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Necromancer (Cleric Archetype) Deity: Must worship a deity of death. Grim Reaper:
The Necromancer gain proficiency with the Scythe if she doesn't have it already and all successful melee attacks done with a scythe cause 1 bleeding damage. This alters domains and weapon proficiency of the Cleric. Bonus feats: All Necromancer gain Command Undead as a bonus feat. In addition, at 10th level, she may select one of the following as a bonus feat: Channel Smite, Extra Channel, Improved Channel, Quick Channel, Selective Channeling, Skeleton Summoner, Undead Master. Siphon Blood (Su): Beginning at 2nd level, The Necromancer regains hit points from creatures they kill. The necromancer regain hit points equal to twice the creature HD or Three times the creature HD if killed by a school of Necromancy spell or the creature was suffering from bleeding damage as a free action. The Necromancer doesn't regain life from creatures that can't be affected by bleeding (Undead, Construct, etc...). Corpse Explosion (Sp): Beginning at level 7, The Necromancer can spontaneously cast the spell Bloatbomb and can trigger the explosion as an immediate action, as if he had touched the corpse from a range of 30 feet + 5 feet every 2 levels. The Necromancer can enhance the explosion by spontaneously casting the spell at higher spell slot, for every spell level increase, increase the damage by 2d6, to a maximum of +10d6 or 13d6 total for a 9th level spell. Spells: The Necromancer adds the following spells to his spell list: -Circle of death (6th) : The visual are changed to look like a sphere and the spell is called Death Nova. -Bone Spear functions like Lightning Bolt (3rd) except it is school [Necromancy] spell and deals negative energy damage instead of electricity. It launches a Bone lance at the enemy in a line. -Add all witch spell list curse descriptor spells. This alters the cleric spell list.
Notes: I know some people are going to ask why not a wizard necromancer? Quite honestly Wizards already have the best options in the game and many people complain that Clerics don't have enough options or class features. It could be probably be tweaked to be an Oracle Mystery, but well, Oracles already enjoy so much customization, it's probably not necessary.
Just my brief opinion on a potential conversion from dragon magazine westeros articles: Jon Snow
Pathfinder conversion: Male Human LG Skirmisher (Ranger archetype) 7, favored enemy: Undead, humans and Animal companion Wolf (Large), favored terrain: cold. He was built like a classic switch hitter, so archery combat style is appropriate and getting the feat exotic weapon proficiency (Bastard sword) is appropriate to represent Longclaw. Ranger of the night watch PrC is redundant in pathfinder. Melissandre, Red Priestess of R'HLLOR Original setup: Female Human LE Cleric 9 with fire and Law domain. Pathfinder conversion: Female human LE Cleric 9 with Fire and Darkness domain , chose darkness for the ability to summon shadows at 5th level spell. Level 9 is the minimum because of the spell raise dead too. Quick npcs starting with the lannisters: Queen Cersei: Use Queen npc aristocrat 12 from Gamemastery guide. Jaime Lannister: original was a 16th level fighter...quite honestly it's probably too much, if we keep with the spirit of Jaime being a legendary swordsman, he would be appropriate to have him around level 11-12 at most in pathfinder. ---will do more conversions later----
Magi the Labyrinth of Magic is basically as D&D/PF as it gets. A setting where dungeons sprout from the ground and completing a dungeon, you are granted an artifact with amazing powers. -Aladdin: Samsaran Summoner, he uses mostly his genie eidolon Ugo (Fire elemental biped) and Mystic Past life some other spells from the wizard list. -Alibaba: Male Human Unchained Rogue, Alibaba is mostly a rogue. He ends up getting his hands on a flaming sword artifact. He relies on feint and using a dagger to fight. -Morgiana: Female Human Unchained Monk, the brute of the group, mostly focus on unarmed combat. She is from the dark continent, their version of Africa essentially where apparently all her people are monks and prized slaves. -Sinbad: Tons of powers from various magical items obtained from dungeons, Male Human Occultist fit Sinbad rather well. Theme: Arabian Nights A lot of Arabian motifs is used in the setting, between the idea of capturing a genie at the end of a dungeon to get your heart desire, the way people dress etc...there is an ancient china like setting and other cultures but mostly in general, Arabian theme. Metal Vessels and wealth: Are the magical items/artifacts that you obtain for completing a dungeon. Not only completing a dungeon comes with a great amount of wealth, the dungeon capturer usually has enough gold to live comfortably for the rest of his life and gain a genie bound to an item important to him. Each metal vessel is unique and should be artifact intelligent weapons power wise + the ability to fuse with their owner for increased powers. (Take the ability from the Synthesist summoner for this). Best part is those metal vessels in turn can give powers/familiars to chosen members of your "family"/entourage. So party members don't have to feel left out, as only one person can get the main artifact. There is a limit on the metal vessels in this setting: Sinbad has captured 7 dungeons, which is unheard of and can't seem to be able to get more. Funny enough this works quite well in general with the idea of PF having magic item slots and can't get more than the number of slots that you have available. Bestiary:
Potential insertion with your favorite campaign/stories: Magi the labyrinth of Magic has a big center theme, the magi is here to represent the one that he has chosen to become a King. Kingmaker is very fitting for someone doing something like the Sinbad adventures, where he built the seven kingdom alliance. Making your own kingdom with your peers after capturing a dungeon for resources sound like fun. It is of course a dungeoncrawl adventure too with a setting paying big attention to dungeon capturers/adventurers. A world where adventurers are a big deal could be an interesting change of pace for your usual PF games. Anyway, just my opinion on using Magi the labyrinth of Magi to enhance your PF game.
So something that they do differently in LotFP, instead of having a big spell list of spells, magic user instead get the same "Magic" a set of 3 from level 1 to 20. There all of course fairly powerful effects, some allowing teleportation and summoning powerful entities or even calling meteors from 1st to 9th level spell, guess think of it as scaling magic etc... Of course there is a possibility to mess up/miscast the magic and have all kind of consequences, essentially powers with risks and quickly end up punishing abusers. Do you all think, it's possible to have a weird magic user class in pathfinder? Should it be low? 3/4th bab?
Think I'll try my hand at making the Weird magic user, not sure how long it will take but do appreciate some of your feedback.
Let's be honest a lot of capstones for many classes and archetypes are basically just there for npc. Like how the kineticist becomes the master of all elements (Did someone call the avatar?) or how an oracle of bones can cast animate dead at will without paying the material cost for it. So tell me about your Elminsters, your demigods level 20 npcs and what they do with such powers.
Castlevania is a horror gothic dark fantasy adventure video game...so now with all the wealth of materials that came out believe you can give this video game a good run in your home games: Dracula Castle is effectively a megadungeon, something akin to Maure Castle (you should check the adventure published in dungeon magazine 112), which could give you plenty of inspiration. Just have some rooms where your players can rest, make it more interesting by having some npcs that they can interact with and of course puzzles to solve. Monsters in this franchise runs the gamut from any mythology, usually focusing on the horror elements (Horror adventures should give you plenty of ideas for that). It offers a great range of challenges. Belmont/clans etc...vampire hunters, in general, you could make them with many classes from warpriest (to enjoy the improved whip), inquisitors or if you have access to it Vampire Hunter class from the Vampire Hunter D supplement. So now iconic bosses: Dracula is probably best depicted as a Mythic Vampire spellcaster would personally say a Psychic with abomination discipline and add the fighter creature template. Death, aka the grim reaper, is best depicted as a Lesser Death (CR 16), not the grim reaper (CR 22), considering the power level of the game in general. Legion: Just have fun with Necrocraft. A lot of other bosses in the franchise include Medusa (use the Brazen medusa variant with some class levels) Other kind includes: Doppelganger it's easy enough to make mirror version of your PCs to fight. Former vampire hunter brainwashed to work for the enemies is almost a trope on his own now for the franchise. Just my opinion in general.
So we all know by now, that the Pathfinder conversion won't be happening...there are some interesting stuffs to consider: -Back then they did use psionics to represent dream like spirits and powers...but nowadays with Occult adventures...we actually have the perfect set to represent the vision of War of the Burning Sky...yeah it requires a little more work instead of just using DSP psionics but believe that the game has a lot to gain from all the various rules of Occult adventures. -Some npcs can obviously use some conversions especially the ones with ridiculous amount of multiclass. Supreme Inquisitor Leskar for example is supposed to be CR 21...but she is actually quite weak in PF for her CR. She also suffers from multiclassing problems... Quick and easy conversion: Supreme Inquisitor Leska was always represented to be very shaman like and the shaman(PF) class does have the advantage of having arcane spells and divine spells on the same spell list. On top of it, picking the Lore spirit combining her high int with her high wisdom is perfect for arcane enlightenment and a good excuse to have her prepared to fight your PCS with a proper set of spells adapted to her needs. Anyway just some thoughts for the moment.
An adventure taking place in Golarion with epic heroes, maybe you have conquered liches, fought dragons and the likes. But nothing could quite prepare you for the Harrowing. The Harrowing (by Monte Cook) not to be confused with the harrowing module. It is a decent length and fun high level adventure. No plans to go beyond the module unless players express interest to continue. The premise:
character creation:
So you are a high level badass...tell me about it[personality, background, appearance]. You can be a little outrageous in your claims but stay within reasonable limit of your actual power. I will be looking for four players, you can be from anywhere in Golarion.
A steampunk world, with a blooming industry, black powder technology and magic. Fantasy AGE is roughly the same system used by Dragon age rpg but has some modifications, such as a different magic system and the ways backgrounds are rolled or made. The steampunk world of Nora, has your standards of fantasy races: -Elves
The system has a very simple approach to classes choice:
Also stunts, when you manage two of the same dice, as a house rule for this system, if you manage to roll three 6 , not only you will get to do your awesome stunt, it will be legendary, as in people will talk of your deed across the world for years to come. Anyway expect trains, airships, machines, black smoke, swords and pistols with fireballs. So what's the conflict? In this game, you are explorers and monster hunters, as it is a fantasy world and some people are willing to pay monster hunters and adventurers like you handsomely for your services, maybe some entrepeneur needs a mine and it has been invaded by Ogres? Air skypirates? Anyway, it will be somewhat a mix of Swashbuckling adventures with steampunk as a setting. I didn't write down every single details about the setting, as I would prefer to build it as we go along. Since I imagine some people don't have the system, it's actually fairly to teach and wouldn't mind helping people without the books and plus the character generation has a few rolls involved. Character creation:
attributes , roll 3d6[add the total together] for each:
Once you are done you can swap two abilities. Choose a race: Dwarf, Elf, Human, Gnome, Halfling, Human, Orc,if you want to play a hybrid (half elf dwarf? Yeah possible), its possible fairly easy to do just let me know. Each race will give a benefit then you will 2d6 for a random racial benefit. Then you will 1d6 twice for your background, it will determine what social class you are part of and what's your background, giving you a focus essentially. Then after all that, you finally get to choose your class, starting talent and spending money for your equipment but we will worry about that, after.
Essentially thinking of running a primeval Thule campaign, the setting is somewhat a reminder of Pulp fantasy like Conan, Mars, Tarzan, freebooters, sinister villains and clashing swords. Most likely what we are looking at rule wise: -Level 1
A character narrative is essentially a special story and more powerful trait that grows with you, giving you benefits at level 1, 6, and 10th, giving you class features or unique abilities, like animal companion, summoning an army, magic items, gold etc..., each has 3 specialization, well would take to long to list everything but if you are interested into one in particular, can talk about it: -Atlantean Noble
Religion the Nine Powers: Asura NG weapon: Spear Domains: Fire, Glory, Good, Liberation Herum CE weapon: Greatclub Domains: Animal, Destruction, Strength Ishtar CN weapon: Light mace Domains: Charm, Community, Knowledge, Trickery. Mithra LG weapon: Heavy mace Domains: Law, Nobility, Protection, Sun Nergal NE weapon: Longsword Domains: Death, Earth, Evil, War Set LE weapon: Short Sword Domains: Darkness, Evil, Knowledge, scalykind Tarhun CG weapon: Battle Axe Domains: Air, Strength, War, Weather. Tiamat CE weapon: Morningstar Domains: Chaos, Destruction, Water, Weather. Many people/cults worship the Great Old Ones too and are often enemies of the Nine Powers.
We will start with the 3 premade adventures which come with the book to get a good feeling of the setting before going on our own adventures. We will start in Quodeth,a port city, a metropolis trading hub, beside that, imagine your characters in savage lands, fighting barbarians and terrible aberrations and creatures, who are inimical to life on Thule. Feel free to ask questions, will do my best to answer in a timely manner.
Might as well go full on superheroes, don't you think? Brick (Probably a fighter or Paladin archetype)
So a party is forming, not now but curious about what kind of character to make, so far the others are making: -A gunslinger
Suppose we are lacking on the skilled/rogues + utility wizard type department, trapfinding as well. DSP psionics and path of war are allowed as well and yeah we can use Unchained stuffs too.
So since you can mix and match and basically do whatever you want with it...thought that I would start with the fun antagonist from suikoden 2, Guess you could use him for a fun fight before the final boss of your campaign or something either way, he was made to be tough as nail and take advantage of a fire rune in his body. In Unchained quicken monster creation, take into account that your monster is most likely buffed or taking advantage of items like cloak of resistance and likes, so when adding loot to him, better to just make it wondrous items for utility or straight up treasure for your players. Lucas Blight [CR 20] - Combatant Array-Fighter graft
AC 40 (touch 16, Flat-footed 32)
Fort+23 Ref+21 Will+17 Magic Longsword +30/+25/+20/+15 (1d8+36, crit 19-20) CMB+30
STR+13 CON+9 DEX+6 Skills: +35 Intimidate, +28 Perception, +28 Lore (tactics) SLA - Fire spell list (Fire rune) (CL 20, Concentration +20) 1/day- Elemental Swarm (Fire), Meteor Swarm (DC 25) Options: Counterattack (Damaging Body) - Lucas Blight strikes back the enemy anytime, he is attacked in melee, dealing 1d6+10 Slashing Damage. Diehard Extra Hit Points Slaying Attack: Lucas Blight can kill an opponent once per day, Fort DC 25 or die. Power Attack Extra Armor (Full Plate) Secondary Magic: Fire spell list
Basically right now when I click on pfrpg, instead of seeing all new topics, I can only see them if I click on the focus, to check out threads that I have seen before. I can navigate through subforums in defocus mode to see new threads, just a slight inconvenience to not be able to check all the new threads at once.
So how long does someone has to be dead before it is considered archeology instead of grave robbing?
Why not, I'm always open to new suggestions and the likes, so let see the important bit of information: -Cleric aligntment is Chaotic Good. -access to 8th level spell, domains of Luck and Trickery , worshiping gods of rogue (Olidammara for my old school 3.5 people, my dm let me use cayden cailean stuffs by default) with a wisdom of 28 and charisma of 22, strength of 20 and con of 20. -The party consists of: A fighter with one level of barbarian, A Paladin, An ice wizard and an ultimate magus (yeah the 3.5 prc). We don't worship the same deities in my party, so lack of righteous might synergy. -Feats of note: Sacred Summons, Summon Good , luck feats and power attack. -Wields a relic of my god (a mask serves as an hat of disguise at will, goggles of night, I can use passwall 1/day, dimension door 1/day, at CL 14, also grants +6 enhancement to charisma.) -Blessing of fervor seems to be a favorite of my party and of course with sacred summons to just throw a bunch of creatures on the battlefield. Essentially just looking for some advice to switch up my spell list a little bit and make more interesting choices. (Usually buff/support setup)
Well this is just before all the stuffs before the time skip/anthrax events. let's start with this guy: Ninja Master Gara
Feats & special abilities:
Items:
Skills:
Next will be Abigail.
Samsaran Mystic Past life is frankly one of the best traits in the game, so how would take the most advantages of it? -Bloodrager (Arcane) + Summoner
-Shaman (Divine) +Cleric or Oracle
+Hunter
-Arcanist (Arcane) Frankly Arcanist being a combination of Wizard and Sorcerer doesn't have a lot to gain from spells of other classes. Adding the Witch class could potentially gives you the whole line of cure spells but well, Arcanist does have an archetype for that. Limited usefulness. If you are allowed to get spells at lower levels, Summoner list is of course a winner. Other fun combos that you can think of?
So one of my good friend want to DM some kind of arena/adventuring type of campaign. Must admit that I don't play much of arena type of characters but still would need to be relatively competent at adventuring. Sources? All pathfinder materials (yeah refluffling golarion stuffs in a homebrew campaign), all races available. Templates are a possibility. Not my goal to be the best at both areas , but just looking for a good mix to be at least decent in both. We are going to be four people, no idea what the others are doing, but well usually play casters(controller or summoner types) so would like to switch it up a bit. We are going to be on the same team shortly after the prologue, so not really focusing on pvp. Battles are most likely going to be team and with the occasional one on one.
Some stuffs that I thought about for a quick conversion to pathfinder: A Level 20 adventure - Part One - enemies worth mentioning, all other just use the basic pathfinder conversion. The Cathazar = use a mythic demon marilith (CR 21/MR 8)
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--------- Part two - Work in Progress Part Three - Work in Progress Suggestions and the likes are welcome.
I've always been a fan of Pazuzu and was curious if you could make a demoniac of Pazuzu with 10 levels and possibility of progression in a dungeoncrawl, what class would you go for? and yeah it's in Golarion, if that makes any difference. Look like at level 10, I would only be able to get 3 levels of it. Boons include: flying, enthrall, charm monster, magic jar like effects.
Yeah I'm applying to a very high level gestalt game pbp, so curious in what do you think are the best level 20 abilities synergies? So far in my mind seems like Oracle final revelation + Sorcerer level 20 bloodline powers might be real winners. On top of it with the feat divine protection to stack charisma to all hell. Feel free to mention 3rd party material, just looking at my options at the moment. (Everything on d20pfsrd.com is good to go). No alignment restriction.
I know a lot of people seems to be obsessed with the idea of everything needs to be balanced...but quite frankly do you actually really care? Like a player wants to play a tiny fey creature barbarian and complains that he isn't doing as much damage as the half-giant barbarian? Old school players do you remember how hard it was to play a pixie barbarian? I mean, I understand that some people like to play special snowflake characters but do you actually care that them playing a subpar option or class should be compensated by something else? Frankly, I don't think that everything should be balanced to be viable at the same scale of power all the time but that's just my opinion.
So working on a campaign with Demogorgon as the archvillain at the end, yeah a mythic campaign but anyway. Kind of curious of what most people think Demogorgon would interact with the current list of Demonlords of Pathfinder? Demogorgon and Dagon are obviously still buddies. Still enemy with Orcus. Not sure if I would bother including Graaz'zt, this demonlord always seem to be hit or miss for me. But anyway, it's always good to get a perspective from different people, maybe even Demogorgon has different allies/enemies depending on each head? Could be quite entertaining.
That's almost straight out of Looney Tunes cartoons, For those who don't know: prd wrote:
So let's assume you reach rank 10, you can make 50 cubic ft real of any objects, so what kind of stuffs would you make?
So I decided to play a half-orc for access to the cleric spells with the favored class bonuses and weapon familiarity Falchion and Greataxe, comes in handy of course: -25 point buy
So far thinking of going with the battle spirit , grabbing divine favor with racial favored class bonus, not sure how much I want to invest into charisma. Since it is still not made, could go caster Shaman instead if most people thinks that going melee shaman is not a good idea.
I have acquired a life-drinker recently from an enemy npc, I'm a cleric with 7th level spell, soon to have 8th level spells. So looking for items which would prevent my character from gaining a negative levels while I swing this greataxe. Even if I guess a few negative levels for only one hour is not too bad, compared to level draining an enemy to death.
Planning my next campaign to be based around Lovecraftian mythos kind of deal. So mostly looking for inspiration from different media, as much as I enjoy Cthulhu like many people out there, decided going to end the campaign with Hashtur the king of Yellow. So it would be all about the Yellow Sign, corruption of bored nobles, debauchery etc... So if you have some ideas where I can take inspiration from, movies, books, animes etc...preferably for movies, if they are on Netflix, that would be easier for me.
So I have been working on my own setting. So far I established that everything happens on my world, essentially the gods have used the nine hells as a prison for a creature which could bring the apocalypse and Asmodeus serves as the warden/jailer of the bottomless pit. The nine-hell are deep within my world core, if you go spelunking deep enough. The gods live in a city of immortals, somewhere in the frozen north of my setting, preventing any mortal races and non god to come visit. So before I go on writing the typical setting that can be interchangeable one thousand times over, an elven forest, an undermountain dwarf city etc...decided to come to the internet and check on people ideas to add their little twist/bit to a setting. Abaddon is a moon orbiting my world with the four horsemen, including Urgathoa as the horsemen of famine there to serve the wrath of the gods, well at least, that what most gods think but the horsemen are building their own little army with stolen souls from secret raids. Should be noted that I'm going for High Fantasy, with mythic included in my setting with a sense of wonders and amazing discoveries. I consider Mythic being/creatures being very rare but they did exist and some are still alive (didn't write them all down yet). tidbit I have established, there are only Seven Solars total and six of them can be found on top of the tallest mountain of my world, guarding the tomb of the brother of Asmodeus. Didn't quite decide what to do with the 7th one but keeping my options open. So toss me some of your ideas, and maybe will be able to make a cool new campaign setting for my players.
So my cleric is CG and yeah I'm that point of the game where I have enough gold that it seriously doesn't matter and got all the essential magic items and more, granted only going to need the planar ally for a day. (Using rod of extend to make him last more than 24 hours but anyway) So 12 HD worth of outsiders, so far I'm thinking a movanic deva. It seems to cover nearly everything for a combat intensive day. What are your suggestions?
With the ACG now released, that's quite a lot of new materials. So how are you introducing all these new stuffs in your campaign? Since I imagine many of you are currently playing some games. Do you have your PC runs into a robin hood like character (Hooded champion)? Do you have some npcs in your campaign unlocking the secrets of the new classes/options? Or simply they were simply always there, just people didn't notice?
Frankly just for fun, converting Saint Seiya , it's one of my favorite anime of all time...anyway, can't convert everything from the show, that would be nearly impossible but here's what I am thinking. We will compare pathfinder levels with the ranks of the Saints. Bronze Saints - Level 11
The armors would most likely be artifact armors, considering that each armor is unique and have special properties. But anyway let's go to the fun part, the characters: Dragon Shiryu - Human Monk 11: He is always better without his armor. Phoenix Ikki - Inquisitor: Just seems very fitting. Cygnus Hyoga - Sorcerer (Boreal Bloodline) : Cone of cold, bonus spell gained at level 11 would be his diamond dust. Pegasus Seiya - Fighter (Unarmed fighter, Brawler), Most likely Brawler (ACG). Andromeda Shun - Bard (Arcane Duelist) Aries, Mu - Psion (Shaper) Taurus, Aldebaran - Half-Orc Cavalier Gemini Saga - Conjurer (Wizard), definitely the Spell Maze is going to be his favorite. Cancer, Mask of Death - Necromancer (Wizard), Finger of Death...yup. Leo, Aiola - Paladin Virgo, Shaka - Oracle of Life Libra, Dohko - Monk (Especially with staying in prime condition at old age) Scorpion, Milo - Vivisectionist (Alchemist archetype) Sagittarius, Aiolo - Ranger/Sorcerer/Arcane Archer Capricorn, Shura - Fighter (focused on his sword) Aquarius, Cammus - Sorcerer (Boreal Bloodline) Pisces , Aphrodite - Druid
So I'm thinking of running a mythic campaign based on WoW with the Mist of Pandaria expansion. It would allow all kind of madness and crazy stuffs to happen while including all the races and possible classes. So looking mostly for advice and the likes. For races, going to use the ones converted by Diodric in this thread: http://paizo.com/threads/rzs2kd7t&page=last?World-of-Warcraft-Gets-The- Pathfinder-Treatment As they are frankly a pretty neat conversion overall. So let's talk classes, starting level, mythic tiers and what kind of challenges that I should put them through: -The WoW rogues are mostly ninjas and/or trapsmith type of rogues.
-I don't mind psionics, so if some classes would be more fitting fluffed as psionics, just let me know. Essentially just looking for simple conversions, no need to rewrite a new entire new class, got the races down already so no worries about it. So toss me all your advice and ideas to make it mythic and an epic good adventure.
In an upcoming session, me and my party are going to fight many battles including of course minions and bosses. feats of note: I have sacred summons and summon good , my cleric is CG and my domains are luck and trickery. We just finished a session so expecting to get also a lot of gold. So items and spells suggestion are more than welcome. Beside summon Monster 7 for cleric at 7th spell, not quite sure what else to use...the high level cleric spells seem underwhelming. Blessing of fervor is my favorite spell of course.
You know funny enough, I have never seen anybody doing a conversion of Vincent Valentine including all his abilities and the likes(transformation limit breaks). With all the materials that are out there right now, I'm sure some people could come up with a build for him. Alchemist with mutagen might be a way to go about it but curious to see what you are all thinking when making him.
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