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Default The Totally NEW Team Corwin Thread

April 27th, 2018, 22:18
Sorry, won't be there tonight, stuff's come up.
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April 27th, 2018, 23:58
That's at least 2 out then; looks like an Alt night!!
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May 3rd, 2018, 13:13
I am out Friday, going out of town.
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Bart and Corwin should just admit that when it gets down to it, I will have the final say.
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May 14th, 2018, 04:48
Guess who's back
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May 14th, 2018, 07:47
Sorry, got no idea!!
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June 8th, 2018, 17:50
I may be late tonight, depending on traffic. Got a feral cat at the vet so I'll be picking him up this evening. Shouldn't be an issue, but knowing Memphis drivers, you can never tell.
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June 14th, 2018, 19:30
Favored Soul: Beacon of Hope


Core 1: For each Core ability you gain, +1% Positive Spell Critical Chance, +10 Healing Amp, and +5 Positive Spell Power.
Core 2: Beacon of Grace: Cost: 2 SP: You and allies ahead of you*
heal for 1 point of Positive Energy per Favored Soul level. This scales with your Positive Spell Power. 6 second cooldown.
Core 3: Shining Light: Whenever you cast one of your Beacons or use Flight of Glory, you and affected allies gain a Sacred bonus to Healing Amplification equal to your Favored Soul level for 12 seconds. Enemies in the zone of effect are dazzled and take a -1 penalty to attack, spot, and search. These enemies are illuminated by Shining Light, dispelling stealth, invisibility, blur, and displacement, for 10 seconds, and giving a -40 penalty to hide. Sightless enemies are immune to the dazzle effect.
Core 4: Beacon of Hope: Cost: 15 SP: You and allies ahead of you*
take the effects of a Panacea and a Restoration spell, and heal for 5 points of Positive Energy per Favored Soul level. This scales with 100% Positive Spell Power. 30 second cooldown.
Core 5: Flight of Glory: When you use your Leap of Faith, nearby allies gain Temporary Hit Points equal to twice your character level, plus an additional 25.
Core 6: True Resurrection SLA: 25 SP. 10 second cooldown. Multiselector:
Passive:+4 WIS. You gain +3 Maximum Caster Level with all Positive spells. Your Hope and Beacon abilities that scale with Favored Soul level now add Epic Levels as well.
Passive: +4 CHA. You gain +3 Maximum Caster Level with all Positive spells. Your Hope and Beacon abilities that scale with Favored Soul level now add Epic Levels as well.




Tier 1:


Good Hope SLA 10/5/2 SP. (3 second cooldown)
Confidence: +1/+2/+3 Concentration, Diplomacy and Heal. Rank 3: You also gain +10 Positive Energy Spell Power.
Divine Durability: +2/4/6 Competence Bonus to PRR.
Spell Critical Chance: Positive: +2%
Spell Points: 30/60/90 Spell Points




Tier 2:


Close Wounds SLA: (6/4/2 Spell Points) (3/2/1 second cooldown)
Hope for Inspiration: Target ally gains a Sacred bonus to all Skills equal to 1/4 your Favored Soul level for 12 seconds. 6 second cooldown.
Divine Durability II: +2/4/6 Competence bonus to MRR.
Spell Critical Chance: Positive: +2%
Might's Reward: Multiselector (Shares a cooldown and same SP cost as Divine Might).
You gain an Sacred bonus to Positive Spell Power equal to your Strength modifier for 30/60/120 seconds.
You gain an Sacred bonus to Positive Spell Power equal to your Wisdom modifier for 30/60/120 seconds.
You gain an Sacred bonus to Positive Spell Power equal to your Charisma modifier for 30/60/120 seconds.




Tier 3:


Hope for Protection: Target ally gains a Sacred bonus to PRR and MRR equal to your Favored Soul level for 12 seconds. 6 second cooldown.
Efficient Empower Healing
Spell Critical Chance: Positive: +2%
WIS/CHA




Tier 4:


Death Ward SLA: 10/8/5 SP (4 second cooldown)
Hope for Victory: Target ally gains a Sacred Bonus to Melee Power and Ranged Power equal to half your Favored Soul level, and Universal Spell Power equal to your Favored Soul level. This lasts for 12 seconds. 6 second cooldown.
Optimism: Every time you cast one of your Hope abilities, you gain a stack of Rising Beacon, giving yourself +2 PRR, +2 MRR, and +1 AC. This stacks up to 10 times, and stacks fade once every 12 seconds. Hope for Success grants 3 stacks.
Spell Critical Chance: Positive: +2%
WIS/CHA




Tier 5:


Raise Dead SLA: 15 SP, 9 second cooldown
Hope for Success: Target ally gains +1 to Critical Threat Range and Multiplier with weapons for 12 seconds. 60 second cooldown.
Heal SLA: 40 SP, 6 second cooldown
Undying Beacon: Allies affected by your Beacons gain Unconsciousness Range equal to 10x your Favored Soul level. This effect lasts for 12 seconds, and is refreshed if the target is affected by another Beacon spell.
Wall of Healing: Cost: 30 Spell Points. Create a wall that persists for 30 seconds. Allies and Undead in the wall take a Cure Moderate Wounds spell every few seconds. 60 second cooldown.
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July 7th, 2018, 03:10
Warpriest/War Soul Revamp (u39)

Code:
Both CLR and FvS versions:

    Cores:
        Smite Foe is now a Multiselector with a Melee and Ranged version.
        Smite Foe's cooldown has been reduced to 12 seconds
        Implacable Foe's cooldown has been reduced to 3 minutes.
    Tier 2:
        Inflame is no longer an Action Boost. It no longer has charges, and now has a 90 second cooldown.
        Inflame: Saving Throws has been rolled into Greater Inflame (see below)
    Tier 3:
        Inflame: Energy Absorption is now "Greater Inflame", has all the effects of Inflame: Energy Absorption and Inflame: Saving Throws
        Magical Backlash has been moved to Tier 3!
        Burden of Sin is gone.
        Replaced with: Radiant Flourish (multiselect melee/ranged): +1/2/3[w] attack, adds 1d6/2d6/3d6 Light Damage that scales with 200% of (higher of Melee or Ranged Power). Small chance to blind non-Boss enemies with no save. 6 second cooldown.
    Tier 4:
        Light Guard is gone.
        Replaced with +3/6/10% Doublestrike or Doubleshot (Multiselector)
        New: Silence the Wicked (multiselect melee/ranged):
        +1/2/3[w], affected enemy can't cast spells for 4 seconds.
            Melee: 14/12/10 second cooldown.
            Ranged: 20/18/15 second cooldown.
    Tier 5:
        Wrathful Weapons: Light damage is now 10d6 Light Damge that lasts for 12 seconds, and scales with the higher of Melee and Ranged power at 200%.
        Divine Power is now a +6 Sacred Bonus to Strength (plus the Base Attack Bonus it already gives).



Cleric (Warpriest) Only:

    Cores:
        Implacable Foe is now a Multiselector (all versions have the same effects):
            +2 STR, +2 CON
            +2 CON, +2 WIS
    Tier 2:
        NEW: Action Boost: Melee & Ranged Power
    Tier 5:
        NEW: While wearing Heavy armor, you gain +10 PRR, +10 MRR, +10 AC, and +50% to threat generation with melee and ranged attacks.
        Divine Power is now 1AP.



Favored Soul (War Soul) Only:

    Cores:
        Implacable Foe is now a Multiselector (all versions have the same effects):
            +4 STR
            +4 WIS
            +4 CHA
    Tier 2:
        NEW: Action Boost: Haste
    Tier 5:
        NEW: Divine Champion: While wearing Medium armor, you gain +5% Doublestrike, +5% Doubleshot, +5 to confirm critical hits and critical hit damage (before weapon multipliers)
        Divine Power remains at 2AP. It now also grants a +1 Competence bonus to Critical Multiplier with weapons.
Angel of Vengeance
Code:
Cores:

    Vengeful Magic's effects now trigger at 80%/60%/40%
    Vengeful Magic now also grants Passive: +20 Light and Alignment spell power
    The Archon's light spell now benefits from 100% of your Spell Power and Spell Crit (was 50%).
    Ascendancy's many versions based on deity are now gone. In their place:
    Ascendancy: Both versions grant +2 to all Skills, +20 Universal Spell Power, and a Searing Light SLA that costs zero spell points. Multiselector:
        +4 Wisdom
        +4 Charisma



Tier 1:

    NEW: Nimbus of Light SLA (12/8/4 second cooldown, 4/3/2 SP)
    Animus and Scourge have been combined into one ability with both sets of effects.



Tier 2:

    Just Reward is now gone.
    Taking the first rank of Articles of Faith now also grants Just Reward's former bonus.



Tier 3:

    NEW: Sun Bolt SLA (12/9/6 second cooldown, 12/10/8 SP)
    Wand & Scroll Mastery has moved down to Tier 2



Tier 5:

    NEW: Cometfall SLA (20/15/12 second cooldown,35/30/25 SP)
    NEW: Archon's Fury: (Requires Summon Archon) While this is toggled on, your Lantern Archon will add a stack of Archon's Fury on every shot. (Archon's Fury: 1d6 Fire damage every 2 seconds for 10 seconds, stacks up to 20 times. New stacks refresh the duration. This damage scales with 100% of Spell Power). While toggled on, every shot from your Archon costs 12 Spell Points.
    The spell DC boost in Tier 5 is no longer conencted to Smiting line.
Archon is still useless crap due to no light.
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July 12th, 2018, 17:20
New universal tree for U39.

Code:
 The Falconer universal tree is expected to be released with Update 39. This tree is not specific to any one class; like Harper Agent and Vistani Knife Fighter any character can spend points in this tree once they have unlocked access to it. It represents a character who is trained not only in Falconry, but is adept at using the hunting bird to make coordinated attacks on targets. The tree is mostly martial, but has a touch of Primal magic at the top end. The intense training required to bond with and fight with these birds of prey also hones the character's perception and ability to make pinpoint attacks.

The tree revolves around having a bird of prey; generally the dire version of a normal bird, to make extra attacks on opponents. It is designed to provide fewer big hits; the hunting bird swoops to attack seconds after you have made your weapon attack to provide extra damage and certain status effects. The gameplay flow is meant to be methodical and precise.

You can choose between five cosmetically distinct but mechanically identical birds of prey. You summon the hunting bird with a toggle. Once summoned, the hunting bird does not act like other pets currently available in DDO; it cannot be attacked, it cannot be killed while you live, it cannot generate hate, and, as a result, it does not benefit from effects that grant bonuses to "summoned creatures". Its attacks are coordinated with a melee or ranged attack you make, and it provides extra damage and some additional control effects. It follows you around until you command it to make a coordinated attack, at which time it flies off and then swoops down on its target.

The exact distribution method of this Universal Enhancement Tree is not yet decided, however, it is currently intended to be unlocked for all characters on an account that has purchased the White Plume Mountain Bonus Items from the DDO store, which is how you can gain access to it on Lamannia to try it out. The White Plume Mountain Bonus Items offer can be found in the "Account --> Adventure Packs --> Low Level" section of the DDO store or by searching for "White Plume". Give it a try and let us know how it plays!


Cores

    Summon Avian Companion You have been trained to keep a hunting bird. Activate this ability to summon your companion. (Your pet cannot be attacked and cannot die. Damage it caused is attributed to you.) While your Hunting Bird is by your side, it grants you a +2 to Spot and Listen checks. Choose one:
        Summon Falcon
        Summon White Falcon
        Summon Grey Owl
        Summon Snow Owl
        Summon Raven
    Ability Score Choose an ability to improve:
        +1 Strength
        +1 Dexterity
        +1 Constitution
        +1 Intelligence
        +1 Wisdom
        +1 Charisma
    Well Rounded I You gain +3 Melee Power, Ranged Power, Physical Resistance Rating, and Magical Resistance Rating. You gain +2 Spot and Listen.
    Ability Score Choose an ability to improve:
        +1 Strength
        +1 Dexterity
        +1 Constitution
        +1 Intelligence
        +1 Wisdom
        +1 Charisma
    Well Rounded II You gain +6 Melee Power, Ranged Power, Physical Resistance Rating, and Magical Resistance Rating. You gain +4 Spot and Listen.
    Master Falconer You gain +2 to all ability scores and benefit from the spell Freedom of Movement. Your active Falcon attacks have a chance to reset the cooldown on Death From Above.



Tier 1

    Rugged Gain +2/+4/+6 Physical Resistance Rating
    Practiced Accuracy You gain +1/+2 to hit with weapons and +1/+2 to confirm critical attacks.
    Hunter's Knowledge You gain a Animals as a Favored Enemy.
    Out in Nature Gain +5/+10/+15 to Healing Amplification.
    Wanderlust You gain +1/+2/+3 to Balance, Jump, and Swim. Rank 3: You gain +1 to Fortitude saving throws.



Tier 2

    Killer Instinct I You can use your Wisdom modifier to hit with Melee and Missile weapons.
    Watch the Center Grants +1/+2/+3 to Assassinate DC's
    Diving Attack You and your Hunting Bird attack as one against a single target. Activate this ability to attack for +1/2/3(W) against a single target. Your Hunting Bird will follow up for an additional 3d6/6d6/10d6 damage that scales with 200% of melee or ranged power, whichever is higher. Your Hunting Bird also trips the target, causing them to become Helpless. Your target is slowed by 30% for 10 seconds whether they make the saving throw or not. Trip DC: 10 + Character Level + Wisdom modifier + Assassinate bonuses. Cooldown 20 seconds, with a 4.5 second shared cooldown with other hunting bird attacks. Choose One:
        Diving Shot: Ranged Falconer Attack
        Diving Strike: Melee Falconer Attack
    Meticulous Weaponry Protect your items or increase your chance of recovering ammunition. Choose one:
        Meticulous Weaponry: You have a [25/50/75]% chance to negate potential item wear.
        Meticulous Fletching: You are skilled at enhancing, salvaging, and re-purposing your arrows, bolts, and throwing weapons. Your ammunition gains a 50/65/80% chance of returning.
    Action Boost: Sprint +(30/35/40)% Action Boost bonus to movement speed for 20 seconds.



Tier 3

    Killer Instinct II You can use your Wisdom modifier for damage with Melee and Missile weapons.
    Tear Flesh Your bird attacks now also cause a bleed effect. Bleed: Do 1d6 damage every 2 seconds for 60 seconds. This stacks up to 10 times and scales with 200% Melee or Ranged Power.
    Strike for the Eyes You and your Hunting Bird attack as one against a single target. Activate this ability to attack for +1/2/3(W) against a single target. Your Hunting Bird will follow up for an additional 3d6/6d6/10d6 damage that scales with 200% of melee or ranged power, whichever is higher. Your Hunting Bird also attempts to Blind the target, causing them to become Helpless. Your target is slowed by 30% for 10 seconds whether they make the saving throw or not. Blind DC: 10 + Character Level + Wisdom modifier + Assassinate bonuses. Cooldown 10 seconds, with a 4.5 second shared cooldown with other hunting bird attacks. Choose One:
        Shoot for the Eyes: Ranged Falconer Attack
        Strike for the Eyes: Melee Falconer Attack
    Conditioning You gain +5% to your hit points.
    Eyes of the Eagle You gain True Seeing.



Tier 4

    Deadly Instinct Trance You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds. Cooldown: 20 seconds. 5 Charges per rest. Each attack from your avian companion has a chance to reset 1 charge. Antirequisite: This ability can not be trained if you have any other Trance ability.
    No Mercy: You deal 10%/20%/30% additional damage to helpless opponents.
    Coordinated Strikes Choose between a melee or ranged attack that will cause your bird to rain attacks over an area, damaging and blinding all foes in the area. Choose One:
        Shoot and Destroy: Ranged Falconer Attack: You make a ranged attack for +2(W), as your Hunting Bird descends to frenzy in a large area around the first target struck for an additional 10d6 damage that scales with Melee or Ranged Power, whichever is higher. Your Hunting Bird also attempts to blind each opponent struck. Blind DC: 10 + Character Level + Wisdom modifier + Assassinate bonuses. Cooldown 1 Minute, with a 4.5 second shared cooldown with other hunting bird attacks.
        Coordinated Cleave: Melee Falconer Cleave Attack: You cleave all opponents near you for +2(W), as your Hunting Bird descends to frenzy in a large area for an additional 10d6 damage that scales with Melee or Ranged Power, whichever is higher. Your Hunting Bird also attempts to blind each opponent struck. Blind DC: 10 + Character Level + Wisdom modifier + Assassinate bonuses. Cooldown 1 Minute, with a 4.5 second shared cooldown with other hunting bird attacks.
    Expose Weakness Attacks from your hunting bird also reduce your target's fortification by 50%.
    Shared Vision You are immune to Blindness effects.



Tier 5

    Dangerous You gain +10 Melee and Ranged Power.
    Mark the Prey You have learned how to spot weaknesses in even the mightiest of foes. You make an attack for +5(W) on the target, marking it as prey. The marked target takes 10% extra damage from you and your allies for 10 seconds. Cooldown 3 minutes. Choose One:
        Mark the Prey: Melee Attack
        Mark the Prey Shot: Ranged Attack
    Death from Above Your Hunting Bird swoops down and attempts to end someone's Life. You make an attack for +1/+3/+5(W), and your Hunting Bird also attacks for 50/100/200 points of damage that scales with 200% of Melee or Ranged Power, whichever is higher. The target struck makes a Fortitude saving throw, and on a failed save, dies. DC: 10 + Character level + Wisdom bonus + Assassinate bonuses. Cooldown 1 Minute, with a 4.5 second shared cooldown with other hunting bird attacks. Choose One:
        Death from Above Shot: Ranged Falconer Attack
        Death from Above: Melee Falconer Attack
    Thrill of the Hunt Choose One:
        Thrill of the Hunt: Melee Attack: You strike your target for +1/+3/+5(W). If you hit, you also heal for 5%/10%/20% of your total hit points in Positive Healing. Cooldown: 20 Seconds.
        Thrill of the Hunt Shot: Ranged Attack: You strike your target for +1/+3/+5(W). If you hit, you also heal for 5%/10%/20% of your total hit points in Positive Healing. Cooldown: 30 Seconds.
It actually looks pretty good. WIS to-git and damage makes it a must-have for Monks, with healing amp and PRR/melee and ranged power in decent amounts. The Falcon seems like a natural version of the Archon, with a instant-kill available. Right now the tree is available only with the White Plume Bonus Items pack, but since it also includes 5k Sentient XP, as long as it's not too high, it's probably worth it.
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July 12th, 2018, 18:43
Barbarian gets a few changes in U39. Notable is that Barbarian DR is changed to 5% base with 1% damage reduction increases at the same levels as the old DR 1/-. Enhancements in the PRE add 1% each, with up to 18% total reduction. This is separate from PRR reduction.

Code:
DR Class Feature Revamp

    Barbarian DR no longer gives "classic" damage reduction like in old 3.5 of -1 damage per strike.
    Instead Barbarians now start with a 5% damage absorption to all damage except bane (this is a straight percentage of damage reduced BEFORE PRR/MRR calculation)
    This resistance is increased at levels barbarians normal got DR increases, by 1%, net of 11% by level 20 (BUG: This portion is not yet implemented in this preview build.)
    Enhancements in the barbarian occult slayer line increase this by 1% instead of the DR they once increased for a total of 4% available from the tree.
    The Fury of the Wild passive "Damage Reduction" increases this absorption by an additional 1%/2%/3%. (BUG: This portion is not yet implemented in this preview build.)
    Total max: 18% damage absorption to all damage except bane. Requires a Pure Barbarian with the fifth Core in Occult Slayer and a tier 2 Fury of the Wild ability to achieve.



Frenzied Berserker Adjustments

    Cracking Attack no longer costs HP and the cooldown is reduced to 12 seconds. Reduces fortification by 5/10/20% in addition to its existing effects.
    Crazy Strike now grants +.5/+1/+2[W] extra damage.
    Focused Wrath now grants +1/+2 Competence Bonus to Critical Multiplier.
    Focused Wrath now costs 1AP per rank.



Ravager Adjustments

    Hate now deals +1/2/3[W] and has a cooldown of 6 seconds.
    Mutilate now has a 10-second cooldown per monster on proccing its Charisma damage (as you can use Hate much more frequently now).
    Slaughter's cooldown is now 12 seconds.
    Critical Rage now grants +1/+2 Competence Bonus to Critical Threat Range.
    Critical Rage now costs 1AP per rank.



Occult Slayer Adjustments

    Weapon Bond's active cooldown is now 20 seconds. It now costs 1 Weapon Bond, and grants a +5 Unique Bonus to Attack.
    Parrying Bond's bonuses are now Unique
    Guarding Bond's bonuses are now Unique
    Vicious Strike now deals +1/3/5[W], and is now 1AP per rank.
    Antimagic Boost now includes +10/20/30 Action Boost bonus to MRR in addition to its existing effect.
    Driving Force now costs 30/20/10 Weapon Bond, lasts for 20 seconds, and adds 5/10/20 MRR in addition to its existing effect.
    Seeker’s Strike now deals +3/5/7[W] and costs 20 Weapon Bond. It is also now 1AP per rank.
    Occult Metalline now grants +1 Comptetence Bonus to Critical Threat Range and Critical Multiplier in addition to its existing effects.
    Occult Metalline now costs 2AP.
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July 18th, 2018, 20:30
Update is long.
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