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    Welcome one, welcome all!

    Please feel free to peruse, plunder, pilfer, and pirate as you wish; hopefully, you'll find something that you like!
    Spoiler: Classes
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    Spoiler: Warlock Pact Boons
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    Spoiler: Pact of the Rod
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    Pact of the Rod
    - You can summon a Rod which assissts you in Focusing your spells. As an action, you can summon your rod to your hand; The rod acts as a spell focus. Whenever you cast a spell through your rod, add +1 to either the ranged attack roll or the save DC of your spell. Additionally, you may attack with the Rod as a mace, which is magical.
    You may bond with a Rod of the Pact Keeper (or other similar magic item) in place of your Pact Rod.

    Spoiler: Pact of the Cloak
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    Pact of the Cloak
    - You can summon a cloak, coat, or robe which aids your movement and mobility. You constantly float a few inches off the ground. You ignore the effects of rough terrain, your speed increases by 10 ft. and you may walk across non solid surfaces (Water, quicksand, etc.).

    Spoiler: Pact of the Orb
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    Pact of the Orb
    - You can summon an Orb which aids you in casting your spells and increases your senses. As an action, you can summon your Orb to your hand; the Orb acts as a spell focus. Your Orb floats around your person, always within easy reach. While your Orb is in your possession, you gain Darkvision out to 60 ft., and blindsight out to 10 ft.
    You may bond with a Crystal Ball (or other similar magic item) in place of your Pact Orb.


    Spoiler: Pact Apotheosis
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    Pact of Apotheosis
    - Warlocks who take the Pact of Apotheosis give themselves over completely to their Patron, taking on aspects of their benefactor in exchange for more power. Fey, Fiends and Abberations are known to be extremely hard to kill. Once a warlock takes on the Pact of Apotheosis, his skin changes to reflect this, changing form and becoming more resistant to damage. He takes 3 less points of bludgeoning, piercing, or slashing damage from any weapon or souce that is Non-Magical.


    Spoiler: Pact of the Arm
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    Pact Boon: Pact of the Arm
    - You gain a special spell focus that fuses to your one of or both of your arms: A magical gauntlet, a pair of palm-mounted focusing crystals, an arm-mounted crossbow, whatever it may be. Whichever form it takes, it's function is to focus your spell attacks, granting them additional power. Any time you make a ranged spell attack, it gains a +2 to attack roll. Your Arm focus does not inhibit your normal use of that hand or arm, but that hand must be free in order to use your focus. Additionally, you gain one cantrip that uses a ranged spell attack from any class list.



    Spoiler: New Spells
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    Spoiler: Cantrips
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    Booming Blade
    Evocation cantrip
    Casting Time: 1 action
    Range: 5 feet
    Components: S/M (the weapon used in the spell)
    Duration: Instantaneous
    Class: Warlock, Bard, Sorcerer, Cleric

    Make a melee spell attack using a weapon you are holding; you may use either your spellcasting modifier or your Melee attack modifier for this attack. On a hit, you deal the target Thunder damage equal to your weapon damage + your Spellcasting modifier, and the target must make a con save or be deafened for a number of rounds equal to your spellcasting modifier.

    This cantrip deals increasing damage as you increase in level: At 5th, Deal 2x weapon damage; At 11th, add your Str/dex mod to the damage of the spell, based on the weapon used to cast it; at 17th, deal 3x weapon damage.

    Brilliant Blade
    Evocation cantrip
    Casting Time: 1 action
    Range: 5 feet
    Components: S/M (the weapon used in the spell)
    Duration: Instantaneous
    Class: Bard, Sorcerer, Cleric

    Make a melee spell attack using a weapon you are holding; you may use either your spellcasting modifier or your Melee attack modifier for this attack. On a hit, you deal the target Radiant damage equal to your weapon damage + your Spellcasting modifier, and the target must make a Dex save or be blinded for 1 round.

    This cantrip deals increasing damage as you increase in level: At 5th, Deal 2x weapon damage; At 11th, add your Str/dex mod to the damage of the spell, based on the weapon used to cast it; at 17th, deal 3x weapon damage.

    Caustic Blade
    Evocation cantrip
    Casting Time: 1 action
    Range: 5 feet
    Components: S/M (the weapon used in the spell)
    Duration: Instantaneous
    Class: Warlock, Bard, Sorcerer

    Make a melee spell attack using a weapon you are holding; you may use either your spellcasting modifier or your Melee attack modifier for this attack. On a hit, you deal the target Acid damage equal to your weapon damage + your Spellcasting modifier, and all targets other than you within 5 feet of the target must make a Dex save or take 1d6 Acid Damage.

    This cantrip deals increasing damage as you increase in level: At 5th, Deal 2x weapon damage; At 11th, add your Str/dex mod to the damage of the spell, based on the weapon used to cast it; at 17th, deal 3x weapon damage.

    Eldritch Blade
    Evocation Cantrip
    Casting Time: 1 Bonus Action
    Range: 5 feet
    Component: S, M (Sword Hilt)
    Duration: 10 min
    Class: Warlock

    You channel arcane energy though a specially designed sword hit, creating a blade of raw, magical force. On your turn, as an action, you may make a melee spell attack with this blade, dealing 1d10 points of force damage. The blade remains summoned as long as the hilt is in your hand, and vanishes if you drop it or are knocked unconscious; you may summon it again on your turn using a bonus action. You may choose to have the blade shed bright light in a 10 ft. radius and dim light 10 ft. after that. You may use this blade to make Opportunity attacks, making a single melee spell attack against the target.
    Eldritch blade is effected by Warlock Invocations as if it were Eldritch Blast.

    You gain additional attacks with the blade as you increase in levels: at 5th, 2 attacks; at 11th, 3 attacks; at 16th, 4 attacks.

    Frigid Blade
    Evocation cantrip
    Casting Time: 1 action
    Range: 5 feet
    Components: S/M (the weapon used in the spell)
    Duration: Instantaneous
    Class: Warlock, Bard, Sorcerer

    Make a melee spell attack using a weapon you are holding; you may use either your spellcasting modifier or your Melee attack modifier for this attack. On a hit, you deal the target Frost damage equal to your weapon damage + your Spellcasting modifier, and the target's movement speed is reduced by 10'

    This cantrip deals increasing damage as you increase in level: At 5th, Deal 2x weapon damage; At 11th, add your Str/dex mod to the damage of the spell, based on the weapon used to cast it; at 17th, deal 3x weapon damage.

    Molten Blade
    Evocation cantrip
    Casting Time: 1 action
    Range: 5 feet
    Components: S/M (the weapon used in the spell)
    Duration: Instantaneous
    Class: Warlock, Bard, Sorcerer, Cleric

    Make a melee spell attack using a weapon you are holding; you may use either your spellcasting modifier or your Melee attack modifier for this attack. On a hit, you deal the target Fire damage equal to your weapon damage + your Spellcasting modifier, and the target must make a dex save or be caught on fire. The fire burns for 1 point of fire damage each round for a number of rounds equal to your Spellcasting modifier.

    This cantrip deals increasing damage as you increase in level: At 5th, Deal 2x weapon damage; At 11th, add your Str/dex mod to the damage of the spell, based on the weapon used to cast it; at 17th, deal 3x weapon damage.

    Storming Blade
    Evocation cantrip
    Casting Time: 1 action
    Range: 5 feet
    Components: S/M (the weapon used in the spell)
    Duration: Instantaneous
    Class: Warlock, Bard, Sorcerer, Cleric

    Make a melee spell attack using a weapon you are holding; you may use either your spellcasting modifier or your Melee attack modifier for this attack. On a hit, you deal the target Lightning damage equal to your weapon damage + your Spellcasting modifier, and the target cannot take reactions until the start of your next turn. You have advantage on this attack if the target is wearing metal armor.

    This cantrip deals increasing damage as you increase in level: At 5th, Deal 2x weapon damage; At 11th, add your Str/dex mod to the damage of the spell, based on the weapon used to cast it; at 17th, deal 3x weapon damage.

    Wave Blade
    Evocation cantrip
    Casting Time: 1 action
    Range: 30 feet
    Components: S/M (the weapon used in the spell)
    Duration: Instantaneous
    Class: Warlock, Bard, Sorcerer

    Make a Ranged spell attack using a weapon you are holding; you may use either your spellcasting modifier or your Melee attack modifier for this attack. On a hit, you deal the target Force damage equal to your weapon damage + your Spellcasting modifier.

    This cantrip deals increasing damage as you increase in level: At 5th, Deal 2x weapon damage; At 11th, add your Str/dex mod to the damage of the spell, based on the weapon used to cast it; at 17th, deal 3x weapon damage.

    Withering Blade
    Evocation cantrip
    Casting Time: 1 action
    Range: 5 feet
    Components: S/M (the weapon used in the spell)
    Duration: Instantaneous
    Class: Warlock, Sorcerer

    Make a melee spell attack using a weapon you are holding; you may use either your spellcasting modifier or your Melee attack modifier for this attack. On a hit, you deal the target Necrotic damage equal to your weapon damage + your Spellcasting modifier, and the target cannot heal damage until the start of your next round..

    This cantrip deals increasing damage as you increase in level: At 5th, Deal 2x weapon damage; At 11th, add your Str/dex mod to the damage of the spell, based on the weapon used to cast it; at 17th, deal 3x weapon damage.


    Spoiler: New Warlock Invocations & Changes
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    Armor of Shadows
    - You can summon a suit of shifting, swirling armor of pure force that protects you in combat. While you are not wearing armor or using a shield, your AC becomes 10 + Dex mod + Cha mod.

    Pact Combat (Pre-req: Level 3, Pact of the Blade)
    - Your patron provides you some of the skill of ancient fighting masters. Select a Fighting Style from the Following List: Dueling, Two-Weapon Fighting, Great Weapon Master, Defense, Mariner, Hand-and-a-Half Fighting. This fighting style lasts until you take a Long rest, at which point you may select a new Fighting Style. You may only select this invocation once. You may not select or gain the benefit of any fighting style more than once, even if it comes from another source.

    Legion Blades (Pre-req: Level 4, Pact of the Blade)
    - You may create second pact blade and/or bind a second weapon as your pact weapon, and can summon both as a single action. All of the normal rules for TWF apply when weidling your Pact Blades.

    Shield of Atropos (Pre-req: Level 4, Pact of the Blade)
    - You may create and/or bind a Pact Shield in addition to your Pact Blade. You are proficient with this shield, and you may summon both your shield and your blade as a single action. Your pact shield does not benefit from other invocations that benefit your pact blade.

    Visions of the Awakened Eye (Pre-req: Level 5, Pact of the Orb)
    - You can use your Orb to extend your sight. As an action, you may transform your Orb into an Arcane eye. This Arcane eye is Intangible, Invisible, and may move at 60 ft. per round. You can see, hear, and smell through the orb, and It's vision range is equal to your normal visiual range.

    Whisp of shadow (Pre-req: Level 5, Pact of the Cloak)
    - You do not take any damage from falling

    Eldritch Channel (Pre-req: Level 5, Pact of the Rod)
    - You may contact your patron with your rod, refreshing one pact magic spell slot. You must take a Long rest before using this ability again.

    Apotheosis Claws (Pre-req: Level 5, Pact of Apotheosis)
    - You gain a pair of natural weapons which deal 1d6+Cha magical slashing, piercing, or bludgeoning damage (you may chose each time you attack), and you add your charisma modifier to the attack roll. When taking the attack action, you may attack with both natural weapons. This does not count as Two Weapon fighting, and does not stack with the Extra Attack class feature.

    Iris of the Demon (Pre-req: Level 7, Pact of the Orb)
    - All forms of vision you have double, and you become immune to Blindness and any attacks that require sight (such as a medusa's petrification)

    Apotheosis Force (Pre-req: Level 7, Pact of Apotheosis)
    - You learn to channel your Patron's power into your eldritch blast. You can now cause your eldritch blast to do Psychic damage instead of Force damage.

    Fell Flight (Pre-req: Level 7, Pact of the Cloak)
    - You gain a fly speed equal to your walking speed.

    Elemental Blast (Pre-req: Level 7, Pact of the Rod)
    - You may channel an element though your eldritch blast. When you cast Eldritch Blast, you may choose for it to deal Fire, Cold, Acid, or Force Damage.

    Energetic Blast (Pre-req: Level 7, Pact of the Arm)
    - You may focus powerful elemental energies through your Arm Focus, charging your eldritch blast. When you cast eldritch blast, you may choose for it to deal Radiant, Lightning, Fire, or Force damage.

    Eldritch Blade (Pre-req: Level 7)
    - When you cast a cantrip that requires a Ranged Spell Attack, You may instead make a Melee Spell Attack: this requires at least one free hand. Additionally, you learn the Eldritch Blade Cantrip

    Eldritch Flurry (Pre-req: Level 9, Pact of the Blade)
    - When you cast a cantrip or make a melee spell attack in a round, if you are wielding a one-handed weapon in you other hand, you may use a bonus action to make an attack with that weapon.

    Apotheosis Carapace (Pre-req: Level 9, Pact of Apotheosis)
    - Your already tough form becomes even moreso. You now take 6 fewer points of bludgeoning, piercing, or slashing damage from any weapon or souce that is Non-Magical.

    Pages of Infinite Madness (Pre-req: Level 11, Pact of the Tome)
    - You permanently alter your Mystic Arcanum. At each level you gain the Mystic Arcanum Class feature, you instead gain a spell slot and a spell known of that level. Unlike your Pact Magic slots, these spell slots are restored after a long rest. You may only use these spell slots while your Tome is in your possession.

    Dual Pact (Pre-Req: Level 11)
    - You petition your Patron for an additional Pact Boon. You gain the benefits of a pact boon that you do not currently possess.

    Eldritch Glaive (Pre Req: Level 12, Eldritch Blade)
    - When using Eldritch Blade to manifest a cantrip, for the following round, you may use your reaction to cast the same cantrip against a target that threatens an Opportunity Attack from you. Your melee spell attacks now have Reach.

    Apotheosis wings (Pre-req: Level 12, Pact of Apotheosis)
    - You grow a pair of wings, gaining a flight speed equal to your normal movement speed.

    Spell Copy (Pre-req: Level 12, Pact of the Arm)
    - You may channel spell energy directly into your focus, giving you new weapons to bring against your foes. You may learn new spells af if you had a spellbook, with one requirement: the spell learned must either require a spell attack roll, or give you the ability to make spell attack rolls. (Flame blade or Melf's Minute Meteor's is an acceptable choice, Fireball is not).

    Vampiric Blade (Pre-req: Level 15, Pact of the Blade)
    - Whenever you stike with your pact blade, you gain a number of THP equal to your Cha modifier. THP gained from Vampiric Blade stack with other sources of THP, and your maximum THP total is equal to twice your Warlock level + your Cha modifier.

    Book of Vile Darkness (Pre-req: Level 15, Pact of the Tome)
    - Your Patron provides you access to a secret wellspring of power. Select another Warlock Patron; you learn and can cast all of the spells from that Patron's expanded Spell list. Additionally, you gain an additional pact magic slot.


    Spoiler: New Races
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    Spoiler: Augmented Human (Witcher)
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    Augmented Human

    Augmented Humans are the result of years of intense physical training, magical manipulation, and alchemical consumption. Trained from an early age, young boys (and, occasionally, girls) prepared for what is known as the "Trial of the Grasses", a grueling treatment of Potions, poisons, decoctions, and mutagen. most who undergo the trial do not survive, but those that do become stronger, faster, and gain supremely heightened senses. Humans are the only known race that can accomplish this feat, as any other race that has tried has resulted in a universal mortality rate for the candidate.
    Augmented Humans look more or less like other humans, if not a bit more muscular, save for one thing: the eyes. Augmented Human eyes permanently take on a bright, almost glowing color of yellow, and the pupil becomes a slit, similar to that of a cat. There are other physical changes that can occur (the hair becoming stark white is rather common), but the eyes are the only change that takes place in all candidates.
    Augmented humans age much slower than normal, reaching maturity at 20 years and living to nearly 400. Augmented Humans are universally sterile.

    Augmented Humans gain the following benefits:

    Stat increase
    - +2 Strength, +1 to two other stats
    Trial of the Grasses
    - Augmented Humans gain Resistance to Poison damage, and may ingest Witcher potions without ill effect.
    Inexhaustable
    - Augmented Humans Ignore the penalties from thier first level of exhaustion, and do not die from exhaustion untill they gain 7 levels of it.
    Meditation
    - Augmented Humans do not need to sleep, although they can. They may enter a meditative state for 4 hours, which provides the same benefit as 8 hours sleep.
    Heightened Senses
    - Augmented Humans have their senses enhanced to an almost supernatural degree. They gain:
    - Advantage on investigation checks
    - Proficiency in Investigation and Perception

    The Matryoshka


    Spoiler: New Feats
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    Bastard Sword Mastery
    - When using a weapon with the versatile trait in two hands, You gain a +1 to your AC.
    - When using a weapon with the versatile trait in two hands, You may treat it as if it had the Heavy property.
    - You may use your dexterity bonus instead of your strength bonus when wielding a versatile weapon.

    Combat Brute
    Prerequisite: Extra attack class feature
    +1 strength
    - After Shoving a target, you gain advantage on your next attack against that target.
    - When using the attack action to make an attack with a Heavy melee weapon, you may choose to forgo any number of additional attacks you get from the Extra Attack feature. For each attack you forego, you add two extra weapon damage dice to your damage roll. (Example: Tordek is an 11th level fighter, and gets two additional attacks with the Extra Attack class feature. When using Combat Brute with his great axe, He decides to give up both of his extra attacks, adding an additional 2d12 to his damage for each, for a total bonus of 4d12. If he were using a greatsword, he'd add 4d6).


    Spoiler: New Fighting Styles
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    Hand-and-a-half
    - When using a versatile Weapon in two hands, you gain a +1 to hit and +1 to damage.
    Last edited by Submortimer; 2016-07-27 at 04:10 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Steampunkette's Avatar

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    Default Re: My Extended Homebrew Signature

    Nice. :D

    Love your warlock stuff.

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    Bugbear in the Playground
     
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    Thanks! It's kinda my favorite class :-)

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    Bugbear in the Playground
     
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    Default Re: My Extended Homebrew Signature

    It's my favorite in concept...

    In execution I feel like it still needs some work. Particularly the Gishiness of the Pact of the Blade.

    Honestly, I'm thinking about writing up a Hexblade pact so the Blade Pact gets some more survivability.

  5. - Top - End - #5
    Bugbear in the Playground
     
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    I've found it to be alright, and a lot of the stuff I've put in here had been designed specifically for that.

    I'm expanding my horizons, though, so I'll start making some stuff for the OTHER classes, I guess :-)

  6. - Top - End - #6
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    Irish Musician's Avatar

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    Default Re: My Extended Homebrew Signature

    Just looking at all the pacts, I think Pact of Apotheosis seems a little Under powered compared to everything else. I mean, DR 3 is nice, but once you get into higher level that doesn't really matter that much. As opposed to the utility or the bonuses of all the other Pacts, even the originals. It is a really cool concept and I love it in terms of RP. But when you look at its mechanics it seems to be a little "meh" compared to the others.

    How to fix that, I'm not sure. Maybe a +1 to AC as a "natural armor" type of thing?

    edit: I want to be clear, though, that all of this Homebrew is wonderfully done.....for the record.
    Last edited by Irish Musician; 2016-01-28 at 05:48 PM.
    My Extended Signature, Check it out!

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    My own 5e Bard Subclass
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  7. - Top - End - #7
    Bugbear in the Playground
     
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    Thanks! Apotheosis was in response to a request from another member of GitP, and it seemed to fit his needs. That being said, while it is a little lackluster (equivalent in power to the feat Heavy armor Master), it meshes well with the associated invocations (allowing up to 9 points of reduction with Apotheosis Carapace).

    If you like this stuff, check out the Middle Finger of Vecna, that's where I do all my work now :-)

  8. - Top - End - #8
    Titan in the Playground
     
    Irish Musician's Avatar

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    Quote Originally Posted by Submortimer View Post
    Thanks! Apotheosis was in response to a request from another member of GitP, and it seemed to fit his needs. That being said, while it is a little lackluster (equivalent in power to the feat Heavy armor Master), it meshes well with the associated invocations (allowing up to 9 points of reduction with Apotheosis Carapace).

    If you like this stuff, check out the Middle Finger of Vecna, that's where I do all my work now :-)
    True, but those invocations really only let it keep up as a lackluster Pact, given the DR. And at the cost of an invocation (which might be needed to be used for something else) still kind of leaves it in last place. As you get into the higher level, a 9 DR is nice, but it isn't anything amazing. Where as a +1 to AC, or a +2 to attack like some other the others, will always keep you ahead of the game, mechanically, a little more than just a little bit of DR. I say "little bit" but I mean in comparison to the damage "per tier of level".

    Fluff-wise, I freaking love it, and am actually using it right now in conjunction with the elemental patron to make a half-elf that is a lightning dude and his powers are starting to create lines of lightning all over his body.....like veins. So, fluff-wise, this is a gold mine in my opinion. Just a little short on mechanics

    Like I said though, it isn't bad, the Homebrew on this page is great and you did an amazing job.
    My Extended Signature, Check it out!

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  9. - Top - End - #9
    Ettin in the Playground
     
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    Why not just let the DR equal your proficiency bonus?

    I can see the Kensai is a pseudo-warblade port and fantastic, do you have an equivalent swordsage/crusader in the works as well? A paladin with the delay damage mechanic sounds like a lot of fun.
    Roll for it
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  10. - Top - End - #10
    Bugbear in the Playground
     
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    Quote Originally Posted by Kane0 View Post
    Why not just let the DR equal your proficiency bonus?

    I can see the Kensai is a pseudo-warblade port and fantastic, do you have an equivalent swordsage/crusader in the works as well? A paladin with the delay damage mechanic sounds like a lot of fun.
    I have not built a crusader, but there are both Swordsage and Crusader subclasses on the MFoV blog. The crusader one is particularly fun.

  11. - Top - End - #11
    Pixie in the Playground
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    Default Re: My Extended Homebrew Signature

    Hi, i have a question about the witcher race, (augmented human). It would make sense to change the add to strength with dexterity?

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    Its the ansatsuken prepare for the satsui no hado red dragons beware for a demon tabaxi walks among you
    Do you know why the songbird cries?it's because she is caged alone.
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    linklele you have brought a beautiful and favorite character of mine as well as fluffy to life i wanted to thank you. i may never again switch my avatar

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