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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

View Poll Results: Please pick your favorite entry:
Life Seeker by unosarta 4 30.77%
Hobo King by NekoIncardine 1 7.69%
Sigil Nomad by Dust 6 46.15%
Urban Pioneer by MammonAzrael 2 15.38%
Voters: 13. You may not vote on this poll

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Old 03-01-2011, 11:42 AM   Top  -  End  -  #1
Fax Celestis
Titan in the Playground
 
 
Join Date: Jun 2006
Location: 
Fairfield, CA
Gender: Male
Default [Competition] "What's In A Name?" I - Urban Pioneer - NOW VOTING

What's In A Name?
That which we call a rose by any other name would smell as sweet.

What's In A Name? I - Urban Pioneer

The contest begins with the posting of this thread and will continue until the 20th of March. Soon after, a poll will be opened for everyone to vote for their favorite that will last until midnight of the last day of the month.


Rules
1. You will be creating an original d20r prestige class based around a name/idea: in this case, the "Urban Pioneer". What exactly an Urban Pioneer is is up to you, but it must follow d20r rules. Some quick notes are attached at the bottom that delineate the differences between a 3.5 PrC and a d20r PrC.

2. Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

3. Entries must be d20r system, using the standard format below.

4. Post all entries on this thread. Do not post conversation here. Any and all comments and discussions will take place on a separate thread.

5. One entry per participant. No double-teaming.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Converting an existing homebrew (not an existing publication) to d20r format is acceptable.

7. No reserving posts. Feel free to post a framework and tweak it, but you have to have the basic entry already done.

8. Please state if you do not want critiques: otherwise other participants will likely give a rundown of your build in the chat thread.

9. Your material must stay within the bounds of the OGL. You may reference any material that is presented in the SRD or in d20r's forum.


Format
Formatting lovingly stolen from ErrantX's PrC contests
Spoiler



d20r System Notes
  • General System Changes: There is a listing here of the system changes. Some of them are delineated below for quick reference.
  • Prowess: Primarily combative classes (like the warlord) receive 6 prowess per level. Secondarily combative classes (like the rogue) receive 4 prowess per level. Primarily casting classes receive 2 prowess per level. Prowess is used to improve combat-related feats. The cap for prowess invested into an investing feat is your BAB +3. The cap for prowess invested into a style feat is your BAB*6.
  • Spellcasting: 3.5 wizard-style prepared spellcasting is gone. "Prepared" casting classes will use a system like the d20r paladin's spellcasting.
  • Ability Keywords: Class features now have ability keywords, such as [Aura], [Arcane], or [Lore]. Prestige classes can improve features with the correct keyword in the same fashion that 3.5 spellcasting-improving classes did.
  • The Progressing Keyword: [Progressing] is a special keyword that interacts with favored class and multiclass feats. You shouldn't need to deal with it at all in a prestige class.
  • Skills: Skill lists are not a specific list per class: instead, classes receive training in between one and four skill sets. More about the skill system can be seen here.
  • Proficiencies: Weapon proficiencies use a variant of Unearthed Arcana's weapon group system, which you can see a breakdown of here. Armor proficiencies are unchanged.


The Prize
The winning prestige class (any any class I feel to be of high enough quality, with the author's permission) will be included in the final version of d20r as an available prestige class, and your name will be included in the credits in the final product.

Disclaimer: (in full-size font because I am not a douche) I reserve the right to edit or alter the winning prestige class, whether it be for balance, system changes, or otherwise. However, I will make every effort to keep the final product as true to the original as possible. The winning prestige class (and any that I select for being exceptional) remain the property of their creators, but allow specifically for me to edit them as required to make them feasibly includeable into the final d20r product.


Final Note
This contest is being cross-posted on the Competitor forums. Entries are eligible from either location, and when complete voting will be held across all entries. Critique for any material may be posted in either talk thread, but it is considered good form to keep it on the same forum as the originating post.

Last edited by Fax Celestis : 04-17-2011 at 10:14 PM.
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Old 03-08-2011, 11:01 PM   Top  -  End  -  #2
unosarta
Ogre in the Playground
 
 
Join Date: May 2008
Location: 
Minneapolis
Gender: Male
Default Re: [Competition] "What's In A Name?" I - Urban Pioneer

Life Seeker

Spoiler


”Come. We have a city to explore. We can’t miss a bit.”
Arial Sionnec, Life Seeker, to her young son.

The Life Seekers are a group of Druids that align themselves with the spirits of the city, the urban spirits. They explore urban areas for signs of natural life, they shore up defenses of the people. They take up the roles of the community, and heal the people. They take it upon themselves to protect the community, or to abuse the community, if they feel the inclination.

Life Seekers have a strong connection to any community, urban or not, that they encounter, but they take a special interest in communities in urban settings, and they love to explore a new community or setting. They can live outside of a city, but they are drawn to and connected to cities.

BECOMING A LIFE SEEKER
Becoming a Life Seeker simply involves being a druid in a city or urban locale.

ENTRY REQUIREMENTS
Base Attack Bonus: +7
Skills: Knowledge (Nature) Journeyman
Feats: Urban Spirits
Special: Avatar of Nature class feature, Spirit’s Protection (Spell Resistance)

Class Skill Sets
The Life Seeker receives the Druid, Drifter, and Explorer skill sets.
Skills Points at Each Level: 4 + int
Prowess: 4 points per level.

Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+1
+2
Empathy, Power of the Living City (1st)
2nd
+1
+0
+1
+3
City Stalker
3rd
+2
+1
+2
+3
Community Vision
4th
+3
+1
+2
+4
Power of the Living City (2nd)
5th
+3
+1
+3
+4
Civic Step
6th
+4
+2
+3
+5
Hide-in-Plain-Sight
7th
+5
+2
+3
+5
Power of the Living City (3rd)
8th
+6
+2
+4
+6
Meld Into the City
9th
+6
+3
+4
+6
Sight of the Steel Ones
10th
+7
+3
+5
+7
Power of the Living City (4th), Eternal Seeker

Weapon Proficiencies: The Life Seeker gains proficiency with one weapon group of her choice.

Empathy (Su): The Life Seeker may heal the wounds of a member of the community with but a touch. The Life Seeker gains a pool of healing equal to their Life Seeker levels times her Wisdom points of healing per encounter. She may dole out this healing as a standard action to any creature within 30 feet. She may never heal more than 1/2 of a creature’s hit points in one healing.

Power of the Living City (Su): The Life Seeker does not progress her Druid powers as normal. She progresses the Avatar of Nature ability, but does not gain new spirit levels. Instead, she gains access to urban spirits, listed below. They function exactly as the standard spirits. The Life Seeker gains access to the first level of urban spirits at first level, and increases the maximum level of urban spirits she can call forth with her Avatar of Nature ability by one every three levels thereafter (2nd level spirits at 4th level, 3rd at 7th, etc).

The Life Seeker’s effective Druid level for difficulty classes for saving throws is equal to her Druid level plus her Life Seeker level.

The Life Seeker may not Call any urban spirits she can bind.

City Stalker (Ex): Starting at second level, the Life Seeker may stalk the city with increased prowess. She gains a bonus to all Stealth checks equal to her Life Seeker level, and counts as a Journeyman in the skill even if she is not.

Community Vision (Ex): Starting at third level, the Life Seeker may see the ties that bind a family simply with sight. She may automatically tell whether two people are related, and when a group of people are part of a community. She may see any communal “roles” a person has just with a look- she doesn’t even have to see the group interact.

Civic Step (Su): Starting at fifth level, the Life Seeker may step through doors of the city in which she is currently, stepping out in any door within the city. As a minute ritual, the Life Seeker may step through a door, gate, or entrance to any building, tent, or shelter in a city. When she does so, she, instead of entering the building, tent, or shelter, she exits through any door, gate, or entrance to any building in the city. This includes any gate or door barring entry or exit from the city. After using this ability, the Life Seeker must wait 60 minutes minus 6 minutes per Life Seeker level she possesses (0 minutes at tenth level) before being able to use it again.

Hide-In-Plain-Sight (Ex): Starting at sixth level, the Life Seeker may remain unobserved under the most trying of circumstances. She has learned to hide in places where others would not even think of. While in any sort of urban terrain, a Life Seeker can use the Stealth skill even while being observed.

Meld Into the City (Su): Starting at eighth level, the Life Seeker may meld her form into buildings, terrain, even the ground. While in an urban environment, the Life Seeker may, as a minute long ritual, meld her form into any flat surface. This functions as the Meld Into Stone spell. It lasts for one hour, after which the Life Seeker is expelled from the surface she was melded into.

Sight of the Steel Ones (Su): Starting at ninth level, the Life Seeker can see any life in the cold steel environment of the city. Unlike the city, however, she uses her power to benefit the life she finds. The Life Seeker gains Lifesense (as the Wraith ability) with a distance of 30 feet.

Eternal Seeker (Su): Starting at tenth level, the Life Seeker becomes a silent watcher, watching the city that she protects, or wandering through the cities that she has traveled in. She become immortal, no longer subject to aging penalties, although still is subject to the aging penalties she has already accumulated. Her Civic Step now allows her to travel to any city she has traveled to and used the ability in, as the Greater Teleport spell.


PLAYING A LIFE SEEKER
The Life Seeker is a druid that binds the spirits of the city.
Combat: Combat for a Life Seeker is going to depend on the spirits they have bound to themselves. For many Life Seekers, combat is generally avoided, or the Life Seeker takes a backseat, as a healer or utility character.
Advancement: The Life Seeker class is really a one shot go. Entering the class can only be done at tenth level, so any Life Seeker’s best option is probably to just finish the class if they start it. Other than that, the only options are essentially druid and more druid.
Resources: Life Seekers are generally able to draw on any resources they have acquired from favors they have given communities in the past. Other than that, there are no organized Life Seekers, so resources tend to be rather scarce.

LIFE SEEKERS IN THE WORLD
”I remember Grandmother Sicilya! She made the best cookies. We could smell them from blocks away when she made them for all of the orphans in the lower ward. I also remember the time she had saved us from the kidnappers...” the young boy cuts off, shuddering, with a grimace of horror crossing his face.
Ethan Poor, orphan of the Lower Ward of the Sapphire City.

Life Seekers tend to be well received in any community they find themselves in. The hardest challenge they face in their day to day life is finding money for food, which can easily be overcome by staying with a family or friendly innkeeper, or working for it.
Daily Life: Life Seekers tend to spend some good part of their day exploring a community, exploring a city, or watching a city. They have raised people watching to an art form, taking notes on the personality of each person they watch, and helping those that seem the most desperate.
Notables: Grandmother Sicilya is a very, very well known woman. She is said to exist in every city in several countries. She has traveled all over the world, helping those she meets.

Jack of the Wicked Blade is one of the other more renowned Life Seekers. He massacred a whole city, setting the temples aflame and cutting down citizens left and right. His name is whispered all over the countryside.
Organizations: Life Seekers are just not organized enough to form actual organizations. They might have a partner who is also a Life Seeker, but otherwise, they tend to be very, very solitary.

NPC Reaction
Most NPCs have a very positive view of Life Seekers. NPCs might not know who that young woman who feeds the children sweets is, or who the older man who tips his hat as he walks the city every day is, but they appreciate them all the same, and welcome any help the Life Seeker might be giving.

LIFE SEEKERS IN THE GAME
Life Seekers tend to be only really mechanically effective in cities, and taking them out of their natural environment is likely to bring down the play experience by quite a bit, and is not recommended in any way.
Adaptation: Druids in an urban setting is a classic character, and the idea behind it is very common as well.
Encounters: Life Seekers tend to be very social creatures, and highly dislike killing someone, especially if they do not have to. Most encounters with a Life Seeker will be peaceful, and violent encounters will be few and far between. Life Seekers would rather reason out their problems than deal with weapons.

Urban Spirits
Spoiler


Urban Spirits (Feat)
Spoiler
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My Homebrew

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Last edited by unosarta : 03-15-2011 at 09:30 PM.
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Old 04-09-2011, 03:24 PM   Top  -  End  -  #3
NekoIncardine
Dwarf in the Playground
 
 
Join Date: Jul 2010
Default Re: [Competition] "What's In A Name?" I - Urban Pioneer

Since I can't find the thread on Competitor...

HOBO KING

(No image yet sorry :<)

"Amidst the streets, I am as a king. Unconcealed from the starry skies, I will do right by my city - the city of all my peers."

[align=right] - Wilhelm "Emperor" Jameston II, Hobo King[/align]

The Hobo King is a man of a city who has no home, yet wants for nothing. Roving across the cities they call home, these men derive a strange, nigh-divine power derived from a connection with the city barely known to those who have never slept under the cover of its stars. In many ways, they hold more power than any official government figure in the city, able to right wrongs few others could consider, dine and coexist in the finest circles of the land, all while never owning more than they carry.

Hobo Kings are highly capable urban adventurers, used to living off the land in an unusual sense of the term, able to integrate with a city's society at any level, and usually pretty fit. Going off dungeoneering usually requires help from someone more nature-minded, but at least they'll be good in a fight.

In spite of the name, Hobo Kings can be of either gender - in fact, some would say that a stereotypical female, better at communicating, would have an advantage over a stereotypical male in this field.

The real-world inspiration for the Hobo King is Emperor Norton I, Emperor of the United States and Protector of Mexico.

BECOMING A HOBO KING
Hobo Kings are usually of a martial mind - Fencers, Warlords, Rogues, and Dreadnaughts being ideal classes for the role. However, the strange power of the class can suit almost any of a free mind and a strong heart.

To become a Hobo King, one must live in a city for three months without having stayed under the same roof more than one night, nor more than two nights in a row under any roof. They must forsake or sell any home beyond the city itself. (They ARE allowed to own landed properties, as long as these properties are NOT a home, nor are they slept under. Even these must be within a reasonable definition of the city boundaries.)

Further, a city can only carry one Hobo King per 25,000 people that live in it - only the largest of cities can support more than one.

ENTRY REQUIREMENTS
Base Attack Bonus: +4
Skills: Knowledge (Local) Journeyman, Search Apprentice, Awareness Apprentice
Feats: Intrepid Future
Special: A Hobo King cannot own a home, nor sleep under the same roof more than one night, nor under any roof more than two consecutive nights. They must meet this requirement for three months before taking the class. (Exception: In the course of an active adventure, they can sleep repeatedly within one dungeon/cave/underground system without penalty, as long as they maintain a fundamentally vagrant nature.)

Class Skills
A Hobo King is trained in the Adventurer skill set and chooses 2 other skill sets.
Skill Points: 6+Int per level
Prowess: 6 per level

Hit Dice: d10

LevelBABFortRefWillSpecial
1st
+1
+2
+0
+1
Magic Bindle, Mobile Finances
2nd
+2
+3
+0
+1
Sacred Shack, Endless Travel
3rd
+3
+3
+1
+2
Wall Dash, Barricade

Proficiencies: The Hobo King gains proficiency with one weapon group of their choice.

Magic Bindle: A Hobo King lives as a vagrant; without a home, they learn to carry everything they could conceivably need. They gain a Magic Bindle that is semi-divinely tied to their person. The Magic Bindle is a cloth or leather bag tied to the end of a stick, with three small side pouches on it.

The side pouches can hold any number of objects of a comparable size and shape to one another that weigh no more than ten pounds. (For example, one pouch can hold any number of books, while the other holds any number of scroll cases or comparably-sizes objects.) The main bag can hold any number of objects no longer than four feet long and weighing no more than thirty pounds. All sections of the bag are magically locked, and will only open for the Hobo King. Further, the Hobo King can retrieve any item from any section of the Magic Bindle as a move action that does not provoke attacks of opportunity as retrieving a stored item normally does.

The stick portion of the bindle, besides making it easy to carry, can be enchanted as any single Staff; the Hobo King can use this staff as a Wizard of their total level, and may substitute their choice of Constitution, Wisdom, or Charisma for Intelligence for the purposes of save DC. These staves always reset to seven charges at sunrise.

The Bindle is tied to the Hobo King; it cannot be opened by anyone without the Hobo King's permission, even if the Hobo King is rendered unconscious or dead.

Mobile Finances: The Hobo King, having gained much funding through adventuring, often finds little to do with their spare money that might otherwise go to a house (and thus property taxes) or the related expenses thereof. A typical Hobo King thus has significant financial advantages over others of his level - gaining a bonus to their Wealth Modifier (see "Wealth by Level") equal to their level in Hobo King.

Sacred Shack: At 2nd level, Hobo Kings gain the ability to maintain a simple home that draws a semidivine charge from the spirit of their city. This shack is ramshackle, but more than able to get the job done (particularly if he's lucky enough to find a spot where he can tap resources like running water). This home is considered protected from all four extreme alignments (as a <i>magic circle against X</i> with a caster level equal to the Hobo King's total level), and has an aura of <i>Antipathy</i> targeted towards any who might act to destroy it (with the same caster level). That said, being ramshackle, it's very likely to fall apart on its own if unmaintained, requiring effort to rebuild. The shack loses all magical properties if unmaintained for a week.

Endless Travel: At 2nd level, a Hobo King gains near-complete immunity to issues borne of traveling; they are never rendered fatigued or exhausted by non-magical means, do not have to roll saves against non-brutal temperatures, and can go for up to a week without sleep unpenalized (however, they must still rest to gain spells).

Wall Dash: At 3rd level, a Hobo King becomes so in tune with the structures of the city as to be able to travel along the structures as if they were solid ground for short distances, and with relative ease thereafter. They gain a climb speed of 15 feet in urban environments, and can use the run action while climbing for one round; this recharges when their feet next touch stable ground (such as the roof of a building). Climbing no longer provokes attacks of opportunity, nor does it limit actions the Hobo King can take.

Further, the Hobo King can make an Athletics check to jump as a free action after using a run while climbing.

Barricade: At 3rd level, a Hobo King's ability inspire the citizens around them attains a state of semidivinity. They can, as a full-round action, summon a barricade made of furniture and other objects, which appears beneath their feet, a number of times per day equal to their Hero Value. The barricade is up to twenty feet tall, five feet wide, and fourty feet across. These barricades can be climbed from either side using typical Athletics checks ; however, anyone on top of the barrier can automatically take one Attack of Opportunity on <i>each</i> person trying to climb (all of these attacks counting as their one Attack of Opportunity for the round). (They can choose who they attack in this circumstance.)

PLAYING A HOBO KING:
A Hobo King must be awesome - style and coolness are the most important thing separating them from the common homeless bum.

More importantly, however, a Hobo King knows their city like the back of their hand - adventures within that city are second-nature to a Hobo King, fighting off threats both external and internal - from corrupt government officials to gatherings of villainous thieves to invading armies, the Hobo King fights all of them off as a reflection of, and source of, the power of the city.

Pretty much any martial class makes a solid Hobo King, as the wealth advantage of Mobile Finances allows them to have abnormally good magic items to boost their powers; however, Rogues and Fencers will benefit massively from the mobility the Wall Dash ability gives them (getting through an ally by <i>running</i> over the heads of those in your way, anyone?), while Dreadnaughts can put even the greatest of a Wizard's wall spells look like chump change with a well-placed Barricade with them and a couple allies on top, able to stop even Huge monsters in their tracks by forcing them to climb the barricade - and take a small pile of Attacks of Opportunity for doing so.

Combat: Most Hobo Kings fight best by largely sticking to what they've learned from before they became a Hobo King - opportunities to use Wall Dash will be common and handy in a campaign suited to having one in the party, and being able to essentially spontaneously spawn a wall is intensely valuable, but when it comes down to it, a Hobo King's greatest resource is their Mobile Finances, which enable them to have Magic Items from significantly above their level, making using what they know more effective.

Of course, the Magic Bindle's utility as an Eternal Staff can never be underestimated - rigging the staff component with the right spells can be devestatingly effective, and cover a gap in the Hobo King's abilities (not good at ranged combat? Make sure your staff has, say, <i>Fireball</i> rigged into it!). Nor can the fact that the Bindle allows for relatively quick access to as many items as you can afford - potions, trap items, alternate weapons...

Advancement: The Hobo King benefits best from being put in relatively early in the character's progression, when Mobile Finances means the most. Afterwards, simply return to the previous progression plan, making up for the three lost levels with that significant boost to Wealth.

Resources: A Hobo King has two critical resources others lack: Money, and people. Specifically, the citizens of the city the Hobo King calls home, who can be relied upon for all sorts of small favors, and who can be inspired by the Hobo King to great action in a storm. A true Hobo King can have the ears of the highest officials in a Good-aligned or even Neutral city, and is a symbol of any resistance in an Evil one - and with that comes access and privileges that are rare indeed among those who choose the comforts of home.
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Old 04-09-2011, 11:43 PM   Top  -  End  -  #4
Dust
Bugbear in the Playground
 
 
Join Date: Feb 2009
Location: 
Canada, Eh!
Default Re: [Competition] "What's In A Name?" I - Urban Pioneer

Disclaimer: I've never done a 3.5 homebrew before. However, a Fax Celestis contest regarding the d20r is too appealing to pass up. May change the name in coming days.

SIGIL NOMAD

Spoiler


"'ere now, son. Why the long face?"
"W-where'd you come from? I'm not supposed to talk to...to strangers...!"
"Well, I ain't a stranger now, am I? I ain't even nobody. Whassamatta, why you got tears in yer eyes then, eh?"
"My...my father, King Virgil Lightshield the Third, has arranged my marriage to Princess Shi'ann of Naevarra."
"Oi, yeah, bloody kings're always doin' that sort. And wot, she's a hideous dog or something, then? S'quite the pickle."
"My father doesn't understand - I value my freedom far too much to wed! But if I flee, his soldiers will hunt me down and drag me back here to my fate. Alas!"
"Tell you what, sonnyjim. I'll get ye out of this mess, in return fer...oh, I dunno, that blue amulet yeh got danglin' there. This place is a right dump anyhow."
"You promise my freedom in exchange for a trinket? If only such a thing were possible, sir, I would accept immediately! There is nowhere to go my father...."
"I ain't here t' argue with yeh, son. Take it from someone who's seen more horizons than you ever will; there's always somewhere t' go. Right, then. Get dressed warm and hang on to yer cans. This might get a little bumpy..."


For the greatest explorers and adventurers of our generation, one world simply isn't enough. Perhaps you've heard of Sigil, the impossible city flickering at the edges of reality. Even if you haven't, you can hear the melody of its song, the pull of a thousand doors and thousand potential stories.
Sigil Nomads travel between the infinite worlds with ease and grace, redefining the edges of possibility. While some adventurers seek power or fame, these vagabonds and their companions are spurred ever-onward in the pursuit of constant change and excitement, rarely staying in one place for long enough to accumulate any sort of reputation. Their deeds might be legendary for the worlds they leave behind in their wake, but the Nomad will rarely ever learn how his actions have impacted the many worlds he touches.

BECOMING A SIGIL NOMAD
There are an infinite number of lives spread out over countless planes and realities, a multitude of people going about their daily business. How any of them ever first became a Sigil Nomad is a mystery that might forever remain unsolved, but the fact remains that most current Nomads were hooked into the lifestyle by way of accidental recruitment. Most were simple folk - farmers, peasants, martial adventurers - who stumbled into a chance meeting with a member of this class, choosing to join them for a time to escape the mundanity of their own lives. Eventually they learned the simple technique to travel to and from the planes, thereby becoming Sigil Nomads in their own right.

ENTRY REQUIREMENTS
Attributes: Wis 14
Alignment: Any nonlawful
Skills: Knowledge (Planes) +8
Special: Must have traveled to another plane at least once

Class Skills
A Sigil Nomad is trained in the Drifter skill set and chooses one other skill sets from the following list: Cat-Burglar, Diplomat, Explorer, Merchant, Thief, or Trickster.
Skill Points: 6+Int per level
Prowess: 4 per level

Hit Dice: d6

LevelBABFortRefWillSpecial
1st
+0
+0
+0
+2
Gatecrasher, Dowsing
2nd
+1
+1
+1
+3
Greater Purpose
3rd
+2
+1
+1
+3
I've Seen Worse
4th
+3
+1
+1
+4
Constant Motion
5th
+4
+2
+2
+4
Anarchic Weapon
6th
+5
+2
+2
+5
Not All There

Proficiencies: A Sigil Nomad gains no weapon or armor proficiencies.

Gatecrasher: Starting at first level, a Sigil Nomad may cast Plane Shift as a spell-like ability with the following changes. First, the spell requires the use of a different focus; any type of bounded opening, such as a door, archway, empty mirror frame, or even a mug with the bottom smashed out.
Secondly, although the spell can normally transport up to a maximum of 8 other individuals, using Plane Shift in this way causes lingering arcane energy for 1d4 rounds after being used. Up to 8 more willing, organic creatures can use this residue energy to follow the Sigil Nomad across dimensions.
Finally, the Sigil Nomad may not specify a destination. If Plane Shift is used in a Material Plane, the caster is immediately transported to a limbo-like reality that connects all worlds; this could be the city Sigil, a world of mirrors, a dusty train station, or whatever else suits the campaign. It is a place that touches all other planes, but ultimately belongs to none.
If Plane Shift is used while in this interconnected omni-plane, the Sigil Nomad is transported to a random location on a random plane, but never to a place where they couldn't possibly survive (such as the middle of a magma field or inside a gelatinous cube). The only exception to this is elaborated further in the Dowsing ability.

However, jaunting through all known realities is a mentally stressful affair. Becoming mildly disoriented is almost guaranteed, leaving the Sigil Nomad feeling very much like they would after a night of hard drinking. Each time Gatecrasher is used, the Sigil Nomad suffers 1d4 points of temporary Wisdom damage. Damaged attributes return at the standard rate of 1 point per day (or double that if the character gets complete bed rest), but only while in a Material Plane.
A character whose Wisdom score is reduced to 0 by the use of this ability is lost forever, trapped in the boundless infinite space between worlds. Even if somehow rescued by way of a Wish or Miracle spell, the Sigil Nomad's mind is shattered and he or she cannot regain these lost attribute points.
Finally, all Knowledge (Local) skill checks are automatically treated as failures by the Sigil Nomad while they suffer wisdom damage from using Gatecrasher.

Dowsing: Despite the chaotic nature of plane-hopping, experienced Sigil Nomads have found an interesting loophole. In a constant effort to keep the multiverse from collapsing in on itself, nonorganic items pulled from their respective material planes always seem to 'pull' their holder back to their home plane. Sigil Nomads have learned how to exploit this phenomenon, and can willingly travel from the interconnected world to a plane of their choice - if they possess an object from that plane. Anything from a spoon to a sword will suffice, and thus members of this class are usually adorned with a variety of strange objects from their travels.

Greater Purpose: 'Right place, wrong time' - that seems to be the manifesto of the Sigil Nomad. In keeping with their chaotic desires, it seems the hand of fate takes an active role in the Nomad's travels, and they wind up where they're needed more often than not. Starting at the second level, the Sigil Nomad has the quirky tendency to find themselves involved in historically-significant events, more likely to appear before a grouchy black dragon seeking a messenger than a farmer's field. Fate smiles upon the Nomads who understand and embrace their destiny as the movers and shakes of the multiverse, and this ability is a representation of that.
After agreeing to undertake a quest or mission with the full intent to carry it out, the Sigil Nomad gains the use of the Lucky Break greater mental power, as a rogue.
They may activate the Lucky Break power as an immediate action directly following a die roll but before the result is determined. On doing so, the Sigil Nomad may reroll one die.

I've Seen Worse: By third level the Sigil Nomad has seen stranger things in her travels than even the most learned scholars, and very little in the world still frightens her. The Sigil Nomad is now immune to all Fear effects.

Constant Motion: It's like the old adage says; an object in motion tends to stay in motion. Even magically, it's difficult to stop a person who has traveled infinitely far, for so long. Sigil Nomads ignore the fatigued and exhausted conditions, and can never be dazed, paralyzed, or petrified.

Anarchic Weapon: At 5th level, the Sigil Nomad's weapon is treated as an anarchic weapon for the purpose of overcoming damage reduction.

Not All There: At 6th level, the Sigil Nomad has spent so much time in the place between worlds that it has become a part of him, and is forevermore treated as an Outsider rather than as his previous creature type for the purpose of spells and effects. Unlike other outsiders, the Sigil Nomad can still be brought back from the dead as if he were a member of his previous creature type.
In addition, Sigil Nomads now heal ability score damage at double the normal rate.

PLAYING A SIGIL NOMAD
Sigil Nomads provide a way to turn a lackluster campaign into an exciting romp through the multiverse, with enough freedom that players can be reckless and spontaneous, but enough forced limitations that GMs will still be able to keep control over the game without it dissolving utterly into meaningless encounters and random, unconnected events.

Combat: As should go without saying, Sigil Nomads aren't designed with combat in mind. Despite this, they do have a few surprising perks that make them a benefit when a brawl breaks out. With full BAB progression, they can mix it up like a monk or fighter, and can go toe-to-toe with opponents that rely on fear, paralysis, petrification and dazing effects to overcome the party without being affected.

Advancement: Luckthieves, Trappers, Rogues and Savants all make excellent Sigil Nomads, and a member of this prestige class might find himself dabbling in one or more of these.

Resources: This is where a Sigil Nomad truly shines. With not one, but countless worlds ready at their fingertips, an intelligent player can often make allies in the most unusual of places. In one world, they might be owed a favor by evil gnomish necromancers, who sail across an ocean of brass atop the remains of an undead whale - in another, an army of devas remembers the heroes fondly. If this wasn't enough, the realm between the worlds is often populated by the strangest of people, connoisseurs of the downright bizarre. For the right price, and by knowing the right people, a Nomad can find unique ways to solve just about any problem.

SIGIL NOMADS IN THE WORLD
"Sure, I seen him around here once or twice - throws his money around, talks a lot but it's all gibberish. Hungry for attention, if you ask me. Just another desperate fellow stuck here like the rest of us."
- Garret, Halfling Barkeep


Sigil Nomads generally aren't introverted loners like many other dimensional wanderers, and friends that can accommodate their unusual lifestyle are close indeed.
Daily Life: The life of a Nomad is often filled with stranger stuff in a day than another adventurer might see in an entire year. Gregoire Ty'ben's memoirs are a testament to this fact, which read a little something like this:
'Woke up this morning with a four-armed demon on my chest, demanding my assistance and threatening to eat me whole if I failed to comply. Seems that it had a little competition with a rival, and needed a certain trophy as proof of victory. It didn't sound a difficult task, so I grudgingly agreed and set off at once, using the Roc's egg the demon had given me as my only source of direction. One quick portal later and I found myself in the feywild court, where it came in handy as my contribution to their breakfast. After participating in their Great Hunt I was invited to join them on their foray to the Tree of Yggrasil, where they intended on retrieving a singular seed to present to an elvish princess as a wedding gift. Luckily, I had remembered to bring my never-failing bottle of cologne this time...'
Notables: The memoirs recited above are from the infamous Gregoire Ty'ben, a womanizer, rouge and scoundrel who was cheeky enough to pass off the book as a work of fiction on not one, but hundreds of different planes. While other Nomads publicly frowned on this blatant disregard for keeping their involvement in the world subtle, Gregoire nevertheless enjoyed a healthy lifestyle - he would spend a month at a time on a populated plane, only to vanish and make his rounds with the others. He'd 'resurface' every eight years or so to bask in his minute of glory, and continued this cycle until he passed away at a ripe old age with a smile on his face.

In stark contrast to the individual above was 'Yant', an archmage who used his gift to lead armies of devils from the pits of hell into defenseless worlds. Most agree that he was never stopped, and remains to this day a lich with no purpose other than to fill peaceful, untainted worlds with ravenous evil.

And finally, stories abound of Phyrrus Phrenn, a cleric who searched the multiverses to meet the manifestation of his god face to face. When at last he did finally encounter an avatar of his diety, the experience was so unlike what Phrenn had expected that he gave up his faith there on the spot. It's a parable still spoken to younger Nomads, eager to use their newfound abilities to gather riches or magical items.

Organizations: As a melting pot between the worlds, only one entity ever holds any real authority in the connecting plane. In Sigil, she is the Lady of Pain, whose gaze causes wounds to spout blood, and her smallest gesture can banish someone or something into an endless maze spawned in a pocket dimension. In other versions of this place, this uncaring guardian and protector could manifest as just about anything; regardless of how it appears, its presence is said to prevent deities, demon princes, primordials, and beings of similar power from raising havoc. This means that, unfortunately, there's no other organizations rising to unify the Nomads. Without any official power, any groups that follow a singular cause garner very little respect from the locals.
Besides, with most Nomads following the path of the quintessential free spirit, such organizations are often doomed to failure even before they begin.

NPC Reaction
Though Nomads vary wildly in style and appearance, the immediate reaction they receive is often curious wonder or downright disdain. Most are clad in layers to better traverse the various climates, with multiple bags of holding dangling from their belts. Rarely troubled by their appearance, many older Nomads have given up on personal hygiene altogether and sport wild, unkempt facial hair and gaudy clothing.

Despite this, being a Sigil Nomad is just about the best way ever conceived, no pun intended, to attract the opposite sex. There are few things more enormously fun than winding up at some Thri-Kreen celebration, sidling up to the nearest eligible-looking individual being bored silly by idle chitchat, and announce, "Hey, is this guy boring you? Why don't you come talk to me instead? I'm from a different plane."

SIGIL NOMADS IN THE GAME
Pure spellcasters don't get very much out of the class, losing levels of spellcaster in exchange for almost nothing in return other than an inferior version of a spell they'd get at higher levels anyway. Likewise, WIS-based classes often suffer too much from the constant ability score damage to really enjoy the Nomad to its fullest.
A one-level dip can add a world of difference to a character and the party, and the full BAB progression and class abilities should make this appealing to any full-time warrior.

Adaptation: As should be obvious by this point, Nomads find themselves popping up just about anywhere and everywhere. From the old man in the tavern mumbling about the origin of goblins, to the strange kid who buys bread for all the other street orphans with solid gold coins, to the charming bard with stories aplenty.
Encounters: While some Nomads are altruistic, many more have become embittered by their travels. They see entire worlds as meaningless, the people little more than mindless slaves to routine. With the ability to flee a world at the drop of a hat as soon as danger approaches, more than one Nomad has taken to acts of mindless violence or pointless sadism simply to change up the usual routine.
Heroic characters encountering such a Sigil Nomad are in for a world of confusion as their adversary vanishes under a doorway, and they pursue him...only to wind up in a fantastical new place, thus beginning a series of adventures through the planes as they struggle to bring the Nomad to justice, and to find a way back home.
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Last edited by Dust : 04-10-2011 at 05:49 AM.
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Old 04-14-2011, 12:22 AM   Top  -  End  -  #5
MammonAzrael
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Default Re: [Competition] "What's In A Name?" I - Urban Pioneer

Urban Pioneer

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The light of civilization is a fire that can never be quenched, and it shall blaze a trail through this dark wilderness!
- Velar Kiln, urban pioneer


Throughout the world there are shining cities and sprawling metropolises, homes to thousands of creature that work and live and laugh. Outside the comfort of their homes and walls, however, is a dangerous and unforgiving land of untamed beasts and deadly conditions. The urban pioneer is a fearless explorer that seeks to enlarge to domain of man and tame the natural world. They make trails and settlements for those that follow behind them, beating back the tangled mass of the world.

Becoming an Urban Pioneer
A deep understanding and love of cities and the urban world is vital to urban pioneers. Along with a desire to see that world spread, and a drive to explore, these traits are what give the urban pioneer his passion for expanding the safe places in the world. A strong foundation as a ranger is necessary, for an urban pioneer must be at home in the jungles and and mountains, able to fend for himself, if he is to venture forth and master them.

Entry Requirements
Base Attack Bonus: +5
Skills: Journeyman Awareness
Special: +4 urban favored terrain

Skills: An urban pioneer gains the delver skill set.
Prowess: An urban pioneer receives four points of prowess per level.

Hit Dice: d8

Table: Urban Pioneer
LevelBABFortRefWillSpecial
1st
+1
+1
+2
+0
Through the masses, urban bond
2nd
+2
+1
+3
+0
Beacon of civilization +2
3rd
+3
+2
+3
+1
Into the wild
4th
+4
+2
+4
+1
Ambush +1d4
5th
+5
+3
+4
+1
Beacon of civilization +3, urban mastery +3
6th
+6
+3
+5
+2
Pace of the city
7th
+7
+3
+5
+2
Ambush +2d4
8th
+8
+4
+6
+2
Beacon of civilization +4
9th
+9
+4
+6
+3
Navigate the heights
10th
+10
+5
+7
+3
Ambush +3d4, explore the unknown, urban mastery +6

Weapon and Armor Proficiencies
An urban pioneer gains no additional weapon or armor proficiencies.

Urban Bond [Primal]
An urban pioneer is in tune with the developed world and the progress of civilization. If the urban pioneer selected the domain option for their natural bond ability, they gain access to the spells from the Urban domain in addition to the Animal, Plant, and Weather domains.

If the urban pioneer selected an animal companion option for their natural bond ability, their animal companion gains one level in the Combat Trained type class, as do animal companions they may gain in the future. At 8th level then gain the second level in the combat trained type class.
Through the Masses (Ex)[Primal]
When in urban terrain, an urban pioneer may move through any crowd or people or city debris (such as throngs of people, garbage, construction, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Beacon of Civilization (Ex) [Lore]
At 2nd level, an urban pioneer’s presence inspires thoughts of the civilized and ordered structure of cites and crowds in even the darkest dungeon. Allies withing 30 ft. of the urban pioneer that can see him gain a +2 morale bonus to attack and damage rolls, skill checks, and saves. This bonus increases to +3 at 5th level, and to +4 at 8th level
Into the Wild (Ex) [Lore]
At 3rd level, an urban pioneer can help modern world spread it’s light at a remarkable pace, using his skill and knowledge to guide and inspire those around him. When an urban pioneer is involved in creating a settlement in the wilderness, ranging from a simple campsite to a new town or village, it takes only half the time to build. In addition, the perimeter is well designed against intrusions from the wilderness, granting any creature on watch a +4 bonus to Awareness and and Initiative checks.
Ambush (Ex) [Martial]
At 4th level, an urban pioneer continues to improve their skill against foes caught unawares within their favored terrain. Whenever he strikes a foe that is flat-footed in urban terrain, the urban pioneer adds 1d4 damage to the attack. This damage improves by 1d4 each 3 levels thereafter (2d4 at 7th and 3d4 at 10th). Since this is not precision damage, this additional damage affects even creatures who are immune to sneak attack or critical hits. If the urban pioneer has an ambush bonus from another source (such as ranger levels), the bonuses on damage stack.
Urban Mastery (Ex) [Lore]
At 5th level, an urban pioneer has become a true master of his chosen environment. The bonuses he receives from favored terrain while in an urban environment is increased by +3. At 10th level the bonuses increase by an additional +3.
Pace of the City (Ex) [Martial]
The city moves at a faster pace than the rest of the world, and those that don’t move quickly enough get left behind. At 6th level, the urban pioneer increases his initiative score (not his modifier) by 1 at the end of each of his turns. This may alter his place in the initiative order: if so, he acts at his new placement. This bonus dissipates at the end of combat. This increase stacks with any other increase to the urban pioneer’s initiative score (such as the ranger ability momentum).

Additionally, the urban pioneer may use a swift action to force an opponent within 30' with a lower initiative score to make a Fortitude save (DC 10 + class level + Wis mod). If the foe fails, they become fatigued until their initiative score is higher than the urban pioneer’s. At the end of this round of combat--that is, when initiative passes the bottom of the initiative order and returns to the top of the list--the urban pioneer lowers his initiative score by 5 and acts at this new placement. An urban pioneer may not use this ability if doing so would lower his initiative below 0.
Navigate the Heights (Ex) [Lore]
The terrain of high society is very different from natural terrain, but it is a landscape the urban pioneer is adept at navigating. At 9th level, he gains training in Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (nobility), and Sense Motive. Additionally, the urban pioneer is immune to spells and effects that would influence his actions, such as charm person or suggestion. This does not grant immunity to all mind-affecting effects, or effects that completely take him over (such as dominate person).
Explore the Unknown (Ex) [Primal]
When an urban pioneer has mastered his abilities, nothing can stay truly hidden from him. He ignores the miss chance from concealment (but not total concealment) and adds his Wisdom modifier to any check attempting to locate a hidden person or object.

While he is in an urban environment, his perception and understanding of the area is so great that he is considered to be under constant freedom of movement and see invisible effects.
Playing an Urban Pioneer
The urban pioneer is a a scout and sentry, as well as a deadly combatant. Your mobility is your biggest advantage, as you are quick to act and nearly impossible to pin down. While you hit hard and fast, you are not particularly durable, and should avoid taking hits, supporting your companions. You are extremely difficult to surprise or sneak up on, making you an exemplary sentry.

Combat: An urban pioneer can function equally well in melee or at a range. Either way, they will be hitting hardest in the early rounds of combat, and it behooves them to end the fight quickly. He is a specialized strike force, and can take out dangerous opponents before they have had a chance to react. Given the natural bonus damage available from ambushing his enemies, most urban explorers prefer wielding two weapons or a ranged weapon. While he can certainly take a few hits without slowing, he do not want to become the primary focus for punishment, as he won’t last very long.
Advancement: More levels in ranger obviously mesh nicely with an urban pioneer. Other combat-focused routes can be devastating, from the helpful movement of the barbarian to the extreme durability of the dreadnought, each offers their own benefit. Rogue is an excellent choice for an urban pioneer that gets involved with a kingdom or nobility, as the social skills will allow him to shine (the bonus damage from a Sneak Attack Ambush is nothing to scoff at, either).
Resources: Urban pioneers are often backed by some type of ruling body looking to expand their borders. Even a town mayor may higher one to found a new village or help design new sections of the town. While an urban pioneer may be able to call upon them for limited help or resources, they are usually a resource of the king or duke, and thus one can request limited aid.

Urban Pioneers in the World
This was a small forest filled with owlbears and other deadly creatures where our finest woodman were nervous to tread. Then the mayor hired that man and within a month we were laying the foundations for a new inn.
- Yorin, a smith’s apprentice, talking about an urban pioneer with a wandering merchant.


As long as there are cities, places where large number of people congregate and build homes for themselves, there will be urban pioneers. There will always be places that needs to be explored and tamed, and there will always be those that tame these wilds. Urban pioneers are at the forefront of the expanding world, and are often in the employ of kingdoms. Even the few that are free agents will generally act as mercenaries, offering their services to any community that wants them.

Daily Life: In a city, an urban pioneer will often be found enjoying the comforts of civilization whether that means an iced drink on a hot day or an extravagant party. They are equally at home among the highborn of a society, even if their hands-on profession makes them stand out, and a seedy tavern filled with sailors and rowdies. They will spend their day enjoying life and pursuing their hobbies, unless they are negotiating or planning their next expedition. Out in the wilds, however, an urban pioneer is all business, taking care to map and explore the environs. At night he will keep his companion’s spirits warm and their minds sharp with tales and memories of the city, creating a safe comfort normally felt only in a warm bed with roof over one’s head.

Notables: Velar Kiln was born in a large city as a street urchin, and he learned to navigate the city early in life. Despite his hard upbringing, he loved his city, and always strove to better it and himself. His efforts were noticed by the local police force, and he was eventually brought on as a consultant to help improve the city. He spearheaded an initiative to reform the slums of the city, leading an expedition that cleared and secured a local valley to build a neighboring town for the relocation. The creation for jobs and houses and general improvement of life has made him a local hero, especially to the common folk. These days he spends much of his time with several high consulars, and it is rumored they are planning a major expansion of the kingdom’s territories.

Thomas Whiterock was born to a family of moderate means and connections, well off but not nobility. Their connections landed Thomas a relatively cushy position in the army as a guard captain, charged with the defense of the city. Unfortunately, his pride in his city quickly transformed into a mistrust and eventual hatred of foreigners. He campaigned for the expansion of his city, and was eventually granted command over a troop of soldiers on a field test of his ideas. A new village now stands where there once was a verdant forest filled with life wonder. The overwhelming success of Thomas’s mission has lead to plans for more aggressive expansion.

Organizations: Urban pioneers have no specific organization they belong to. Rather, they are individuals that belong to a more general government of the people, serving to explore and expand for all.

NPC Reaction
Most people will have a respect of urban pioneer’s for their courage and drive in making new places to live, vanquishing the threatening wilds that surround the flames of civilized life. The service they provide is invaluable, and and greatly appreciated. They generally come across as down to earth and wise with their intrinsic curiosity subdued but intense. Even knowing nothing about an urban pioneer, it is obvious they are prepared and experienced explorers, at home in the jungles and the streets equally. The only people urban rangers usually conflict with are druids and others that revere the sanctity of nature, scorning the trapping of city life.

Urban Pioneers in the Game
An urban pioneer will want to focus on Strength and Dexterity, as they govern his ability to hit hard and fast. Wisdom is something that every urban pioneer uses to navigate the treacherous streets of the city and scorching deserts. Two-weapon fighting and ranged attacks work the best for one, as well as ways to augment and take advantage of their high initiative.

Adaptation: There should be little difficulty integrating this PrC into any campaign setting. Even in worlds where most places are colonized, there should be areas or ruins or places left untouched or abandoned. This is a ranger that specializes in an urban setting, but helps to bring the urban setting to anywhere it isn’t.
Encounters: In a city environment, any urban pioneers encountered will likely be in the employ of either the local government or the local thieves guild. Either way, they’ll have power backing them and won’t be people to make enemies of. Players have a decent chance of just catching them in a bar as they relax (and players may even want to inquire as to retaining his services), but players could certainly run afoul of them if they pull some shenanigans within the city limits, be it in the streets or in the court. Out in the wild, an urban pioneer will almost always be on a mission, and won’t have much, if any, issue or reason to get involved with another party of adventurers. Unless, perhaps, they’re exploring the same ancient forest or mysterious ruins, in which case sparks may fly from conflicting desires and goals.

Urban Domain
Spoiler


Combat Trained
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Old 04-17-2011, 10:15 PM   Top  -  End  -  #6
Fax Celestis
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Default Re: [Competition] "What's In A Name?" I - Urban Pioneer

VOTING UP. Your votes, give them to me. ._.
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Old 04-18-2011, 11:38 PM   Top  -  End  -  #7
Dust
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Default Re: [Competition] "What's In A Name?" I - Urban Pioneer

Quote:
Originally Posted by Fax Celestis View Post
VOTING UP. Your votes, give them to me. ._.
No, give them to ME.

But seriously, we've all got our fingers crossed for this, potential voters! Help make it an exciting close race!
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Old 04-20-2011, 06:58 PM   Top  -  End  -  #8
MammonAzrael
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Default Re: [Competition] "What's In A Name?" I - Urban Pioneer

Quote:
Originally Posted by Dust View Post
No, give them to ME.

But seriously, we've all got our fingers crossed for this, potential voters! Help make it an exciting close race!
Sitting now at 3 in the lead, I'm not sure it qualifies as a race anymore.

But seriously, keep voting everyone!
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Old 05-02-2011, 07:34 PM   Top  -  End  -  #9
Fax Celestis
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Default Re: [Competition] "What's In A Name?" I - Urban Pioneer

And the winner is the Sigil Nomad by Dust!
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Old 05-03-2011, 05:17 PM   Top  -  End  -  #10
MammonAzrael
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Default Re: [Competition] "What's In A Name?" I - Urban Pioneer

Congrats Dust! And your first homebrew too! Very nice!
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