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Old 02-09-2012, 08:29 PM   Top  -  End  -  #61
bobthe6th
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

finishing some other work at the mo, but around 10 I should get to it.
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Old 02-09-2012, 08:46 PM   Top  -  End  -  #62
DerTollUdo
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Oh, and since I just got through comparing the posts, I have a suggestion for you. When responding to the items, put what you are responding to lol. Had to put them up side by side to really grasp what you were saying. And reasons as to why some things you feel shouldn't be changed are helpful in PEACHing.

Still not a fan of needing many abilities.

As to force blast, the name should change if it is supposed to be ripping apart from the inside (although technically you don't have line of effect/sight to do so). And in the case of most spells/abilities they only allow for either a save, or an attack roll. Not both. Attack roll for damage and save for secondary effects, but not for just damage.

And would you really have enough hands to make 6 walls? at level 20 you have 7...2 per wall means 3 walls. Unless I missed something? I also feel that this class needs more hands in general...

Rephrase the walls to be 10ftx10ft panes. All confusion gone.

I feel it should have a non laughable damage. Really at that level it should be an extra benefit not something you just feel like not mentioning to the dm since it doesn't matter.

You also didn't comment on the level 13 flight comment.
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Old 02-09-2012, 09:30 PM   Top  -  End  -  #63
bobthe6th
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

I try to do so but with a full PEACH, the post hits ludicrous length fast.

its... um... I think some MAD should be in place. with a single score focus, things get out of hand fast. note sure though...

its a blast of force, it just happens to start in the foe. I will boost the damage though. probably add a fun rider... perhaps sickened?

yes... more hands my well be needed... not sure how I got 7, will look for my reasoning.

think I did that at one point, but it will be done.

They deal laugh able damage because they were to good for one hand with no damage, so at Verkilm's sugestion I made them 2 hands. they weren't quite good for two hands, so damage was added. not sure how to balence the two... Idea!

to quote: will clarify
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Old 02-09-2012, 10:20 PM   Top  -  End  -  #64
DerTollUdo
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

For the ability replacement parts, use wis. It is already needed for the duration of some other things, and this way it puts stat importance like so:
Charisma: basic class strength
Wisdom: duration of class abilities
Constitution: Survivability and combat prowess (with TK fighting)

Boosting some kind of damage and adding a rider would make it work as a normal ranged attack and damage + save to avoid rider. What are saves based on? Can't remember here lol.
For the rider I suggest staggered or nauseated. Thematically: after ripping apart the foe from the inside, they must regain their balance (staggered)/they find it hard to focus (nauseated) for 1 round non cumulative.

Maybe 1/2 class levels. Ends up with 11 hands total...hmm still can't make a force box without being a Pure Telekineticist...maybe for the best. Not sure where a fine line would be. Maybe make it 1/class level and give the PureTK 2/level? Will do more figuring later, other opinions welcome...

For Wall damage, yeah at one hand/wall the damage was fine laughable. At 2, with current number of hands, the 1d6/class level no save seems fine. Average of 70 points of damage just for touching the wall. I feel this is a decent number at 20...
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Old 02-09-2012, 11:50 PM   Top  -  End  -  #65
bobthe6th
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

will finish over haul tomarow afternoon.
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Old 02-10-2012, 08:44 AM   Top  -  End  -  #66
Veklim
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

The edits look good to me, trouble I had was condensing bob's prodigious ideas into workable english, very glad someone else has pitched in to help because this class could seriously rock with some TLC!

Quote:
For Wall damage, yeah at one hand/wall the damage was fine laughable. At 2, with current number of hands, the 1d6/class level no save seems fine. Average of 70 points of damage just for touching the wall. I feel this is a decent number at 20...
The wall damage always bugged me a bit, but I figured as bob said, the damage was more insult than injury, a slap on the face for having the strength to push past at all. Your 2 hand workaround gives the best of both worlds though, choice of wall with a slap for defeating it, or a wall of solid pain, dependent on hand investment. I like the idea personally.

EDIT:
Just re-read your post, and it's not what I thought you were actually saying, but I will suggest this:
Invest 1 hand into a wall and you get a wall with 1D6 +1/class level damage to anyone who gets through.
Invest 2 hands and get a wall which deals 1D6 +1/class level damage to anyone interacting with it, and deals 1D6/class level damage to anyone who breaks through.
The barrier is dispersed by anything forcing through it so perhaps this is a valid 2 stage remix..?

Quote:
Maybe 1/2 class levels. Ends up with 11 hands total...hmm still can't make a force box without being a Pure Telekineticist...maybe for the best. Not sure where a fine line would be. Maybe make it 1/class level and give the PureTK 2/level? Will do more figuring later, other opinions welcome...
At the moment, the limited hands work towards the Telekineticist's 'virtual action economy', which stops too many sustained effects from being held simultaneously. I did a bit of math back when I first started helping with the edit, and figured the number could go up by maybe 2 or 3 from a feat, but many more could actually get a bit silly. Since then a lot has been tweaked and changed though so I am honestly unsure as to how much you could actually do at any given level.
Either way, I feel 2/level for the Pure would be OK. So much of the combat capability is nerfed that the idea has nothing but merit. This way a Pure TK can throw out huge damage if they need to, but would be better equipped as utility casters than as blasters.
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Last edited by Veklim : 02-10-2012 at 09:05 AM.
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Old 02-10-2012, 09:16 AM   Top  -  End  -  #67
Veklim
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Look Ma, more hands!(General)
Requirements: Telekineticist 1st level only.
Benefit: For some reason, you have more hands than other Telekineticists, maybe you're just greedy like that...
You have extra hands equal to 1+1/5 HD in addition to the number listed on the Telekineticist class table.
Special: This feat may only be taken on your 1st character level.
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Last edited by Veklim : 02-10-2012 at 09:17 AM.
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Old 02-10-2012, 01:04 PM   Top  -  End  -  #68
DerTollUdo
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Quote:
Originally Posted by Veklim View Post
The edits look good to me, trouble I had was condensing bob's prodigious ideas into workable english, very glad someone else has pitched in to help because this class could seriously rock with some TLC!
Thanks :) I think the edits make the class more readable. Oh almost forgot I made this one, I 'changed' the Telekinetic Fighting into just one ability with multiple levels instead of Least Telekinetic Fighting into the higher ones because there was so much space being used for pure ACF just telling you what you lost. I made it just TK fighting with sub levels under it. Shouldn't be an issue but figured I would say I changed it. I also forgto to edit the capitalization in the table.



Quote:
Originally Posted by Veklim View Post
The wall damage always bugged me a bit, but I figured as bob said, the damage was more insult than injury, a slap on the face for having the strength to push past at all. Your 2 hand workaround gives the best of both worlds though, choice of wall with a slap for defeating it, or a wall of solid pain, dependent on hand investment. I like the idea personally.


EDIT:
Just re-read your post, and it's not what I thought you were actually saying, but I will suggest this:
Invest 1 hand into a wall and you get a wall with 1D6 +1/class level damage to anyone who gets through.
Invest 2 hands and get a wall which deals 1D6 +1/class level damage to anyone interacting with it, and deals 1D6/class level damage to anyone who breaks through.
The barrier is dispersed by anything forcing through it so perhaps this is a valid 2 stage remix..?
The way it is worded they take the damage even for attempting to pass your wall. I like it that way. Gives it some use so people don't just keep trying.

So what you are saying is this?

Focused Shield(SU):
Spoiler


Also note, does this ability stop incorporeal/ethereal/astral creatures? Maybe make it possible with more hands? Not sure...
Another note, is this screen visible or invisible?


Quote:
Originally Posted by Veklim View Post
At the moment, the limited hands work towards the Telekineticist's 'virtual action economy', which stops too many sustained effects from being held simultaneously. I did a bit of math back when I first started helping with the edit, and figured the number could go up by maybe 2 or 3 from a feat, but many more could actually get a bit silly. Since then a lot has been tweaked and changed though so I am honestly unsure as to how much you could actually do at any given level.
Either way, I feel 2/level for the Pure would be OK. So much of the combat capability is nerfed that the idea has nothing but merit. This way a Pure TK can throw out huge damage if they need to, but would be better equipped as utility casters than as blasters.
Alright math time, with hands as stands:

Spoiler


While doing the math I found another question. Can you use multiple hands during Force Blast? I.e. can you fling multiple giant rocks at people? Are the hands free to use after the blast or are they tied up for the round?

So hands are mostly ok...kinda. Really limited when trying to do multiple things at once. Would have to sacrifice mobilty/sight to maintain multiple walls or wield more weapons, or fling more things.
Suggestion: Have the capstone ability double number of hands granted by the class? Then you would see some, appropriately, scary level 20 Telekineticists. Pure TK users would be a force for sure.

Quote:
Originally Posted by Veklim View Post
Look Ma, more hands!
Spoiler
Careful with that saying HD instead of class levels. Low LA high HD creatures could then take this and be phenomenal at TK where the pure guy isn't. I would say have it be class levels.

Hmm. 5 extra hands for a feat. Seems useful. Is there any reason right now where a TK wouldn't take this? And can it be taken multiple times? You can get more than 1 feat at first level.

Last edited by DerTollUdo : 02-10-2012 at 02:18 PM.
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Old 02-11-2012, 05:21 AM   Top  -  End  -  #69
Veklim
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

The re-write of focused shield looks pretty good actually, I feel it's slightly more balanced to the rest of the class, and gives weight to the credo 'The best offence is a good defence'. We'll see what bob thinks!

Yeah, the maths on the hands is back to where it was when I first saw this, give or take a hand. I don't think there's an issue with them being stretched, how many classes do you know which can use all their class features simultaneously? As I said before, limiting the hands is the only reasonable way of limiting the actions/round ratio for these guys.

The feat should be TK class levels yes, I had already thought about that but forgot to edit! A Pure TK would not need the feat, a multiclassing TK would probably not find it essential since they'd not have the same dependency on them and they wouldn't be able to take it at all unless their first level was TK (in which case why bother multiclassing in the first place?!), so really it's an option for a standard, single class TK who wants more options. It scales nicely I think, but I wouldn't allow it to be taken multiple times, no. It's a big fat bonus to a class' core mechanic, see it like DragonWrought, or any of the Sorceror level 1 only feats, you either start your character with it, or you don't have it at all.
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My homebrews Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
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Old 02-11-2012, 08:09 AM   Top  -  End  -  #70
DerTollUdo
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Quote:
Originally Posted by Veklim View Post
The re-write of focused shield looks pretty good actually, I feel it's slightly more balanced to the rest of the class, and gives weight to the credo 'The best offence is a good defence'. We'll see what bob thinks!
I like it more too. It really lets you choose whether you just want a wall or if you want a wall that discourages people from going through it. Thanks.

Quote:
Originally Posted by Veklim View Post
Yeah, the maths on the hands is back to where it was when I first saw this, give or take a hand. I don't think there's an issue with them being stretched, how many classes do you know which can use all their class features simultaneously? As I said before, limiting the hands is the only reasonable way of limiting the actions/round ratio for these guys.
The stretched part wasn't so much of can they use all of their abilities at one time as what I would consider someone of that level able to do with their class.

My math logic was basically this:

Once I can fly, I don't want to give up that mobility in or out of combat, but might sometimes toggle the indefinite part. Thus fly is basically always on.

When I can wield a weapon very far away, why shouldn't I? It gives AoO at its location and I can interrupt casters without focusing on them too highly. Still need to figure out how fast the weapons can move on any given round. Thus At least one weapon is always up, although having more up would mean I can cover more area. Just because I can only attack with one for a while doesn't mean I can't hold a sword to every bad guy for the threatened part.

Wasn't sure if the hands for Far Trick, Force Blast, and Disrupting Throw are only occupied at the time of their use or if they are occupied for the round till your next action. This needs clarification. I tended to keep one hand 'free' for purposes of say carrying some object with you, Disrupting Throw later, spontaneous need of blindsight next round, or some other unforseen need. That is why the numbers range and are not flat. Low end sacrifices the "just in case" hands, while the high ends were "if I had hands to do this, would I?"

I assumed that once you got blindsight to just needing a hand to maintain, you would. I mean, who wants to get jumped by ninjas?

Once you had walls, I assumed you always had one up in every combat, as I see no reason not to have one up. Although I never calculated them at the 2 hand improved damage method. That's why those levels all have the higher range to account for that and/or more walls.

But with all these maintaining things, you would have to stop all those, grab 7 swords, and then fling them all at one dude to make Greater TK Fighting close to useful. As currently figured, I only have the level 16-20 guy holding two swords assuming TWF...so really without more hands, that ability becomes...pretty to look at but not really used.

My suggestion was that at 20, the final ability replace it's last line that makes each hand count for double for purposes of manual dexterity with Mental Strength, with one that reads "The amount of hands granted from this class double." Then at level 20 he really becomes the master of TK. He wouldn't really need all those hands all the time, but it would make it possible to wall off the enemies, make it hurt, have enough weapons in the air to be terrifying, and still carry the party/enemies around the field.

Just remembered, I at no point factored carrying an enemy...

Quote:
Originally Posted by Veklim View Post
The feat should be TK class levels yes, I had already thought about that but forgot to edit! A Pure TK would not need the feat, a multiclassing TK would probably not find it essential since they'd not have the same dependency on them and they wouldn't be able to take it at all unless their first level was TK (in which case why bother multiclassing in the first place?!), so really it's an option for a standard, single class TK who wants more options. It scales nicely I think, but I wouldn't allow it to be taken multiple times, no. It's a big fat bonus to a class' core mechanic, see it like DragonWrought, or any of the Sorceror level 1 only feats, you either start your character with it, or you don't have it at all.
Pure TK wouldn't need if the bump was made to 2 hands/level, agreed. But without it, I would still be tempted to take it.
A multiclass one would find it useful sometimes, an extra hand means alot when you only have 1 otherwise (assuming low level).
Yeah this is definitely a class I see every level being useful.
But as it stands, I would take this feat, basically everytime I played a normal OR Unarmed TK. I realize we haven't really looked at that ACF much, but that is one I would seriously consider...
If only takeable once, it should say so, just to avoid any misconceptions.

Still need clarification about how many hands can be applied to one instance of force blast...i.e. I take my standard action, and fling 7 heavy rocks at you! (Potentially at level 20) Take 280d6! Also, is there a minimum of how far the rock must fly? Or can it be launched point blank for all potential damage?
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Old 02-11-2012, 06:01 PM   Top  -  End  -  #71
Veklim
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Quote:
The stretched part wasn't so much of can they use all of their abilities at one time as what I would consider someone of that level able to do with their class.

My math logic was basically this....
OK, that all checks out actually, so I have a suggestion (yes, another one!) for the hands. Put this at the top of the abilities section, right after Telekinesis:

Hands:(Su)
The Telekineticist has a limited number of hands equal to the number listed on the above table plus your Constitution bonus (so a level 1 Telekineticist with 15 Constitution would have 3 hands). Any hand which is used for a non-sustained ability is considered used until the start of your next turn.

This should negate the need for the changes you mentioned here:
Quote:
My suggestion was that at 20, the final ability replace it's last line that makes each hand count for double for purposes of manual dexterity with Mental Strength, with one that reads "The amount of hands granted from this class double." Then at level 20 he really becomes the master of TK. He wouldn't really need all those hands all the time, but it would make it possible to wall off the enemies, make it hurt, have enough weapons in the air to be terrifying, and still carry the party/enemies around the field.
Should give you enough hands to do everything, but still have to think about it a fair bit. The feat I presented would thusly become less vital but still just as nice, and speaking of that feat...
Quote:
If only takeable once, it should say so, just to avoid any misconceptions.
Look Ma, more hands!(General)
Requirements: Telekineticist 1st level only.
Benefit: For some reason, you have more hands than other Telekineticists, maybe you're just greedy like that...
You have extra hands equal to 1/5 Telekineticist levels (minimum of 1) in addition to the number listed on the Telekineticist class table.
Special: This feat may only be taken once and only at 1st character level.

I think that's better...

Quote:
Still need clarification about how many hands can be applied to one instance of force blast...i.e. I take my standard action, and fling 7 heavy rocks at you! (Potentially at level 20) Take 280d6! Also, is there a minimum of how far the rock must fly? Or can it be launched point blank for all potential damage?
So perhaps an amendment to Force Blast replacing these bits...
Quote:
As a standard action, the Telekineticist can launch an object within his telekinesis range, weighing no more than 25lb/level. The object travels up to 10ft/level and this movement may take it outside of your telekinesis range. The Telekineticist makes a standard ranged attack with the object, which deals bludgeoning or piercing damage...

...You may also focus this power as a blast of pure force. Doing so requires a standard ranged attack which deals 1d4/2 class levels force damage to one target within your telekinesis range. The target gets a fortitude save for half damage (this affects objects).
...with something like...

As a standard action, the Telekineticist can launch a number of objects within his telekinesis range equal to the number of available hands he wishes to use. Each object may weigh no more than 25lb/level. The object/s travel up to 10ft/level and this movement may take it outside of your telekinesis range. The Telekineticist makes a single standard ranged attack (in the case of multiple targets, this result is applied to each target seperately), with a -2 penalty for each object thrown beyond the first, which deals bludgeoning or piercing damage...

You may also focus this power as blasts of pure force. Doing so works just like throwing object/s, except it requires no projectile, deals 1D4/2 class levels force damage and only functions within your telekinesis range. The target gets a fortitude save for half damage (this affects objects).

I think that covers everything, hehehe!
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My homebrews Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
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Telekineticist and ACFs, Feats, Shadow Hand PrC

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Old 02-12-2012, 06:32 AM   Top  -  End  -  #72
Veklim
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

1. If hands become listed bonus + con mod, then the Pure TK would be fine with 1/level, instead of bumping it to 2. I think it also fills in the blank with the maths so hopefully utility and combat can happen at the same time without you sucking!

2. Force Blast still has the attack roll AND save issue, so perhaps make it a save vs. nausea instead? Your insides are being forcefully re-arranged, I imagine you'd feel a little ill...

Thinking on what you said about etheral/incorporeal etc with the walls. I smell another feat coming...
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My homebrews Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
Co-Developer of the Mutant Powers Project:
World Warper
Telekineticist and ACFs, Feats, Shadow Hand PrC

Looking for a good old-fashioned PEACHing? Check us out here and look no more!
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Old 02-12-2012, 05:21 PM   Top  -  End  -  #73
DerTollUdo
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Quote:
Originally Posted by Veklim View Post
OK, that all checks out actually, so I have a suggestion (yes, another one!) for the hands. Put this at the top of the abilities section, right after Telekinesis:

Hands:(Su)
Spoiler
I like that modification. It adds the ability to be very versatile without suffering for trying to do. I would say actually that this should be placed first in the class as it is the fundamental mechanic of the class. I also have been talking with some friends about this class and they have been poking some holes in it that I will address later...

Quote:
This should negate the need for the changes you mentioned here:
Yeah it should...although the ability would still be really cool to get :P since that last line of the ability is something I would probably never really pay attention to...

Look Ma, more hands!(General)
Spoiler


Much better.


Quote:
So perhaps an amendment to Force Blast
You know, with all the changes proposed, I feel like rewording most of the earlier abilities. They have a lot of redundancy and misleading text. Perhaps I will undertake that later.


Quote:
Originally Posted by Veklim View Post
1. If hands become listed bonus + con mod, then the Pure TK would be fine with 1/level, instead of bumping it to 2. I think it also fills in the blank with the maths so hopefully utility and combat can happen at the same time without you sucking!
Agreed.

Quote:
2. Force Blast still has the attack roll AND save issue, so perhaps make it a save vs. nausea instead? Your insides are being forcefully re-arranged, I imagine you'd feel a little ill...
I still feel like it should be a touch attack roll...why does the fighters plate mail stop you from wiggling his spline with your mind?
Oh and he said he was going to probably a secondary effect for the save. I say nausea or staggered are good.

Quote:
Thinking on what you said about etheral/incorporeal etc with the walls. I smell another feat coming...
Well, another thing that was pointed out to me was that the class doesn't get ghost touch until 17. About 5 levels past being needed. So if we want that ability to stay there it should be stronger...perhaps if we made it so that all class abilities freely affected incorporeal/ethereal or all coterminous planes at that point it would be worth it?

Things pointed out: Does moving enemies with Mental Strength provoke AoOs? If not why not use it on our self and never provoke? Any of these class abilities provoke? Can we pick 2-3 class abilities and stick with them for all features? Why doesn't Cha replace all scores for TK since the spell does? For the TK fighting: since it is already done for the flight, can the number of rounds it can be sustained be bumped to stat SCORE rounds instead of mods when it gets higher? OR better yet, remove the duration as long as they weigh less then the casual load. Can hands use bows?

That's all I remember for now. If I remember more I'll post.
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Old 02-13-2012, 06:47 AM   Top  -  End  -  #74
Veklim
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

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Originally Posted by DerTollUdo View Post
I would say actually that this should be placed first in the class as it is the fundamental mechanic of the class.
Makes sense I guess, there's not been a section explaining hands directly and that seemed wrong to me.

Quote:
Originally Posted by DerTollUdo View Post
You know, with all the changes proposed, I feel like rewording most of the earlier abilities. They have a lot of redundancy and misleading text. Perhaps I will undertake that later.
Aye, that does seem to have become necessary now. Best to fix/rework the bits which need sorting, then compile once it's ready I think.

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Originally Posted by DerTollUdo View Post
I still feel like it should be a touch attack roll...why does the fighters plate mail stop you from wiggling his spline with your mind?
Oh and he said he was going to probably a secondary effect for the save. I say nausea or staggered are good.
Ranged touch attack eh? I guess you're right actually, a standard ranged attack makes little sense.

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Originally Posted by DerTollUdo View Post
Well, another thing that was pointed out to me was that the class doesn't get ghost touch until 17. About 5 levels past being needed. So if we want that ability to stay there it should be stronger...perhaps if we made it so that all class abilities freely affected incorporeal/ethereal or all coterminous planes at that point it would be worth it?
Then put ghost touch to level 12 and give it a boost at 17th to affect all coterminous planes. Job done!

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Originally Posted by DerTollUdo View Post
Things pointed out: Does moving enemies with Mental Strength provoke AoOs? If not why not use it on our self and never provoke? Any of these class abilities provoke? Can we pick 2-3 class abilities and stick with them for all features? Why doesn't Cha replace all scores for TK since the spell does? For the TK fighting: since it is already done for the flight, can the number of rounds it can be sustained be bumped to stat SCORE rounds instead of mods when it gets higher? OR better yet, remove the duration as long as they weigh less then the casual load. Can hands use bows?
Yes, it should provoke.
That needs some clarification, but they're all (Su) until 20th so follow as per SRD I guess.
Possibly, need to condense for the rewrite first.
Perhaps that would be better, shifting away from Int so it's a 3 stat class makes the MAD a little more reasonable. Also cuts down on the Telekinesis description.
Might make sense, we should check out the math again before that though!
If the load is negligable then it shouldn't have a duration at higher levels perhaps.
No, too fiddly and near impossible to aim. They can throw a fair distance already, what more do you want?!

Last edited by Veklim : 02-13-2012 at 06:50 AM.
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Old 02-13-2012, 03:31 PM   Top  -  End  -  #75
DerTollUdo
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

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Ok, This is my rework of the class.
I do not mean to step on your toes Bob. I am simply making some suggestions. This is mostly for clarification and balance. This is your brainchild, we are just checking on it while you are away :)
This includes our suggestions. PEACH welcome :)
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Old 02-13-2012, 04:16 PM   Top  -  End  -  #76
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

And that, that is why I brew on GITPG.

I have read the discution, but I won't be able to properly respond for a bit(as in maybe wensday ish, looking tword Friday.

But still muchos gracias for the PEACH and discution.
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Old 02-13-2012, 06:00 PM   Top  -  End  -  #77
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Sweetness, let's just tidy up the last few loose strands, I'll put suggested edits in bold.
Quote:
Originally Posted by DerTollUdo View Post
Telekinetic Hands(SU):
*snip*

All looks good to me, certainly makes this a simpler class to read through now.

Mental Strength(SU): The Telekineticist can move an object with his mind, or perform some act of manual dexterity at any distance within the range of his Hands as a standard action. He may move up to 50lb/level at a rate of 30' per action, objects up to 100lb/level at a rate of 20' per action with one Hand or 30' with two Hands, and objects up to 150lb/level at a rate of 10' per action with one Hand, 20' with two Hands or 30' with three Hands. These movements are not limited in direction, but do have a limited duration. The Telekineticist can maintain pressure for up to wisdom modifier rounds, after that the object drops to the ground and the Telekineticist is fatigued for 1d4 rounds. You may not initiate this ability if you are fatigued.
*snip*

The Telekineticist can also perform a feat of manual dexterity anywhere within the maximum range of his powers. This manipulation is limited by the number of hands used. If you wish to do something which would require two physical hands to achieve (like tie a knot in some rope), then you must use at least 2 hands. No additional effect is had by using more Hands than necessary for any given action.

Force Blast(SU):As a standard action, the Telekineticist can launch a number of objects within the range of his Hands equal to the number of Hands he wishes to use. Each object may weigh no more than 25lb/level, and requires the use of a single Hand/object. The object(s) travel up to 10ft/level and this movement may take it outside of the Hands range.

The Telekineticist makes a single standard ranged attack (in the case of multiple targets, this result is applied to each target separately), with a -2 penalty for each object thrown beyond the first,. Each object which deals bludgeoning or piercing damage (DM's choice) depending on it's weight up to 1d6/25lb. Regardless of the item launched, you do not take a non-proficiency penalty for this attack. Weapons launched with this power deal bludgeoing damage according to their weight unless you are proficient with them, at which point you may deal normal weapon damage (and damage type) instead. The object or weapon deals an additional +1d6 damage for each full 10ft of movement it had did not moveremaining when it stopshits. The critical threat of weapons used this way is always 20/x2, only one roll need be made to confirm all attacks made with a single use of Force Blast. Any enchantments or abilities the weapon/s may have are applied individually, except the keen enchantment, or any similar ability involving critical threat ranges. A flaming burst weapon would always consider it's threat range as 20/x2.

You may also focus this ability in an attempt to rip the target apart from the inside. The Telekineticist makes a single standard ranged touch attack (in the case of multiple targets, this result is applied to each target separately), with a -2 penalty for each blast after the first. This attack deals 1D4/2 class levels force damage and Nauseatesthe target must succeed on a fortitude save or be nauseated for 1D4 rounds. This ability only functions within the range of your Hands. The target gets a fortitude save to avoid being Nauseated. This ability effects objects.
*snip*

Telekinetic Fighting(SU):

Least:
At 2nd level The Telekineticist may use Hands to wield weapons he is proficient with and fight within the range of his Hands. Any weapon wielded in this fashion may be moved up to 30ft in a round as a free action.

As a standard action, you may make a single melee attack with this one such weapon, using Charisma instead of Strength for the to hit and damage rolls. You only threaten squares within your physical reach, if the weapon is beyond this range it does not threaten on it's own. A one-handed or smaller weapon requires one Hand and a two-handed weapon requires two Hands to use. Any weapon(s) held by your Hands may have additional Hands added to it, each increasing the damage by 1/2 charisma modifier.
*snip*

Lesser:
At 6th level you may make a full attack with the weapon(s) you are wielding with Telekinetic Fighting. You may not make more attacks than you could with a single weapon, even if you have the Two Weapon Fighting or Multi-Attack feats, but you may spread your iterative attacks between weapons at no penalty, although the range penalty still applies. You may now hold a light or heavy shield with one Hand or a tower shield in two Hands. Such a shield may occupy any square including your own or those of your allies (but not an enemy's) and confers on anyone in that square the shield's AC bonus as a shield bonus to their own AC.
*snip*

Greater:
At 16th level you no longer take the -2 to hit and -1 to damage for every 10ft between you and your weapon, but you are still limited to the range of your Hands. Also, as a standardfull round action you may attack once with each weapon weilded by your Telekinetic Fighting. This is done with a single attack roll at your highest attack bonus, but takes a penalty to hit equal to the number of weapons being weilded -1.

Telekinetic Reach(SU): At third level, any weapon you are wielding with your Telekinetic Fighting threatens adjacent squares as normal for a weapon of it's type. If the weapon has the reach quality then calculate accordingly.

Far Trick(SU):Starting at 4th lvl when your powers start to mature, you gain the ability to make specific types of attacks within the range of your Hands. These work as normal except Charisma is used instead of any physical score, and your size bonus (or penalty) does not apply to these checks.

Each ability initially receives a penalty of -1/10ft away from the target you are. Each ability requires one hand to activate.
*snip*

Minds eye(SU): At 5th level, as a full round action you may gain blind sight out to half your telekinesis range until the startend of your next turn. You must be psionically focused to do this.

At 10th level this increases to full telekinesis range.

At 15th level you may maintain this ability indefinitely with one hand.

At 20th level this ability no longer requires a Hand to maintain and is always active (even when you are not psionically focused).
*snip*

Telekinetic Flight(SU): You have finally mastered moving yourself using your Hands. One Hand is usedrequired to initiate and sustain flight. If you reach the duration of the ability, you immediately descend directly downwards at a rate equal to the fly speed (taking falling damage if you fail to reach solid ground in this distance) and become fatigued for 1d4 rounds. You may not initiate this ability if you are fatigued

At 7th level, you may fly at a speed of 30ft with perfect maneuverability for a number of rounds equal to your Wisdom modifier. You may keep this flight up indefinitely by using two additionalthree Hands.

At 11th level, your fly speed increases to 40ft and you may stay aloft for a number of rounds equal to your Wisdom score. You only need one handtwo Hands to keep this up indefinitely.

At 13th level, your fly speed increases to 60ft and may be used without limitsustained indefinitely with only one Hand.

Focused Shield(SU):At 9th level you may create a barrier with your TelekinesisHands as a move action. Any unattended objects or projectiles (including spells which require an attack roll) are instantly stopped and cannot pass through. If a creature attempts to pass through, it suffers an immediate bullrush attack upon contact with the barrier, as if the barrier were a gargantuan creature with a Strength score equal to your WisdomCharisma score. If the barrier wins the opposed check, the creature is pushed back 5ft (but no more, since the barrier cannot move from the squares it has been placed in). If the creature wins, it forces it's way through the barrier, causing it to disperse.

In either case the creature takes force damage equal to 1D6 +1/ class level. The barrier is a 10ft pane, positioned as you please within Telekinesis range and requires 1 Hand to maintain. You may create and maintain multiple barriers at once, any number of barriers may be set as part of the same move action so long as you have enough hands free to create them.

You may invest 1 more Hand per barrier to increase the damage dealt by that barrier to 1D6/ class level

Much better now, figured it should run off Charisma to bring it in line with Far Trick.

[b]Ghostly Hand(SU):
*snip*
At 17th level all your abilities can effect creatures and objects from any coterminous planes.

Just to clarify!
*snip*
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Last edited by Veklim : 02-13-2012 at 06:59 PM.
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Old 02-13-2012, 06:09 PM   Top  -  End  -  #78
Veklim
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Oh, Bob, you might wanna give DerTollUdo an edit credit as well, since he's done a lot in the last few days!

On a related note, perhaps we should hire ourselves out as editors?!

Also, since I noticed the critical problem on Force Blast, I thought about this to compensate for the flatline tweak I made to that ability.

Critical Thinking:(Ex)
At 18th level, when using Force Blast to throw weapons, the Telekineticist may use the critical threat range and multiplier (as well as any critical related enchantments) of each individual weapon he is proficient with instead of a flatline 20/x2 (weapons with which he is not proficient remain at 20/x2). Each weapon is checked for a critical threat on the attack roll seperately. Roll once to confirm, and apply this roll to each weapon which threatened to determine your criticals.
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Last edited by Veklim : 02-13-2012 at 07:11 PM.
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Old 02-14-2012, 11:38 AM   Top  -  End  -  #79
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

I'll add those in later. Good catches :)

But for Greater TK fighting, I liked the standard action bombard. Its one attack roll with penalties per weapon. I would rarely chose to do it unless I had a truly absurd amount of weapons if it became full attack action. I don't think it's too powerful as standard. But instead feel it is just enough...

As for Critical thinking, I like it. I suggest have it be multiple stages.

First is at level 3 where weapons wielded in TK fighting get their crit range (add a line in TK Fighting that says they don't get it at first maybe).

Then at 11 weapons wielded get the bonus of being treated as though you had Improved Critical, you do not get the feat and the effects do not stack with other sources of critical range improvement (or however that is worded).

Finally at 18 all weapons wielded with TK Hands, weather for TK Fighting, Force Blast, or any other ability get their threat range and are treated as though you had Improved Critical.

How's that?
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Old 02-14-2012, 06:14 PM   Top  -  End  -  #80
Veklim
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Hrmmm, with regards to the Greater TK Fighting, you are perhaps right. Leave it as-is for now, it may need a nerf after playtesting though!

As for Critical Thinking, I was only suggesting it to finish fixing the Force Blast problem, I'd leave TK Fighting as it is right now since it looks balanced enough without nerfing it. Force Blast doesn't gain any improvements at all after you first gain it though, hence the new ability to give it a little something extra.

The idea of tweaking/expanding Critical Thinking isn't a bad one though, if we were to pull it back to 11th level we could advance it at 18th like so...
At 18th level we would have Enhanced Critical Thinking, which gives the Imp.Crit bonus to any and all weapons with which you're proficient used with Force Blast and TK Fighting, and weapons you're not proficient with gain their normal critical threat range for Force Blast use.
It should work nicely enough I dare say. We don't need to grade it too much because the ability already scales on account of the 'Hand economy' present.
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Old 02-15-2012, 11:12 PM   Top  -  End  -  #81
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Sounds good to me. I'll do some posting tomorrowish lol. Trying to wait for Bob so he can have a say before we just add abilities you know?
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Old 02-16-2012, 03:25 AM   Top  -  End  -  #82
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Yes indeed! That's always the trouble when it's someone else's brainchild...
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Old 02-20-2012, 02:03 PM   Top  -  End  -  #83
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Spoiler


And round 2 of reworks. How's this look? Some work mysteriously vanished at one point, so I don't know if I got it all replaced lol.

Also did some work to the ACFs. Take a look. Still not sure if Unarmed is ok...
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Old 02-24-2012, 04:45 PM   Top  -  End  -  #84
Veklim
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Looks good to me, the unarmed ACF is still a bit weird but I'm not sre how to make that simpler honestly. I'll think on it.

You missed only one tiny bit, put in bold here:
Spoiler


It's part of the scaling quality of the ability and I think it makes a fair difference.

Otherwise it all looks good, time to prod bobthe6th with his fully edited class methinks! Nice job dude
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Old 02-24-2012, 07:35 PM   Top  -  End  -  #85
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Spoiler


Round 3! And maybe last-ish for the main class?

Now all that's missing are feats, more items maybe, and othe ACFs if anybody thinks of any.

Lets take a deeper look at Unarmed.

Spoiler


You lose martial and some exotic weapon and medium armor proficiency basically. Gain cool lightsabers. Missing what action it is to create them. Would free be too much? Or should it be swift to make as many as you want/can at once with a free to dismiss.

Can this be stacked with Pure? I would love it to because then the flavor is aligned. Maybe they should be combined? If combined maybe remove critical thinking to balance if it is OP...dunno.

This is kinda why I feel like something is wrong with it, it feels more like it should be part of pure...

Let's look at the math for this for normal and Pure. Assuming 20 cha and 18 con. Since those are two primary stats for strength and versatility, I feel it is reasonable to assume those stats being great. Also lets call it level 12.
Spoiler


I don't immediately see it being OP if it can be combined with Pure since they don't get enchantments...


Fluff question, do they have a specified shape/color? Orbs of doom, lightsabers, dozens of shuriken, shapes of people all come to mind as cool things. I feel it should be up to the char/dm for that. I like having cinematic weapons and stuff.
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Old 02-25-2012, 05:23 AM   Top  -  End  -  #86
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

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Spoiler


Round 3! And maybe last-ish for the main class?

Now all that's missing are feats, more items maybe, and othe ACFs if anybody thinks of any.

...
I haven't been following the thread so this may not fit, but how about an ACF that gets some telepathic abilities as well as the telekinetic ones to make a Psycho Mantis/Jean Grey/general psychic type character?
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Old 02-25-2012, 12:20 PM   Top  -  End  -  #87
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Seems like a cool idea...just trying to figure out how TK lets you talk to other peoples minds lol.

So, give it some spin, add some fluff and make it believable. Then we will run with it and help you out :)

What would you have to give up for it? Would it require Hands?
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Old 02-25-2012, 12:29 PM   Top  -  End  -  #88
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

hmm... mouths for hands....

could spin it as giving up some hands for telepathy out to TK range and some pp per day...
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Old 02-25-2012, 01:01 PM   Top  -  End  -  #89
DerTollUdo
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

Could also spin it as being able to hold thoughts with Hands...

Also, Hi bob! Nice to see you back.
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Old 02-25-2012, 01:31 PM   Top  -  End  -  #90
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Default Re: Telekineticist (3.5 D&D, PEACH)<-really, you should.

ah... I already let it fondle a 60ft diameter for blindsight... now its grabing brains? but an interesting spin.


was overly relaxing on a long holiday. will get to the edits tomarow(still have some stuff to do in RL...)
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