Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - phaedrusxy

Pages: 1 2 3 4 [5] 6 7
81
Min/Max 3.x / Build a character to match this picture
« on: November 23, 2012, 08:38:29 PM »
(click to show/hide)

I found this digging around in a metric crapton of stuff Agita had uploaded, and thought it was one of the coolest fantasy pics I'd seen. I really want to make a character based off of it, but am waffiling as to what fits best.

I think he looks like he's basically not there and/or is made of some kind of energy, likely necromantic. I was thinking of making him an incorporeal character, but binder also comes to mind.

Edit: Now that I look at it again, it has a lot of similarities with the images of kaorti.

82
Gaming Advice / sublime psion dual PrC?
« on: November 15, 2012, 11:27:14 PM »
any? homebrew is OK.

I'd like to add this and this onto a telepath or seer base.

If not, I'll probably make one.

83
Off Topic Fun / It's good to be a geek...
« on: November 04, 2012, 09:43:10 PM »
I'm going to be retaking the GRE soon, and I've been studying for the verbal section and... it's amazing how many obscure words I've picked up from D&D sources. :P

Edit: Incidentally, if anyone else is planning to take this or another standardized test anytime soon this seems like a great webpage for studying. I especially like that the example questions are supposed to scale with your success rate (getting harder if you're getting them right, and easier if not), and it also gives you a percentile score of how you compare to other people who've taken them.

84
[D&D 3.5] Jewel of a Quest / The Peanut Gallery
« on: October 25, 2012, 08:45:43 PM »
"As serious as I get, I'm afraid," Darayat replies cheerfully. "And of course I know about it! Your family and the Bagginses - or is that Sackville-Bagginses?" He frowns thoughtfully. "I can never remember." He beckons over one of the cudgel-bearing halflings. "You wouldn't happen to know, would you?"
I just had to make a thread for comments... this is too hilarious not to.  :lmao

85
[Tome] The Fall of Pun-Pun / Encounter Thread 7: Into the... Fire?
« on: October 08, 2012, 09:46:40 AM »
Please go ahead and post Spot and Initiative rolls, and any other rolls you'd like to make. Knowledge checks I'm sure will be desirable at some point. Go ahead and give me Dungeoneering and Planes, for those who want to make them. I'll tell you why later.

And for those of you inside the HARDIS, I assume you're all somewhere in area 4 (the entry hall) since you're watching your friends exit through the portal with great anticipation. Let me know if that's not the case, and if you can let me know where you'd like your character(s) to be exactly.

The portal that Marlowe and Raoul are stepping out of is in yellow along the North wall of room 4.



Initiative order and Status

Code: [Select]
Name Init Status
RJ 31
Siphsis 31
Hanna 31
Oggug 25
Uvorix 25 paralyzed
Cade 24
Xuuv 23
Shlur 23
Erlking 23
Marlowe 18 paralyzed, engulfed
Surin 18 engulfed
Oaxool 18
Raoul 17 paralyzed, engulfed
Cubes 16
Kaem 11

86
Oslecamo's Improved Monster Classes / Unbodied
« on: October 05, 2012, 05:03:08 PM »
Unbodied



HD: d4
LevelBABFortRefWilFeatures
1+0+0+0+2Emphemeral body, Naturally Psionic, Uncarnate Armor, Shed Body, Hide Mind, Scorn Earth
2+1+0+0+3Telepathic Awakening, Assume Likeness
3+1+1+1+3Assume Equipment
4+2+1+1+4Telekinetic Maneuver
5+2+1+1+4Unfettered Mind

Skills: 2+IntMod/level (x4 at 1st). Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (any) (Int), Profession (Wis), Psicraft (Int), and Sense Motive (Wis).

Proficiencies: Unbodied are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

Features:
Ephemeral body: At 1st level, the Unbodied is partially a creature of pure thought, but still has not quite learned to divorce itself completely from the matters of the flesh. It is a humanoid with the psionic subtype, but due to its partial physical non-existence, critical hits and other precision-based damage have a 25% chance of failing on it, as if it had armor with the Light Fortification property.

Naturally Psionic: Unbodied gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.

Uncarnate Armor (Su): An Unbodied wearing armor (or using inertial armor or a similar effect) gets his armor bonus to AC even when he becomes incorporeal or uncarnate (see Shed Body, below). However, unlike other incorporeal creatures, an unbodied does not gain a deflection bonus to Armor Class from his Charisma modifier. This ability works even if the armor being worn becomes incorporeal (such as through the use of the assume equipment ability described below).

Shed Body (Su): Once per hour as a swift action, an Unbodied can become almost entirely incorporeal (or “uncarnate”). The character can remain uncarnate for up to 1 minute per hit die each time, or change back with another swift action. During this time, the character’s body fades into an immaterial form that retains the character’s basic likeness. While uncarnate, the character gains the incorporeal subtype (but with some differences, see below). However unlike fully incorporeal creatures, he does not have a fly speed and his material armor remains in place and continues to provide its armor bonus to AC (see Uncarnate Armor, above). He also does not lose his strength score. He can use equipment normally, deriving benefits from items that enhance his capabilities; however, all his equipment remains material even when the character is uncarnate (but see the assume equipment ability, described below).

While uncarnate an unbodied appears almost like a ghost wearing items of the material world. This doesn’t make his equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment, he can pass through solid objects at will as described below.

(click to show/hide)

Hide Mind (Su): An unbodied cannot be identified as psionic by divination spells or clairsentience powers.

Scorn Earth (Su): Although an Unbodied cannot fly while Uncarnate as a fully incorporeal creature can, she can cause her feet to lift from the ground. Even while not Uncarnte, she can float a foot above the ground. Instead of walking she may glide along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even “run” at four times her normal speed). However, at distances higher than 1 foot she incurs the penalties on melee and ranged attack rolls as if she were the subject of the psionic levitate power and slowly falls to the ground as if under the effects of a Featherfall spell. She may activate or deactivate this ability at will as a free action, even when it is not her turn. So she never needs worry about taking falling damage.

Telepathic Awakening: At second level, an Unbodied gains telepathy with a range of 10 feet for each HD he possesses, and the ability to manifest powers as a 1st level Psion (Telepath). His third, fourth, and fifth Unbodied class levels also progress his manifester level, powers known, and power points as if he'd gained another level of Psion, and this manifesting stacks with any actual levels in Psion (Telepath)  for determining powers known, power points per day, maximum available power level, and manifester level.

Assume Likeness (Su): At second level, while uncarnate (or incorporeal) an unbodied can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. Its abilities do not change, but it appears to be that creature, relying on its Bluff and Disguise skills to deflect suspicion. While using Assume Likeness, the Unbodied receives a +10 racial bonus to Disguise on pretending to be the creature whose likeness it has assumed. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks for trying to act in character to pretend to be the person whose likeness it has assumed.

Assume Equipment (Ex): Beginning at 3rd level, a unbodied can designate a number of pieces of his worn equipment (including armor and weapons) equal to his character level to become incorporeal when he uses his shed body ability (or when he is fully incorporeal after 5th level). This has no effect on the equipment’s function, but now when the unbodied is uncarnate (or incorporeal), he can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations as he desires.

Telekinetic Maneuver (Psi-like ability): Beginning at fourth level, once per encounter an Unbodied may use Telekinetic Maneuver as a manifester of his hit dice as a psi-like ability.

Unfettered Mind (Su): At fifth level, the Unbodied forever leaves all traces of his physical body behind, fully becoming an incorporeal creature. He permanently gains all abilities described under the Incorporeal subtype (without the limitations on the Uncarnate condition in the spoiler above). He may manifest himself as a corporeal creature for a total of one minute per hit die per day if he wishes, however, as a swift action. He may break this time up in any way he sees fit, and transforming back into his normal incorporeal self is also a swift action.

Comments
(click to show/hide)

87
Mindscapes / Feats and Items of the Mind
« on: September 28, 2012, 11:33:45 PM »
This isn't a perfect match for this subforum, but since it's mine I guess I can put whatever I want in here... :P

I decided to homebrew a feat that's similar to Dragonfire Inspiration, but instead is psionic-themed. Also, if you haven't you should check out the Mantra feats at Dreamscarred Press. Some of them are awesome. For example.



Resonant Feedback

You've learned to imbue your songs with the power of your mind.

Prerequisites: Inspire Courage bardic music ability, must have a power point reserve, Concentration 4 ranks

Benefits: By expending your psionic focus when using Inspire Courage, you may psychically charge the weapons of your allies (including yourself), causing them to vibrate at a high frequency. Instead of the normal benefits of Inspire Courage, your allies' weapons do an extra 1d4 points of sonic damage per point of bonus to attack and damage that your Inspire Courage normally does. This replaces all other effects normally produced by Inspire Courage, but otherwise works the same (duration, range, etc).

In addition, any creatures that use echolocation have that ability disrupted within 20 feet of anyone holding a weapon affected by this ability.

88
Mindscapes / Lucid Dreaming [Skill/Subsystem]
« on: September 18, 2012, 10:51:21 PM »


Lucid Dreaming
(Wis)

This skill is one of the few ways a character can enter the dreams of others (and the Region of Dreams, if it exists in your campaign) and the only known way in which he can directly manipulate the dream-matter around him. Full rules for dreaming and the Region of Dreams can be found on p201 of the Manual of the Planes. You can use this skill to realize you are dreaming, wake up, consciously direct the elements of a dream, detect intruders into your dreams, and to move into other dreamscapes. Throughout the discussion of this skill subsystem, the terms Dreamscape, Dreamer and Dreamwalker will be used. A Dreamscape is a virtual plane of existence, which exists within the Plane of Dreams. Each time someone sleeps and dreams, they create a new Dreamscape, which normally dissolves when they awaken. A Dreamwalker is someone who is within the Dreamscape of another (either intentionally or otherwise). A Dreamer is a person within their own Dreamscape.

Most usages of this skill require expenditure of Dream Points. Each Dreamer or Dreamwalker has a number of Dream Points equal to their ranks in Lucid Dreaming, or to their highest mental ability modifer, whichever is higher. Each usage of Lucid Dreaming below has the cost in Dream Points listed. For abilities which have a duration longer than instantaneous, Dream Points spent on them do not return until the effect ends (they remain "invested"). For instantaneous abilities, they return at the end of the Dreamer's turn. A Dreamer can end an ongoing effect that they have Dream Points invested in as a free action on their turn.

Unless otherwise noted, all usages of this skill only affect the dreamworld and the dream personas of creatures in it, and do not carry over into any other reality in any way. However, all information gained and conversations had in dreams touched by the Lucid Dreaming skill will be remembered, as such dreams are always especially vivid to all involved.

Check: Unless otherwise stated, making a Lucid Dreaming check is a standard action that provokes an attack of opportunity. It can be made defensively, so as to avoid drawing attacks of opportunity, by making a concentration check with the same DC as the Lucid Dreaming usage being used.

TaskDCCost (Dream Points)
Realize you are dreaming150
Wake Up150
Change one aspect of your personal dreamscape20Varies (see text)
Change one aspect of another's dreamscape30Varies (see text)
Change your personal appearance201
Instill Doubt*Dreamer's Wisdom modifier
Implant Waking Suggestion155
Locate Dreamer/Dreamwalkervaries, see textvaries, see text
Depart one dreamscape for another255
Depart a dreamscape for the Dreamheart3010
Pull another with you into another dreamscape or the Dreamheart*2 per person
Leave the Dreamheart300
Dream of Times Past, of What May ComeDC varies, see text20
Emulate SpellDC varies, see text2x Spell level

* This is an opposed Lucid Dreaming check.

Change Aspect: An aspect of a dreamscape includes background features such as lighting, terrain, architecture of a given building, vegetation (or lack thereof) and other relatively innocuous characteristics of a dreamscape. You cannot use Lucid Dreaming to make a bolt of lightning to strike a foe, or open a pit below an enemy, or other such attacks with this usage of the Lucid Dreaming skill. You could however make a wall appear in front of them to block their path, etc.

You may also create a new level of the Dreamscape which may only be entered by falling asleep in the level immediately above it. The DC for this increases by +5 for each level above the current one. See the rules on Layered Dreams for details on how these lower layers differ from the primary dreamscape.

All uses of this ability are instantaneous in duration. The amount of Dream Points required to make a change depends on how big of an area it will affect. 1 point allows you to affect 1 cubic foot per rank in Lucid Dreaming (minimum 1) which is within close range. 4 points increases this to an area up to 1 foot per rank in Lucid Dreaming in radius, which must still be within close range. 7 points increases the radius to 10 feet per Lucid Dreaming rank, centered up to medium range from you. 10 points increases the radius to 100 feet per Lucid Dreaming rank, and the change can be anywhere within the Dreamscape level within which you currently reside. 13 points lets you make changes which affect the entire Dreamscape level at once. 16 points lets you affect all layers of a Dream at once.

Change Appearance: You can adopt the outward appearance of any other creature or thing. If you want to turn into a palm tree that is completely within your power. Equally, you can take on the exact appearance of any other creature. Other dreamers can make opposed Lucid Dreaming checks to discover the illusion. Changes to your appearance do not affect your actual abilities. This ability costs one Dream Point, which may not be recovered while your appearance is altered using it.

Instill Doubt: While within the dream of another (the Dreamer), a Dreamwalker may make a verbal suggestion to the Dreamer, which can sow seeds of doubt that ripple throughout the Dreamscape in profound ways. The target may resist your suggestion with a Will save with the DC set by your Lucid Dreaming check. This counts as an opposed Lucid Dreaming check, and so will always result in the loss of Stability of the Dreamscape, regardless of the outcome. The Dreamer need not make a Lucid Dreaming check to produce this effect, as it works by manipulating their subconscious mind, which is the true source of all aspects of the Dreamscape (with the exception of any Dreamwalkers present in it). This ability costs an amount of Dream Points equal to the target's Will save modifier and has an instantaneous duration, regardless of the effect produced. Effects created with this usage of Lucid Dreaming do not pass from one Dreamscape to the next, regardless of their normal durations.

Implant Waking Suggestion:
A Dreamwalker may implant a Suggestion (as the spell) which will activate upon the Dreamer's awakening, or under a condition set at the time it is implanted (upon the next full moon, for example). The Dreamer may resist this with a Will save equal to the Dreamwalker's Lucid Dreaming check (or with an opposed Lucid Dreaming check) made just after they awaken from their sleep for the night. Since they are no longer dreaming, they do not get the bonuses for being within their own dreamscape, etc. This usage of Lucid Dreaming costs 5 Dream Points which are not recovered until the Suggestion has been triggered.

Sense Dreamwalker: A Dreamer is entitled to a Lucid Dreaming check anytime a Dreamwalker uses the Lucid Dreaming skill to modify the Dreamer's Dreamscape in any way, even if such changes happen to a part of the Dreamscape that their conscious mind is not currently within. If they succeed at this check, they sense that another mind has intruded their dreams (although they may dismiss this as part of the dream after they wake up if they are not familiar with the ability to Dreamwalk). The DC of this check depends on the magnitude of the effect the Dreamwalker has produced, and whether it is within the view of the Dreamer or not. Effects within view of the Dreamer only have a DC of 10. Effects outside of their view have a DC of 20 for Change Aspect, 30 for Change Appearance, and 25-spell level for Emulate Spell. This costs 0 Dream Points.

A Dreamwalker can sense whether they are about to be detected by a Dreamer and may make a special Lucid Dreaming check as an immediate action to avoid detection. The result of their check becomes the DC of the Dreamer's Lucid Dreaming check to detect them, making this an opposed check. As with all opposed checks, this will always result in the loss of Stability of the Dreamscape. Trying to avoid detection in this way costs 1 Dream Point which may not be recovered until you awake and fall back to sleep.

Once a Dreamer succeeds in detecting an invading Dreamwalker within their dreamscape, they are entitled to an immediate Lucid Dreaming check with a +5 bonus to realize that they are dreaming.

Locate Dreamer/Dreamwalker: A Dreamwalker may cast their mind across the Plane of Dreams to find the dream of a specific individual. If the individual that they are searching for is within the same Dreamscape as them, then the DC for this check is only 10 plus the number of dream levels separating them.

If they are in separate dreams, then the base DC is 15, but is modified by the familiarity the Dreamwalker (the person making the check) has for the Dreamer (the person they're trying to find), and by physical distance.

The cost in Dream Points is equal to the total modifier added to the DC.

(click to show/hide)

Depart one dreamscape for another: Once the Dreamwalker has determined which dreamscape they want to enter, they must make another Lucid Dreaming check to travel there. The DC for this is 25, and it costs 5 dream points. Alternatively, they can just enter a random dreamscape (DMs choice) with a DC 20 check and 5 dream points.

Wake Up: A Dreamer who has realized he is dreaming may make a special Lucid Dreaming check every round as a free action with a DC of 15 to wake up, if she wants. This ability costs 0 Dream Points.

Dream of Times Past, Dream of What May Come: A highly proficient dreamwalker may travel into the dreams of the past, or even the future. This usage costs 20 Dream Points. The DC is 40 to travel up to 10 years into the past or future, 45 to travel 10 to 100 years into the past or future, and 50 to travel 100 to 1000 years into the past or future. Due to the potentially disruptive effects of allowing characters to send messages into the past or future via this usage, DMs may decide that such visions seen with this ability are merely "persistent" or "possible" dreamscapes, and are no longer connected to the Dreamers of the actual past or future. So while information may be gleaned from this usage, sending messages is not possible.

Emulate Spell: A proficient dreamer or dreamwalker can reproduce spell effects (or other effects like psionic powers, etc) with a Lucid Dreaming check. If the dreamer actually has the ability to produce that effect while awake, the DC is only 10+ the spell level, and the cost in dream points is equal to the level of the spell. However, if they cannot normally produce that effect while awake, the DC is equal to 10+3x the level of the spell desired and costs a number of Dream Points equal to twice the level of the spell being reproduced. The results of this many only affect the Dreamscape (including creatures which are part of the Dream), the Dreamer, and/or any Dreamwalkers present. It may reproduce a Divination or other information-gathering effect, but the results must be either completely fabricated or something which either the Dreamer or one of the Dreamwalkers present already knows (either consciously or subconsciously). This ability always allows anyone affected by it to resist with a Will save (or opposed Lucid Dreaming check), in addition to any saves normally allowed by the effect. The caster level for such effects, if not otherwise specified, is equal to the caster's ranks in Lucid Dreaming.

Dreamers vs Dreamers: Dreamers can actively oppose the activities of other dreamers in both dreamscapes and in the Dreamheart. This is accomplished by opposed Lucid Dreaming checks. A dreamer may always make such a check instead of any other check or saving throw if it is more advantageous for them to do so. A Dreamer may always oppose any Lucid Dreaming check that they are aware of within their Dreamscape, even the effect does not affect them and/or does not normally allow a saving throw or skill check. This costs 0 Dream Points, and is a special usage of the Lucid Dreaming skill which is a free action which may be taken at any time, even if you are flat-footed or it is not your turn.

Note that any opposed Lucid Dreaming check will always lower the Stability score of the dream, as the Dreamer who loses counts as failing a Lucid Dreaming check.

Special: Dreamers gain an insight bonus equal to twice their Charisma modifier (minimum 1) on all Lucid Dreaming checks made within their own Dreamscapes. Dreamers who are aware that they are within a dream gain a circumstance bonus equal to their intelligence modifier (minimum 1) on Lucid Dreaming checks. A dreamer who is within his own dreamscape and aware that he is dreaming receives a synergy bonus equal to the highest mental ability modifier (minimum 1) he has on Lucid Dreaming checks.

Retry: Yes, but you can only make one Lucid Dreaming check each round.

89
Mindscapes / Awakened Dreamer [PrC]
« on: September 18, 2012, 10:20:07 PM »
Awakened Dreamer


   
There is no spoon.
-Neo, an Awakened Dreamer

 Awakened Dreamers learn to draw the power of dreams into reality, eventually realizing that all of reality is in fact one great dream.

BECOMING AN AWAKENED DREAMER
Awakened Dreamers may come from almost any walk of life, and any race which dreams. However, most spellcasters will lack the dedication required to pursue delving into dreams as deeply as is required to advance as an Awakened Dreamer, for if they do then their magical powers will suffer because of their lack of focus.

 ENTRY REQUIREMENTS
   :  Dreamtelling feat
   :  10 ranks in Lucid Dreaming
   :  Must have fought a battle within the Dreamheart.

Class Skills
 The Awakened Dreamer's class skills are Autohypnosis, Bluff, Concentration, Diplomacy, Intimidate, Knowledge (any), Lucid Dreaming, and Sense Motive.
Skills Points at Each  Level : 4 + int

Hit Dice: d8


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Known

Readied

Stance
1st+0+2+0+2Maneuvers, Hidden Talent
0

1

1
2nd+1+3+0+3Aura Sense
1

0

0
3rd+2+4+1+3Sight Beyond Sight
0

1

0
4th+3+4+1+4Reveal Hidden Truth
1

0

0
5th+3+4+1+4Embrace Archetype
0

1

1
6th+4+5+2+5Embody Archetype
1

0

0
7th+5+5+2+5Psychic Reawakening
0

1

0
8th+6+6+2+6Never Never Land
1

0

0
9th+6+6+3+6Dream the Impossible Dream
0

1

1
10th+7+7+3+7The Dreamer Awakes
1

0

0

Weapon and Armor Proficiencies: The Lucid Dreamer gains no new armor or weapon proficiencies.

Maneuvers (Ex): The Awakened Dreamer gains the ability to use maneuvers from any three disciplines chosen from the list below: Argent Moon, Anima River, Gentle Breeze, Far Realm, Infinite Lotus, Infinite Shore, Interesting Times, Mental Grip, Riven Hourglass, Sleeping Goddess, and Stygian Nightmare. If he already had levels in martial adept classes, then he adds his Awakened Dreamer levels to them to determine his initiator level, as normal for prestige classes of the sublime way. If he didn't have any martial adept levels before becoming an Awakened Dreamer, then he gains an initiator level equal to his Awakened Dreamer level plus half his levels in other classes, and he also gains knowledge of three maneuvers known, and may ready each once before the start of each combat. An Awakened Dreamer who was already a martial adept continues to use the mechanisms for accessing and refreshing maneuvers that his earlier martial adept class used (if he belonged to multiple martial adept classes, then they are kept track of separately, as usual). One who had no previous martial adept levels refreshes his maneuvers as a swordsage.

Once each day after awakening from at least 1 hour of uninterrupted sleep, an Awakened Dreamer may change which of the above disciplines he has access to, as well as which maneuvers he knows.

Maneuvers known and readied (Ex): At each even level, the Awakened Dreamer gains a new maneuver known. The new maneuvers must be from the disciplines listed above, or any discipline to which he has access to from another class. At each odd level after first, the Awakened Dreamer gains a new maneuver readied. At levels 1, 5, and 9 the Awakened Dreamer gains knowledge of a stance from one of the disciplines listed above.

Hidden Talent (Ex): The Awakened Dreamer gains the Hidden Talent feat. Once each day when the dreamer awakens from at least one hour of uninterrupted sleep, he may change the psionic power gained from this feat.

Aura Sense (Psi): The Awakened Dreamer may use Detect Psionics as a psi-like ability at will. Additionally, he knows how many ranks (if any) of the Lucid Dreaming skill any being he views with this ability has.

Sight Beyond Sight (Psi): The Awakened Dreamer may use Clairvoyant Sense one time per day per hit die as a psi-like ability.

Reveal Hidden Truth (Psi): The Awakened Dreamer may use Discover Truth one time per day per hit die as a psi-like ability, but only while dreaming. The target must be within the same dreamscape as the Awakened Dreamer.

Embrace Archetype (Ex): You learn to call forth one of the many heroic (or villainous) archetypes that drift through the collective unconscious, and often find their way into the dreams of sleeping mortals. Once per day upon awakening after having slept for at least 1 hour, you gain the benefits of one Archetype feat of your choice. Any items granted by this feat appear on your body when you awaken, and disappear the next time you go to sleep. You need not meet any required prereqs for the Archetype feat, but if you do not possess an ability which the feat modifies (such as a breath weapon for use with the Primordial Breath feat), this ability does not grant it to you, and that usage of the feat is wasted.

Embody Archetype (Su): You learn to draw even more power from the archetypes of the collective unconscious. You may channel one Archetype available to the Avatar class. When you channel an archetype, you gain the benefits of all the Aspects associated with it, as well as an insight bonus for each of the associated skills equal to your Awakened Dreamer level. You also gain a number of power points equal to ten times your Awakened Dreamer level, and access to all powers known for that Archetype, plus any bonus points for having a high Wisdom. These power points may not be recovered in any way, and are all lost whenever you fall asleep.

Psychic Reawakening (Psi): The Awakened Dreamer realizes that every time she falls asleep, she dies, and every time she wakes up, she is a new person. Once per day upon awakening after having slept for at least 1 hour, an Awakened Dreamer may use Psychic Reformation on herself as a psi-like ability. This does not cost the Dreamer any experience points.

Never Never Land (Psi): Once per encounter, the Awakened Dreamer may attempt to cause one or more creatures to fall into an eternal slumber, and enter a dreamscape from which they will never awaken. In many ways, this is similar to the power Microcosm, except as follows: a Will saving throw allows the targets to resist, but the cap on the number of hit points of creatures affected is removed. You may affect up to one creature per Awakened Dreamer level per use. The target(s) is(are) asleep, and may be interacted with via the Lucid Dreaming skill. Creatures that do not normally sleep may still be affected by this (even if they are normally immune to Mind-Affecting abilities), but receive a +5 on their saving throw(s).

Dream the Impossible Dream (Psi): Once per day, the Awakened Dreamer may rewrite the waking world with the mastery that he commands over dreamscapes. He may use Reality Revision one time per day with no XP cost. However any items created by the usage of this ability only last until the next time the Dreamer falls asleep, or 24 hours, whichever is less.

The Dreamer Awakes (Su): At 10th level the Dreamer realizes a great secret: the waking world is nothing but another dream. Perhaps it is the dream of a forgotten god, or a shared dream of all those who live in it, but whoever the dreamer is, all of reality is certainly a dream. You may use the Lucid Dreaming skill while you are awake, and are always treated as if you were within the Dreamheart (except that if you die you may be brought back as if you'd died on the Material Plane). Any changes you make to the "Dreamscape" are limited to long range, and to an area equal to one ten-foot cube per rank in Lucid Dreaming that you have.

You also never need to sleep again, as you realize that you are never really awake. You may still sleep if you wish to, though, and may still gain the benefits of any of your class abilities which require you to sleep.
 
(click to show/hide)

(click to show/hide)

90
Mindscapes / Brainstorming the Dreamscape
« on: September 17, 2012, 03:34:10 PM »
I want this thread to be a place to collect dream elements which would be interesting to include in this Mindscapes subsystem. These can be from your own dreams, dreams you've heard about, or things from movies or books which you think were cool. We'll discuss how to best implement these ideas within this newly developing gaming subsystem in this thread, or split them off into their own threads if they seem too big to be lumped together here.

91
Mindscapes / Design Goals
« on: September 17, 2012, 03:27:44 PM »
I envision this as being a subsystem about traveling into the conscious and sub-conscious mind of others, mostly in their dreams or nightmares, but perhaps also assaulting them while awake by inducing hallucinations with which you interact with them (but this is obviously going to overlap a bit with Enchantment and Illusion). I also think that there should be various levels of skill with which you can do this, and rules for how and what you can do (obviously). I'm going to collectively call these "places" Mindscapes. This thread is about defining the goals for the subsystem of interacting with the Mindscapes of others within D&D games, and coming up with concrete ways of achieving those goals.

I. Entering the Minds of Others
    A. Spells/Powers that let you enter the dreams of others
       1. Existing spells/powers
       2. New spells/powers
II. Defining the Dreamscape
   A. Fixed elements: Are there things that cannot be changed, such as certain laws (cause/effect, linear time, etc) in a Mindscape.
   B. Mutable elements: What things can be done in dreams? (I expect this to be the largest section by far.)
       1. What mechanics should we use to determine what an individual can do within the dream of another?
       2. What about within their own dream?
       3. "Trained" or "untrained" dreamers: different mechanics, or the same? Different possible outcomes/actions, or the same with varying difficulty?
III. Defining the Dreamers
  A. The Dreamer's appearance and abilities: Does the Dreamer control this consciously or subconsciously? Mechanics for control of your own appearance and abilities in a Mindscape?
  B. Interlopers: If you're in the dreams of another, how much control do you have over your own appearance and abilities within their dream? How much control can they exert over you?
IV. Other Dream elements
 A. Creatures of the dreamscape
    1. How do these come to be? Who can control them (dreamer or interloper?)?
V. "Contest of Wills"/Opposed control checks

92
Homebrew and House Rules (D&D) / Mindscapes
« on: September 15, 2012, 12:28:55 AM »
This is a placeholder for a campaign idea revolving entirely around dream, dream travel, and having adventures inside the minds of others, likely to get information in most cases, but sometimes perhaps to modify their minds. Much of this would be based on ideas much like the movie Inception.

The ideas in that movie were not completely original, though. I've had many "layered" dreams where I would awake from one dream only to find I was still dreaming. For example, I've had a recurring dream where I was relieved to have awoken from some nightmare where I was trying to lock doors and windows to protect myself from some horror. Then I'd realize that "it wasn't a dream", and then I'd begin locking doors and windows all over again, only to wake up and think "ah, it was a dream" and then moments later start locking doors and windows...

I've also had some recurring dreams where I took on another role, such as the one that inspired my character Gabriel in SirPercivals "Evil is Our Game" PbP on these boards. That dream was sometimes semi-lucid, where I knew that it was a dream, and that I was the dreamer, and I could at least partially take control of the events in the dream.

This game/campaign "world" will be based on things like this. The Mind Pirate class will have a place here, as well as DonQuixote's Dementist, and I'll develop at least one PrC for it, as well as use/expand/replace the Lucid Dreaming rules from D&D or maybe that 3rd party book whose name escapes me right now... Anyway, we'll see where this goes.

93
[D&D 3.5] The Fanged Crater redux / Dice rolls thread
« on: September 14, 2012, 09:15:02 AM »
Because I like to edit my posts to match my dice results...

Urglmek's will save
Rolled 1d20+12 : 15 + 12, total 27
(+2 more if it is an "enchantment effect")

And because I'm sure we'll need it:
initiative
Rolled 1d20+4 : 20 + 4, total 24

94
Mindscapes / Mind Pirate [Base]
« on: August 31, 2012, 02:41:15 AM »
Mind Pirate


Charon image by ElConsigliere at deviantart.com
   
Penny for your thoughts?
-Charon, Boatman of the Styx, a famous Mind Pirate

Unknown to some, there are mortals who actually live in the lower planes, and call them home. Since the River Styx winds its way through all of the lower planes, many of them make their homes alongside its banks. Some of these learn to harness its memory-draining powers, to steal the secrets of their enemies, and instead of losing their own memories to the Styx, to be able to recover the lost memories of others by drinking its foul waters. These men and women, skilled at both navigation and stealing memories, are known as Mind Pirates, and they are some of the most valued thieves in the planes. The only trade that rivals that of souls in the lower planes is the trade of information, and as many fiends say why pay for what you can steal?

Mind Pirate
A spellthief with a lower-planar twist, and focus on negative energy.
Abilities: Charisma is important to a Mind Pirate, as his spellcasting and special abilities are based on it.
Races: Any race found in the lower planes (or who can somehow acquire waters of the Styx to inoculate themselves with) can become a Mind Pirate.
Alignment: Any non-good. Calling upon the foul powers of the River Styx is enough to taint one with evil. So even if she were good before becoming a Mind Pirate, she won't remain that way for long.
Starting Gold: 4Xd4x10
Starting Age: As rogue

Class Skills
All skills are class skills for the Mind Pirate, as the knowledge contained within the dark waters of the Styx is both varied and deep.
Skill Points at 1st Level: (6 + int)x4
Skill Points at Each Additional Level: 6 + int

Hit Dice: d8


Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
1st+0+2+0+2Styx-forged Weapon, Sapping Strike +1d6, Steal Memory (Appraisal), Spellcasting, Inoculated Mind
2nd+1+3+0+3Forgotten Lore
3rd+2+4+1+3Steal Memory (specific)
4th+3+4+1+4Waterborne (swim speed)
5th+3+4+1+4Steal Memory (skill), +2d6 Sapping Strike
6th+4+5+2+5Waterborne (Walk on Water), Slippery Mind
7th+5+5+2+5Steal Memory (feat), Greater Sapping Strike
8th+6/+1+6+2+6Waterborne (Breathe Water)
9th+6/+1+6+3+6Steal Memory (spell), +3d6 Sapping Strike
10th+7/+2+7+3+7Sky Barge
11th+8/+3+7+3+7Improved Innoculated Mind
12th+9/+4+8+4+8Safe Passage
13th+9/+4+8+4+8Steal Memory (Spell-like), +4d6 Sapping Strike
14th+10/+5+9+4+9Tabula Rasa
15th+11/+6/+1+9+5+9Steal Memory (supernatural)
16th+12/+7/+2+10+5+10Planar Barge
17th+12/+7/+2+10+5+10Steal Memory (mind), +5d6 Sapping Strike
18th+13/+8/+3+11+6+11Plumb the Depths
19th+14/+9/+4+11+6+11Planar Admiral
20th+15/+10/+5+12+6+12Thought Falls, Reason Rises

Weapon and Armor Proficiencies: The Mind Pirate is proficient with simple weapons, light armor, shields (except tower shields), and his Styx-Forged Weapon (see below). He does not incur arcane spell failure while casting in light armor.

Styx-forged Weapon: A Mind Pirate gains the use of a weapon quenched with the waters of the styx while being forged. They gain the benefits of the Ancestral Relic feat with this weapon, and in addition can use it to drain the life force from their enemies (see Sapping Strike). If this weapon is lost or destroyed, the Mind Pirate may return to the Styx to forge another one in a ritual that takes 24 hours. The new weapon will contain all of the abilities of the original, and the original will lose all magical properties (if it is still in existence).

Sapping Strike (Su): At 1st level, the Mind Pirate may make a touch attack that does 1d6 negative energy damage as an attack action. He may also add 1d6 negative energy damage to attacks made with his Styx-forged Weapon, or with unarmed strikes or natural weapons. This damage increases by 1d6 every four levels (+2d6 at 5th, +3d6 at 9th, etc).

An undead creature hit by your Sapping Strike takes no negative energy damage, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per class level (as from Chill Touch).

Steal Memory (Su): After successfully damaging a target with her Sapping Strike or Greater Sapping Strike, a Mind Pirate can try to steal some of the creature's memories. This is a part of the action used to make the attack. What exactly the Mind Pirate can steal varies depending on their class levels, as follows:

(Appraisal) The Mind Pirate first must learn to appraise what memories a target has, so that she can pick a specific one to steal later. After successfully damaging an enemy with her Sapping Strike, she may try to gain basic knowledge of one of the following with a single Appraisal: which skills the target has ranks in; a list of feats, spell-like abilities, prepared or known spells, or supernatural abilities the target has; or other kinds of general knowledge the target has (for instance, whether the target knows anything about spies in the King's court). The target may resist such a probing with a Will save (DC 10+1/2 Mind Pirate's level + Mind Pirate's charisma modifier).

Due to the general nature of such knowledge, the Mind Pirate cannot actually remove it from the target's mind. The Mind Pirate just takes a look around, casing the joint for a later raid. The target still retains all knowledge and use of its abilities even on a failed save against this ability.

(Specific) At third level, the Mind Pirate can try to learn a specific secret from the target for which he has general knowledge (where a key is hidden, etc). He may choose a specific memory which he suspects the target has to steal. The target can resist this with a Will save (DC 10+1/2 the Mind Pirate's class level + his charisma modifier). The target loses access to the memory for 1 minute per Mind Pirate level, and the Mind Pirate gains access to it for that long. If the target's mind does not contain any memories about what the Mind Pirate is trying to steal, the Mind Pirate learns that they don't know what he wants, which in itself can be useful information.

(skill) At 5th level, he can try to steal ranks in a skill the target has. He may choose a skill, and steal up to his character level plus 3 ranks from the target. He gains the benefit of those ranks, and the target loses them, for 1 hour per Mind Pirate level. The target is still considered to have these ranks for the purposes of prerequisites, it just loses the use of them. The Mind Pirate may only have up to twice his level plus six stolen skill points at any one time.

(feat) At 7th level, the Mind Pirate can steal a feat from the target for 1 hour per Mind Pirate level. The Mind Pirate may have only one stolen feat at a time, and he must meet the prerequisites to actually use it.

(spell) At 9th level, the Mind Pirate can steal a spell of up to 1/2 the Mind Pirate's level. (As steal spell ability of the spellthief).

(Spell-like) At 13th level, the Mind Pirate can steal a spell-like ability. The Mind Pirate must still provide any experience components that the spell would normally require. (Otherwise as steal spell-like ability of the spellthief class).

(supernatural) At 15th level, the Mind Pirate can steal a supernatural ability. (As steal spell-like ability, but works on supernatural abilities).

(mind) At 17th level, the Mind Pirate can attempt to steal all of the target's memories at once, effectively stealing her entire mind, intact. Once per round, a target damaged by the Mind Pirate's Sapping Strike or Greater Sapping Strike ability must make a will saving throw, or have all of its memories drained, reducing it to a catatonic state (treat as a permanent daze effect). The Mind Pirate stores the subject's mind within her Styx-Forged Weapon, and the weapon can contain only one such mind at a time. While a mind is stored in her weapon, the Mind Pirate gains access to all knowledge that the creature had, as if she had used a Mindrape spell on the target. The Mind Pirate may also use any of her other Steal Memory abilities on the target's mind at will, and the target gets no save to resist. The Mind Pirate may return the subject's memories with a touch as a standard action at any time, but may choose to modify or remove parts of them (again as with the Mindrape spell). The Mind Pirate gains a +10 circumstance bonus on bluff and disguise checks to impersonate a creature whose memories it currently has stored in its Styx-Forged Weapon, and can answer any question that the subject could with equal proficiency.

If the Mind Pirate desires to keep the mind of more than one creature, she can create a special receptacle to store the mind in. This receptacle is a crystal vial filled with waters from the Styx mixed with rare oils, herbs, and ungents worth at least 1000 gp per hit challenge rating of the target. Such a receptacle can only hold one mind at a time, but the spellthief can choose to replace the mind currently held in it with another one as often as she likes. This only takes a standard action on her part, once she has crafted such a receptacle and has it in hand.

Spellcasting (Ex): By drinking from the waters of the River Styx, the Mind Pirate absorbs some of the lost memories of spellcasters that have been absorbed by the foul waters. He gains the ability to cast spells (spells known and per day as a bard). All spells known must be chosen from the bard spell list, or from the wizard/sorcerer spell list schools of abjuration, divination, necromancy, illusion, or enchantment.

Inoculated Mind (Ex): Constant exposure to the waters of the Styx hardens the Mind Pirate's mind to intrusions, especially those that might steal or corrupt his memories. At first level, he becomes immune to any effect which would alter his memories against his will. He may still allow his memories to be altered if he wants to, though.

Forgotten Lore (Ex): The Mind Pirate learns to filter the lost memories out of the Styx, and absorb them into his own mind. At second level, he gains the bardic knowledge ability, and as well is considered to have ranks in all skills.

Waterborne (Ex): The river becomes a second home to the Mind Pirate. At 4th level, he gains a swim speed equal to half of his base movement, a +8 bonus on all swim checks, and the ability to take 10 on swim, even in conditions where taking 10 is not normally possible.

Waterborne (Walk on Water) (Ex): At 6th level, the Mind Pirate may walk on water as if it were solid ground.

Slippery Mind (Ex): At 6th level, he gains the Slippery Mind ability (as the rogue ability).

Greater Sapping Strike (Su): At 7th level the Mind Pirate's ability to drain its enemies of strength improves. He may give up all extra dice of negative energy damage from his Sapping Strike ability to instead deal one negative level with each successful attack. The DC to remove this negative level after 24 hours is 10+1/2 the Mind Pirate's class level + his charisma modifier.

Waterborne (Breathe Water) (Ex): At 8th level, he gains the ability to breathe water.

Sky Barge (Su): At 10th level, the Mind Pirate can bestow upon any barge or other small ship he captains the ability to fly with a speed of 60' (perfect) for as long as she is at the helm.

Improved Innoculated Mind (Ex): At 11th level, he gains immunity to all Mind-Affecting spells and effects, but can raise or lower this resistance at will as a free action even when it isn't his turn.

Safe Passage (Sp): At 12th level, the Mind Pirate has a mystical ability to always know the best route to take to reach a destination safely. As long as he is within 1 mile of any body of water, he may use Find the Path at will as a spell-like ability.

Tabula Rasa (Sp): At 14th level, the Mind Pirate learns to rewrite his own memories and those of others. He may use Psychic Reformation once per day as a spell-like ability. He need not pay the experience cost normally associated with this power.

Planar Barge (Sp): At 16th level, the Mind Pirate gains the ability to tap into the powers of the Styx, which wanders through all planes in some form, to transport himself, a barge which he is piloting in a river or other body of water, and all of the barge's passengers and cargo to any other plane of existence as if he had cast Plane Shift on all of them. However, the barge always appears in a river or other body of water of some kind. If no such body of water is available in the destination plane, the spell-like ability fails to work. This is usable once per day at 16th level, and one more time per day at 19th.

Plumb the Depths (Sp): As the Styx reaches its tributaries into all worlds, so all thoughts make their way to it, eventually. For one who knows how to search through its vast waters, no secret is safe. At 18th level, the Mind Pirate gains the ability to produce an effect similar to the Hypercognition power as a spell-like ability once per day as a standard action. He must have at least a drop of water from the river Styx to use as the focus for this ability, however.

Planar Admiral (Sp): At 19th level, the Mind Pirate becomes the ultimate ship's captain, capable of taking his crew from any spot in any body of water to any destination in any other body of water in an instant, as if by the travel function of the Gate spell. He may do this twice per day.

Thought Falls, Reason Rises (Su): At 20th level, the Mind Pirate's powers of the mind have reached their pinnacle. If he is killed, his thoughts will eventually make their way back to the waters of the Styx, flowing down streams and under hills, until they find their way back home. 1d4 days later the Mind Pirate's mind will reform in the dark waters, and claim the body of some poor soul who's fallen into the River Styx and drowned. This works as the Reincarnate spell, except that the Mind Pirate does not lose a level, and his new body slowly changes to match his old form after another 1d4 days. The Mind Pirate also will no longer die of old age, but continues to age up until his maximum normally, and then becomes more and more gaunt as time goes on after that, eventually appearing as little more than a skeleton, although he is not truly an undead.

Alternate Class Features:
Styx Warrior
Replace Spellcasting with access to maneuvers from any three disciplines chosen from the list below: Argent Moon, Anima River, Gentle Breeze, Far Realm, Infinite Lotus, Infinite Shore, Interesting Times, Mental Grip, Riven Hourglass, Riverside View, Sleeping Goddess, and Stygian Nightmare. His maneuvers known and readied are as a Warblade of his level. The Styx Warrior may recover one maneuver every time he damages someone with his Styx-Forged Weapon. His Styx-Forged Weapon also counts as a discipline weapon for all purposes related to his martial disciplines.
 
(click to show/hide)

95
Gaming Advice / Item(s) that allow potion drinking as a move action?
« on: August 18, 2012, 11:39:15 AM »
Does such a thing exist?

96
This is based on an idea put forth here: In a nutshell, Plane Shift and similar abilities would only allow you to travel directly from one plane to another plane that is coterminous or coexistent with your starting plane. So if you wanted to travel from the material plane to Mount Celestia, for example, you would have to first Plane Shift to the Astral (or some other plane that is coterminous with both your departure and destination planes), and then Plane Shift again from the Astral to Mount Celestia. More powerful spells like Gate and Wish, and specific abilities like a genie's ability to plane shift to an elemental plane, would override this restriction, when applicable.

Some questions were raised as to how this would work with planes which have multiple layers, like the Abyss, and SirPercival and I decided to start a thread to flesh out the idea a bit more.

I was thinking that the Styx could count as a plane itself, meaning that once you were in one layer of the Abyss, that you could get on or into the Styx, and Plane Shift to any other layer in the Abyss, or indeed any layer of any other lower plane, since the Styx runs through them all. The river that runs through the upper planes whose name I forget could serve the same purpose there.

I think this would serve to make planar travel a bit more interesting, and more dangerous, for those who are just embarking on it. Those with enough power could still just rip a hole between whatever points they wanted via Gate, however. This would also allow the Eberron cosmology to seamlessly mesh with how planar travel in other settings works, as the planes which are unavailable for planar travel in Eberron would be explained to not share any coterminous planes with the prime material plane of Eberron.

Further development of this is welcome, especially questions on how it would work in examples where it might not be obvious. Once we've fleshed it out, I'll convert this post into a "prettier" write-up of it.

97
Homebrew and House Rules (D&D) / War-Marked
« on: August 03, 2012, 02:38:04 PM »
So... thanks to Morph-Bark's excellent homebrew tiers thread, I discovered the War-Marked class... And wow, is it a doozy! It's basically a martial class that gets a series of "Marks" throughout its career that serve to layer on substantial abilities that make it very formidable... He ranks it as Tier 2, despite any real spellcasting ability other than a few SLAs and the like that the marks can grant.

It is pretty damned amazing, not only because it does quite a good job of making a martial class that's competitive with high tier casters, but because the flavor is also excellent, and the artwork chosen is nothing short of breathtaking. I'm starting this thread because I'm curious what others have thought of it, and because I'd like to spur discussion of the class, and encourage other people to check it out.

I was also thinking of how to use the class as a DM. It seems like something that would make an excellent BBEG/warlord type of character. I was considering whether I'd explain the marks as prisons that contain the soul of a slain creature with the powers that they grant, or something like that. Or maybe for the ones modeled after the higher planes, they could be granted by a deity of good, or maybe spontaneously appear on heroes of legend, etc.

98
Gaming Advice / Searing Spell for Melee
« on: July 28, 2012, 01:08:09 AM »
I'm going to be playing a character that will be dishing out a lot of fire damage via melee attacks. It uses quite a bit of homebrew, but a big chunk of it is from Dragonfire Inspiration (but not all). I am not really interested in changing the damage type of that. I want to burn things, dammit. So... what options do I have for dealing with things that are highly resistant/immune to fire as a non-caster? I can use UMD decently well, if it will help.

Homebrew is allowed on a case-by-case basis, so if you know of something applicable, let me know.

99
[Tome] The Fall of Pun-Pun / Dice Rolls
« on: July 16, 2012, 12:56:50 AM »
So I can see the results of rolls before typing up descriptions of them... and not have to worry about angry red text for editing them...


Time duplicate vs. original balor general

Power attack for 5:
attack 1
Rolled 1d20+35 : 9 + 35, total 44
damage:
Rolled 2d6+22 : 1, 1 + 22, total 24

attack 2
Rolled 1d20+30 : 4 + 30, total 34
damage:
Rolled 2d6+22 : 1, 6 + 22, total 29

attack 3
Rolled 1d20+25 : 6 + 25, total 31
damage:
Rolled 2d6+22 : 2, 4 + 22, total 28

attack 4
Rolled 1d20+20 : 17 + 20, total 37
damage:
Rolled 2d6+22 : 1, 6 + 22, total 29


Grapple attack (balor general vs. phane):
Rolled 1d20+42 : 10 + 42, total 52

Grapple check
Rolled 1d20+46 : 20 + 46, total 66

Opposed roll
Rolled 1d20+36 : 4 + 36, total 40

Grapple damage:
Rolled 1d6+12 : 6 + 12, total 18

100
[D&D 3.5] High Arcana / [Discussion] FFA discussion thread
« on: July 10, 2012, 04:57:29 PM »
I'm still not sure what affiliation to choose with my character. A spellcasting guild affiliation makes the most sense, I think. Unfortunately, he doesn't qualify for most of them, because he lacks the ability to cast spells (although he does have at least one SLA, if those could count)... I guess I could have him be aligned with the church or order of the dawn, or the delvers, or something like that, but what I'd really like is the Dreaming Apothecary (as one of their creations) or the PA. Unfortunately, he can't really sleep, nor cast spells.


EDIT by sirp: sorry to edit your post, phae, I just wanted to add the [Discussion] tag to the title.

Pages: 1 2 3 4 [5] 6 7