Domain work
Domain work
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8
_notes_/Domain Work/Air Domain.txt
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8
_notes_/Domain Work/Air Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Air domain.
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Specifics:
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Granted Power: Turn or Destroy Earth creatures as a good cleric turns undead. Rebuke or Command Air creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Obscuring Mist (1), Protection from Arrows (2), Gaseous Form (3), Call Lightining (4), Control Winds (5), Chain Lightining (6), Control Weather (7), Great Thunderclap (8), Elemental Swarm (9)
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Use: Automatic.
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8
_notes_/Domain Work/Animal Domain.txt
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8
_notes_/Domain Work/Animal Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Animal domain.
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Specifics:
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Granted Power: Clerics who take the Animal domain are able to summon more powerful allies.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Animal Trance (1), Hold Animal (2), Dominate Animal (3), Summon Creature IV (4), Repel Vermin (5), Summon Creature VI (6), Baleful Polymorph (7), Creeping Doom (8), Shapechange (9)
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Use: Automatic.
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8
_notes_/Domain Work/Chaos Domain.txt
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8
_notes_/Domain Work/Chaos Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to Chaos domain.
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Specifics:
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Planar Turning: Able to turn outsiders as if they were undead.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Protection From Law (1), Color Spray (2), Magic Circle vs. Law (3), Confusion (4), Sphere of Chaos (5), Animate Objects (6), Word of Chaos (7), Cloak of Chaos (8), Summon Creature IX (9)
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Use: Automatic
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6
_notes_/Domain Work/Death Domain.txt
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6
_notes_/Domain Work/Death Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Death domain.
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Granted Power: You may use a death touch once per day. You must succeed at a melee touch attack. When you touch, 1d6 per cleric level is rolled. If this is equal or greater than the target's hit points, it dies.
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Bonus Spells: The cleric gains access to the following spells at the specified spell level: Cause Fear (1), Death Knell (2), Animate Dead (3), Death Ward (4), Slay Living (5), Create Undead (6), Destruction (7), Create Greater Undead (8), Wail of the Banshee (9)
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Use: Automatic.
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7
_notes_/Domain Work/Destruction Domain.txt
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7
_notes_/Domain Work/Destruction Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Destruction domain.
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Granted Power: Once per day, you may make a single melee attack with a +4 bonus to attack, and a damage bonus equal to your cleric level.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Inflict Light Wounds (1), Inflict Moderate Wounds (2), Contagion (3), Inflict Critical Wounds (4), Circle of Doom (5), Harm (6), Disintegrate (7), Earthquake (8), Implosion (9)
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Use: Automatic.
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7
_notes_/Domain Work/Earth Domain.txt
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7
_notes_/Domain Work/Earth Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Earth domain.
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Granted Power: Turn or Destroy Air creatures as a good cleric turns undead. Rebuke or Command Earth creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Magic Stone (1), Spike Growth (2), Hail of Stones (3), Stonehold (4), Flesh to Stone (5), Stoneskin (6), Earthquake (7), Iron Body (8), Elemental Swarm (9)
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Use: Automatic.
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6
_notes_/Domain Work/Evil Domain.txt
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6
_notes_/Domain Work/Evil Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Evil domain.
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Granted Power: +1 Caster level on Evil spells.
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Bonus Spells: The cleric gains access to the following spells at the specified spell level: Protection from Good (1), Desecrate (2), Magic Circle vs. Good (3), Evil Blight (4), Enervation (5), Create Undead (6), Blasphemy (7), Unholy Aura (8), Summon Creature IX (9)
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Use: Automatic.
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7
_notes_/Domain Work/Fire Domain.txt
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7
_notes_/Domain Work/Fire Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Fire domain.
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Granted Power: Turn or Destroy Water creatures as a good cleric turns undead. Rebuke or Command Fire creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Burning Hands (1), Pyrotechnics (2), Resist Elements (3), Wall of Fire (4), Elemental Shield (5), Firebrand (6), Fire Storm (7), Incendiary Cloud (8), Elemental Swarm (9)
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Use: Automatic.
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8
_notes_/Domain Work/Glory Domain.txt
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8
_notes_/Domain Work/Glory Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Glory domain.
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Specifics:
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Powerful Turning: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Disrupt Undead (1), Bless Weapon (2), Searing Light (3), Divine Hammer (4), Holy Sword (5), Bolt of Glory (6), Sunbeam (7), Aura of Glory (8), Gate (9)
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Use: Automatic.
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7
_notes_/Domain Work/Good Domain.txt
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7
_notes_/Domain Work/Good Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Good domain.
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Granted Power: +1 Caster level on Good spells.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Protection from Evil (1), Aid (2), Magic Circle vs. Evil (3), Divine Hammer (4), Planar Ally (5), Blade Barrier (6), Holy Word (7), Holy Aura (8), Summon Creature IX (9)
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Use: Automatic.
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7
_notes_/Domain Work/Healing Domain.txt
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7
_notes_/Domain Work/Healing Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Healing domain.
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Granted Power: +1 Caster level on Healing Spells.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Cure Light Wounds (1), Cure Moderate Wounds (2), Cure Serious Wounds (3), Cure Critical Wounds (4), Healing Circle (5), Heal (6), Regenerate (7), Cure Critical Wounds, Mass (8), Heal, Mass (9)
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Use: Automatic.
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7
_notes_/Domain Work/Knowledge Domain.txt
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7
_notes_/Domain Work/Knowledge Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Knowledge domain.
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Granted Power: +1 Caster level on all Divination spells.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Identify (1), Knock (2), Clairaudience / Clairvoyance (3), Locate Creature (4), True Seeing (5), Detect Scrying (6), Legend Lore (7), Discern Location (8), Foresight (9)
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Use: Automatic.
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8
_notes_/Domain Work/Law Domain.txt
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8
_notes_/Domain Work/Law Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to Law domain.
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Specifics:
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Planar Turning: Able to turn outsiders as if they were undead.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Protection from Chaos (1), Calm Emotions (2), Magic Circle against Chaos (3), Divine Hammer (4), Planar Ally (5), Hold Monster (6), Dictum (7), Shield of Law (8), Summon Monster IX (9)
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Use: Automatic
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8
_notes_/Domain Work/Luck Domain.txt
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8
_notes_/Domain Work/Luck Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to Luck domain.
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Specifics:
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Clerics of the Luck domain gain enhanced casting of the Bestow Curse & Sphere of Chaos spells.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Entropic Shield (1), Bestow Curse (2), Protection from Elements (3), Freedom of Movement (4), Sphere of Chaos (5), Mislead (6), Spell Turning (7), Moment of Prescience (8), Premonition (9)
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Use: Automatic
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9
_notes_/Domain Work/Madness Domain.txt
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9
_notes_/Domain Work/Madness Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Madness domain.
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Specifics:
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Aberrant Turning: Able to turn aberrations as if they were undead.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Color Spray (1), Daze Monster (2), Rage (3), Confusion (4), Mind Fog (5), Phantasmal Killer (6), Insanity (7), Symbol of Insanity (8),
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Weird (9)
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Use: Automatic.
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8
_notes_/Domain Work/Magic Domain.txt
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8
_notes_/Domain Work/Magic Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Magic domain.
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Specifics:
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Granted Power: Gain a bonus to your Use Magical Device skill equal to half your Cleric level. Gain a +1 bonus saves against spells. (NOT IMPLEMENTED)
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Shield (1), Identify (2), Dispel Magic (3), Globe of Invulnerability, Minor (4), Spell Resistance (5), Antimagic Field (6), Spell Turning (7), Protection from Spells (8), Disjunction (9)
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Use: Automatic.
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18
_notes_/Domain Work/Magma Domain.txt
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18
_notes_/Domain Work/Magma Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Magma domain.
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Specifics:
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Elemental Turning: Able to turn elementals as if they were undead.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level:
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1.) Flame Weapon
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2.)
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3.) Channeled Pyroburst
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4.) Elemental Shield
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5.) Energy Buffer
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6.) Flame Strike
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7.)
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8.) Incendiary Cloud
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9.) Delayed Blast Fireball
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Use: Automatic.
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8
_notes_/Domain Work/Mind Domain.txt
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8
_notes_/Domain Work/Mind Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Mind domain.
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Specifics:
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Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on Will saves against enchantment spells and effects.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Gentle Reminder (1), Blindness / Deafness (2), Crushing Despair (3), Lesser Mind Blank (4), Feeblemind (5), Mind Fog (6), Stern Reproof (7), Mind Blank (8), Weird (9)
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Use: Automatic.
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7
_notes_/Domain Work/Nobility Domain.txt
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7
_notes_/Domain Work/Nobility Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to Nobility domain.
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Granted Power: You may grant allies a +2 bonus to Attack, Skills, Damage, and Saves. This does not affect you, and lasts for a number of rounds equal to your Charisma modifier. It can be used once per day.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Divine Favor (1), Enthrall (2), Magic Vestment (3), Locate Object (4), Greater Command (5), Greater Heroism (6), Repulsion (7), Dominate Monster (8), Storm of Vengeance (9)
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Use: Once/Day.
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7
_notes_/Domain Work/Plant Domain.txt
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7
_notes_/Domain Work/Plant Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Plant domain.
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Granted Power: Rebuke or Command Plant creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier. (NOT IMPLEMENTED).
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Entangle (1), Barkskin (2), Treeshape (3), Camoflage, Mass (4), Vine Mine (5), Transport via Plants (6), Changestaff (7), Nature's Balance (8), Unyielding Roots (9)
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Use: Automatic.
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7
_notes_/Domain Work/Protection Domain.txt
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7
_notes_/Domain Work/Protection Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Protection domain.
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Granted Power: Once per day as a free action, the target gains a saving throw bonus equal to your level. This lasts for 1 round.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Sanctuary (1), Shield Other (2), Protection from Elements (3), Spell Mantle, Lesser (4), Spell Resistance (5), Antimagic Field (6), Repulsion (7), Mind Blank (8), Prismatic Sphere (9)
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Use: Automatic.
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6
_notes_/Domain Work/Strength Domain.txt
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6
_notes_/Domain Work/Strength Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Strength domain.
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Granted Power: Once per day as a free action, you may gain a bonus to Strength equal to your level. This lasts for 1 round.
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Bonus Spells: The cleric gains access to the following spells at the specified spell level: Enlarge Person (1), Bull’s Strength (2), Magic Vestment (3), Spell Mantle, Lesser (4), Righteous Might (5), Stoneskin (6), Grasping Hand (7), Clenched Fist (8), Crushing Hand (9)
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Use: Automatic.
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6
_notes_/Domain Work/Sun Domain.txt
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6
_notes_/Domain Work/Sun Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Sun domain.
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Granted Power: Once per day, you can perform a greater turning. The greater turning is like a normal turning attempt, except that undead creatures that would be turned are destroyed instead.
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Bonus Spells: The cleric gains access to the following spells at the specified spell level: Endure Elements (1), Flashburst (2), Searing Light (3), Elemental Shield (4), Flame Strike (5), Prismatic Ray (6), Sunbeam (7), Sunburst (8), Prismatic Sphere (9)
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Use: Automatic.
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6
_notes_/Domain Work/Travel Domain.txt
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6
_notes_/Domain Work/Travel Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Travel domain.
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Granted Power: Once per day, you may cast Freedom of Movement on yourself. This lasts for a number of rounds equal to your cleric level.
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Bonus Spells: The cleric gains access to the following spells at the specified spell level: Longstrider (1), Locate Object (2), Freedom of Movement (3), Dimension Door (4), Teleport (5), Haste, Mass (6), Teleport, Greater (7), Word of Recall (8), Gate (9)
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Use: Automatic.
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7
_notes_/Domain Work/Trickery Domain.txt
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7
_notes_/Domain Work/Trickery Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Trickery domain.
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Granted Power: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pockets checks equal to 1 per 2 levels. This effect lasts for 5 turns + the cleric's Charisma modifier.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Disguise Self (1), Invisibility (2), Nondetection (3), Confusion (4), Improved Invisibility (5), Mislead (6), Baleful Polymorph (7), Scintillating Pattern (8), Time Stop (9)
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Use: Automatic.
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7
_notes_/Domain Work/War Domain.txt
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7
_notes_/Domain Work/War Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to War domain.
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Granted Power: Free Martial Weapon Proficiency and Weapon Focus.
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Magic Weapon (1), Persistent Blade (2), Magic Vestment (3), Divine Power (4), Flame Strike (5), Blade Barrier (6), Power Word, Blind (7), Power Word, Stun (8), Power Word, Kill (9)
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Use: Once/Day.
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7
_notes_/Domain Work/Water Domain.txt
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7
_notes_/Domain Work/Water Domain.txt
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Type of Feat: Domain
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Prerequisite: Access to the Water domain.
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Granted Power: Turn or Destroy Fire creatures as a good cleric turns undead. Rebuke or Command Water creatures as an evil cleric rebukes undead. Use these abilities a number of times per day equal to 3 + Charisma modifier
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Bonus Spells:
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The cleric gains access to the following spells at the specified spell level: Obscuring Mist (1), Fog Cloud (2), Water Breathing (3), Solid Fog (4), Ice Storm (5), Cone of Cold (6), Acid Fog (7), Horrid Wilting (8), Elemental Swarm (9)
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Use: Automatic.
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@ -102,7 +102,7 @@ Good Domain
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1.) Protection from Evil
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2.) Aid
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3.) Magic Circle vs. Evil
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4.) Hammer of the Gods
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4.) Divine Hammer
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5.) Planar Ally
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6.) Blade Barrier
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7.) Holy Word
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@ -138,7 +138,7 @@ Law Domain (Andropinis)
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1.) Protection from Chaos
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2.) Calm Emotions
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3.) Magic Circle against Chaos
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4.) Hammer of the Gods
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4.) Divine Hammer
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5.) Planar Ally
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6.) Hold Monster
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7.) Dictum
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@ -148,10 +148,10 @@ Law Domain (Andropinis)
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Luck Domain
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1.) Entropic Shield
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2.) Aid
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2.) Bestow Curse
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3.) Protection from Elements
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4.) Freedom of Movement
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5.) Break Enchantment
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5.) Sphere of Chaos
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6.) Mislead
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7.) Spell Turning
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8.) Moment of Prescience
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@ -165,7 +165,7 @@ Magic Domain (Nibenay)
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3.) Dispel Magic
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4.) Globe of Invulnerability, Minor
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5.) Spell Resistance
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6.) Anitmagic Field
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6.) Antimagic Field
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7.) Spell Turning
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8.) Protection from Spells
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9.) Disjunction
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@ -279,7 +279,7 @@ Magma Domain
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1.) Flame Weapon
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2.)
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3.)
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3.) Channeled Pyroburst
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4.) Elemental Shield
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5.) Energy Buffer
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6.) Flame Strike
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@ -309,4 +309,69 @@ Silt Domain
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6.) Acid Sheath
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7.) Power Word, Blind
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8.) Horrid Wilting
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9.) Acid Storm
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9.) Acid Storm
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Nobility Domain (Andropinis)
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1.) Divine Favor
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2.) Enthrall
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3.) Magic Vestment
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4.) Locate Object
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5.) Greater Command
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6.) Greater Heroism
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7.) Repulsion
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8.) Dominate Monster
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9.) Storm of Vengeance
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Glory Domain (Tectuktitlay)
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1.) Disrupt Undead
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2.) Bless Weapon
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3.) Searing Light
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4.) Divine Hammer
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5.) Holy Sword
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6.) Bolt of Glory
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7.) Sunbeam
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8.) Aura of Glory
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9.) Gate
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Madness Domain (Daskinor)
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1.) Color Spray
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2.) Daze Monster
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3.) Rage
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4.) Confusion
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5.) Mind Fog
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6.) Phantasmal Killer
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7.) Insanity
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8.) Symbol of Insanity
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9.) Weird
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Mind Domain (Nibenay)
|
||||
|
||||
1.) Gentle Reminder
|
||||
2.) Blindness / Deafness
|
||||
3.) Crushing Despair
|
||||
4.) Lesser Mind Blank
|
||||
5.) Feeblemind
|
||||
6.) Mind Fog
|
||||
7.) Stern Reproof
|
||||
8.) Mind Blank
|
||||
9.) Weird
|
||||
|
||||
|
||||
|
||||
Blank Domain
|
||||
|
||||
1.)
|
||||
2.)
|
||||
3.)
|
||||
4.)
|
||||
5.)
|
||||
6.)
|
||||
7.)
|
||||
8.)
|
||||
9.)
|
Loading…
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Reference in New Issue
Block a user