A class you'd like to see

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Maxus
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Post by Maxus »

Sig, I'd suggest Blitz, Juggernaut, Murderous Intent, Hordebreaker, Insightful Strike...
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by Dominicius »

Koumei wrote:Inquisitor.
I think it's a bit too defensive. He gets both Uncanny Dodge and Evasion (would have expected Mettle tbh) and a large number of other very powerful defensive abilities but not enough offensive ones. Even if he is fighting chaotic creatures, I image he would still have trouble drawing attention to himself compared to other classes

An inquisitor should probably be the disable bot of the party most of the time and a good secondary damage dealer when fighting chaos. Stuff like hold person, symbol of stunning, command all look good on him. So maybe dropping BAB down to medium, giving him proper spellcasting and give features like Edge vrs Chaos and one extra attack at max BAB when full attacking chaotic creatures as well as smite chaos (or would that already covered by taking some kind of cleric prestige class?).
Last edited by Dominicius on Sun Nov 21, 2010 12:11 pm, edited 5 times in total.
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Post by Maxus »

Except for one problem:

Writing proper spellcasting is -hard-.

Now, if it got some sort of way to force info out of helpless people by bitch-slapping them in the face and screaming at them, sort of a massive intimidation check that, like the Contact Other Plane, isn't reliable because they'll tell you what they think you want to hear....
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by JonSetanta »

Koumei wrote:The FB is nothing more than "A Barbarian, except MORE". It gets bigger power attack and it gets to attack its friends. I really don't see how that makes it anything special, it's just a higher-level Barbarian played by a fuckwit.
But it works.
Maxus wrote:Sig, I'd suggest Blitz, Juggernaut, Murderous Intent, Hordebreaker, Insightful Strike...
Tome feats I assume. That's fine and all, but I was thinking more of a feat chain that duplicates the FB class entirely. It wouldn't take much.
Maybe I'll get around to it.
Last edited by JonSetanta on Sun Nov 21, 2010 6:44 pm, edited 1 time in total.
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Post by Kaelik »

No Sigma, that's retarded.

All of the Frenzier Berserker class features are aimed at a single target:

Doing more damage per round than anyone else who does damage.

Better power attack conversion, higher Str, ect.

That's just dumb.

I'm not going to make a Feat called "Guys who casts spells" that gives a bonus to Caster level, save DCs, and spells per day.

I'm not going to do that because it's retarded.

Likewise, you shouldn't make a feat called "Frenzied Berserker" that gives a bonus to power attack conversion, the Moral bonus that Barbarians get, and rage dice.

Because that's stupid.
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Post by Koumei »

Frenzied Berserker: (Combat)
"I get angry"
Requirements: Rage, Frenzy or similar ability
Benefit: You can elect to attack your "allies" when in a Rage. In return, whenever you do this the other players may call you a douche and pour their drinks on your lap.

As for the Inquisitor thing, I won't do full spellcasting, but I guess I'll alter it for more of a general lockdown/fear thing.

Aaaaand done. See if this works a bit better. BAB is now Medium, less defensive abilities and more offensive (generally in the action-denial sense). As well as being able to scare almost-the-truth out of people.
Last edited by Koumei on Mon Nov 22, 2010 5:00 am, edited 1 time in total.
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Post by Dominicius »

Yea, that looks good.

A few minor changes that I would make:
* Spellcraft to skill list (since he gets both arcane sight and detect magic).
* AB gained from smite can be exchanged for damage via power attack.
* At will Greater Dispel Magic with a full round casting time at level 3 (would have preferred level five but level five is already filled up).
* Replace Spell Turning with Annoy the Gods ability of the Jester. Refluff accordingly.
* Burn the Witch ignores fire resistance and fire immunity if the target is also viable for the Inquisitors Smite.
* Slayer at level 6 and 14 - this is just a bonus feat but the Inquisitor can only pick from the following: Mage Slayer, Giant Slayer, Ghost Hunter (Incorporeal creatures), Vampire Hunter (Unliving Undead), Fey Killer, Demon Hunter (evil outsiders), Plant Killer, Dragon Slayer, Doppelganger Hunter (shapechanger sybtype) and so on (most of these can be made on the spot). The added benefit is that they work of Inquisitor HD + Racial HD (if the character has them) or BAB, whichever is higher. Also the creatures become eligible targets for the Inquisitors Smite.

Otherwise, I'm really happy with how this class turned out, so I'll be sure to link to it in the future.
Last edited by Dominicius on Mon Nov 22, 2010 5:55 pm, edited 1 time in total.
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Post by JonSetanta »

Koumei wrote:Frenzied Berserker: (Combat)
"I get angry"
Requirements: Rage, Frenzy or similar ability
Benefit: You can elect to attack your "allies" when in a Rage. In return, whenever you do this the other players may call you a douche and pour their drinks on your lap.
PK :bash:



Also, did this last night. http://tgdmb.com/viewtopic.php?t=51842

I call it Slaad Mutant because:
1. It evolves, unlike many other Slaadi
2. It's sterile like Green Slaad/Grey Slaad, similar.

I've read somewhere in a D&D splat some mention of slaad mutants but can't find the source. Google-fu is weak when I'm tired. I'll keep looking and maybe add it to the class.
Last edited by JonSetanta on Mon Nov 22, 2010 6:13 pm, edited 1 time in total.
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Post by Koumei »

Sigma: check the 3.0 MM, that might be what you're after. It had some random table for Slaad traits, due to the constant mutations and stuff.

I'll check the other stuff out when I have more time.
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Post by JonSetanta »

Koumei wrote:Sigma: check the 3.0 MM, that might be what you're after. It had some random table for Slaad traits, due to the constant mutations and stuff.
Thanks! I have that book from a decade ago, lent it to my younger bro. I'd been working off the 3.5e SRD lately and it wasn't in there.
Slaad class is up. No idea if it's balanced but there it is.
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Post by Koumei »

Okay, Inquisitor updated for all those changes. And now we need some new feats. You have no idea how much I hate you. (In terms of actual hate, not much, Internet Hate though, huge)

Vampire Hunter [Combat]
You like to turn (unliving) undead into just unliving and dead.
Benefit: just by looking at a Vampire, you can make a Know: Religion check (DC equals 10 + HD) to determine its Vampiric Weaknesses and similar bullshit.
+1 BAB: you automatically recognise [Unliving] as what they are (the Undead Type and [Unliving] subtype) on sight, unless they use Illusions to disguise their form.
+6 BAB: your natural weapons all count as being Wooden, which incidentally bypasses all Damage Reduction for Vampires. Any [Unliving] creature you reduce to zero HP with a Wooden weapon (including your natural weapons) is utterly Destroyed, True Death style.
+11 BAB: you have mastered the art of hitting undead weak points. If you score a Critical Hit against an [Unliving] Undead creature, it must pass a Fortitude Save (DC 10 + 1/2 Level + Str for melee or Dex for ranged) or be destroyed.
+16 BAB: any creature that attempts to deliver a Negative Level or Ability Drain within 30' of you must pass a Fortitude Save (DC 10 + half HD + Con, Undead are susceptible to this) or have the ability fail and be Nauseated for 1d4 rounds. Also you faintly smell of garlic.

Faerie Stabber [Combat]
You enjoy killing the little pixies or slapping Nymphs about.
Benefit: you benefit from "Resist Nature's Lure", exactly like a Druid.
+1 BAB: your unarmed attacks and melee weapons are considered to be made of Cold Iron for the purposes of bypassing Damage Reduction and Regeneration.
+6 BAB: if someone can add their Charisma bonus to AC or Saving throws, your attacks and effects ignore this: they cannot do so. If their Charisma bonus replaces another ability score for this, they may use the original score or a +0 (their choice).
+11 BAB: you can see invisible creatures, even those who are naturally invisible. For Fey, you can even see through any illusions that alter their appearance, and can see them even if blinded.
+16 BAB: you can use an Immediate action to make any [Mind Affecting] effect fail, as long as it is directed at you or someone within 20 feet of you.

Demon Hunter [Combat]
When there's a demon in the house, people have you on speed-dial.
Benefit: your melee attacks (natural attacks and weapons) count as Good-aligned for the purposes of Regeneration and Damage Reduction.
+1 BAB: you gain a +5 bonus on Fortitude Saves against Poisons, and on a successful save, suffer no effects despite what it might normally say.
+6 BAB: any time you deal damage to a creature, even non-lethal damage, they lose the benefits of Fast Healing or Regeneration for one round.
+11 BAB: Summon Monster spells, and the Spell-like Summoning ability of Outsiders, automatically fail if cast by someone within 50' of you or summoning one or more creatures to within 50' of you.
+16 BAB: whenever a creature you can see attempts to Teleport or Planeshift, you may make a regular attack against it with whatever weapon you are wielding (effects that are attack actions, such as Fire Bolts, also count). If this hits, they must pass a Concentration check (DC 10 + your BAB + your Int) or fail to be transported.

Plant Killer [Combat]
Maybe a potplant killed your uncle or something. Cactuses had better watch out.
Benefit: you are immune to the poisons of all Plant creatures.
+1 BAB: you may move normally when Entangled and retain your Dexterity bonus to Armour Class. Additionally, you cannot be entangled by plants (environmental effects, the Entangle spell or actual Plant creatures).
+6 BAB: you have a remarkably specific form of damage reduction, equal to your BAB, that applies to Thorns, Vines and Tentacles, including Slam attacks that are described as originating from any of the above, or Spiked Armour/Shields.
+11 BAB: your attacks ignore the Natural Armour of Plants, as well as the benefits of Barkskin.
+16 BAB: with a Standard action, you may deliver an attack against any creature of the Plant type that, if it deals damage equal to its Con score or higher, forces the Plant to make a Fort save (DC 10 + half HD + Str) or lose one natural weapon of your choice as the limb/section is lopped off.

Dragon Slayer [Combat]
You're so sick of dragonwank that you proactively do something about it.
Benefit: you gain Evasion against Breath Weapons. If you already have Evasion, it becomes Improved Evasion against Breath Weapons. If you already have that, then it becomes Perfect Evasion against Breath Weapons.
+1 BAB: if a Dragon that is larger than you ever misses when attacking you with a Natural Weapon, you may use an Attack of Opportunity to grab hold of it, latching on. If you have a Light weapon wielded, you automatically hit with it every turn while latched on.
+6 BAB: with a Standard action you may make a melee attack that ignores Natural Armour bonuses to Armour Class.
+11 BAB: if Swallowed Whole, you may use an Immediate action to slip free, ending in any square adjacent to the creature. Nobody need know how you do this.
+16 BAB: any time a creature is flying and you are attacking it from a lower position, you can strike the weak point for massive damage. All successful hits you make against it in this position becomes an automatic critical hit.

Killer of Change [Combat]
Werewolves, Changelings, you've killed them all.
Benefit: when you attempt to see through the disguises of others, they do not gain any bonus for using shape changing effects (often a +$TEXAS from Alter Self, Alternate Form etc.)
+1 BAB: your form is strangely unique, causing any attempt to mimic your appearance to not quite work, being distorted and granting no bonus to the Disguise check.
+6 BAB: whenever a creature you can see changes forms, you may make a regular attack against it with whatever weapon you are wielding (effects that are attack actions, such as Fire Bolts, also count). If this hits, they must pass a Concentration check (DC 10 + your BAB + your Int) or fail to change forms.
+11 BAB: when fighting a creature with a set number of forms (like a Lycanthrope or a Hengeyokai, as opposed to a Changeling or a Druid), your attacks and effects always target the lowest AC, Damage Reduction or Saving Throw Modifier of the various forms.
+16 BAB: Abilities and spells that change shape or form fail to work within 100 foot radius aura. Creatures currently in alternate forms or under the effects of spells must make a Will save each round (DC 10 + 1/2 HD + Cha) or revert to their true form (if any) and are stuck that way until they leave the aura.

Angel Slayer [Combat]
You have beef with the Celestials. Good for you.
Benefit: you ignore the defensive boosts of Protection Against/Magic Circle Against Evil (and any spells or effects based on them, such as the auras of Celestials).
+1 BAB: any Celestial you successfully hit automatically loses the benefits of their Aura of Menace (or similar abilities) for one round.
+6 BAB: you radiate a constant Desecrate out to within 30' of you, although you may suppress this at will.
+11 BAB: whenever a creature you can see attempts to Teleport or Planeshift, you may make a regular attack against it with whatever weapon you are wielding (effects that are attack actions, such as Fire Bolts, also count). If this hits, they must pass a Concentration check (DC 10 + your BAB + your Int) or fail to be transported.
+16 BAB: spells and effects with the [Good] descriptor suffer a 50% failure rate when cast within 100 feet of you.

Seafood Chef [Combat]
You like to kill aberrations, mostly because they taste good fried.
Benefit: Aberrations cause a tingling in your head. You are innately aware of any Aberration that is within 120' of you, though you only get an approximate location.
+1 BAB: you recover mental Ability Damage at the rate of one point per score per round.
+6 BAB: if you become Stunned as the result of a failed Saving throw, you may attempt the save again as an Immediate action. If the effect causes you to be Stunned even on a successful save, you may ignore that and are still not Stunned. With a Full Round action you may snap someone else out of the Stunned condition as long as they are adjacent to you.
+11 BAB: you cannot be detected by Telepathy, Detect Thoughts, or abilities that reference these spells.
+16 BAB: any attempt to connect to your mind, such as the use of Divinations or [Mind Affecting] effects on you, causes psychic backlash. The target must pass a Will save (DC 10 + half your HD + your Wis mod) or be Nauseated for 1 round. If they pass they are merely Sickened for one round.
Last edited by Koumei on Sat Nov 27, 2010 8:19 am, edited 6 times in total.
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Post by ubernoob »

Needing a standard action to shake off the stun condition is kind of bad. Instead, I'd suggest immediate action get another save against anything that would stun you.

Also, if the effect allows no save or a successful save still results in stunning you get to throw the person that cast stun ray through a window.
Last edited by ubernoob on Wed Nov 24, 2010 10:43 pm, edited 2 times in total.
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Post by Kaelik »

ubernoob wrote:Needing a standard action to shake off the stun condition is kind of bad. Instead, I'd suggest immediate action get another save against anything that would stun you.

Also, if the effect allows no save or a successful save still results in stunning you get to throw the person that cast stun ray through a window.
Stun Ray is a perfectly valid spell. It's level 7, only worth your time if you are facing a single big enemy, negated by all different kinds of stun immunity, or electricity immunity, and it requires a ranged touch attack to hit to even stun for one round.

Then end result is, if they pass the save: you give up a standard action and a 7th level spell slot. They give up a move and standard and swift, and take a -2 penalty to some stuff, and drop something they are holding, if they don't have any of the various immunities.
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Post by ubernoob »

Kaelik wrote:
ubernoob wrote:Needing a standard action to shake off the stun condition is kind of bad. Instead, I'd suggest immediate action get another save against anything that would stun you.

Also, if the effect allows no save or a successful save still results in stunning you get to throw the person that cast stun ray through a window.
Stun Ray is a perfectly valid spell.
When used against players, it's kind of a dick move because you know in advance (usually) that it will work and you're making one of your players sit out a turn of the game (up to fifteen minutes depending on how slow people are). As a player, you just save the DM from having to move one more monster.
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Post by JonSetanta »

Koumei these feats are looking delicious. I especially like Dragonslayer. Nice writing style.

Faerie Stabber should involve detecting fey types, seeing invisible, and shutting down their other SLAs.

Plant Killer should light shit on fire, escape plant grapples, and poison them back.

Angel Slayer's BAB11 power should go in the BAB16 slot. Needs some means of shutting down the Teleportation and Planeshift powers they use to escape (likewise with fiends)
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Post by Dominicius »

The last ability for Vampire Hunter might probably something that forces any unliving undead within 30 feet to make a save or suffer some nasty effect if they attempt to cause ability drain or level drain.

But yea, these look sweet. Once they are done they should be added to the wiki for easy reference.
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Post by JonSetanta »

Demon Hunter needs to stop fast healing and regen.
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Post by Koumei »

Thanks guys, that helped a lot. And now I think they're complete, and not total bullshit like my hilarious early ones (wielding enemies and trees, eleven testicles etc).

Now there clearly need to be Inquisitor Prestige Classes, of Demon Hunter, Witch Mage Hunter and Xenos Aberration Hunter.
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Post by JonSetanta »

You're not done yet!

Doppleganger Hunter should probably be named Shapeshifter Hunter due to a misnomer (too specific, there's a Doppleganger monster..)

The last ability should read "Abilities and spells that change shape or form fail to work within 100 foot radius aura. Creatures currently in alternate forms or under the effects of spells must make a Will save each round against DC 10 +1/2 level +CHA or revert to their true form (if any) and are stuck that way until they leave the aura."
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Post by Koumei »

Oh snap, I didn't see that missing +16. Yeah. And name changed.
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Post by JonSetanta »

Nice work, and not because you took my scant advice
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Post by Josh_Kablack »

Okay, I have a class request, directed primarily at Koumei, but I'd welcome submissions from other denizens.


Lemme 'splain the silliness first:

So I'm setting thing up to run an Africa-esque D&D game, and in discussing "African Adventure" with a friend, they pointed out that I need "Witch Doctors". I countered that I was using The Witch, but they objected that it is merely a witch and not a "Witch Doctor".

Since the humans in the setting are pseudo-Victorians, the obvious solution is to write a Doctor class inspired by the exploits of missionaries and explorers such as David Livingstone, Phileas Fogg, Horace Holley and heck even Professor Jones - that could be done to be totally setting appropriate on its own - but it should be written in a way that has hidden synergies with the Witch, so that PC can multiclass into Witch/Doctors.
Last edited by Josh_Kablack on Sun Nov 28, 2010 6:41 pm, edited 1 time in total.
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Post by Nachtigallerator »

My image of a witch-doctor is someone who deals with the magic matters of a tribal culture - summoning spirits, exorcism, probably a few really nasty spells as implied by "witch".
So from the general feel of the class, I'd suggest to find something like the Spirit Shaman, perhaps with less spirits and more snakes and nasty-looking spells.
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Post by Username17 »

Yeah, but that wouldn't be an incredibly bad pun that Josh could throw at his friend's feet.

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Post by Josh_Kablack »

Frank has nailed it - bad puns are the best way to build a setting.


Plus Spirit Shaman is already in the game, and fairly well-integrated into the setting. It is not getting renamed.
Last edited by Josh_Kablack on Sun Nov 28, 2010 10:37 pm, edited 1 time in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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