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Topics - Garryl

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181
Homebrew and House Rules (D&D) / New NPC Classes
« on: November 15, 2011, 12:07:37 AM »
Nothing special here, just some extra NPC classes to fill the void of NPCs in the world.

182
Homebrew and House Rules (D&D) / Apprentice Levels - Playing below 1st
« on: November 13, 2011, 09:12:37 PM »
Apprentice Levels

Usually, when D&D starts at 1st level, the characters act as 1st level characters, growing linearly from that. However, in some ways, they start as 4th level characters. Mostly, they just get quadruple skill points, but there are a few other things, such as front-loaded class features and max hit dice.

In this variant, characters have 3 additional apprentice levels that exist to close the math gap, while also giving 1st level characters some survivability and versatility. These apprentice levels give a character most of what he or she would normally get from the first class levels, while also providing some flavorful abilities that can provide some use even at higher levels.

Existing base classes have special apprentice classes with new features for these 3 starting levels. Additionally, racial paragon classes fit well into this, seeing as you would start with 3 more "levels" than normal and all of the paragon classes are 3 levels long. This is also designed to shore up low level characters (who usually have very low longevity from a single hit die and low stamina from few daily uses of abilities and spells).

The extra levels added to the classes are referred to as levels +1, +2, and +3. These can only be taken as part of starting character's 3 starting levels, after that, everyone just progresses the classes as normal from the 1st level onwards. In this system, characters do not gain quadruple skill points for their first character level. Instead, those "extra" skill points are granted by their extra levels. Likewise, the additional +2 bonus to a good saving throw at first level is dropped and provided in the same manner.

This also allows for playing at levels lower than 1st.

These Apprentice classes are designed to give the general feel of the base classes they represent, with abilities that will add to the classes even at higher levels without being exceptionally powerful. Full BaB classes will get an additional +1 BaB, and other classes will gain similar, helpful abilities. Playing with Apprentice classes will result in more powerful characters at any level, but the benefits should be most significant at lower levels and very minor (if even noticeable) at higher levels. Ideally, characters with the full 3 apprentice levels should be about as powerful as they otherwise would be with one extra level of a synergistic multi-class or prestige class. Thus, martial classes have a better base attack bonus and everyone gains a few minor abilities that improve what they already have, but they gain no faster advancement of their more powerful higher level abilities.



Levels: Apprentice levels do not count towards any level dependent effects (such as the Improved Toughness feat, dying from negative levels, improving ability scores, or gaining new feats), with the exceptions noted below. Characters with only apprentice levels are considered to be 1st-level characters for the purpose of level-dependent effects.

Hit Dice: At each apprentice level, a character gains hit points according to the hit points indicated on their class table. These accumulate into a single "apprentice hit die" derived from all of the character's apprentice class levels. If the hit points for this hit die are not a whole number, round the total hit points granted up when determining the hit points the character has. If a character's apprentice hit die is less than 4 hit points, instead treat it as 4 hit points when determining the number of hit points the character possesses. A character adds their Constitution modifier to her hit points just once for this apprentice hit die, regardless of their total number of apprentice class levels. A character cannot gain less than 1 hit point from her apprentice hit die after including her Constitution modifier.
   A character's apprentice hit die is not a real hit die, and is only referred to as such for simplicity. It does not, for instance, count towards a character's ECL, nor is it considered when determining whether or not a character has died from excessive negative levels.
   The table below summarizes the hit points of a single-classed apprentice character, before including the character's Constitution modifier and other factors. Multiclass apprentice characters use the sum of the hit points form their various apprentice levels to determine their apprentice hit die, as described above.

HP by level and HD-size for single-classed apprentices
(click to show/hide)

Skills: At each apprentice level, a character gains skill points according to the skills of the apprentice class. These skills and skill points are usually identical to those of the base class it represents. After the apprentice levels, skills gained this way are not considered to have been class skills for the purposes of the maximum number of skill ranks you can place in them. Characters do not gain quadruple skill points for their first hit die, and the maximum number ranks in a skill is equal to your number of apprentice levels (or half that for cross class skills) during a character's apprentice levels.

Multiclassing: Apprentice levels do not count as classes for the purposes of determining experience point penalties, the ability to return to a class after leaving it (such as the Monk and Paladin classes), or other effects that depend on your levels in other classes (such as the Erudite's ability to learn new powers at each level). You can multiclass between apprentice classes during your apprentice levels, just like normal multiclassing.

Proficiencies:
   At apprentice levels, you gain proficiencies with weapon groups, as per the UA variant. Regardless of the groups you select, you only gain proficiency with the weapons within those groups that your full class normally would grant. This may include the exotic weapons and exotic double weapons associated with those groups in some cases, such as the Bard, Monk, and Rogue classes.
   At apprentice levels, armor proficiencies are granted in place of weapon proficiencies. Each of light armor, medium armor, heavy armor, and shields (possibly including tower shields) costs one weapon group. Gaining proficiency with medium armor requires proficiency with light armor and gaining proficiency with heavy armor requires proficiency with medium armor. Again, you can only gain proficiency with armors your full class would normally grant. Similarly to weapon proficiencies, this includes any exotic armors and shields associated with those armor and shield types in some cases.
   The number of weapon group/armor proficiencies granted depends on the class in question. The cumulative total granted by a given apprentice class at a given level is indicated in the class table. Proficiency selections gained from multiple apprentice classes stack.

Feats: Characters gain one feat at their 3rd Apprentice level. This replaces the feat that characters normally gain at their first character level. Characters still gain feats for every 3 character levels as normal. Characters can also replace their apprentice feat with any feat they qualify for at 1st level of their non-apprentice classes. Thus, characters who have reached only their first or second apprentice levels do not possess any feats, other than bonus feats granted by race, class, or other means.



New General Abilities
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183
Homebrew and House Rules (D&D) / An Invocation-Using Soulknife Remake
« on: November 13, 2011, 08:52:59 PM »
Soulknife base class
A psionic, invocation-using remake of the original Soulknife class.

(click to show/hide)

Hit Die: d10

Table: The Soulknife


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Psionic
Invocations
Known
Highest Grade
Invocation
Known
1+0+2+0+2Mind Blade, Mind Repair, Psionic Talent, Throw Mind Blade1Least
2+1+3+0+3Psychic Might2Least
3+2+3+1+3Bonus Feat, Mind Enhancement +12Least
4+3+4+1+4Indomitable Mind Blade3Least
5+3+4+1+4Blade of Power +1, Reforge Mind Blade 1/day3Least
6+4+5+2+5Mind Enhancement +2, Mind Repair (dispel)4Lesser
7+5+5+2+5Blade Awakening, Power Transfer5Lesser
8+6/+1+6+2+6Bonus Feat, Blade of Power +25Lesser
9+6/+1+6+3+6Mind Enhancement +36Lesser
10+7/+2+7+3+7Reforge Mind Blade 2/day6Lesser
11+8/+3+7+3+7Blade of Power +3, Mind Repair (mass dispel)7Greater
12+9/+4+8+4+8Mind Enhancement +48Greater
13+9/+4+8+4+8Bonus Feat, One Mind8Greater
14+10/+5+9+4+9Blade of Power +49Greater
15+11/+6/+1+9+5+9Mind Enhancement +5, Reforge Mind Blade 3/day9Greater
16+12/+7/+2+10+5+10Mind Repair (reconstruction)10Mind
17+12/+7/+2+10+5+10Blade of Power +511Mind
18+13/+8/+3+11+6+11Bonus Feat, Mind Enhancement +611Mind
19+14/+9/+4+11+6+11Mind Blade Mastery12Mind
20+15/+10/+5+12+6+12Blade and Soul, Blade of Power +6, Reforge Mind Blade 4/day12Mind

Class skills (4 + Int modifier per level): Autohypnosis, Climb, Concentration, Craft, Hide, Intimidate, Jump, Knowledge (history), Knowledge (local), Knowledge (psionics), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spot, and Tumble.

Weapon and Armor Proficiency: Soulknives are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Psionic Invocations: You can learn and use a number of psionic invocations according to your Soulknife level. These function as a Warlock's invocations, except that they are psi-like abilities instead of spell-like abilities, have a manifester level equal to your class level, and use your Wisdom modifier to determine their save DCs instead of your Charisma modifier. Since psionic invocations are psi-like abilities, they do not have verbal or somatic components and are not subject to arcane spell failure. When a psionic invocation mimics an existing power, use the psionic invocation's effective power level to determine the base power point cost instead of the power's normal level when determining how much the power is augmented (although you may still use invocations whose levels would imply a power point cost greater than your manifester level). As psi-like abilities, your psionic invocations are otherwise always treated as if you had spent a number of power points equal to your manifester level when you manifest them. You select your psionic invocations from the Soulknife invocation list.

At 1st level, you can only learn Least invocations. Starting at 6th level, you can also learn Lesser invocations. Beginning at 11th level, you can learn Greater invocations, and at 16th level and higher you can learn Mind invocations. At each of 6th, 11th, and 16th level, you can choose to lose one psionic invocation you know to learn a new psionic invocation of the same grade or lower.

Much like a Warlock, you can progress your ability to use Soulknife invocations through various prestige classes. Any class that advances your level for the purpose of manifesting can be applied to your Soulknife invoking, as can any class that improves your invoking level. When you improve your effective Soulknife level for invoking this way, you also improve it to determine the effects of your Mind Enhancement ability (or to determine whether or not when you gain the ability if you do not already possess it).

Mind Blade (Su): A mind blade is a weapon of semisolid psychic energy, formed through a Soulknife's force of will. Your mind blade can take the form of a single manufactured weapon that you are proficient with and of any size that you can wield, which can be changed through 5 minutes of meditation. As it represents the idealized form of an instrument of combat, a mind blade is always equivalent to a masterwork version of the chosen weapon (thus granting a +1 enhancement bonus on attack rolls) and is treated as though made of crystal (regardless of the base weapon's normal material). Its Strength rating (if applicable) is equal to your Strength modifier and changes automatically as your Strength modifier does. Even without an enhancement bonus, your mind blade can still bypass damage reduction and affect incorporeal targets as though it had a +1 enhancement bonus. As your Soulknife level increases, your mind blade's powers grow.

Creating a mind blade takes the same action as drawing the weapon normally, and is considered the equivalent of drawing it for all purposes (such as for use with the Iajutsu Focus skill). When you create your mind blade, you are not creating it anew, but rather shaping psionic energies into the form of your weapon's true enduring self. Thus, you always create it with the same number hit points as it last had, any previously expended uses of limited-use abilities are still unavailable, effects affecting your previous mind blade remain with the new one (assuming their durations have not since elapsed), and so on. The mind blade remains until you will it to dissipate, which takes the same action as and is equivalent to sheathing it. It also dissipates immediately if another creature attempts to use it (but not simply hold it), if the mind blade is destroyed, or if you fall unconscious. You can have any number of mind blades in existence at one time, but all are considered to be the same object. Thus, anything that affects one copy of your mind blade affects them all. You need not hold, see, or even be on the same plane as your mind blade to dissipate it, and you can dissipate any number of copies of your mind blade as part of the same action.

You always know exactly where your mind blades is while it exists, and can pinpoint its location perfectly, even across planar boundaries.

Once created, your mind blade is as real as any weapon made of wood or steel. Even in places where psionic effects and supernatural abilities do not normally function (such as within a null psionics field), it does not simply disappear, although its enhancement bonus and weapon special abilities may still be negated by the suppressing effect.

Despite the name of this ability, your mind blade doesn't need to be a blade of any sort. It needn't even be a melee weapon. However, you still need to provide ammunition for projectile-launching mind blades.

Mind Repair (Su): While your mind blade is dissipated, it heals a number of hit points each round equal to your class level plus your highest number of ranks in any Craft skill. If this would heal it to 1 or more hit points from a destroyed state, the mind blade is repaired and in working condition when you next create it. This applies even if the effect that destroyed it left it in an irreparable state (such as a psionic disintegrate power) or did not deal hit point damage to it (such as a shatter spell). Treat a power or effect that would destroy your mind blade or otherwise make it unusable without damaging it as reducing its hit points to -10. Similarly, track your mind blade's hit points into the negatives if it is dealt more than enough damage to destroy it normally.

Starting at 6th level, you may attempt to dispel detrimental powers and other effects affecting your mind blade each round while it is dissipated. This functions as a dispel psionics effect, except that it only attempts to dispel a single effect of your choice (be it a spell, power, or other effect), that you use the higher of your or your mind blade's manifester levels, and that the modifier on the dispel check is equal to that manifester level plus 4 (with no maximum).

Starting at 11th level, you may instead attempt to dispel any number of effects each round this way. You may still decide not to dispel some effects as you choose.

Starting at 16th level, your mind blade is restored to full hit points each round that it is dissipated and any number of negative effects are removed from it (without needing to make a dispel check), even if they are not normally dispellable (such as extraordinary abilities and curses).

Psionic Talent: You gain a number of power points equal to your Soulknife level.

Throw Mind Blade (Su): When you throw your mind blade, you may choose to dissipate it and reform it in your possession at the conclusion of the attack, although it is not considered to have been sheathed, drawn, and created anew if you do so. This takes no action.

Psychic Might (Su): Starting at 2nd level, you may add your Wisdom modifier (if positive) to damage rolls with your mind blade.

Bonus Feat: At 3rd level and again every 5 levels thereafter, you gain a fighter feat or a psionic feat of your choice that you qualify for as a bonus feat.

Mind Enhancement (Su): Starting at 3rd level, your mind blade gains an enhancement bonus equal to one third your class level. As a psionic weapon, it has a manifester level equal to your class level or its normal manifester level, whichever is higher.

Indomitable Mind Blade (Su): Starting at 4th level, even in places where psionic effects and supernatural abilities do not normally function (such as within a null psionics field), you may still attempt to create or maintain your mind blade. An already created mind blade is as real as any weapon made of wood or steel and does not dissipate within such an area, although its enhancement bonus and weapon special abilities may still be negated by the suppressing effect. As an immediate action, you can attempt to ignore the suppressing effect (for the purpose of your mind blade only). If you succeed on a Will save against the effect preventing you from using this ability normally (treat an effect without a defined save DC as DC 20), you can create your mind blade normally and it retains the enhancement bonus and weapon special abilities it has from your class features and from other abilities that specifically function with mind blades (if applicable). This lasts for a number of rounds equal to your class level. Even on a failure, you can still try again during the next round.

In addition, the manifester level of your mind blade is considered 4 higher than normal when determining whether or not its abilities are suppressed by effects, such as by dispel psionics and similar abilities.

Blade of Power (Su): Starting at 5th level, you can grant your mind blade one or more weapon special abilities. The total equivalent enhancement bonus of these abilities cannot exceed +1, +1 per 3 levels beyond 5th. Once chosen, you cannot reselect these abilities except when you use your Reforge Mind Blade ability.

If you select weapon special abilities that cannot be applied to your mind blade's current form, they have no effect until your mind blade takes on an applicable form. Similarly, if you change your mind blade's form such that a weapon special ability would require a greater equivalent enhancement bonus than you have reserved for that ability, it has no effect until your mind blade takes on a form for which the ability is less expensive.

Weapon special abilities priced by flat gp costs instead of as an equivalent enhancement bonus can be added to your mind blade. Add their total costs together and use the table below to determine their equivalent enhancement bonus for the purpose of this ability. The total cost cannot exceed the indicated value for the total equivalent enhancement bonus they represent according to your total Blade of Power bonus. You may similarly alter the material of your mind blade, treating its material as a weapon special ability of the same price. When determining which materials are applicable, you may use your mind blade's normal material (usually crystal) or the normal material of the weapon whose form it takes to determine whether the new material is applicable.

Table: Blade of Power
Blade of
Power Bonus
Equivalent Enhancement Bonus
+1+2+3+4+5+6
+16000 gp----------
+210000 gp16000 gp--------
+314000 gp24000 gp30000 gp------
+418000 gp32000 gp42000 gp48000 gp----
+522000 gp40000 gp54000 gp64000 gp70000 gp--
+6 or higher26000 gp48000 gp66000 gp80000 gp90000 gp96000 gp

Reforge Mind Blade (Su): Starting at 5th level, you can reforge your mind blade with a moment of concentration, remaking it anew. Using this ability is a standard action. Your mind blade is considered almost a completely new weapon, having full hit points and with all ongoing effects with durations less than permanent removed from it. If you wish, you may also change your mind blade to another type of weapon whose form it can take, as though you had meditated for 5 minutes. Expended uses of its limited-use abilities are still considered expended. Any copies of your mind blade in existence dissipate immediately when you use this ability, and you can create that many instances of your mind blade as part of this action if you so choose. Still hot from the forge of your mind, your mind blade deals an additional 1d6 points of mindfire damage on any damaging attack for a number of rounds equal to your class level.

Initially, you can only use this ability once per day. At 10th level and every 5 levels thereafter, you can use this ability an additional time each day.

Mindfire damage is a form of amalgam damage. It is untyped damage that only affects targets subject to mind-affecting effects combined with fire damage.

Blade Awakening (Su): Starting at 7th level, your mind blade begins to gain a sort of sentience as an extension of your own. It becomes a intelligent psionic weapon with Intelligence, Wisdom, and Charisma scores equal to your own. It has the same skill ranks as you do, to a maximum of your Soulknife level in any given skill, although it never has any feats. Your mind blade has the same alignment as you, and its alignment changes to match yours if you change your alignment through your own volition. Initially, your mind blade can communicate only with empathy and can see and hear out to only 30 feet. It has an ego score as normal form an intelligent psionic item, but as an extension of your mind, it never contests you unless you are subject to a charm or compulsion or other effect that forces you to act against your will. These senses and ability to communicate improve as your Soulknife level increases as indicated below.

As you gain levels, your mind blade continues to improve. Your mind blade also gains the ability to manifest a small number of powers as a Psychic Warrior from the Psychic Warrior power list. Its manifester level is equal to its manifester level as a weapon. It uses its Wisdom score to determine the maximum power level known, bonus power points per day, and save DCs of its powers. It can manifest these powers only targeting itself or you. As long as you hold your mind blade, it can manifest powers with a range of personal or touch targeting you (even though personal-range powers can normally only target the manifester) and it can manifest powers on itself as though it was its wielder.

Table: Blade Awakening


Level


Special
Power
Points
Per Day

Powers
Known
Maximum
Power
Level
7Communication (empathy), Ego, Senses (30')111st
8--321st
9Senses (60')521st
10Communication (speech, telepathy with master)721st
11Senses (darkvision 30')932nd
12--1332nd
13Communication (literacy)1732nd
14Senses (darkvision 60')2143rd
15--2743rd
16Communication (telepathy 100')3343rd
17Senses (120', darkvision 120')3954th
18--4754th
19Communication (read magic)5554th
20Senses (blindsense 60')6365th

Communication: Initially, your awakened mind blade can only only communicate through basic empathy (as an intelligent magic item). At 10th level, it gains the ability to speak (but not read) any language the you can speak and can communicate telepathically with you, regardless of distance and even across planar boundaries. At 13th level, it can also read any language you can read. At 16th level, it gains telepathy out to 100 feet, allowing it to communicate telepathically with any intelligent creature with a language within 100 feet of you or of any instance of the mind blade itself. At 19th level, it can also read all magical and psionic texts, as per the read magic spell.

Ego: Your mind blade has an ego score appropriate for an intelligent magic item. Its ego score is equal to the sum of its enhancement bonus, the equivalent enhancement bonus of special abilities granted by Blade of Power or other means, the highest level power it can manifest, and its total Intelligence, Wisdom, and Charisma modifiers. Additionally, its ego score increases by 1 for each of the ability to read languages, read magic, and communicate telepathically (other than with you) it possesses, and for every 10 total skill ranks (across all its skills) it possesses. Many Mind Blade feats also increase your mind blade's ego, in addition to other effects.

Senses: Initially, your awakened mind blade can only see and hear out to 30 feet. This range improves to 60 feet at level 9 and to 120 feet at level 17. In addition, your mind blade gains darkvision out to 30 feet at level 11, improving to 60 feet at level 14 and to 120 feet at level 17. At level 20, your mind blade also gains blindsense out to 60 feet.

Power Transfer (Ex): Starting at 7th level, your mind blade can spend power points from your power point pool, in addition to its own.

One Mind (Su): Beginning at 13th level, whenever you fail a saving throw against a mind-affecting with a save DC less than or equal to your mind blade's Ego score, you may make another saving throw against the effect at the beginning of your next turn. You only get this one extra chance to shrug off such an effect; failing again does not grant you another saving throw during your next turn.

Mind Blade Mastery (Ex): Starting at 19th level, your mind blade attacks automatically bypass any damage reduction, resistances, and regeneration that the target has that is bypassed by any sort of damage or attack. You cannot be disarmed of your mind blade, nor can it be sundered, damaged, or destroyed while you wield it. You automatically confirm all critical hits you threaten with your mind blade. You no longer need to make a saving throw or spend an immediate action when using Indomitable Mind Blade to resist your mind blade being suppressed; suppressing effects do not affect your mind blade or abilities related to it.

Blade and Soul (Su): Beginning at 20th level, your mind and soul mingle within your mind blade. While you wield your mind blade, you are immune to mind-affecting effects, death effects, ability damage, ability drain, and negative levels.



Change Log
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184
Medic base class
The Medic is a spontaneous, fixed list, full casting healing class. Unlike the Healer, Medics do more than just patch people up after they've been smashed to a pulp. The Medic spell list has numerous spells that can buff allies, prevent damage from being dealt, and even debilitate enemies. The Battlefield Treatment ability, based on the Bard's Bardic Music, gives a little extra longevity and utility, reinforcing the themes of aiding allies and preventing injury before it becomes an issue. Also possibly of interest is the fact that the Medic is a Wisdom-based arcane spellcaster, a break from the tradition of only divine spellcasters having the full suite of healing spells, and of arcane spellcasters never using Wisdom.

Also included are five new, non-traditional spells of the healing subschool. These new spells use the concept of healing in unusual ways, such as cauterizing wounds with a blast of flame, creating a short-lived cancer through an overdose of restorative magic, or resurrecting a soul into an already-living body with disastrous results.

(click to show/hide)

Creating a Medic
(click to show/hide)

Hit Die: d8

Table: The Medic

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Spells Per Day
01st2nd3rd4th5th6th7th8th9th
1+0+0+2+2Armored Mage, Battlefield Treatment (anesthetize, first aid 1, inoculate), Healing Hands53----------------
2+1+0+3+3Remote Healer64----------------
3+2+1+3+3Battlefield Treatment (stimulant)65----------------
4+3+1+4+4Advanced Learning663--------------
5+3+1+4+4Battlefield Treatment (first aid 2)664--------------
6+4+2+5+5Battlefield Treatment (psychiatry)6653------------
7+5+2+5+5Universal Healer6664------------
8+6/+1+2+6+6Advanced Learning, Battlefield Treatment (first aid 3)66653----------
9+6/+1+3+6+6Battlefield Treatment (metabolic boost)66664----------
10+7/+2+3+7+7Rapid Healer (+2 levels)666653--------
11+8/+3+3+7+7Battlefield Treatment (first aid 4)666664--------
12+9/+4+4+8+8Advanced Learning, Battlefield Treatment (kinesiology)6666653------
13+9/+4+4+8+8Armored Evasion6666664------
14+10/+5+4+9+9Battlefield Treatment (first aid 5)66666653----
15+11/+6/+1+5+9+9Battlefield Treatment (medical miracle)66666664----
16+12/+7/+2+5+10+10Advanced Learning666666653--
17+12/+7/+2+5+10+10Battlefield Treatment (first aid 6)666666664--
18+13/+8/+3+6+11+11Battlefield Treatment (true healing)6666666653
19+14/+9/+4+6+11+11Rapid Healer (+1 level)6666666664
20+15/+10/+5+6+12+12Advanced Learning, Battlefield Treatment (first aid 7), Master Healer6666666666

Class skills (4 + Int modifier per level, x4 at 1st level): Concentration, Craft, Decipher Script, Diplomacy, Heal, Listen, Knowledge (all skills, taken individually), Profession, Sense Motive, Spellcraft, Spot

Weapon and Armor Proficiency: Medics are proficient with all simple weapons. Medics are also proficient with light and medium armor and with shields (other than tower shields).

Spellcasting: A Medic spontaneously casts arcane spells like a Sorcerer, except that she uses Wisdom to determine the maximum spell level she can cast, the save DCs of her spells, her bonus spells per day, and other spellcasting characteristics that a Sorcerer normally uses Charisma for. The Medic's amount of spells per day are indicated on the table above. A Medic's spells are drawn from the Medic spell list, and she is considered to know all spells on her Medic spell list.

Armored Mage (Ex): You can ignore the arcane spell failure chance of your Medic spells caused by wearing medium or lighter armor and by wearing a shield (other than a tower shield). Arcane spell failure caused by other sources (such as tower shields and armor heavier than medium) still applies as normal.

Battlefield Treatment: Once per day per Medic level, you can use your medical talent to produce magical effects on those around you (usually including yourself, if desired). While these abilities fall under the category of battlefield treatment and the descriptions discuss tending to a patient, they can all be activated even if you are unable to directly act upon the subjects of your ability as long as you are capable of casting spells with somatic components. Each ability requires both a minimum Medic level and a minimum number of ranks in the Heal skill to qualify; if you do not have the required number of ranks in the Heal skill, you does not gain the battlefield treatment ability until you acquire the needed ranks.

Starting a battlefield treatment effect is a standard action. Unless otherwise stated, you need only spend a free action, maintain line of sight, line of effect, range (as indicated in the ability in question), and the ability to provide somatic components to maintain the ability and continue treating your patients. Some battlefield treatment abilities require concentration, which means you must take a standard action each round to maintain the ability. Even while using battlefield treatments that don't require concentration, you cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a somatic component, you cannot perform a battlefield treatment while paralyzed, grappled, or otherwise unable to move (although arcane spell failure does not apply). Unless otherwise stated, you can stop using a battlefield treatment at any time, even when it is not your turn (this does not take an action).

Battlefield treatments use a blend of both magic and medicine. As such, they do not function on nonliving creatures or on creatures with no discernible anatomy. However, despite providing healing and other effects normally associated with positive energy, battlefield treatments do not use either positive or negative energy; they affect all valid subjects equally.

Anesthetize (Sp): If you have at least 3 ranks in Heal, you can attempt to disable one or more creatures with anesthetic magic. Each creature to be anesthetized must be within 90 feet, and must not be threatened or engaged in stressful or strenuous activity. The distraction of a nearby combat or other dangers prevents the ability from working, as the subject's increased adrenaline counteracts the anesthetic effect. You can target one creature with each use of this ability, plus one for every three Medic levels beyond 1st.

To use the ability, you make a Heal check. Your check result is the DC for each affected creature’s Fortitude save against the effect. If a creature’s saving throw succeeds, you cannot attempt to anesthetize that creature again for 24 hours. If its saving throw fails, the creature suffers nonlethal damage equal to its normal maximum hit points +1. This nonlethal damage remains until healed (naturally or magically), or for as long as you continue to tend to your subjects (up to a maximum of 1 round per Medic level), requiring concentration. Once you cease tending to the subjects of this ability, they immediately heal half of the nonlethal damage caused by this ability (rounded up), and continue to heal half of the nonlethal damage currently remaining (rounded up) each round until none remains. Any potential threat requires you to make another Heal check and allows the creature a new saving throw against a DC equal to the new Heal check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect (even if the subject would not recognize it due to unconsciousness), immediately allowing them to heal the nonlethal damage. Anesthetize is an enchantment (healing) ability equivalent to a 1st-level spell.

First Aid (Su): If you have at least 3 ranks in Heal, you can use your talent to rapidly heal the wounds of others. You or a single ally within 30 feet gains fast healing 1 for as long as you continue to treat it. When you stop treating the subject, whether involuntarily or by choice (which may be declared with no action even if it is not your turn or you are unable to act), the it immediately heals an additional amount equal to your Medic level plus your Wisdom modifier. As long as you are not interrupted, you may maintain First Aid as long as you are willing and able. At 5th level and every three levels thereafter, the fast healing provided by this ability increases by 1, you add your Wisdom modifier an additional time to the final healing, and you can affect up to one additional ally with each use of this ability.

Inoculate (Su): If you have at least 3 ranks in Heal, you can use your medical skill to counter the effects of diseases and poisons. Each round of the inoculation, you make a Heal check. Any ally within 30 feet of you (including yourself) that would be required to make a saving throw against a disease or a poison may use your Heal check result in place of its saving throw if, after the saving throw is rolled, the Heal check result proves to be higher. If an ally within range of the inoculation is already under the effect of a disease or poison, it gains another saving throw against the effect when you begin the inoculation, but it must use your Heal check result for the save. Inoculate has no effect against effects that don’t allow saves. You may keep up the inoculation for up to 10 rounds.

Stimulant (Su): Starting at 3rd level, if you have at least 6 ranks in Heal, you can use psychology and a small dose of stimulating magic to improve an ally's reactions and concentration for a short time. The subject gains a +2 competence bonus on all skill checks, a +1 competence bonus on all saving throws, and a +5 foot competence bonus to all of its movement speeds. The effect lasts as long as you tend to the subject, up to a maximum of 2 minutes. You cannot affect yourself with this ability. Stimulant is a mind-affecting ability.

Psychiatry (Su): Starting at 6th level, if you have at least 9 ranks in Heal, you can use your knowledge of the mind's workings to counter the effects of charms and compulsions. This functions as Inoculate, except that it functions against charms and compulsions instead of diseases and poisons. Psychiatry is a mind-affecting ability.

Metabolic Boost (Su): Starting at 9th level, if you have at least 12 ranks in Heal, you can provide a surge of life-giving energy to one or more allies, filling them with energy. You or and single ally within 30 feet gains immunity to fatigue and exhaustion (existing conditions are removed), a +2 competence bonus to all ability scores, a +1 competence bonus on all attack rolls and damage rolls, a +1 competence bonus to caster level, manifester level, initiator level, meldshaper level, and effective Binder level, and a +1 competence bonus to essentia capacity. When this ability ends, all subjects are fatigued. This lasts as long as you tend to the subjects and for 5 rounds thereafter. As long as you are not interrupted, you may maintain Metabolic Boost as long as you are willing and able. You can affect up to one additional ally per three Medic levels after 9th.

Kinesiology (Su): Starting at 12th level, if you have at least 15 ranks in Heal, you can use your knowledge of the body's movements to counter the effects of movement-impairing effects. This functions as Inoculate, except that it functions against movement-impairing effects instead of diseases and poisons. Similarly, a subject can use the result of your Heal check in place of an Escape Artist or grapple check to resist or escape a grapple, and can attempt a new Escape Artist or grapple check (using the result of your Heal check) to escape a grapple when you activate this ability.

Medical Miracle (Sp): Starting at 15th level, if you have at least 18 ranks in Heal, your mastery of health and healing allows you to fend off even death itself. You can return to life a single creature within 30 feet that died within the past 1 round. This functions as per the resurrection spell, except that no material components are needed, no level loss (or Constitution loss) is incurred, the subject is revived even if its soul is trapped or destroyed, and the subject cannot refuse to return to life. If the subject died more than 1 round ago, you must expend additional Battlefield Treatment uses, as indicated below.

Table: Medical Miracle
Time Since DeathTotal Uses Expended
1 round1
up to 1 minute3
up to 10 minutes6
up to 1 hour10
up to 1 day15

True Healing (Su): Starting at 18th level, if you have at least 21 ranks in Heal, you can use your knowledge and magic to ablate even the most grievous wounds. A single ally within 30 feet other than yourself gains regeneration equal to your Wisdom modifier (not bypassed by any damage type) and cannot die. However, whenever the subject converts damage to nonlethal damage through the regeneration granted this way, you suffer one quarter that amount of nonlethal damage, even if you are immune. This effect lasts as long as you continue to tend the subject and for 5 rounds thereafter, or until your hit points are less than your nonlethal damage (even if you are still conscious and able to act), whichever comes first. As long as you are not interrupted, you may maintain True Healing as long as you are willing and able. You can affect up to one additional ally per three Medic levels after 18th.

Healing Hands (Ex): Whenever you cast a Medic spell from the healing subschool that heals damage, you may choose to add your Wisdom modifier to the amount of healing provided.

Remote Healer (Ex): Starting at 2nd level, you can cast Medic spells from the healing subschool with a range of Touch on willing targets as though their range was 30 feet instead of Touch.

Advanced Learning: At 4th and every 4 levels thereafter, you may choose a single spell of a level no greater than the highest level Medic spell you know. This can come from the Cleric or Sor/Wiz spell lists, but must be either a spell from the healing subschool, a spell that can provide healing or deal damage through positive or negative energy, or a non-damaging Necromancy spell. Add this spell to your Medic spell list and your Medic spells known. Once selected, this choice cannot be changed except through effects that allow you to change which spells you know. You do not gain additional spells known through Advanced Learning for classes and abilities that increase your effective Medic level for spells known unless they also improve your effective Medic level for this class feature. You may still be allowed to select higher level spells when you gain this ability due to your increased Medic spellcaster level.

Universal Healer (Ex): Starting at 7th level, when you cast a Medic spell from the healing subschool on a willing subject, you may cause it to heal the subject for the full normal amount, even if the subject would normally be unaffected or damaged by it. This has no effect upon spells that do not normally provide healing, with the exception of effects that use positive or negative energy to deal damage.

In addition, you can use your battlefield treatments on nonliving creatures and those without discernible anatomies. You must still obey all other restrictions of the battlefield treatment you use.

Rapid Healer (Ex): Starting at 10th level, you can expend a spell slot of two levels higher than normal when casting a Medic spell from the healing subschool, targeting only willing allies, to cast it as a swift action instead of a standard action or a full-round action. This has no effect (other than increasing the level of the spell slot used) on spells with other casting times, or if any of the creatures that you target are not willing. Beginning at 19th level, you need only expend a spell slot one level higher to cast a Medic spell faster this way.

Armored Evasion (Ex): Starting at 13th level, you gain the ability to avoid the damage of explosive spells and other effects that require a Reflex save. This functions as the Monk's Evasion ability, except that it can be used regardless of your armor worn.

Master Healer (Ex): Starting at 20th level, you can continue tending to creatures with Battlefield Treatment while casting spells and activating magic items. You can begin a battlefield treatment as a swift action instead of a standard action. Finally, you can expend 20 uses of your Battlefield Treatment ability to restore a creature to life with Medical Miracle as though with true resurrection instead of resurrection and regardless of how long ago it died. When you revive a creature in this way, you must still possess a part of its body (as normal for the resurrection spell) or be near the location at which the creature died.

Medic Spell List
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Alternative Class Features and Variants
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Note: The spell list is probably missing a few things. I started with the Healer spell list, added everything I could think of that it was missing from the Cleric and Bard lists and a few BFC and buff spells from the Bard, Cleric, and Sor/Wiz spell lists. Most of the spells are from the PHB, since that's just about all I have, but I also included the Vigor line from CD and a couple of interesting spells from SpC (only what I saw on a quick look through IMarvinTPA's spell database). If you have any other suggestions, please say so.

Change Log
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185
I wrote this up a while back. Basically, it's a sort of Arcane Swordsage for psionics on a Warblade chassis. You don't get free reign to all sorts of powers, but you do get most of the combat-type powers from the Psion and Psychic Warrior lists in the SRD. The powers themselves are used more like maneuvers than traditional powers, so it should hopefully play reasonably like a traditional Warblade but with different maneuvers. To preserve the idea of having to learn new maneuvers to keep up numerically at higher levels, power maneuvers don't auto scale, instead have a fixed effective base PP expenditure based on when you learned them. You can still spend more of your actual PP on top of the free expenditure if you want. Channel Strike lets you use the powers as traditional strikes (ie: on top of hitting someone in the face with a piece of steel, not instead of it), but you can still use the powers normally if you want.

   Loses: Bonus Feats, Improved Uncanny Dodge, Maneuvers, Uncanny Dodge
   Gains: Channel Strike, Free Augment, Psionic Initiating, Wild Talent
   Modified: Base Saves, Hit Die, Proficiencies, Skills

Hit Die: A Psionic Warblade uses a d10 hit die instead of d12.

Base Saves: A Psionic Warblade has a good Will save, but a poor Fortitude save.

Skills: A Psionic Warblade adds Knowledge (psionics) and Psicraft to her class skill list, but removes Martial Lore.

Weapon and Armor Proficiency: A Psionic Warblade does not gain proficiency with medium armor.

Psionic Initiating: Psionic Warblades meld psionics with the Sublime Way, learning to manifest powers in a manner similar to the way that martial adepts initiate maneuvers. As a Psionic Warblade, you learn powers from your power list in the same way that a Warblade learns maneuvers and stances, except that you must also have an Intelligence score of at least 10 + the power's level to learn a power. Once you learn a power in this way, you can ready and use it in the same way that a Warblade would ready a maneuver (or a stance if the power is denoted as acting like a stance). Your powers are treated as both powers and maneuvers. They are subject to power resistance, provoke attacks of opportunity when manifested, and can be augmented, but otherwise follow the rules for maneuvers. Your powers are expended once used, but you can recover them as a Warblade recovers his maneuvers.
   Your manifester level is equal to your initiator level. When you initiate a Psionic Warblade power, it is treated as though you spent a number of power points to manifest it equal to your initiator level when you learned it, to a maximum of your current manifester level. If you have any remaining power points, you can spend them to further augment your powers, but the total effective number of power points spent is still limited by your manifester level. For example, if your manifester level is 8 and you learned a power when your initiator level was 5, you could manifest that power normally, treating it as though you spent 5 power points to manifest it, or you could add up to 3 of your own power points to augment it further, up to a maximum effective total of 8 power points spent.
   You know and can ready a number of non-stance powers equal to the number of maneuvers a Warblade of the same level knows and can ready. Similarly, you know the same number of stance powers as a Warblade knows stances. At 4th level and every 2 levels thereafter, you can choose to learn a new non-stance power in place of one you already know, just like a Warblade learns new maneuvers in place of ones he already knows.
   You do not gain additional power points based on your Psionic Warblade manifester level for having a high ability score.

Wild Talent: You gain Wild Talent as a bonus feat. If you already have it, you instead gain Psionic Talent as a bonus feat.

Channel Strike (Ex): Beginning at 2nd level, you can channel a Psionic Warblade strike power you manifest through a melee weapon you wield. This must be a power that requires you to make a single attack (melee or ranged, or even a ray) or that has a single creature as a target. If you do, you do not provoke attacks of opportunity for manifesting that power. Make a single attack with your melee weapon. If the attack hits, the creature you hit is subject to the normal effects of your attack, and the effects of your power (which is treated as having hit the creature if the power required an attack roll). If your attack misses, the power is wasted and has no effect (although it is still expended as normal).

Free Augment (Ex): Beginning at 5th level, the number of power points that you are treated as having spent on your Psionic Warblade powers is increased by 1, to a maximum of your manifester level. This improves by one additional power point every 4 levels thereafter.


Psionic maneuvers:
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Note: Several power maneuvers are at different levels from where they are normally found as powers. These powers thus have different base PP costs from normal. Some also have minor changes from the normal rules of psionic maneuvers, or from their normal rules when used as powers.

Psionic Warblade Power list:
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New Powers
Swift Compression, Swift Expansion
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Change Log
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186
Homebrew and House Rules (D&D) / Divine Mind + Marshal = Profit
« on: November 12, 2011, 03:01:59 AM »
20/5/2014: This class has been revised and reposted. See Leaders of Men - Aura Classes for the revised version.


A Divine Mind fix. You can also call it a Marshal fix if you want. It sort of takes both classes, mushes them together, sprinkles in some Psychic Warrior power progression, and stirs until it thickens.


Table: The Divine Mind      Hit Die: d8
        Base
        Attack       Fort Ref  Will
Level   Bonus        Save Save Save    Special
1       +0           +2   +0   +2      Mantle (1st, 2nd), Minor Aura, Wild Talent
2       +1           +3   +0   +3      Mantle (3rd), Mantle Aura +1
3       +2           +3   +1   +3      Dilate Aura (90 feet)
4       +3           +4   +1   +4     
5       +3           +4   +1   +4      Mantle (4th)
6       +4           +5   +2   +5      Mantle Aura +2
7       +5           +5   +2   +5      Dilate Aura (120 feet)
8       +6/+1        +6   +2   +6      Aura Shift (immediate)
9       +6/+1        +6   +3   +6      Mantle (5th)
10      +7/+2        +7   +3   +7      Mantle Aura +3
11      +8/+3        +7   +3   +7      Dilate Aura (150 feet)
12      +9/+4        +8   +4   +8      Extra Aura
13      +9/+4        +8   +4   +8     
14      +10/+5       +9   +4   +9      Mantle (6th), Mantle Aura +4
15      +11/+6/+1    +9   +5   +9     
16      +12/+7/+2    +10  +5   +10     Dilate Aura (180 feet)
17      +12/+7/+2    +10  +5   +10     
18      +13/+8/+3    +11  +6   +11     Mantle Aura +5
19      +14/+9/+4    +11  +6   +11     
20      +15/+10/+5   +12  +6   +12     Aura Mastery, Mantle (7th)

Table: Divine Mind Manifesting and Auras
        Power            Maximum  Minor
        Points   Powers  Power    Auras
Level   Per Day  Known   Level    Known
1         0       1      1st       2
2         1       2      1st       3
3         3       3      1st       4
4         5       4      2nd       4
5         7       5      2nd       5
6        11       6      2nd       5
7        15       7      3rd       6
8        19       8      3rd       6
9        23       9      3rd       7
10       27      10      4th       7
11       35      11      4th       8
12       43      12      4th       8
13       51      13      5th       9
14       59      14      5th       9
15       67      15      5th      10
16       79      16      6th      10
17       91      17      6th      11
18      103      18      6th      11
19      115      19      6th      12
20      127      20      6th      12

Class skills (4 + Int modifier per level): Autohypnosis, Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (all skills, taken individually), Listen, Perform, Psicraft, Ride, Sense Motive, Speak Language, Spot, Survival, and Swim.

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Change Log
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187
Homebrew and House Rules (D&D) / Spell-less Paladin and Ranger Variants
« on: November 10, 2011, 11:32:02 PM »
Here are a few Paladin and Ranger variants that don't use spellcasting, exchanging it for other magic-like systems instead. They each (if I did my job right) have their own distinct flavor. They're also supposed to be powerups of the existing Paladin and Ranger.

Original Post
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188
Handbooks / Adaptations Handbook
« on: November 08, 2011, 04:04:58 PM »

I'd like to compile a list of those various adaptations listed for classes and PrCs. Those are the variants that are rarely fleshed out in the Adaptation section of classes. Some are described well enough, like the Unarmed Swordsage or the Dead God Ur-Priest, others are simple ideas that need some tweaking to make work, like the Arcane Swordsage and the Stonestorm Striker, and still others are just design ideas with few or no mechanical details, like the Non-Dwarf Deepstone Sentinel. I'd like to not only compile a list of them, like the Alternative Class Features handbook, but also a list of suggested fixes to make them work properly. I don't think it's quite enough to warrant becoming a handbook of its own (most of it could be put in the existing ACFs handbook), but I would like to get the information from the various splatbooks into one place.

Does this sound like a good idea?

I've only included the ones with actual mechanical changes described or suggested.


Foreword: What are adaptations and what is this handbook for?
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Books Included
Tome of Battle
Races of Destiny
Races of the Wild
Races of Stone
Races of the Dragon
Heroes of Battle
Web Enhancements and other online sources


Tome of Battle
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Races of Destiny
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Races of the Wild
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Races of Stone
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Races of the Dragon
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Heroes of Battle
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Online Material from the online classes, excerpts, and previews:
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Other Adaptations from miscellaneous sources and books that haven't been checked in detail:
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189
Handbooks / A Guide to Free D&D
« on: November 08, 2011, 01:49:16 AM »
WotC's dropped their 3.5 stuff. Most of it, but not all, is mirrored on WotC's archive site (archive.wizards.com), although some of the oldest content (usually from the earliest days of 3rd edition, before even 3.5) is still available on the normal site (www.wizards.com). I'm in the process of changing over the links to the archive site instead. For the material that is no longer available on either version of the site (largely material from around the transition to 4th edition), use the web.archive.org version of this thread to easily get the Wayback Machine's archive what's lost.

A Guide to Free D&D

Index

Discussion Thread - Comments, questions, and anything else here.

Note to self: Found another vector to look for WotC content.
- http://archive.wizards.com/default.asp?x=dnd/products
- http://archive.wizards.com/default.asp?x=dnd/rules
- http://archive.wizards.com/default.asp?x=dnd/features
- http://archive.wizards.com/default.asp?x=dnd/arch/ag
- http://archive.wizards.com/default.asp?x=dnd/downloads
- http://archive.wizards.com/default.asp?x=dnd/dnd/charactersheets
- http://archive.wizards.com/default.asp?x=dnd/glossary
- http://archive.wizards.com/default.asp?x=dnd/fool/welcome

190
Oslecamo's Improved Monster Classes / Derro
« on: November 07, 2011, 02:24:30 PM »
I didn't see this done yet, so I decided to make the insane dwarves of the underground, the Derro. I hope it's alright.

Derro



HD:d8
LevelBabFortRefWillFeatureAbility Boost
1+0+0+2+2Broken Mindscape, Conflicted Mind, Derro Body, Derro Skills +2, Focused Mindscape, Sneak Attack +1d6, Spell-like Abilities (ghost sound), Sunlight VulnerabilityWis or Cha +2
2+1+0+3+3Broken Mindscape (resistance), Derro Skills +4, Efficient Poison Use, Focused Mindscape (resistance), Spell-like Abilities (darkness)Con +1, Wis or Cha +3
3+2+1+3+3Broken Mindscape (feedback), Derro Skills +6, Focused Mindscape (rebuff), Spell-like Abilities (lesser restoration or sound burst), Sneak Attack +2d6, Spell Resistance (11 + HD)Con +2, Wis or Cha +4

Skills: 4+int modifier per level, quadruple at 1st level. The Derro's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Spot (Wis).

Proficiencies: A Derro is proficient with simple weapons, light martial weapons, and all martial and exotic crossbows (which they treat as martial weapons). They are also proficient with light armor and with shields (but not tower shields).

Features:
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Comments:
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191
Handbooks / Handbook Index
« on: November 07, 2011, 01:45:36 PM »
This is the old index from MinmaxBoards. I'm not planning on maintaining it any more, but I figure this will be useful for anyone trying to save and port everything that was there. Although, all of the links to handbooks on GiantITP and other sites still work just fine.

The Handbook Index
A compilation of handbooks and resources. Now with a discussion thread (newest unread post).

This is just a listing of all the handbooks and resource threads we have here at BG. If there are any good handbooks on other sites, post a link and I'll add it.

This post will be revised as handbooks are moved over. Everything marked as "BG" is still on brilliantgameologists.com archive and has yet to be ported over.

Note: If you're looking for something Pathfinder-specific, check out the Pathfinder Handbook and Handy Links Index as well. It has a lot of PF handbook links that aren't in here.

Note: Many old threads from Brilliant Gameologists have been ported, quickly and dirtily, in the Hatchet Job Port Thread.

Last updated December 28, 2016.

Base Classes
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Prestige Classes
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192
Homebrew and House Rules (D&D) / 1001 Homebrew Ideas to Flesh Out Sometime
« on: November 07, 2011, 02:35:15 AM »
Behold! Ideas that aren't complete, but might be some day.
I'll be transferring things over from the old thread over the next few days.
Everyone is welcome to post here with their own half-formed ideas, too, by the way. Basically, anything you've got that you want to put up but isn't big enough or complete enough to warrant its own thread is all fine and dandy.

Index
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193
Homebrew and House Rules (D&D) / Garryl's Homebrew Compendium
« on: November 07, 2011, 02:32:55 AM »
The old version in Boz's 3.5 Homebrew Compendium ran out of space. I think it was all the tables I added in. I like tables. Anyways, I'm moving it over here, where there's space to relax and stretch and make humongous tables with way too much information. Yay.

Table of Contents

Last Update: Tuesday, March 12th, 2024

194
Introduce Yourself / Everything's different
« on: November 07, 2011, 02:28:25 AM »
Everything's different. Now it must suck, right?
Like, for instance, um...
Give it a moment.
I'll think of something.
Any minute now...
Damn, can't think of anything that sucks yet.
Can I get back to you on that?

And here I was hoping I could grandfather my way past making a first post thing.
Ooh, that's one!

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