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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Wed 01 Sep 2021, 15:05

I agree here - if a player has the choice to take a +2 ASI for any ability score, there's no reason to risk taking the negative trait of a Burden feat for the same bonus (other than juicy RP). Unless the Burden bonus was made more enticing or you forced players to take feats at certain levels, players would just take the ASI instead (or at least my min-max players would).
I did say no OBJECTIVE reason. There are innumerable subjective reasons to do it. You must have the same players I do...
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Thu 02 Sep 2021, 19:15

p113. the self taught approach is q but confusing to me: the approach description reads "they are also much more vulnerable to Corruption." and yet the personal investment feature specifically says the corruption toll is less severe than for other casters casting the same spell at the same level ("You cast the spell as if it was
using the highest spell level you know but gain Corruption as if it was cast at its base level."). this coupled with access to all spells seems a bit broken compared to the other approaches.
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Thu 02 Sep 2021, 23:29

No, I don't believe the boons and burdens are meant to replace ASI's, but you could optionally take a boon or a burden, as you are making your character.
And I think some of the burdens are great options as they give you +2 instead of the +1 of the boons. And they really do add to the roleplaying experience.

But there is another way you can test too:

I've played another game with very similar system where you could pick up to 6 boons when you are making the character, as long as you picked as many burdens. The burdens are mostly for roleplay possibilities and you have to play the character with Code of Honor a little bit different than a character with the Impulsive burden. These add up to awesome characters and you know they don't always act like you would, because of their ideals or believes. And it's great!

I suggest trying this out by giving the character 1-3 boons and as many burdens (without the bonus effect from the boons) and test how that makes the character feel like.

Do you think this would this make your characters be too powerful, as each boon gives 1 point bonus to an ability? Is the negative effect from the burden enough to counter that?
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Sat 04 Sep 2021, 13:05

Page 98, Merchant Master : « Also, if a character loses an item for whatever reason its loss should be temporary and its re- placement automatic and at no cost to the character. » It is not clear if this is a general statement, or a feature, which has no name. In such case, can it be used at will for any number of character. For example can a merchant master re equip a whole party that has been captured and stripped of its equipment ? It seems it needs a limit…
Page 98, Constant Training : « you have resolved that the folks you surround yourself with can benefit from consistent training. » I have the feeling the sentence would be clearer with « should benefit from consistent training »
Page 98, Constant Training : is it purposely that the feature works with spell attack rolls while a Captain has no spell ability. It could feel counter immersive and more meta.
Page 99, Exceptional Wargear : This sentence is clumsy « Each pupil chooses to gain either a non-magical +1 to a weapon’s to-hit value or their armor class total. ». It could be understood as if the +1 to AC was not equipment dependent. Maybe « « Each pupil OF YOURS CAN choose EITHER A WEAPON OR AN ARMOR to gain a non-magical +1 respectively to the weapon’s to-hit value or to their armor class value. ». Also, considering you can change pupil at each extended rest, this feature should maybe be limited to the current pupils, and past pupils should loose this bonus.
Page 99, Superior Wargear, same remark, all the group will end up with several magical weapons considering you can change pupils during extended rest, and later provide other magical weapons to the same pupil the way the feature is worded.
Page 99, Squad Orders Brace Yourselves, mixing singular and plural. Also the description could imply that it lasts only one turn. Maybe « If SOME MEMBERS do not move on ONE OF their turn, any melee attacks against them are at disadvantage until the beginning of their next turn. »
Page 99, Squad Orders Stand Fast « Each member of the squad has advantage on saving throwsor ability checks to resist movement effects. » missing space between throws and or.
Page 100, Additional Orders Braced Fire : « a member of the squad can use their bonus action to reduce their speed to 0 to gain advantage on their first attack roll ». The sentence mixes singular and plural. Maybe « Your squad members can use their bonus action to reduce their speed to 0 to gain advantage on their first attack roll » is better.
Page 100, Additional Orders Form Ranks : « If a member of the squad is within 5 feet of another squad member when they take the Attack action with a melee weapon then they have advantage on their first attack roll. » It seems both have to take the Attack Action, and it is clumsy considering the fact that both members do not have the same initiative count. How could you be sure that the 2nd squad member later take the Attack Action, he or his opponent could simply be killed before ? Maybe « If 2 of your squad members are within 5 feet of each other, they both get avantage on their 1st attack roll IF they take the Attack Action » works better.
Page 100, Unwavering : considering the Captain has the Constitution Proficiency, a 17th level Captain with 20 Constitution (which is easy at this level) cannot fall unconscious, as a 1 rolled on the saving throw becomes 12. Thus inflicting him 26 damage has only 5% chance to see him fall. 50% of success would mean 44 points of damage are inflicted. I think this feature has to be limited, 1 per long rest or something similar. Else it is just impossible to see him fall.
Page 100, Outlaw, mixing singular and plural. « An Outlaw has broken free from their society and now dis- obeys its laws. » Simply put « Outlaws have broken free from society and now disobey its laws ».
Page 100, Secret Folk : the formulation is a bit clumsy and uses the word character, maybe this could be simpler « you provide a bonus equal to twice your proficiency bonus to each group member’s Dexterity (Stealth) check. ». I have the feeling it should not be limited to character, but works also for NPC.
- As a general feeling, the Outlaw seems meh compared to Officer. You gain a secret language at 3rd level while the Officer can give Adv to several PC, at 17th level you have Adv on Charisma checks with non noble which is pretty useless at this level it seems, while the 2nd one has a feature that can save his life an unlimited number of time…
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Sat 04 Sep 2021, 18:18

Was Witchsight removed? I don't see it anywhere.
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Sun 05 Sep 2021, 11:12

Page 102, Hunter’s instinct : « counting your range as the creature’s initial position. » maybe not so clear, could be « calculating your range at the creature’s… ».
Page 104, Rough fighting : Dodge as a Bonus Action (permanent advantage at no cost) is a very potent feature that is unmatched by many other classes (except the goblin of course). 5E is very cautious when awarding Advantage, I think there is a reason for that… I played at Adventures in Middle Earth where such class design was applied, and it was boring to see the character with this permanent Adv easily overcoming the challenges.
Page 104, Stunning Blows. « Use your bonus action when making an attack roll, on a hit, instead of doing damage, … » should use ; « …attack roll; on a hit… »
Page 105, Ironsworn. « Nowadays, the Iron Pact recruits new agents from all races… » you tend to use « origin » in the rest of the book, maybe it is better as the word « race » has an history…
Page 105, Agile Combat : a very powerful feature also, AC18 at level 1, AC20 level 4, AC22 level 8. Could it be more cautious in term of game balance to use the same mechanic than 5E and calculate with 2 characteristics DEX+INT or WIS… ?
Page 105, Loremaster : Are the 2 benefits « You gain advantage on saving throws against magical effects » and « You are proficient in the spoken … » coming at level 9 only ?
Anyway, once again a permanent Adv on saving throw against all magic is very potent considering the other features of the class
Page 105 : Sniper. Shouldn’t the Saving Throw against the 0 speed effect be damage dependent ? An arrow that inflicts 4 points of damages reduces a huge troll to 0 speed as does a critical 20 points of damages for example, it is a bit counter immersive…
Overall the Ironsworn feels overpowered compared to most other classes. Very good AC, spell resistance, paralyzing arrows, extra critical and damages… such a long list.
- Page 106 : the bigger they are. Once again a permanent Adv awarded at level 1. I find this game design risky in terms of Class balance. For example the Witch Hunter gains a Ritual, which is nothing compared to an Adv. And when he finally gets Adv at level 9 feature « Steadfast » it is not permanent. I doubt players can enjoy such a difference on the long run.
Page 106, Pole-arm master : The 17th level just makes you permanently invincible during combats against opponents with small reach. It feels overpowered.
Page 111, complex approaches : « As you look at the various approached available for each class », should be « approaches » I think
Page 112, Steadfast. Permanent Advantage on Constitution and Wisdom Save. Very powerful. Could be limited to spells for example, not poison, cold, etc…
Page 114, Revenant Strike : What are the undead’s characteristics ? It raises as a Zombie ? As the killed creature ? How many hp as the killed creature had 0 ? If « as the killed creature », does it retains special features that could be contradictory with the fact that the creature is now a zombie (like charms, healing abilities, regeneration, etc…)
Page 115, Corruption : « The order also keeps older and darker lessons alive, lessons that claim the careless use of mystical powers, rituals and artifacts not only affect the mystic who wields them, but also the surrounding world ». A punctuation between « powers. Rituals » would make it easier to read I think.
Page 116, Staff Magic : « Once the rune staff has three or more permanent Corruption, each time you add a point of permanent Corruption, roll a d20. » The formulation can imply that you start to roll on the 3rd or the 4th permanent Corruption Point, it is unclear. I think it should say clearly if you roll at the 3rd point, or the 4th.
Page 116, Staff Magic : « The mage can use their bonus action to activate an elemental rune on the staff and add 1d4 damage to a damage roll using the staff. » How long does this feature last ? 1 hit, 1 round, 1 minute, forever ? Under 1 round it is useless until 17th level as the mage should better use its bonus action to have a 2nd attack. If it is 1 minute or more, how many times can the mage use it ? If it is « at will », is it relevant to ask the mage to spend a bonus action during initiative to change the rune ? Could he not change the rune during a rest, as the player will ask for that ?
Page 117, Rune Tattoos : Can the 3rd level shield effect be activated if the Symbolist is incapacitated or unconscious ? It should be stated.
Same §, If I understand well, the symbolist can choose to use (or not use) the 6th level effect at the beginning of its turn ? The description could be clearer « at the beginning of your turn you can choose ». Also, does it work when you are incapacitated or unconscious ?
Page 117, Protective Runes « Dispell » spells with one L. Also, do you gain Corruption Point when you activate the Protective Rune ? It should be stated, as, if not, it is basically an « at will » Counterspell power…
Page 119, Matter of Faith : It seems the feature is designed to remove once permanent Corruption Point. But what if the Theurg has no Ritual in his spell list ? Does he loose the gain, that’s a bit harsh. Should it not just remove Corruption Point, without condition ?
Page 120, Songs of the Dusk : in the Example the Proficiency Bonus of a 13th level is +5, therefore the total spell levels available is indeed 10. But the list of spells 5+2*2+3=12… miscalculation it seems.
Page 120, Song of the Masters : what is the maximum duration of a song ? 1 minute, 1 hour ? There should be a limit…
Page 121, Retribution Hymn : « Choose an enemy creature that you can see. They must… » mixing singular / plural « It must » could work.
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Sun 05 Sep 2021, 21:37

Page 97 : Polearm Fighting : the description doesn’t impose that the attack roll that suffers disadvantage comes from a creature within your reach.
Page 97, Shield Fighting : The description doesn’t impose that the target of the slam is within 5 feet of you, which is logical for a shield (for example with shield + whip, you could slam at 10 feet).
Page 97 : Shield Fighting : « saving throw against 10 plus your Strength modifier. » usually 8+Proficiency+Ability is used, and you are using different formulas for the different approaches. That’s confusing.
Page 108, Leveled Spells : With this description, a mystic of level N has N+1 spell. That’s a small number. Could there be a possibility to forget one spell in order to learn another ? Like in 5E for example, when you gain level, for sorcerers, warlocks, etc. Some spells are really useful at 1st level, as Sleep, but after a while it becomes useless. It could be frustrating for players to be stuck with a now useless spell when they reach higher level.
Page 122, Nature’s Lullaby : what is the Range, maximum duration of the feature ? Does it work if companions make noise like casting spells ? The description states « invisible », not unheard. Also, what is the creature has special senses like blindsight ? It should explain clearly the senses affected.
Page 122, Beast Shapes : there is a Table stating that different shapes are possible at 2nd, 4th, 8th level. But according to the description above « You receive the first benefit when you make the choice and the additional benefits from the chosen path when you gain your next Approach feature », you cannot benefit from Shapeshifter until level 6. So theTable could be simpler.
Page 122, Beast Shapes, 3rd § gives Call Lightning as an example, but I have not found this spell in the Witch’s spell list. Another spell name could be chosen.
Page 123, Song of Spring : As stated, you could restore at 6th level 30hp to EACH creature that can hear you, simultaneously. That’s almost unlimited, and the scaling with levels keeps this feature overpowered for the level. It can be used in combat, no corruption, it really outshines the theurg healing power such as Medicus.
Page 124, Loremaster. The layout of the text is different (indentation) and clearer that Loremaster for the Ironsworn.
This time the Advantage at saving throw against magic is the only potent feature of the Approach, so it does not fell unbalanced.
Page 124, Ritual Mastery : Is it the intent to compensate for the fact that rituals are rarely used ? There should be an explanation to help players make their choice between non ritual and ritual spells.
page 125 : the comment on the drawing is not in English.
Page 126, Scoundrel Shadows « a ranger is cloaked by a green so dark it seems black that obscures their movements. » unclear formulation, maybe « a ranger is cloaked by a green so dark it seems a black fog obscures their movements. »
Page 128, Scoundrel Approaches, « sappers that attack the foundations «  misses capital S for « Sappers ».
Page 130, Poisoner : « If you fail by four or less, the creature must make a Constitution saving throw as above, but the effect only lasts until the end of its next turn. » Does it imply that no d6 poison damage is inflicted ? It should specify it, as players will ask.
Page 131, Blade Work : « If you’re wielding only knives or daggers and your opponent has longer weapons they have disadvantage on their attack rolls against you. » Permanent Dodge, very powerful. But what does it mean exactly : you use plural, do you have to wield one dagger in each hand, or 1 free hand is possible ? What is a longer weapon ? With what property ? What about natural weapons, does it depend on the monster’s size ?
Page 131, Cheap Shot : Dodge as a Bonus Action, again a permanent advantage for an Approach while some others are far from having such powerful features. I fear it unbalances the game. And it is more or less redundant with 6th level Blade Work ability.
Also, the saving throw for the Stun part is 10+proficiency+ability. You are using different formulas for the different classes, that’s confusing. Sometimes 8+Prof+Abi, as 5E, sometimes 10+Ability (as Captain Shield Fighting), sometimes 10+prof+abi as here. I suggest one formula is better for the DM’s head.
- Page 131, Blacksmith : the feature doesn’t specify what exactly can you fabricate ? Weapon, armor, for you only, for horses also, any metal object ?
page 132, missing picture on the top right maybe ?
Page 133, Feint : it is quite ineffective until 6th level, as the opponent gains Advantage on potentially several attacks (it is not said if only one attack is concerned), and you don’t gain Adv and therefore cannot use Backstab normally. At 6h level it gets better but can you cumulate this use of your Bonus Action with the Feint at 1st level that gives a Reaction attack ?
The text mixes singular and plural « when an opponent attacks you they have advantage », « when opponents attack you they have advantage » seems nicer.
Page 133, Poisoner : different formula 10+Prof+Ability to calculate DC, confusing.
Same remark, « if you fail by 4 or less » should say that only the condition applies, not the damage, as players will ask.
- Page 134, Strangler : the formulation is awkward : « if you are grappling a creature your size or smaller and have both your hands empty » while Grappling requires a hand to Grapple… Maybe it could be formulated « if you attempt a Grapple with 2 free hands, you can instead use a garotte… »
What is an Escape Attempt. Breaking the Grapple with Acrobatics or Athletics ? It could be explained. The description could also state that it does not affect undeads, constructs, creatures made of woods, etc… ie. creatures that do not breathe the usual way.
Page 135, the comment on the image is not in English.
Page 136, Polearm fighting : the description doesn’t impose that the attack roll that suffers disadvantage comes from a creature within your reach.
Page 137, Shield Fighting : The description doesn’t impose that the target of the slam is within 5 feet of you, which is logical for a shield (for example with shield + whip, you could slam at 10 feet).
Also the Saving Throw against the Slam has 10+Strength calculation, which mixes with 8+Prof+Abil, or 10+Prof+Abil found elsewhere in the book. Please one calculation only for the DM.
Page 137, Approach : it talks about captain, or sellsword, which are respectively a Class and a Background, not an Approach of this class. Confusing.
Page 138, it seems 1 drawing is missing top right.
Page 139 Feint. Same remarks as page 133 above.
Page 140, Peerless effort : permanent advantage, but at 17th level it shouldn’t be such a balance problem.
Page 141, Blacksmith : same remark as p.131 above.
Page 141, Iron Fist : permanent advantage, but at 17th level it shouldn’t be such a balance problem.
Page 142, Rune Tattoo : 1st level description doesn’t specify if it lasts while you are incapacitated or unconscious, which could be important.
Page 142, Rune Tattoo : the 3rd level and 9th level feature don’t specify how long they last. 1 round, 1 minute, 24 hours ?
Page 142, Rune Tattoo : the 6th level feature doesn’t say if it works while you are incapacitated or unconscious.
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Sun 05 Sep 2021, 22:59

Pg 120: SONGS OF THE DUSK example: "two 2st level spells and a 3rd level spell" I'm guessing it should say two 1st level spells and a 3rd level spell
Pg 125/135: assuming the caption will be replaced with actual text, Pg 21 also had a filler block.
Pg 142: Rune Tattoos etc, could all use a little more explanation as to how they work.
Last edited by chumpinski on Mon 06 Sep 2021, 02:08, edited 1 time in total.
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Mon 06 Sep 2021, 02:01

Page 96: "(a) a martial weapon and a shield or (b) two martial Weapons" - Change the capital W

Page 97: Snare Fighting feels a little bit weak compared to Shield Fighting.

Page 99: "When you roll initiative you can give the squad one of the following orders:" - I take this like you cannot change orders during a fight?

Page 99: "Each member of the squad has advantage on saving throwsor ability checks to resist movement effects." - Missing space between throws and or.

Page 101: Quiet Fortitude: "When you reach 6th level, you have extraordinary sensitivity to what drives people. When you roll initiative, choose a number of allies equal to your proficiency bonus that can hear and understand you. They are considered proficient with all saving throws for the next minute as your quiet words help steel their resolve." - Bonuses to all saving throws? Perhaps is a little bit too strong.

Page 102: Hunter's Instinct. - It is unclear how this work. Do you need to use your bonus action every turn to mark a creature? Is there a time limit? This should be stated.

Page 103: Feral Senses. - I don't know if the range of 30 feet might be a little bit strong.

Page 105: Loremaster. - There are differences between bonuses and even the wording of the same effects in Ironsworn's Loremaster and the Wizard's Loremaster. I find it a little bit odd that Wizards known how to speak Elven from Loremaster, but Ironsworns do not.

Page 106: Polearm Master: "At 17th level, any melee attacks against you with a weapon whose reach is smaller than yours automatically fail." - This sounds OP, consider changing it to giving disadvantage instead.

Page 111: Talisman Crafter. - The rules need to be explained in more detail here. I infer from the text that you can use one specific spell per talisman, but it isn't stated very well in the text.

Page 112: Self-taught mystic. - The text states that their lack of formal training makes them more vulnerable to Corruption, yet their abilities seem to make them better at handling Corruption than the traditions.

Page 113: Sorcerer. - Sorcerer has the same problem as the Self-taught mystic. The text suggests that they should embrace Corruption and be more prone to it than the other traditions, but mechanically it seems to be the opposite. They seem better at negating Corruption than theurgs and wizards, which doesn't seem... right.

Page 115: Staff Fighting. - The wording has many issues here. It says you get a bonus "to hit and damage", please make the language more in line with the rest of the text; like bonus "to attack rolls and damage rolls".

Page 115: "You can use your bonus action to make a second attack with your rune staff." - Does this mean you have to take the Attack action to be able to use the bonus action to attack with the staff? This needs to be clearer.

Page 115: Staff Fighting and Staff Magic seem to conflict when it comes to the use of the bonus action. I guess you can't use both at the same time?

Page 116: Staff Magic: "The mage can use their bonus action to activate an elemental rune on the staff and add 1d4 damage to a damage roll using the staff. The damage type can be acid, cold, fire, or lightning." - The wording is unclear here. Do I need to use my bonus action every turn? Do I use it once for the whole battle? Is there a time limit? Does it conflict with the bonus attack from Staff Fighting? Or can it only be applied to an attack using the Attack action? Can you only use it for one attack during an Attack action, or all attacks? Please specify.

Page 117: Rune Tattoos: "At 9th level, you make a rune tattoo that adds power to your attacks. Use your bonus action to empower yourself and gain 1 or more points of temporary Corruption. Add 1d8 radiant damage to a number of attacks equal to the Corruption gained." - Does this bonus apply to both melee and ranged attacks? Does it apply to spell attacks? Please clarify.

Page 117: Protective Runes: "You choose counterspell or dispell and can now activate that spell as a reaction." - Isn't it spelled "dispel"?

Page 120: Songs of Masters: "You can concentrate on these magical songs just like spells, except that you must use a bonus action on subsequent turns to continue to sing the same song to maintain its effect. Singing a spell, singing a new song or ending the song causes the effect to end." - Does this mean that if you take damage you have to make a saving throw if you break your concentration or not? Needs to be clearer.

Page 120: Combat Hymn: "Your weapon damage now counts as magical." - Just your personal weapon damage? Or the one of your allies as well? Please clarify.
Last edited by Ugglefar on Mon 06 Sep 2021, 05:07, edited 1 time in total.
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Re: Alpha Feedback - Player's Guide Section 4 Classes & Feats

Mon 06 Sep 2021, 02:26

Page 122: A Chosen Path: "At 1st and 9th level, choose one of the following paths to concentrate upon." - So you can follow two paths? Please write it more clearly.

Page 123: Wizard. - Sometimes you write "Wizardy", sometimes "wizardy". Please be consistent. I think "Gods" shouldn't have a capital G here.

Page 124: Loremaster. - Please make sure that the differences between the Wizard's Loremaster and the Ironsworn's Loremaster are intentional.

Page 124: "You gain advantage on saving throws against magical effects." - Consider to write this as a bullet point instead.

Page 138: Rage: "If you are able to cast spells, you can’t cast them or concentrate on them while in a rage" - Consider writing this text as a bullet point.

Page 138: Incredible Might: "Beginning at 17th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total." - I don't understand this ability.

Page 140: Peerless Effort: "By 17th level, you have advantage on all melee weapon attack rolls." - Perhaps too strong?

Page 141: Iron Fist: "At 17th level, you are trained to use your strength for maximum effect on a target in melee combat. You have advantage on all strength based attack rolls. You may use your reaction to add your proficiency bonus to a melee damage roll." - Perhaps too strong?

Page 142: Rune Tattoo: "At 9th level, the rune tattoo adds even more power to your attacks. Use your bonus action to empower your weapon and gain 1 point of temporary Corruption. Add 1d8 radiant damage to each attack." - Does this include ranged attacks? Please specify.

Page 142: Symbolist vs. Tattooed Fighter. - The name for the same ability has a slightly different name. Symbolist: Rune Tattoos. Tattooed Fighter: Rune Tattoo. Spelling error?

Page 143: Holy Aura: "When you make a successful attack roll you can choose to gain Corruption just as if you were casting a spell that you know." - Does this work with ranged weapons? Does this work with spell attack rolls? Please specify.

Page 143: Witchhammer. - Does it work with ranged weapons as well?

Page 144: Fighting Style Mastery: "If you are a Sword Saint, then the Dueling fighting style provides +3 bonus damage." - So you get an extra +1 in total?

Page 144: Fighting Style Mastery: "If you are a Spear Dancer, then your spear counts as a polearm." - Didn't Wizards of the Coast change the rules so that spears are considered polearms by default?

Page 145: Wrathguard. - Consider naming it "Wrath Guard".
Last edited by Ugglefar on Mon 06 Sep 2021, 05:08, edited 1 time in total.

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