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  1. - Top - End - #1
    Bugbear in the Playground
     
    WaylanderX's Avatar

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    Default A solution for every situation! (3.5 Baseclass, PEACH)

    The Improviser



    Picture By Jonathan Cj Lee

    "So...you don't know a solution? Well, if I just do this and put this in th.....there we go." Marjek Ujron - Master Improviser

    Adventures: All Improvisers are adventurers. They want to test their wit, no matter if they are evil or good aligned. They are always a welcome addition to every party, due to their ability to have a solution for every situation, either fatal or not.

    Characteristics: Improvisers are always good spirited, counting on their wit and guile to carry them through any ordeal. Most of the time they walk around with a big smile on their face, talking about their latest efforts and new tricks and kit they have come up with.

    Alignment: Improvisers, due to their “think on the moment” attitude, mostly have a chaotic attitude. On the good, evil axis, there isn’t really a difference in ratio.

    Religion: Improvisers aren’t very spiritual people, but when they worship a god, it’s always one with the Knowledge Domain.

    Background: Improviser are, in a sense, the embodiment of curiosity. “If I do this with this tool, would that work?” Is the general mindset of an Improviser. They don’t really have a organisation, although they are found in almost every army, group or other gathering of people.

    Races: Every race without an Intelligence penalty is likely to have Improvisers among their ranks. Races with an Intelligence penalty can have individuals with enough mental prowess to produce Improvisers, but such cases are quite rare.

    Other Classes: They get along with any class, although magic casters might find their mind-set annoying and on later levels, very very hindering.

    Role: Improvisers most often act as scouts, trap disablers and problem solvers.

    Adaptation:Surprise me :P

    GAME RULE INFORMATION
    Improvisers have the following game statistics.

    Abilities: Intelligence is very important for a Improviser, determining the amount of skill points you get, the DC’s of your abilities and your Split Second Weakness class feature. As the Improviser is also quite adept at sneaking, a high Dexterity may also be a good idea.

    Alignment: Any, mostly chaotic. (You can’t really improvise well if your bound by rules. Breaking the Habit yo!)

    Hit Die: d6

    Starting Age: Earliest Adult Age of Race

    Starting Gold: 7d4x10.

    Class Skills: All Skills except all magic or psionic related ones.

    Skill Points at First Level: (6 + Int modifier) x 4

    Skill Points at Each Additional Level: 6 + Int modifier

    Weapon and Armor Proficiency: Proficient with Simple Weapons and Light Armor

    Improvizer
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Improvisational Skills Bag Gold Cap
    1st +0 +0 +2 +2 Everything is my Weapon, Bag of all Trades, Improvisational Skills 2 1 gp
    2nd +1 +0 +3 +3 Sneak Attack +1d6, Trapfinding 2 2 gp
    3rd +2 +1 +3 +3 Split Second Weakness 3 4 gp
    4th +3 +1 +4 +4 Bonus Skilltricks, Expert Improviser (Time reduction) 3 6 gp
    5th +3 +1 +4 +4 Sneak Attack +2d6, Insightful Impact 4 10 gp
    6th +4 +2 +5 +5 Clever Surprise 4 15 gp
    7th +5 +2 +5 +5 Expert Improviser (Take 10) 5 22 gp
    8th +6 +2 +6 +6 Sneak Attack +3d6, Bonus Skilltricks 5 30 gp
    9th +6 +3 +6 +6 Improvised Weapon Specialist 6 39 gp
    10th +7 +3 +7 +7 Expert Improviser (More Skills) 6 50 gp
    11th +8 +3 +7 +7 Sneak Attack +4d6, Skill Trick Mastery 7 61 gp
    12th +9 +4 +8 +8 Imbuing Improvisation 7 74 gp
    13th +9 +4 +8 +8 Perfect Instructor 8 90 gp
    14th +10 +4 +9 +9 Sneak Attack+5d6 8 110 gp
    15th +11 +5 +9 +9 Bonus Skill Tricks 9 130 gp
    16th +12 +5 +10 +10 Expert Improviser (Take 20) 9 150 gp
    17th +12 +5 +10 +10 Sneak Attack +6d6 10 180 gp
    18th +13 +6 +11 +11 Unending Improvisation 10/3 210 gp
    19th +14 +6 +11 +11 Unlimited Skill 11/3 250 gp
    20th +15 +6 +12 +12 Sneak Attack +7d6, Ultimate Improvisation 11/4 300 gp

    Everything is my Weapon (Ex): The Improviser takes no penalty on using Improvised Weapons and can use them freely.

    Bag of All Trades (Ex): From the moment that a person takes the Improviser path of life, he constantly unconsciously collects small near worthless materials and tools that he puts into his backpack. He can reach into his backpack and get the correct tool for every situation, if it is within the price range of the Bag. This is a move action that does not provoke an attack of opportunity. As the tools and materials are cobbled together and often not really suited for the job, only the improviser can use the tools and everybody else perceives them as worthless pieces of junk. This also has the effect of not being able to sell them. The maximum costs of the tools the Improviser can produce to up with level, as seen in the table (Bag gold cap). This ability is at will and be used as much as needed. The tools must be an item or substance found under the Tools and Skill Kits, Adventuring Gear and Special Substances and Items in the Players Handbook. Tools from other books are also allowed, but all tools must fit inside a backpack (So no rowboat summoning). You can have a number of items active from your bag equal to 3 + Int mod. This limit does not include the items gained from your Improvisational Skills.

    Improvisational Skills (Ex): Beginning at level 1, a Improviser learns all kind of feats and tricks he can do with mundane objects which are.....not really intended to be done with the object in question. These skills represent his ability to make use of almost everything in every way when fighting an opponent. At level 1, he selects 2 Skills from the Improvisational Skill list and gains another one every 2 levels after. He must meet all the prerequisites for the Skill to make them his own.

    Trapfinding (Ex):At level 2, you gain trapfinding, as the rogue ability, nuff said.

    Sneak Attack (Ex): Starting from level 2, the Improviser deals 1d6 extra damage whenever a foe is denied his dexterity bonus or the enemy is flanked. This bonus increases by 1d6 every 3 levels above level 2. If a creature is immune for critical hits, it is also immune for sneak attack. A creature can only be sneak attacked when it is 30 feet or less away from you.

    Split Second Weakness (Ex): At level 3, whenever you hit an enemy while you're wielding an improvised weapon, you deal extra damage equal to your Intelligence modifier.

    Bonus Skilltricks (Ex): Starting from level 4 and on level 8 and 15, you gain 2 bonus skilltricks for which you meet the prerequisites.

    Insightful Impact (Ex): Starting at level 5, all damage of improvised weapons is improved as noted below. Note that these are the minimum damage die of a medium character. Weapons with a damage die of 2 die that combined are the minimum (as 2d4 are to 1d8) are considered larger in die then the minimum, so no change in damage occures.

    All one handed Improvised weapons now do a minimum of 1d8 damage.

    All light Improvised weapons now do a minimum of 1d6 damage.

    All twohanded Improvised weapons now do a minimum of 1d10 damage.

    All throwing Improvised weapons now do a minimum of 1d4 damage.

    Clever Surprise (Ex): At level 6, you can make a Feint attempt as a Move action instead of a Standard action, as the Improved Feint feat. Note that this is not usable for feats that have Improved Feint as a prerequisite.

    Expert Improviser (Ex): As you gain experience, you refine your techniques for improvisation to aid your allies and perform certain tasks better. At fourth level, choose 3 skills. The chosen skills can be anything except arcane and psionic related ones, such as UMD, Spellcraft and Psicraft. You can now perform these skills in 50% on the time normally needed for that skill.
    If the skill takes a move action in combat, its reduced to a swift action.
    If the skill takes a standard action in combat, its reduced to a move action. If the skill takes a full-round action in combat, its reduced to a standard action.
    If need be, you can perform the skill in its original time instead of its reduce one. In addition, you get a +2 untyped bonus when performing these skills.
    As you level, more benefits become available.

    Level 7:You can now take 10 on the 3 skills even when distracted or pressed for time.

    Level 10:You can now choose 3 more skill for which you get the
    Expert Improviser benefits.

    Level 16:You are a perfect master of your chosen skills. A number of times per day equal to your Int modifier, you can take 20 on your chosen skills with no increase in time and while pressed for time or distracted. In addition, the bonus increases to +4.

    Improvised Weapon Specialist (Ex): At level 9, you become a total master of improvised weapon usage. You can choose one of the following tricks:
    Spoiler
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    Le Wut?!: You can now Feint as a swift action when wielding an improvised weapon.

    Hit you right....There!: Once per turn, as a swift action, when you attack, you can make an opposed Int check vs your target. If you win, your next attack against that target is considered a touch attack. Can only be used when wielding an improvised weapon.

    Tripping Ballz Man!: Once per turn, when you hit with an attack with an improvised weapon, you can make a trip attempt as a free action.

    Weird Defense: Once per round, as an immidiate action, when you are attacked by a creature you threaten, you can make a check Class level + Int against the enemy attack roll. If you win, the attack misses. Can only be used when wielding an improvised weapon.

    Whack a Mole: When wielding an bludgening improvised weapon, you automaticly sicken foes (No save) when you hit for 5 rounds.

    Paper Cut: When wielding an slashing improvised weapon, enemies hit by that weapon take 1 Constitution damage each turn for 4 turns. A DC 25 Heal check stops the bleeding but does not cure Constitution damage already taken. Does not stack with itself in any way, so multiple hits to not deal more Constitution damage or prolong the duration.

    But then you took an needle to the knee: When wielding an piercing improvised weapon, enemies hit by that weapon have all their speeds reduced by 10 ft. for 2 minutes. A DC 25 Heal check removes this penalty.


    Skill Trick Mastery (Ex): On level 11, you can use skill tricks with unmatched ease. You can now use all skill tricks you know at will, instead of once per encounter.

    Imbuing Improvisation (Ex): Noticing the magic weapons of your foes, you can’t help but think what a big pain in the butt in the arse a Antimagic field would be for such weapons. So you think of a solution. At level 12, you gain the ability to duplicate magical weapon enchantments….in a mundane way.

    This ability can only be used on a masterwork weapon without an enhancement bonus. By spending 4 hours working and thinking of little tricks to upgrade your weapon, you give your weapon a alchemical bonus on attack and damage equal to 1/4th your Improviser level. In addition, you can imbue the weapon with special abilities worth up to 1/4th your Improviser level and the total may cost as much as your character level * 5.000gp.

    Any enchantments that you put on it has 10 charges or the original amount of charges whichever is lower (For example, the Sudden Stunning Enchant has fewer charges then 10 most of the time). These charges automaticly trigger each time you hit an enemy unless the enchantment has another way of triggering (swift action activate for example). When the charges run out, only the alchemical bonus on attack and damage remains.

    Unlike normal weapons, one enchantment can be put on the same weapon multiple times, each time putting one more set of charges on the weapon. For example, if you can have +2 on abilities, choosing Flaming twice gives you +1d6 fire damage for 20 attacks.

    The “Enchantments” must make sense to have without magic, such as a Fiery weapon that works by sprinkling oil or gunpowder (which you off course have in your Bag of all Trades) and igniting it or a Vicious weapon that is covered in long spikes that also hurt you, but hurt the opponents more. The weapon enchanted is only usable for you. The bottom line is, be creative and speak with your DM about what he feels is appropriate for an enchant.

    Below is a list with a short list of possible enchants and their respective items. for quick reference. Note that these are not all the options, if you can come up with another combo that makes sense is some weird way, go for it!

    Spoiler
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    Enchant type: Alignment Enchants [holy/unholy, axiomatic/chaotic]
    Item: Corresponding water, like Holy water or Unholy water

    Enchant type: Bane (Type)
    Item: Roughly corresponding poisons

    Enchant type: Corrosive
    Item: Flask of Acid

    Enchant type: Fiery, Cold, Shocking
    Item: Alchemist Fire, cold, spark respectively

    Enchant type: Vicious
    Item: Spikes that cover the weapon

    Enchant type: Thundering
    Item: Glue thunderstones to your weapon

    Enchant type: Keen
    Item: Treat weapon with special oils together with sharpening it


    Perfect Instructor (Ex): At level 13, you can now direct your allies to lend you better aid when using your skills. Instead of a +2 bonus on an aid another, you now gain a +4 bonus whenever somebody aids you.

    Unending Improvisation (Ex): At level 18, your arsenal of tricks is so large you can do almost anything. You gain 3 extra Improvisational Trick slots. These can be changed at will by meditating 10 minutes. Any prerequisites for a Trick must still be met. You can change these Tricks a number of times equal to half your Int mod per day. At level 20, you get one last extra slot you can change for a total of 4.

    Unlimited Skill (Ex): At level 19, you are unparalelled in using your skill and wit to solve any problem. When you roll a 17-20 on a skill in which you are trained, you are allowed to roll one additional d20 and add the result to the total score. If the second roll is 19-20, you can roll a third time and add that to the total score. You can only get two extra dice by any means and their result can not be influenced by any means. When using the Skill Mastery (Take 20) class feature, it count as if you rolled a 20 on your first roll for the purpose of this ability.

    Ultimate Improvisation (Ex): On level 20, you can solve literally everything with sheer skill and force of will. Once per day, you can duplicate the effects of a high level spell available on the spell-list below. Your casterlevel for this spell is equal to your Improviser level. The spell isn’t really magic, just a really really powerfull and clever trick. Because it is mundane, this ability can be used in antimagic, dead magic zones and bypasses magic resistance. You still need to pay the Exp and gold costs of the spell in question. Be creative on how the spell looks like. If the DM finds you can’t describe it good enough in a mundane setting (or just plain hates you), the spell fizzles and the use for that day is lost. The DC for such a "spell" is 10+half character level+Int mod. You must prepare the spell you're going to use by preparing for 30 minutes.

    Ultimate Improvisation Spelllist:
    Spoiler
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    Level 7:
    Delayed Blast Fireball, Greater Arcane Sight, Power Word: Blind, Forcecage, Control Weather, Statue, Reverse Gravity, Repulsion,Disintegrate, Energy Immunity, Reanimation (CLEAR!).

    Level 8:
    Discern Location, Otto's Irresistable Dance, Firestorm, Symbol Of Death, Earthquake, Incendairy Cloud, Repel Metal or Stone, Power Word Stun.

    Level 9:
    Meteor Swarm, Bigby's Crushing Hand, Mass Hold Monster, Power Word Kill, Storm Of Vengeance, Internal Fire.
    Last edited by WaylanderX; 2014-05-11 at 06:54 AM.

  2. - Top - End - #2
    Bugbear in the Playground
     
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    Default Re: The Improviser, lets Improvise! (3.5 Baseclass, Skillmonkey, EVERYTHING!)

    Improvisational skills list

    This is the list of Tricks a Improviser may choose from. Note that the level req is the Improviser level requirement rather then your total character level.

    Does whatever a Spidermonkey does (Hookshot)
    Spoiler
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    Hook Pull
    Prerequisites: None
    Benefit: You make a modification of a light crossbow, making is capable of hooking after something and then pull you up using an intricate device of your making. You gain a hookshot, a tool with a 100 ft, of rope (Which you must pay for yourself or get from your bag if you gold cap is high enough), which you can use as a standard action. You target a point within 100 ft, make an attackroll vs AC 10. If you hit, the hook snags into place and you are pulled up to the target location. The speed at which this happens is so great, it shoots you past the point of arrival if you so choose. You can make a Balance check DC 15 afterwards to stand on the ledge, instead of hanging down from it.

    Hookshot Frenzy
    Prerequisites: Hook Pull, Level 3
    Benefit: You can now use your Hookshot as a potent weapon. It has a range increment of 50 ft., with a maximum range of 100 ft.. It deal 1d8 points of piercing damage on hit and does not require ammo, because it uses the same hook time and time again while retrieving it with the rope. It must be reloaded by taking a move action, which can be reduced by Rapid Reload as normal.

    Get Over Here!
    Prerequisites: Hook Frenzy, Level 5
    Benefit:When you hit a target with your hookshot, you can opt to let the hook snag into an opponent and pull him towards you the next turn. This option can only be used on foes within 50 ft.. If you hit the targets AC, you deal damage as normal and the hook snags into the target. The target can remove this hook by succeeding on a DC 12+your Int mod strength check as a move action. You cannot move farther than 50 ft. away from the target after you snag it. The next turn, you make a opposed Int check vs the targets Strength check. If you win, provised that there are no large obstructions in the way, you yank the opponent 30 feet closer to you. Size bonuses apply on this opposed check. The hook automaticly lets loose the moment after the opponent is pulled closer.

    Hook Swing
    Prerequisites: Hook Pull, Level 3
    Benefit: You can fully control your momentum, angle and balance while swinging, allowing you to stay in the air for prolonged periods of time using your hookshot. When they are 2 walls or a ceiling within 60 feet of you, you gain fly speed 50 with clumsy manoeuvrability. One of your hands is occupied when flying this way. Also, you can’t fly if there are only smooth surfaces around.

    Great Momentum
    Prerequisites: Hook Swing, Level 9
    Benefit: Your fly speed from Hook Swing is increased to 100 ft.. There is no change in manoeuvrability.

    Suction Hook
    Prerequisites: Hook Swing, Level 7
    Benefit: You can also use Hook Swing when having a smooth wall and/or ceiling around.

    Precise Control
    Prerequisites: Hook Swing, Level 7/Level 15 (see description)
    Benefit: Your manoeuvrability when using Hook Swing is improved by 1 step. You can take this Trick up to 2 times, although you can take it for the second time at level 15 or higher, for a maximum of average.

    Duo Pull
    Prerequisites: Hook Pull, Level 7
    Benefit: As a full round action, you can pull yourself 100 ft. plus another 100 ft.. You need 2 secure points for this Trick to work. You still need to make an attack roll for each pull The AC of the secondary point is increased to 20.


    Lighting things up (Lantern)
    Spoiler
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    Extra Oil
    Prerequisites: None
    Benefit: The illumination provided by a lantern is doubled. In addition, the oil lasts 50% as long.

    Magnesium Flare
    Prerequisites: Extra Oil, level 3
    Benefit: You gain the ability to blind enemies caught in the light of your lantern. As a standard action, you can throw an extra substance into your lantern, causing it to light up in the area where the lantern normally would shed bright light (Without the Extra Oil Trick). So, a bullseye lantern would result in a 60ft. blinding cone, while a hooded lantern results in a 30 ft. burst. They must make a DC 10+half Improviser level+Int mod Fortitude save or be blinded for 1 round. This Trick can be used twice per encounter.

    Extra Umpf!
    Prerequisites: Magnesium Flare, level 7
    Benefit: Instead of a 1 round blind, the blind caused by Magnesium Flare is now 1d4.

    Great Balls of Fire!
    Prerequisites: Extra Oil, level 5
    Benefit: As a standard action which provokes an attack of opportunity, you can use a big amount of oil and your lantern to hurl a single ball of fire at a group of foes within 60 ft.. This causes 3d10 fire damage in a 10 ft. burst with a Reflex save DC 10+half Improviser level+Int mod for half damage. This attack can be used twice per encounter.

    Needs more powder
    Prerequisites: Great Balls of Fire!, level 11
    Benefit: The damage caused by Great Balls of Fire is now 1d10 per Improviser level (Max 20d10)

    Smokey!
    Prerequisites: Extra Oil, level 3
    Benefit: You throw some bark and some weird chemicals in the flame of your lantern. You create a 20 ft. smokescreen around you that gives everyone in it a 20% concealment. Attacking from inside the smokescreen also imparts this miss chance. The screen lasts for 2 rounds. You can only have 1 smokescreen active at a time.

    Heavy Smoke
    Prerequisites:Smokey!, level 9
    Benefit: The miss chance of you Smokey! Trick is increased to 50%.

    Smog Screen
    Prerequisites: Smokey!, level 7
    Benefit: Everyone caught in the cloud of your Smokey! Trick must make a Fortitude save 10+half Improviser level+Int mod or be sickened for 2 rounds, even if they leave the cloud.

    What the Hell is this Stuff?!?
    Prerequisites: Smog Screen, Level 15
    Benefit: Your Smokey ability no longer sickens. It now nauseates people caught and failing a Fort save for 2 rounds.


    Sounds coming from where? (Whistles)

    Spoiler
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    Whistle Ventriloquism
    Prerequisites: None
    Benefit: You can make the sound of a whistle appear if its coming from somewhere else then from where youre actually standing. You gain Ghost Sound as a EX ability at will.

    Ear Destroyer!
    Prerequisites:Whistle Ventriloquism, level 5
    Benefit: You can blow your whistle so hard, that in combination with your ability to project sound elsewhere, you can deafen opponents for a short time. As a standard action, you create a 10 foot burst within 60 feet of your current position. Every creature caught inside must make a Fortitude save 10+half Improviser level+Int mod or be deafened for 2d6 rounds.

    Sonic Boom
    Prerequisites: Ear Destroyer, level 11
    Benefit: As a standard action, you can create an even bigger burst of sound than the Ear Destroyer, dealing 1d4 per 2 Improviser levels sonic damage and deafening creatures for 1 minute (Fort Save halves damage, negates deafen, same DC as Ear Destroyer).

    High Pitch
    Prerequisites: Whistle Ventriloquism, level 7
    Benefit: You can produce such a high pitched sound that you break glass objects with them. You gain the spell Shatter as an EX ability at will.

    Fishing for foes! (Fishing Rods)
    Spoiler
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    Gotcha!
    Prerequisites: None
    Benefit: You can use a fishing pole to snag an opponent and restrict his movement. You can make a ranged touch attack against an enemy within 50 ft.. When it hits, make a grapple check. If you succeed, the opponent and you are considered grappling, but you still occupy your original squares. The opponent can break the rope with a Strength check appropriate for the kind of rope.

    Clever Fishing
    Prerequisites: Gotcha!
    Benefit: You can add your Int mod to your grapple check modifier when using the Gotcha! Trick.

    Watch your Step
    Prerequisites: Gotcha!, level 7
    Benefit: When grappling, make a opposed Int check with the creature you grappled as a free action once per turn. If you win, the creature falls prone.

    Releasing the Tension
    Prerequisites: Gotcha!, level 5
    Benefit: By releasing the tension on the rope on just the right times, it’s is harder to break free. The Break DC of the rope is increased by your Int modifier.


    Hammer Time! (Hammers)
    Spoiler
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    Hammer Adept
    Prerequisites: None
    Benefit: You can use a hammer as a throwing weapon. It does 1d4 bludgeoning damage and has a crit multiplier of x3.

    Clever Blow
    Prerequisites: Hammer Adept
    Benefit: You can hit an enemy right where he is most vulnerable. You gain an insight bonus on attack rolls equal to your Int modifier when throwing within 30 ft..

    Hammer Head Crack
    Prerequisites: Hammer Adept, Clever Blow, level 11
    Benefit: Whenever you use Clever Blow successfully, you may choose to deal half damage. If you do so, you deal half your Int mod in Con damage.

    Hammer Tumble
    Prerequisites: Hammer Adept, Level 3
    Benefit: Whenever you hit an enemy with a ranged attack with a hammer, you can make a trip attempt as a free action.

    Hammer Stun
    Prerequisites: Hammer Tumble, level 9
    Benefit: As a full-round action, you can throw a hammer with great force and precision. The target must make a DC 10+half Improviser Level+Int mod Fort Save or be stunned for 1 round.

    Hammer Flurry
    Prerequisites: Hammer Adept, level 9
    Benefit: When you make a full attack, you can pull additional hammers out of you Bag of All Trades, which enables you to make iteratives with hammers. However, you can only use Hammer Tumble and Hammer Stun on the first attack.

    Come back, Hammer!
    Prerequisites: Hammer Adept, level 11
    Benefit: If you use any hammer as a throwing weapon, it automaticaly returns to you at the end of your turn.


    Inventive Fighting (Martial Manoeuvres)
    Spoiler
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    Inventive Brawl Initiate
    Prerequisites: None
    Benefit: You can select 2 manoeuvres or stances of the Fools Grip Discipline for which you meet the prerequisites. Your Initiator level is from now on ¾ your Improviser level. You can recover 1 manoeuvre by concentrating for 1 full round and doing nothing else. All your manoeuvres known are also readied. Also, you can switch your manoeuvres known every 4 level, just like a normal martial adept.

    Adept Brawler
    Prerequisites: Inventive Brawl Initiate, Improviser level 3
    Benefit: Your initiator level is now equal to your Improviser level. In addition, you can select an additional strike or stance from the Fools Grip Discipline for which you meet the prerequisites.

    On the Fly Remembrance
    Prerequisites: Inventive Brawl Initiate, Improviser level 3
    Benefit: Your recovery method is now 1 manoeuvre as a standard action. In addition, you can select an additional strike or stance from the Fools Grip Discipline for which you meet the prerequisites.

    Lightning Fast Memory
    Prerequisites: On the Fly Remembrance, Improviser level 7
    Benefit: Your recovery method is now all manoeuvres as a standard action. In addition, you can select an additional strike or stance from the Fools Grip Discipline for which you meet the prerequisites. The amount of manoeuvres you can ready is 2 less then normal.

    Instant Clarity
    Prerequisites: Lightning Fast Memory, Improviser level 11
    Benefit: Your recovery method is now all manoeuvres as a swift action. You can’t initiate a manoeuvre in the same turn as you recover. In addition, you can select an additional strike or stance from the Fools Grip Discipline for which you meet the prerequisites. The amount of manoeuvres you can ready is 2 less then normal. This decrease stacks with Lightning Fast Memory.

    Expanded Fighting Style
    Prerequisites: Inventive Brawl Initiate
    Benefit: You can select 2 manoeuvres or stances from the Fools Grip Discipline for which you meet the prerequisites. You can take this Trick as many times as half your Intelligence bonus. In addition, you can switch 1 manoeuvre that you know for a new one, as long as you keep meeting all prerequisites for all your manoeuvres.

    New Insights
    Prerequisites: Adept Brawler, level 5
    Benefit: You can select another Discipline from which you can pick maneouvres and stances when taking tricks from this trick-line. Pick one of the following disciplines: Circling Vulture, Wandering Eye, Fortunate Assailant. You also gain 1 strike from that discipline for which you meet the prerequisites.


    Medic!! (Healing)
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    A Medic of Some Sorts
    Prerequisites: None
    Benefit: Each time you stabilize a dieing creature, you heal 1d12-3 hitpoints, this stacks with the Healing Hands Skill trick for a total of 1d12+1d6-3 healing. Can only be used on dieing creatures. Note that this can go down to -2 healing on a 1, dealing 2 damage. In addition, you gain a bonus on heal checks equal to your Int modifier.

    A better sort of Medic
    Prerequisites: A Medic of Some Sorts
    Benefit: Instead of 1d12-3 hitpoints, you now heal 1d12 hitpoints on a dieing creature.

    Emergency Stitching!
    Prerequisites: A Medic of Some Sorts, level 5
    Benefit: As a full round action, you can grant an adjacent ally temporary hitpoints equal to thrice his class level. These temporary hitpoints to not stack and last for 10 min.

    Random Seringe
    Prerequisites: A Medic of Some Sorts, level 5
    Benefit: As a full round action, you can cure an adjacent ally of one status ailment she currently suffers from. The status ailment cured is chosen randomly. The seringe can cure: 1d4 Physical Ability Damage, Staggered, Confused, Sickened, 1 round of Stun, 1 round of Dazed, Dazzled, Diseased, Fatigue. It also neutralizes poison with a DC lower then 13+your Int mod.

    Get out the Bandaid!
    Prerequisites: Emergency Stitching!, level 11
    Benefit: If you spend a full round action attending to an ally, that ally heals an amount of hitpoints equal to your Int mod x your Class level. Any ally can only benefit from this ability twice each day.

    Adrenaline Shot
    Prerequisites: A Medic of Some Sorts, level 9
    Benefit: As a standard action, you can inject a ally with a strange substance. You don’t know what it is, but it will surely work! The ally injected gains a 1d4 alchemical bonus on strength, dexterity and constitution for 5 rounds. After those 5 rounds, that ally is fatigued for the rest of the encounter. Any ally can only benefit from the injection twice per day.

    Super Seringe
    Prerequisites: Adrenaline Shot, level 17
    Benefit: You can whip out a very very strange seringe that gives your allies a very very big edge in combat for a while. As a full-round action, you can inject an adjacent ally. All mind effecting statuses are removed from that ally and he gains immunity for them for 5 rounds. In addition, his focus is greatly enhanced. The next attackroll he makes always hits and is automatically a critical hit. Creatures normally immune for critical hits still get 1.5x damage from the attack. After the 5 rounds end, the target is exhausted for the rest of the encounter. An ally can only benefit from this seringe once per day.


    Yoink! (Crowbar)
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    Metal in da Face!
    Prerequisites: None
    Benefit: You can use a crowbar as a one handed weapon dealing 1d8 bludgeoning damage with a 19-20 critrange and x2 crit modifier. You can use the crowbar to make a disarm attempt. Such attempts gain a +2 bonus.

    Wedge Armor
    Prerequisites: Metal in da Face!, level 3
    Benefit: If you hit an enemy with a crowbar, you make a Int check equal to 10+ half the hardness of the material of the armor. Natural armor has a hardness equal to the creatures HD for this purpose. If you succeed, the bonus granted by the armor or natural armor is decreased by your class level divided by 3 (Min +0 bonus). If the enemy has both armor and natural armor, only 1 can be effected with each attack. The penalties do not stack. Any armor damaged this way can be fixed by a DC 15 craft check, while any damage natural armor can be fixed by a DC 15 healcheck. This takes 5 minutes. These repair checks can only be made outside of combat.

    Master Wedger
    Prerequisites: Wedge Armor, level 5
    Benefits: When using a crowbar to force open something, you gain a bonus on the Strenght check equal to your Int modifier. Also, you gain another +4 bonus on disarm attempts when wielding a crowbar.

    Clever Wedging
    Prerequisites: Wedge Armor, level 7
    Benefit: You gain a bonus on the Int check to wedge an armor/natural armor equal to half your class level. In addition, you now reduce the armor/natural armor rating by your level divided by 2, instead of 3.


    Do you still feel oke? (Poisons)
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    Poison Adept
    Prerequisites: None
    Benefit: You are never at risk poisoning yourself when applying poison to your weapon. You gain a +4 bonus on the crafting of poisons.

    Where'd you got that stuff?
    Prerequisites: Poison Adept, Level 5
    Benefit: You can now use your Bag of All Trades to gain poison. You can get a poison out of your bag as a move action. To determine which poisons you can get, divide the market price of a poison by 10. If it is within your bag of all trades gold cap after the division, you can get 1 dose of that poison out of your bag. For example, Zealot’s Blade costs 350 gp. Divided by 10 yields 35 gp. You can get Zealot’s Blade poison out of your bag at level 9. Poison gained this way loses its potency if it is not used in 2 minutes. In addition, applying a poison that you got from your bag only takes a swift action.

    Potent Poisons
    Prerequisites: Where'd you got that stuff?, level 9
    Benefit: All poisons you get out of your bag gain a bonus on the DC equal to half your Int Modifier.

    Toxic Grenade
    Prerequisites: Where'd you got that stuff?, level 13
    Benefits: As a full-round action, you can throw a grenade at a location within 50 feet. This grenade is filled with 1 kind of inhaled toxin, which then affects everyone in a 10 feet radius. This Trick can be used Int modifier per day.

    Reduce Resistance
    Prerequisites: Poison Adept, Sneakattack +2d6
    Benefit: By sacrificing 1d6 of sneakattack damage on a succesfull sneakattack, you can give the target a penalty to Fort saves against poisons equal to 25% of your Improviser level.


    Something in between your toes. (Caltrops)
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    New and Improved!
    Prerequisites: None
    Benefits: Any caltrops that you get from your Bag of all Trades do Int modifier damage instead of just 1. Additionally, the caltrops gain a bonus on attack rolls equal to half your Improviser level.

    Pointeh!
    Prerequisites: New and Improved!
    Benefits: Creatures with shoes or otherwise protected feet do not get a +2 bonus on AC. The caltrops ignore 5 point of damage reduction. In addition, the Heal DC to get rid of the movement penalty is 15+your Int modifier.

    Dense Field
    Prerequisites: New and Improved!, level 5
    Benefit: Your opponents can no longer move at half speed through a caltrop field laid by you to prevent getting damaged. In addition, creatures down to Tiny are effected.

    Great Field
    Prerequisites: New and Improved!, level 5
    Benefit: As a standard action, you can now lay down Int mod squares of 5 ft. of caltrops within 20 ft. of your position. These caltrops can have any property that doesnt have a limit. Special Caltrops with a limit (KABOEM caltrops) still need to be layed one 5 ft. square at a time.

    Extra Pointeh!
    Prerequisites: Pointeh!, level 7
    Benefits: Your caltrops ignore up to 10 point of damage reduction. In addition, if someone want to magically cure the wounds created by a caltrop, they must succeed on a casterlevel check 10+your Improviser level.

    Magnetic Caltrops
    Prerequisites: New and Improved!, level 3
    Benefits When somebody wearing metal on his person comes within 20 feet of a caltrop field, the caltrops move 10 feet towards him as a immediate action. This can only happen once per round. When there are multiple targets in range, roll randomly to see which one it follows.

    Ultra Magnets
    Prerequisites: Magnatic Caltrops, level 5
    Benefits: The speed at which caltrops home in on an opponents is increased to 30 ft. and the detection radius is increased to 50 ft..

    Clever Trigger
    Prerequisites: New And Improved!, level 7
    Benefit: Your Caltrops gain a bonus on attack and damage equal to your Int mod for a total of twice Int mod on damage and Half Improviser level+Int mod on attack.

    KABOEM!
    Prerequisites: Extra Pointeh!, level 11
    Benefit: In addition to their normal effects, caltrops now also explode on the first creature they come in contact with, dealing 1d6 per 2 Improviser levels of force damage. Only 2 5ft. Squares of caltrops per encounter may be exploding caltrops.


    Evasive Action! (Defenses)
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    Twitchy Bastard
    Prerequisites: None
    Benefit: You gain Uncanny Dodge. A Improviser can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Improviser already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.

    Take Cover!
    Prerequisites: Improviser level 3
    Benefit: You gain Evasion. A Improviser can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Improviser is wearing light armor or no armor. A helpless Improviser does not gain the benefit of evasion.

    Eyes in the Back of Ya Head.
    Prerequisites: Twitchy Bastard, Improviser level 7
    Benefit: You gain Improved Uncanny Dodge. A Improviser can no longer be flanked.
    This defense denies someone with the ability to use the Sneak Attack class feature the ability to use it on the character by means of flanking, unless the attacker has at least four more sneak attack granting levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum sneak attack level required to flank the character.


    Slippery M*therf*cker
    Prerequisites: Take Cover!, Improviser level 11
    Benefit: You gain Improved Evasion. This ability works like evasion, except that while the Improviser still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless Improviser does not gain the benefit of improved evasion.


    Home Sweet Home (Tent)
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    Nice and Cozy
    Prerequisites: None
    Benefit: When setting up a tent, you make sure everyone is nice and comfortable, no matter the weather outside. Everyone that stays inside your tent gets an Endure Elements effect. Also, instead of healing your level in hitpoints, a night spend inside a tent from your Bag of all Trades heals twice your level in hitpoints. This stacks with other similar effects such as long term care and a magic bedroll.

    Really Nice Temperature
    Prerequisites: Nice and Cozy, Level 5
    Benefit: The atmosphere inside your tent is so relaxing and soothing, that is even has curing effects for the diseased and mentally ill. Instead of healing 1 ability damage per night, a night spend inside a tent from your Bag of all Trades heals two ability damage from each stat.

    What is this, A Spa in a Bag?
    Prerequisites: Really Nice Temperature, level 9
    Benefit: You have such a good sense of temperature, how to pad your tent and other supplies that people experience a stay in your tent as almost supernaturally soothing. Instead of not healing ability drain at all, a night spend inside a tent from your Bag of all Trades heals one ability drain from each stat.

    Survivalist’s Camo
    Prerequisites: Nice and Cozy, Level 3
    Benefit: You are adept in using nets and your environment to hide your tent from unwanted visitors. When setting up a tent, everyone who does not know that there is a tent at that exact spot must make a Spotcheck equal to 15+Improviser level+Int modifier to notice that there is a tent standing there.

    Where Did You Hide Us Again?
    Prerequisites: Survivalist’s Camo, Level 9
    Benefit: You are so good in hiding your tent, that you somehow manage to hide it in a sort of extra dimensional space. Without magic. Yeah figure that one out. Whenever you set up a tent, you can opt to replace it with a Ropetrick with a casterlevel equal to your Improviser level. This is an Ex ability.


    Really Shiny (Armor Polish)

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    Really Good Polish
    Prerequisites: None
    Benefit: You can conjure crazy good armor polish from your backpack which enhances the durability of your armor greatly. When spending 30 minutes polishing and brushing your armor, the armor's Armor bonus is increased by half your Int mod. In addition, your armor has 5 more hardness while treated this way. This polish lasts for 12 hours.

    Godlike Polish
    Prerequisites: Really Good Polish
    Benefit: Your polish reaches near magic capabilities. When you have polished your armor, your armor's Armor bonus is increased by your Int mod, instead of half Int mod. In addition, your armor has 10 more hardness while treated instead of 5. Also, the polish lasts 24 hours, instead of 12.

    Look at that Shininess
    Prerequisites: Really Good Polish, Level 5
    Benefit: Your armor is so brushed up so bright, that it blinds enemies trying to attack you. Whenever you are being attacked by a melee attack, the enemy must make a Fort save DC 10+half Improviser level+Int mod after the attack or be blinded for 1 round. This can only trigger once per round.

    Shining Example
    Prerequisites: Really Good Polish, level 7
    Benefit: When you have treated your armor with your polish, you gain your Int modifier on Diplomacy and Intimidate.

    Shining Exemplar
    Prerequisites: Shining Example, level 11
    Benefit: When wearing your armor and talking, people are awed by your shining aura of shininess. When taking a full-round action to give a speech about a random subject, all enemies within 20 ft. must make a Will save or be unable to attack you for 1 round. In addition, their first attack has a 20% miss chance because they are distracted by your awesomeness.


    Scraptastic! (Homemade Armor)

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    A piece of Scrap Armor
    Prerequisites: None
    Benefit: You are a horder by nature. So you decide to use all the titbits to make yourself a good set of armor. By spending 4 hours working on your armor, you can make an armor with an armor bonus of +3, a max dexterity bonus of +7 and an armor check penalty of -2. This armor counts as light armor with which you are automaticly proficient. You can don and get out of the armor just fine, but as soon as someone without this Trick tries to don the armor, it falls apart.

    Scrappy Doo!
    Prerequisites: Scrap Armor, level 5
    Benefit: You are a star at making scrappy armor really fast. You can now make a Scrap armor in 1 hour, instead of 4 hours.

    Heap ‘o Scrap
    Prerequisites: Scrap Armor, level 5
    Benefit: You add even more scrap to your armor, increasing its Armor bonus to +7, but lowering its max dex to +5 and worsening the armor check penalty to -3. It also now counts as medium armor.

    Scrappy Revenge
    Prerequisites: Heap ‘o Scrap, level 7
    Benefit: You add explosives to your armor, giving each attacker a nasty surprise when attacking you. The first time you are successfully attacked each round with a melee or 10 ft. reach attack, your armor explodes in your opponents face with a mighty bang. The attacker takes 1d6 fire damage per 2 Improviser levels damage from this retributive attack. However, your armor bonus decreases by 1 because you also blow away part of your armor. This also causes the max dex of the armor to rise by 1 and the armor check penalty to improve with 1. The maximum max dex is +10, while the minimum armor check penalty is -1. When your armor is at 0 armor bonus, it falls apart and becomes useless scrap, requiring you to make another one.

    Scraplosion
    Prerequisites: Scrappy Revenge , level 11
    Benefit: Instead of waiting for an attack, you can detonate your armor yourself as a standard action which provokes attacks of opportunity. This deals the same damage Scrappy Revenge would deal, but then in a 20 ft. burst. However, this reduces the armor bonus of your Scrap Armor by 3. When you’ve used this ability, you cannot use it for 3 rounds afterwards.

    What the Scrap?!
    Prerequisites: Scrap Armor, level 3
    Benefit: You add some gizmo’s and stuff to your armor, making you lightning fast. You gain your Int mod on Reflex saves. In addition, your gain a 10 ft. circumstance bonus on your land speed.

    Stealthy Scrap
    Prerequisites: What the Scrap?!, level 5
    Benefit: When standing still and with your back against a solid object at least one size catagory larger as you are, you blend in with your background. The enemy has to make a Spot check at DC 30 to notice you. This stealth fades the moment you move, even if it is 5 feet.

    Explorative Scrappiness
    Prerequisites: Stealthy Scrap, level 7
    Benefit: You can move 10 ft. per round without breaking your stealth from Stealthy Scrap.


    Feats

    Need More Dakka!
    Prerequisites: Improviser level 3
    Benefit: You gain an Improvisational Trick for which you meet the prerequisites.
    Special: You can take this feat multiple times, to a maximum of your Int modifier times.

    Fight The Power!
    Prerequisites: 6 Improvisational Tricks
    Benefit: Once per encounter, you can empower your Tricks in one of the following ways:
    Empower: Only appliable to a Trick that deal hitpoint damage. The damage dealt is increased by 50%.
    Extend: Only appliable to a Trick with a duration. The duration is doubled.
    Widen: Only appliable to a Trick with a area of effect. The area is doubled in size.
    Inresistable: Only appliable to a Trick or Poison with a DC. The DC is increased by 3.

    Skill Tricks

    New Skilltricks are in this thread!
    Last edited by WaylanderX; 2014-05-11 at 07:00 AM.

  3. - Top - End - #3
    Orc in the Playground
     
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    Default Re: The Improviser, lets Improvise! (3.5 Baseclass, Skillmonkey, EVERYTHING!)

    This class looks like a lot of fun. It seems to be the class for someone who doesn't want to be restricted in one way or another.
    Last edited by Lohj; 2012-09-10 at 11:23 AM.
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  4. - Top - End - #4
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    Default Re: The Improviser, lets Improvise! (3.5 Baseclass, Skillmonkey, EVERYTHING!, PEACH)

    Hehe, already fixed it before you posted. You can cast any spell, except wish, miracle, gate, true res and a couple of other which I still need to think off but will be added later.
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

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    Default Re: The Improviser, lets Improvise! (3.5 Baseclass, Skillmonkey, EVERYTHING!, PEACH)

    Yeah, I noticed. ^_^ Good job on it. I can't think of anything to change.
    I am an Oxymoron. Calm, cheery, deadly, furious.


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    Default Re: The Improviser, lets Improvise! (3.5 Baseclass, Skillmonkey, Doitaller, PEACH)

    Bumping the thread!

    Come on guys, I really need some PEACHes on this class.
    If you think the Trick list is too long to read, a single comment on something that stands out as odd already helps me alot. Thank you guys in advance ^^.

    Changes made 16-9-2012:

    Completed Sounds coming from where Path
    Added and completed Medic! Path
    Added and completed Yoink! Path
    Added and semi-completed Do you still feel oke? Path
    Added Something between your toes Path
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

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    Orc in the Playground
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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    this class is really cool, and i would love to play it... 1 quick question, i know skill tricks are in complete scoundrel, what else are they in?

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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    Ty for posting ^^.
    About the skill tricks, they are only in Complete Scoundrel, as far as I know.
    Now that I think of it, I should just homebrew a bunch more to widen it out a lil :P.

    If you're playing it btw, could you post here how well the class holds up and if it is any fun to play?
    Last edited by WaylanderX; 2012-09-17 at 01:59 AM.
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    Changes made 17-9-2012:

    Completed Do you still feel oke? Path
    Completed Something between your toes Path
    Added a Feat section.
    Added a Homebrewed Skilltrick section.

    As always, any Peach is very appriciated.
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    The Good
    1) It is a cool class. The abilities tie up well with the overall feeling
    2) Using tricks with normal items is a clever idea!
    3) Skills and Bag of all trades make this class much useful out of battle as well

    The Bad
    Can't think of anything bad

    The Ugly
    1) Improvised Weapon specialist gives a big bonus on improvised weapon use which makes little sense. So you specialize on...anything? I would suggest you use the element of surprise and the awkwardness of dealing with a flaming ladder to give some indirect bonuses. Like feint as a free action, a bonus to trips, remove dodge bonus and stuff like that
    2) Ultimate Improvisation: why don't you make a list of acceptable choices instead? At the end of the day if you duplicate a meteor swarm, you gotta have a way to do it, thus you would prepare it. I believe this is the fun part after all :) You should clarify about spell resistance, bonuses against spells etc etc
    3) Imbuing improvisation has not cost and doesn't disallow someone else to use it either. I would suggest you put a cost on it to keep the balance. Maybe you actually make a new weapon, either crafting it yourself or having someone else craft it for you. It might be your specially crafted chair leg.

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    ClericGuy

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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    This looks really good, and I'm feeling that I would like to play this class. So grats on that.

    A couple of things that stand out:

    Giving a straight up bonus for using improvised weapons seems strange to me. I imagine if someone was good at hitting someone with a chair, they'd be better at hitting them with a club. Maybe a subtle/indirect bonus (as opposed to att and damage).

    Maybe up the weapon die of all improvised weapons to something that doesn't suck? (1d8) That would make it so he can use improvised weapons as well as he could normal weapons, rather than making him better at using random things. On that note, maybe upping the damage of improvised weapons at first level to d4-d6 is a good idea.

    Imbuing improvisation:

    I really like this idea, but right now I feel there are problems with it. Unless I missed something, the Improvisor can make many 'magical' weapons for his party to use for no cost in a few days.

    I think there should be limitations on it. The effect only happens for some amount of time. The 'charge' is expended on first few hits. Like for a flaming weapon, I can see setting a weapon on fire. That won't last forever, and it certainly won't turn on again after it's been burned up.

    If there's a limit like this, maybe you can put multiple charges of the same enchantment on a weapon, so you can expend it later on.

    For the capstone, you may want to have it "any spell of 9th level or lower" once a day. and maybe the level needs to be lowered? If you want to keep it at 9th, perhaps include 3 or so 'limitations', and the improvisor has to choose one for his spell. examples would be "set up in a certain area" or "A trigger has to happen our of your immediate control". Something to give it that flavor of being planned.

    These are all just suggestions, hope they help.

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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    Giving a straight up bonus for using improvised weapons seems strange to me. I imagine if someone was good at hitting someone with a chair, they'd be better at hitting them with a club. Maybe a subtle/indirect bonus (as opposed to att and damage).

    Maybe up the weapon die of all improvised weapons to something that doesn't suck? (1d8) That would make it so he can use improvised weapons as well as he could normal weapons, rather than making him better at using random things. On that note, maybe upping the damage of improvised weapons at first level to d4-d6 is a good idea.
    1) Improvised Weapon specialist gives a big bonus on improvised weapon use which makes little sense. So you specialize on...anything? I would suggest you use the element of surprise and the awkwardness of dealing with a flaming ladder to give some indirect bonuses. Like feint as a free action, a bonus to trips, remove dodge bonus and stuff like that
    First of all, thank you for your PEACHes ^^. They are the first ones that kinda get me anywhere :P. About the Improvised Weapon specialist feature. You guys are kinda right on that. I rushed it because level 9 was the only dead level I had and it was like.....staring at me with a wicked gaze...if you catch my drift :P. So I've been brainstorming in college to come up with something new, which ended up as a list of little abilities you can choose from. On the subject of Improvised weapon damage, I'll give the class an ability on one of the sneakattack levels that ups the damage.

    I think there should be limitations on it. The effect only happens for some amount of time. The 'charge' is expended on first few hits. Like for a flaming weapon, I can see setting a weapon on fire. That won't last forever, and it certainly won't turn on again after it's been burned up.

    If there's a limit like this, maybe you can put multiple charges of the same enchantment on a weapon, so you can expend it later on.
    If the weapon would burn up, it would be a shame, especially because it has to be a masterwork item :P. The charges idea is a very good one though, I'll look into that.

    Imbuing improvisation has not cost and doesn't disallow someone else to use it either. I would suggest you put a cost on it to keep the balance. Maybe you actually make a new weapon, either crafting it yourself or having someone else craft it for you. It might be your specially crafted chair leg.
    I don't really like the idea of adding a cost to this feature though, so I'll keep it free, for the Improviser only and limit the use of it by using charges.

    Ultimate Improvisation: why don't you make a list of acceptable choices instead? At the end of the day if you duplicate a meteor swarm, you gotta have a way to do it, thus you would prepare it. I believe this is the fun part after all :) You should clarify about spell resistance, bonuses against spells etc etc
    For the capstone, you may want to have it "any spell of 9th level or lower" once a day. and maybe the level needs to be lowered? If you want to keep it at 9th, perhaps include 3 or so 'limitations', and the improvisor has to choose one for his spell. examples would be "set up in a certain area" or "A trigger has to happen our of your immediate control". Something to give it that flavor of being planned.
    Kinda like an ultimate trick huh....hhmm, I like the sound of that. I'll compile a list of spell which you can select one from each morgen after half an hour of preparation, which you then can use once that day.

    Guys, thank you very much for this Peach and I hope you enjoyed reading the class ^^.

    Best Regards,
    Way
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    Changelog 25-9-'12:

    Rewrote Improvised Weapon Specialist
    Clarified and nerved Imbuing Improvisation
    Clarified and made a Spelllist for Ultimate Improvisation
    Added Insightfull Impact Class Feature
    Last edited by WaylanderX; 2012-09-25 at 06:34 AM.
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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    No problem. Good luck with developing the class. I'll try and jump and make suggestions now and again.

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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    I am intrigued by the ideas presented in this class, and I enjoy the humor baked into its abilities.

    Insightful Impact: Are these minimum damage ranges modified for creatures larger or smaller than Medium? How do they interact with damage ranges that are not absolutely larger or smaller (such as a two-handed weapon dealing 2d4 damage normally)?

    Clever Surprise: This is the effect of the Improved Feint feat. Any reason you didn't just grant it as a bonus feat? Alternatively, you may wish to give it the Beguiler treatment (grant it as a bonus feat, and if you already have it you can feint as a swift action as well).

    Expert Improviser 7th: How does the level 7 benefit interact with singular actions other than move actions (such as standard, swift, immediate, and free actions) and with 1 round usage times? D&D round (down by default) would make such skill uses take 0 actions. Also, forcing someone to take a swift action instead of a move action can actually be a detriment as often as not.

    Expert Improviser 10th: Taking 10 normally takes the same amount of time as a normal check. Did you mean taking 20?

    Improvised Weapon Specialist: What is the duration on Whack a Mole's dazzling? Also, Whack a Mole, Paper Cut, and Needle to the Knee feel somewhat weaker than the other options.

    Gotta go, I'll try to look at the rest of the class later.
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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    I am intrigued by the ideas presented in this class, and I enjoy the humor baked into its abilities.

    Insightful Impact: Are these minimum damage ranges modified for creatures larger or smaller than Medium? How do they interact with damage ranges that are not absolutely larger or smaller (such as a two-handed weapon dealing 2d4 damage normally)?

    Clever Surprise: This is the effect of the Improved Feint feat. Any reason you didn't just grant it as a bonus feat? Alternatively, you may wish to give it the Beguiler treatment (grant it as a bonus feat, and if you already have it you can feint as a swift action as well).

    Expert Improviser 7th: How does the level 7 benefit interact with singular actions other than move actions (such as standard, swift, immediate, and free actions) and with 1 round usage times? D&D round (down by default) would make such skill uses take 0 actions. Also, forcing someone to take a swift action instead of a move action can actually be a detriment as often as not.

    Expert Improviser 10th: Taking 10 normally takes the same amount of time as a normal check. Did you mean taking 20?

    Improvised Weapon Specialist: What is the duration on Whack a Mole's dazzling? Also, Whack a Mole, Paper Cut, and Needle to the Knee feel somewhat weaker than the other options.

    Gotta go, I'll try to look at the rest of the class later.
    Yo Garryl,
    thank you very much for your PEACH, you have some valid points here.

    About Insightfull Impact, the damage die were meant for medium only, clarified it.

    Clever Surprise: Can do, but I don't want him to qualify for any feats that have Improved Feint as a prerequisite. Clarified it as having the same effect as Improved Feint nevertheless.

    Expert Improviser 7th: Added the reductions for other actions and the notion that you can do a skill in the original time instead of the reduced one also.

    Expert Improviser 10th: checked the SRD, youre right. Added the "Even when distracted or pressed for time" clause instead.

    Improvised Weapon Specialist: 5 rounds, forgot to mention that (whoops). I'll look into the weapontype tricks and see if I can buff them a little, I kinda agree but I couldn't find the inspiration to change them for the better.

    Anyway(lander), thank you for your PEACH and I hope you enjoy reading/using this class ^^.

    Way

    Edit: Improvised Weapon Specialist weapontype tricks buffed. Piercing now reduced all speeds. Slashing now deals Con damage over time, but can be stopped by a DC 25 heal check. Bludgeoning now sickens instead of dazzles.
    Last edited by WaylanderX; 2012-09-27 at 04:06 AM.
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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    Changelog: 28-09-'12

    Added Evasive Action! path.
    Added Hammer Flurry trick.
    Last edited by WaylanderX; 2012-09-28 at 07:26 AM.
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

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    Ogre in the Playground
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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    Not to necro this, guys, but I'm totally gonna necro this.

    Quote Originally Posted by WaylanderX View Post
    Inventive Fighting (Martial Manoeuvres)
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    Inventive Brawl Initiate
    Prerequisites: None
    Benefit: You can select 2 manoeuvres or stances of the Fools Grip Discipline for which you meet the prerequisites. Your Initiator level is from now on ¾ your Improviser level. You can recover 1 manoeuvre by concentrating for 1 full round and doing nothing else.

    Expanded Fighting Style
    Prerequisites: Inventive Brawl Initiate
    Benefit: You can select 2 manoeuvres or stances from the Fools Grip Discipline for which you meet the prerequisites.
    Huh? I think you missed something here, those are basically the exact same thing. Also, what's this 'skill tricks' you're working on?

    Also, what might be good for the Inventive Fighting tree is one that lets you pick a maneuver or two from other disciplines.
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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    Quote Originally Posted by Hawkflight View Post
    Not to necro this, guys, but I'm totally gonna necro this.



    Huh? I think you missed something here, those are basically the exact same thing. Also, what's this 'skill tricks' you're working on?

    Also, what might be good for the Inventive Fighting tree is one that lets you pick a maneuver or two from other disciplines.
    Necroed huh? Hehe, glad though that somebody is still reading this. (Making a Prc for this which is done in like a couple of days.)

    Anyway(lander), the purpose of that trick is that you can select that trick and pick up a few manouvers at higher level aswell for some higher level manouvers. Maybe I should mention that you can take it multiple times for extra manouvers.

    I only want the Improviser to have access to disciplines that have something to do with improvising or are in a other way unusual (In a way they do not use normal weapons or supernatural stuff). Do you have any suggestions what disciplines are fitting for this class?

    For those skill-tricks, look in Complete Scoundrel for them, they are quite handy. Just trying to come up with a couple more when I have the time.

    Anyway, thanks for the feedback ^^,
    Way
    Last edited by WaylanderX; 2012-12-07 at 04:22 PM.
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    Ogre in the Playground
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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    Quote Originally Posted by WaylanderX View Post
    I only want the Improviser to have access to disciplines that have something to do with improvising or are in a other way unusual (In a way they do not use normal weapons or supernatural stuff). Do you have any suggestions what disciplines are fitting for this class?
    Well, taking inspiration from the class's concept (especially its capstone ability), disciplines that rely on a gimmick instead of a particular style.


    • Desert Wind. The gimmick is fire, so you could emulate it with mundane fire.
    • Circling Vulture. Why should your tools be restricted to your tools?
    • Eloquent Speech. Improvising with words.
    • I'm also tempted to say Breath of Fire, but that one probably wouldn't work unless you already had a breath weapon.
    • I also really want to say Divine Flame, because he would have to use an improvised nuclear reactor and I find that idea hilariously insane.


    Probably gonna play this in a campaign next semester. I'll let you know how it turns out.

    EDIT: Oh, wait, another question. How many maneuvers can I have readied at a time?
    Last edited by Hawkflight; 2012-12-07 at 10:28 PM.
    Quote Originally Posted by TheAmishPirate
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    Default Re: A Solution For Every Situation! (3.5 Baseclass, PEACH)

    Quote Originally Posted by WaylanderX View Post
    The Improviser
    ...subscribed and added to my May-Play-In-The-Future List.

    Compliments to you, Waylander.

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    Quote Originally Posted by Story Time View Post
    ...subscribed and added to my May-Play-In-The-Future List.

    Compliments to you, Waylander.
    Hehe, always nice to hear such things.
    Ty for your support!

    Anyway, Skill-trick list/thread added with some new skilltricks, if you want to contribute, leave a message at the skilltrick thread, help is always appreciated.
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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    Quote Originally Posted by Hawkflight View Post
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    Well, taking inspiration from the class's concept (especially its capstone ability), disciplines that rely on a gimmick instead of a particular style.


    • Desert Wind. The gimmick is fire, so you could emulate it with mundane fire.
    • Circling Vulture. Why should your tools be restricted to your tools?
    • Eloquent Speech. Improvising with words.
    • I'm also tempted to say Breath of Fire, but that one probably wouldn't work unless you already had a breath weapon.
    • I also really want to say Divine Flame, because he would have to use an improvised nuclear reactor and I find that idea hilariously insane.


    Probably gonna play this in a campaign next semester. I'll let you know how it turns out.

    EDIT: Oh, wait, another question. How many maneuvers can I have readied at a time?
    Just to clarify, I realize Divine Flame wouldn't work, as creating a makeshift nuclear reactor would be incredibly silly, especially at lower levels. I just found the idea amusing enough to mention.
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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    Changelog: 08-12-'12

    Added New Insights trick.
    Added New Skill Trick Section (see link there).
    Last edited by WaylanderX; 2012-12-08 at 02:10 PM.
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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    This seems like the PERFECT entry for Shamurai!

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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    I noticed the Improviser did not have a level 19 ability yet, while it does says so in the table. I added a level 19 ability, Skill Trick Mastery, which enables the use of skill tricks at will, instead of once per encounter.
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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    I am planning on finally playtesting this class myself and I noticed I have not added alot of support paths yet. So I'll be adding some of those starting with a Tent path focused on healing and providing a safe resting place.

    Any feedback on those paths and any idea's for support paths (just think of a mundane item which could do something funny that doesn't immediately come to mind while thinking about that item.) are very appreciated.

    Changelog:

    Added Home Sweet Home path.
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

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    Post Re: A solution for every situation! (3.5 Baseclass, PEACH)

    This is such a cool class, mainly because he wins at pillowfights with his flaming humanbane pillow. The idea and effects are cool and the capstone is cool, but couldn't there be a path which allows weak and limited spellcasting, similar to a charlatan perhaps?
    Either way I live the idea of a man grabbing a table leg or a fihing rod and bashing an enormous troll.

    I really like the tent path, [Who doesn't want to have a 4D tent] but the problem with the later options is that they stop midnight encounters which are only put there a plot hooks. Other paths look cool, although I hav trouble seeing the usefulness of a lamp that lasts twice as long.
    And treasure!
    Wait, that doesn't make any sense

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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    Great to see that someone is still interested in this class ^^.

    The Improviser does already have a few things that resemble a bit of spellcasting.

    He can "cast" a 10 ft. burst fireball or produce a ghost sound effect at will. Also he has shatter as an option, a blinding burst or cone (Depending on the lantern used) and a couple of healing and buffing abilities. Now with the tent line he can produce a restoration effect and imitate a rope trick, which are also quite good.
    Do you have any specific spells in mind and if so, can you give me an example how you can incorperate a mundane item into that spell (use oil for fireball, whistle for ghost sound, that kinda stuff).

    If anyone has an idea about this, I would be happy to work it out some more.

    Upcoming path is a path for the good old 10 ft. pole for trap disarming, springing and other cool things you can do with a long stick.

    Edit: and the lamp only last 50% as long, the illumination reaches twice as far, which is quite handy in a dark dungeon. (Extra Oil Skill right?)
    Last edited by WaylanderX; 2013-05-18 at 12:39 PM.
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    Ogre in the Playground
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    Default Re: A solution for every situation! (3.5 Baseclass, PEACH)

    So, here's an idea. How about making a track based on enhancing one's armor? From simple reinforcement and hidden compartments, all the way up to hidden weapons and such? This may or may not have been inspired by the first Iron Man movie.

    EDIT: Also, the picture in the first post is broken.

    EDIT 2, SON OF EDIT: I still have not found a DM who will let me take Divine Flame as an option for this class. Which is silly, I mean, why wouldn't you want someone running around with a makeshift nuclear reactor?
    Last edited by Hawkflight; 2013-05-18 at 01:15 PM.
    Quote Originally Posted by TheAmishPirate
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