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Dungeons & Dragons Roleplaying Secret Craft

DnD Secret Crafts Waterologist

Dungeons and Dragons – Mystara Secret Crafts

Secret Craft of Water Elementalists

aka Elementalist of Water, Water Elementalist, Master of Water, or Waterologist

They are known as a Waterologist in the library of the Great School of Glantri. They started out (and can still be found) as the Elementalist of Water, Master of Water or Water Elementalist of the Makai in Ierendi and Minrothad. This is an expansion of the Secret Crafts inspired by Gazetteer 3.

0e-gaz-03 Glantri
0e-gaz-03 gaz3 D&D BECMI Glantri

This secret craft was developed by those who have a deep connection with elemental water and the Sphere of Time. These are abilities granted by the grace of the patrons of the ocean and water.

Source Material: This secret craft was built from material gained from various editions of the game. Principalities of Glantri (gaz3), Midgard Heroes Handbook (mhh), Deep Magic – Elemental Magic (dm14), Encyclopaedia Arcane – Elementalism (The Primordial Force – mgp1008), Xanathar’s Guide to Everything (xge).

List of Practitioners of the Waterologist Secret Craft

  • Initiate
  • 1st Circle
  • 2nd Circle – Tidal Rift (Tue)

Craft Magical Items – Waterologist

Ranks of the Waterologist Secret Craft

Waterologist Initiate

To become an initiate, one must be part of either a Student of the Great School of Magic, Cult of the Wave, or the Military Academy of Ierendi, or from the Aphatian Empire. A respected member of the descendants of the Water Genasi (water aspected racial option) is also an option as one of the core crafts of the setting.

Secret CraftWaterologist – Initiate

  • Craft Bonus = Proficiency + Dex + circle +2 (water elemental aspect, genasi)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Dex mod + circle achieved +2 (water elemental aspect, genasi).
  • Bonus Language – Primordial (Aquan)
  • Associated Sphere – Usually a Time Immortal, Water Pantheon Immortal, Ocean Pantheon Immortal, but any Immortal who is a Patron of water is also valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Time (Water) You can make a craft check to use a artefact of time without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Water Genasi attuned racial magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Waterologist Additional Crit Effects

  • Waterologist Additional Craft Mishap: In addition to the base critical failure effect, you are wreathed in cold energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. You are unable to pronounce words correctly in Aquan until you finish a long rest and have disadvantage on rolls using the language.
  • Waterologist Additional Craft Boon: In addition to the base critical success effect you are wreathed in your cold energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your grasp of the Aquan language is beyond your normal understanding, until you have a long rest you have Advantage on any rolls using the Aquan language.

Associated Classes: These classes can select this secret crafts as part of their level advancement.

Available Feats for a Waterologist:

Spell ListSecret CraftWaterologist (Water)
(Cold, Force and Water based spells)

Cantrip Claws of Darkness (mhh157), Drench (bls48), Eldritch Blast (ph238), Frostbite (xge157), Hoarfrost (mhh174), Shape Water (xge164), Spectral Weapon (GM), Sword Burst (scag143),

1st Level SpellsAbsorb Elements (xge150), Armour of the Void (ph216), Cloud BurstR (bls33), Create or Destroy WaterR (ph230), Flurry (mhh168), Freeze Potion (mhh169), Frostfire (bls62), Gliding StepR (mhh170), Ice Knife (xge157), Magic Missile (ph258), Protection from Evil and GoodR (ph271), Tidal Barrier (mhh198),

2nd Level SpellsBead of Frost (bls18), Elemental Horns (mhh165), Freeze WaterR (mhh154), Frost Snap (bls62), Pass through ElementR (ea08), Sleet Storm (ph277), Snowball Swarm (xge165), Spiritual Weapon (ph278),

3rd Level SpellsAwaken Element (ea08), Dispel MagicR (ph235), Elemental Shape (ea08), Elemental Weapon (ph238), Freezing Fog (mhh169), Frost Shards (bls62), Frozen Razors (mhh169), Hard Water Blast (bls66), Protection from Energy (ph271), Magic CircleRO (ph257), Riptide (mhh189), Tidal Wave (xge168), Tiny HutRO (ph256), Wall of Water (xge170), Water BreathingR (ph288), Water WalkR (ph288),

4th Level Spells – Brittling (mhh154), Conjure Minor ElementalsRO (ph226), Control Water (ph228), Elemental Bane (xge155), Fire Shield (ph243), Freedom of Movement (ph245), Ice Storm (ph253), Resilient Sphere (ph265), Siphon Elemental Lifeforce (ea08), Watery Sphere (xge170)

5th Level SpellsBanishing Smite (ph217), Cone of Cold (ph225), Conjure ElementalRO (ph225), Drown*, Frostbite (mhh169), Maelstrom (xge160), Magic Circle against EnergyR (ea08)

  • 6th Level – Change Dust to Water (bls28), Cold Fog (bls33), Curse of Boreas (mhh160), Drown (mhh164), Ebon Water (bls50), Elemental Cloak (Ice) (bls50), Elemental FabricationR (ea08), Elemental Scimitar (bls51), Icy Manipulation (mmh175), Investiture of Element (xge159), Primordial Ward (xge163), Razor Rain*, Suffocate (ea08), Torrent (bls117)
  • 7th Level – Blizzard (mhh153), Create Iceberg (bls36), Deep Freeze (bls41), Glacial Fog (mwb428), Ice Soldiers (mwb429), Triumph of Ice (mhh199)
  • 8th Level – Abi-Daizim’s Horrid Wilting (xge150), Control WeatherR (ph228), Elemental Infusion (bls51), Glacial Cascade (mhh170), Ice Geyser (bls73), Tundra-Touched (mwb435), Whirlpool*
  • 9th LevelCircle of Devastation (mhh157), Gate (ph244), Rimeshatter (bls100

* details to come. R – Ritual Spells.
Source: bls, br, ea08, mhh, mw, ph, scag, xge

Waterologist 1st Circle (Apprentice)

Secret CraftsWaterologist – 1st Circle

Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.

Waterologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate light 5ft radius. All cold attacks treat a damage dice rolled of 2 or less as a 2.

Waterologist Apprentice Enhancements and Powers (Requires Waterologist Apprentice to be active)

  • Elemental Fists (Enhancement SB 1 DC 16): As an action you can activate this power. Your natural attacks deal an extra 1d6 Cold damage.
  • Elemental Rebuke (Enhancement SB 1 DC 16): As an action you can activate this power. If you take damage from slashing or piercing attacks, everyone else within the light radius takes 1d6 Cold damage.
  • Elemental Resistance (Enhancement SB 1 DC 16): As an action you can activate this power. You gain resistance to Cold Damage.
  • Elemental Specialisation (Enhancement SB 1 DC 16): Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
  • Elemental Walk (Power SB 1 DC 16): As a Bonus action you can walk over water or ice without slipping until the end of your next turn.

Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.

Waterologist Apprentice Downtime

  • Elemental Water Aspect (SB 1) You can change your aspect to Water, or gain it as an elemental aspect if you did not already have one.
  • Elemental Water Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Elemental Water Familiar (SB 1+): You spend a week to training a familiar to take on Water Elemental traits. This gives the familiar once per short rest the ability to turn into water for 1 round per level taking on the abilities of water form, freeze, water movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Ocean or Water pantheons). You cannot recover the soul burn while you retain the familiar.
  • Elemental Water Companion (SB 1+): You spend a week to training a companion to take on Water Elemental traits. This gives the companion once per short rest the ability to turn into water for 1 round per level taking on the abilities of water form, freeze, water movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Ocean or Water pantheons). You cannot recover the soul burn while you retain the Companion.
  • Elemental Water Mount (SB 1+): You spend a week to training a mount to take on Water Elemental traits. This gives the mount once per short rest the ability to turn into water for 1 round per level taking on the abilities of water form, freeze, water movement and attacks. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Ocean or Water pantheons). You cannot recover the soul burn while you retain the mount.
  • Water Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.

Reference Notes for Elemental Water Creature Abilities

  • Fire Form – while in water form can move through a space as narrow as 1 inch wide without squeezing. In addition, the creature can enter a hostile creature’s space and stop there.
  • Freeze – If the creature takes cold damage, it partially freezes and its speed is reduced by 20 feet until the end of its next turn.
  • Water Movement – The creature gains a swim speed equal to its land movement, or if it already has a swim speed it is increased by its land speed.
  • Attacks – All attacks are treated as cold damage
Waterologist 2nd Circle (Journeyman)
  • Attributes – Secret Crafts – Waterologist – 2nd Circle
    • Waterologist Journeyman (Enhancement SB 2 DC 18): When you activate this enhancement you increase the light radius by 5ft, the Fists and Rebuke dice increase by 1 and the Walk duration increases by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Journeyman Enhancement is active.
      • Elemental Conjuration, Minor (Power SB 2 DC 18) As an action you can conjure 1d4 water elemental, they last for 1 day/level or until their tasks completed, or this ability used again which sends any previously conjured elementals home.
      • Elemental Enhancer (Enhancement SB 2 DC 18): As an action you can increase the effects of your summoning increasing the Wisdom modifier of the creature by the circles you have learned. (i.e. if you have learned up to 2nd Circle then you give it a +2 to its Wis modifier increasing saving throw and Wisdom based checks by 2.
      • Elemental Infusion (Power SB 2 DC 18) As a bonus action, you can gain the ability to use Claws of Darkness, and it can be included with an unarmed strike.
      • Elemental Servant (Enhancement SB 2 DC 18): As an action you gain a familiar (an extra if you already have one from a class feature) that is also a water elemental.
      • Elemental Sense (Enhancement SB 2 DC 18) As an action you can activate this enhancement to allow you to see the changes in bodies of water (such as currents, rips, coastlines) you are touching within one mile per your level.
    • Downtime Activities: require 2 or more points to activate and maintain and do not require you to have the manifestation active to use.
      • Elemental Servant (SB 2+) You bind the services of an elemental at the cost of twice its hit dice in soul burn. You cannot heal or recover this soul burn while the servant is bound. You can have any number of servants bound in this manner. This loss is permanent while you have the servant.
      • Elemental Weapon (SB 2+) You enhance your weapon as an elemental conduit so that it works with elemental rebuke. This costs 2 SB per character level and works when elemental rebuke is active. You can only have one weapon as a conduit at a time, and when you create a new one, the connection to the old one is lost. The weapon radiates energy of the type it is a conduit of, and makes it a magical weapon if it is not already, and damage dealt by the weapon also counts as half from this element. This loss is permanent while you have the weapon.
      • Minor Conjuration (SB 2+): You make a pact with the elemental lords of water. Once done, you may once per pact during a short rest, summon 1d4 water elementals for 1 day per level or until their task is completed, or you activate this ability again which sends any previously summoned elementals home. This loss is permanent while you have the service.
Waterologist 3rd Circle (Adept)
  • Attributes – Secret Crafts – Waterologist – 3rd Circle
    • Waterologist Adept (Enhancement SB 3 DC 20): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk and Infusion durations increases by 1, and the Sense distance and time is multiplied by 2. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Adept Enhancement is active.
      • Elemental Attack (Power SB 3 DC 20) As per the Freezing Fog spell.
      • Elemental Bypass (Power SB 3 DC 20) As a bonus action, you select a target and for the next minute, any cold damage that hits that target ignore the targets resistance regardless of source.
      • Elemental Conjuration (Power SB 3 DC 20) As an action you can conjure a djinni, they last for 1 day/level or until their tasks completed, or this ability used again. Another creature from that plane of air could be used at the GM’s discretion.
      • Elemental Mark (Enhancement SB 3 DC 20) As an action you can mark yourself with your element to gain advantage in social interactions with Water Elementals, but Disadvantage with Fire Elementals.
    • Downtime Activities: require 3 or more points to activate and maintain and do not require you to have the manifestation active to use.
      • Conjuration (Power SB 3+) You make a pact with the elemental lords of water. Once done, you may once per pact during a short rest, you can conjure a undine, they last for 1 day/level or until their tasks completed, or this ability used again. Another creature from that plane of water could be used at the GM’s discretion. This loss is permanent while you have the service.
      • Elemental Anchor (SB 3 per year) You create a 5 ft aspect of your surroundings to act as your elemental anchor, and home location target for elemental gateways you create. While in contact with this aspect, the SB cost of all of these elemental craft features is reduced by 1. This loss is permanent while you have the anchor.
Waterologist 4th Circle (Master)
  • Attributes – Secret Crafts – Waterologist – 4th Circle
    • Waterologist Master (Enhancement SB 4 DC 22): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk, Infusion and Bypass durations increases by 1, and the Sense distance and time multiplier is increased by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Master Enhancement is active.
      • Elemental Construct (Power SB 4 DC 22) As an action, you can create a construct out of your element and attacks as yourself with hit dice matching your own. Cannot move more than 20 ft from where it was created, and you can only have one of these created at a time.
      • Elemental Control (Enhancement SB 4 DC 22) As an action you can activate this manifestation and once active, you can spend a action to which lasts until the start of your next turn unless otherwise stated:
        • (action) Gain the ability to control water in the area (5 ft/level).
        • (bonus action) You can cast Water Breathing ignoring the component requirements.
        • (reaction) You are immune to cold and piercing damage.
        • (reaction) Have a swim speed equal to your move speed.
      • Elemental Turning (Power SB 4 DC 22) As an action, you turn water or fire elementals as if you were a cleric of the same level. Can only be sustained by concentration.
    • Downtime Activities: require 4 or more points to activate and maintain and do not require you to have the manifestation active to use.
      • Petition Elemental Lords – Grand Master (SB 4) – Request ability to train as a Grand Master.
Waterologist 5th Circle (Grand Master)
  • Attributes – Secret Crafts – Waterologist – 1st Circle
    • Waterologist Grand Master Master (Enhancement SB 5 DC 24): When you activate this enhancement you increase the light radius by 5ft, the Fists, Rebuke and Minor Conjuration dice increase by 1, the Walk, Infusion and Bypass durations increases by 1, and the Sense distance and time multiplier is increased by 1. Minimum damage on Elemental dice increases by 1. You also gain access to the following features while Master Enhancement is active.
      • Elemental Gate (Power SB 5 DC 24) As an action you create a gate to the elemental plane of your element, it opens in a known location. Otherwise it works as the Gate spell. If on you elemental plane you can open a gate to your anchor location.
      • Elemental Rift (Power SB 5 DC 24) As an action you can create a Rift between where you are and your elemental plane for as long as you are concentrating, allowing elementals to pour forth in the location and can close the rift as a free action. Elementals with a combined hit dice up to your level can traverse into, or out of the rift each round. Elementals brought forth are not summoned or controlled in any way.
      • Metamorphosis (Enhancement SB 5 DC 24) As an action, you turn into an elemental with the same Hit Dice and can use abilities and spells. While in Elemental form and taking ten minutes to perform a ritual, they can traverse between the elemental plane and their current location, or from the elemental plane to their anchor. You remain this way until you undo the effect with another use of Metamorphosis.
    • Downtime Activities: require 5 or more points to activate and do not require you to have the manifestation active to use.
      • Petition Elemental Lords – Sponsor (SB 5) – Asking a member of the Elemental Courts to become your sponsor following the rules for Immortality with the goal to join the elemental court.

Secret Craft References

  • Activation Costs: 1 SB point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
  • Secret Craft Attempt = d20 + Prof + Abi mod + circle achieved.
  • Craft Check: The craft check is a d20 plus your proficiency and the associated attribute modifier. This craft check must use the language associated with the craft as part of the check. You add your circle level to the roll with Initiates being +0. For every 5 points you exceed the target number you reduce the Soul Burn cost by 1. For every point you fail the roll by, you can choose to succeed by adding those point to the soul burn cost as long as it was not a critical failure.
    • Base Critical Failure: A roll of a 1 on the craft check is a curse from your patron, and you suffer a mishap. The standard thing that happens is that you increase your soul burn by the Crit Effect Modifier, then it reduces your hit point maximum by the Crit Effect Modifier, and lastly it causes hit point damage equal to the Crit Effect Modifier. Check each of the crafts for what additional effect happen during a mishap.
    • Base Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. The standard thing is that you reduce your Soul Burn by the Crit Effect Modifier, then it can restore damage to your maximum hit points by the Crit Effect Modifier, and lastly it refreshes you repairing hit points equal to the Crit Effect Modifier . Check each of the crafts for what happens during a boon.
    • Crit Effect Modifier: This is 1 + circle ability level + character level.
      • So a 8th level character using a 2nd circle ability would have a crit effect modifier of 11.
      • A 4th level character with a 1st circle ability would have a modifier of 6.
      • A 12th level character with s 3rd circle ability would have a modifier of 16.
      • A 16th level character with a 4th circle ability would have a modifier of 21.
      • A 20th level character with a 5th circle ability would have a modifier of 25.
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved.
  • Manifestation – Lasts until the end of a long rest, you expend it, or you dismiss it as a free action. You can extend a craft manifestation for 1 soul burn after a long rest to last until your next long rest without the need for a craft check. Manifestations gives you access to Manifestation Aspects, Enhancements and Powers.
  • Manifestation Aspect – Selected as the version of the manifestation used when you activate the Manifestation.
  • Enhancement – Lasts as long as the manifestation is active.
  • Power – Has a limited duration, but needs the manifestation active to use.
  • SB – Soul Burn. Each point of Soul Burn is a reduction to your maximum hit points. If your Soul Burn ever reduces your hit point total to zero your character is destroyed based in the craft and sponsor. Soul Burn can be recovered via downtime or other methods all with GM approval.

Content Updates

  • 2022-03-12 – Updated the Initiate level abilities and wording. Update of the 1st Circle abilities and powers to bring them more in line with the changes made to the initiate level and through trial in play over the last year.
  • 2021-10-14 – Updating initiate and 1st circle for use on character build pages.
  • 2021-08-06 – Added in Wave.
  • 2021-08-04 – Added in the extra bit for downtime activities including a maintain aspect.
  • 2021-07-22 – Added in Elemaster Decanter.
  • 2021-07-21 – Added in Bowl of Elemental Water magical item.
  • 2021-03-25 – Cleaner look for copying to character sheets.
  • 2020-09-12 – Added in content from 3rd circle to 5th circle and cleaned up 2nd circle.
  • 2020-06-22 – Cleaned up the wording of the 1st Circle and added the 2nd Circle.
  • 2020-03-28 – Structure.
  • 2020-03-06 – Structural and content update.
  • 2020-02-23 – Changed name to reflect the other crafts base name and added in a new downtime activity for the first circle.
  • 2020-01-13 – Updated the craft Mishap and Boon section.
Secret Crafts

Overview, Downtime: Secret Crafts, Spellcasters

Elemental Crafts: (6) Air, Darkness, Earth, Fire, Water – Combining Craft – Elements

Necromancy Crafts: (6) Blood, Devour, Grave, Reanimate, Shade – Combining Craft – Necro

Racial Crafts: (38) Alchem, Beast, Bureau, Celest, Chaos, Chrono, Craft, Crypt, Diplomat, Diviner, Dragon, Elven, Entertain, Fiend, Heal, Mech, Mental, Merch, Music, Nature, Portal, Preserve, Protect, Rad, Sail, Shape, Skald, Sky, Spirit, Spy, Star, Sumon, Tech, Void, Wagon, War, Weapon, Witch

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