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    Default Lightning Mage [3.5 Sorceror Variant/Strict Upgrade]

    Sorceror Variant [Upgrade]: Lightning Mage

    A lightning mage has all the same abilities that a sorceror has except a familiar, but it also gains the following abilities and has the following changes as described below.

    HD: d6

    Piercing Electricity (Su)

    At 1st level, all electricity damage that a lightning mage would cause has a 50% chance to be treated as both electricity and untyped damage (for each case where it would be beneficial, such as untyped against electricity resistance that a creature has but electricity against the weakness to electricity which that same creature had). This roll is made only once at the start of a round, and the lightning mage knows the result in advance (which should be used to plan actions accordingly). Items used by the lightning mage also count (such as shocking enhancement weapons), but abilities bestowed onto others (such as lightning rod when used by another character) do not. Once per day at 4th level and an additional time per day for every 4 levels thereafter, a lightning mage may change the ignore 50% result and treat the dice roll as being successful for the purpose of allowing electricity damage to be treated as untyped damage in a given round.

    At 6th level, a lightning mage may choose for half of any electricity damage any source he causes on a case by case basis to be untyped instead (it counts as both electricity and untyped as described in the 1st level portion of this ability). This can stack with the 1st level portion of this ability in which case the electricity half portion of damage is affected. Items used may count for this ability as well as bestowed abilities (such as lightning rod when used by another character).

    At 14th level, a lightning mage may make a will save to allow any spell with the electricity descriptor or any effect that would deal electricity damage (even if converted to untyped by this ability) to be treated as both extraordinary and supernatural where it would be beneficial for each case. This could allow a spell to bypass spell resistance, a supernatural effect to function in an antimagic field, or a conjuration (creation) spell to have a chance to affect an incorporeal target among other effects. A DC 20 will save must be made at the beginning of the round for this ability to take effect (for which the lightning mage is aware of the exact result), however, spells require a result of 20+spell level on this save to be affected by this ability.

    Although this ability is supernatural, it is treated as an extraordinary ability when it would be beneficial to the lightning mage.

    Lightning Innovation

    At 1st level and every odd numbered level thereafter (3rd, 5th, etc.), a lightning mage learns a new way to channel spell energy into electrical potential (0 level spells cannot be used except where specifically listed). Each time this ability is gained, the lightning mage chooses from one of the options listed below.

    Spoiler: Lightning Innovation List
    Show

    Bolt 1, 2, 3, 4 (Su): As a standard action, a lightning mage may channel an unexpended spell slot to deal electricity damage to their foes which is halved with a successful reflex save (DC 10 + 1/2 Caster Level + Charisma Modifier). Bolt 1 deals 1d4 electricity damage per level of the spell expended to enemies 1 square adjacent (excluding diagonals) from a central square which takes 1d6 damage per level of the spell expended instead. Bolt 2 requires at least a 3rd level spell slot to be expended and deals 1d6+4 electricity damage per level of the spell expended to a central square as well as 1d6+2 electricity damage per level of the spell expended to each square adjacent to the central square (including diagonals) and 2 squares in each non diagonal direction from the central square. Bolt 3 requires at least a 5th level spell slot to be expended and deals damage as Bolt 2 except with 1d6+6 electricity damage per level of the spell expended to the central square and 1d6+4 electricity damage per level of the spell expended to each other square as described by bolt 2. Bolt 4 requires at least a 7th level spell slot to be expended and deals 1d6+charisma modifier (or 8, whichever is greater) electricity damage per level of the spell expended to a single square. Squares described here are 5 foot squares. Allies cannot be hit by this ability. The central square of this ability must be located within close range for bolt 1 (25 ft. + 5 ft./2 caster levels), medium range (100 ft. + 10 ft./caster level) for bolt 2, or long range (400 ft. + 40 ft./caster level) for bolt 3 and 4.

    Bolt 1:
    X0X
    000
    X0X

    Bolt 2 and 3:
    XX0XX
    X000X
    00000
    X000X
    XX0XX

    Conductive Power (Su): As a standard action, a lightining mage may channel an unexpended spell slot to charge an ally (or themselves) with electrical power. All attacks with weapons (or projectiles or ammunition) that have metal components made by that ally deal 1 extra point of electricity damage per level of the spell expended. The ally also gains resistance to electricity equal to 5 times the level of the spell expended (a 0 level spell grants resistance to electricity 2, but no extra damage on attacks unless used on the lightning mage in which case it adds only the 1d6 extra damage). If the a lightning mage charges themselves, all their weapon (regardless of metal content) deal extra electricity damage and deal an additional 1d6 electricity damage, the duration is doubled, they add their charisma modifier on attack rolls, and if an attack would ordinarily miss, but would have hit if it were a touch attack it instead deals only any electricity damage it would deal instead. This effect lasts for 1 minute per caster level. If the expended spell slot was of 5th level or higher this effect lasts for 10 minutes per caster level instead.

    Dancing Zap (Su): As a standard action, a lightning mage may channel an unexpended spell slot to create an orb of electricity that jumps from enemy to enemy over time. The lightning mage chooses an enemy within medium range who then takes 1d6 + level of the spell slot expended electricity damage (half on a successful reflex save DC 10 + 1/2 caster level + Charisma modifier). The orb then jumps to enemies within up to close range (25 ft. + 5 ft./2 caster levels, though the lightning mage may choose a range less than this) a number of times each round equal to the level of the spell slot expended dealing the initial damage to both the creature it jumped to and from with each jump (each creature gets a reflex save against this damage). If no target is within range it deals its electricity damage to the current target a number of times equal to the number of rounds of duration remaining on the effect (permitting only 1 reflex save to apply to all these damage instances) and then disappears. This effect lasts 1 round per level of the spell slot expended.

    Extra Electrical Spell: The lightning mage gains an additional selection of a spell known by the electrical spell ability. This may even be chosen before they would normally gain their first selection of an electrical spell at 5th level.

    Lightning Chain (Su): As a standard action, a lightning mage may channel an unexpended spell slot to create a chain of electrical current between two creatures (or a creature and a metal object of no greater than large size or two metal objects of no greater than large size/in the case of weapons, attacks with such weapons may be counted for this ability). If either of the creatures is unwilling they may make a Reflex save (DC 10 + 1/2 caster level + Cha modifier) to negate the entire effect. Whenever one of the creatures makes an attack roll or casts a spell (A spell that uses attack rolls counts once for the spell and once for the first attack roll only) all enemy creatures (not allies) in squares between the two chained creatures as determined by a line drawn from any point in any square the chained creatures occupy must make a Reflex save for half damage (as above for unwilling creatures) or take 1 point of electricity damage per level of the spell slot expended. If the two creatures move more than 30 feet apart the effect persists, but does not activate while they are further than 30 feet apart. This effect lasts 1 round per caster level. If a 5th level or higher spell slot is expended this effect lasts 1 minute per caster level and the lightning mage may choose for the distance to be medium range (100 ft. + 10 ft. per caster level) instead. This is treated as a bestowed ability when at least one of the targets is not the lightning mage.

    Lightning Form (Su): As a swift action, a lightning mage may channel an unexpended spell slot to transport himself and up to 100 lbs per caster level of additional things within a 10 foot radius to another destination to which he has line of effect. The distance traveled is close range (25 ft. + 5 ft/2 caster levels) if the spell slot expended is 3rd level or below, medium range (100 ft. + 10 ft/caster level) if the spell slot expended is 4th to 6th level, and long range (400 ft. + 40 ft/caster level) if the spell slot expended is 7th level or higher. If the spell slot expended is 5th level or higher, the lightning mage does not need line of effect to the location, however, if there is insufficient room the all transported things take 1d6 electricity damage and are shunted 10 feet in a random direction (this process is repeated until a space is reached with sufficient room and after 10 shuntings there is a 1% chance in each additional shunting of each thing being transported to a random plane of existence). This movement does not provoke attacks of opportunity.

    Lightning Rails (Su): As a standard action, a lightning mage may channel an unexpended spell slot to place a number of lightning rails. The lightning mage may place one lightning rail per level of the spell slot expended. Any ally may expend 5 feet worth of movement (10 feet if any part of the rail is in salt water) to be transported to any other position on an individual lightning rail while making a move action or other action that uses movement (such as running, double movement, etc.). Any enemy that crosses over a lightning rail or ends their turn over a lightning rail takes 1d6 + 1 point of electricity damage for each level of the spell slot expended (multiple lightning rails stack only at half effectiveness for this damage in that it takes 2 additional lightning rails to count as an extra instance of damage) unless they make a reflex save (DC 10 + 1/2 caster level + Cha modifier). A lightning rail can be up to 20 feet in length + an additional 5 feet per caster level. A lightning rail can be placed within close range or in contact with any point on any lightning rail within close range of the lightning mage (the lightning mage may treat lightning rails as himself for this purpose allowing him to place lightning rails within close range in a series of rails at potentially great distances and may do this as he is creating multiple rails simultaneously). Lightning rails last 1 round per caster level. If a spell slot of 5th level or higher is expended, the maximum length of the created rails by that expenditure is doubled, the range at which they can be created is doubled, and the duration becomes 1 minute per caster level. The lightning mage may choose to forgo the damaging aspect of lightning rails created with a 5th level or higher slot to have the duration extend to 2 hours per caster level. Lightning rails must have line of effect and travel in straight lines unless a 5th level or higher spell slot is expended (in which case neither of these restrictions applies, but see lightning form for the consequences of ending the effect in an area with insufficent space). Movement using this ability does not provoke attacks of opportunity.

    Lightning Rod (Su): As a standard action, a lightning mage may channel an unexpended spell slot into a single projectile or piece of ammunition. The ranged attack using that object deals an extra 2d6 extra electricity damage per level of the spell invested upon a successful hit. If the attack would ordinarily miss, but would have hit if it were a touch attack it instead deals only the extra damage from this ability instead. This effect lasts for 1 round per level of the spell expended. Visual Representation: Video Link.

    Repulsion Field (Su): As a standard action, a lightning mage may channel an unexpended spell slot to create a single selective repulsion effect. A repulsion field may be placed on a creature or object, but an unwilling creature may make a Reflex save (DC 10 + 1/2 caster level + Cha modifier) to negate the effect. A repulsion field grants a +5 bonus to jump checks to allies for each level of the spell slot expended and grants a slowfall effect. For enemies it causes them a -1 penalty on all attack rolls for each level of the spell slot expended. If a 3rd level or higher spell slot is expended, an allied creature gains a flight speed with a movement speed of 30 feet (perfect maneuverability) and an enemies move speeds are halved. If a 6th level or higher spell slot is expended, an allied creature may ignore wind effects for movement and water effects for movement and attacking and the flight speed increases to 100 feet (perfect maneuverability). A lightning mage may not have more than 1 repulsion field in existence per point of Charisma bonus they have (minimum 1). The duration of this effect is 1 round per caster level. If a 3rd level or higher spell slot is expended it has a duration of 1 minute per caster level instead. If a 6th level or higher spell slot is expended it has a duration of 24 hours per caster level.

    Shock Armor (Su): As a standard action, a lightning mage may channel an unexpended spell slot into a force field charged with electrical potential. Ranged attack rolls have a 20% chance to miss against the lightning mage and the lightning mage gains a +1 deflection bonus to AC for each level of the spell expended. Any attacking enemy within 10 feet or any enemy attacking the lightning mage with a melee attack takes 1 point of electricity damage per level of the spell expended for each attack made (even if it does not hit the lightning mage). This effect lasts for 1 minute per caster level. If the expended spell slot was of 5th level or higher this effect lasts for 2 hours per caster level instead. A lightning mage may suppress or resume shock armor as a free action without removing it, but the duration still depletes even while suppressed.

    Static Field (Su): As a standard action, a lightning mage may channel an unexpended spell slot into an electrical field. The lightning mage chooses a number of 10 foot cubes within medium range (100 feet + 10 feet per caster level) equal to the level of the spell slot expended. Any creature entering this area or ending their turn in such an area takes electricity damage equal to 1d6 + the level of the spell slot expended. Movement through these cubes takes twice as much effort (10 feet of ordinary movement results in only 5 feet of actual movement). Multiple 10 foot cubes can be overlapped causing this damage to occur several times (this does not increase the amount of movement required however). This effect cannot benefit from the 50% chance to be untyped damage that a lightning mage gains at 1st level. This effect lasts 1 round per caster level. If a 5th level or higher spell slot is expended this effect lasts 1 minute per caster level instead and the cubes can be placed within long range (400 feet + 40 feet per caster level). If a 4th level or higher spell slot is expended, the lightning mage may choose to focus this effect in a single 10 foot cube with instantaneous duration (the cube itself does not persist) to cause each target in contact with the cube to be unable to take physical actions (effectively helpless in most cases) for 1 round per caster level unless they succeed on a Reflex save (DC 10 + 1/2 caster level + Charisma modifier). A 0 level spell creates a single 10 foot cube within close range (25 ft. + 5 ft./2 caster levels) that deals no damage, but does inhibit movement and lasts 1 minute per caster level.


    Electrical Potential (Ex)

    At 2nd level, once per day, a lightning mage may cause a single damage dealing spell or Lightning Innovation to deal extra electricity damage equal to his charisma modifier or 1 (whichever is greater) per damage dice (or 1 if it has no damage dice) in addition to the damage it would normally deal. At 10th level and every 8 levels thereafter, the lightning mage gains an additional use of this ability per day. A lightning mage may use this ability multiple times in a given round where appropriate (such as with a quickened spell).

    Electrical Spell

    At 5th level and every 6 levels thereafter (11th, 17th, etc.), a lightning mage may choose to learn a spell that deals damage even if it is from another class list as long as he has the ability to cast spells of that level. All damage that would be done by that spell is electricity damage and it gains the electricity descriptor.

    Lightning Greaves (Su)

    At 10th level, attacks using an attack roll or reflex save made against a lightning mage have a 20% chance to miss (or fail in the case of reflex saves) and the lightning mage has resistance to electricity 20. Furthermore, all movement speeds of the lightning mage are treated as being 10 feet greater than normal (as though the base speed was this amount).

    At 20th level, a lightning mage is continuously affected by the haste spell and is immune to electricity damage. Furthermore, once per day, a lightning mage may choose to take a full round of actions at any time (even immediately during the action of another, which could allow them to avoid an attack) in a manner similar to a time stop effect except that they can affect their surroundings normally.

    This ability can be affected by the 14th level portion of the piercing electricity ability as though it were a 9th level spell.

    ===

    This variant of the sorceror is more powerful than the base sorceror.
    Last edited by gooddragon1; 2018-12-06 at 11:47 PM.
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    Default Re: Lightning Mage [3.5 Sorceror Variant/Strict Upgrade]

    Waiting until 10th level to get any electricity resistance seems a bit late. I mean, since the class can cast Resist Energy, this is basically just a way to save a 2nd-level spell slot. Granted, the class feature is 24/7. But the spell can handle multiple energy types and protect allies. I feel like you could give resistance 10 at 3rd level, resistance 20 at 7th level, and resistance 30 at 11th level (same progression as the spell), and it wouldn't be overpowered.

    The class gains the ability to cast Energy Immunity at 12th level. Maybe that should be when it gains immunity to electricity damage. And this spell has a 24 hour duration, so the 24/7 nature of the class feature is less of a relative benefit.



    Maybe the ability to learn spells from other class lists should be based off of Energy Substitution. So the spell selected has to be eligible for Energy Substitution, and it always acts as if under the effects of that metamagic feat (with no casting time increase).

    Actually, while we're at it, why not give Energy Substitution (Electricity) for free, and allow the Lightning Mage to apply the feat without adjusting casting time?



    I feel like the +1 damage per die ability should eventually be usable at-will.

    You know, Dragonlance: Age of Mortals has a prestige class called War Mage that gives +3 damage per die at character level 10. And that's an at-will ability.



    Didn't read Lightning Innovation, sorry.



    I'd base Piercing Electricity on the metamagic feats from Frostburn and Sandstorm. The ones that completely ignore resistance, and deal half damage to creatures normally immune.

    And I'd skip the random chance part.

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    Default Re: Lightning Mage [3.5 Sorceror Variant/Strict Upgrade]

    I'm getting a Diablo 2 vibe from the random nature of the electricity, not sure if that was an inspiration. :)

    Agreed that the abilities could be simplified and streamlined. Definitely drop the random 50% chance thing. I like it overall though.

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    Default Re: Lightning Mage [3.5 Sorceror Variant/Strict Upgrade]

    .

    An idea:
    1. change the name to Thunder Mage.
    2. As rferries stated, the 50% thing is annoying, so make it Electricity or Sonic . . . or Electricity and Sonic 50:50 of each - character's choice.

    Reason: On one hand there aren't too many creatures out there that immune to both types. On the other hand, you don't have to resort to "untyped damage".

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    Default Re: Lightning Mage [3.5 Sorceror Variant/Strict Upgrade]

    Quote Originally Posted by nonsi View Post
    .

    An idea:
    1. change the name to Thunder Mage.
    2. As rferries stated, the 50% thing is annoying, so make it Electricity or Sonic . . . or Electricity and Sonic 50:50 of each - character's choice.

    Reason: On one hand there aren't too many creatures out there that immune to both types. On the other hand, you don't have to resort to "untyped damage".
    This is brilliant, electricity and sonic should be paired more often IMHO, a flavourful and logical combo.

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    Default Re: Lightning Mage [3.5 Sorceror Variant/Strict Upgrade]

    Quote Originally Posted by rferries View Post
    I'm getting a Diablo 2 vibe from the random nature of the electricity, not sure if that was an inspiration. :)

    Agreed that the abilities could be simplified and streamlined. Definitely drop the random 50% chance thing. I like it overall though.
    Static Field is from diablo 2 in name. Bolt is from shining force. Lightning greaves are from magic the gathering.

    Quote Originally Posted by nonsi View Post
    .

    An idea:
    1. change the name to Thunder Mage.
    2. As rferries stated, the 50% thing is annoying, so make it Electricity or Sonic . . . or Electricity and Sonic 50:50 of each - character's choice.

    Reason: On one hand there aren't too many creatures out there that immune to both types. On the other hand, you don't have to resort to "untyped damage".
    But it doesn't even get a familiar...

    Yeah it's probably too powerful.

    How about a will save to make it half electricity half sonic at level 1, then you can choose at 6 to have the electricity half ignore resistance and immunity?

    I'm going to also make a spoilered/scaled down version which does less but does include untyped [because I love untyped :( ]

    To avoid conflict of versions, I'll post the scaled down version in this post instead of the main post. It's still stronger than an ordinary sorcerer, but it doesn't have nearly as many abilities. In exchange, it also gets to keep its familiar.

    Spoiler: Scaled Down Version
    Show

    Sorcerer Variant [Upgrade]: Lightning Mage

    Some sorcerers have an unusually strong connection to lightning. Such sorcerers can call down the fury of lightning on their enemies and cast bizarre adaptations of spells that use electricity.

    Class Features

    The lightning mage has all the standard sorcerer class features, except as noted below.

    Lightning Spell (Su)

    At 1st level and every 2 levels thereafter (3rd, 5th, 7th, etc.), a lightning mage may add a spell from any list that deals damage to his list of spells known. All the damage caused by this spell becomes electricity damage instead of its previous type. Furthermore, if the lightning mage has a caster level of 10 or more, any spell added in this fashion can instead deal half of its damage as sonic damage and half of its damage as electricity damage. A lightning spell can never cause healing unless the target would heal from electricity damage (or sonic damage if applicable), it will only cause damage in the form of the corresponding energy damage (electricity or sonic damage).

    Conjured Bolt (Su)

    A lightning mage may conjure a stroke of electricity to blast his enemies from seemingly out of nowhere within 60 feet as a standard action. The lightning mage must have line of effect to the area he chooses to affect with a bolt, but line of sight is not required. Enemies are allowed a reflex save for half damage (DC 10 + 1/2 Caster Level + Charisma Modifier). At 1st level, this bolt can be focused on a single 5 ft. square or can affect each square adjacent to the 5 ft. square as well with less power. If the bolt is focused on a single square it deals 1d6 electricity damage + 1d6 additional electricity damage per 2 caster levels the lightning mage has. If it affects adjacent squares it deals 1d4 electricity damage + 1d4 additional electricity damage per 2 caster levels the lightning mage has to the central square and 1d3 electricity damage + 1d3 additional electricity damage per 2 caster levels the lightning mage has to the adjacent squares.

    A lightning mage may expend an unexpended spell slot of 3rd level or lower while conjuring a bolt to boost his caster level for the purpose of this that bolt by twice the amount (a 0 level spell adds a single caster level) of the spell slot expended for the purpose of damage and range (saving throw DC is unaffected). If the spell slot is 4th level or higher, the lightning mage instead doubles his caster level (only his base caster level before other adjustments is doubled) for the purpose of the damage dealt corresponding bolt and its range.

    At 3rd level, the range for this ability becomes medium range (100 ft. + 10 ft./Caster Level).

    At 6th level, the lightning mage may choose to affect 4 10 ft. cubes instead (they cannot overlap) with 1d6 electricity damage + 1d6 additional electricity damage per 2 caster levels the lightning mage has. Also, at 6th level, all the damage dice for affecting adjacent squares increase to d6 and the damage for affecting a single 5 ft square increases by 1 point per damage dice.

    A lightning mage never takes damage from his own use of this ability and the amount of damage dealt increases by 1 point per damage dice if he is within 20 feet of any part of the effect or 2 points per damage dice if he is within 5 feet of any part of the effect.

    Piercing Bolt (Ex)

    At 9th level, a lightning mage may make a will save immediately before conjuring a bolt (he announces all decisions for the ability before seeing the result of the save). If the result of that save is at least 10, he may choose to have half the damage dealt be raw destructive energy instead of electricity or to forgo the electricity portion of the damage and only deal the destructive energy portion of the damage. If the dice roll on the will save is a 1 the result of the will save is treated as a 1 (regardless of the modifiers involved).

    At 11th level, in the case of a dice roll result of 1 on the will save for this ability, the lightning mage may make a DC 10 Charisma check to treat the dice roll result of the will save for this ability as a 2 instead.

    If the result of that save is at least 20, and the lightning mage is at least 12th level, he may choose to have his conjured bolt ability be treated as an extraordinary ability instead of a supernatural ability (this could be useful against antimagic and similar issues) .


    Quote Originally Posted by Maat Mons View Post
    Waiting until 10th level to get any electricity resistance seems a bit late. I mean, since the class can cast Resist Energy, this is basically just a way to save a 2nd-level spell slot. Granted, the class feature is 24/7. But the spell can handle multiple energy types and protect allies. I feel like you could give resistance 10 at 3rd level, resistance 20 at 7th level, and resistance 30 at 11th level (same progression as the spell), and it wouldn't be overpowered.

    The class gains the ability to cast Energy Immunity at 12th level. Maybe that should be when it gains immunity to electricity damage. And this spell has a 24 hour duration, so the 24/7 nature of the class feature is less of a relative benefit.



    Maybe the ability to learn spells from other class lists should be based off of Energy Substitution. So the spell selected has to be eligible for Energy Substitution, and it always acts as if under the effects of that metamagic feat (with no casting time increase).

    Actually, while we're at it, why not give Energy Substitution (Electricity) for free, and allow the Lightning Mage to apply the feat without adjusting casting time?



    I feel like the +1 damage per die ability should eventually be usable at-will.

    You know, Dragonlance: Age of Mortals has a prestige class called War Mage that gives +3 damage per die at character level 10. And that's an at-will ability.



    Didn't read Lightning Innovation, sorry.



    I'd base Piercing Electricity on the metamagic feats from Frostburn and Sandstorm. The ones that completely ignore resistance, and deal half damage to creatures normally immune.

    And I'd skip the random chance part.
    I don't know much about out of core stuff. I know some, but we'll see.
    Last edited by gooddragon1; 2018-12-07 at 09:20 PM.
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