Pathfinder: Wrath of the Righteous - All 13 Witch Patrons Ranked

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
greetings everyone hope all of you are having an absolutely fantastic day many of you have reached out asking me to rank some of the class specific mechanics in Wrath of the righteous such as sorcerer Bloodlines or cleric domain abilities I think that could create some interesting dialogue so let's start with which patrons witches have a weak spell book so patrons are the important role of give them access to spells that in some cases they wouldn't have I am sure my list varies significantly from other players so let me know down in the comments what are your top three which patrons keep in mind as we go through the list I rated patrons based strictly on what they provide but depending on your build or play style a low rank Patron could be absolutely perfect for you also before we get into the list for those of you that are new to my channel here at slandered gaming we focus on crpgs such as baldis gay pillars of Eternity and obviously Pathfinder Wrath of the righteous if that kind of content interests you I highly recommend you subscribe and check out some of my other videos all the way at the bottom number 13 is transformation at level 2 you get long Strider which provides a plus 10 enhancement bonus to your base speed which is for the most part fight at range and if you want to be a close range which it's doubtful you choose this Patron so I'd say this spell does nothing for you at level 4 you get Bear's endurance which provides a plus for enhancement bonus to Constitution this is by no means a must-have but it's nice to put on your tank since usually they are wearing gear that focuses on strength or dexterity and not necessarily Constitution at level 6 you get b shape one which allows you to change it to a wolf providing size natural and polymorph bonuses to your character like all wolves you are able to trip opponents as a free action whenever you attack which potentially will knock them prone the problem with this spell is witches have a low base attack bonus and no access to sneak attack so your ability to deal melee damage is significantly limited they also have low fortitude and reflex saves so using witches as Frontline Fighters is problematic both offensively and defensively consequently this spell doesn't help you that same issue comes up in the rest of the Spells which let you change into a leopard bear or Dragon the Spells are fantastic but not for a witch who is clearly not built for Frontline combat it's hard to recommend transformation sitting at number 12 is Mercy at level 2 you get cure light wounds this is a fantastic healing spell to have in the early game so no complaints here at level 4 you get Eagle Splendor which provides a plus for enhancement bonus to Charisma this is not as universally useful as Buffs to strength or dexterity but it's still nice for some builds at level 6 you get remove curse which allows you to remove a curse by passing a check Scrolls for this spell are very easy to obtain and you should only need them a handful of times so I would say this is a wasted slot at level 8 8 you get restoration which allows you to clear temporary ability damage fatigue and exhaustion it will also restore all points to one ability score this is a very important spell to have but again Scrolls for this are easy to obtain and won't cause diamond dust I won't go so far as to say this is a wasted slot because you'll probably use this enough where having someone on the team that can scribe those Scrolls is helpful regardless you shouldn't be wasting spell slots on restoration at level 10 you get cleansed which heals you along with ending several nasty statuses the problem with this is as a witch you are less likely to be the target of these effects as opposed to the front miners taking the real heat I have never used this spell and consider this another wasted slot at level 12 you get inspiring recovery which allows you to heal a character or bring them back to life if they die within the last two rounds there are more powerful heels available at this level and characters should be resurrected using Scrolls this is another wasted slot at level 14 you get Resurrection which is a great spell to have but again you should be using Scrolls for this especially because the diamond cost is high so with Scrolls you won't have to pay that this is another wasted slot at level 16 you give you four Tranquility which forces enemies to pass a will save or become nauseated rendering them unable to attack or cast spells this is an extremely powerful debuff but there's nothing else in the patrons list that benefits from setting your witch up as a debuffer consequently the things needed in your build to make this spell work don't mesh with anything else that you are given on top of that the spell has a range of touch and your witch should definitely not be that close to an enemy yet another wasted slot finally at level 18 you get heal Mass which is the best healing spell in the game this is another spell where you probably wanted to use Scrolls for it but at the same time you'll want someone who can scribe this scroll so it could be worth having it on your witch overall the mercy Patron just doesn't do very much for you number 11 on the list is endurance at level 2 you'll get stunning barrier which increases your AC and saves while forcing enemies to attack you in melee to pass a will save or become stun this spell lasts a short amount of time and your witch should rarely be struck in melee combat so the slot is wasted at level 4 you give Bears endurance which we have already discussed at level 6 you get protection from energy which absorbs a limited amount of damage from one element this is wasted because you should only be using the communal version that protects the entire team at level 8 you get Thorne body which damages enemies that strike to a melee combat while increasing the damage you deal with unarmed or natural strikes most likely this is useless for your range witch at level 10 you get spell resistance which increases a character's spell resistance by 12 plus your Caster level this is a useful form of protection but keep in mind if you use a lot of Buffs that have to penetrate spell resistance then this will make it harder to do that which can be very annoying at level 12 you get Bears endurance Mass which provides a plus for enhancement bonus to constitution for the entire party this is very useful because most of your party members won't use items that increase Constitution so doing it via a spell makes everybody more tanky at level 14 you get restoration greater like restoration this is a fantastic must-have spell but you should cast it using a scroll unlike restoration you should need to use this often enough where making Scrolls of it on a regular basis makes sense so this is a wasted slot at level 16 you get polar Ray which does 25 D6 points of cold damage against a Target and 1v4 points of dexterity drain if you set your witch up as a blaster who focuses on cold damage this could be useful but nothing else your patreon provides will cause you to do that and polar rate isn't powerful enough for you to Center an entire build around it I believe there's an item in the game that provides a suite of cold spells to spontaneous casters and if you're building around that then this is obviously useful but otherwise it's a throwaway spell at level 18 you get sea mantle which is one of the best personal Buffs in the game providing a staggering plus eight to AC along with a plus 4 resistance bonus reflex saves and Immunity to fire the problem is again your Witch is a range combatant and therefore it's doubtful they have focus on stacking up AC AC is All or Nothing in Wrath of righteous either you stack it as high as you possibly can or you ignore it by level 18 the demons you are facing don't care if your AC is 30 or 40. so spells like sea mantle don't provide additional protection Mirror Image blur displacement and spells of that nature are what will help keep your range combatants alive this is another dead star lot and overall endurance focuses on too many spells that won't help your witch number 10 is ancestors and level two you get blessed which provides a plus one more round bonus on attack rolls and saving throws against fear effects this is a useful spell in the early game so no complaints here at level 4 you get a which is going to provide the same around bonuses as blessed while also giving the character up to 18 temporary hit points temporary hit points from different sources stack so while this isn't useful on its own when you combine Aid with other spells it gives your character a significant increase at level 6 you give prayer which provides a plus one luck bonus to attack rolls weapon damage rolls saves and skill checks while giving your enemies a negative one penalty on those same rolls luck bonuses are rare so most likely they'll stack of what you are doing and this both is useful throughout the entire game the only disadvantage is the buff is very short so you have to be strategic about its use at level 8 you get Shield of dawn which damages enemies that attack you in melee range witches should be in the back so getting attacked in melee should be a rare occurrence and I consider this to be a wasted slot at level 10 you get burst of Glory which provides a plus one sacred bonus on attack rolls and saves against fear facts while also providing up to 20 temporary hit points sacred bonuses are rare and probably stack of what you have so this is another short but nice buff that is useful throughout the game at level 12 you get heroism greater which is one of the best Buffs in the game providing a plus four morale bonus on attack rolls saves and skill checks it also makes you immune to fear and provides up to 20 temporary hit points this is fantastic and you want the buff on as many party members as possible at level 14 you get bestow Grace of the champion which makes a Target immune to diseases and fear facts while also letting them add their Charisma bonus to all saving throws this spell cannot be used on paladins and your alignment must be lawful good none of your party members are lawful good and she's already a paladin so this is only useful for your character which is use intelligence as his spell casting attribute so it's doubtful your charisma score will be high enough for this to be worth it and this is likely another wasted slot at level 16 you get Angelic aspect greater which provide bonuses to AC saving throws and damage resistance but it only applies to your character again as a witch you'll be in the back line and taking a bunch of Buzz focused around your personal defense doesn't make much sense so this is wasteful finally at level 18 you get weird which is one of the best spells in the game but there's nothing else in this Patron that fits with it consequently you run into the same issue I mentioned with euphoric tranquility and overall the ancestors Patron focuses too much on short limited used Buffs number nine is agility at level two you get expeditious Retreat which provides a 30-foot enhancement bonus to your foot speed this is a huge quality of life increase when exploring Dresden or anywhere else by yourself but outside of that it's not going to help your witch at level 4 you get cat's grates which provides a plus four enhancement bonus to dexterity this is very useful especially for Frontline tanks who will benefit from the increase in AC or archers who are dependent upon that stat at level 6 you get haste which provides the same speed increased as expeditious Retreat while also giving you an additional attack whenever you do a full attack you also gain a plus one bonus to attack rolls and a plus one Dodge bonus to AC and reflex saves there's a strong case to be made that haste is the best buff in the entire game this lot alone bumps agility up in the rankings because it's the only way for witches to get access to the hay spell at level 8 you get freedom of movement which allows you to ignore movement impeding effects such as slow emporalisis this spell was a requirement in kingmaker but I honestly never used it in Wrath of the righteous I know some people swear by this spell so I won't call the slot wasted but you can definitely live without it and level 10 14 16 and 18 you get different polymorph abilities that all have the same issues I brought up regarding b shape at level 12 you get catch Grace Mass which provides a plus for enhancement bonus to dexterity for the entire team this is fantastic and helps your entire team defensively overall hasten's agility's main claim to fame and if you don't need that spell for your witch then it's hard to recommend this Patron number eight is devotion at level two you're gonna get Divine favor which provides a luck bonus of up to plus three to your attack and weapon damage rolls if you are playing as a blaster the attack bonus could be useful at level 4 you get invisibility which provides a plus 20 bonus on stealth checks I never use this since it disappears as soon as you attack an enemy and I consider this to be a wasted slot at level 6 you get magical vestment which provides an enhancement bonus of plus one for every four Castle levels your character has this ability has been packed so that now instead of stacking the bonus on top of what your armor already has it just ensures the enhancement bonus reaches whatever your Caster level allows so if your castle level is 12 and you use this on a plus one armor then it will raise the armor bonus to plus three as opposed to plus four that's a long way of saying the spell is only useful if for some reason you are sticking with armor that is outclassed by other options that are available to you it could be useful so the slot is not wasted but the patch definitely hurts this spell at level 8 you get confusion which forces enemies to pass a will Saving throw or you get to roll a D100 that determines which of several temporary debuffs they will experience confusion could be a great way to shut down a single Target but it's not powerful enough for you to build around it and you don't get any other enchantment spells so this is a waste at level 10 you get flame strike which does up to 15 D6 fire damage depending on if enemies pass a reflex saving throw I treat this spell the same as Polar Ray and that it's not powerful enough to build around but if you use an item that gets fire spells to spontaneous casters then this fits right in with what could be a powerful setup at level 12 you get bull strength Mass which provides a plus four enhancement bonus to strength for your entire team if you have characters who have completely dump strain then this can be nice for them but otherwise I don't see it as particularly useful at level 14 you get bestow Grace of the champion which we have already talked about at level 16 you get holy Aura which is one of the best Buffs in the game providing a spell resistance of 25 against evil creatures and their spells more importantly the buff completely blocks charm and dominate attempts which is huge in the late game definitely nice to have someone on the team who can regular only cast this finally at level 18 you get heal Mass which we have already discussed overall devotion is a hodgepodge of different spells some of which are really nice but it's difficult to make a build around this collection number seven is elements at level 2 you get shocking grass which does up to 5d6 points of shocking damage onto an enemy this spell has a range of touch and usually you don't want your witch to be that close but it's still not bad to have in the early game at level 4 you get acid Arrow which does two to four points of acid damage for up to six rounds this is mediocre compared to scorching Ray but it's still a damage spell so the slot is not wasted at level 6 you get fireball which does up to 10 D6 points of fire damage to an enemy depending on if they can pass a reflex save that means the first two spells you get from this Patron require Rings touch attack while the third and more powerful spell requires you to have high enough DC on fire spells that enemies will take full damage this is a obviously problematic but let's Circle back to that point after we see the other options at level 8 you get dragon's breath which allows you to do 12 D6 points of energy damage of one type towards an enemy depending on if they can pass a reflex save with the proper build this option could definitely be nice at level 10 you get flame strike which we have already discussed and it fits in nicely with Fireball and dragon's breath at level 12 you get acid fall which places a negative two penalty or melee attacking damage rolls to all characters in The Fog while cutting their speed in half it also does 2d6 points of acid damage to each character within the fog at the start of your turn this spell is not affected by spell resistance so it can be a really nice debuff option at level 14 you get caustic eruption which deals up to 20 D6 points of acid damage to all creatures in a 30-foot burst centered on you depending on if your enemies can pass a reflex save if they fail the same not only do they take full damage on the initial burst they can also take additional damage for the next two rounds the problem with this is your Witch is probably going to be in the back line and most likely other party members will be in the area and potentially impacted by the spell you can mitigate this with spells that decrease as the damage on your party but you might still find it difficult to utilize this option in a way that isn't damaging for the team at level 16 you get polar Ray which we have already discussed finally at level 18 you get icy prison Mass which forces all enemies in a 30-foot burst to pass a reflex save or become paralyzed paralyzed is an extremely powerful debuff so this is nice to have but the rest of the bill seems much more oriented around fire so it might be difficult to integrate this into your setup keep in mind to make elemental powers work you have to take the Feats and Mythic Feats or Mythic abilities that will boost your DC and overcome enemies Elemental resistance that's a tall order for multiple elements so while having all these options sounds good in theory and practice is actually a significant investment to create a character who can use them competently consequently I rank this Patron lower number six on the list is healing at level two you get removed fear and at this point in the game you don't have anything that makes your immune to fear so it's a very useful spell at level four you get restoration lesser and at this point in the game you don't have the resources to just create Scrolls whenever you want so even though I usually want to cast restoration related spells as Scrolls I don't consider it a ways to have the spell available here at level 6 you get remove disease which allows you to make a constant level check to remove the disease from a character this spell is very easy to get from Scrolls and depending on your religion stat some characters have an ability that lets them remove diseases once per day this slot is wasted at level 8 and 10 you get restoration and cleanse both of which we have already discussed at level 12 you get pillar of life when which allows characters to spend a standard action to touch the pillar and be healed up to 20 points Undead creatures take damage if they step into the pillar this is an inefficient way to heal but it does fit into the cleric playstyle this Patron is going for at level 14 you get restoration greater which we have already discussed at level 16 you get cure critical wounds Mass which is okay for healing but it's not going to make you stop missing the ability to channel energy if other party members do not have it finally at level 18 we get heal Mass which as I've already stated is absolutely fantastic after reviewing this you might wonder why healing is higher on the list considering I am not a huge fan of most of the options the reason for its higher rating is at least this Patron is consistent and gives you an actual playstyle to build around outside of elements I think the previous patriots feel like a Melting Pot of different approaches that don't really have a connecting thread I am not a big fan of what healing provides but I do give it points consistency and number five we have deception at level two you get vanished which temporarily makes a creature invisible like invisibility this effect ends once you attack a creature so I almost never use this at level 4 you get invisibility which we have already discussed at level 6 you get displacement which provides a 50 Mis chance for one creature absolutely fantastic protection for tanks or characters with low AC at level 8 you get confusion which we have already discussed at level 10 you get phantasmal web which forces all enemies in a 30-foot burst to pass a will Saving throw or become grappled as if in a web spell this causes creatures to be unable to move they take a negative four penalty to dexterity and a negative two penalty on all attack rolls and combat maneuver tracks in addition to this impacted creatures must pass a fortitude save every round afterwards or become nauseated which renders them unable to attack cast spells concentrate on spells or anything requiring attention the secondary effect is fantastic but you have to wait for it to take effect so this is a decent debuff but not one I use on a regular basis at level 12 you get Serenity which causes all enemies in a 30-foot burst who fail or will save to take three to six points of damage each round they attempt to harm someone the damage is mediocre and I prefer debuffs that either set enemies up for major damage or flat out stop them from damaging the party so this isn't a spell I use but if you are focusing on the enchantment school then it will fit right in at level 14 you get invisibility Mass which cast invisibility on your entire party I don't find this particularly useful for the same reasons that I don't find invisibility useful but your mileage may vary at level 16 you get Angelic aspect greater which we have already discussed finally at level 18 you get weird which once again is an amazing spell that can wipe out an entire room if you are built properly this Patron gives you a little bit of Illusion and a little bit of Enchantment but not enough of either one to say there's a clear build path I rank it higher because I think you can do more with this than the other options but it still feels disjointed next at number four is Shadow at level 2 you get vanish which we have already discussed at level 4 you get blur which provides a 20 Miss chance for one creature this is a fantastic way to protect tanks or creatures with low AC who really need to ensure they don't get hit at all great spell to have in your repertoire at level 6 you get displacement which as previously mentioned is fantastic but it lands for significantly shorter duration than blur a great protection option when you know you are heading into a really tough fight at level 8 you get Shadow conjuration which allows you to use the illusion School of magic to recreate conjuration summoning or creation spells of level 3 or lower these spells are only 20 as strong as the real thing unless you make enemies fail will save in which case you can dupe them into believing it's the real thing and they'll take full damage I am not a fan of summoning him Wrath of the righteous so consequently I'm not a fan of this option but depending on your play style it might work for you at level 10 you get Shadow evocation which does the same thing as Shadow conjuration except it applies to low-level evocation spells like Fireball lightning bolt and Shout this allows you to focus on the illusion skull while still getting access to conjuration and evocation spells I'll be a potentially weaker versions of them definitely a very cool option at level 12 you get phantasmo future faction which forces all enemies in a 30-foot burst to pass a will save or take 1d4 points of wisdom damage enemies who fail that initial will save must attempt another will save on the next round and if they fail that they have to then pass a fortitude save if they fail that fortitude save they faint as if asleep waking up doesn't end the spell effect effect and they will have to again pass a will and or fortitude save or they'll fall faint again so on the one hand the second half of the spell is fantastic and a great way to debuff a large group on the other hand the fact that you use the spell but have to wait a whole round for the good stuff to start really hurts it and a fight against trash mobs you'll probably clear out a bunch of them in the first round anyway in a boss fight you want the crowd control to kick in before enemies have a chance to react so while this spell does have a very powerful secondary effect I find it hard to recommend and basically consider this a mediocre option at level 14 you get Shadow conjuration greater which works just like Shadow conjuration except you can use conjuries and spells of six level or lower and non-believers take 60 damage at level 16 you get Shadow evocation grader which works just like Shadow evocation except you can use evocation spells of six level or lower like chain lightning or Marco and non-believers take 60 damage finally at level 18 you get Shades which lets you use conjuration Spells Of Eight level or lower and non-believers will take 80 damage again since I am not a huge fan of summoning the Shadow's sweetest spells doesn't appeal to me personally but this is a very consistent well put together setup and there's a Mythic ability to make your Shadow spells even more powerful quick to know before we go over the top three patrons if you enjoyed this video I would really appreciate you subscribing and hitting the like button this information tells me which content the community is enjoying and helps my videos spread to more people I really appreciate all of the support at number three we have winter at level 2 you get snowball which does up to 5d6 points of cold damage against one enemy not bad to have in the early game at level 4 you can resist fire which is useless because you should only be casting the communal spell which gives the entire party points of resistance against one element at level 6 you get protection from fire which is also useless since you should be using the communal spell that gives the entire party points of protection against one element at level 8 you get ice storm which showers a 30-foot area with hailstones that do 3d6 points of bludgeoning damage and 2d6 points of cold damage to All Creatures within the area it also makes the area difficult to rank for the duration of the spell and creatures inside the area take a negative four penalty on perception skill checks obviously this Patron is going for a cold damage playthrough so this spell fits right in at level 10 you get icy prison which we have already discussed and fits right in with this build at level 12 you get cold ice strike which does up to 15 D6 points of cold damage to All Creatures along a straight line depending on if they can pass a reflex saving throw great stuff and fits right in at level 14 you get ice body which provides immunity to Ability score damage Critical Hits blindness disease poison and all spells or attacks that affect your physiology again great stuff and you want to keep this on at all times at level 16 you get polar Ray which we have already discussed and is a great addition finally at level 18 you get polar midnight which causes all creatures in the 30-foot burst to take 5d6 points of cold damage and 1d6 points of dexterity per round enemies can pass a fortitude save to negate the dexterity damage but must take the cold damage as far as top level spells I am not a big fan of polar midnight but it fits in perfectly with an ice queen playthrough overall fire is a vastly superior option of cold since there are a lot of items that help you become more effective with fire spells but if you really want this type of play style it's hard to go wrong with picking the winter Patron and number two we have strength at level 2 you get Divine favor which we have already discussed but it's actually even better for this Patron because clearly you are trying to make your witch a Frontline fighter at level 4 you get bull strength which provides a plus 4 enhancement bonus to strength for one character obviously very useful for the play style this Patron is going for at level 6 you get heroism which is one of the best early game Buffs and it provides a plus two morale bonus to attack World saves and skill checks this is a great spell to have on your entire team at level 8 you get divine power which replaces Divine favor and provides a luck bonus of up to plus six to attack rolls weapon damage rolls strength checks and strength based skill checks you also get up to 20 temporary hit points and when making a full attack you can make one additional attack however that extra attack does not stack with the one you get from haste an absolutely monster buff that helps any melee based character at level 10 you get righteous might which provides a plus 4 size bonus to strength a plus two natural form bonus to AC additional damage resistance and a negative two penalty to dexterity another fantastic buff for this playstyle at level 12 you you get bull strength mask which we have already discussed at level 14 you get legendary proportions which provides a massive plus six size bonus to strength along with a plus four size bonus to Constitution and plus six form bonus to AC you also increase in size by two categories which increases the damage your weapons can do this is an absolute must-have buff for any martial character at level 16 you get frightful aspect which provides Buffs that are irrelevant compared to Legendary proportions but it gives you an aura that automatically shakes enemies this is absolutely devastating against enemies if you combine it with the shattered defenses feat which makes enemies flat-footed if you attack them while they are shaken or frightened flat-footed enemies lose their dexterity bonus to AC which makes many enemies significantly more vulnerable honestly all of your melee combatants should have Shadow defenses and at least one character close to the front line should have frightful aspect finally at level 18 you get heroic invocation which is the most powerful version of heroism providing a plus form a Rob bonus to attack and damage rolls along with immunity to charm and fear effects and some temporary hit poison as well it's also communal so this spell will apply to all allies within 30 feet with just one casting absolutely fantastic spell and as you can see strength is an incredible Patron option and possibly the one that is the most well put together out of the entire list unfortunately the problems that I mentioned with transformation apply here as well low base attack bonuses and low saves make it very hard to recommend witches as competent Frontline Fighters and they don't get any subclasses that make up for this those of you who have watched my ranking series already know that hack bound is a trap this Patron is fantastic but witches just don't have a good way to make use of it and consequently I cannot rank it number one number one on the list is insanity at level 2 you get color spray which places a debuff on All Creatures within a 40-foot comb depending on what their head dice is long term this is useless but at the time you get it this spell can be very useful although it does require some micro management to make sure you are not hitting allies at level 4 you get hideous laughter which forces one enemy to pass a will save or fall prone in laughter not only is this a very effective debuff but it's also hilarious to use and there's a Mythic ability option let's spreads the spell to other enemies at level 6 you get hold person which paralyzes one enemy a fantastic option when there's a boss character or high threat Target surrounded by a bunch of Scrubs at level 8 you get confusion which we have already discussed at level 10 you get mind fog which forces all creatures in a 20-foot burst to pass a will save or take a negative 10 penalty to wisdom checks and will says affected enemies experience this debuff for 2d6 Rounds once they lead the fall this is a monster above that sets enemies up for terrible things to happen to them laying down mind fog and following up immediately with weird is a deeply satisfying room clearing combination at level 12 you get Serenity which we have already discussed at level 14 you get Insanity which works just like confusion except enemies are impacted permanently which can be a great way to shut down one Troublesome Target and it fits in perfectly with this play style at level 16 you get cure critical wounds Mass which makes absolutely no sense in this setup and pretty obviously was just thrown in there clearly euphoric Tranquility should be in the slot but nothing's perfect finally at level 18 you get overwhelming presence which is one of the best debuff spells in the entire game all enemies in a 30-foot burst centered on you must pass the will Saving throw or fall to the ground and power each round after that they can attempt a new saving throw to end the effect if if creatures clear the initial save they become staggered for one round if they fail to save but then clear it later they take 1d6 points of wisdom drain and become staggered for 1d4 Rounds absolutely incredible and fits in perfectly with this Suite of Enchantment debuffs there's a clear line for you to follow here and it's very easy to build around this setup that wraps up my rankings of all the witch patrons again I would love to hear your thoughts so let me know which patrons you prefer in the comments hope all of you enjoyed this video take care
Info
Channel: Slandered Gaming
Views: 7,876
Rating: undefined out of 5
Keywords:
Id: OxQsNomATLs
Channel Id: undefined
Length: 33min 20sec (2000 seconds)
Published: Tue Feb 21 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.