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Thread: Class Suite

  1. - Top - End - #1
    Ogre in the Playground
     
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    Default Class Suite

    Reserved #0: Intro

  2. - Top - End - #2
    Ogre in the Playground
     
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    Default Re: Class Suite

    Assassin

    Level BAB Fort Ref Will Special Maneuvers Known Maneuvers Readied Stances Known
    1 1 0 2 2 Sneak attack +1d6, poison use, trapfinding 2
    2 2 0 3 3 Combat style, uncanny dodge 2
    3 3 1 3 3 Skill mastery, sneak attack +2d6 2
    4 4 1 4 4 Reflexive trapfinding, swift poison application 2
    5 5 1 4 4 Improved uncanny dodge, sneak attack +3d6 4
    6 6 2 5 5 Improved combat style, skill mastery 4
    7 7 2 5 5 Sneak attack +4d6 4
    8 8 2 6 6 Hide in plain sight 4
    9 9 3 6 6 Skill mastery, sneak attack +5d6 6
    10 10 3 7 7 Evasion, slippery mind 6
    11 11 3 7 7 Combat style mastery, sneak attack +6d6 6
    12 12 4 8 8 Fast stealth, skill mastery 6
    13 13 4 8 8 Poison immunity, sneak attack +7d6 6
    14 14 4 9 9 Unreadable 6
    15 15 5 9 9 Skill mastery, sneak attack +8d6 8
    16 16 5 10 10 Swift mechanic 8
    17 17 5 10 10 Sneak attack +9d6, wall run 8
    18 18 6 11 11 Skill mastery 8
    19 19 6 11 11 Sneak attack +10d6, water step 8
    20 20 6 12 12 Improved evasion, mental fortress 8

    Weapon and Armor Proficiency:

    You are proficient with all simple weapons, plus the blowgun, hand crossbow, kukri, rapier, longbow, sap, shortbow, and shortsword.

    You are proficient with light armor, but not with shields.



    Poison Use (Ex):

    don't risk accidentally poisoning self when applying poison to weapon

    additionally, add +1/2 class level to DC of injury poison if you're the one who delivers the attack



    Combat Style (Ex):

    archery or twf, as ranger



    Skill Mastery (Ex):

    pick one skill each time



    Swift Poison Application (Ex):

    apply poison as swift action



    Hide in Plain Sight (Ex):

    the shadow version



    Fast Stealth (Ex):

    no -5 penalty to hide or move silently when moving at full speed
    can run or charge while hiding/moving silently at only -10 penalty



    Unreadable (Ex):

    immune to effects that detect alignment, lies, or thoughts
    immune to effects that compel truth



    Swift Mechanic (Ex):

    can make disable device or open lock check as swift action



    Mental Fortress (Ex):

    as mind blank, but nonmagical
    Last edited by Maat Mons; 2020-08-07 at 06:37 PM.

  3. - Top - End - #3
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    Default Re: Class Suite

    Beastmaster

    Level BAB Fort Ref Will Special Spell Points Spells Known Max Spell Level
    1 0 0 2 0 Animal companion, wild empathy 2 2 1
    2 1 0 3 0 Retrain animal 4 3 1
    3 2 1 3 1 Reach companion 7 4 1
    4 3 1 4 1 11 6 2
    5 3 1 4 1 Call companion (animal knows where you are and comes to you) 15 7 2
    6 4 2 5 2 Extra animal companion 20 8 2
    7 5 2 5 2 26 10 3
    8 6 2 6 2 Multi-command 32 11 3
    9 6 3 6 3 Companion multispell 39 12 3
    10 7 3 7 3 Call companion (teleport up to x feet) 47 14 4
    11 8 3 7 3 Enspell companions (1 spell) 55 15 4
    12 9 4 8 4 Extra animal companion 64 16 4
    13 9 4 8 4 74 18 5
    14 10 4 9 4 Enspell companions (2 spells) 84 19 5
    15 11 5 9 5 Call companion (teleport any distance) 95 20 5
    16 12 5 10 5 107 22 6
    17 12 5 10 5 Enspell companions (3 spells) 119 23 6
    18 13 6 11 6 Extra animal companion 132 24 6
    19 14 6 11 6 146 26 7
    20 15 6 12 6 Call companion (planar travel), enspell companions (4 spells) 160 27 7

    Weapon and Armor Proficiency:

    You are proficient with all simple weapons, plus the throwing axe, battleaxe, bolas, greatclub, handaxe, longbow, net, shortbow, shuriken, trident, and whip.

    You are proficient with light armor, medium armor, and shields (except tower shields).

    You can cast beastmaster spells while wearing light or medium armor or using a shield without incurring the normal arcane spell failure chance.



    Retrain Animal (Ex):

    spend one week working with animal
    make handle animal checks vs its HD?
    auto-success for companions?
    can fully change its skills and feats to another legal arrangement



    Reach Companion:

    use touch spells on animal companion at distance



    Call Companion (Su):

    can magically signal animal companion that you need it; it knows your location and how to get to you
    later, can teleport animal companion to you if within certain distance
    still later, no range limit on teleport
    eventually, can bring it to you across planar boundaries



    Multi-Command (Su):

    if action required to command animal companion, can command multiple companions as single action



    Companion Multispell:

    spells that normally affect single target can target multiple animal companion



    Enspell Companions (Su):

    precast spell, stays dormant until you trigger it as move action
    then takes effect on all your animal companions
    can keep limited number of spells suspended in this way at a time



    Unused Ideas
    • extend spell for free on companions
    • send companions to non-dimensional space
    • and can call them back
    • they do not perceive the passage of time, grow hungry, etc
    • still heal at natural rate (as full bedrest with longterm care)
    • if companion would die, it instead goes to non-dimensional space
    • need to use immediate action?
    • can't be called back until fully healed though





    Spell List Sketch
    • Animal-themed spells
    • Buff spells
    Last edited by Maat Mons; 2020-08-07 at 06:41 PM.

  4. - Top - End - #4
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    Default Re: Class Suite

    Berserker

    Level BAB Fort Ref Will Special Maneuvers Known Maneuvers Readied Stances Known
    1 1 2 2 0 Rage 1/day, reckless attack 1
    2 2 3 3 0 Power attack, uncanny dodge 1
    3 3 3 3 1 Tireless rage 1
    4 4 4 4 1 Rage 2/day 1
    5 5 4 4 1 Improved uncanny dodge 1
    6 6 5 5 2 Immune to fatigue, ruinous blow (x2 damage, -3 AC) 2
    7 7 5 5 2 Mindless rage (compulsions) 2
    8 8 6 6 2 Rage 3/day 2
    9 9 6 6 3 Back-to-Back Rage 2
    10 10 7 7 3 Improved power attack 2
    11 11 7 7 3 Greater rage, ruinous blow (x3 damage, -5 AC) 3
    12 12 8 8 4 Fight to the last, rage 4/day 3
    13 13 8 8 4 3
    14 14 9 9 4 Mindless rage (all mind-affecting) 3
    15 15 9 9 5 3
    16 16 10 10 5 Rage 5/day, ruinous blow (x4 damage, -7 AC) 4
    17 17 10 10 5 4
    18 18 11 11 6 Deadened hide 4
    19 19 11 11 6 4
    20 20 12 12 6 Mighty rage, rage 6/day, supreme power attack 4

    Weapon and Armor Proficiency:

    You are proficient with all simple and martial weapons.

    You are proficient with light armor, medium armor, and shields (except tower shields).



    Reckless Attack (Ex):

    can take penalty to AC (max = class level), gain equal bonus to melee attacks



    Ruinous Blow (Ex):

    as standard action, make attack that deals extra damage
    take AC penalty until start of next turn
    can use lesser version, if desired



    Mindless Rage (Ex):

    when raging, gain immunity to compulsion effects
    later, gain immunity to all mind-affecting effects



    Back-to-Back Rage (Ex):

    can rage multiple times per encounter



    Fight to the Last (Ex):

    while raging, don't go unconscious from nonlethal damage



    Deadened Hide (Ex):

    immune to nonlethal damage



    Unused Ideas
    • can rage in response to mind-affecting effect?
    • diehard
    • add wis to init
    • can use counters while flat-footed
    Last edited by Maat Mons; 2020-08-07 at 06:39 PM.

  5. - Top - End - #5
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    Default Re: Class Suite

    Cultist

    Level BAB Fort Ref Will Special Spell Points Spells Known Max Spell Level
    1 0 0 2 0 Sneak attack +1d6, trapfinding 2 2 1
    2 1 0 3 0 Eschew materials, somatic weaponry 4 3 1
    3 2 1 3 1 Immune to compulsions 7 4 1
    4 3 1 4 1 Reflexive trapfinding, sneak attack +2d6 11 6 2
    5 3 1 4 1 Skill mastery, uncanny dodge 15 7 2
    6 4 2 5 2 Undetectable alignment 20 8 2
    7 5 2 5 2 Sneak attack +3d6 26 10 3
    8 6 2 6 2 Hide in plain sight 32 11 3
    9 6 3 6 3 Subtle spells (verbal components) 39 12 3
    10 7 3 7 3 Skill mastery, sneak attack +4d6 47 14 4
    11 8 3 7 3 55 15 4
    12 9 4 8 4 Improved uncanny dodge 64 16 4
    13 9 4 8 4 Sneak attack +5d6 74 18 5
    14 10 4 9 4 False truth 84 19 5
    15 11 5 9 5 Skill mastery 95 20 5
    16 12 5 10 5 Sneak attack +6d6 107 22 6
    17 12 5 10 5 119 23 6
    18 13 6 11 6 Subtle spells (somatic components) 132 24 6
    19 14 6 11 6 Sneak attack +7d6 146 26 7
    20 15 6 12 6 Mental fortress, skill mastery 160 27 7

    Weapon and Armor Proficiency:

    You are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and shortsword.

    You are proficient with light armor, but not with shields.

    You can cast cultist spells while wearing light armor without incurring the normal arcane spell failure chance.



    Eschew Materials:

    bonus feat



    Somatic Weaponry:

    bonus feat



    Reflexive Trapfinding (Ex):

    notice traps without actively looking for them




    Skill Mastery (Ex):

    choose one skill at each indicated level?



    Undetectable Alignment (Su):

    as the spell, but continuous



    Hide in Plain Sight (Ex):

    shadow version



    Subtle Spells (Ex):

    gain silent spell and can apply it to cultist spells for free (no increase in level or casting time)
    later, same for still spell



    False Truth (Ex):

    when magical effects that detect truth and lies are used, you can have things you say register as either, at your discretion



    Mental Fortress (Ex):

    as mind blank, but nonmagical



    Spell List Sketch
    • Darkness descriptor
    • Subterfuge
    Last edited by Maat Mons; 2020-08-07 at 06:41 PM.

  6. - Top - End - #6
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    Default Re: Class Suite

    Death Knight

    Level BAB Fort Ref Will Special Spell Points Spells Known Max Spell Level
    1 1 2 0 0 Darkvision, immunities (disease, poison) 1 1 1
    2 2 3 0 0 Immunities (fatigue, exhaustion, sleep effects), undead sustenance (sleep) 2 2 1
    3 3 3 1 1 Arcane channeling 4 3 1
    4 4 4 1 1 Fortification 25% 6 4 1
    5 5 4 1 1 - 9 5 2
    6 6 5 2 2 Immunities (nonlethal) 12 6 2
    7 7 5 2 2 Dr 1/bludgeoning 16 7 2
    8 8 6 2 2 Fortification 50% 20 8 2
    9 9 6 3 3 - 25 9 3
    10 10 7 3 3 Dr 2/bludgeoning, eternal 30 10 3
    11 11 7 3 3 Immunities (death effects, energy drain) 36 11 3
    12 12 8 4 4 Fortification 75% 42 12 3
    13 13 8 4 4 Arcane channeling (full attack), dr 3/bludgeoning 49 13 4
    14 14 9 4 4 See in darkness 56 14 4
    15 15 9 5 5 Immunities (ability drain, damage to physical ability scores) 64 15 4
    16 16 10 5 5 Dr 4/bludgeoning, fortification 100% 72 16 4
    17 17 10 5 5 - 81 17 5
    18 18 11 6 6 Immunities (stunning, paralysis) 90 18 5
    19 19 11 6 6 Dr 5/bludgeoning 100 19 5
    20 20 12 6 6 Immunities (death from massive damage), undead sustenance (eat, drink) 110 20 5

    Weapon and Armor Proficiency:


    You are proficient with all simple and martial weapons.

    You are proficient with all armor (heavy, medium, and light) and shields (including tower shields).

    You can cast death knight spells while wearing light, medium, or heavy armor or using a shield without incurring the normal arcane spell failure chance.



    Darkvision (Ex):

    gain darkvision 60 ft or add +60 ft to existing darkvision



    Immunities (Ex):

    gain immunities as indicated



    Ceaseless (Ex):

    no longer need to sleep



    Undead Sustenance (Ex):

    no longer need to do listed things



    Eternal (Ex):

    no longer age



    See in Darkness (Su):

    can see perfectly in darkness
    even magical darkness
    no range limit






    Unused Ideas
    • cold resistance
    • heal from negative energy
    • still heal from positive energy too?





    Spell List Sketch
    • Debuffs
    • Necromancy
    Last edited by Maat Mons; 2020-08-07 at 06:42 PM.

  7. - Top - End - #7
    Ogre in the Playground
     
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    Default Re: Class Suite

    Reserved #6: Eldritch Scholar

  8. - Top - End - #8
    Ogre in the Playground
     
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    Default Re: Class Suite

    Reserved #7: Juggernaut

  9. - Top - End - #9
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    Default Re: Class Suite

    Priest

    Level BAB Fort Ref Will Special Spell Points Spells Known Max Spell Level
    1 0 0 0 2 Turn anethma 3 2 1
    2 1 0 0 3 Beneficent reach 6 4 1
    3 1 1 1 3 Aura of courage, healing touch 1d8 10 6 2
    4 2 1 1 4 Beneficent sharing 15 8 2
    5 2 1 1 4 21 10 3
    6 3 2 2 5 Enspell ally 1, healing touch 2d8 28 12 3
    7 3 2 2 5 36 14 4
    8 4 2 2 6 45 16 4
    9 4 3 3 6 Healing touch 3d8 55 18 5
    10 5 3 3 7 Enspell ally 2 66 20 5
    11 5 3 3 7 78 22 6
    12 6 4 4 8 Consecrated presence, healing touch 4d8 91 24 6
    13 6 4 4 8 105 26 7
    14 7 4 4 9 Enspell ally 3 120 28 7
    15 7 5 5 9 Healing touch 5d8 136 30 8
    16 8 5 5 10 153 32 8
    17 8 5 5 10 171 34 9
    18 9 6 6 11 Enspell ally 4, healing touch 6d8 190 36 9
    19 9 6 6 11 210 38 9
    20 10 6 6 12 Hallowed presence 231 40 9

    Weapon and Armor Proficiency:

    You are proficient with the club, flail, light mace, heavy mace, morningstar, and unarmed strike.

    You are not proficient with any type of armor or shield.




    Turn Anethma (Su):

    as turn undead, but also aberrations and evil outsiders



    Beneficent Reach:

    spells that are harmless or only affect willing targets get increase range
    touch -> close -> medium -> long -> still long



    Healing Touch (Su):

    like touch of healing reserve feat



    Beneficent Sharing:

    can use single-target spells on multiple allies




    Enspell ally:

    precast up to N spells on allies
    spells don't start immediately
    use move action to trigger all of them






    Consecrated Presence (Su):

    constant Consecrate spells centered on you
    moves with you




    Hallowed Presence (Su):

    constant Hallow spells centered on you
    moves with you
    no spell effect tied to it


    Spell List Sketch
    • Buffs
    • Debuffs
    • Healing/condition removal
    Last edited by Maat Mons; 2020-08-07 at 06:43 PM.

  10. - Top - End - #10
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    Default Re: Class Suite

    Shapeshifter

    Level BAB Fort Ref Will Special Spell Points Spells Known Max Spell Level
    1 1 2 0 0 Low-light vision, shape claws, track 1 1 1
    2 2 3 0 0 Pounce, woodland stride 2 2 1
    3 3 3 1 1 Scent, trackless step 4 3 1
    4 4 4 1 1 Natural weapons +1, speak with animals 6 4 1
    5 5 4 1 1 Wild shape (1/day) 9 5 2
    6 6 5 2 2 Rend, wild shape (2/day) 12 6 2
    7 7 5 2 2 Fast wild shape (move action), wild shape (3/day) 16 7 2
    8 8 6 2 2 Natural weapons +2, swift tracker, wild shape (large) 20 8 2
    9 9 6 3 3 25 9 3
    10 10 7 3 3 Multimorph, wild shape (4/day) 30 10 3
    11 11 7 3 3 Wild shape (tiny) 36 11 3
    12 12 8 4 4 Fast healing, natural weapons +3 42 12 3
    13 13 8 4 4 A thousand faces 49 13 4
    14 14 9 4 4 Fast wild shape (swift action), wild shape (5/day) 56 14 4
    15 15 9 5 5 Wild shape (huge) 64 15 4
    16 16 10 5 5 Infinite variety (1 trait), natural weapons +4 72 16 4
    17 17 10 5 5 81 17 5
    18 18 11 6 6 Infinite variety (2 traits) 90 18 5
    19 19 11 6 6 100 19 5
    20 20 12 6 6 Evershifting form, infinite variety (3 traits), natural weapons +5 110 20 5

    Weapon and Armor Proficiency:

    You are proficient with the club, dagger, punching dagger, greatclub, and unarmed strike. You are also proficient with all natural attacks (claw, bite, and so forth) of any form you assume with wild shape.

    You are proficient with light armor, medium armor, and shields (except tower shields).

    You can cast shapeshifter spells while wearing light or medium armor or using a shield without incurring the normal arcane spell failure chance.



    Shape Claws (Su):

    swift action to shape/unshape
    1d6 each (medium)
    doesn't interfere with use of hands
    no iterative attacks



    Pounce (Ex):

    only works with natural weapons



    Speak With Animals (Su):

    continuously active



    Rend (Ex):

    base damage = 2x claw base damage
    add 1.5x Str



    Multimorph (Su):

    can switch between multiple animal forms during single wild shape
    same action as using wild shape


    Fast Healing (Su):

    heal Wis mod HP per round




    Infinite Variety (Ex):

    add traits of one form to another form



    Evershifting Form (Ex):

    gain shapechanger subtype
    immune to transmutation effects you don't want




    Unused Ideas
    • shifters speech
    • can target self with animal-only spells even when not Wild Shaped



    Spell List Sketch
    • Animal-themed spells
    • Self-buffs
    • Self-healing
    Last edited by Maat Mons; 2020-08-07 at 06:43 PM.

  11. - Top - End - #11
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    Default Re: Class Suite

    Shaolin

    Level BAB Fort Ref Will Special Spell Points Spells Known Max Spell Level
    1 0 0 2 0 Flurry of blows, ki armor, monk weapons 1d6, unarmed strike 2 2 1
    2 1 0 3 0 AC bonus, evasion 4 3 1
    3 2 1 3 1 Slow fall, speed bonus +10 ft. 7 4 1
    4 3 1 4 1 Ki strike +1, monk weapons 1d8 11 6 2
    5 3 1 4 1 Penetrating strikes (special materials), purity of body 15 7 2
    6 4 2 5 2 Speed bonus +20 ft., wall run 20 8 2
    7 5 2 5 2 26 10 3
    8 6 2 6 2 Ki strike +2, mobile combat, monk weapons 1d10 32 11 3
    9 6 3 6 3 Improved evasion, speed bonus +30 ft. 39 12 3
    10 7 3 7 3 47 14 4
    11 8 3 7 3 Diamond body, greater flurry 55 15 4
    12 9 4 8 4 Ki strike +3, monk weapons 2d6, speed bonus +40 ft. 64 16 4
    13 9 4 8 4 74 18 5
    14 10 4 9 4 Penetrating strikes (all DR), water step 84 19 5
    15 11 5 9 5 Speed bonus +50 ft. 95 20 5
    16 12 5 10 5 Ki strike +4, monk weapons 2d8 107 22 6
    17 12 5 10 5 Timeless body 119 23 6
    18 13 6 11 6 Speed bonus +60 ft. 132 24 6
    19 14 6 11 6 146 26 7
    20 15 6 12 6 Ki strike +5, monk weapons 2d10 160 27 7

    Weapon and Armor Proficiency:

    Rogues are proficient with all simple weapons, plus the throwing axe, battleaxe, glaive, greatclub, handaxe, kama, kukri, longbow, longsword, nunchaku, sai, scimitar, shortbow, shortsword, shuriken, and tonfa.


    You are proficient with light armor, but not with shields.

    You can cast shaolin spells while wearing light armor without incurring the normal arcane spell failure chance.





    Ki Armor (Su):

    armor bonus to AC
    4 + 1/3 class level




    Monk Weapons (Ex):

    monk weapons (including unarmed strikes) deal indicated damage, if better than normal damage



    AC Bonus (Ex):

    add wis to AC in light or no armor



    Slow Fall (Ex):

    can fall any distance without taking damage (must be conscious)







    Ki Strike (Su):

    enhancement bonus to attack and damage


    Penetrating Strikes (Ex):

    bypass DR as if using any/all special materials
    later, bypass all DR






    Mobile Combat (Ex):

    can take a full round action to full attack (including flurry, if desired) and also move your speed
    movement can happen before, after, or between attacks






    Unused Ideas
    • wholeness of body
    • standing leap





    Spell List Sketch
    • Dimension door
    • Etheralness
    • Healing/condition removal
    • Self buffs
    • Tongues
    • Touch attack spells to simulate Stunning Fist and Quivering Palm
    Last edited by Maat Mons; 2020-08-07 at 06:44 PM.

  12. - Top - End - #12
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    Default Re: Class Suite

    Templar

    Level BAB Fort Ref Will Special Spell Points Spells Known Max Spell Level
    1 1 2 0 0 Fearless, sense anathema, smite 1/encounter 1 1 1
    2 2 3 0 0 Divine grace 2 2 1
    3 3 3 1 1 Ghost touch armor, healing touch 1d8 4 3 1
    4 4 4 1 1 Divine health (disease), turn anathema 6 4 1
    5 5 4 1 1 Ghost touch weapon, smite 2/encounter 9 5 2
    6 6 5 2 2 Healing touch 2d8 12 6 2
    7 7 5 2 2 Anathema slayer 16 7 2
    8 8 6 2 2 Divine health (energy drain) 20 8 2
    9 9 6 3 3 Healing touch 3d8 25 9 3
    10 10 7 3 3 Mettle, smite 3/encounter 30 10 3
    11 11 7 3 3 Guided hand 36 11 3
    12 12 8 4 4 Divine health (death effects), healing touch 4d8 42 12 3
    13 13 8 4 4 49 13 4
    14 14 9 4 4 Smite anathema 56 14 4
    15 15 9 5 5 Healing touch 5d8, smite 4/encounter 64 15 4
    16 16 10 5 5 Divine health (ability drain) 72 16 4
    17 17 10 5 5 81 17 5
    18 18 11 6 6 Healing touch 6d8 90 18 5
    19 19 11 6 6 100 19 5
    20 20 12 6 6 Improved mettle, smite 5/encounter 110 20 5

    Weapon and Armor Proficiency:

    You are proficient with all simple and martial weapons.

    You are proficient with all armor (heavy, medium, and light) and shields (including tower shields).

    You can cast beastmaster spells while wearing light, medium, or heavy armor or using a shield without incurring the normal arcane spell failure chance.





    Fearless (Ex):

    immune to fear





    Sense Anathema (Su):

    detect aberrations, evil outsiders, and undead
    no action required




    Smite (Su):

    works on any alignment



    Ghost Touch Armor (Su):

    armor bonus applies against touch attacks and incorporeal touch attacks
    yes, I know ghost touch doesn't work against regular touch attacks



    Healing Touch (Su):

    similar to touch of healing reserve feat



    Divine Health (Ex):

    immunity to various things, as noted on table




    Turn Anathema (Su):

    as turn undead, but also affects aberrations and evil outsiders


    Ghost Touch Weapon (Su):

    ignore incorporeal miss chance and can hit incorporeal foes with nonmagical weapons




    Anathema Slayer (Su):

    attacks ignore DR of aberrations, evil outsiders, and undead





    Guided Hand (Su):

    ignore all miss chances


    Smite Anathema (Su):

    every attack against an aberration, evil outsider, or undead counts as a smite
    this doesn't use up any of your smite uses





    Unused Ideas
    • summon mount?
    • mounted combat feats?
    • grow wings
    • become an angel
    • halo that illuminates surroundings
    • armor shines so bright that enemies are blinded





    Spell List Sketch
    • Buffs
    • Healing/condition removal
    Last edited by Maat Mons; 2020-08-07 at 06:44 PM.

  13. - Top - End - #13
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    Default Re: Class Suite

    Witch

    Level BAB Fort Ref Will Special Spell Points Spells Known Max Spell Level
    1 0 0 0 2 Brew potion, familiar 3 2 1
    2 1 0 0 3 Bewitching, ranged application 6 4 1
    3 1 1 1 3 10 6 2
    4 2 1 1 4 Purity of body 15 8 2
    5 2 1 1 4 21 10 3
    6 3 2 2 5 Summon broomstick 28 12 3
    7 3 2 2 5 Potent potables 36 14 4
    8 4 2 2 6 Venom immunity 45 16 4
    9 4 3 3 6 55 18 5
    10 5 3 3 7 Timeless body 66 20 5
    11 5 3 3 7 78 22 6
    12 6 4 4 8 Captivate 91 24 6
    13 6 4 4 8 105 26 7
    14 7 4 4 9 Woodland stride 120 28 7
    15 7 5 5 9 136 30 8
    16 8 5 5 10 Enthrall 153 32 8
    17 8 5 5 10 171 34 9
    18 9 6 6 11 Subtle manipulations 190 36 9
    19 9 6 6 11 210 38 9
    20 10 6 6 12 Enrapture, eternal youth 231 40 9

    Weapon and Armor Proficiency:

    You are proficient with the club, dagger, flail, longsword, shortsword, sickle, sling, and quarterstaff.

    You are not proficient with any type of armor or shield.



    Familiar
    • bat
    • cat
    • frog
    • rat
    • raven
    • spider





    Bewitching (Ex):

    bonus equal to 1/2 level
    on bluff, diplomacy, gather information
    and opposed Cha checks made as part of Enchantment spells



    Ranged Application (Su):

    can throw potion/oil (range 60 ft.)
    if target unwilling, make touch attack (no roll needed otherwise)
    target is effected as if potion/oil had been quaffed/applied (potion/oil is used up)
    miss on unwilling target destroys potion/oil (and has no effect on target)



    Summon Broomstick (Su):

    gain intelligent flying broom as companion
    can summon or dismiss it at will



    Potent Potables (Ex):

    you can brew potions of spells higher than 3rd level



    Captivate (Ex):

    targets of Dominate don't get new save for actions against nature



    Enthrall (Ex):

    targets of Dominate may take suicidal actions, but get new save at +2



    Subtle Manipulations (Su):

    after compulsion wears off, subject must save or believe actions were of own volition
    implausibility may impart save bonus, or even make ability automatically fail
    this is an instantaneous, mind-affecting Enchantment



    Enrapture (Ex):

    targets of Dominate will take suicidal actions, so extra save



    Eternal Youth (Ex):

    don't die of old age
    ability penalties for age already taken disappear
    regain youthful appearance if older
    don't physically age beyond certain point







    Unused Ideas
    • increase DC of charms/compulsions
    • transform into cat
    • hex
    • craft wand
    • fear
    • tongues
    • higher sense motive DC to notice enchantment





    Spell List Sketch
    • Debuff spells
    • Healing/condition removal spells
    • Plant-themed spells
    Last edited by Maat Mons; 2020-08-07 at 06:45 PM.

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    Reserved #13: Outro

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    Default Re: Class Suite

    Didn't there used to be templates people could copy for formatting homebrew classes? Also, I forgot how to do fancy tables, and the guide to tables linked in Notable Threads doesn't appear up to date.



    I attempted to design a suite of classes. Something that felt like it covered the whole gamut of character concepts, more or less. I mean, as close to doing that as the original 11 classes in the PHB were.

    I decided to make a grid, to make sure I hit each combo of theme and role. For these purposes, my themes were Arcane, Holy, Nature, and Nonmagical, and my roles were Squishy, Tough, and Balanced.

    Squishy Tough Balanced
    Arcane Eldritch Scholar

    Abyss (DPS/BFC [tentacles])
    Inferno (DPS [fire])
    Void (debuff)
    Death Knight

    Necromancy (DPS/debuff)
    Reaper (DPS/self-healing)
    Undeath (tanking/resistances)
    Cultist

    Blood (DPS/healing)
    Madness (buff/debuff)
    Shadow (DPS/stealth)
    Holy Priest

    Condemn (damage/debuff)
    Inspire (buff [off.]/healing)
    Protect (buff [def.]/healing)
    Templar

    Cleanse (healing)
    Defend (tanking)
    Judge (DPS)
    Shaolin

    Body Hardening (tanking)
    Redirection (dodge/debuff)
    Striking (DPS)
    Nature Witch

    Brew (healing/buffing)
    Nature (damage/BFC)
    Hex (debuff)
    Shapeshifter

    Ferocity (DPS)
    Regeneration (tanking [self-healing])
    Toughness (tanking [resistances])
    Beastmaster

    Packmaster (more pets)
    Selective Breeding (better pets)
    Veterinarian (heal pets)
    Nonmagical Assassin

    Blades (DPS)
    Poison (debuff)
    Subterfuge (dodge/stealth)
    Juggernaut

    Harry (BFC)
    Protect (hinder/punish attacks on allies)
    Withstand (tanking)
    Berserker

    Retaliate (DPS [punish attackers])
    Slaughter (DPS [standard])
    Terrorize (debuff [fear])

    I decided to go with names that would feel at home in an MMO, so evocative. And just for the heck of it, I made up names for skill trees these hypothetical classes might in this hypothetical MMO.



    Then I did my best to translate those ides into D&D 3.5.

    Squishy Tough Balanced
    Arcane Eldritch Scholar

    Blaster
    9th-level spells (fixed-list)
    Int
    d6, 1/2 BAB, Will, 4+Int
    Unarmored
    List
    Death Knight

    Blaster/BSF
    5th-level spells (fixed-list)
    Int
    d10, Full BAB, Fort, 4+Int
    Heavy Armor
    Martial
    Cultist

    Blaster/Skillmonkey
    7th-level spells (fixed-list)
    Int
    d8, 3/4 BAB, Ref, 6+Int
    Light Armor
    Simple+List
    Holy Priest

    Healbot
    9th-level spells (fixed-list)
    Cha
    d6, 1/2 BAB, Will, 4+Int
    Unarmored
    List
    Templar

    BSF/Healbot
    5th-level spells (fixed-list)
    Cha
    d10, Full BAB, Fort, 4+Int
    Heavy Armor
    Martial
    Shaolin

    BSF/Healbot/Skillmonkey
    7th-level spells (fixed-list)
    Cha
    d8, 3/4 BAB, Ref, 6+Int
    Light Armor
    Simple+List
    Nature Witch

    Blaster/Healbot
    9th-level spells (fixed-list)
    Wis
    d6, 1/2 BAB, Will, 4+Int
    Unarmored
    List
    Shapeshifter

    BSF/Skillmonkey
    5th-level spells (fixed-list)
    Wis
    d10, Full BAB, Fort, 4+Int
    Medium Armor
    List
    Beastmaster

    Healbot/Skillmonkey
    7th-level spells (fixed-list)
    Wis
    d8, 3/4 BAB, Ref, 6+Int
    Medium Armor
    Simple+List
    Nonmagical Assassin

    Skillmonkey
    Maneuvers
    Dex
    d8, Full BAB, Ref/Will, 8+Int
    Light Armor
    Simple+List
    Juggernaut

    BSF
    Maneuvers
    Con
    d12, Full BAB, Fort/Will, 4+Int
    Heavy Armor
    Martial
    Berserker

    BSF
    Maneuvers
    Str
    d10, Full BAB, Fort/Ref, 4+Int
    Medium Armor
    Martial

    # full casters = 3
    # 2/3 casters = 3
    # 1/2 casters = 3
    # maneuver users = 3

    all casters have 1 good save
    all maneuver users have 2 good saves

    # of heavy armor classes = 3
    # of medium armor classes = 3
    # of light armor classes = 3
    # of no armor classes = 3

    Hooray for needless symmetry!



    This is all very early and incomplete, but does anyone have any suggestions or comments?

    I haven't started at all on spell lists, but I'm aiming for all the casters to know their whole list. Actually, that other thread about casters who know their whole list is partly what prompted me to actually post this. It's been languishing on my drive for quite a while. Was originally gonna summarize these classes in that thread, but instead they get a whole 15 posts in their own thread.

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    Default Re: Class Suite

    Quote Originally Posted by Maat Mons View Post
    Didn't there used to be templates people could copy for formatting homebrew classes? Also, I forgot how to do fancy tables, and the guide to tables linked in Notable Threads doesn't appear up to date.
    So, there's a 5E Thread For Tables I know of. You could either copy and modify the tables, or try to look at the code and figure out how to convert to 3.5 tables.

    Also, props to you for the ambitious project! Good luck!
    I have a LOT of Homebrew!

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    Default Re: Class Suite

    here's a 3.5 mod of those tables, just extend it to 20 lvls.

    Spoiler
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    Table: the Demonspawn Harbinger------Hit Die: d6
    -
    Level BAB Fort Ref Will Man. Known Man. Readied Stances Known Special Invoking
    1st +1 +2 +0 +0 0 0 0 Armored invoking (medium)
    2nd +2 +3 +0 +0 1 0 1 Demon bond, demon trait I +1 level of invoking class
    3rd +3 +3 +1 +1 0 1 0 Demonic transformation 1/day +1 level of invoking class
    4th +4 +4 +1 +1 1 0 0 Demonic invoker stance +1 level of invoking class
    5th +5 +4 +1 +1 0 0 0 Demonic transformation 2/day +1 level of invoking class
    6th +6 +5 +2 +2 1 1 0 Demon trait II
    7th +7 +5 +2 +2 0 0 0 Armored invoking (heavy) +1 level of invoking class
    8th +8 +6 +2 +2 1 0 1 Claws and bite +1 level of invoking class
    9th +9 +6 +3 +3 0 1 0 Demonic transformation 3/day +1 level of invoking class
    10th +10 +7 +3 +3 1 0 0 Stance of abyssal chaos +1 level of invoking class

    Class Skills: Balance, Bluff, Concentration, Craft, Disguise, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Listen, Martial Lore, Move Silently, Search, Sense Motive, Spellcraft, Use Magic Device.

    Skill points at each level: 2 + Intelligence modifier


    CLASS FEATURES

    Weapon and Armor Proficiency: You gain no additional weapon or armor proficiencies.
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    Quote Originally Posted by Maat Mons View Post
    . . .
    Pardon the ignorance, but what's BFC, BSF and DPS ?
    Last edited by nonsi; 2020-08-08 at 06:43 AM.

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    Quote Originally Posted by Maat Mons View Post
    Witch
    . . .
    Basically, the Witch is very well structured thematically.
    Instead of Summon broomstick (which is rather cliche and too much kids-stories oriented), I'd give the class some kind of Advanced Learning, to give it the option to acquire the ability of flight.
    Woodland stride seems very appropriate at that level.
    Eternal Youth could go nicely at 14th.

    Also, as a general note, you didn't specify what spells/schools the different classes have access to.

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    Thanks to everyone who's responded so far.



    Those suggestions for formatting the posts look good. But seeing them has reminded me of several things I omitted, like hit die size, skill lists, and number of skill points per level. I've already decided on hit die size and number of skill points per level. But I never put much thought into skill lists. I think I'll figure that out and then revisit beautification.



    I believe I've gotten the tables sorted out now. Well, mostly. At some point I still need to get the "+"s and "th"s and things in place. ... And change the justification on most of the columns. ... But I'm going to be lazy for the time being, and put that off until later. My excuse to myself is that I might be changing a lot of the data in those tables before all is said and done.



    BFC is short for Battlefield Control. It's used by some D&D players as a term for anything that makes it harder for enemies to be where they'd like to be. On the melee side of things, it typically involves tripping with a spiked chain. On the spellcasting side of things, it includes things like Entangle, Black Tentacles, and any spell with "wall" in the name.

    BSF is short for Big Stupid Fighter. It's used by some D&D players as a term for a character that does little besides hit things and take hits. But usually the Big Stupid Fighter can hit things really hard and take a lot of hits. Another term I've heard is Beatstick. Maybe I should have gone with that one.

    DPS is short for Damage Per Second. It's used by MMO players to describe a character that focuses on dealing damage. The name comes from the fact that such characters typically use Damage Per Second as the primary measure of how well they're performing.



    I'm happy to hear that Witch mostly pulls off a consistent theme. When writing the class, at various times I was thinking of actual Wiccans, Sabrina the Teenage Witch, witches as imagined by the people who conducted witch trials, Little Witch Academia, and the sorceress from Dragon's Crown. So I was really all over the place.

    I could definitely remove Summon Broomstick and shift Woodland Stride and Eternal Youth down. But I'm leery of Advanced Learning. Is there a specific, in-theme spell that I could add to the class list instead? Alternately, would it break the theme for there to be no in-class way to gain flight?

    Spell lists are one of the biggest pieces of this that I have yet to start on. I'll try to get a pre-alpha draft of the Witch's spell list posted soon-ish.

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    Default Re: Class Suite

    Moar formatting tips!

    See that upper-leftmost button? That'll switch you from seeing the HTML code to seeing it like a post would. That should be able to help you much around in the tables a little better.
    I have a LOT of Homebrew!

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    We have a WYSIWYG option? I never knew.



    As promised, here's a very rough draft of the Witch's spell list.

    0th: create water, cure minor wounds, detect magic, detect poison, know direction, mending, message, purify food and drink, read magic

    1st: burning hands, cause fear, cure light wounds, charm person, comprehend languages, disguise self, hypnotism, endure elements, entangle, obscuring mist, pass without trace, produce flame, shillelagh, shocking grasp, sleep

    2nd: blindness/deafness, darkvision, delay poison, detect thoughts, flaming sphere, fog cloud, gust of wind, hideous laughter, hypnotic pattern, resist energy, lesser restoration, scare, scorching ray, spider climb, warp wood, web, whispering wind, wood shape

    3rd: arcane sight, call lighting, contagion, cure moderate wounds, deep slumber, diminish plants, dispel magic, fireball, gaseous form, lightning bolt, neutralize poison, plant growth, poison, protection from energy, remove disease, slow, spike growth, stinking cloud, suggestion, tongues, wind wall

    4th: bestow curse, charm monster, confusion, control water, crushing despair, cure serious wounds, fear, flame strike, lesser geas, remove curse, solid fog, wall of fire

    5th: baleful polymorph, break enchantment, call lightning storm, cloudkill, commune with nature, control winds, cure critical wounds, death ward, dominate person, dream, mind fog, nightmare, sending, telepathic bond, wall of throns

    6th: chain lightning, greater dispel magic, eyebite, find the path, fire seeds, flesh to stone, geas/quest, ironwood, repel wood, stone to flesh, mass suggestion

    7th: greater arcane sight, control weather, mass cure moderate wounds, delayed blast fireball, fire storm, heal, insanity, spell turning, wind walk

    8th: mass charm monster, control plants, mass cure serious wounds, demand, finger of death, horrid wilting, mind blank

    9th: mass cure critical wounds, dominate monster, freedom, imprisonment, regenerate, storm of vengeance

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    Default Re: Class Suite

    How are you imagining that your spell points system works? Similar to psionics from XPH?

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    The simple answer is "Yes, like psionics."

    The more complex answer is, I'm using the spell point variant from Unearthed Arcana. But that comes with numerous caveats.

    None of these classes are prepared casters, because I feel the way the spell point variant handles prepared casters is overpowered. Basically, it makes them into prepared casters, except with way more spells known, and they can change their spells known every day.

    The spell point variant doesn't actually specify a way to handle metamagic. Rather, it specifiec two ways, and doesn't make either of them standard to the variant. I'm going with the one where appling metamagic increases the spell point cost. So like psionics, except without all the psionic focus nonsense.

    I'm probably going to ditch the overcomplex method that the spell point variant uses for determining bonus spell points, and copy what psionics does for bonus power points.

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    Okay, how do these class skill lists look?



    Assassin
    Class Skills (8 + Int modifier per level, x4 at 1st level): Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Martial Lore, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope.

    Beastmaster
    Class Skills (6 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Handle Animal, Heal, Jump, Knowledge (geography), Knowledge (nature), Listen, Profession, Ride, Search, Spellcraft, Spot, Survival, Swim, Use Rope.

    Berserker
    Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Martial Lore, Ride, Survival, Swim.

    Cultist
    Class Skills (6 + Int modifier per level, x4 at 1st level): Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Gather Information, Hide, Intimidate, Knowledge (arcana), Knowledge (local), Knowledge (religion), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Use Magic Device.

    Death Knight
    Class Skills (4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Handle Animal, Intimidate, Knowledge (arcana), Knowledge (religion), Profession, Ride, Sense Motive, Spellcraft.

    Eldritch Scholar
    Class Skills (4 + Int modifier per level, x4 at 1st level): Appraise, Concentration, Craft, Decipher Script, Knowledge (all skills, taken individually), Profession, Search, Spellcraft.

    Juggernaut
    Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (nobility and royalty), Martial Lore, Profession, Ride, Swim.

    Priest
    Class Skills ( + Int modifier per level, x4 at 1st level): Concentration, Craft, Diplomacy, Heal, Knowledge (history), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Listen, Perform, Profession, Speak Language, Spellcraft, Spot.

    Shapeshifter
    Class Skills (4 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Handle Animal, Hide, Jump, Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Search, Spot, Survival, Swim.

    Shaolin
    Class Skills (6 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Craft, Diplomacy, Jump, Knowledge (geography), Knowledge (history), Knowledge (religion), Knowledge (the planes), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble.

    Templar
    Class Skills (4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Profession, Ride, Sense Motive, Spellcraft.

    Witch
    Class Skills (4 + Int modifier per level, x4 at 1st level): Bluff, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Listen, Profession, Spellcraft, Spot, Survival.

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    Quote Originally Posted by Maat Mons View Post
    Okay, how do these class skill lists look?
    .

    I'd add Sense Motive to the Witch's list.
    Witches are supposed to have powerful intuition.

    Why does Juggernaut have Diplomacy?
    That's about as incompatible is I can think of.
    Last edited by nonsi; 2020-08-14 at 02:14 AM.

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    You make good points about Sense Motive and Diplomacy.



    Thinking more about it, Knowledge (nobility and royalty) isn't a very good fit for Juggernaut either. I wanted at least one Knowledge skill, but better choices might be Knowledge (architecture and engineering), for an understanding of fortifications, or Knowledge (history), for a knowledge of famous battles.

    Looking back at Assassin, I see that the only Knowledge skill I gave it was Knowledge (local), which I don't expect anyone to take outside of a game that stays entirely in i single locale. Knowledge (nobility and royalty) would help to know who they're assassinating. Maybe Knowledge (dungeoneering), for all those sewers and forgotten secret passages that fantasy assassins seem to travel through.

    And I forgot to give Berserker any Knowledge skills. I guess Knowledge (nature) and Knowledge (geography)?



    It occurs to me that class skills could get really screwy if I try to use only the disciplines from Tome of Battle. Well, unless I abandon the convention that every class that has access to a discipline has that discipline's key skill as a class skill.

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    Would it be a terrible idea to make the Martial Adepts into "fixed list" classes? What I mean is, the way Beguiler and Dread Necromancer (and all the homebrew casters in this thread) just get a predetermined list of spells known, instead of allowing the players to pick. Would it be a terrible idea to make martial adept classes that just get a predetermined list of maneuvers known? (And stances known, and maneuvers readied?)

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