Diablo Style Barbarian Class vr 1.4 [PEACH]

Post/Author/DateTimePost
#1

pigknight

Jul 04, 2008 21:11:27
Barbarian
“Stand and fight!”

Class Traits
Role: Striker. You deal large amounts of damage using two-handed weapons or dual weapons and powers that further enhance your damage.
Power Source: Martial. You have learned your abilities through practice and determination.
Key Abilities: Strength, Constitution, Wisdom

Armor Proficiencies: Cloth, leather hide
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +2 Fortitude

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: From the class skills list below, choose three trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Insight (Wis), Intimidate (Cha), Nature (Wis)

Build Options: Dual-wielding barbarian, two-handed barbarian
Class Features: Brutal Blow, Rage, Weapon Style

Barbarians are savage and brutal warriors. Barbarians decimate the battlefield and are highly mobile, and if there is not a path, they make one.

As a barbarian, you are treated as a savage, no matter how civilized you really are. Most barbarians fight for, honor, glory, or the thrill of battle. Some fight for their tribes, while others fight for themselves. Others fight just to find their place in this world.

With weapon in hand and armor on, you go forth, to see what challenge this world has to offer.

Creating a Barbarian
The two-handed barbarian and the dual-wielding barbarian are the two common barbarian builds; one uses a single weapon with great force, the other uses a flurry of weapons to kill your foe.

Dual-Wielding Barbarian
You want to wield two weapons and use multiple attacks to overwhelm your opponent’s defenses. You prefer good one-handed weapons, such as longswords, battleaxes or flails. You make Strength your highest score as most of your attacks use Strength or cause effects based on Strength, followed by Strength or Constitution based on your powers. You want to select powers that use two weapons or that work with your style of fighting.
Suggested Feat: Weapon Focus (Human feat: Toughness)
Suggested Skills: Athletics, Insight, Intimidate
Suggested At-Will Powers: jumping strike, flurry
Suggested Encounter Power: whirlwind
Suggested Daily Power: armor breaker

Two-Handed Barbarian
You are interested in dealing large amounts of damage with a big weapon. You prefer a good two-handed weapon such as a maul or greatsword. You make either Strength or Constitution as your highest score. Strength if you want more damage or Constitution if you want other effects than just pure damage. Which ever you do not make your highest score you should make the other your second highest score. Wisdom should be your third highest score, unless you have a particular build in mind. Select powers that do not use two weapons to make the most of this build.
Suggested Feat: Power Attack (Human feat: Weapon Focus)
Suggested Skills: Athletics, Endurance, Intimidate
Suggested At-Will Powers: bone breaker strike, reckless strike
Suggested Encounter Power: breaker strike
Suggested Daily Power: power blow

Barbarian Class Features
All barbarians share these class features.

Brutal Blow
Once per round, when you make a melee attack you can add 1d4 extra points of damage to the damage roll. At 11th level this increases to 2d4, and at 21st level this increases to 3d4.

Rage
While you are bloodied, you have a +2 bonus to attack and damage rolls, a +1 bonus to Fortitude and Will defenses, and a -2 bonus to AC. At 11th level the bonus to attack and damage rolls increases to +4, and the bonus to Fortitude and Will defenses increases to +2. At 21st level the bonus to attack and damage rolls increases to +6, and the bonus to Fortitude and Will defenses increases to +3.

Weapon Style
Barbarians fight two different ways: using a large weapon in two-hands or using two weapons.
Choose on of the following options:
Dual-Wield: You can use a one handed weapon in your off-hand, even if it does not have the off-hand property.
Two-Hand: You have a +1 bonus to attack rolls with two-handed weapons.

Overview
Characteristics: You have the ability to deal large amounts of damage, and even more so when you are near death. You have excellent melee ability, but except for “jump” powers your ranged combat abilities are very poor. You want to focus on a target and bring him down.
Religion: Surprisingly, barbarians are very religious. They pray to gods of valor, combat or nature. Common deities of barbarians are Bahamut and Kord. Unaligned and evil barbarians pray to Bane and Gruumsh.
Races: Barbarians come from all races. The most common are humans, elves, dwarves and dragonborn.

Barbarian Powers
Your powers are special techniques that drawn on your strength and built up rage. Some powers reward a high Constitution; these are well suited for two-handed barbarians. While others reward a high Strength; these appeal to dual-wielding barbarians. But, you are free to pick and choose whatever powers you want.

Level 1 At-Will Exploits
Show

Bash; Barbarian Attack 1
You strike wildly with great force pushing your opponent back.
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] damage + Strength modifier damage and push the target 1 square.
Increase damage to 2[W] + Strength modifier damage at 21st level.
Special: If you are wielding a two-handed weapon you push the target 1 square even if you miss.

Bone Breaker Strike; Barbarian Attack 1
You put all of your weight into one bone crushing strike.
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier damage at 21st level.

Jumping Strike; Barbarian Attack 1
You jump and follow up with an attack.
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Special: You can shift your Wisdom modifier squares before you attack. You can shift through, but cannot end your movement, in a square an enemy is in.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier damage at 21st level.

Flurry; Barbarian Attack 1
You attack with both weapons in your hands.
At-Will ✦ Martial, Weapon
Standard Action; Melee weapon
Requirements: You must be wielding two melee weapons.
Target: One creature
Attack: Strength vs. AC (main weapon and off-hand weapon), two-attacks
Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.
#2

pigknight

Jul 04, 2008 21:14:54
Paragon Paths

Champion
“I am a noble defender of my tribe.”

Prerequisites: Barbarian class, light shield proficiency

Unlike other barbarians that just destroy, you also protect. No longer are you just interested in killing, but also defending the weak.

Champion Path Features
Champion’s Challenge (11th level): As a minor action you can mark an enemy within 5 squares. The target remains marked unless you fail to attack it by the end of your turn. A marked creature that does not include you in an attack has a -2 penalty to the attack roll and a -2 penalty to all defenses.
Defending Warrior (11th level): When you spend an action point to take an extra action, you have a +4 bonus all of your defenses until the end of your next turn. Also, if your role is not Defender, you increase your maximum number of hit points by 13 and gain 1 extra hit point every time you gain a level.
Tenacity of the Warrior (16th level): You have a +1 bonus to saving throws.

Champion Exploits
Show

“Coward!”; Campion Attack 11
As an enemy tries to move past you, you release a war cry that causes him to fall to the ground.
Encounter ✦ Martial
Immediate Reaction; Range 5
Trigger: An enemy in range moves
Target: Enemy that triggered power
Attack: Wisdom vs. Fortitude
Hit: The enemy is knocked prone.

Desperate Parry; Champion Utility 12At the last moment you parry an attack.
Encounter ✦ Martial
Immediate Reaction; Personal
Trigger: You are hit by an attack
Effect: Reduce the damage by 10.
At 21st level the damage reduced is increased to 15.

Champion’s Strike Champion Attack 20
You slay an opponent, and then let loose a war cry that spurs your allies to victory.
Daily ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage and if you drop the target’s hit points to 0 or lower you and all of your allies within 5 squares gain a +2 power bonus to attack rolls until the end of the encounter.
Miss: Half damage and if you drop the target’s hit points to 0 or lower you and all of your allies within 3 squares gain a +1 power bonus to attack rolls until the end of the encounter.
#3

pigknight

Jul 04, 2008 21:15:24
Feats

Berserker’s Blow [Barbarian]
Prerequisites: Barbarian, Brutal Blow class feature
Benefit: The extra damage dice from your Brutal Blow class feature increases from d4s to d6s.

Bully’s Blow [Barbarian]
Prerequisites: Barbarian
Benefit: If score a critical hit with an attack that uses the bonus damage from a Brutal Blow you can push the target 1 square after dealing damage.

Mighty Rage [Barbarian]
Prerequisites: Barbarian, Rage class feature
Benefit: While you are under the effect of the Rage class feature you take 1 less point of damage from all types of damage. At 11th level you take 2 less points of damage, and at 21st level you take 3 less points of damage.

Warrior of Rage [Multiclass Barbarian]
Prerequisites: Str 13 or Con 13
Benefit: You gain training in one skill from the barbarian’s class skill list.
Once per encounter, you can use the barbarian’s Brutal Blow class feature.
#4

pigknight

Jul 04, 2008 21:16:53
Well this is a Barbarian class based off of the Diablo II barbarian. I'll get around to posting the Paragon Paths and Feats death knight class (after I finish it).

Also, this class plays the same from level 1-30, and is very hack-n-slash friendly.

Design Log
----------------
6/4/08 - Posted Barbarian
6/4/08 - Posted Paragon Paths
6/7/08 - Posted Feats
6/7/08 - Editted Blitz and the Dragoon Paragon Path.
6/8/08 - Fixed a few mistakes. Damn it I'm turnning into a WotC employee.
7/15/08 - Nerfed Non-Dragoon "Jump" attacks.
7/15/08 - Nerfed the hell outa two as one.
7/15/08 - Made bonuses power bonuses.
7/16/08 - Increased HP of Champion Paragon Path to that of a Defender. If you want more healing surges pick up Durable.
7/17/08 - Edited Champion so Defenders can't have crazy high hp.
7/17/08 - Rewrote Champion 12th level power to read as Champion Utility 12. I am WotC .
7/18/08 - Made some "special" effects for using two-handed weapons and minor changes.
7/30/08 - Gave Howl powers bonus to hit.
#5

generalhenry

Jul 05, 2008 7:13:05
nice work.

I'll have to come back and critic it.

At first glace a fair number of slightly over powered abilities, but nothing ridiculous.
#6

splarg

Jul 07, 2008 0:24:20
Well done, I feel that this class captures the d2 barbarian pretty well. Some powers may be slightly overpowered but not by much and playtesting can sort this out.

One thing that stood out though is the powers like impact which are strength vs AC but the power seems to be unrelated to weapon. seems like it may be better to be against fortitude or reflex instead. Of course that then also raises the question of an implement which I had thought about for the conversions I was doing (I came up with magical tattoos). On the whole though I think that this is well done and I may try to convince my friends to allow me to play one in the next game I play in order to try it out.
#7

pigknight

Jul 07, 2008 11:42:26
Feel free to nerf the heck out of it once you start play testing. I know I will. *Self note: get around to making those feats, bad pig.*
#8

yarskath

Jul 07, 2008 20:41:26
Blitz seems overpowered for a level 1 power, daily or not. 4[W]+mod damage doesn't show up on other classes til a least level 5 (paladin lv5 daily Martyr's Blessing) which requires you to burn a healing surge to simply make the attack. The OA provoke on a miss is a drawback for sure, but to have a level 1 power deal 4[W] or what may as well be written as half damage on a miss, even taking the OA would not stop me from using that. I feel it would be fine as written as a level 5 daily, but to keep it level one is a bit much.

The only other thing that just screamed abusable to me was the Returning Jump feature for the Dragoon. Personally, I'd never allow that in my games (my players would make me regret it). That feature seems more fit as a Utility power rather than making every single "jump" power a ranged attack.

Other than those, as others have said, minor tweaks would be in order on things here and there.

Griping aside, this truly does have the flavor of the D2 Barb. Very nice job on whole thing.
#9

pigknight

Jul 07, 2008 20:46:27
I'll edit the dragoon (which I included to make it more Diablo II-y, we all know there are like 200+ dragoons in D2) and remove blitz (well remake it). Also, have never played Diablo II. YouTube and strategy guides tell me all I need .
#10

yarskath

Jul 07, 2008 23:31:14
For not having played the game you did a great job with giving this class the D2 feel. Quite impressive. Having played D2 as much as I have I am quite interested in using this class in my current campaign. On that note, without really messing with anything it feels like a fun class to slap on a boss. Since monster npcs have stronger powers than PCs anyway, having some of the powers here as is would fit a boss type nicely I think. Maybey make it a Dragoon dwarf...ooh my party would gawk at that..
#11

powerattackfortwenty

Jul 08, 2008 16:37:49
very cool class
always liked the barbarian in 3.5

i think u have some typos/omissions from some of ur powers

for example:

Nauseating Strike; Barbarian Attack 17
You strike your opponent with such force as it causes him to be sick.
Encounter ✦ Martial, Weapon
Standard Action; Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is stunned and takes a penalty to Fortitude equal to your Constitution modifier.



I think u meant to include (save ends), because as written, the target is permenantly stunned

there are several other powers with similar circumstances to this one
#12

pigknight

Jul 08, 2008 16:58:57
All powers that cause an effect should be: until the start of your next turn.
#13

pigknight

Jul 15, 2008 18:59:02
Update-o-fied
#14

mediumd

Jul 15, 2008 19:20:18
Since this guy probably won't pump Dex/Int, won't he be AC 13 at first level?

Right now I see two builds 1) a Dex pumper that, consequently, doesn't have a high Con; and 2) a character that burns feats to turtle up into heavy armor.
#15

pigknight

Jul 15, 2008 20:44:52
I made it that way. All out strength/hp and little defense. When I balance classes I tend to balance them in ways people don't immediatly see.
#16

griffonwing

Jul 16, 2008 9:15:20
I see something you could change. It was the first thing I saw and it struck me as too low.

The HP is too low. You have the barbarian as having 12/5 (12+Con and 5 per level)

In the PH, the
Cleric has 12/5
Fighter has 15/6
Paladin has 15/6
Ranger has 12/5
etc..

12/5 is the normal, and you have the Barbarian having less HP than your typical fighter.

I would boost the Barbarian to 20/7 or at least 18/7. His AC will be lower, due to his armor limitations, but his HP should be much higher than the typical fighter.
#17

wyld_mutation

Jul 16, 2008 9:27:34
It's not a defender, it's a striker and thus get's striker HP. However the champion should get some extra HP from being a defender...
#18

barthalas

Jul 16, 2008 9:45:13
Great work here.... I'm about to resurrect a website I had regarding playing D&D in the Diablo world and update it to 4e. If it's ok with you I'd like to reference this class.
#19

pigknight

Jul 16, 2008 11:28:51
Just give me cred. I'll give the champ more hp. Also the champion is not a defender, it is defender-ish. Also, Taunt isn't a defendery skill. It's to get a guy to move away from his allies.
#20

wyld_mutation

Jul 16, 2008 14:46:00
I was just saying that the champion might warrant a little extra Hp, as they (theoretically) want to aggro a little more. I mean the Mark is going to get you attacked, sure you have a shield, but a little hp might not hurt.
#21

pigknight

Jul 16, 2008 15:54:06
You shouldn't be the main tank. You are supposed to tank the creature you are currently attacking and dragging away from the group.
#22

wyld_mutation

Jul 16, 2008 16:00:11
Fair enough point.
#23

pigknight

Jul 17, 2008 0:52:02
Made a poster for all my stuff. Here's the barbarian's (click on it to see it):

IMAGE(http://img501.imageshack.us/img501/2206/yzx91wqdlajj2.th.jpg)
#24

Ravinsild

Jul 17, 2008 3:39:42
I'm a little frusterated with the class- all the other classes that get this or that (Rogue and their brawny rogue, or sneaky rogue) um, ranger (TWF or ranged) get special powers to either build.

This seems to be like Special: Wielding 2 weapons makes you better

Where are the specials for people who want to wield a 2h weapon?

Also, do you think you could kind of redo this into a....Defender kind of thing, not based on diablo, but use this for a basis and kind of mix some things around to make it defender friendly, too, as an alternate to the fighter? I like fighter, but if I could do equally as good a job defending folks as a fighter but be a barbarian, i'd do it, no questions asked.
#25

pigknight

Jul 17, 2008 8:53:51
Well 2 weapons is the more accurate tree of abilities and it is more trouble than it's worth to balance out the 2 weapon powers into 2 handable powers. As for no 2 handed specials, I'll get around to it. Even though it looks done doesn't mean it is.
#26

griffonwing

Jul 17, 2008 11:51:08
What if the two different builds (Rangers option of range or TWF) could be Striker or Defender build. In the Striker build, you can choose to specialize in TWF or 2-hand weapon, among other things. In the Defender build , your bonuses would be an increase in starting/level HP, among other things.

I know it flies in the face of each class being pidgeon-holed into a specific type of fighting style, but if done correctly, this could be quite easily executed.
#27

pigknight

Jul 17, 2008 13:09:19
Ya, if you want to be defender-y pick Champion.
#28

Reg06

Jul 17, 2008 13:36:11
I like the class, and I completely agree that a barbarian should be a striker not a defender- they don't do heavy armor and they don't much care for plugging holes in a battle line (they'd much rather run around making those holes).
However, there is absolutely no reason to play a barbarian wielding 2 handed weapons. All of the powers either have no bonus based on the weapon wielded or require dual wielding. And there is the paragon path that gives +1 to hit when dual wielding (which is what the basic 2hander barb would get).
I'd also like to see more hit points. With just cloth, leather and hide proficiencies and no reason to pump Dex a barb's AC will be terrible. I know strikers aren't supposed to have hp values that rival defenders, but they also tend to pump Dex. And the traditional babarian is someone who will take lots of blows but ignore them and continue to kick some ass.
#29

pigknight

Jul 17, 2008 13:44:41
The lack of hp is why I gave him some self heal utilities.
#30

pigknight

Jul 18, 2008 14:22:35
Updated.
#31

pigknight

Jul 20, 2008 23:46:50
After playtesting I have found that this is on par with the rogue and ranger. Does slightly more damage, but dies easier. It is ready for play. Just tell me if anything is broken (can't have another Blade Cascade, I know it was fix).
#32

Aryxbez

Jul 22, 2008 23:06:20
Well, it looks like it doesn't play exactly the same way, throughout it's whole level span. It looks like the abilities check out, balance wise. Otherwise I trust the balance in this class.

I find it pretty nifty personally, I never looked at this thread due to it saying diablo. However the 4th ed class index introduced this to me, looks like I was wrong to skimp this class over.

However, if I recall correctly, there are abilities that are save ends, and then on a miss, are a till the end of yer next turn? Unsure if thats really better, I suppose if so since it's a 50/50 of a chance. However if the barbarian misses, then the effect is a 100%, and just ends at that said end. Sounds like I'd rather miss a bit, that way the effect actually goes off. Without worry of the other chance of the ability failing. Just kinda makes me wonder on that.
#33

pigknight

Jul 22, 2008 23:12:13
Aren't saves made at the end of your turn?
#34

Aryxbez

Jul 23, 2008 0:51:49
At the end of the targeted person turn when ye make saving throws. So if they are slowed (save ends), once their turn ends, before moving on, they have to make saving throws. I think at the start of the turn, ye take yer ongoing damage? and regeneration, and such.

Sounds about right, that should be on page 268 of the PH of course.
#35

drowbattlemind

Jul 24, 2008 3:22:33
Wow.
As a Diablo 2 fan (eagerly awaiting the upcoming Diablo 3), I'm impressed. D*mned impressed.
While one could easily build a Barbarian with either Fighter or Ranger right now (especially with the multiclass feats), I really like this.
Looking at this, I can only hope that when Players Handbook 2 comes out next year, the WotC 4E Barbarian will be as cool as this.
#36

grod_the_giant

Jul 27, 2008 16:12:11
Dude, this thing is AWESOME. My only concern is the use of TWF. In 4e, this and archery seem to be the exclusive specialty of the ranger.
#37

pigknight

Jul 27, 2008 22:01:46
The ranger has better TWF than the barbarian. Does more damage, has better effects, more powers, ect. The Barbarian's TWF is best when comboed with other powers.
#38

pigknight

Jul 30, 2008 19:13:08
Slight Update.
#39

pigknight

Aug 13, 2008 0:05:08
BUMP-DOKEN!!!!!!!
#40

dracopravus

Aug 19, 2008 7:41:28
hmm might use this for a character I have been thinking of if the actual barbarian doesn't get releaseed before i have the chance to make it. And if the DM allows it.
#41

UsagiYojimbo

Aug 19, 2008 11:45:25
I'm into it, I don't see any problems. Though if I played I would change up rage. I think it balances out but since he has Striker HP and a low AC I wouldn't want to suddenly be even easier to hit when I have lost half of my life. It seems to me that if this penalty makes you easier to hit then it wouldn't be as fun and if your already so easy to hit that it doesn't matter then I would just drop it. However I don't actually think it needs to be changed to work, I like how it is set up and hope to see more.
#42

drizztrocks

Aug 22, 2008 16:05:03
Strike of the War Cheif seems very underpowered for a level 29 Daily Exploit, don't you think?

Otherwise, this is an awesome class! Would you mind if my friend uses it?
#43

pigknight

Aug 22, 2008 17:21:05
Strike of the Warchief is supposed to be a rather basic 7[W] power, though it is significantly better if you're a frenzied berserker.

And I would be a happy piggy if your friend uses it (just be warned it goes down FAST if it gets focused on).
#44

dasheiff

Aug 26, 2008 1:05:35
It seems there is not enough con attacks to make him con based instead of str.
#45

pigknight

Aug 26, 2008 18:02:58
...Well...ummm...Barbarians use strength as a primary and then choose either wisdom or con as their secondary...I'll go with that...
#46

pigknight

Sep 27, 2008 0:57:20
BUMP-DOUKEN!

(>^o^)>==================O

KA-BOOM!
#47

Aryxbez

Oct 08, 2008 0:45:40
Well as it's been firmly established, the unoffical version of the official release of the Barbarian class hast been released. I suppose now one can allow the barbarian to have the 15+con mod type of HP now.

Also, makes me wonder if this effects your barbarian project in any manner. So far, the barbarian of 4th edition has shown to be really interesting. Pigknight's version has it's merits, just seems somewhat dull at times by the looks of things.

Of course I could be wrong, haven't looked too much into it, since version 1.2 I believe.
#48

sphyre

Oct 08, 2008 23:40:25
Returning Jump; Dragoon Utility 12
You jump back to your starting position.
Encounter ✦ Martial
Immediate Reaction; Personal
Trigger: You use a power that lets you shift before you attack.
Effect: You can return to the square you occupied before you shifted after you attack.

You can't use this power as written (unless you have the ability to use a power in place of an opportunity attack, in which you can then) because you can't take immediate actions on your turn.

To make it be usable it would have to be written as:

Returning Jump; Dragoon Utility 12
You jump back to your starting position.
Encounter ✦ Martial
Minor Action (or Free Action); Personal
Requirement: You must have used a power that lets you shift before you attack this turn.
Effect: You shift (or teleport) to the square you occupied before you shifted and attacked.

Free or minor. Teleport or shift. I'd probably choose minor/shift given the flavor of the power.
#49

pigknight

Oct 13, 2008 16:27:24
The whole "official" barbarian thing: This is more akin to the Diablo II barbarian. And I make it stay pretty much the same from 1 to 30.

Returning Jump: I'll change it eventually. Count it as a free action.
#50

evilholyguy

Oct 21, 2008 12:05:03
omg... diablo? again? but yeah i like this. theres alot of good stuff here... now make a diablo style assassin
#51

pigknight

Oct 21, 2008 19:16:34
Mine was the ORIGINAL 4e Diablo homebrew FYI. =P
#52

pigknight

Nov 05, 2008 21:37:05
I'm going to change all instances of barbarian to berserker.

and BUMP!!!!
#53

baneofelves

Nov 05, 2008 21:51:55
it seems to me that the Champion PP's 'Coward' power should be Cha vs. will, not Wis vs. will.
#54

pigknight

Nov 05, 2008 21:59:54
It should...it's not though because Berserkers are Str/Con/Wis MAD and I don't want to add a fourth stat.
#55

pigknight

Nov 10, 2008 19:57:20
1) I take back the berserker thing, to much work. Deal with it. :P

2)
KAME -
o<(^o^)>

- HAME -
O<(^o^)>

- BUMP!!!11!11!1!11!11111!!!!!1!!11!!
(>^o^)>============================O

KA-POOSH!!11!!1111!!!11!11111111111!11!!1!!1!!!!!1!
#56

pigknight

Nov 25, 2008 21:02:16
*Rolls a death knight*
*Uses DM Powers(TM) to insta-level to 9*
*Raises thread*