone that means there is no way one can ever lose/die.


    But that my playstyle i like a challegne knowing that i can now win just by attrition becuase i have infinitie lives versus other non druids kind of kills the fun for me.
    It's not at-will at all, since you have to gain the level back before you can use it again. I'm not sure exactly how hard that is at 20th level, but I bet it's a lot more effort than scrounging up 25,000 gold for a Craft Contingent Spell True Resurrection.
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    Quote Originally Posted by Grod_The_Giant View Post
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    Default Re: The Druid (Fixed-list Caster Project). 3.5, PEACH

    A bit of necromancy, but Ctrl+F for "Shillelagh" turns in zero results, which just can't be right.
    The balanced modify base creature style of shapeshifting also depresses me but can't be helped I guess.
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    Default Re: The Druid (Fixed-list Caster Project). 3.5, PEACH

    Nature’s Gift: At 2nd level, and every subsequent even-numbered level, a druid may chose one cleric spell from the original druid spell list of and add it to his spell list. The chosen spell must be of a level he could normally cast.
    Believe I found an error... do you mean one druid spell from the original druid spell list?
    Last edited by JonathonWilder; 2014-10-03 at 12:47 PM.

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    Default Re: The Druid (Fixed-list Caster Project). 3.5, PEACH

    Quote Originally Posted by Komatik View Post
    A bit of necromancy, but Ctrl+F for "Shillelagh" turns in zero results, which just can't be right.
    Hmm... you may be right. And why the hell is Goodberry on the list? I'll just swap those two, I think...

    The balanced modify base creature style of shapeshifting also depresses me but can't be helped I guess.
    Yeah... if you miss Wild Shape, check out this guy. But the swift-action, at-will business is pretty fun in play.

    Quote Originally Posted by JonathonWilder View Post
    Believe I found an error... do you mean one druid spell from the original druid spell list?
    Yes. Thanks for catching the typo.
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    Giants and Graveyards: My collected 3.5 class fixes and more.

    Quote Originally Posted by Grod_The_Giant View Post
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