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New Core Class: The Rune Adept
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<blockquote data-quote="trepanier" data-source="post: 973107" data-attributes="member: 5647"><p>I slightly changed your rune adapt. Spellcasting is possible. The class is a mage/fighter, as in the Gates of Death novels series, from Weis and Hickman)</p><p></p><p>here:</p><p></p><p></p><p></p><p>Tattoo Adepts use their body as an artificier use items, to host magic properties. While a Tattoo Adept’s tattoos may appear as simple symbols or ordinary tattoos, they represent powerful magic forces entwined in his very being.</p><p></p><p>GAME RULE INFORMATION</p><p></p><p>Abilities: Intelligence determines how many spells a Tattoo Adept knows. To cast a spell, a Tattoo Adept must have an Intelligence score of 10 + the spell’s level. The Tattoo Adept’s Intelligence score affects the number of spells he may cast, but not the number of spells he knows. As they have a better attack bonus than a Wizard, the Tattoo Adept may also benefit from a high Strength or Dexterity score.</p><p></p><p>Alignment: Any</p><p></p><p>Hit Die: d8</p><p></p><p>Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge:Arcana (Int), Profession (Wis), Scry (Int), Spellcraft (Int), Use Magic Device (Cha)</p><p></p><p>BAB: 3/4 (as Rogue/Cleric)</p><p></p><p>Good Saves: Fortitude and Will</p><p></p><p>Weapon and Armor Proficiency: Tattoo Adepts are proficient with all simple and martial weapons. They are not proficient with any armor or shields as they interfere with the somatic components of spells and may cause spell failure. Note that armor check penalties for armor heavier than leather apply to certain skills, and Swim checks suffer a –1 penalty for every 5 pounds of armor, equipment or loot carried.</p><p></p><p>Special feat: Tattoo craft as a variation of craft arms, wands, etc. If not a spellcaster himself, the tattoo adept should know someone who can cast the prer. Spells.</p><p></p><p></p><p>Spells: Tattoo Adepts don’t CAST spells. They can otherwise posses spell-like abilities that can be permanent at higher levels. </p><p></p><p>Tattoos (Su): A 1st level Tattoo Adept begins play with 2 Tattoo. At 2nd level and every level thereafter, he gains another an additional Tattoo, or if he is of sufficient level, he can instead choose to upgrade a Tattoo that he already has. Each Tattoo has 3 tiers; Lesser, Greater, and Master level. The Tattoo Adept can improve a Tattoo from Lesser to Greater at 7th level and from Greater to Master at 14th level. To improve a particular Tattoo to Master level, the Tattoo Adept must first have improved it from Lesser to Greater.</p><p></p><p>The Tattoo Adept’s Tattoos are an inseparable aspect of his being; if the part of his body where a Tattoo appears is disfigured or removed, the Tattoo will reappear elsewhere on his body. The Tattoo Adept retains his Tattoos when ethereal, and when affected by spells that cause only minor changes to his form (Alter Self, Enlarge, Reduce, etc.), but cannot use his Tattoos when affected by spells that drastically change his shape (Gaseous Form, Polymorph spells, Shapechange, etc.).</p><p>Detection & Dispelling: Because of his Tattoos, the Tattoo Adept projects a magical aura that can be detected with Detect Magic (See spell description). A first level Tattoo Adept has a Dim magical aura. From 2nd to 6th level, his aura is Faint. From 7th to 13th it is Moderate and level 14 and over it is Strong. Additionally, after casting Detect Magic, a Tattoo Adept may make a Spellcraft check (DC 20) to determine one random Tattoo of another Tattoo Adept. Every round he continues to study that Tattoo Adept, he may make another Spellcraft check to determine another Tattoo.</p><p>Tattoos, like magic items, may be temporarily suppressed by spells such as Dispel Magic (see spell description). The Tattoo Adept is just like a magic item for the purposes of dispel checks; his Tattoo Adept level is the ‘items’ caster level. If the Tattoo Adept fails the dispel check, all his Tattoos are suppressed, though only for a round</p><p></p><p></p><p>Table</p><p></p><p>Level-------Special----------Spells per Day-------------Spells Known----</p><p>-----------------------------0 1 2 3 4 5 6-----0 1 2 3 4 5 6</p><p></p><p>1----2 Tattoo (Lesser</p><p>2---- Tattoo (Lesser</p><p>3---- Tattoo (Lesser)</p><p>4---- Tattoo (Lesser) </p><p>5---- Tattoo (Lesser)</p><p>6---- Tattoo (Lesser)</p><p>7---- Tattoo (Greater)</p><p>8---- Tattoo (Greater) </p><p>9---- Tattoo (Greater)</p><p>10--- Tattoo (Greater)</p><p>11--- Tattoo (Greater)</p><p>12--- Tattoo (Greater)</p><p>13--- Tattoo (Greater)</p><p>14--- Tattoo (Master)</p><p>15--- Tattoo (Master)</p><p>16--- Tattoo (Master)</p><p>17--- Tattoo (Master)</p><p>18--- Tattoo (Master)</p><p>19--- Tattoo (Master)</p><p>20--- Tattoo (Master)</p><p></p><p></p><p></p><p>---------------------------------------------------------------------------------</p><p>TATTOOS (10 types)</p><p></p><p>Tattoos are magical and grant the Tattoo Adept supernatural abilities. Activating a Tattoo that requires activation and has a set duration is a standard action that provokes attacks of opportunity. In an anti magic field, Tattoos cease to function and the Tattoo Adept loses any bonuses they provide. </p><p></p><p>Unless otherwise noted, the bonuses and abilities provided by Tattoos are enhancement bonuses; they stack with bonuses from feats but not with bonuses from spells or magic items. Unlike normal, Tattoos that grant unnamed bonuses do not stack with spells or abilities that also grant unnamed bonuses. The Tattoo Adept may acquire the same Tattoo multiple times but each time for a different ability, skill, spell, etc., as appropriate for that particular Tattoo.</p><p></p><p>TATTOO OF ARMOR (only if armorless)</p><p>Lesser- The Tattoo Adept receives a + charisma modifier enhancement bonus to Armor Class.</p><p>Greater- The Tattoo Adept’s enhancement bonus to AC improves by ½ level</p><p>Master- The Tattoo Adept gains damage reduction equal to level + Intelligence modifier/+1 meaning he ignores damage equal to his Intelligence modifier from weapons with no more than a +1 enhancement. </p><p></p><p>TATTOO OF ABILITY</p><p>L- The Tattoo Adept gains a +1 bonus to an ability score. Permanent.</p><p>G- The Tattoo Adept gains an additional +1 bonus to the chosen ability (total +2).</p><p>M- The Tattoo Adept gains an additional +2 bonus to that ability (total +4).</p><p></p><p>TATTOO OF ENERGY RESISTANCE</p><p>L- The Tattoo Adept chooses one of the 5 energy types (acid, cold, electrical, fire, or sonic) and ignores the first 5 points of damage from that energy type suffered each round.</p><p>G- The Tattoo Adept's resistance to the chosen energy type improves to 5 + class level. This bonus supercedes (does not stack with) the above bonus.</p><p>M- The Tattoo Adept's resistance to the chosen energy type improves to total immunity. </p><p></p><p>TATTOO OF ENHANCEMENT</p><p>L- Once per day per class level, for 1 minute the Tattoo Adept can imbue a normal melee weapon with a +1 enhancement bonus to attacks and damage (magical)</p><p>G- The Tattoo Adept's enhancement ability improves and the imbued weapon gains a +1 bonus and also a +1 special weapon ability (or+2, see Core rule book II).</p><p>M- The Tattoo Adept can add an additional +2 equivalent-bonus to an existing magical weapon</p><p></p><p> TATTOO OF RESILIENCE</p><p>L- During every hour of non-strenuous activity, the Tattoo Adept recovers 1 hit point. This healing is in addition to normal hit point recovery. It does not allow the Tattoo Adept to gain hit points beyond his normal hit point total or recover hit points lost to permanent ability damage, starvation, thirst, or similar affects.</p><p>G- The Tattoo Adept can sustain himself on half the normal amount of food, drink, and sleep. He also receives a +4 bonus to Constitution checks to stave off the effects of thirst and starvation. He has the endurance feat.</p><p>M- The Tattoo Adept no longer needs to eat or drink, suffers no more ability penalties for aging, and cannot be magically aged. Any penalties he has suffered remain, but henceforth, only bonuses accrue and he still dies of old age when his time is up.</p><p></p><p>TATTOO OF RESISTANCE</p><p>L- The Tattoo Adept receives a +4 bonus to saves against one of the following effects or conditions: poison, disease, petrifaction, magical sleep, fear, or magical aging.</p><p>G- The Tattoo Adept's bonus to saves against the chosen effect/condition improves to +8. This bonus supercedes (does not stack with) the above bonus.</p><p>M- The Tattoo Adept gains complete immunity to the chosen effect/condition.</p><p></p><p>TATTOO OF SALVATION</p><p>L- The Tattoo Adept gains a +3 bonus to one type of save (Fort, Ref, or Will).</p><p>G- When exposed to any effect that normally allows a character to attempt the chosen save for a lesser effect, with a successful save the Tattoo Adept suffers no effect. This ability is identical to the Evasion special ability but can be applied to Fortitude or Will saves not just Reflex.</p><p>M- With the chosen save, the Tattoo Adept still suffers no effect or damage on a successful save, on a failed save he suffers a lesser effect (if applicable). This ability is identical to the Improved Evasion special ability but can be applied to Fortitude or Will saves as well. </p><p></p><p></p><p>TATTOO OF SHAPECHANGE</p><p>L- Once per day, for one minute, the Tattoo Adept can assume the form of a creature of his size category. This ability is in all other ways identical to the spell Polymorph Self. When using this ability (or any other shapechange ability) the Tattoo Adept loses all Tattoo abilities except this one. Assuming he has not expended use of this ability for the day, the Tattoo Adept can also use this ability to return to his natural form when shapechanged against his will.</p><p>G- The Tattoo Adept can use this ability a number of times per day equal to his Intelligence modifier, and can assume the forms of creatures one size category larger or smaller than himself, though not larger than Medium size. </p><p>M- The Tattoo Adept can sustain his shapechange for a number of minutes equal to ½ his class level, and can use this ability a number of times per day equal to his class level. Also, the size range for his alternate forms is the same as that for the spell Polymorph Self.</p><p></p><p>TATTOO OF SKILL</p><p>L- The Tattoo Adept gains a +4 bonus to a single skill.</p><p>G- The Tattoo Adept receives a bonus to that skill equal to his class level. This bonus supercedes (does not stack with) the above bonus.</p><p>M- When making a skill check with this skill, the Tattoo Adept may take 10 even if stress and distraction would normally prevent her from doing such. He becomes so certain in his skill that he can use his skill reliably even under adverse conditions.</p><p></p><p></p><p>TATTOO OF POWER</p><p>L- The Tattoo Adept gains one of following as a supernatural ability once per day continuously for 1 hour: Darkvision, Expeditious Retreat, Find Traps, Jump, Nondetection, Pass without Trace, Protection from Arrows, Spider Climb, Undetectable Alignment. The Tattoo Adept can only acquire a Power Tattoo for a spell he is of sufficient level to cast as a normal spell (if he was a sorcerer). +1 usage per 2 levels (can be 2 different powers).</p><p></p><p>G- The following should be activated (provoke attack of opportunity): blur, invisibility, improved invisibility, dimensional door, teleport, teleport without error and have a maximum duration equal to spell cast by a sorcerer of equivalent level. </p><p>1 usage/level/day of the powers.</p><p></p><p>M- The Tattoo Adept gains one of the chosen supernatural ability as a permanent ability.</p></blockquote><p></p>
[QUOTE="trepanier, post: 973107, member: 5647"] I slightly changed your rune adapt. Spellcasting is possible. The class is a mage/fighter, as in the Gates of Death novels series, from Weis and Hickman) here: Tattoo Adepts use their body as an artificier use items, to host magic properties. While a Tattoo Adept’s tattoos may appear as simple symbols or ordinary tattoos, they represent powerful magic forces entwined in his very being. GAME RULE INFORMATION Abilities: Intelligence determines how many spells a Tattoo Adept knows. To cast a spell, a Tattoo Adept must have an Intelligence score of 10 + the spell’s level. The Tattoo Adept’s Intelligence score affects the number of spells he may cast, but not the number of spells he knows. As they have a better attack bonus than a Wizard, the Tattoo Adept may also benefit from a high Strength or Dexterity score. Alignment: Any Hit Die: d8 Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge:Arcana (Int), Profession (Wis), Scry (Int), Spellcraft (Int), Use Magic Device (Cha) BAB: 3/4 (as Rogue/Cleric) Good Saves: Fortitude and Will Weapon and Armor Proficiency: Tattoo Adepts are proficient with all simple and martial weapons. They are not proficient with any armor or shields as they interfere with the somatic components of spells and may cause spell failure. Note that armor check penalties for armor heavier than leather apply to certain skills, and Swim checks suffer a –1 penalty for every 5 pounds of armor, equipment or loot carried. Special feat: Tattoo craft as a variation of craft arms, wands, etc. If not a spellcaster himself, the tattoo adept should know someone who can cast the prer. Spells. Spells: Tattoo Adepts don’t CAST spells. They can otherwise posses spell-like abilities that can be permanent at higher levels. Tattoos (Su): A 1st level Tattoo Adept begins play with 2 Tattoo. At 2nd level and every level thereafter, he gains another an additional Tattoo, or if he is of sufficient level, he can instead choose to upgrade a Tattoo that he already has. Each Tattoo has 3 tiers; Lesser, Greater, and Master level. The Tattoo Adept can improve a Tattoo from Lesser to Greater at 7th level and from Greater to Master at 14th level. To improve a particular Tattoo to Master level, the Tattoo Adept must first have improved it from Lesser to Greater. The Tattoo Adept’s Tattoos are an inseparable aspect of his being; if the part of his body where a Tattoo appears is disfigured or removed, the Tattoo will reappear elsewhere on his body. The Tattoo Adept retains his Tattoos when ethereal, and when affected by spells that cause only minor changes to his form (Alter Self, Enlarge, Reduce, etc.), but cannot use his Tattoos when affected by spells that drastically change his shape (Gaseous Form, Polymorph spells, Shapechange, etc.). Detection & Dispelling: Because of his Tattoos, the Tattoo Adept projects a magical aura that can be detected with Detect Magic (See spell description). A first level Tattoo Adept has a Dim magical aura. From 2nd to 6th level, his aura is Faint. From 7th to 13th it is Moderate and level 14 and over it is Strong. Additionally, after casting Detect Magic, a Tattoo Adept may make a Spellcraft check (DC 20) to determine one random Tattoo of another Tattoo Adept. Every round he continues to study that Tattoo Adept, he may make another Spellcraft check to determine another Tattoo. Tattoos, like magic items, may be temporarily suppressed by spells such as Dispel Magic (see spell description). The Tattoo Adept is just like a magic item for the purposes of dispel checks; his Tattoo Adept level is the ‘items’ caster level. If the Tattoo Adept fails the dispel check, all his Tattoos are suppressed, though only for a round Table Level-------Special----------Spells per Day-------------Spells Known---- -----------------------------0 1 2 3 4 5 6-----0 1 2 3 4 5 6 1----2 Tattoo (Lesser 2---- Tattoo (Lesser 3---- Tattoo (Lesser) 4---- Tattoo (Lesser) 5---- Tattoo (Lesser) 6---- Tattoo (Lesser) 7---- Tattoo (Greater) 8---- Tattoo (Greater) 9---- Tattoo (Greater) 10--- Tattoo (Greater) 11--- Tattoo (Greater) 12--- Tattoo (Greater) 13--- Tattoo (Greater) 14--- Tattoo (Master) 15--- Tattoo (Master) 16--- Tattoo (Master) 17--- Tattoo (Master) 18--- Tattoo (Master) 19--- Tattoo (Master) 20--- Tattoo (Master) --------------------------------------------------------------------------------- TATTOOS (10 types) Tattoos are magical and grant the Tattoo Adept supernatural abilities. Activating a Tattoo that requires activation and has a set duration is a standard action that provokes attacks of opportunity. In an anti magic field, Tattoos cease to function and the Tattoo Adept loses any bonuses they provide. Unless otherwise noted, the bonuses and abilities provided by Tattoos are enhancement bonuses; they stack with bonuses from feats but not with bonuses from spells or magic items. Unlike normal, Tattoos that grant unnamed bonuses do not stack with spells or abilities that also grant unnamed bonuses. The Tattoo Adept may acquire the same Tattoo multiple times but each time for a different ability, skill, spell, etc., as appropriate for that particular Tattoo. TATTOO OF ARMOR (only if armorless) Lesser- The Tattoo Adept receives a + charisma modifier enhancement bonus to Armor Class. Greater- The Tattoo Adept’s enhancement bonus to AC improves by ½ level Master- The Tattoo Adept gains damage reduction equal to level + Intelligence modifier/+1 meaning he ignores damage equal to his Intelligence modifier from weapons with no more than a +1 enhancement. TATTOO OF ABILITY L- The Tattoo Adept gains a +1 bonus to an ability score. Permanent. G- The Tattoo Adept gains an additional +1 bonus to the chosen ability (total +2). M- The Tattoo Adept gains an additional +2 bonus to that ability (total +4). TATTOO OF ENERGY RESISTANCE L- The Tattoo Adept chooses one of the 5 energy types (acid, cold, electrical, fire, or sonic) and ignores the first 5 points of damage from that energy type suffered each round. G- The Tattoo Adept's resistance to the chosen energy type improves to 5 + class level. This bonus supercedes (does not stack with) the above bonus. M- The Tattoo Adept's resistance to the chosen energy type improves to total immunity. TATTOO OF ENHANCEMENT L- Once per day per class level, for 1 minute the Tattoo Adept can imbue a normal melee weapon with a +1 enhancement bonus to attacks and damage (magical) G- The Tattoo Adept's enhancement ability improves and the imbued weapon gains a +1 bonus and also a +1 special weapon ability (or+2, see Core rule book II). M- The Tattoo Adept can add an additional +2 equivalent-bonus to an existing magical weapon TATTOO OF RESILIENCE L- During every hour of non-strenuous activity, the Tattoo Adept recovers 1 hit point. This healing is in addition to normal hit point recovery. It does not allow the Tattoo Adept to gain hit points beyond his normal hit point total or recover hit points lost to permanent ability damage, starvation, thirst, or similar affects. G- The Tattoo Adept can sustain himself on half the normal amount of food, drink, and sleep. He also receives a +4 bonus to Constitution checks to stave off the effects of thirst and starvation. He has the endurance feat. M- The Tattoo Adept no longer needs to eat or drink, suffers no more ability penalties for aging, and cannot be magically aged. Any penalties he has suffered remain, but henceforth, only bonuses accrue and he still dies of old age when his time is up. TATTOO OF RESISTANCE L- The Tattoo Adept receives a +4 bonus to saves against one of the following effects or conditions: poison, disease, petrifaction, magical sleep, fear, or magical aging. G- The Tattoo Adept's bonus to saves against the chosen effect/condition improves to +8. This bonus supercedes (does not stack with) the above bonus. M- The Tattoo Adept gains complete immunity to the chosen effect/condition. TATTOO OF SALVATION L- The Tattoo Adept gains a +3 bonus to one type of save (Fort, Ref, or Will). G- When exposed to any effect that normally allows a character to attempt the chosen save for a lesser effect, with a successful save the Tattoo Adept suffers no effect. This ability is identical to the Evasion special ability but can be applied to Fortitude or Will saves not just Reflex. M- With the chosen save, the Tattoo Adept still suffers no effect or damage on a successful save, on a failed save he suffers a lesser effect (if applicable). This ability is identical to the Improved Evasion special ability but can be applied to Fortitude or Will saves as well. TATTOO OF SHAPECHANGE L- Once per day, for one minute, the Tattoo Adept can assume the form of a creature of his size category. This ability is in all other ways identical to the spell Polymorph Self. When using this ability (or any other shapechange ability) the Tattoo Adept loses all Tattoo abilities except this one. Assuming he has not expended use of this ability for the day, the Tattoo Adept can also use this ability to return to his natural form when shapechanged against his will. G- The Tattoo Adept can use this ability a number of times per day equal to his Intelligence modifier, and can assume the forms of creatures one size category larger or smaller than himself, though not larger than Medium size. M- The Tattoo Adept can sustain his shapechange for a number of minutes equal to ½ his class level, and can use this ability a number of times per day equal to his class level. Also, the size range for his alternate forms is the same as that for the spell Polymorph Self. TATTOO OF SKILL L- The Tattoo Adept gains a +4 bonus to a single skill. G- The Tattoo Adept receives a bonus to that skill equal to his class level. This bonus supercedes (does not stack with) the above bonus. M- When making a skill check with this skill, the Tattoo Adept may take 10 even if stress and distraction would normally prevent her from doing such. He becomes so certain in his skill that he can use his skill reliably even under adverse conditions. TATTOO OF POWER L- The Tattoo Adept gains one of following as a supernatural ability once per day continuously for 1 hour: Darkvision, Expeditious Retreat, Find Traps, Jump, Nondetection, Pass without Trace, Protection from Arrows, Spider Climb, Undetectable Alignment. The Tattoo Adept can only acquire a Power Tattoo for a spell he is of sufficient level to cast as a normal spell (if he was a sorcerer). +1 usage per 2 levels (can be 2 different powers). G- The following should be activated (provoke attack of opportunity): blur, invisibility, improved invisibility, dimensional door, teleport, teleport without error and have a maximum duration equal to spell cast by a sorcerer of equivalent level. 1 usage/level/day of the powers. M- The Tattoo Adept gains one of the chosen supernatural ability as a permanent ability. [/QUOTE]
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