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  1. - Top - End - #1
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    Post Alchemist Fix and Additional Infusions (PEACH)

    This page on the Homebrewery

    So, the alchemist subclass for the artificer is a bit on the weak side, and struggles to keep up, especially given the Wizard/Cleric multiclass. The following is a change to the Experimental Elixir feature, to to both bring better scaling and more flexibility to the subclass. Yes, this does mean an alchemist can create far stronger effects with a 1st level spell slot than everyone else. However, getting this power requires taking a bunch of artificer levels that stall out your spell slot progression.

    Experimental Elixir
    Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll a d8 on the Experimental Elixir table for the elixir’s effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

    Creating an experimental elixir requires you to have alchemist’s supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

    When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir’s effect separately. Each elixir requires its own flask.

    You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the first 8 options of the Experimental Elixir table.

    When you reach certain levels in this class, you learn more elixirs or your existing elixirs become more potent. Starting at 6th level, you instead roll a d12 when you create your elixirs for the day and you can choose to create any elixir from the Experimental Elixir table when you expend a spell slot to create more elixirs.

    Experimental Elixirs
    Die Effect
    1. Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier. At 9th level this increases to 5d4 + your Intelligence modifier.
    2. Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour. At 9th level, the drinker's walking speed instead increases by 30 feet.
    3. Resilience. The drinker gains a +1 bonus to AC for 10 minutes. At 9th level, the drinker instead gains a +2 bonus to AC for 10 minutes.
    4. Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
    5. Flight. The drinker gains a flying speed of 10 feet for 10 minutes. At 9th level, this increases to a flying speed of 30 feet.
    6. Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. At 9th level, the duration increases to 1 hour.
    7. Third Eye. The drinker gains the ability to see invisible creatures and creatures on the ethereal plane within 60 feet for 10 minutes. Ethereal creatures and objects appear ghostly and translucent. At 9th level the drinker can ignore the blinded condition any time it would be beneficial to do so for the duration.
    8. Darksight. The drinker gains darkvision with a range of 120 feet for 1 hour if they do not already posses it. At 9th level, magical darkness doesn't impede the drinker's darkvision.
    9. Emission. The drinker gains the effects of the dragon's breath spell for 1 minute (choose the damage type when you create the elixir). At 15th level, a creature can exhale energy of the chosen type as part of the same action it uses to drink the elixir.
    10. Hexed Form. The drinker’s body is transformed as if by the polymorph spell. The drinker determines the transformation caused by the spell, which must be into a CR 0 beast. The effects last for 10 minutes. At 15th level, the duration increases to 1 hour.
    11. Suave. The drinker can roll a d4 and add the number rolled to every ability check they make for the next 1 minute. At 15th level, the duration increases to 10 minutes.
    12. Antitoxin. The drinker is under the effects of the protection from poison spell for 1 hour. At 15th level, the duration increases to 8 hours.





    New Invocations
    Several invocations here focus on the armorer, or (more specifically) to giving more options to the multiple infusions that can be made to the set of armor by a high level armorer.

    Spoiler: Arcane Emission Gauntlets
    Show
    Prerequisite: 14th-level artificer

    Item: A set of gauntlets

    The gauntlets have 8 charges While wearing these gauntlets, a creature can blast out arcane energy of one of the following damage types as an action, which you choose when you infuse the item: acid, cold, fire, lightning, poison, or thunder. When the wielder takes this action it must expend 1 charge, upon which each creature in a 5-foot cone must make a Constitution saving throw. A creature wearing both gauntlets can choose to expend 2 charges instead, increasing the length of the cone to 15 feet. Whatever the size of the cone, a creature takes 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. The gauntlets regain 2d4 expended charges daily at dawn, 1d4 in each gauntlet.
    Spoiler: Armor of Evasion
    Show
    Prerequisite: 10th-level artificer

    Item: A set of armor (requires attunement)

    This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

    When the wearer makes a Dexterity check or a Dexterity saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
    If the creature would be restrained, it can use its reaction to expend 1 charge to avoid being restrained.
    The headgear regains 1d6 expended charges daily at dawn.
    Spoiler: Cap of Poise
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    Item: A helmet or hat (requires attunement)

    This headgear has 6 charges. The wearer can expend the headgear's charges in the following ways:

    When the wearer makes a Charisma check or a Charisma saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
    If the creature would be charmed, it can use its reaction to expend 1 charge to avoid being charmed.
    The headgear regains 1d6 expended charges daily at dawn.
    Spoiler: Empowered Spell Ring
    Show
    Prerequisite: 10th-level artificer

    Item: A ring (requires attunement)

    This ring has 4 charges. A creature wearing the ring can expend 1 charge when casting a spell that deals damage one of the following damage types, which you choose when you infuse the item: acid, bludgeoning, cold, fire, lightning, necrotic, piercing, poison, radiant, slashing, or thunder. The spell is then treated as having been cast using a spell slot one level higher than the creature expended to cast the spell (the creature must still expend a spell slot of equal or higher level than the spell).
    Spoiler: Gauntlets of Striking
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    Item: a set of Gauntlets

    A creature wearing these magical gauntlets gains a +1 bonus to attack and damage rolls made with its unarmed strikes.

    The bonus increases to +2 when you reach 10th level in this class.
    Spoiler: Guarding Weapon
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    Item: Weapon that does not have the two handed propertywith the versatile property

    While wielding the weapon with both hands,and not wielding a shield a creature gains a +1 bonus to AC. This bonus does not stack with the bonus to AC from a shield.

    The bonus increases to +2 when you reach 10th level in this class.
    Spoiler: Helm of Clear Thought
    Show
    Prerequisite: 10th-level artificer

    Item: A helmet (requires attunement)

    While wearing this helmet, a creature has advantage on saving throws against being stunned, charmed, and frightened.
    Spoiler: Mageblast Weapon
    Show
    Prerequisite: 10th-level artificer

    Item: A simple or martial melee weapon

    This magic weapon grants a +1 bonus to attack and damage rolls made with it.

    The weapon has 4 charges. When a creature hits on an attack roll using the weapon, it can expel arcane energy through the weapon against the same target. The target takes 2d4 Acid, Cold, Fire, Lightning, Poison, or Thunder damage (you choose which when you infuse the item). The weapon regains 1d4 expended charges daily at dawn.
    Spoiler: Pinching Point Gauntlets
    Show
    Item: A set of gauntlets

    When the wearer succeeds on a grapple check, it can deal bludgeoning damage equal to its Intelligence modifier to the grappled target.
    Spoiler: Steadying Shield
    Show
    Prerequisite: 14th-level artificer

    Item: A shield

    A creature gains a +2 bonus to Armor Class while wielding this shield.

    The wielder of the shield cannot be shoved or forcibly moved against their will. can apply the shield's AC bonus to savings throws and ability checks made to resist being forcibly moved.


    I don't even have design notes for most of these. The Empowered Spell Ring is repurposed from a magic item that won't see the light of day, and the Gauntlets of Striking from a magic item intended to help monks. I think I had a reason for making the Arcane Emission Gauntlets so complicated, but do not recall.
    Last edited by sandmote; 2021-03-04 at 03:46 PM.

  2. - Top - End - #2
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    Default Re: Alchemist Fix and Additional Infusions (PEACH)

    "Arcane Emission Gauntlets" is pretty junky. What level 14 PC is going to expend an action on doing 10 damage, even in an AOE?

    Two upgrades at level 6 might be a bit much (2 elixers, and 1d12, and ability to burn 1st level slots on the 9-12 abilities).

    The charges, can't artificers just make brand new ones every long rest? Your complex recharge mechanics become "at the end of a long rest, the artificer gives it full charges", no? Ok, I guess there are annoying juggling rules to end infusions early; ie, you have to have 2 copies of the mundane item.

    Still.

    The wielder of the shield can apply the shield's AC bonus to savings throws and ability checks made to resist being forcibly moved.
    How about "while not incapacitated, the wielder of the shield cannot be forcibly moved or knocked prone without their consent".

    We are talking 14th level here.
    While wearing this helmet, a creature has advantage on saving throws against being stunned, charmed, and frightened.
    "and advantage on saving throws against effects a creature immune to being stunned, charmed and frightened would be immune to".

    Just because.
    While wielding the weapon with both hands, a creature gains a +1 bonus to AC. This bonus does not stack with the bonus to AC from a shield.

    The bonus increases to +2 when you reach 10th level in this class.
    Stack is not a 5e game term.

    "While wielding this weapon and not wielding a shield, a creature gains a +1 bonus to AC".

    I mean, as written, trading a 1d10 longsword damage for a 2d6 greatsword is worth about 1 AC; so you have an item where you are burning an attunement slot to get an even trade.
    Empowered Spell Ring
    Annoyingly this works better on a non-artificer than an artificer.

    How about:

    "When casting a spell that deals that damage using a spell slot, you can expend a charge to treat it as being cast with a spell slot level equal to your proficiency bonus."

    So you cast a 1st level acid spell, and with this it is cast as if you used a 6th level slot. Or a 3rd level fireball; also 6th level slot (at level 17+).

    Still useful to all casters, but more useful to an artificer, who has lower level slots.

    Experimental Elixir
    As noted, one of the big problems is the slot cost of artificer levels.

    What if we gave them more Elixers? Like, starting at 6th level, you make half your artificer level in elixers. Drinks for everyone!

    Then make it 1d6 at level 3, 1d8 at level 5, 1d10 at level 11 and 1d12 at level 17, to align with the tier steps.

    ...you choose the elixir’s effect from any Experimental Elixir effect you could make.
    when you use a spell slot.

    Then take a run at the elixers, and make scale more smoothly at each tier.

    Healing: 2d4+Intelligence modifier healing. At 5th level you can drink this Elixer as a bonus action. At 11th and 17th level add another 2d4 to the amount healed.
    Swiftness: 10' increased walking speed for 1 hour, increasing by 5' at level 5, 11 and 17. At 11th level you can also dash as a bonus action, and at 17th level you can take a bonus action to both dash and disengage.
    Resilience: The drinker gets a +1 bonus to AC, increasing to +2 at level 5. At level 11 no creature can gain advantage on attacks on them, and at level 17 they gain resistance to non-magical bludgeoning, piercing and slashing damage.
    Boldness: The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. At 5th level you can drink this potion as a bonus action. At 11th level, you can end this effect to gain a +5 bonus to an attack roll or saving throw after you have seen the roll, in addition to this potions +1d4. At 17th level, you instead gain a +1d6 bonus to attack rolls and saving throws.
    Flight: The drinker gains a flying speed of 10 feet for 10 minutes with a height limit of 50'. At 5th, 11th and 17th level the flying speed increases by 10 feet and the height limit increases by 50'.
    Transformation: The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 1 minute or until they end the effect as an action. At 5th level the duration increases to 10 minutes, at 11th to 24 hours, and to 17th level it lasts until dispelled.
    Third Eye: The drinker gains blindsight with a 20' range. This range increases by 20' at level 5, 11 and 17. In addition, at 11th level they can see Invisible and Ethereal creatures within this radius, and at 17th level they have Truesight within that radius.
    Darksight: The drinker gains darkvision with a range of 60 feet for 1 hour if they do not already posses it, or an additional 20' if they already do. At 5th and 11th level the range of their darkvision increases by 20'. At 11th level, magical darkness doesn't impede the drinker's darkvision, and at 17th level the range of their darkvision is unlimited.
    Emission: The drinker gains the effects of the dragon's breath spell for 1 minute (choose the damage type when you create the elixir). At 5th level they can drink this potion as a bonus action, at 11th level the drinker can exhale the dragon's breath as part of the action used to drink the elixer, and at 17th level the drinker can exhale the dragon's breath as a bonus action instead of an action.
    Hexed Form: The drinker’s body is transformed as if by the polymorph spell. The drinker determines the transformation caused by the spell, which must be into a CR 0 beast. The effects last for 10 minutes or until the drinker ends it as an action. At 5th level the duration increases to 1 hour, at 11th level beasts up to CR 1 can be transformed into, and at 17th level the effect lasts until dispelled.
    Suave: The drinker can roll a d4 and add the number rolled to every ability check they make for the next 1 minute. At 5th level the duration increases to 10 minutes, at 11th level the drinker can end the effect to gain an additional +5 bonus to an ability check, and at 17th level the bonus becomes 1d6 instead of 1d4.
    Antitoxin: The drinker becomes immune to poison damage and the poisoned condition for 1 minute. At 5th level the duration increases to 10 minutes, at 11th level the drinker becomes immune to all disease and has advantage on all constitution saving throws except concentration saving throws, and at 17th level the duration becomes 24 hours.

    The idea is that the low level effects remain awesome, because they scale with artificer level.

  3. - Top - End - #3
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    Default Re: Alchemist Fix and Additional Infusions (PEACH)

    On Infusions
    Quote Originally Posted by Yakk View Post
    "Arcane Emission Gauntlets" is pretty junky. What level 14 PC is going to expend an action on doing 10 damage, even in an AOE?
    Increase the damage, maybe? This one I think is specifically nice for the artificer, because (as I understand it) they can reapply the infusion without issue, especially because gauntlets aren't held (letting use this, a shield, and a magical focus at the same time).

    Quote Originally Posted by Yakk View Post
    The charges, can't artificers just make brand new ones every long rest? Your complex recharge mechanics become "at the end of a long rest, the artificer gives it full charges", no? Ok, I guess there are annoying juggling rules to end infusions early; ie, you have to have 2 copies of the mundane item.
    If you're still around the artificer, sure. But I'm trying to keep it consistent with the Armor of Magical Strength in Tasha's, which I actually like.

    Quote Originally Posted by Yakk View Post
    How about "while not incapacitated, the wielder of the shield cannot be forcibly moved or knocked prone without their consent".
    We are talking 14th level here.
    Sure, will fix.

    Quote Originally Posted by Yakk View Post
    "and advantage on saving throws against effects a creature immune to being stunned, charmed and frightened would be immune to".

    Just because.
    I'm keeping this DM dependent.

    Quote Originally Posted by Yakk View Post
    Stack is not a 5e game term.
    Whoops, thanks for the catch.

    Quote Originally Posted by Yakk View Post
    "While wielding this weapon and not wielding a shield, a creature gains a +1 bonus to AC".

    I mean, as written, trading a 1d10 longsword damage for a 2d6 greatsword is worth about 1 AC; so you have an item where you are burning an attunement slot to get an even trade.
    What if I just make the requirement "an item without the two-handed property?"

    Quote Originally Posted by Yakk View Post
    Annoyingly this works better on a non-artificer than an artificer.

    How about:

    "When casting a spell that deals that damage using a spell slot, you can expend a charge to treat it as being cast with a spell slot level equal to your proficiency bonus."

    So you cast a 1st level acid spell, and with this it is cast as if you used a 6th level slot. Or a 3rd level fireball; also 6th level slot (at level 17+).

    Still useful to all casters, but more useful to an artificer, who has lower level slots.
    I think this applies to most of the infusions the artificer can make, unfortunately. A +1 weapon is more useful for a fighter, for instance.




    On the Alchemist

    Quote Originally Posted by Yakk View Post
    Antitoxin: The drinker becomes immune to poison damage and the poisoned condition for 1 minute. At 5th level the duration increases to 10 minutes, at 11th level the drinker becomes immune to all disease and has advantage on all constitution saving throws except concentration saving throws, and at 17th level the duration becomes 24 hours.
    As a general note, the die you roll for when simply making an elixir without spending a spell slot is sized to give you the same options you can choose from the table when you expend a spell slot to make an elixir. So if the die you roll only becomes a d12 at 17th level you shouldn't be writing out 3rd level effects here. To clarify:
    • If you can roll the elixir as part of your "free" elixirs that morning, you can choose that elixir when you expend a slot to make an elixir.
    • If you can't roll the elixir as part of your "free" elixirs that morning, you can't choose that elixir when you expend a slot to make an elixir.


    If you suggest removing the feature where an alchemist rolls for their "free" elixirs and just have them choose those instead, I will consider it consistent. But an alchemist either knows the recipe or doesn't and can therefore produce the recipe or not. I strongly believe that both methods of elixir generation should come from the same table of elixirs for an alchemist of a particular level.

    Quote Originally Posted by Yakk View Post
    Two upgrades at level 6 might be a bit much (2 elixers, and 1d12, and ability to burn 1st level slots on the 9-12 abilities).
    I was worried about giving everything for a 3 level dip.

    Quote Originally Posted by Yakk View Post
    What if we gave them more Elixers? Like, starting at 6th level, you make half your artificer level in elixers. Drinks for everyone!
    If we're scaling the number of elixirs that fast, it might be worth keeping the power of each elixir static.

    Quote Originally Posted by Yakk View Post
    Then make it 1d6 at level 3, 1d8 at level 5, 1d10 at level 11 and 1d12 at level 17, to align with the tier steps.
    For reference, my version is tied to when you get subclass features rather than tier changes. So the intent would be 6th, 9th, and 15th. That said, if the fix is instead to let the PC roll for a bunch of elixirs, maybe there should be separate "heal," and "harm," tables that give differnet effects? Two additional options per tier seems a bit slow.

    Generally: I see three levers to pull that can increase the alchemist's power:
    1. The number of elixirs.
    2. The variety of elixirs.
    3. The power of each elixir.
    I attempted to pull the variety up slightly (+33% at 3rd and a total of +100% options at 6th) and to grant scaling for each elixir.

    Complied idea for a second attempt: What if I gave 10 options, let the PC choose all elixirs, and a number of elixirs equal to half the artificer level all at 3rd, and then each elixir scales up in power at 9th level?

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    Dwarf in the Playground
     
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    Default Re: Alchemist Fix and Additional Infusions (PEACH)

    Alchemist is fairly easy to fix IMO. The main problem is that they scale poorly.

    1. Keep the existing Experimental Elixirs and scale them all whenever Cantrips scale. Movement infusions increase by 5ft at 5/11/17. AC infusions add +1/+2/+3/+4. Boldness adds a +1/+2/+3 bonus. Healing advances to 4d4/6d4/8d4. Alter Self becomes Polymorph. etc.
    2. Add several potions as infusion options via Replicate Magic Items and bonus infusions known that can only be used on potions.
    3. Give them some extra daily infusions that can only be used on potions.

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    Default Re: Alchemist Fix and Additional Infusions (PEACH)

    Quote Originally Posted by mistajames View Post
    Alchemist is fairly easy to fix IMO. The main problem is that they scale poorly.

    1. Keep the existing Experimental Elixirs and scale them all whenever Cantrips scale. Movement infusions increase by 5ft at 5/11/17. AC infusions add +1/+2/+3/+4. Boldness adds a +1/+2/+3 bonus. Healing advances to 4d4/6d4/8d4. Alter Self becomes Polymorph. etc.
    2. Add several potions as infusion options via Replicate Magic Items and bonus infusions known that can only be used on potions.
    3. Give them some extra daily infusions that can only be used on potions.
    When would you suggest #2 and #3 would have to come online to keep the Alchemist relevant? If its just a scaling issue, at what levels do you feel the alchemist starts falling behind?

    Either way, I'm definitely saving Sandmote's fix. I keep hearing that the alchemist is underwhelming, but rarely hear why or how to address those problems. I love being able to offer my players adjusted versions of weak classes, especially if they've never tried that class because of said weakness

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    Default Re: Alchemist Fix and Additional Infusions (PEACH)

    Quote Originally Posted by Bjarkmundur View Post
    I keep hearing that the alchemist is underwhelming, but rarely hear why or how to address those problems. I love being able to offer my players adjusted versions of weak classes, especially if they've never tried that class because of said weakness
    The closest explanation I've gotten is that it doesn't scale well and doesn't really outperform a wizard/cleric multiclass at anything. Hence why I attempted to make a wider variety and greater number of elixirs.

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    Bugbear in the Playground
     
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    Default Re: Alchemist Fix and Additional Infusions (PEACH)

    We could ask this guy, he seems to be quite passionate about the subject.

    He's not wrong when he mentions the other subclasses getting Shield and Mirror Image while the Alchemist gets Ray of Sickness and Acid Arrow. Can I suggest a slightly better spell list? Nothing cherry picked, but maybe bump it up just a tad?

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    Default Re: Alchemist Fix and Additional Infusions (PEACH)

    Felt like this comment deserved a place in this thread:

    Quote Originally Posted by Dork_Forge View Post
    Between the healing bonus and access to Healing Word (with reinforced damage cantrips) and the later healing abilities the Alchemist is easily the best healing Artificer by a significant margin.

    Whilst I wish the elixir wasn't initially random and there was improvements or just a larger table, they are fantastic value for slots:

    Healing is more value out of a 1st level slot than Cure Wounds (at least until 5th level), Swiftness is basically just Longstrider, Flight lets you overcome certain obstacles and fight in 3-D for a low cost at an early level and so on.

    I'm not sure how the feature gets universally worse as time goes on either, as you level up and more slots become available, if anything the feature increases in value as you can use it more without gutting your leveled casting.

    If I were to go for a low effort bump to the subclass, I'd probably remove the random feature and make it a number of Elixirs = INT mod and you can spend a spell slot of 2nd level or higher to make more. I was tempted to say prof bonus, but I hate that as a metric in class abilities.
    Also, what are the arguments for the different scalings? Why is it 5th and 11th vs 9th and 15th?

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    Default Re: Alchemist Fix and Additional Infusions (PEACH)

    Quote Originally Posted by Bjarkmundur View Post
    Felt like this comment deserved a place in this thread:
    I would agree the elixirs provide good efficiency if they were on a full caster class.

    I've also yet to see the feature get accused of getting worse as you level. Rather, I think is scales poorly, which means the feature doesn't keep up with other features that other builds get.

    Quote Originally Posted by Bjarkmundur View Post
    Also, what are the arguments for the different scalings? Why is it 5th and 11th vs 9th and 15th?
    Artificer class features are gained at 3rd, 5th, 9th, and 15th levels, which I stuck with. Although you writing this made me notice a typo in my version (it says you increase the size of the die at 6th level as I write this) my version provides 8 elixirs at 3rd level that get better at 9th level and another 4 elixirs at 5th level that get better at 15th level.

    The other option is to scale the features at the same time your cantrips increase in power. I prefer the subclass class based scaling since elixirs upgrade with class level instead of character level.

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