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  1. #1
    Community Member Antheal's Avatar
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    Default When are cleric domains being added?

    Will it be in time for the new Forgotten Realms expansion?

  2. #2
    Community Member Meat-Head's Avatar
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    As someone who wants domains badly, I can pretty confidently say that they will NOT be here in time for the beginning of FRs.

    It's on the devs radar, but a little down on the list.


    But I'm ALL FOR kicking the devs into aciton on this!
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    First, Meat-Head is exactly correct...

  3. #3
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    Never? An extra couple spells per level of differing types aren't THAT big of a deal.


    Karnasis (Human Wizard, Pale Master, Level 27), Taldall (Half-Orc, Monk- Perpetually abandoned)

  4. #4
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    A stupid question from someone who played PnP about the time Dinosaurs roamed the earth...

    Someone tell me in just a few words what cleric domains are?

  5. #5
    Community Member Celestialbeast's Avatar
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    Quote Originally Posted by My2Cents View Post
    A stupid question from someone who played PnP about the time Dinosaurs roamed the earth...

    Someone tell me in just a few words what cleric domains are?
    Hmm...In just a FEW words? Domains make regular clerics look like Sissy's.
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  6. #6
    Community Member Antheal's Avatar
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    Quote Originally Posted by Kabaon View Post
    Never? An extra couple spells per level of differing types aren't THAT big of a deal.
    No, but they are a fundamental part of what the Dungeons & Dragons Cleric is all about.

    We may as well just be playing "generic majieval fantasy" instead of D&D Online.

  7. #7
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    I think there are far more pressing issues that should be addressed first before Cleric's getting their domains.

    Like Ranger Pets (real ones), Familiars, Druids (not till x-pac), etc. Cleric domains in the scheme of things don't seem all that pressing, considering you get 5 spell slots per level and a 6th to represent spontaneous casting :S


    Karnasis (Human Wizard, Pale Master, Level 27), Taldall (Half-Orc, Monk- Perpetually abandoned)

  8. #8
    Community Member Sgt_Hart's Avatar
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    Quote Originally Posted by My2Cents View Post
    A stupid question from someone who played PnP about the time Dinosaurs roamed the earth...

    Someone tell me in just a few words what cleric domains are?
    Domains are to cleric's, What weapon feat's are to fighters. To Whit: SRD: Domains and SRD: Cleric.
    A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. ....

    Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

    With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
    That sum it up fairly well?
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  9. #9
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    Ok, so to cleric's the domains are important-ish.

    Implementing them on the other hand would be tricky. With no Evil alignments several of the domains are not an option, and the other issue is that while there is a belief in gods in Ebberon, clerics don't get their spells from the deity's, just by having faith they get them (and in DDO, rest shrines are gods XD).

    Now of course one way to swing the whole belief system is when you are in Forgotton Realms, gods give you the spells? And because the dimensional barriers between Realms have a hole in them, their magic is accessable from both sides.

    I tend to think Lore more important than actual game mechanics, but I think that would be an interesting way to have both work.


    Karnasis (Human Wizard, Pale Master, Level 27), Taldall (Half-Orc, Monk- Perpetually abandoned)

  10. #10
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    Quote Originally Posted by Kabaon View Post

    Implementing them on the other hand would be tricky. With no Evil alignments several of the domains are not an option, and the other issue is that while there is a belief in gods in Ebberon, clerics don't get their spells from the deity's, just by having faith they get them (and in DDO, rest shrines are gods XD).
    Common misconception. In Eberron, just as you don't necessarily need to pray to a specific deity for spells you also don't need one to gain access to domains.

    Pantheistic Clerics and the Cleric with No God
    As described on page 35 of the Eberron Campaign Setting, it is possible for a cleric to have no god and still perform divine magic. This is not, however, the same as having no beliefs; it still requires a strong commitment to an ideal or a philosophy. The cleric needs to devise his own system of belief and explain how it justifies the domains he has selected, and the DM always has the authority to disallow a combination of domains. The goal is to allow a broad range of personal faiths — like the warforged developing their own religions — not to encourage players to pick domains based solely on granted abilities.


    http://eberronunlimited.wikidot.com/religion-in-eberron

  11. #11
    Founder Aesop's Avatar
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    additionally as long as you are not directly opposed to the domain there should be no reason not to have access to certain domains.

    A Good Cleric may not have the Evil Domain, but a Neutral one may.

    Domains could add a whole new dimension of cleric customization including access to enhancements that enhance the Spells or even the Granted Power of the domain.

    Domains could also influence Capstone Selections or how certain items, feats, PrEs, or even spells affect the cleric or are expressed by the cleric.

    Aesop
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  12. #12
    Community Member Momsboys's Avatar
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    I support most of this! Gives me a better reason to play my level 4 healer and level him

  13. #13
    Community Member Adken's Avatar
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    I'd love to see this. Clerics need something that make you choose them before FvS when you want a healing class (at least imo, FvS are better by far). This would make me to TR in cleric again

    Quote Originally Posted by Kabaon View Post

    Implementing them on the other hand would be tricky. With no Evil alignments several of the domains are not an option, and the other issue is that while there is a belief in gods in Ebberon, clerics don't get their spells from the deity's, just by having faith they get them (and in DDO, rest shrines are gods XD).
    Clerics in Eberron get the spells from their deities, but corrupt clerics still have their spells... and there are clerics with no beliefs in any deity in particular.
    Kaldrick (Wiz PM 20), Aurala (FvS evoker 20), Kyrale (Bard Spellsinger 20) - Cannith

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    Does anyone else wonder if Turbine are secretly being funded by the government to run psychological tests on us by adding completely absurd, inexplicable changes to the game?

  14. #14
    Community Member Luis_Velderve's Avatar
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    Aesop read this Thread then we are going to have Cleric Domains.
    Quote Originally Posted by justagame View Post
    I assume you're joking.

    (But just in case you're not, posts like this don't help, don't pretend to speak for others.)

  15. #15
    Community Member Luthe111's Avatar
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    get the domains in here, i quite enjoy the domains and play clerics in pnp, but in ddo just heal bot...........fvs has sp to do that, dps spells, they have wings, and even have passable melee depending on build. toss clerics a bone give them one of their coolest skills

  16. #16
    Community Member butcheredspirit's Avatar
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    Quote Originally Posted by Luthe111 View Post
    get the domains in here, i quite enjoy the domains and play clerics in pnp, but in ddo just heal bot...........fvs has sp to do that, dps spells, they have wings, and even have passable melee depending on build. toss clerics a bone give them one of their coolest skills

    Minus the wings, clerics have everything you just mentioned above...maybe it was just your build that was healbot?
    However you are right, in that clerics need domains.
    These are a core part of the class, when I started DDO, I was very surprised to see they weren't included.

    I had always considered one role of the cleric, was to protect the physical plane from outsiders.
    However clerics currently have only a few outsider specific spells/abilities.
    At higher levels I was just imploding them like everything else.


    If I follow the Silver Flame I want feel like my toon is built for smiting demons with holy fire.

    If a cleric commits himself to the fire domain, I want to see him rebuke fire elementals and turn water elementals.
    I would want him to have a specalised list of fire spells with which to scorch foes...instead of generic old spells that every cleric uses.

    A radiant servant should have access to sun domain spells, this is a perquisite to becoming a radiant servant in the first place on PnP.

    Clerics are varied, because they have studied for so long, under different faiths or beliefs.
    This is hardly reflected in DDO at present. We see too much of the same.

  17. #17
    Community Member Vormaerin's Avatar
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    The problem with creating domains is threefold:

    1) It will be nearly impossible to make them equally useful, so 90% of them are probably going to go in the garbage dump. Who is going to take Knowledge Domain in DDO?

    2) Domain spells are far more restricted than real spells in D&D. A cleric gets 1 slot to share between its two domain spells. Having Fire and Water domains in p&p means you choose between Acid Fog or Firestorm at lvl 7. You don't get both memorized at the same time. And you can't memorize Acid Fog in every slot. But how would you do that in DDO? Make them a clicky power? Meh.

    3) Most of the spells in domains don't exist. Only 1 earth domain spell is in DDO, though six fire ones are. Water has 7 spells. On top of that, many of the domain spells are already cleric spells. In a spell point system, there's no advantage to having Destruction as a domain spell. You can cast it as often as you want anyway. Good, Evil, Healing, and some others are 100% existing cleric spells.


    So what will happen is that a couple domains of offensive spells (fire, water, maybe death (Wail) or Destruction (Disintegrate) will be chosen by 99% of the players. So you'll have clerics with Acid Fog and Firewall to stack on their Blade Barriers, but you won't really have more diversity.

  18. #18
    Founder Aesop's Avatar
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    Quote Originally Posted by Vormaerin View Post
    The problem with creating domains is threefold:

    1) It will be nearly impossible to make them equally useful, so 90% of them are probably going to go in the garbage dump. Who is going to take Knowledge Domain in DDO?


    Some domains will have to be dropped as there really isn't much use for them. Its not like every domain in pnp gets used anyway




    2) Domain spells are far more restricted than real spells in D&D. A cleric gets 1 slot to share between its two domain spells. Having Fire and Water domains in p&p means you choose between Acid Fog or Firestorm at lvl 7. You don't get both memorized at the same time. And you can't memorize Acid Fog in every slot. But how would you do that in DDO? Make them a clicky power? Meh.


    Yep in PnP they are very restricted and not overly defining, but that doesn't mean they can't be better here. The Clicky spells are one way to do it and if done right wouldn't be terrible, but honestly there are other ways to do it.



    3) Most of the spells in domains don't exist. Only 1 earth domain spell is in DDO, though six fire ones are. Water has 7 spells. On top of that, many of the domain spells are already cleric spells. In a spell point system, there's no advantage to having Destruction as a domain spell. You can cast it as often as you want anyway. Good, Evil, Healing, and some others are 100% existing cleric spells.

    My theory on this is that you don't need a full compliment of spells just a sampling. 3 maybe 4 spells ... I'm leaning towards 3 currently that give the flavor of the Domain.


    So what will happen is that a couple domains of offensive spells (fire, water, maybe death (Wail) or Destruction (Disintegrate) will be chosen by 99% of the players. So you'll have clerics with Acid Fog and Firewall to stack on their Blade Barriers, but you won't really have more diversity.

    If the domains are created with compelling spells and abilities we may see more then you might think... Additionally there could be enhancements attached to specific domains to make them more appealing.


    I had a three spell domain concept that I briefly fleshed out in another thread... it isn't complete and I haven't really thought on Enhancements but there could be some really compelling ones added

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  19. #19
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    Default from another thread

    I'd also add enhancement specific to the Domains. Nothing complicated. perhaps some Damage Enhancements for damage heavy lines like the Elemental Domains. Or Expanding on the Granted Power. War Domain may have an Enhancement line to improve their use of their Deity's Favored Weapon... maybe an Improved Critical with just that weapon and maybe some basic damage enhancements in there too.

    Anyway here are the basics


    Cleric Domain DDO:

    Spells that are duplicated from the cleric list to the Domain List have decreased SP cost relative to their Level. A level 1 Spell may only be reduced by 1 SP while a duplicate level 9 spell may be decreased by 5 or more SP.



    Air
    Static: +1 Caster level Air Spells, Turn Undead functions on Earth Creatures
    Spells added to List:
    Gust of Wind (lvl 2)
    Cyclonic Blast (lvl 5)
    Whirlwind (lvl 8)

    Animal
    Static: Gain an Animal Companion as a Druid
    Spells added to List:
    Hold Animal (lvl 2)
    Summon Natures Ally IV (lvl 4)
    Summon Natures Ally VIII (lvl 8)

    Artifice
    Static: Gain a Bonus to Crafting Skills like an Artificer of half your Cleric level
    Spells added to List:
    Repair Moderate Damage (lvl 2)
    Reconstruct (lvl 6)
    *Prismatic Sphere (lvl 9)

    Chaos
    Static: +1 Caster level for Chaos Spells, Turn Lawful Outsiders like Undead
    Spells added to List:
    Hypnotic Pattern (lvl 2)
    Chaos Hammer (lvl 4)
    Summon Monster IX (lvl 9)

    Charm
    Static: +2 Diplomacy, +1 DC Enchantment (Charm) Spells
    Spells added to List:
    Charm Person (lvl 1)
    Charm Monster (lvl 5)
    Dominate Monster (lvl 9)

    Community
    Static: +2 Diplomacy, Calming: Reduced Threat Generation 10%
    Spells added to List:
    Bless (lvl 1)
    Heroes Feast (lvl 6)
    Heal, Mass (lvl 9)

    Darkness
    Static: +1 Caster level to Darkness Spells, +4 to Hide
    Spells added to List:
    Blindness (lvl 2)
    *Armor of Darkness (lvl 4)
    Power Word: Blind (lvl 8)

    Death
    Static: Necrotic Guard: Creatures attacking have a 50% chance to take 1d6+1 per Cleric level damage
    Spells added to List:
    *Death Knell (lvl 2)
    Slay Living (lvl 5)
    Create Greater Undead (lvl 8)

    Deathless
    Static: Healing Amplification +10%
    Spells added to List:
    *Consecrate (lvl 2)
    *Create Deathless (lvl 6)
    *Create Greater Deathless (lvl 8)

    Decay
    Static: Touch of Decay (SLA)
    Spells added to List:
    Ray of Enfeeblement (lvl 2)
    Enervation (lvl 4)
    Horrid Wilting (lvl 8)

    Destruction
    Static: Smiting Strike: similar to Smite Evil but +4 to hit + CL to damage and no Alignment restriction.
    Spells added to List:
    *Shatter (lvl 2)
    Inflict Light Wounds, Mass (lvl 6)
    *Earthquake(lvl 8)

    Dragon Below
    Static: Augment Summoning
    Spells added to List:
    *Death Knell (lvl 2)
    *Planar Ally, Lesser (lvl 4)
    *Planar Ally, Greater (lvl 8)

    Earth
    Static: +1 CL to Earth Spells, Turn Air Creatures as Turn Undead
    Spells added to List:
    *Magic Stones (lvl 1)
    *Spike Stones (lvl 4)
    *Iron Body (lvl 8)

    Evil
    Static: +1 CL for Evil Spells, Turn Good Outsiders with Turn Undead
    Spells added to List:
    *Desecrate (lvl 2)
    Create Undead (lvl 6)
    Unholy Aura (lvl 8)

    Exorcism
    Static: +2 Turn Undead Checks, +1 Turn Attempt
    Spells added to List:
    Protection from Evil (lvl 1)
    Banishment (lvl 6)
    Holy Aura (lvl 8)

    Feast
    Static: Immune to Poisons
    Spells added to List:
    Neutralize Poison (lvl 4)
    Heroes Feast (lvl 6)
    *Feast of Champions (lvl 9)

    Fire
    Static: +1 CL for Fire Spells, Turn Water Creatures with Turn Undead
    Spells added to List:
    Scorching Ray (lvl 2)
    Fire Shield (lvl 5)
    Incendiary Cloud (lvl 8)

    Glory
    Static: +2 Turn Checks, +1d6 Turn Damage
    Spells added to List:
    *Bless Weapon (lvl 2)
    Holy Weapon (lvl 5)
    *Crown of Glory (lvl 8)

    Good
    Static: +1 CL for Good Spells, Turn Evil Outsiders with Turn Undead
    Spells added to List:
    Aid (lvl 2)
    Holy Smite (lvl 4)
    Holy Aura (lvl 8)


    Healing
    Static: +1 CL on Heal Spells, -1 SP to Empower Healing Metamagic
    Spells added to List:
    Cure Moderate Wounds (lvl 2)
    Cure Light Wounds, Mass (lvl 5)
    *Regenerate (lvl 7)

    Law
    Static: +1 CL on Law Spells, Turn Chaotic Creatures with Turn Undead
    Spells added to List:
    Angelskin (lvl 2)
    Orders Wrath (lvl 4)
    Shield of Law (lvl 8)

    Life
    Static: Toughness
    Spells added to List:
    Restoration: Lesser (lvl 2)
    *Disrupting Weapon (lvl 5)
    *Regeneration (lvl 7)

    Luck
    Static: Diehard
    Spells added to List:
    Entropic Shield (lvl 1)
    Freedom of Movement (lvl 4)
    *Moment of Prescience (lvl 8)

    Madness
    Static: Confusion (SLA): target may attack ally or become dazed
    Spells added to List:
    Rage (lvl 3)
    Phantasmal Killer (lvl 6)
    *Weird (lvl 9)


    Magic
    Static: Count as a Wizard of half cleric level for Scrolls and Wand use
    Spells added to List:
    Dispel Magic (lvl 3)
    Spell Resistance (lvl 5)
    Disjunction (lvl 9)

    Meditation
    Static: Increase maximum Echoes of Power SP regeneration to 20 SP
    Spells added to List:
    Owl's Wisdom (lvl 2)
    Spell Resistance (lvl 5)
    *Mind Blank (lvl 8)


    Necromancer
    Static: +1 Caster level for Necromancy
    Spells added to list:
    *Vampiric Touch (lvl 3)
    Waves of Fatigue (lvl 5)
    Energy Drain (lvl 9)


    Passion
    Static: Rage(SLA)
    Spells added to List:
    *Hideous Laughter (lvl 2)
    Crushing Despair (lvl 4)
    Irresistible Dance (lvl 8)


    Plant
    Static: +1 CL to Plant Spells, Turn Plant Creatures with Turn Undead
    Spells added to List:
    Entangle (lvl 1)
    *Wall of Thorns (lvl 5)
    *Shambler (lvl 9)

    Protection
    Static: Deflection Bonus 1 +1 per 4 Cleric levels
    Spells added to List:
    Displacement (lvl 3)
    Globe of Invulnerability (lvl 6)
    Prismatic Sphere (lvl 9)

    Shadow
    Static: Gain Concealment equal to caster level
    Spells added to List:
    Obscuring Mist (lvl 1)
    Shadow Walk (lvl 6)
    *Shades (lvl 9)


    Strength
    Static: Feat of Strength gain half cleric level as an enhancement bonus to Strength for 20 seconds. Every 4 cleric levels you gain an additional use. the ability has a 1 minute cooldown.
    Spells added to List:
    *Enlarge Person (lvl 1)
    *Righteous Might (lvl 5)
    *Crushing Hand (lvl 9)



    Sun
    Static: +2d6 Turn Damage, +1 Turn Attempt
    Spells added to List:
    Searing Light (lvl 3)
    Flame Strike (lvl 5)
    Sunburst (lvl 8)

    Travel
    Static: +10% Movement. Stacks.
    Spells added to List:
    Long Strider (lvl 1)
    Dimension Door(lvl 4)
    Teleport, Greater (lvl 7)

    Trickery
    Static: Add Hide and Bluff to Skill List, Gain Deception as the weapon proc
    Spells added to List:
    Invisibility (lvl 2)
    *Mislead (lvl 6)
    *Scintillating Pattern (lvl 8)

    War
    Static: Proficiency and Focus with Deity's Favored Weapon
    Spells added to List:
    *Spiritual Weapon (lvl 2)
    Divine Power (lvl 4)
    Power Word: Stun (lvl 8)

    Water
    Static: +1 CL with Water Spells, Turn Fire Creatures with Turn Undead
    Spells added to List:
    Obscuring Mist (lvl 1)
    Ice Storm (lvl 5)
    Horrid Wilting (lvl 8)

    Weather
    Static: Elemental Resistance 2 (Acid, Cold, Fire & Lightning)
    Spells added to List:
    *Fog Cloud (lvl 2)
    Call Lightning Storm (lvl 5)
    *Storm of Vengeance (lvl 9)

    * spells that could/should be added to the game to really make it work


    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  20. #20
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    Default well

    in nwn 2

    domains gives often 1 free feat, so... 2 domains = 2 free feat !

    A cleric chooses two domains at their first class level, ideally representing the deity they have chosen to follow. Each domain gives the cleric access to at least 2 domain spells he can cast that is added to his spell list, as well as possibly gaining a granted power. The cleric gets the granted powers of both the domains selected.

    Cleric Domain Special Ability Spell Level
    1 2 3 4 5 6 7 8 9
    Air Uncanny dodge Call lightning Chain lightning
    Animal Animal companion Cat's grace True seeing
    Chaos* Slippery mind Color Spray Confusion
    Cold* Cold resistance 5 Creeping Cold Hypothermia Polar Ray
    Darkness* Blind Fight Blindness Deafness Shadow Conjuration Power Word, Blind
    Death Negative plane avatar Phantasmal killer Power Word, Kill
    Destruction Smite infidel Rage Acid fog
    Dream* Immunity to sleep Sleep Phantasmal Killer Hiss of Sleep
    Earth Toughness Stoneskin Energy immunity
    Evil Able to turn outsiders Evard's black tentacles Weird
    Fire Fire resistance 5 Fireball Wall of fire
    Fury Battle Master Enlarge person Tenser's transformation
    Good Aura of courage Magic circle against alignment Planar Binding, Lesser
    Healing Empowered healing Cure serious wounds Heal
    Knowledge Extra spells Identify Knock Clairaudience Clairvoyance True seeing Legend lore
    Law* Iron Will Lionheart Hold Monster Mass Hold Person
    Luck* Luck of Heroes Freedom of Movement Spell Mantle, Greater
    Magic Extra spells Mage armor Melf's acid arrow Assay resistance Greater Dispel Magic Spell mantle Blackstaff
    Plant Woodland stride Entangle Barkskin Poison Mass camouflage Vine Mine
    Protection Divine protection Globe of Invulnerability, Lesser Energy immunity
    Strength Divine Strength Bull's Strength Divine Power
    Sun Exceptional turning Searing Light Sunbeam
    Time* Improved Initiative Haste Premonition
    Travel Fast movement Freedom of movement Haste
    Trickery Feint Grease Invisibility Confusion
    Undeath* Extra Turning Animate Dead Create Greater Undead
    War* Weapon Focus Flame Strike Power Word, Stun
    Water Evasion Poison Ice storm

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