A Raptorran Touched Warrior demonstrating a Desert Wind maneuver
The Touched Warrior We are not like those warriors, who train in their temples and schools, who follow a master and are slaves for years of their lives. Slaves to masters, to people not their own, to kings and crowns. Doomed to die of old age and sickness, complacent in their hedonism.
That is not our fate; our fate is to live free, die young, and leave beautiful corpses! Our ancestors, and those who speak within our dreams, will accept no less from us.
Tell me, what do you know of the Temple of Nine Swords? Do you know the story of Reshar, who founded it? Do you think that that is the first place where disparate fighting styles were tied into one?
Well then, you believe lies. Reshar wasn't the first to draw together the threads of disciplines into a whole; he was just the first who could explain what he was doing. He was the first to draw together the many disciplines in a conscious manner.
Far before Reshar, long before even the hobgoblins began studying the Iron Heart discipline, there existed those who were both blessed and cursed.
Blessed, in that they were the greatest fighters of their time, tirelessly and instinctively applying the arts that mere initiators have to learn through strenuous amounts of training.
Cursed, in that they could never truly reach the pinnacle of their art; the lack of conscious learning meant that they could never truly learn to apply their skills to the utmost extent.
For when you learn to fight through dreams and seizures, do you truly become a master of your art?
Adventures: A Touched Warrior rarely adventures through choice; the same trait that gives them their often-times mystical power also results in an urge to fight, to strive, to in someway, somehow, defeat the last enemy and create an eternal peace. A peace, that is, that has no room for them and their poisoned gift.
Characteristics: A Touched Warrior, at first glance, may seem to be an initiator; however, their odd curse has left them with a rather distinct difference from their more common "relatives", as it were; their weapon of choice glints in the sun, and they tirelessly strike again and again and again with the same type of blow.
Alignment: Driven by urges they barely understand, Touched Warriors tend to fall on the chaotic side of alignments; however, for every chaotic and wrathful warrior, there is his counterpart in temperament, one who has found an island of sanity in the ocean of madness...
Religion: As no one knows what the provenance of their obscure and awkward gift, many Touched Warriors worship gods of war, thinking that they may have bestowed upon them their "gift"; more commonly, though, Touched Warriors fall back upon ancestor worship, seeing those that passed before them as guides through many of the same paths. For, though the "gift" seems to occur at random, it is far more likely to occur in the son of a man who has it than it is for it to appear in the son of a man who does not...
Background: It does not matter where they came from; all that matters in the origins of a Touched Warrior is that, at some time in their lives, the dreams started. Dreams of bloodshed and corpses, where they killed or were killed; these dreams come night after night after night, and then are followed by the seizures and attendant hallucinations not long after. Some Touched Warriors are "blessed" with this curse at an age as early as 3 turnings of the seasons; many do not survive. Those who do, however, are compelled to take up this path; beggars, princes, saints and whores have taken this path, and their provenance mattered not.
Races: Strangely enough, this path is not restricted across racial lines; you are as likely to meet a Touched warrior in a dragon's cave as you would in the home of human king. In other words, it is not a choice that a creature makes, it is a compulsion.
Other Classes: Initiators see Touched Warriors as creatures to be pitied yet venerated; after all, they are the equivalent of a crippled ancestor to their route, a reject, a path unknown to most. Everyone else sees them as if they were Initiators, which leads to confusion and consternation among those who are able to fully compare the two.
Role: Touched Warriors are a front-line combatant ceaselessly applying the same effects to attempt to ensure victory.
Adaptation: Touched Warriors could simply be a more instinctive method of using maneuvers; alternatively, it could be a completely new methodology, taught by a new martial school...
Game Rule Information
Abilities: A Touched Warrior is nothing without his strength in arms; as such, they need Strength. Charisma is also important, as it boosts the save DCs for their Invocations. Alignment: Any Hit Dice: d8 Starting Age: As Barbarian. Starting Gold: As Barbarian.
Class Skills: The class skills for a Touched Warrior are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Perform (Weapon Drill), Ride (Dex), Survival (Wis), and Swim (Str), and the Discipline Skills for all the Seizures they have. Skill Points: 4+Int
Instinctual Strike (6th, 4/Encounter), No Release (FH 5)
Weapon and Armor Proficiencies: A Totemic Warrior is proficient in all simple and martial weapons, as well as all light and medium armors. They are also proficient in all discipline weapons for their Seizures.
Seizures: A 'quiet' madness does lend certain gifts; chief among them is a sort of strength that few manage to equal.
A Touched Warrior gains a number of Invocations, drawn not from some demoniac power, but from some deep instinctual knowledge, deeply coded within their very souls; these Invocations are called Seizures, due in part to the fact that they have them imparted into muscle memory through horrific muscle spasms. As such, they do not draw upon a list of spell-like abilities for their gifts; instead, they draw their Seizures from the list of maneuvers from martial disciplines.
Their Seizures are an odd bunch; they are either extraordinary or supernatural, depending on the maneuver chosen. Unlike normal Martial Adepts, Touched Warriors do not need to ready their Seizures; instead, they may simply perform them at will.
Again, unlike a Martial Adept, they are unconstrained by having to actually train to learn maneuvers from any given school; instead, they may learn a maneuver from any school as a Seizure as they wish, disregarding its prerequisites in terms of knowing earlier maneuvers in that school.
A Touched Warrior starts with the knowledge of a single maneuver of 1st level as a Seizure at 1st level, and then gains another Seizure as indicated on the above table; the maximum level they may select is indicated on the table below. A Touched Warrior's Seizures' save DCs are always based off of Charisma.
A Touched Warrior's initiator level is equal to their class level+1/2 their levels in other classes.
Maddened Techniques: It is... difficult having a defective mind; however, the benefits of learning through madness are truly great.
A Touched Warrior has the knowledge of a number of Maddened Techniques as listed above; these Techniques are drawn from the list of Eldritch Essences that a Warlock may choose from.
A Touched Warrior, may, at their option, apply any of their Maddened Techniques to any strikes of any level that they know; however, if they do so, they may not use the affected Strike for a single round, as their body and fevered mind both revolt against this instinctual alteration of their basic Seizures.
Instinctual Strike (Ex): Unlike a Martial Adept, who knows maneuvers through the sweat of his brow, a Totemic Warrior partially learns through instinct. As such, they gain a certain leeway while using their Seizures that a Martial Adept would be hard-pressed to match.
At 1st level, a Totemic Warrior may, 1/encounter, do one of the following:
-Use a 1st level strike as an attack action; this attack action may not be part of another strike.
-Use a 1st level counter as a free action; this free action may be made at any time, including during another creature's action..
-Use a 1st level boost as a free action.
-Use a 1st level rush as a 5-foot step.
A Totemic Warrior gains another encounterly use of this ability at 3rd, 7th, and 17th levels. The level of Seizures that they may use this ability on increases by 1 at 5th, 9th, 11th, 14th, and 20th levels.
Primal Stance (Ex): Unlike a Martial Adept, Touched Warriors know, deep in their bones and fever-wrought minds, that there is a proper way to stand in battle.
At 1st level, a Touched Warrior learns a single 1st level stance from any Discipline; this stance is considered a Least Hallucination. They may enter or exit this stance, or swap over to another stance they know, as a swift action.
At 6th level, a Touched Warrior learns another stance, this time of up to 3rd level, from any Discipline; this stance is considered to be a Lesser Hallucination.
At 11th level, a Touched Warrior learns another stance, this time of up to 6th level, from any Discipline; this stance is considered to be a Greater Hallucination.
At 16th level, a Touched Warrior learns another stance, this time of up to 8th level, from any Discipline; this stance is treated as a Warborn Hallucination.
They do not need to meet the prerequisites for any of these stances to learn them.
Flaw-Born Weapon (Su): The fever dreams that bring them their invocations also bring them knowledge, knowledge of a ritual hidden deep within the dawn-times of the world.
A Totemic Warrior of 2nd level gains the benefits of a Major Renowned bloodline, but uses their IL instead of their character level to determine the benefits of the bloodline.
Due to their madness, the omen for the Flaw-Born Weapon must in some way involve the imagery of their fevered dreams; additionally, the weapon is tied to the mentality of the Touched Warrior that created it, causing them to form a great attachment to it.
The Touched Warrior may not draw a different weapon than their Flaw-Born Weapon; even if they attempt to reach for a different weapon, they draw their Flaw-Born Weapon.
Finally, the Touched Warrior is under the delusion that their Flaw-Born Weapon is "following" them; this has no real mechanical effect, but may include the following: the belief that any weapon that becomes their Flaw-Born Weapon through the Legacy Bond ability is the same weapon, that the weapon is, in fact, intelligent, and has a strong personal dislike for them, the sensation that their weapon is watching them, and the complete and utter conviction that the weapon can move by itself, placing itself in areas where they would least expect it to be.
This unfortunate delusion often leads to feelings of paranoia and depression, and mutterings along the lines of "that damn weapon planned all this but I'll get him back yes I will I WILL!"
Fever Dreams (Su): All Totemic Warriors learn to fear their sleep; though they may seem to wake refreshed, they, to put it mildly, have lost a piece of themselves to the horrific fever dreams and seizures of their past and present; that piece has been replaced with the fever dreams themselves, which seeks to keep its vessel alive.
At 2nd level, a Totemic Warrior may, at their option, lose the use of a Seizure for one encounter. If they do so, they gain double that Seizure's level as an untyped bonus to armor class for the duration of that encounter. In addition, they gain a bonus to every movement speed that they have equal to 5'* the level of the lost Seizure.
They may only lose use of a single Seizure when using this class feature, which may only be up to the level indicated on the table above.
Additionally, at the beginning of the day, they may sacrifice the ability to use a single Primal Stance; if they do so, they gain a single Hallucination of the proper grade as a stance for the next 24 hours.
No Release (Ex): A Totemic Warrior is unable to fully let go of life; due to their manifest need to thrive and survive, they cannot simply lie down and die.
A Totemic Warrior of at least 4th level has gains Fast Healing 1 while they are below half HP.
Additionally, they are very difficult to kill through magic or similar effects; whenever they fail a save against a Death Effect, they may roll a level check, modified by their Charisma; if they succeed, their HP is set to 1 instead of dying. They also may elect to make a Will Save versus any Death Effect that affects them; this Save is in place of each Save they would otherwise receive, and is automatically added to all Death Effects that do not normally allow Saves.
Finally, any attack that would reduce the Totemic Warrior's HP below 0 when they have higher than half HP instead sets their HP to 1.
At 8th level, and every 4 levels thereafter, the Fast Healing they gain when below half HP is increased by 1.
FALL DOWN SEVEN TIMES, GET UP EIGHT!
Due to the odd nature of their combat ability's advancement, any class that advances invoking advances this class's IL, Primal Stance class feature, and invocations learned as if they had continued to take levels in this class.
Additionally, any prestige class that grants maneuvers and stances as part of its progression is treated as if it progressed invocation use at each level; the Totemic Warrior does NOT receive new maneuvers readied/known or new stances at the listed levels for that prestige class, however. They do still gain any unique maneuvers or invocations granted by a prestige class, however; if they would gain a unique maneuver, they learn it as a free invocation of the given level that does not count towards the next level of invocations available. If the class gives a maneuver, or set of maneuvers, temporarily, they instead gain them as Invocations for that period of time.
The Totemic Warrior is treated as if they had a number of Eldritch Blast dice equal to the (Highest invocation level usable on+uses per encounter-1) for their Instinctive Strike ability; any class feature that permanently increases the number of dice for the Totemic Warrior's "Eldritch Blast" instead grants the next entry on the above table for Instinctive Strike.
A Totemic Warrior is treated as having access to Lesser invocations as soon as they gain Primal Stance (Lesser) and is treated as having access to Greater invocations as soon as they gain Primal Stance (Greater). These class features also count as if they were an invocation of the indicated rank for the purpose of prerequisites.
A Totemic Warrior's invocations are still treated as maneuvers for the purposes of prerequisites.
Any effects that a PrC grants that modify an Eldritch Blast are treated as if they were Eldritch Essences for the purpose of Instinctual Strike.
'e gave me the willies, 'e did; lookin' at me with that thousan'-pace stare and all. Then 'e whispered to me, and you know what 'e said? 'e said, "Apologies for my sword, man; he can have quite the vicious tongue."
Alright, so I know this is kinda long... I was inspired by a post a while back on this very forum questioning the wisdom of at will maneuvers; this is a grand experiment to see if it's worth it. Take a look through, and I appreciate your input.
Sorry, Pyromancer999, for not asking permission to use the Reknowned bloodline; think of it as free publicity.
I get what you're saying with the Invocation/Maneuvers (maneuvocations?), but I can't help but think that there's a simpler, cleaner way to say it treating them as normal maneuvers.
Let's see... You wind up with about 2/3 the normal progression for learning higher-level maneuvers, but you get all of the "readied" and they're all usable at will (and even more so than even an Idiot Crusader). The 4th-level maneuvers at level 11 means you only learn 2 3rd level maneuvers, or it gives you a free pass to catch up if you took tons of even lower ones. Oddly, with the way it's written, you get much faster progression by multiclassing for a level or two. Totemic Warrior 6 has 3 1st, 2 2nd. Totemic Warrior 3/Commoner 1/Initiator class 1/Totemic Warrior 1 gets to skip the 2nd-level maneuvocations (getting 3 2nd-level maneuvers known form the initiator class) and goes straight on to 3rd-level ones. It's just weird to have such a difference in improving your own class's abilities by taking levels in another one.
Rather than having to track how many of each level you know (and thus not being able to select extras of a lower level without gimping your future progression), why not do the standard invocation grade access/max level known used in psionics, invoking, and even truenaming. Just write on the table what the highest level maneuvocation you can learn is and be done with it. No tracking, no exceptions for 4th, no worry about taking lower level ones. Just have it progressed by your initiator level or something. Unless you plan was for Swordsage/Master of Nine Reshar builds (the ones that get enough PrC levels to have IL 17 with only 1 level of a new class) to pick up a 9-th level maneuver or two as an at will maneuvocation.
Instinctual Strike needs to let you use the counter's free action even when it's not your turn. I was also going to say that there was no need to limit its level, but then I remembered dipping, so good idea cutting that off at the pass.
Which bloodline strength (minor, intermediate, major) does Totemic Weapon grant? Do you need to take the bloodline levels for it?
I think you have an erroneous "either" in Fevered Dreams. That, or there's an "and" that should be an "or" when talking about the bonuses you get.
No Release is functionally identical (give or take a few hp when determining when you're at half hp) as just adding twice the listed value to your hp. As written, you're adding it to the top (max hp) and the bottom (when you die). Or, you know, you could just increase the hit die by 2 sizes (to d12), then maybe give Toughness as a bonus feat a couple of times down the line (or whatever). Regardless of the hp boost issues, the fast healing is a nice touch. Really helps with the, if not unstoppable, then the unbreakable warrior who gets back up from anything that doesn't kill him.
Pre-Edit: I missed Primal Stance in my first read-through. The addition of stances known actually changes your maneuvocation progression. You'll get...
2 (stance 3rd)
4 (stance 6th; take a 5th level one for faster access)
5 (or at 14th if you took a higher level stance @ 11th)
6 (stance 8th; take a 6th level one for faster access)
7 (or at 19th if you took a higher level stance @ 16th)
A Hallucination is a basic ability of a Touched Warrior; born of their fever-dreams, they are small things that make them doubt reality.
All Hallucinations are meld-like abilities, as detailed in the spoiler below. In addition, if a Hallucination has a limitation per-day, any uses used still remain expended even after the Touched Warrior changes stances.
Much like how a spell-like ability replicates a spell with a few key differences, a meld-like ability replicates the effects of a given soulmeld.
There are a few key differences between soulmelds and meld-like abilities:
-Meld-like abilities always have the maximum amount of essentia invested into them that they can at that level.
-Meld-like abilities are far more primal than true soulmelds; as such, they are restricted to always being bound to a particular chakra.
-Meld-like abilities are not as solid as true soulmelds; as such, they do not take up or block a chakra for the purpose of magic items or other meld-like abilities, though they DO block it for purposes of other soulmelds.
-Meld-like abilities do not appear as solid objects; instead, they form as an insubstantial, nigh-invisible bluish smoke, flowing around area that the actual soulmeld would take up.
-A creature is still incapable of using a meld-like ability that has an alignment component opposed to any part of their own.
--Airstep Sandals, bound to the Feet chakra
--Astral Vambraces[Mind's Eye], bound to the Hands chakra
--Cerulean Sandals, bound to the Feet chakra
--Gloves of the Poisoned Soul, bound to the Hands chakra
--Necrocarnum Circlet, bound to the Crown chakra*
--Sighting Gloves, bound to the Hands chakra
--Soulspark Familiar, bound to the Crown chakra
--Soulspeaker Circlet, bound to the Crown chakra
--Theft Gloves, bound to the Hands chakra
--Astral Vambraces[Mind's Eye], bound to the Arms chakra
--Bluesteel Bracers, bound to the Arms chakra
--Lifebond Vestments, bound to the Arms chakra
--Pauldrons of Health, bound to the Shoulders chakra
--Psion's Eyes[Mind's Eye], bound to the Brow chakra
--Silvertongue Mask, bound to the Brow chakra
--Soulspark Familiar, bound to the Brow chakra
--Truthseeker Goggles, bound to the Brow chakra
--Wind Cloak, bound to the Shoulders chakra
--Apparition Ribbon, bound to the Throat chakra
--Flame Cincture, bound to the Waist chakra
--Necrocarnum Mantle, bound to the Throat chakra*
--Planar Ward, bound to the Throat chakra
--Silvertongue Mask, bound to the Throat chakra
--Soulspark Familiar, bound to the Throat chakra
--Soulspeaker Circlet, bound to the Throat chakra
Would it be too strong to add in a clause that anything that permanently alters an Eldritch Blast or that grants you an Eldritch Essence applies its effects on any Strike you use with Instinctual Strike?
Maybe. Depends on how you implement it. I could certainly see adding eldritch essences to your strikes as a fun way to meld invocations and maneuvers. I don't really think the current version does it that well. The invocation aspect just seems like an excuse to have everything always readied and never expended. It seems like it could be much more. Say, a standard (maybe slightly stunted) maneuver progression, combined with invocations in place of the usual stance access. Probably about 8-12 invocations (about twice as many as the usual number of stances, which are usually 4-6). Tailor the invocation list to strike-modifying essences and passive effects (similar to stances, conceptually). The greater numbers account for the stunted maneuver access, with essence invocations filling in for the lost power and the few utility invocations filling in for the utility you'd be able to get with more maneuvers. That, I'd be more interested in, and would really blend the two concepts.
-You can now apply Eldritch Essences to any strikes you use.
-When you lose the benefit of an Invocation for Fever Dreams, you also gain a bonus to speed.
-At the beginning of the day, you may trade a Primal Stance for a stance that replicates the benefits of an invocation.
-You now learn Invocations and Primal Stances based of IL.
-No Release is now appropriately designed to make the Totemic Warrior difficult to kill.
New maneuvocations shouldn't be granted by IL, only be class levels (since IL increases automatically with character level). Only the highest level selectable should progress with IL.
Originally Posted by Swiftmongoose
What are invocations?
Invocations are spell-like abilities usable at will by the Warlock (Complete Mage) and Dragonfire Adept (Dragon Magic) classes. They come in four grades (usually Least, Lesser, Greater, and Dark), similar to different spell levels.
No Release (Ex): A Totemic Warrior is unable to fully let go of life; due to their manifest need to thrive and survive, they cannot simply lie down and die.
A Totemic Warrior of at least 4th level has gains Fast Healing 1 while they are below half HP. In addition, as long as they are below half HP, they gain an untyped bonus to saves equal to the amount of Fast Healing they have.
Finally, any attack that would reduce the Totemic Warrior's HP below 0 when they have higher than half HP instead sets their HP to (0+the amount of Fast Healing they have).
At 8th level, and every 4 levels thereafter, the Fast Healing they gain when below half HP is increased by 1.
A few issues with this. One, while above half hp, they don't have any fast healing form this ability, so it'll set their hp to 0. Two, it's possible (in theory) to have more fast healing than half your hp, thus rendering you immune to damage (a 4th level half-troll can do this with a low/damaged Con and even lower HP rolls). Three, unless you're expecting large amounts of fast healing from other sources, you might as well just set the hp to 1 instead of worrying about how much fast healing the character has. The difference between 1 hp and even 5 hp is trivial at 4th level, let alone by 20th (or even 8th). Fourth, the bonus on saves is rather significant (up to +10, as much or more as most secondary stat-to-save abilities give by the end). While the boost to saves may not be out of line in and of itself (I'm not addressing that), the difference between having and not having that boost is, resulting in much incentive to flagellate yourself to keep your hp below half for the save boost, particularly at higher levels when failing saves is that much more of an issue over taking damage.
Because they also are treated as Invocations?
Would it be helpful if I gave them a distinctive name?
Also, now only Primal Stance and the maximum level for your Invocations are advanced by IL.
Maneuvocations. Doooo eeet!
I suggest against giving new Primal Stances based on IL instead of class level. It's another case of getting something for not being in the class, just like giving new maneuvers and stances known for a Warblade's IL instead of class level would be. If you want more stances (and invocations) you should have to take levels in the class (or something that progresses it), not just watch as it passively increases with your normal advancement. The current form gives the 3 of the 4 potential Primal Stances by level 20 for any character who takes a mere 2 levels of this class (also enough to get 11 levels of Renowned bloodline, yet another thing that gives free stuff for dipping and running away). I don't mind having good dip options. I just don't think said dips should scale quite as well for so little investment.
I'd also suggest splitting up the maximum maneuver level from the invocation grade. The two are separate concepts and function on different scales. Plus, it's harder to read with them all mashed together, particularly since they increase at different rates and at different levels.
Stubborn Vitality You spit in the face of death. Prerequisites: Diehard, No Release, Character level 6+ Benefit: You gain Regeneration 1 against any effect in the environment that would deal damage to you; this means that you may only be slain through the use of actual weapons.
Death-Torn Soul Your madness is in part due to the fact that your mind is decaying. How upsetting. Prerequisites: Fever Dreams, Tomb-Tainted Soul, knowledge of at least 1 Seizure from either the Narrow Bridge or Unquiet Twilight disciplines, any Evil. Benefit: You may use any of the Necrocarnum options when you are choosing a Hallucination with Fever Dreams.
Adaptive Style You may adapt your Seizures like few else can; quite frankly, it scares even you. Prerequisites: Touched Warrior 1st Benefit: At the beginning of the day, you may change out one Seizure that you know for any other of the same level or lower. Special: This feat does not replace the Adaptive Style feat from Tome of Battle.
If anyone homebrews a feat or PrC, I will happily post it here/link it here.
I like this but I'm confused by it.. Where do you detail what Eldritch Essences are exactly? Have they been removed, since you don't have a class feature named such.. And I think I understand how you get your Seizures and stances, but where do you state what level of a stance equals which invocation grade? And wait, so do they gain, invocations and maneuvers?
Agreed. This class should have an invocation list from which to select Eldritch Essences and invocations from Fevered Dreams/Primal Stance. There are a few here that might fit well for a Devoted Spirit user. You should consider evening out the essence progression so that you get a more even distribution (the current version results in 3 Least, 2 Lesser, 1 Greater, and 2 Dark). The DFA's invocation progression would work for that.
I think this is cool, but at the same time I'm so confused.
Fluff (from what I understand): Person starts having horrible unending dreams. These dreams are a curse because their damn scary but a blessing because they impart memory into their subconscious they can then use to become badass warriors based on instinct. Crazy badass warriors. Then something about totems.
When I think "person haunted by unending nightmares" I immediately think of Cthulu and jittery/insane spellcasters. This is a jittery/insane warrior. I like the breaking of the norm. But wtf totems?
Seizures: They're maneuvers, but they're at-will like invocations, you can get them from ANY school and ignore pre-reqs, and you get more of them then a Warblade or Crusader and have them all ready at the same time and no recovery necessary. But they're slower progression. Am I right?
Eldritch Essences: You can apply essences to maneuvers? Which essences? How? Buh?
Instinctual Strike: X times per day they can use maneuvers better than ToB classes can use them?
Highest Grade Invocations Known: In regards to what? Do they also know warlock/DFA invocations? Are we talking essences?
Bloodlines??? WHAT IS THAT?!
From what I do understand I have a feeling this is some steps above Warblade, which is fine if that's what you're shooting for. The stuff I don't understand I'm just curious about. What's all this here?
Yes. It would be stuff like swapping a Breach and a Seizure temporarily (So you would use, I dunno, Waning Tides of Life as a Seizure and, I don't know, Dust Devil Shot as a first level Breach from Unbalanced Scales).
Or something similar.
And yes, I'm aware that I'm blurring lines that others see as ALREADY blurred... just makes it more fun.
I would just like to say, Garryl, that I would love to go into Initiate of the Sublime Void with this class; it would have EPIC flavor...