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Posted: Sun Jun 08, 2008 7:33 pm
Think you're creative? Think you know the system pretty well? Think you're better than everyone else? Prove it.
Anyone is allowed to design a Prestige Class whenever they want and try to have it approved, but how often is it backed by cash incentive? We're having a contest to see who can design the absolute coolest Prestige Class, and the winner takes home 5000 Gold (from my pocket, no less!) and has the Prestige Class approved for future use by anyone who'd like to enter it. People who have good, usable ideas that aren't quite as pure awesome as the winner's will also have theirs approved and will be awarded a 500 gold runner up fee.
Rules? You bet.
1) Don't steal. If I find out you used a Prestige Class from published material, i'll track you down and visit you at home. You don't want that. (Oh, and i'll kick you out of the guild. you don't want that either.)
2) To be eligible, it must be LEGIBLE. I cannot emphasize that enough. I can ignore a spelling mistake or bad grammar occasionally, but I refuse to be abused by someone's poor use of the English language. Take the time to proof read your submission, and make sure it doesn't have spelling, punctuation, and grammar errors. I am NOT going to edit anyone's submission, so if it can't fly as presented, you fail. Period. I will not be nice about telling you why, either. You have been warned.
3) Naturally, in order to be considered, it has to be balanced and not twinked out or overpowered. While doing so won't gain you my ire, you still won't win, or get an honorable mention.
4) Most Prestige Classes have ten levels, and none have more than that. You don't have to have that many, but you can't have more.
5) Follow the Greyhawk background; if you try to implement elements from other settings, you won't win.
6) I can be bribed.
7) Be a good sport. You are in a contest, and only one person can win. It probably won't be you, so get over it.
8 ) The deadline is midnight, June 30. All submissions entered after that date are fail. (I might still accept them for use, but I won't pay a red cent.)
9) Have fun. The spirit here is to get everyone active and interested.
10) All final submissions should be placed in this thread. One submission per person, please.
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Posted: Mon Jun 09, 2008 10:18 am
I we recreate my twilight walker class, I made it awhile ago for a ranger of mine, it's quite well balanced with a few useful unique abilitys, though a poor skill selection lol... Im going to have to re wright the whole thing though.... crap
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Posted: Mon Jun 09, 2008 11:36 am
I made up a prestige class called a Talented Performer, it was simmilar to the Exemplar in that it was really about supporting skills rather than feats and special abilties, but it had a few neat special abilties that allowed you to use your perform skill a few times a day in the place of other skills for skillchecks. It also let you "pretend" to play the role of a 'Valliant Hero' (melee bonuses), 'Flashy Magician' (minor spell-like abilties) or a 'Ruffian' (stealthy, sneaky stuff) each day by spending time getting mentally into a role, simmilar to Chameleon or Factotum.
It was fun, but by no means something that would win a "Coolest Prestige Class Evar!" contest.
Hm... I'll have to think on this.....
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Posted: Mon Jun 09, 2008 11:54 am
Well, what I think is cool may not be the 'raddest' thing ever. After all, I have a lot of respect for someone who would make something solid but not flashy.
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Posted: Mon Jun 09, 2008 3:23 pm
[[Ok so this is a pretty good rough draft (at least I think) on a class that I've been meaning to work on...I'm trying my best to make this like an advanced monk class rather then some almighty being so forgive me if some things seem off...though if anyone feels like pointing out something feel free to contact me...I'll be replacing the monk abilities as soon as I can think of something better...]]
Title Transcendental One
Background A monks quest is to lose ones self and become something far beyond this plane. Transcendental Ones are the few who have mastered their art and become humble enough to accept such an honor. Few students are able to find this and are able to split with the last shell of all material things because of the way they are brought up. By leaving behind everything they gain something that is unseen by most until shown in combat. Most schools have at least one master who is a member of these few. Though they may seem old and vulnerable in fact their bodies are timeless and are a near unstoppable force. By training so long these masters have become an outside being and have developed a new ability to bend elements around them to their will. They seem near to gods with the ability to move rocks and summon fire with their ki. In anywhere but their schools a Transcendental One may seem like an old man or woman a thug could easily take advantage of. This would be unwise for two reasons, they probably don’t have anything of value and the thug would probably get a good beating after the end of his attack. Monks are the backbone of this class, and are very respected from just about every school once they achieve such a feat. Few other classes are accepted into the ranks of the Transcendental Ones though Some Druids, Rangers, Clerics, and Fighters may be able to meet the requirements of starting to train with someone so highly regarded in the martial arts community. New students are taken in small packs of perhaps 8 or less, they train for many years in a monestary being trained by a Transcendental One and any other master they choose fit to teach techniques. They are secluded from the outside world so casting away material shells becomes easier and easier as the students become humbled by their masters and separated from all others. Failures are kicked out of the high mountain monestaries and new Transcendental Ones are picked once the elder sees fit. The training is rigorous and not only taxing of the body but of the mind, Transcendental Ones often liking to speak in riddles or poem verses so others can decipher truth for themselves. NPC’s of this class are rarely seen, but can be heard of by traveling monks or those still in monestaries if asked or reminded. Few outside the monestary are lucky enough to read scrolls or see a Transcendental One. They are too humble to come out and say of their deeds or accomplishments. Hit Die D8 Requirements Alignment: Any Lawful Ability: Wisdom 14 Skill: Concentration 8 ranks, Balance 2 ranks, Tumble 2 ranks Feats: Improved Unarmed Strike [or monk ability], Dodge, Combat Reflexes Special: Flurry of blows and Ki strike abilities are needed for the training to become this class. Also you must survive training from a previous Transcendental One and the masters they choose to help. Class Skills A Transcendental Ones skills are Balance, Bluff, Climb, Craft, Hide, Jump, Listen, Move Silently, Perform, Swim, Tumble, Concentration, Diplomacy, and Sense Motive Skill Points Per Level: 4 + Int Modifier Special Quality Transcendental Ones can still go up in Monk levels and keep their abilities. Table 1: BAB: +0 Fort save: 0 ref save: 2 will save: 2 Special: Timeless body, Bonus Feat [between acrobatic and athletic], Mastery Dedication 2: BAB: +1 Fort save: 0 ref save: 3 will save: 3 Special: Quivering Palm, Water Bending 3: BAB: +2 Fort save: 1 ref save: 3 will save: 3 Special: Abundant Step, Diamond Soul, Perfect Meditation 4: BAB: +3 Fort save: 1 ref save: 3 will save: 3 Special: Wholeness of body, Earth Bending 5: BAB: +3 Fort save: 1 ref save: 4 will save: 4 Special: Bonus Feat [Between Acrobatic and Athletic], Shed needs 6: BAB: +4 Fort save: 2 ref save: 4 will save: 4 Special: Purtiy of Body, Air Bending 7: BAB: +5 Fort save 2 ref save: 5 will save: 5 Special: Tounge of the sun and moon, Nerve Attacks 8: BAB: +6 Fort save: 2 ref save: 5 will save: 5 Special: Fire Bending, Breath of Fire 9: BAB: +6 Fort save: 3 ref save: 6 will save: 6 Special: Ancient Master, Clarity of Mind 10: BAB: +7 Fort save: 3 ref save: 7 will save: 7 Special: Perfect Body, Chakra Control, Spiritual Dance
Class Features: -Timeless Body: Upon attaining completion of training a Transcendental One No longer takes penalties fro growing older. Though they still die once they reach their time, which has probably been elongated from their training.
-Mastery Dedication: A Transcendental One is a master in their respective art. Upon completing general training they must decide the path they wish to take with their martial arts. It can be a weapon dedication or a specific style of combat.
-Quivering Palm: An unarmed Transcendental One can put vibrations in someone’s body with just a simple touch or a full attack. Once the vibrations are set, the person can decide if these are fatal or not, they can use quivering palm once a week and must announce the attack. This does not affect monsters who are immune to critical attacks but once landed the target must make a fortitude save of DC 10 + ½ Transcendental levels + Transcendental Wis Modifier. If saved the attack must be made again.
-Water Bending: a Transcendental One learns how to first move water about since it is the least destructive of the elements. Can’t create water and needs a source of some kind. Can create a whip with the water [1D6 damage] or control it’s temperature to freeze it to make a wall or keep opponents stuck. Also with appropriate concentration checks, DC 10, water can be converted to heal minor wounds.
-Abundant Step: A Transcendental One can step through planes with an ability similar to dimensional door, caster level is equal to Transcendental One level.
-Diamond Soul: Gains immunity to poisons Perfect Medication: Can copy elf like meditation, a Transcendental One can meditate for four hours and have rested fully. Also with this meditation they can ignore other bodily limits such as food.
-Wholeness of Body: Can heal own wounds for twice Transcendental level. Earth Bending: Gains the ability to wrap the very earth around himself to make armor similar to breastplates. Also can simply wrap it around feet and hands for an extra 1D6 damage per strike. But gets an extra 15% arcane failure rate while wearing the bonus.
-Shed Needs: After meditating rather then eating with comrades and drinking a few cups of water a Transcendental One can sustain himself on the simple water and a combination of ki and the universe around him/her.
-Purity of Body: Can control body’s immune system and gains immunity to disease. - Air Bending: Uses centrifugal force of a very spin based and arm rotation based martial arts to focus his ki. Doing this he can influence air current and force, can make blades of air that do 2D4 but are gone on contact. Can cause slow fall up to 50ft.
-Tongue of the sun and moon: Can talk to any living creature, to share their wisdom.
-Nerve Attacks: Can attempt to touch certain nerve points to stop animation. Target will still live but will have stopped for 5 rounds. Not able to use on creatures immune to critical hits. Attacker attempts a touch attack, target after being hit can make a DC 18 stun save.
-Fire Bending: Can manifest Ki to make fire Transcendental One level per meditation period. Fire is short lived but burns intensely for 3D6 damage. Can be used to start other fires, such as torches or to set a field of grass/ thatched roof ablaze.
-Breath of Fire: After filling their mouth with alcohol a Transcendental One can use their Ki to set it ablaze and spray it in a cone. The fire sprays in a 20ft cone and does 3D12 damage.
-Ancient Master: Life seems to be a simple limitation to true masters. At this point in their lives a Transcendental One can try to take students. They can pick up new skills with ease similar to improvised weapons. Anything seen or touched at least once Transcendental Ones can attempt to try and master themselves.
-Clarity of Mind: Similar to Blank Mind spell. Makes Transcendental Ones immune to being targeted by spells that affect the mind or will. Also makes him/her immune to rage spells.
-Perfect Body: If not already from Monk levels the Transcendental One gains a perfect body.
-Chakra Control: Transcendental Ones can control the flow of their Ki in order to counter other Monk’s or Transcendental One’s nerve, quivering palm, and ki attacks. They must announce beforehand that they are moving their charka away from whose attack. Similar to dodge.
-Spiritual Dance: The Transcendental One can complete a small kata in order to split his body into four clones. Each clone is an expert in each of the different elements, these clones cannot split and can only use one of the four bending abilities. Each clone is 4 total levels lower then the original but can act on their own. Most of the time they have different cloth colors and/or unique personalities. Can only use this ability once a week.
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Posted: Mon Jun 09, 2008 9:16 pm
ok, this is an idea I thought of a while back, but I've actually assembled today. (I get some free time at work, so I did lots of writing)
There's prestige classes to allow for chaotic magic usage, I wanted a more physical chaotic type jobclass. Also while the requirements are fairly specific, really any class could qualify for this prestige.
I'm still toying with a few more abilities to fill the dead levels (2 and 6 don't have any additional abilities) but I don't want it to be to overpowered so I might leave it as is. I'm open to any ideas/criticisms, especially with the Mind powers. If you have better suggestions for mind powers I can either replace an existing or perhaps add one more.
This class is intended to be unpredictable so that no 2 Chaos Warped are ever alike, but that each mutation provides some sort of useful bonus. If something appears either useless or overpowered, please let me know.
This class was vaguely inspired by the Geomancer class in Compete Divine, but if you read that class you'll see that they are very, very different.
EDIT: I'm considering adding: Frightful Presence: at level 6 Chaos Warped gains the use of the frightful presence ability. Whenever you attack or charge, all opponents within a radius of 30 feet who have fewer levels or hit dice then you become shaken for a number of rounds equal to 1d6+your cha modifier. The effect is negated by a will save (DC 10+1/2 character level + charisma mod). A successful save indicates that the opponent is immune to your frightful presence for 24 hours. This ability can't affect creatures with an intelligence of 3 or lower.
EDIT: I'm seriously open to suggestions as to what the 4 mind powers should be. I've been toying around with dice rolls to see what random level 6 Chaos Warped would look like, and I was disappointed when I ended up with "Detect animals and plants" as an ability.
EDIT: I'm considering adding: Intimidation: At level 2, due to the physical alterations occurring in the Chaos Warped body, add 1/2 (round down) your Chaos Warped level to intimidate skill checks.
EDIT: I'm considering replacing Mind with Nerves. 10-Nerves: Roll a d4. For each time this mutation is selected, roll again, rerolling for existing abilities. 1- Gain Evasion. 2- Gain +1 on a reflex bonus for 1/2 Chaos Warped level. 3- Gain +1 on Inititive bonus for 1/2 Chaos Warped level. 4- Reroll any save, take the higher number 1/2 Chaos Warped level/day.
Prestige Class: Chaos Warped
Legend has it that a conflict between Erythnul and Gruumsh in the outer planes, occurring almost entirely by accident, resulted in droplets of blood crystallizing into gems possessing traits of chaos. While worshipers disagree as to who’s blood it is, everyone agrees that the gems bestow power upon the individual who infuses the stones into themselves.
Requirements:
Alignment: Chaotic
Skills: Knowledge (arcana) or (religion) 8 ranks
Feats: Endurance, Toughness
Special: Must acquire a Chaos gem and participate in a ritual Lasting 24 hours and requiring 2d4 days of recovery afterwards. During the Ritual the Chaos gem is placed in the person’s forehead, chest or hand.
Class skills: Balance, Concentration, Climb, Handle Animal, Hide, Intimidate, Jump, Knowledge (arcana), Listen, Spot, Survival, Swim, Tumble
Skill points at Each Level: 2 + Int modifier
Weapon and Armor Proficiency: Chaos Warped gains proficiencies with simple weapons, no proficiencies with armor or shields.
HD: d8
Level...BAB....Fort....Ref....Will....Special 1........+1......+2......+0.....+0.....Gem blessing, Mutation (Random) 2........+2......+3......+0.....+0 3........+3......+3......+1.....+1.....Mutation (Random) 4........+4......+4......+1.....+1.....Chaos aligned 5........+5......+4......+1.....+1.....Mutation (Random), Spew Gem 6........+6/+1.+5......+2.....+2 7........+7/+2.+5......+2.....+2.....Mutation (Selected) 8........+8/+3.+6......+2.....+2.....Overcome Protection 1/day 9........+9/+4.+6......+3.....+3.....Mutation (Selected) 10.....+10/+5.+7......+3.....+3....Chaos Fulfillment, Spew Gem
Gem Blessing: Upon the completion of the ritual, the individual loses 1 point in Charisma and gains 1 point in either Intelligence if placed in the forehead, Constitution if placed in the chest or Strength if placed in a hand.
Mutation: at 1st, 3rd, 5th, 7th and 9th level a Chaos Warped receives a mutation from the corrupting influence of the Chaos gem. At level 1,3 and 5 roll a d10. At levels 7 and 9 your familiarity with the powers of Chaos allow you to willfully choose your mutation.
Rolls:
1-Bite attack: Develop fangs that allow for a bite attack. Determine damage based upon your size. For each time this mutation is selected beyond the first, consider your bite attack damage one size category larger. If you already have a bite attack, treat it as one size category larger. (see MM p. 296 to determine damage)
2-Claw attack: Develop 2 clawed attacks on your hands. Determine damage based upon your size. For each time this mutation is selected beyond the first, consider your clawed attack damage one size category larger. If you already have a claw attack, treat it as one size category larger. (see MM p. 296 to determine damage)
3-Gore attack: Develop horns or tusks that allow for a gore attack. Determine damage based upon your size. For each time this mutation is selected beyond the first, consider your gore attack damage one size category larger. If you already have a gore attack, treat it as one size category larger. (see MM p. 296 to determine damage)
4-Tail: You grow a tail. Roll a d10 again to determine what sort of tail you develop. Each time this mutation is selected beyond the first, the abilities stack for your existing tail. You do not grow additional tails. Reroll for existing abilities. 1-2: +4 Balance check, +1 Dex bonus. 3-4: Gain the ability to make an extra trip attack with your tail 5-6: Gain a tail attack, dealing damage based upon character size. If you already have a tail attack, treat it as one size category larger. (see MM p. 296 to determine damage) 7-8: Gain a poison attack dealing 1d4 Con damage primary, 1 Con damage secondary. Fort save negates. 9-10: Gain a prehensile grip at the end of your tail, allowing for the ability to hold objects or a weapon with your tail.
5-Limb: Roll a d10. You can only gain 2 additional arms, for each time this mutation is selected after growing 2 arms, receive the +1 Str bonus. 1-6 you gain +1 Str bonus. 7-10 you gain an additional arm underneath one of your current arms. This arm can do anything your existing arms can do, and provides you with an additional attack per turn, at a -4 your highest attack bonus.
6-Legs: gain +5 Base land speed. Each time this mutation is selected, gain an additional +5 base land speed.
7-Senses: Roll a d4. For each time this mutation is selected, roll again, rerolling for existing abilities. 1: Gain Scent ability. 2: Gain Darkvision 60’. 3: Gain Tremorsense 30’. 4: Gain Track ability.
8- Skin: Roll a d6. Each time this mutation is selected, stack with existing bonuses. 1-3: Gain DR 1/Lawful. 4-6: Gain natural AC+1.
9-Regeneration: Gain fast healing +1. Each time this mutation is selected, gain additional fast healing +1.
10-Mind: Roll d4. Gain the spell-like ability at will used as a standard action, considered caster level 1. For each time this mutation is selected, roll for a different ability. If you choose the same ability, consider it at +2 caster level or reroll for abilities that gain no advancement. 1: Whelm (PH II 12 cool “Deals 1d6 nonleathal damage +1d6/2 levels above 1st (max 5d6)” (PH II 97) 2: Detect animals or plants (PH 21 cool 3: Charm animal (PH 20 cool 4: Deathwatch (PH 217)
Chaos Aligned: At level 4 all attacks; natural, melee and ranged, become Chaotic aligned for the purpose of determining how the they deal damage and overcoming damage reduction.
Spew Gem: At level 5 and again at level 10, The Chaos Warped vomits up a 1” diameter Chaos Gem. This is identical in function to the Chaos gem imbedded in her body and can be used to create other Chaos Warped. Any non-chaotic aligned individual carrying the gem receives a -2 on attacks, damage and saves for as long as the gem is in their possession. This effect is removed the round after the gem is out of their possession. The Chaos Gem tends to sell on underground markets for approximately 10,000 gp.
Overcome Protection: At level 8, usable once per day, any protection, wards or other sorts of magic or abilities that protect against Chaotic alignments do not work for the purpose of impeding the Chaos Warped's movement or actions.
Chaos Fulfillment: Upon achieving level 10, the Chaos Warped type changes to outsider. She gains spell resistance 10 and immunity to 1 of 4 elements, determined by a d4. Upon dying she cannot be raised or resurrected, although a Wish or Miracle spell could raise her. 1- Fire 2- Acid 3- Electricity 4- Cold
Ex-Chaos Warped: If a Chaos warped were disabled or dying, an opponent could make a grapple check and attempt to remove the Chaos Gem from the player’s body. If this is successful and the player survives, the player keeps all mutations and abilities but can never progress further in the Chaos Warped class, and can never perform the ritual again to try to place another Chaos Gem within them. The player takes a -2 Con penalty.
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Posted: Tue Jun 10, 2008 3:43 pm
I will have a semi late entry... some time this weekend
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Posted: Tue Jun 10, 2008 7:34 pm
So long as it's before the 30th, it's not late.
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Posted: Fri Jun 20, 2008 5:06 pm
Is anyone going to submit more ideas??
Come on Rinith, you've only got 10 more days...
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Posted: Sat Jun 21, 2008 12:20 pm
I sure hope they do, or it's not going to be a very challenging contest.
I suppose I should offer some commentary. I like the concept of Transcendental One. However, it seems to have every monk ability sort of stuffed in there, and then some, and the bending skills for the most part don't seem that useful compared to a normal attack, with the exception of fire. My suggestion for direction is to trim a lot of the excess abilities that don't really belong and focus more on the elemental aspects that make the class what it is. (Aang, lul)
Chaos Warped is an awesome idea. I'll admit that i've got a bit of love for random classes like these. As for the Mind abilities, my suggestion is to totally ditch them and stick with the physical stuff, unless you think of something really fitting. They just feel a little bit out of place to me. Some of the abilities gained by mutations seem to be more useful than others, though they are all definitely useful. Definitely an interesting front line type of class. Looks like it could be a lot of fun to play, and with a little luck and planning, you could do some really interesting things (4 claw attacks ftw).
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Posted: Sat Jun 21, 2008 2:02 pm
Fenrir SongMoon As for the Mind abilities, my suggestion is to totally ditch them and stick with the physical stuff, unless you think of something really fitting. They just feel a little bit out of place to me. I could ditch the Mind abilities. I was just taking the concept of the shifter feats from Races of the Wild (I think it's from races of the wild) where you get to choose different sorts of shifter progressions, all of them are physical except one was mental. While my abilities aren't modeled off of that, the concept of one mental direction seemed fun. hm... I'll give it some thought...
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Posted: Sat Jun 21, 2008 8:00 pm
(Not a real submission)
Rock Star
A performer whose limitations know no bounds. These creatures of drugs, sex, and rock and roll are a welcome addition to any party (they frequently use their powers to help the other party members catch tail).
Requirements
Alignment: Must be Chaotic. Perform: 3 Ranks (Seriously, have you heard how some Rock Stars sound?) Feats: Endurance, Leadership, Persuasive Special: Must get a record deal.
Class Skills: Climb, Disguise, Escape Artist, Handle Animal, Perform, Ride, Use Rope
Skill points/Level: 4 + Int Mod
Weapon and Armor Proficiencies: Rock Stars gain proficiency with all Martial Axes, and Exotic Weapon Proficiency with Guitars.
HD: d6
Level-BAB--Fort--Ref--Will--Special 1___+0___+2___+0__+0__Party Like A Rock Star, Shout 3/day 2___+1___+3___+0__+0__That's My Music, Famous 3___+2___+3___+1__+1__Great Balls Of Fire 4___+3___+4___+1__+1 5___+3___+4___+1__+1__Throw Horns 6___+4___+5___+2__+2__Love Potion No. 9 7___+5___+5___+2__+2 8___+6___+6___+2__+2__I Am Iron Man 9___+6___+6___+3__+3__Back In Black 10__+7___+7___+3__+3__Metal Never Dies
Party Like A Rock Star: By imbibing or inhaling certain substances, the Rock Star gains a +2 bonus to his Strength, Dexterity and Charisma, along with a +4 Circumstance bonus to their Perform checks. However, they also receive a -4 to both their Wisdom and Intelligence for the duration of the effect.
That's My Music: If the Rock Star hears anyone singing his music, he can sue their pants off. His lawyers will be contacting them.
Famous: Everyone whose anyone within 100 miles x the Rock Star's total level knows who the Rock Star is.
Great Balls Of Fire: The Rock Star can breathe a cone of flames up to 20' once a day. These flames do 5d6 damage (Reflex halves).
Throw Horns: The Rock Star can cast either Dispel Law or Eyebite once a day.
Love Potion No. 9: A constant Suggestion spell is cast by the Rock Star on all members of the opposite sex that is sentient and knows who the Rock Star is (even members of other races). This does not affect hostile creatures, creatures who have not yet hit puberty, those who knew the Rock Star before acquiring the Rock Star prestige class, or those who have spent more than 12 hours in their company. The Will save DC is 10 + the Rock Star's Charisma Modifier.
I Am Iron Man: The Rock Star can cast Iron Body twice a day.
Back In Black: The Rock Star can cast Wail of the Banshee once a day.
Metal Never Dies: The Rock Star is Metal.
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Posted: Sat Jun 21, 2008 9:09 pm
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Posted: Sat Jun 21, 2008 9:26 pm
Posted an edit with a Mind replacement, let me know what you think.
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Posted: Sat Jun 21, 2008 10:22 pm
hmmm -sits to think on class- well i'll probably have more time to think about it after warped tour...
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