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| kyeudo02-22-07, 09:55 PM | I've been a great fan of psionics ever since I got the XPH, even though I have never played one, mostly because I DM more often than I play. I got CompPsi as soon as I could, and was disturbed at the way it shot down the best parts of XPH and at some of the other garbage that made it into the book (Flayerspawn Psychic in particular). Strangely, the Divine Mind caught my attention. I don't know exactly why, but I like the idea of a psionic charecter inspired by his faith. I don't care for the "Divine power channeled though psychic talent" that the class currently has, and I quickly became aware of the flaws of the class, namely low base attack bonus and the crappy auras. I looked over the Wargeist, but didn't like the flavor as much as the Divine Mind. So, I've worked out what I hope to be a reasonably balanced fix. So, without further ado, here it is: Divine Mind A divine mind is a character whose deep faith in his god leads him to venture forth to champion his diety's causes in the world, little realizing that he has latent psionic potential. Many go for years before learning that their divinely inspired abilities come from withing rather than from above. Some never find out that their powers are not granted them by their chosen divine patron. A divine mind differs from both clerics and paladins in that he lacks the eclesiastical training of a cleric or the true divine call of the paladin, but rather draws his strength from his psionic potential, channeling it through his deep faith. One of a divine mind's most noted abilities is the way that he radiates the strength of his faith in his diety's principles out onto those around him, bolstering his allies and debilitating his enemies. Making a Divine Mind A divine mind's role in most groups is that of a melee combatant, though he can contribute in other ways, depending upon his selection of mantles. Abilities: Wisdom aids the divine mind's ability to manifest the powers he eventualy will aquire, but Charisma increases the strength of a divine mind's auras, and good Strength and Constition scores help the divine mind greatly in melee. Races: Characters inspired to become a divine mind need merely choose a diety to venerate. Among the humanoid races, humans seem most apt to follow such a course. Alignment: As a devout follower of his divine patron, a divine mind's alignment is never at odds with his god's beliefs. As such, no component of a divine mind's alignment can be opposed to any component of his dieties alignment. For example, a true neutral divine mind can serve Heironeous, who is lawful good, but a chaotic good divine mind could not. Religion: Divine minds can be of any religion. However, dieties of war or protection tend to have more divine mind followers than other dieties. Other Classes: Divine minds are happiest with others who share their faith, such as clerics and paladins. A divine mind, however, understands the need to work with others whos abilities he lacks to better champion his diety's causes. Hit Dice: d10 Class Skills: Autohypnosis, Climb, Concentration, Craft, Jump, Knowledge(psionics), Knowledge(religion), Profession, Psicraft, Ride, and Swim. Skill Points at 1st Level: (2 + Int modifier) X 4 Skill Points at Each Additional Level: 2 + Int modifier Class Features All the following are class features of the divine mind class. Weapon and Armor Proficiency: A divine mind is proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). Wild Talent: A divine mind gains Wild Talent as a bonus feat. This class feature provides the divine mind with the psionic energy needed to project his psychic auras and to fuel the granted powers of his mantles, even if he otherwise has no power points. Power Points/ Day: A divine mind's ability to manifest powers is limited by the power points he has availible. His base daily allotment of power points is given on the table below. In addition, a divine mind recieves bonus power points if he has a high Wisdom score, plus the power points provided by his Wild Talent feat. His race may also provide bonus power points per day, as might certain feats and items. A divine mind recieves bonus power points for a high ability score, even if he knows no powers to manifest. Powers Known: A divine mind begins play without knowing any powers. Begining at 5th level, he learns one power. As he goes up in level, he continues to unlock knowledge of new powers as shown on the table below. Choose the powers known from the list of powers belonging to the character's chosen mantle(s). A divine mind's manifester level is equal to his class level minus 4. For example, a 7th level divine mind is a 3rd level manifester. A divine mind simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points. The Difficulty Class for saving throws against divine mind powers is 10 + the power's level + the divine mind's Wisdom modifier. Maximum Power Level Known: A divine mind begins play without the ability to learn powers. At 5th level, he gains the ability to learn 1st level powers. As he attains higher levels, he gains the ability to master more complex powers. To learn or manifest a power, a divine mind must have a Wisdom score of at least 10 + the power's level. Psychic Aura (Su): A divine mind is surrounded by a mental resonance called a psychic aura which bolsters his allies or impedes his foes. This aura extends only 10 feet at first level, but the aura's coverage grows as the divine mind increases in level. All divine minds can project two basic auras: attack, and defense. In addition, a divine mind's chosen mantle grants him the ability to project a specialized aura. As a divine mind learns more mantles, he gains the ability to project those mantle's auras. For details on the specific effects of each aura, see the list at the end of the class discription. You choose what aura to project by spending one minute in meditation and can change the aura you project by meditating again. At 10th level, you can have two auras active at the same time and at 20th level, you can have three auras active. Mantle (Ex): At 1st level, a divine mind chooses a diety to follow. He then chooses from amoung the mantles associated with that diety, picking one that he adopts and begins to manifest powers from. A divine mind begins play with acess to only one mantle and its mantle power.While a divine mind does not immediately know any powers, the powers in the mantle are on his class list, and so can activate power stones and dorjes of powers from his mantle. At 6th level, and again at 12th level, you choose an additional mantle and gain its granted power and add its list of powers to your class list. Divine Grace (Su): Begining at 4th level, a divine mind gains adds his Charisma bonus to all saving throws. Change Aura (Ex): At 8th level, a divine mind gains the ability to change between psychic auras more quickly. It takes a divine mind only a standard action to change his aura. This ability continues to improve as the divine mind levels. At 14th level, you can change auras as a move action, and at 18th level, you can change auras as a swift action. Ex-Divine Minds A divine mind who grossly violates the tenets of his diety or who changes to an alignment opposed to his diety loses all his divine mind powers and abilities, exept his bonus feats, weapon and armor proficiencies, and power points, as his deep faith is shaken to the core. A divine mind cannot regain his faith and divine mind abilies without recieving an atonement spell from a cleric of his diety, nor can he progress further in levels as a divine mind until he does so. Level Base Fort Ref Will Special Power Powers Maximum Attack Save Save Save Points/ Known Power Level Bonus Day Known 1 +1 +2 +0 +2 Mantle (1st), 0 0 ----- Psychic Aura 10 ft., Wild Talent 2 +2 +3 +0 +3 ----- 1 0 ----- 3 +3 +3 +1 +3 Psychic Aura 15 ft. 2 0 ----- 4 +4 +4 +1 +4 Divine Grace 3 0 ----- 5 +5 +4 +1 +4 Psychic Aura 20 ft. 4 1 1st 6 +6/+1 +5 +2 +5 Mantle (2nd) 6 2 1st 7 +7/+2 +5 +2 +5 Psychic Aura 25 ft. 8 2 1st 8 +8/+3 +6 +2 +6 Change Aura 10 3 2nd (standard action) 9 +9/+4 +6 +3 +6 Psychic Aura 30 ft. 12 3 2nd 10 +10/+5 +7 +3 +7 Psychic Aura 14 4 2nd (second aura) 11 +11/+6/+1 +7 +3 +7 Psychic Aura 35 ft. 16 4 3rd 12 +12/+7/+2 +8 +4 +8 Mantle (3rd) 18 5 3rd 13 +13/+8/+3 +8 +4 +8 Psychic Aura 40 ft. 23 5 3rd 14 +14/+9/+4 +9 +4 +9 Change Aura 27 6 4th (move action) 15 +15/+10/+5 +9 +5 +9 Psychic Aura 45 ft. 35 6 4th 16 +16/+11/+6/+1 +10 +5 +10 ----- 43 7 4th 17 +17/+12/+7/+2 +10 +5 +10 Psychic Aura 50 ft. 51 7 5th 18 +18/+13/+8/+3 +11 +6 +11 Change Aura 59 8 5th (swift action) 19 +19/+14/+9/+4 +11 +6 +11 Psychic Aura 55 ft. 67 8 5th 20 +20/+15/+10/+5 +12 +6 +12 Psychic Aura 79 9 6th (third aura) Divine Mind Psychic Auras Attack: You and all allies within your aura gain a +1 morale bonus on all attack rolls and damage rolls. This bonus increases by 1 for every 5 class levels you have. Defense: You and all allies within your aura gain a +1 morale bonus to Armor Class. This bonus increases by 1 for every 5 class levels you have. Chaos:You and all allies within your aura gain a +2 bonus on all saves against effects produced by nonchaotic creatures. This bonus increases by 1 for every 5 class levels you have. Communication: You and all willing allies within your aura are linked together with the mindlink power. If an ally leaves the area of your aura, they leave the link. They can automaticly rejoin, however, once they reenter the area. Conflict: You and all allies within your aura gain a bonus equal to your Charisma bonus on all rolls to confirm critical hits. Consumption: You can leech power points expended near you. While your aura is active, you can expend your psionic focus as an immediate action when a power is manifested within your aura. Doing so steals a number of power points equal to your half your Charisma bonus from the the power's manifester, up to the amount of power points the manifester had before manifesting the power. Theses extra power points are added to your power point reserve. This can cause you to exceed your normal power point maximum. Any excess power points are lost after 8 hours. If stealing power points would prevent the manifester from being able to manifest the power, the manifester is unable to manifest the power and can not choose to manifest a different power. If a psi-like ability is used inside your aura, you can expend your psionic focus as an immediate action to impose a penalty to its manifester level equal to half your Charisma bonus and you gain a number of power points equal to the penalty. A psi-like ability that has a manifester of 0 or less fails. This number of power points you can steal increases by 1 for every five class levels you have. Corruption and Madness: Your aura disquiets and disturbs the minds of those who oppose you. All enemies within your aura must make Concentration checks (DC 10 + ½ your divine mind level + your Charisma modifier) to manifest powers, cast spells, or use psi-like or spell-like abilities. Creation: All constructs within your aura heal a number of hitpoints equal to your Charisma bonus every hour. This rate increases to every 10 minutes at 5th level, every minute at 10th level, and to every round at 15th level. Death: You and your allies know the condition of creatures near death within your aura, as the deathwatch spell. Deception: You and your allies gain a +1 bonus on Bluff checks to feint in combat. This bonus increases by 1 for every 5 class levels you have. You can also expend your psionic focus to feint as a move action, as if you had the Improved Feint feat. Destruction: Whenever you or any ally within your aura makes a sunder attempt, the hardness of the object they attempt to sunder is treated as half its normal value. You and all allies within your aura gain a bonus equal to your Charisma bonus on all damage rolls against constructs. Elements: When this aura goes into effect, you must choose to alighn it to one of four energy types (Electricity, Fire, Cold, or Acid). You and all allies within your aura gains Energy Resistance to that energy type equal to your Charisma bonus. This Energy Resistance increases by 1 for every 5 class levels you have. Energy: Your wielded weapons and the weapons of all allies within your aura deal an additional amount of fire, electricity, or cold damage equal to half your Charisma bonus. This damage increases by 1 for every 5 class levels you have. Evil: Your wielded weapons and the weapons of all allies within your aura overcome damage reduction as if they were evil alighned. You and all allies within your aura gain a +1 bonus on all attack rolls against creatures with the Good subtype. This bonus increases by 1 for every 5 class levels you have. Fate: You give your allies insight into the battle being waged around you, allowing you them to bend fate to their will. While this aura is active, you and all allies within your aura can choose to claim an insight bonus equal to half your Charisma bonus on any one d20 roll once per day. After using this bonus, they cannot claim it again for the rest of the day, even if you change auras or they leave your aura and re-enter. This aura improves as you level, allowing you and your allies to claim the insight bonus one additional time per 5 class levels you have. Force: You and all allies within your aura gain a +1 insight bonus to AC against attacks made by incorporeal ceatures.This bonus increases by 1 for every 5 class levels you have. In addition, you can expend your psionic focus as a move action to give you and all allies within your aura the ability to ignore the 50% miss chance for striking an incorporeal creature for their next melee attack. Freedom: You and all allies within your aura gain a morale bonus equal to your Charisma bonus on all Escape Artist and grapple checks. This bonus increases by 1 for every 5 class levels you have. Good: Your wielded weapons and the weapons of all allies within your aura overcome damage reduction as if they were good alighned. You and all allies within your aura gain a +1 bonus on all attack rolls against creatures with the Evil subtype. This bonus increases by 1 for every 5 class levels you have. Guardian: As long as you are psionicly focused, you and all allies within your aura gain damage reduction 1/ -. This damage reduction improves by 1 for every 5 class levels you have. Justice: You and all allies within your aura gain a +1 bonus equal on all attacks against a foe that has attacked you or another ally in the last round. This bonus increases by 1 for every 5 class levels you have. Knowledge: You and all allies within your aura gain a +1 bonus on all Spellcraft, Psicraft, Decipher Script, and Knowledge checks. This bonus increases by 1 for every 5 class levels you have. Law: You and all allies within your aura gain a +2 bonus on all saves against effects produced by nonlawful creatures. This bonus increases by 1 for every 5 class levels you have. Life: You and all allies within your aura gain a +2 bonus on all saves against death effects. This bonus increases by 1 for every 5 class levels you have. Light and Darkness: You and all allies within your aura gain a morale bonus equal to your Charisma bonus on Hide, Search, and Spot checks. This bonus increases by 1 for every 5 class levels you have. Magic: Your wielded weapons and the weapons of all allies within your aura overcome damage reduction as if they were magic weapons. You and all allies within your aura gain a +1 bonus on dispel checks. This bonus increases by 1 for every 5 class levels you have. Mental Power: You and all allies within your aura gain a +1 bonus on all saves against mind-affecting spells and abilities. This bonus increases by 1 for every 5 class levels you have. Natural World: All animals, plants, and fey within your aura heal a number of hitpoints equal to your Charisma bonus every hour. This rate increases to every 10 minutes at 5th level, every minute at 10th level, and to every round at 15th level. Pain and Suffering: You and all allies within your aura gain a +1 bonus on damage against wounded foes. This bonus increases by 1 for every 5 class levels you have. Physical Power: You and all allies within your aura gain a +1 bonus on all opposed Strength checks, such as bull rush, disarm, or trip checks, as well as on grapple checks. This bonus increases by 1 for every 5 class levels you have. The Planes: You and all allies within your aura gain a +1 bonus on all checks to overcome spell resistance or power resistance of outsioders. This bonus increases by 1 for every 5 class levels you have. In addition, you can automaticly pinpoint the location of any outsider or extraplanar creature within your aura. Repose: While you are psionicly focused, You and all allies within your aura ignore the effects of fatigue. If you or an ally within your aura would become exhausted for any reason, he is treated as fatigued instead. Your aura does not dispel fatigue, it merely surpresses its effects. Time: You and all allies within your aura gain a +2 bonus on Initive, and a +1 bonus on Reflex Saves. There bonuses increase by 1 for every 5 class levels you have. So, any questions, suggestions, or feedback? |
| JulesCARV02-22-07, 10:12 PM | Two remarks: 1. Pelor isn't lawful good, last time I checked: he's neutral good. 2. You're missing information on matters such as class skills, skill points per level, and hit die size. |
| Taureus_Drakken02-22-07, 10:27 PM | You also clumped all the auras with the mantles. The original DvM had access to up to 3 auras...where did the other one go? I second the lack of what HD they get...d10 works fine given the combat focus...and again, what does it get skill-wise? Another thing, which is really overpowered, why do the auras grant the DvMs Cha bonus...in the case of my level 9 character, it's a +6...that would be really broken with your design. |
| kyeudo02-22-07, 11:27 PM | Forgot how quickly a stat bonus could jump. Guess I'll knock out most of the Charisma bonus based auras, though I'll leave a few. Thanks for pointing out the oversights. I forgot to put skills and hit dice in my zeal to put out my tweaked auras. Divine Minds from CPsi have a perception aura, but I modified it and put it as the Light and Darkness mantle aura instead of the crap aura they had in the book. The mantle already gimps a combat oriented Divine Mind, no reason to have the aura be crap as well. |
| Taureus_Drakken02-22-07, 11:45 PM | The reason the DvM has the Perception Aura is because fighter-types generally have low reflex saves. Why would you have a good Dex if you were going to focus on heavy armor? |
| kyeudo02-23-07, 10:19 PM | Perception aura never gave any bonuses on Reflex saves, just on spot, listen, and inititive. |
| Taureus_Drakken02-24-07, 12:48 AM | Egads!!! You are right...I was thinking of the Time Mantle...oops. |
| The_Ditto02-24-07, 10:54 AM | For a while I agreed with this thought .. that the Divine Mind should have full BaB ... but when I looked over the class more, I realized it already has it .. sort of ... he has 3/4 BaB ... giving him a +15 at 20th level. But then .. he has an Attack Aura, that gives a +5 bonus to hit at 20th level ... ergo: +20 at 20th level. Sure, it's not "true" BaB ... (ie he only has 3 attacks, not 4 ... sure, that sucks) ... but I really don't think it's as bad as everyone lets on ... Sorry .. just my opinion ... (not trying to change your mind ... just pointing it out ...) :tiphat: |
| kyeudo02-24-07, 11:45 PM | So, having a class feature that you can change to suit the situation, but always having to keep it locked to the same setting or be only good enough for second string melee when your filling the first string melee position isn't that bad? |
| The_Ditto02-25-07, 12:42 PM | So, having a class feature that you can change to suit the situation, but always having to keep it locked to the same setting or be only good enough for second string melee when your filling the first string melee position isn't that bad? Personally, I just think you're being way too critical of it ... What if I'm playing a Divine Mind that's designed for something other than front-line melee? I don't need that full BaB .. I don't even need that extra +5 that the aura gives me ... What I see the class giving is versatility .. when you gain something, you have to give something up ... fair's fair. Divine Mind has (some) flexibility ... some builds will want the high attack bonus, others won't need it ... they set their auras appropriately .. :tiphat: |
| kyeudo02-25-07, 10:01 PM | Does a paladin give up anything for smite evil? I mean, he can get an insanely high chance to hit stuff when using it, so shouldn't his base attack bonus be nerfed from full to average? Of Course Not! You know there are basicly 4 roles that parties need filled: Blaster, Healer, Skill Monkey, and Tank. A divine mind is not a healer, not with his -4 manifester, though he might be able to do a little patchwork after a fight. He's not a blaster for the same reason. He has 2+Int skills, so he isnt a skill monkey. A Divine Mind fills the tank role in the party. He mixes it up in melee and so needs full BAB. Otherwise, why even have the psychic auras? |
| bholdr_mage02-25-07, 10:26 PM | Not saying I disagree with your opinions; the DvM definitely needs something else. A paladin only gets to use smite evil on evil cretures, so while he doesn't have to take a minus on BaB, the opponent still has to be "evil." Not only that, he has a code of conduct and many other role-playing "hindrances" that most classes do not. I "quoted" hindrances since some might think otherwise, but hey. The point is that certain conditions must be met for him to use those abilities or they fail to work. |
| JulesCARV02-25-07, 11:26 PM | A paladin only gets to use smite evil on evil cretures, so while he doesn't have to take a minus on BaB, the opponent still has to be "evil." Not only that, he has a code of conduct and many other role-playing "hindrances" that most classes do not. I "quoted" hindrances since some might think otherwise, but hey. The point is that certain conditions must be met for him to use those abilities or they fail to work. To clarify, you aren't suggesting that a paladin is an unusually powerful class which is balanced against normal, weaker classes by its heavy roleplaying restrictions, are you? |
| The_Ditto02-26-07, 09:07 AM | Does a paladin give up anything for smite evil? I mean, he can get an insanely high chance to hit stuff when using it, so shouldn't his base attack bonus be nerfed from full to average? Of Course Not! Paladin is probably one of the most unflexible classes ever .. :tiphat: heh ... Divine Mind, with his access to Mantles gives him a lot of versatility ... compare him with a Cleric. Yep .. both have 3/4 BaB ... go figure. :tiphat: (now, as far as should he be more comparable to a cleric or a Paladin, yeah, I wish he was more "Paladin-like" and probably less "versatile" to bring into line with that .. but feh ... I'll deal with what I'm dealt with .. :D What am I saying? Simple: If you want to "fix" the divine Mind, don't lose sight of the fact that in its current incarnation, it's very flexible - more a cleric than a Paladin ... (yes, I know Ardent is out there as well ... not sure what WotC was smoking when they put these two classes out .. hehe) If you want to bring it more in-line with a Paladin, I'd recommend cutting the auras down to size a bit ... so instead of smite evil and lay on hands and stuff, he gets some specific abilities, not a wide range of chosen picks that give him a huge versatility edge over the Paladin. You know there are basicly 4 roles that parties need filled: Blaster, Healer, Skill Monkey, and Tank. Need - sure ... but that doesn't mean those are the only 4 types of characters that can be built ... :tiphat: He mixes it up in melee and so needs full BAB. Rogues do fine in melee (ok, maybe not front-line ... but as skirmishers ...) Soul-knives do fine in melee Psychic Warriors do fine in melee Clerics (combat-oriented) do fine in melee ... etc. Why is there a "need" for full BaB for melee?? Nope, do not agree with that, there is no proof of it, and the precedence is that a 3/4 BaB class is more than capable in melee ... :tiphat: Otherwise, why even have the psychic auras?[/QUOTE] btw .. don't get me wrong .. I'm not saying the Divine Mind should NOT have a full BaB ... just that in it's current incarnation, with all it's abilities, it doesn't need it ... If you want to rework it, I'm just recommending you strike out a few other points to help balance it ... otherwise it will be too strong ... (my opinion ... I have no proof for that, just my own gut feeling) :D |
| kyeudo02-26-07, 01:04 PM | You do realize that of the 4 classes you specificaly mentioned as doing fine in melee, 2 of them have so many buff spells that it would break those classes to give them full BAB, 1 gets a huge damage buff as long as he's flanking, which is pretty easy to get, and the soulknife is considered fairly weak as a class and is commonly houseruled to have full BAB and heavier armor proficiencies. Heck, lets not even touch clerics in a balance discussion. Theres a reason why they say CoDzilla around here. Clerics have a buff spell that gives them full BAB and +8 Strength for 10minutes or something like that, plus acess to Bull's Strength, Bear's Endurance, and enough other buffs that they can say "who needs class features?." Then they PrC into a class with full casting progression and get class features. 3/4 base attack bonus is only more than capable in melee if the class has some way to increase its ability to hit and do damage above that of someone with full BAB. As to the Divine Mind having more flexibility than the Paladin, he does have 1 more option than the paladin, what aura he's using. Without full BAB, he doesn't even have that choice until 10th level. Currently, no one takes a DvM seriously. I hear comments like "I'd rather play a multiclass paladin/marshal than play a Divine Mind" fairly often. All the tweaks I've made put the DvM back on the front lines, where he belongs and lets him use his aura to support the team like he's supposed to. |
| Bacris02-26-07, 01:28 PM | Personally, I think it's fine to remove some of the DvM's versatility to make it more of a front-line fighter. if you want versatility, you have the ardent :) |
| Sysane02-26-07, 01:39 PM | Personally, I think it's fine to remove some of the DvM's versatility to make it more of a front-line fighter. They already have a class like this. Its called the psychic warrior. ;) |
| Bacris02-26-07, 02:12 PM | Except the PsyWar can also fulfill a variety of roles - his feats and powers give him versatility :) It really does irk me that all the WotC psi classes are medium or poor BAB. |
| The_Ditto02-26-07, 02:37 PM | 3/4 base attack bonus is only more than capable in melee if the class has some way to increase its ability to hit and do damage above that of someone with full BAB. Exactly .. it's called "Auras" and "Mantles" ... Ok, are they "good"? maybe/maybe not .. Do they need some "tweaking" .. *shrug* ... maybe ... But just giving him full BaB and calling it a day - I don't think that's the solution ... giving him full BaB and playing with the auras/mantles a bit better .. yeah, I think so ... I do like the direction you're trying to take .. I just think you're going to end up with a "CODzilla"-wannabe ... that is .. another class that's just too good at too many things ... Keep the auras in check is all I'm trying to say .. :tiphat: |
| The_Ditto02-26-07, 02:38 PM | It really does irk me that all the WotC psi classes are medium or poor BAB. Agreed ... and yes, the most likely 2 to make Full BaB seem to be the Soulknife and the Divine Mind ... I'm just not sure it's as easy as that ... :D |
| Sysane02-26-07, 02:54 PM | Except the PsyWar can also fulfill a variety of roles - his feats and powers give him versatility :) It really does irk me that all the WotC psi classes are medium or poor BAB. True enough. :) Personally, I think a fair fix for the divine mind would be to drop it to a d8 HD, give it full BaB, and increase it's aura radius by 5-feet at each given level. |
| kyeudo02-26-07, 03:06 PM | Thats basicly what I'm suggesting, only without the hit to his hp. I also made some of the mantle auras better, especialy consumption. |