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	<id>https://orcedinburgh.co.uk/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nuno</id>
	<title>ORC Edinburgh RPG Wiki - User contributions [en-gb]</title>
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	<updated>2026-05-26T14:59:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Advancement&amp;diff=3535</id>
		<title>Advancement</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Advancement&amp;diff=3535"/>
		<updated>2013-08-09T21:09:14Z</updated>

		<summary type="html">&lt;p&gt;Nuno: /* Additional equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Advancement in Post-Myth is done during character downtime (between non-to-be-continued sessions).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Changes to Advancement&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Story-based level advancement&#039;&#039;&#039;===&lt;br /&gt;
There is no XP tracking: your DM will let you know when is time for you to level up. &lt;br /&gt;
&lt;br /&gt;
He won&#039;t try to cheat you of your levels, don&#039;t worry. The point is to focus the players on the roleplaying action, instead of aiming for points.&lt;br /&gt;
&lt;br /&gt;
Monsters and other opponents are not bags of XP: they are out there only to kill you!! Your job is to stay alive, and avoid needless sources of suicide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Mid-level advancement&#039;&#039;&#039;===&lt;br /&gt;
Midway to reaching your next level, your DM might also allow everyone to gain the feat and skill points they are due for their next level, and a couple sessions later, when finally leveling up, gain the rest of the class features.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;New HP at level up&#039;&#039;&#039;===&lt;br /&gt;
When gaining a new level, normally you roll your Hit Dice and add your Con modifier to determine how many new Hit Points you gain.&lt;br /&gt;
&lt;br /&gt;
In Post-Myth, you don&#039;t roll dice: you add &#039;&#039;half your Hit Dice value&#039;&#039; to your HP, without adding the Con modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For instance, if you&#039;re a fighter, your Hit Dice is d10. When you gain a fighter level, you gain +5 HP.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is counterbalanced by the [[http://www.orcedinburgh.co.uk/wiki/Hit_Points,_Action_Points,_and_Life_in_General#The_new_HP_.E2.80.9Cbar.E2.80.9D &#039;&#039;Disabled&#039;&#039; buffer zone]] (which replaces what used to be &#039;zero&#039; HP), which has a number of HP equal to your Con &#039;&#039;score&#039;&#039; (the full score, not the modifier). Also, using Second Wind with your Action Points is also useful.&lt;br /&gt;
&lt;br /&gt;
This makes the game more deadly, and hopefully it will make players think twice, and fight more defensively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Equipment at the Company&#039;s Armory&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
When buying equipment you can choose items from the [http://www.d20pfsrd.com/equipment---final Pathfinder SRD list].&lt;br /&gt;
&lt;br /&gt;
Because you are using Company equipment and it is a communal armory, &#039;&#039;&#039;you can exchange any item you own for cash and/or other items at the purchase cost&#039;&#039;&#039; (instead of half, as if you would when selling it to a private buyer).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Additional equipment&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hidden sheaths&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: 20gp&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 8 in Craft(armorsmith).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; can be a wrist or boot sheath. Allows a dagger, wand or similarly sized item to be stored, and retrieved as a move action. Gives a +4 bonus on Sleight of Hand checks to conceal the weapon or item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bandoleer&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: 10gp&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 6 in appropriate Craft(armoursmith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; holds several small items, such as daggers, potions or scrolls. Up to two can be worn: one as a belt (holds up to 8 items), another across the chest (up to 12 items). Retrieving an item from a bandoleer is a swift action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potion Bracer&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: 50gp&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 8 in appropriate Craft(armoursmith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; holds up to 3 potions or vials of liquid, drinking does not provoke Attacks of Opportunity, is quite visible to others (Sunder CMD 14+your Dex mod) Hardness 8 and 5HP, however any attack dealing 5 or more damage (even if it doesn&#039;t pass the bracer&#039;s hardness) shatters one of the potion vials (roll randomly). Adds +5% spell failure chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon alchemical capsules&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: 50gp each&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 15 in Craft(alchemy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; these capsules are fastened, at the base of a weapon&#039;s blade or striking end with a leather strap. Their contents can be released with a swift action, which lets them spread over the weapon. Only melee and thrown weapons (which must be coated before thrown) can have capsules placed on them. Changing capsules is a full-round action that provokes attacks of opportunity.&lt;br /&gt;
*&#039;&#039;Quickflame&#039;&#039;: weapon deals extra 1d6 fire for 1 round&lt;br /&gt;
*&#039;&#039;Quickfrost&#039;&#039;: weapon deals extra 1d6 fire for 1 round&lt;br /&gt;
*&#039;&#039;Quickspark&#039;&#039;: weapon deals extra 1d6 fire for 1 round&lt;br /&gt;
*&#039;&#039;Quicksilver&#039;&#039;: weapon deals damage as if it were made from silver (including -1 to damage) for 3 rounds&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Armour and Weapon modifications&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
These modifications can be made whenever you ask for forging of a weapon, armour or shield.&lt;br /&gt;
They can be aplied to normal weapons, or to mastwerwork weapons, but only at the time of forging. &lt;br /&gt;
&#039;&#039;If you&#039;re low on cash, and you would otherwise get rid of your old weapon if you got an upgraded one, you can always redeem the old one to the armoury for its full price (see above).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acid washed&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +100gp (weapons &amp;amp; light armour), +200gp (medium and heavy armour)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 15 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; gains +4 bonus on saves vs acid, rust or disintegration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basket hilt&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;Cost: +50gp (can only be applied to swords)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 13 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; grants +4 bonus on CMD to resist disarm attempts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood groove&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +50gp (can only be applied to swords)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 15 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; reduced weapon weight by 20% or 0,5lb (whichever is greater), hardness +2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caster armour&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +200gp (light armour), +400gp (medium armour), +500gp (heavy armour)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 17 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; 5% less arcane spell failure chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deceptive weapon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +400gp (can only be applied to weapons)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 15 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; grants +4 bonus on Sleight of Hand checks to hide or disguise the weapon (looks like an innocuous item).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced bracing&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +100gp (can only be applied to weapons with the brace quality)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 13 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; grants +2 bonus on damage rolls when set against a charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Folded metal&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +200gp (can only be applied to weapons)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 17 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; weapons gains hardness +4 and +5HP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lightweight armour&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +200gp (light &amp;amp; medium armour), +500gp (heavy armour)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 17 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; reduced armour weight by 20% or 1lb (whichever is greater),&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-range&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +100gp (can only be applied to bows and crossbows)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite: total modifier of 13 in appropriate Craft skill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties: +20ft to range increment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ornate&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +200gp (light armour), +300gp (medium or heavy armour), +250gp (weapon)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 15 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; +4 bonus to Diplomacy or Intimidate checks in appropriate circumstances&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfectly balanced&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +100gp (can only be applied to melee weapons)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 15 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; grants extra +1 bonus to AC when fighting defensively, taking total defense or using Combat Expertise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Razor sharp&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +200gp (can only be applied to bladed slashing weapons)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 16 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; deals 1 point of extra damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reinforced armour&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +800gp (light armour), +1000gp (medium armour), +1200gp (heavy armour)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 20 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; extra +1 to armour bonus to AC, armour HP +5, but weighs 10% more (min. of extra 2lb).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Segmented&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +200gp (light &amp;amp; medium armour), +300gp (heavy armour)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 15 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; extra +1 to max Dex bonus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serrated&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +400gp (can only be applied to piercing or slashing weapons)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 15 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; deals 1 bleed damage every round to target after it suffers a critical hit or sneak attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vital Coverage&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +200gp (light armour), +400gp (medium armour), +1000gp (heavy armour)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 17 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; negates 1 point of critical threat range from opponents’ weapons, +2 AC vs sneak attacks and called shots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riding straps&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +50gp (can only be applied to armour)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 13 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; +1 bonus to Ride checks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast-donning straps&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +150gp (can only be applied to armour)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 15 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; when you don armour hastily, you don’t incur any armor check penalty (but the armour’s AC bonus is still 1 less).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield sheath&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +25gp (can only be applied to shields, except bucklers)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 15 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; can hold 1 light weapon inside, can be drawn as a swift action if you have a readied shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riding shield&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +150gp (can only be applied to heavy shields or tower shields)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 15 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; grants your shield AC to your mount as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elven bowstaff&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +300gp (can only be applied to bows)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 17 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; can be used as a club (if a shortbow) or a quartestaff (if a longbow) in melee. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close-quarters blade&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +100gp (can only be applied to weapons)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 15 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; hidden blade in the hilt of weapon can be released as a swift action, locking it into place. It is equivalent to a dagger, but does not make it a double weapon: you can only attack with either the normal weapon or the small blade. Attacking with the weapon while the blade is extended takes a -2 penalty (with either weapon). Retracting the blade is a move action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bayonet&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +150gp (can only be applied to bows, crossbows and firearms)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 15 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; adds a blade either to the risers of your bow, or to the stock of crossbows or firearms just below the projectile exit point. Attacking with a bayonet imposes a -2 penalty to your attack roll. Attaching and removing bayonets is a move action.&lt;br /&gt;
&lt;br /&gt;
*Bows: treat as a punching dagger&lt;br /&gt;
*Crossbows and firearms: treat as a spear&lt;br /&gt;
*Hand crossbows: treat as a shortspear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balanced&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +50gp (thrown weapons only)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 13 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; balanced thrown weapons&#039; range increment doubles (so 10ft becomes 20ft)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest shroud&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +100gp (can only be applied to armour)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 13 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; negates penalties of undergrowth on Acrobatics and Stealth checks. Adds 2lb to armour weight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Sight&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cost: +150gp (can only be applied to crossbows or firearms)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting prerequisite:&#039;&#039;&#039; total modifier of 17 in appropriate Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Properties:&#039;&#039;&#039; the user treats targets as if within two range increments closer. It has no effect on targets within two range increments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] ([[User talk:Nuno|talk]]) 02:20, 31 October 2012 (GMT)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Bran.jpg&amp;diff=3534</id>
		<title>File:Bran.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Bran.jpg&amp;diff=3534"/>
		<updated>2013-08-05T20:15:29Z</updated>

		<summary type="html">&lt;p&gt;Nuno: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Lonan.jpg&amp;diff=3533</id>
		<title>File:Lonan.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Lonan.jpg&amp;diff=3533"/>
		<updated>2013-08-05T20:14:58Z</updated>

		<summary type="html">&lt;p&gt;Nuno: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Meet_the_Free_Company_of_Machan&amp;diff=3532</id>
		<title>Meet the Free Company of Machan</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Meet_the_Free_Company_of_Machan&amp;diff=3532"/>
		<updated>2013-08-05T20:14:41Z</updated>

		<summary type="html">&lt;p&gt;Nuno: /* Bran */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Company is one of the many &#039;&#039;fianna&#039;&#039; functioning around the southern part of Ivernia. They are human institutions, semi-independent bands of warriors, working for hire most of the year but are on call for the rulers of the region in case of conflict. In return, they enjoy accommodation within the rulers’ castles during wintertime and support from communities in the form of supplies.&lt;br /&gt;
&lt;br /&gt;
The Free Company was formed from several other small &#039;&#039;fiannas&#039;&#039;, less than a decade ago, under the banner of Connal MacDára. During this time, his position has never been challenged, and he has accepted within the Company individuals of other races, a fact that is extremely revolutionary and with which not everyone is happy. Enialor, &#039;&#039;the white lion&#039;&#039;  aelfen chieftain, has sworn allegiance to MacDára, and since then his band of warriors has swollen the Company&#039;s ranks, and opened the door for all manner of non-humans and other freaks.&lt;br /&gt;
&lt;br /&gt;
The group now stands at roughly 60 strong (a third of it being non-human), possesses a Titan airship, dvergar firearms and members versed in spellcraft.&lt;br /&gt;
&lt;br /&gt;
So far, most of the fennids still treat you with suspicion and arrogance, and at some point each of you has suffered some form of hazing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;&#039;&#039;Rigfennid&#039;&#039; Connal MacDára&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[File:Connal MacDára.jpg]] &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;rigfennid&#039;&#039; is a stern, serious man. The others fennids seem indeed to hold him in very high regard. His bearing is of someone who has seen most of what the world can possibly throw at a person, and his face never betrays any expression of surprise. &lt;br /&gt;
&lt;br /&gt;
From what you’ve heard, he was the one responsible for putting together such a mixed-race &#039;&#039;fianna&#039;&#039;, and he was the one interested in recruiting people with unusual abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Simid Andarsen&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Simid Andarsen.jpg]] &lt;br /&gt;
&lt;br /&gt;
A drill instructor, in charge of guiding some of the new recruits.&lt;br /&gt;
Simid is gruff, brash and to the point, and seems prone to mood swings (which might likely stem from his noticeable alcohol problem).&lt;br /&gt;
&lt;br /&gt;
Apparently not a very reliable and responsible individual, he nevertheless is very experienced and fiercely loyal to his fellow &#039;&#039;fennids&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
He is currently leading an advance force of &#039;&#039;fennids&#039;&#039; that he inducted himself, under orders of the &#039;&#039;rigfennid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Quartermaster Raugran of Iarholm&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[File:Quartermaster Raugran.jpg]] &lt;br /&gt;
&lt;br /&gt;
The quartermaster is a somewhat apathetic, sullen dvergr, who nonetheless goes about his business with extreme diligence. &lt;br /&gt;
&lt;br /&gt;
He essentially keeps the &#039;&#039;fianna&#039;&#039; running: acquires and distributes supplies, oversees manufacture, repairs and acquisition of new materials, and essentially answers only to the &#039;&#039;rigfennid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
He is one of the most reliable people on the whole company, and he always manages to find the right tool for the job (or the next best thing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Artair MacNeis&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[File:Artair MacNeis.jpg]] &lt;br /&gt;
&lt;br /&gt;
Artair is a lean man in his thirties, polite enough but incredibly dismissive of everyone he doesn’t have pressing business with. &lt;br /&gt;
&lt;br /&gt;
He performs several things in the &#039;&#039;fianna&#039;&#039;, so much that essentially everyone ends up depending on the man for one thing or another. &lt;br /&gt;
He is the specialist physician of the company, and is also responsible for all the bookkeeping, being as well the &#039;&#039;rigfennid&#039;&#039;’s advisor.&lt;br /&gt;
&lt;br /&gt;
Campfire talk says that he is probably the most skilled of all of them at diplomacy: he is specifically called to deal with more sensitive matters and arrangements with contractors, and has bailed them out of tricky situations before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Gurne of Monad Rhu&#039;&#039;&#039;==&lt;br /&gt;
[[File:Gurne.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Husker&#039;&#039;&#039;==&lt;br /&gt;
[[File:Husker.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Sugnir&#039;&#039;&#039;==&lt;br /&gt;
[[File:Sugnir.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Loaf&#039;&#039;&#039;==&lt;br /&gt;
[[File:Loaf.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Pockets&#039;&#039;&#039;==&lt;br /&gt;
[[File:Pockets.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Giddy Jon&#039;&#039;&#039;==&lt;br /&gt;
[[File:Giddy_Jon.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Candle&#039;&#039;&#039;==&lt;br /&gt;
[[File:Candle.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Lonán&#039;&#039;&#039;==&lt;br /&gt;
[[File:Lonan.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Bran&#039;&#039;&#039;==&lt;br /&gt;
[[File:Bran.jpg]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Enialor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[File:Enialor_the_White_Lion.jpg‎ ]]&lt;br /&gt;
&lt;br /&gt;
A former aelfen chieftain and war leader. Somehow he has joined forces with &#039;&#039;rigfennid&#039;&#039; MacDára, but why no one know for certain. The aelfen veterans that accompanied him don&#039;t share the reason either.&lt;br /&gt;
&lt;br /&gt;
Since this coalition was created, the aelfen haven taken a prideful but cooperative attitude towards the rest of the Company, which over time eased the other &#039;&#039;fennids&#039;&#039; to accept the &#039;&#039;rigfennid&#039;s&#039;&#039; decision of taking in other non-humans and those with strange abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Wolfburn&#039;&#039;&#039;==&lt;br /&gt;
[[File:Wolfburn.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Whisper&#039;&#039;&#039;==&lt;br /&gt;
[[File:Whisper.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Karvall &#039;Darkeye&#039; &#039;&#039;&#039;==&lt;br /&gt;
[[File:Darkeye.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Sandman&#039;&#039;&#039;==&lt;br /&gt;
[[File:Whisper.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Argent Eagle&#039;&#039;&#039;==&lt;br /&gt;
[[File:Argent_Eagle.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Darmazan&#039;&#039;&#039;==&lt;br /&gt;
[[File:Darmazan.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Master Teer&#039;&#039;&#039;==&lt;br /&gt;
[[File:Master_Teer.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Pippen &amp;amp; Merie&#039;&#039;&#039;==&lt;br /&gt;
[[File:Pippen_Merie.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] 02:44, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Pippen_Merie.jpg&amp;diff=3530</id>
		<title>File:Pippen Merie.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Pippen_Merie.jpg&amp;diff=3530"/>
		<updated>2013-08-05T20:02:48Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Master_Teer.jpg&amp;diff=3529</id>
		<title>File:Master Teer.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Master_Teer.jpg&amp;diff=3529"/>
		<updated>2013-08-05T20:02:32Z</updated>

		<summary type="html">&lt;p&gt;Nuno: Nuno uploaded a new version of &amp;amp;quot;File:Master Teer.jpg&amp;amp;quot;: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Darmazan.jpg&amp;diff=3527</id>
		<title>File:Darmazan.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Darmazan.jpg&amp;diff=3527"/>
		<updated>2013-08-05T19:59:19Z</updated>

		<summary type="html">&lt;p&gt;Nuno: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Argent_Eagle.jpg&amp;diff=3526</id>
		<title>File:Argent Eagle.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Argent_Eagle.jpg&amp;diff=3526"/>
		<updated>2013-08-05T19:58:52Z</updated>

		<summary type="html">&lt;p&gt;Nuno: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Candle.jpg&amp;diff=3525</id>
		<title>File:Candle.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Candle.jpg&amp;diff=3525"/>
		<updated>2013-08-05T19:58:26Z</updated>

		<summary type="html">&lt;p&gt;Nuno: Nuno uploaded a new version of &amp;amp;quot;File:Candle.jpg&amp;amp;quot;: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Whisper.jpg&amp;diff=3524</id>
		<title>File:Whisper.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Whisper.jpg&amp;diff=3524"/>
		<updated>2013-08-05T19:57:28Z</updated>

		<summary type="html">&lt;p&gt;Nuno: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Wolfburn.jpg&amp;diff=3523</id>
		<title>File:Wolfburn.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Wolfburn.jpg&amp;diff=3523"/>
		<updated>2013-08-05T19:56:22Z</updated>

		<summary type="html">&lt;p&gt;Nuno: Nuno uploaded a new version of &amp;amp;quot;File:Wolfburn.jpg&amp;amp;quot;: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Giddy_Jon.jpg&amp;diff=3520</id>
		<title>File:Giddy Jon.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Giddy_Jon.jpg&amp;diff=3520"/>
		<updated>2013-08-05T19:53:08Z</updated>

		<summary type="html">&lt;p&gt;Nuno: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Pockets.jpg&amp;diff=3519</id>
		<title>File:Pockets.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Pockets.jpg&amp;diff=3519"/>
		<updated>2013-08-05T19:52:41Z</updated>

		<summary type="html">&lt;p&gt;Nuno: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Loaf.jpg&amp;diff=3518</id>
		<title>File:Loaf.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Loaf.jpg&amp;diff=3518"/>
		<updated>2013-08-05T19:51:47Z</updated>

		<summary type="html">&lt;p&gt;Nuno: Nuno uploaded a new version of &amp;amp;quot;File:Loaf.jpg&amp;amp;quot;: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Husker.jpg&amp;diff=3516</id>
		<title>File:Husker.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Husker.jpg&amp;diff=3516"/>
		<updated>2013-08-05T19:48:08Z</updated>

		<summary type="html">&lt;p&gt;Nuno: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Gurne.jpg&amp;diff=3515</id>
		<title>File:Gurne.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Gurne.jpg&amp;diff=3515"/>
		<updated>2013-08-05T19:47:34Z</updated>

		<summary type="html">&lt;p&gt;Nuno: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Darkeye.jpg&amp;diff=3513</id>
		<title>File:Darkeye.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Darkeye.jpg&amp;diff=3513"/>
		<updated>2013-08-05T13:09:06Z</updated>

		<summary type="html">&lt;p&gt;Nuno: {{PAGENAME}}
{{PAGENAME}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Hit_Points,_Action_Points,_and_Life_in_General&amp;diff=3327</id>
		<title>Hit Points, Action Points, and Life in General</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Hit_Points,_Action_Points,_and_Life_in_General&amp;diff=3327"/>
		<updated>2013-03-08T11:34:05Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section explains how certain parts of the rules are dealt with, and intruduces a few new rules or modifications.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;General rules (and some changes)&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;20s and 1s&#039;&#039;&#039;: A roll of 20 in the d20 mean you add a +10 to the result (as if you rolled a 30). Likewise, if you roll a 1, you subtract 10 from the result (a -10).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aid another&#039;&#039;&#039;:When using the Aid Another action to give an ally a +2 bonus on their roll, if you roll high your bonus increases: for every 5 points you beat the DC10 required for the Aid Another action, you add a further +1 bonus to the ally’s roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shooting into melee&#039;&#039;&#039;:When shooting a ranged attack into a melee (in which several creatures are fighting, possibly allies), the classic 3.5 rules say there is a -4 penalty. WE update this rule to mean that “you take the -4 penalty to try and hit the correct target and avoid hurting your allies”. If you wish, you may forgo shooting with care into a melee and not take the penalty, but if you miss, the attack is instead directed to the nearest combatant in the melee (which is flat-footed against this attack if it is an ally). The new target may still get away unscathed if the attack roll isn’t high enough to get past its AC.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Maneuvers:&#039;&#039;&#039; Combat maneouvers do not provoke Attacks of Opportunity anymore, and their ‘Improved __’ feats add +4 bonus to the roll instead of just +2. On a failed maneuver attempt however, the target gains an Attack of Opportunity against you (which can be a maneuver or not).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shields:&#039;&#039;&#039; When using the total defense action, if you have a shield (other than a buckler or klar) you gain cover bonuses: +4AC +2 Ref saves from a light shield, +6 AC +3 Ref from a heavy shield, and from tower shields you gain total cover (as described in its entry). This is in addition to the +4 dodge AC you normally get from the total defense action.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Charge&#039;&#039;&#039;: when charging, in addition of the +2 bonus to attack, you also get a +2 bonus to damage. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mounted Combat&#039;&#039;&#039;: When mounted and against melee targets smaller than your mount, you have a +2 cover bonus to AC due to being mounted. Mounted charges add +4 to damage instead (but still only +2 to attack).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcane Spell Failure&#039;&#039;&#039;: when a spell fizzles due to spell failure (due to armour or shield), while the spell fails, you however do not lose the spell (or spell slot) for the day, and can try to cast it again the next round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Action Points&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Action points represent those fleeting moments of sheer luck, of fate favouring the hero. &lt;br /&gt;
Each character has 3 Action Points each session that they may use. If they are not spent, they do not accumulate into the next session, so players should look for opportunities to spend them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Using Action Points&#039;&#039;&#039;&lt;br /&gt;
You can only make &#039;&#039;one usage&#039;&#039; of action points per round of combat, as a free action. Each usage has an Action Point cost, and must be stated before taking the action, except when modifying a roll (see below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
!Action Point cost!!Usage&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;1&#039;&#039;&#039;||&#039;&#039;&#039;Improve a Roll&#039;&#039;&#039;&lt;br /&gt;
You spend an action point to improve a d20 roll (attack, save, skill, ability or level check). &lt;br /&gt;
Roll 1d6 and add to your d20 roll. If you’re lvl 8-14, roll 2d6 and choose the better. If you’re lvl 15-20+, roll 3d6  and choose the better.&lt;br /&gt;
May use after the d20 is rolled, but not after the DM has stated the result.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;1&#039;&#039;&#039;||&#039;&#039;&#039;Boost Defense&#039;&#039;&#039;&lt;br /&gt;
Gain double the dodge bonus to AC when fighting defensively, or a +4 bonus if using &#039;Combat Expertise&#039;, until next round.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;1 or 2&#039;&#039;&#039;||&#039;&#039;&#039;Magic Boost&#039;&#039;&#039;&lt;br /&gt;
Gain an increase of 1 or 2 in caster level on a magical effect you’re casting.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;2&#039;&#039;&#039;||&#039;&#039;&#039;Auto Stabilize&#039;&#039;&#039;&lt;br /&gt;
Stabilize at your current HP if you’re dying.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;2&#039;&#039;&#039;||&#039;&#039;&#039;Extra ability use&#039;&#039;&#039;&lt;br /&gt;
Gain an extra use of an ability you possess that has a limit on the number of uses per day or between rests.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;2&#039;&#039;&#039;||&#039;&#039;&#039;Second Wind&#039;&#039;&#039;&lt;br /&gt;
Recover 1/5 of your max HP as you shrug off damage taken in a burst of sudden vigor.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;2&#039;&#039;&#039;||&#039;&#039;&#039;Burst of Courage&#039;&#039;&#039;&lt;br /&gt;
Make a new save against an ongoing fear effect.&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;2&#039;&#039;&#039;||&#039;&#039;&#039;Social Recovery&#039;&#039;&#039;&lt;br /&gt;
Reroll a failed Bluff or Diplomacy roll. &lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;2&#039;&#039;&#039;||&#039;&#039;&#039;Critical Sneak&#039;&#039;&#039;&lt;br /&gt;
Use when you succeed on a flanking sneak attack; roll for an effect on the critical hits chart. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The new HP “bar”&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
This new rule allows creatures to remain conscious and staggered, stumbling around, holding on to life before passing out, instead of just going straight to negative HP and unconsciousness.&lt;br /&gt;
This gives creatures that precious time to crawl away to safety and retreat, if possible; to drink a healing potion, or to ask for mercy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:HP bar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rule is as follows:&lt;br /&gt;
&lt;br /&gt;
Living creatures benefit from a Disabled “buffer zone” of hit points, which is equal to their Con score (not modifier!). This buffer zone replaces the “zero” hit points value. &lt;br /&gt;
&lt;br /&gt;
They are staggered while Disabled (just like they would be at 0 HP in classic 3.5 rules), and any standard action they take will deal them 1 point of damage. They will only become unconscious when reduced to -1 HP, and die at -10, as normal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ex: if Tordek has15 Con, when reduced below 1 HP, his enemies will still have to go through another 15 HP that Tordek has, in order to put him at negative HP. Any standard action that Tordek takes during this time will deal him 1 point of damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Non-living creatures, because they have no Con score, have no buffer zone, and are destroyed at 0 HP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, when a creature has its HP reduced to one-quarter of its total, the stress and adrenaline make a creature push its limits. This grants a creature 5 temporary Action Points while their HP is under one-quarter, while in a combat or stressful situation. &lt;br /&gt;
&lt;br /&gt;
Once the creature’s HP again rises above the one-quarter mark, the temporary Action Points become unusable again. If the creature happens to again go below the bloodied value, the Action Points again become usable, and he can use any that he hadn’t spent yet. &lt;br /&gt;
A creature can only benefit from these 5 Action Points once per combat (or stressful situation), or if multiple combats are fought in succession, once every hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Critical Hits&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
A Critical Hit occurs whenever a creature is hit on a vital spot. A critical hit happens every time the critical threat of a weapon is rolled on a d20 attack roll (ex. 19 or 20 for a longsword, which is 19-20), or when an attack roll exceeds an opponent’s AC by 10 or more (this is a new rule). &lt;br /&gt;
&lt;br /&gt;
There is no confirmation roll to verify if the critical really happens: it is triggered whenever one of these conditions is met. &lt;br /&gt;
Whenever you have an effect that, according to the old rules, would give you a bonus on your roll to confirm critical hits, add half that bonus to your critical threat range (minimum 1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ex.: if an effect gives you +3 bonus to confirm critical hits, and you&#039;re using a longsword (crit range 19-20), then in this campaign, you instead add 1 to the threat range (3/2, rounded down = 1), so the crit range is now 18-20.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whenever a Critical Hit is achieved, a d% is rolled on the Critical Hits Chart to see how bad the target was hit and which effects he suffers: a mace to the chest might break a few ribs and leave the character winded, a cut to the tendons might leave a foot unusable or a spear through the shoulder might leave the character pinned to the wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sneak Attack&#039;&#039;&#039;: whenever you deal sneak attack damage because the target was denied its Dex bonus (but not when flanking), roll on the critical hits table and apply the effect listed (but not apply critical damage). If you spend 2 Actions points when dealing a flanking sneak attack, however, you can roll on the critical hits table as well.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you may instead make a &#039;&#039;called shot&#039;&#039; when Sneak Attacking (see below) which allows you to pick the body part you want to strike (see below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Armour protection&#039;&#039;&#039;===&lt;br /&gt;
Your armour may protect the character in some of these situations, and the effects will be less severe. However, it will take the brunt of the blow, become damaged and perhaps unusable until repaired.&lt;br /&gt;
&lt;br /&gt;
Check which parts of your body your armor covers, in addition to the chest/abdomen: arm coverings, gauntlets, gorget for the neck, legs, greaves, etc.&lt;br /&gt;
If you suffer a critical in a body part protected by your armour, you take no extra critical effects, but your armour takes the full critical damage (though its hardness is still deducted from damage).&lt;br /&gt;
&#039;&#039;You can check hardness of materials [http://www.d20pfsrd.com/gamemastering/exploration-movement#TOC-Table:-Common-Armor-Weapon-and-Shield-Hardness-and-Hit-Points here].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are exceptions, however.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axes &amp;amp; Poleaxes&#039;&#039;&#039; armour takes full damage and target takes half damage and full crit effects, but only if hardness of the weapon is higher than the armour&#039;s;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stabbing, thrusting and piercing projectiles:&#039;&#039;&#039; armour takes half crit damage, target takes full damage and effects;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bludgeoning weapons&#039;&#039;&#039;: armour takes no damage but you still take half damage and full crit effects;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armour that is reduced to half or less of its hit points is [http://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken Broken]: AC is reduced to half (reounded down) and armor check penalty doubled.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Called Shots&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
A character may choose, when attacking, to make a called shot: a strike to a specific part of the opponent’s body.&lt;br /&gt;
&lt;br /&gt;
To this end, he may refer to the Critical Hits Chart and choose which effect he wishes to create. Each entry has an associated attack roll penalty, which is applied to the character’s attack roll. If the attack is successful, then the character hits and the opponent suffers the designated effects.&lt;br /&gt;
&lt;br /&gt;
These attack roll penalties are generally very high, but against unaware, unarmored targets, a high enough attack bonus and the Sneak attack ability is generally sufficient to get the job done (for all the assassins out there).&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;If you have Sneak Attack&#039;&#039;&#039;===&lt;br /&gt;
Sneak attack represents training in hitting targets in weak spots and knowing how to make the most damage out of each strike.&lt;br /&gt;
If you are attacking an opponent that is denied his Dex bonus against you (flat-footed, unaware, stunned, helpless, etc), for each 1d6 Sneak Attack damage you forgo you can &#039;&#039;reduce the called shot penalty to your attack roll by 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You cannot use sneak attack to contribute to Called shots if you are only flanking: you must be attacking a target denied its Dex bonus, such as by suprising it or it being immobilized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] 02:48, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Special_Cases&amp;diff=3326</id>
		<title>Special Cases</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Special_Cases&amp;diff=3326"/>
		<updated>2013-03-07T21:15:06Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Being a ‘special case’ means a character has a something that makes him stand apart, for better or worse.&lt;br /&gt;
Each variant comes with its own special benefits and its own built-in drawbacks.&lt;br /&gt;
If a character so chooses, he may attempt to develop his powers, mainly by choosing one of the Godling classes or Sorceror class. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNDER DEVELOPMENT!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Possessed&#039;&#039;&#039;==&lt;br /&gt;
Demons sometimes break into the mind of a person, burrowing deep within, muttering dark secrets and urging its host to perform things he wouldn’t otherwise do. Such poor souls don’t last long, and if they are not killed or arrested by their fellows, they might be able to be exorcised by a wandering priest, with some luck.&lt;br /&gt;
&lt;br /&gt;
A possessed character is one that has harboured a possessing demon (although one with a milder disposition) for some time now, and is aware of the entity within him. He has not been able to rid himself of it, but has reached a certain level of understanding with the demon. &lt;br /&gt;
&lt;br /&gt;
Such a demon has realized the value of keeping a host, instead of putting him at risk. This may be due to boredom, fear or some hidden agenda. The demon may also be wary of being exorcised, and having a host that values its presence may be beneficial to it.&lt;br /&gt;
By accepting every so often requests from the demon, the host can borrow some of its power once in a while. He can eventually gain access to secret knowledge and dark, fell powers by developing his connection with the demon. However, the demon’s demands will inevitably lead its host to evil, possibly to the point where someone else will have to stop him.&lt;br /&gt;
&lt;br /&gt;
Possessed characters should have high Wis scores (or Will saves) to be able to resist the demon’s mental control, and good Cha scores (or Diplomacy or Bluff) in order to convince the demon to help them.&lt;br /&gt;
&lt;br /&gt;
Unlike other special cases, a possessed character may eventually exorcise his demon, or the demon may leave of its own free will. In such a case, the character immediately gains a -3 penalty to Will saves due to psychological withdrawal symptoms, which works as a new flaw, but gains an extra feat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demonic Influence:&#039;&#039;&#039; the demon inside has its own agenda and interests, and will try to steer the character towards his goals. He may apply a -4 penalty to any ability score at any time he decides, as well as take it away, as a free action. He can also influence the possessed character’s thoughts, pushing him to do things he otherwise wouldn’t, either through direct demands or application of certain emotions and memories. In such a case, the possessed must succeed on a Will save DC 18 (with modifiers depending on the situation), or do what the demon demands, as if affected by suggestion.&lt;br /&gt;
*&#039;&#039;&#039;The Demon Inside:&#039;&#039;&#039; the entity inside a possessed character has full access to his host’s surface thoughts, but can also access its host’s memory. The host can try to resist memory probing with a DC 18 Will save, though most memories will already have been investigated after harbouring the demon for so long. If he succeeds, he manages to keep the demon out of his thoughts for 8h. &lt;br /&gt;
*&#039;&#039;&#039;Power Gift:&#039;&#039;&#039; a possessed may beseech his inner demon for power. The demon decides if helping is worth its trouble, subject to the DM. If the demon does not seem inclined to help, he can try a Diplomacy check DC 20 (with modifiers depending on the situation). He can try as Bluff check instead, as long as the demon does not manage to read his thoughts. If the demon is convinced to help, the possessed gains a +4 profane bonus to one of his ability scores (the demon decides which).&lt;br /&gt;
*&#039;&#039;&#039;Demon Puppet:&#039;&#039;&#039; if the situation is dire, the demon itself may take control of the host to try and save itself. The host may try to resist it with a Will save DC 18. If the demon takes over, the host gains a &#039;&#039;&#039;+3 bonus to his attacks&#039;&#039;&#039;, and a &#039;&#039;&#039;+2 bonus to his Intelligence, Wisdom and Charisma&#039;&#039;&#039; (only up to a maximum of 20 on each ability score). The &#039;&#039;&#039;demon can also now use its own powers&#039;&#039;&#039; through its host: [http://www.d20srd.org/srd/spells/inflictLightWounds.htm inflict light wounds]* and [http://www.d20srd.org/srd/spells/telekinesis.htm telekinesis] at will (both caster level 4) and a haunting &#039;&#039;&#039;Aura of Dread&#039;&#039;&#039;, that causes every creature within 60ft to become shaken unless they succeed on a Will save DC 16 (success means they are immune to the aura for 24h). The demon has the following skillset: Bluff +12, Intimidate +14, Perception +10. During the time the demon is in control of a character’s body, his eyes glow red with a malevolent light. &#039;&#039;*(in this campaign, inflict light wounds does not allow a save against damage, only the touch attack is required)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Cambion&#039;&#039;&#039;==&lt;br /&gt;
Born of a union between a demon and a mortal, cambions are generally slain upon birth. Those that are mercifully spared suffer persecution, and are generally the scapegoats of every community that tolerates them, even if it’s not completely aware of their strange nature’s origins. Some might survive in the outskirts of civilization, others resort to disguise and inconspicuousness to disappear in the crowds of larger towns. &lt;br /&gt;
&lt;br /&gt;
Cambions show the taint of their heritage clearly: pointed teeth, small horns, clawed feet and red eyes. To an extent, these features may be concealed. Otherwise, they are physically attractive and charismatic. They have a natural talent for deceiving people, and an uncanny ability to strike fear into their foes.   &lt;br /&gt;
&lt;br /&gt;
Their mind is forever troubled with evil thoughts, and a cambion needs a good mental endurance to resist the urges to steal, destroy and murder everyone around him. Their supernatural nature also gives them the Gift of magic: if trained, they can become powerful sorcerors.&lt;br /&gt;
&lt;br /&gt;
They can be found among all the mortal races, and are universally shunned.&lt;br /&gt;
&lt;br /&gt;
Cambions possess both physical and mental gifts, and can benefit from having high Str, Dex and Con scores to become formidable fighters; on the other hand a high Cha allows them to get the most of their magical abilities and powers as a spellcaster. However, they should possess a strong Wis score (or Will save) as well, to resist the powerful urges that threaten to take over their mind. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subtype:&#039;&#039;&#039; cambions have the (evil) subtype, even if they manage to lead a non-evil lifestyle. Their evil taint is easily picked up by divine casters, and animals get agitated and aggressive when near a cambion, and will not approach more than 5 ft. If the cambion gets any closer to an animal, the animal attacks him.&lt;br /&gt;
*&#039;&#039;&#039;Ebon Eyes&#039;&#039;&#039;: a cambion can see in complete darkness, even magical darkness, up to 60ft. &lt;br /&gt;
*&#039;&#039;&#039;Darkness&#039;&#039;&#039;: a cambion prefers to strike from the cover of darkness. He can cast darkness as a spell-like ability, a number of times per day equal to 1 + his Cha bonus (min 1). &lt;br /&gt;
*&#039;&#039;&#039;The Gift&#039;&#039;&#039;: a cambion’s supernatural heritage grants him the ability to manipulate magic innately. He may use [http://www.d20pfsrd.com/magic/all-spells/t/touch-of-fatigue Touch of Fatigue] as a spell-like ability at will (caster level equal to character’s level, DC equal to 10 + half your level + Cha mod), and gains a +1 morale bonus to attacks, skills or ability checks for 1 min whenever a target fails its save against it. He can develop his powers as a [http://www.d20pfsrd.com/classes/core-classes/sorcerer Sorcerer] with the [http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/abyssal-bloodline Abyssal], [http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/daemon-bloodline Daemon], [http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/infernal-bloodline Infernal], [http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/oni-bloodline Oni] or [http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/rakshasa-bloodline Rakshasa] bloodlines; his Cha counts as being 2 points higher for purposes of spell DCs and spells per day, and he gains an extra spell known at each spell level that must either be necromancy, enchantment, a personal transmutation, or any spell with the [evil] descriptor.&lt;br /&gt;
*&#039;&#039;&#039;Death Knell&#039;&#039;&#039;: a cambion can feed on the life force of a dying creature. He can use [http://www.d20pfsrd.com/magic/all-spells/d/death-knell death knell] (caster level equal to character’s level, and DC equal to 10 + half your level + Cha mod) as a supernatural ability at will. Each successful casting gives the cambion temporary HP, strength and an increase in caster level, which are cumulative with further castings.&lt;br /&gt;
*&#039;&#039;&#039;Evil Urges&#039;&#039;&#039;: evil thoughts of murder and suffering fill a cambion’s mind. Every time a cambion gets angry, he must roll a Will save DC 15 or must attack the target of his anger (at least one attack that would deal lethal damage). The same applies whenever a helpless target (even an ally) is within reach: he must succeed on a Will save or deliver a coup de grace or use death knell. Whenever he is hit in combat, he must roll a Will save DC 18 to disengage from that enemy or he must keep attacking until it is not only unconscious but definitely dead (using his death knell ability, if possible). &lt;br /&gt;
*&#039;&#039;&#039;Fiendish Trait&#039;&#039;&#039;: cambions possess unnatural physiology and senses. You have one racial trait from the list of [http://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling tiefling] normal or alternate racial traits. You count as a tiefling for purposes of game prerequisites, and can take appropriate feats. If any of your traits results in a unnatural appearance, you take a -5 penalty on disguise checks to avoid its detection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] ([[User talk:Nuno|talk]]) 21:13, 7 March 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Character_Creation&amp;diff=3318</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Character_Creation&amp;diff=3318"/>
		<updated>2013-02-06T03:37:28Z</updated>

		<summary type="html">&lt;p&gt;Nuno: /* Character details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players start play as young recruits of the Free Company of Machan, a &#039;&#039;fianna&#039;&#039;, a band of travelling warriors working for pay and supplies.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Getting started at Pathfinder SRD webpage&#039;&#039;&#039;==&lt;br /&gt;
This page contains practically most of the information and reference you need to learn and play the game, with the exception of the rules covered in this wiki.&lt;br /&gt;
&lt;br /&gt;
Click [http://www.d20pfsrd.com/basics-ability-scores/character-creation here] for a step-by-step process, but refer to this page for changes to the core rules (races, classes).&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Character Sheet&#039;&#039;&#039;===&lt;br /&gt;
Post-Myth uses modified character sheets, you can download/print them from [http://www.orcedinburgh.co.uk/component/remository/Post-Myth--Shapes-of-Grey/Post-Myth-Character-sheet/?Itemid=106 here].&lt;br /&gt;
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===&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;===&lt;br /&gt;
Post-Myth uses the Point-buy system, where you have a total of 20 points to assign to your ability scores.&lt;br /&gt;
Use the table provided in the Pathfinder page to figure out costs for each ability value.&lt;br /&gt;
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&#039;&#039;Values lower than 10 give you a penalty, values higher give you a bonus. For some character concepts, optimizing one value over others is good, for others a slight balance between some of the scores is preferable.&#039;&#039;&lt;br /&gt;
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==&#039;&#039;&#039;Races&#039;&#039;&#039;==&lt;br /&gt;
The Company has recently been accepting members of &#039;The Others&#039;, the non-human races, into its fold, although why no one can tell. But regardless of race, those who join the Company either seek glory in combat, or to run away from their past lives. No questions are asked: if you can pick up a weapon and fight, you&#039;re in.&lt;br /&gt;
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Consider that there are serious, even murderous tensions, between some races. Humans against Elves and Gnomes, and vice versa. Elves against Dwarves, and vice versa. Walking into every new settlement can bring lots of problems. Take that into account, and either take pains to lay low or invest in the Disguise skill.&lt;br /&gt;
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===&#039;&#039;&#039;[http://www.d20pfsrd.com/races/core-races/human Human]&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Mankind, sons of Manu, the shaved Apes, the Young Folk&#039;&#039;&lt;br /&gt;
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Humans are a hardy, determined race, very adaptable and quick to learn. They are ingenious in finding new uses for old things, and their short lifespan fuels a resolve in them not commonly found in the older races. Unfortunately, their reproduce quickly and are extremely expansionist, and that has led them too many times into conflict with each other and with other races.&lt;br /&gt;
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They are masters of travel, having developed technologies that allow them to challenge the length of the plains, the waves and, recently, the winds.&lt;br /&gt;
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&#039;&#039;History:&#039;&#039; The sons of Manu have lagged behind the other mortal races for quite a few millenia. While the others have been groomed or taught, in one form or another, by older beings, humans stuck to their cave-hopping and trailblazing, travelling from place to place, hunting and foraging. &lt;br /&gt;
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In the following five thousand years, the world saw the Manu domesticate animals and grow crops, eventually creating permanent settlements, and colonising the bountiful islands of the Medigean sea. The speed with which these primitive nomads developed writing, building and toolmaking can only be explained by intervention of the other races: a secret patron here and there, whispering in the ears of Man’s “most brilliant minds”.&lt;br /&gt;
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Mankind soon built several little nations of their own, but their inborn behaviour for ambition made it difficult for a unified civilization to emerge. Kingdoms and states have risen and fallen, and nowadays only a few still stand the test of the centuries: the oldest of them, steeped in history and knowledge, mankind’s greatest asset. The rest of them live in scattered settlements or small city-states, many built on the fringes of the civilized world known to them, and mostly are at the mercy of wild creatures or the whims of the spirits.&lt;br /&gt;
As Mankind progressively became aware the other beings inhabiting their world (mostly through unhappy clashes or accidents), it started to realise how ‘alien’ and advanced they were, which bred fear and suspicion. For many, this did not sit well, and in some states it lead to the creation of “protective measures” against these “Others”. And when the captures started to be more successful, it became clear that not all of those so-called spirits were as powerful (or supernatural) as it was first thought: scholars poked, prodded and tore limb from body to confirm exactly how mortal these folk were.&lt;br /&gt;
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These small conflicts escalated more or less throughout the borders of human territory, but nowhere was the conflict more bloody than when the princes of Míl invaded the great island of Ivernia, to avenge the death of their uncle, Íth the explorer, at the hands of a treacherous aelfen court. The ensuing conflict involved many other kingdoms, and sparked a racial hatred of  mostly everyone non-human. The more humans advanced into the landmass, the greater number of enemies they faced. The conflict lasted for a hundred years, and it ended without a victor: the final clash between the two forces was abruptly stopped by a vast cataclysm, engulfing both armies and putting an end to the war. Since that day, the sons of Manu have ceased hostile advancements. &lt;br /&gt;
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But times are changing, and the new Milesian empire is rising from its ashes. Scholars have started to understand the workings of the world, thanks to archaeological finds from the lost Titan civilization, and new wonders are put to work each day. Architecture, agriculture and transportation are being revolutionized, as is warfare. And racial barriers are also coming down, for the dvergar race has been an honest business partner in all their dealings so far, and people are becoming increasingly accepting of them.&lt;br /&gt;
The Golden Age of Man is starting.&lt;br /&gt;
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&#039;&#039;Society:&#039;&#039; the settlements of man are pretty much scattered, most of them huddling in the periphery of city-states or small kingdoms, and only a few larger kingdoms have endured the march of time. They still pretty much wage war with each other, primarily over resources, such as fertile land and water sources, cattle or ore deposits; but in the larger city-states, desires are of wealth and excess, and the power to command armies.&lt;br /&gt;
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Most of the populace are either farmers or fishermen, but merchants are becoming increasingly more common, as the distances between settlements become shorter and better patrolled. New occupations are springing up, with the overall increase in life quality and access to goods.&lt;br /&gt;
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In many human city-states, “the others” are immediately detained and subject to interrogation: they can be scouts of an advancing army, or rebel terrorists. They are usually relocated to work camps, where they are put to good service, until and if they are deemed no longer a threat. In most Fringe settlements, however, policing is not effective enough to enforce these measures, and in some city-states, “the others” are even accepted, although they must live in separate neighbourhoods and respect stricter laws.&lt;br /&gt;
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&#039;&#039;Psychology:&#039;&#039; human motivations are very diverse, the result of fragmented cultures and regional divergence. Because most are part of a working class, toiling either for they own sustenance on the Fringe or for a fief lord, humans tend to be pragmatic and practical. Because of being further removed from civilization, they are often much more subjected to visitations by the spirits, and as such these people are much more religious, being much more attentive in their offerings and celebrations.&lt;br /&gt;
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Those living in the heart of the larger city-states and kingdoms have a more urban mindset, though, and although religion is still practised, knowledge of prayers and ritual is for the most part very basic, and in the Milesian Empire religion has essentially been discarded in favour of ‘scientific’ philosophy practices.&lt;br /&gt;
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Humans culture sports extremely diverse psychological traits, which change quite a lot from region to region.&lt;br /&gt;
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===&#039;&#039;&#039;[http://www.d20pfsrd.com/races/core-races/elf Elf]&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Elves, Alfar, the Children of Danu, Danaan, the Fair Folk&#039;&#039;&lt;br /&gt;
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Elves are a proud, deeply emotional race. They share a spiritual and cultural link with nature, and their society revolves around living in balance with it. They live in reverence and communion with the Spirits, pay them vassalage and worship, in the hopes of being elevated into their flock in their old age. Indeed, the eldest of the alfar are invited to live in Tir nán Og, the Spirit World, the land of eternal youth, where they speak with the Spirits on behalf of their people.&lt;br /&gt;
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Their lifespan extends for several centuries, and they amass a considerable amount of knowledge and skill throughout their lives.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Extra rules:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Keen senses gives a +4 bonus instead of only +2&lt;br /&gt;
*Choose 3: Craft, Handle Animal, Heal, KNowledge, Perform, Profession, Ride, Spellcraft, Survival, Use Magic Device. you are considered trained in those skills.&lt;br /&gt;
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&#039;&#039;History:&#039;&#039; elves trace their lineage back to the fey spirits of the world, the Sidhe, as they call them. Elven history tells how the elves were nurtured by them and taught the secrets of the world and magic in the Spirit World. With time, the Sidhe brought them all to the World in huge whitewood vessels, and left them to their devices. If it was because they became bored with them or had a higher purpose in mind, no one can say. In those first times, when they first arrived, they came into conflict with the race they call Fir’bolg (the men of bags, or dwarves), when they mercilessly and systematically burned up the ancient roots of their primeval forest, mining for the rare mithral ore. This lead to an immediate and violent response, as adequate for the crime, for the oldest and most mystical trees the elves knew withered during those times, and the natural imbalances lead to climate changes that brought on a centuries-long ice age.&lt;br /&gt;
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When the piled bodies became too unbearable, a grudging peace was finally achieved, and new borders were drawn, with difficult concessions from both parties.&lt;br /&gt;
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Soon, they were betrayed by the Fomoirii (as they call the Giants), who had aided them in the war and were now making outrageous demands and imposing laws. Their conflict was long, both political and military. They are to this day at odds and Fomorian raids are not uncommon.&lt;br /&gt;
Then, a few hundred years ago, came the Sons of Manu (the name they came to know humans by) in their boats from the south. Arrogant conquerors of the worst sort, what they lacked in lifespan and insight they made up for in tenacity and viciousness. The great Elven kings had to devise a trap to catch them unaware, before their army could come ashore and claim the forested lands as their own. Full-scale conflict erupted, which lasted until a few decades ago. The final battle between the two weary civilizations was stopped by a mysterious natural cataclysm, which practically annihilated both armies, and everyone took that as an omen that they should drop the fight. Nevertheless, deep resentment and racism is still felt between the two races, particularly by the elves, but humans, due to their short lifespan and their superstitions, have blurred history to a degree, with elves becoming again these mysterious and merciless beings that hide like wraiths in the woods, and kill people from the shadows, with no quarrel or warning.&lt;br /&gt;
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During these centuries of struggle, many blood ties were created, surprisingly, resulting in both elf/giant and elf/human hybrids (though not dwarf/elven hybrids, due to their segregated lifestyles).&lt;br /&gt;
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&#039;&#039;Society:&#039;&#039;  the elves call themselves The Children of Danu, after the nature-deity they revere most. They live in dispersed, secluded courts hidden in the forests or natural grottoes, each led by a king and/or queen. This position is generally earned by deed and not by blood, though most of the elven heroes who ascend to it are themselves from noble houses. Their empire was once unified, but not anymore. &lt;br /&gt;
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They have regular contact with the Small Folk, who share their bond with nature, and who fill essential roles in their community as smiths and jewelers. They still have deep resentments towards humans and dwarves, but particularly hate the Fomoirii (something they share with the other races) for their repeated treachery. Very rarely are outsiders allowed to enter an elven court. &lt;br /&gt;
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Elves do not make use of bronze, iron or steel, and whenever they need to use metal weapons, they wield gnome-crafted mithral arms and armor (which is considered a great honour). Magic is a part of elven society, and at least a part of the population learns how to cast minor rituals. The most mainstream application of elven magic is through the use of song-magic. Elven bards are veritable troves of knowledge, and travel from court to court both to entertain and teach. The gift of sorcery is also nurtured within the elves, sparked primarily from their fey blood, though there can be exceptions. &lt;br /&gt;
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&#039;&#039;Psychology:&#039;&#039; elven emotions run deeper than any race can understand. They can spend hours just blissfully appreciating the natural beauty of a place, which is enough to make them at peace with themselves. They are not particularly driven (unlike humans or dwarves), and prefer to indulge in many different activities over their lives rather than mastering any of them. The fact that they have such a long life makes then somewhat complacent by other races’ standards. &lt;br /&gt;
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But when an elf feels he has been wronged, he is roused to anger very quickly, with reflexes to match. If the grievance is serious enough, his sense of pride will often lead him to challenge the offender to a deatmatch. For elves, this is a natural course of events and a part of their society, although they do mourn the loss of any life they take (which other races find very confusing). Elven pride is the trait that most often throws them into conflict with others, for no quarrel is asked or given, just swift retribution.&lt;br /&gt;
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===&#039;&#039;&#039;[http://www.d20pfsrd.com/races/core-races/dwarf Dwarf]&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Dwarves, Dvergar, Fir’Bolg, the Stout Folk&#039;&#039;&lt;br /&gt;
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Dwarves are a resilient, stocky and creative race. They are expert crafters and tireless labourers. They build their homes under the mountains, where they incessantly mine precious ores and build wonders in their great forges, both mundane and magical. &lt;br /&gt;
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They are the best engineers and chemists in the world, and they invented the whole of the new generation of warfare. They have a creative and analytical mind that sometimes clouds all emotion or common sense.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Extra rules:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Hatred applies instead to giants and not to orcs or goblinoids.&lt;br /&gt;
*All dwarves are considered trained in 5 different Craft skills.&lt;br /&gt;
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&#039;&#039;History:&#039;&#039; dwarf history is shrouded in mystery, but goes back farther than most other races can remember. The dwarves believe they were created by the gods to craft their plan for the World, and that their unique skills are the gods’ gifts to them. Unfortunately, their lives and services were seized by the Jotnar (the Giants), who enslaved them, together with many other races, and forced them to mine for ores, build their cities and craft their weapons. Together with the gnomes, they share an unsufferable antagonism and hatred against the Giants, which leads some to believe that they were once a single race. As for the dwarves, what they believe is that some of them were charmed and enslaved by forest-dwelling spirits, eventually becoming gnomes (whom they always look at with a mixture of kinship and mistrust).&lt;br /&gt;
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They also speak of the fall of the great civilization of the Jotnar by the hands of the Dragons, and how the dwarves retreated deep into the earth, explored the bowels of the world, and built their great fortresses. They had some contact with Humans over time, most of it grudgingly friendly: humans are cautious, careful and suspicious in their aproach and dealings with the dwarves, much like them. &lt;br /&gt;
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But conflict erupted when they attempted to mine for the rare mithral ore under the great forests of the elves. The elves systematically murdered defenceless dwarven miners, who were unaware they were harming the great trees’ roots. When dwarves finally learned the cause of the elves’ aggression, it was already too late for any kind of peace. Centuries of bloodshed ensued, until at last the elves managed to crush the dwarven resistance. However, they had come to respect their opponents’ noble determination over time (due to their long lifespans) and chose to spare the survivors. A truce was called, the elves allocated a portion of their domains for dwarven occupation, and definite boundaries were drawn.&lt;br /&gt;
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&#039;&#039;Society:&#039;&#039;  dwarven communities live in great fortresses in the mountains, with many levels both up and downwards. Sometimes, the deeper vaults go farther than any dwarf can remember, and cases have occurred where things that should have remained buried were unearthed by dwarven miners. Each mountain Hold houses a founding dwarven Clan, along with a few other lesser clans. The Clans maintain a loose alliance between themselves, though they are strict and defensive about their own assets and dominions. Nevertheless, there is a decent level of cooperation and understanding between all dwarves, mostly out of necessity and practicality, for war isn’t something any of them wishes to spend their resources in. Only avarice and greed generally cause conflicts between dwarves.&lt;br /&gt;
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&#039;&#039;Psychology:&#039;&#039; dwarves are extremely single-minded and driven, tireless in their chosen tasks. They are extremely creative and practical. They have a deep need to build and create as part of their pleasures in life. Most dwarven creations are tangible things, that you can touch and feel: stoneworks, sculptures, carvings, mechanisms and weaponry. More abstract art forms, such as painting and music, are somewhat lost to them, although they do see the art in cooking and brewing. Their particular magic skills relate only to magic bound within objects or structures: they consider the free-wielding of magic to be heresy and a dangerous thing (spellcasters within dwarven Halls are required to be restrained and gagged). But as crafters of magical items, they are simply the best. &lt;br /&gt;
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Dwarves are considered a surly and grim people by other races, because they are not very much outspoken: they have a practical view on life, and consider socializing outside of drinking-hours to be a waste of time that doesn’t get any work done.&lt;br /&gt;
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===&#039;&#039;&#039;[http://www.d20pfsrd.com/races/core-races/gnome Gnome]&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;Gnomes, Brownies, Leprechauns, Tomtes, the Small Folk&#039;&#039;&lt;br /&gt;
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Gnomes are an ellusive, light-hearted-race. They are very creative and curious, and are masters of illusion and subterfuge. They make their homes underground, and are fascinated by nature, taking great care in protecting it, balanced by a curiosity about studying the myriad things nature has given birth to: from landscapes to animals, environmental disasters and other humanoid races. &lt;br /&gt;
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Gnomes are supernatural creatures: they are the closest of all the races to the Spirits, and they can converse at ease with many animals. They master magic instinctively (via the Sorcerer class) and curious as they are, delve into many secrets, some of them best left alone. It&#039;s said that many a family has fallen under self-inflicted curses brought on by runnaway magic, and that these wretches bear the weight of the curse until it completely consumes them, leaving them craven, demented savages.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Extra rules:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Racial spell-like abilities can be used at will.&lt;br /&gt;
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&#039;&#039;&#039;History:&#039;&#039;&#039; gnomes say their race came about when, one night, a fey prince slept with a mortal princess. They prince, though, was not very handsome and was quite short, but still the woman went to bed with him. Other stories say it’s the other way around. Both, though, claim the gnomes were born then: a race with all the curiosity and joy for life the faerie possess, but grounded to a mortal’s fate and condition, so that they might best enjoy their gifts. From the get-go, gnomes were inquisitive and curious, trying to understand the world while at the same time showing it reverence. Their explorations led them across the land, spreading out and eventually coming into contact with other races. This contact however, was rather one-sided: making use of their innate fey gifts and demeanor, they managed to relatively conceal their presence, leaving most of the other races with nothing but unproven rumours about small invisible men that misplaced their belongings. &lt;br /&gt;
At some point, they became close to the elves, who could relate to their faerie nature. No one remember how long ago that was. The two races got along together rather well since then, though quarrels are sometimes inevitable. &lt;br /&gt;
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As time went by, it became a trend of the Small Folk to acquire stories and knowledge from other places. Explorers and travellers were always welcomed, and their culture became very rich due to this exchange of ideas. It became a hobby for every gnome henceforth, and many of them are professional scholars and explorers, especially when they hit middle age. The most renowned explorers have lived within human or Giant households for years, studying the behaviour of their occupants and how they react to different situations.&lt;br /&gt;
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In recent centuries, however, an unexpected threat has fallen on gnome explorers, for the lands of Man have become extremely perilous to traverse: they capture gnomes on sight and lock them in prison camps, to slave away there until Mother Danu claims them back. Many gnome settlements within or near human lands have become isolated from the rest, and the worst is feared whenever human mobs are spurred on to genocidal hunts through the hills, searching for gnome households.&lt;br /&gt;
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The newer generations of gnomes have become increasingly more reckless and outraged with this, but also less jovial and more brooding. Some have formed liberation resistance groups, and have been successful in toppling a few of these slave sites. Now they have their eyes on bigger goals, for what one can’t see, one can’t react to. They are starting to hit human city-states, their leaders and armies. The Young folk must be taught a lesson in humility.&lt;br /&gt;
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&#039;&#039;Society:&#039;&#039;  gnome settlements are generally small, located underground beneath a forest or grassy hillscape, consisting of a few families working together for survival. Because of their intimate connection with the animals and nature in general, food and resources are generally abundant.&lt;br /&gt;
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Leadership is generally provided by the elder members of a community, who convene together to discuss important matters regularly. No form of centralized government exists, and settlements are always large villages at most. &lt;br /&gt;
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Frequently, gnome communities live within elven courts, where they form their own little neighbourhood (not out of any discrimination from the aelfen, but out of the tradition to keep the community together). There, they perform vital functions to the elven community as metalworkers and jewelmakers, and trading in their potions and salves.&lt;br /&gt;
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&#039;&#039;Psychology:&#039;&#039; Gnomes are curious, adventurous and energetic. This is not only found throughout most of their culture, but is in fact something gnomes take much pride and teach their children.&lt;br /&gt;
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Gnome lives a simple life, without much weight on hard work or responsibilities. Their magical abilities allow them to execute many menial tasks with ease, freeing up more time to think and wander and entertain themselves. That is why, generally after reaching their middle age, many gnomes take off to see the world, either alone, in groups of friends or as a couple.&lt;br /&gt;
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The Small Folk are generally peaceful towards others, although reckless and sometimes irresponsible: due to their simple lifestyle, there are just too many things in other cultures that gnomes simply cannot (and will not) take seriously, no matter how much problems it might cause them. This invariably leads to conflicts mostly with humans and dwarves (whose sense of possession and territory the gnomes have a hard time grasping, having always shared land and living space with their kin, aelfen or even animals). But the fact that the gnomes have never gathered under a united political power, guarantees that conflicts are brief, do not involve many people and are generally talked over without resorting to violence (also, gnomes have more subtle methods of persuasion at their disposal).&lt;br /&gt;
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===&#039;&#039;&#039;[http://pf-eberron.wikidot.com/races:shifter Wulver (Shifter)]&#039;&#039;&#039;===&lt;br /&gt;
It is said that some warlocks and spirits can take the form of animals, and sometimes they come upon female mortals to plant their supernatural seed. Others that hags can curse a person to become mindless savage animals, and that the offspring of these unfortunates carry a mixed blood.&lt;br /&gt;
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Whatever the truth, people still fear those that they call the wulvers: humanoids covered in coarse fur, with bestial features and wild dispositions. Once in a while these creatures are born into mortal communities, and it is usually a cause for concern: they are troublesome and difficult to educate, and prone to violent behaviour and murderous tendencies. &lt;br /&gt;
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Wulvers benefit much from having high Str, Dex and Con, but their impaired mental abilities can make them easy targets for psychological or mental attacks. &lt;br /&gt;
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&#039;&#039;Wulvers can develop their bestial nature, by taking Shifter feats: choose from the list [http://pf-eberron.wikidot.com/shifter-feats here] and [http://dndtools.eu/feats/categories/shifter/?page_size=1000 here].&#039;&#039;&lt;br /&gt;
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===&#039;&#039;&#039;[http://www.d20pfsrd.com/races/other-races/featured-races/arg-dhampir Dhampir (half-vampire)]&#039;&#039;&#039;===&lt;br /&gt;
Born of a union between a recently fed vampire and a mortal, dhampirs are constantly tormented by their hunger for blood. They are generally very pale, with sharp canines, and posses a supernaturally magnetic personality. Many appear gaunt and malnourished, from trying to stave off the hunger, and some are completely paranoid and delirious if they haven’t fed for too long. They may be haunted by the spirits and corpses of previous victims, which attempt to take revenge on the dhampir at every turn.&lt;br /&gt;
Dhampirs will be persecuted if their complexion and sharp teeth are noticed by too many people. &lt;br /&gt;
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Dhampirs arise most commonly among humans. People shun them, but may not notice a dhampir if he takes pains to conceal its nature as much as possible, especially in larger towns. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Extra rules:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Dhampirs do not possess the &#039;&#039;Resist Level Drain&#039;&#039; or &#039;&#039;Light Sensitivity&#039;&#039; abilities. Instead, they gain the following:&lt;br /&gt;
*&#039;&#039;&#039;Charm (Su):&#039;&#039;&#039; a dhampir can influence another creature by locking gazes with it, as a standard action. This works as a [http://www.d20srd.org/srd/spells/charmperson.htm charm person] spell (caster level equal to character’s level, and DC equal to 10 + ½ level + Cha mod) except that it can be used against any creature, and it is usable a number of times per day equal to his Cha bonus.&lt;br /&gt;
*&#039;&#039;&#039;Light blindness:&#039;&#039;&#039; Sudden exposure to bright light (such as sunlight or a daylight spell) blinds dhampirs for 1 round, afterwards they are dazzled (-1 to attacks and Perception checks) for as long as they remain in such an area. &lt;br /&gt;
*&#039;&#039;&#039;Blood Dependency (Ex)&#039;&#039;&#039;: A dhampir has a thirst for blood, and must feed directly from living creatures. Any living creature will do (even animals). Feeding like this deals 1d4 Con damage to the target creature, and grants the dhampir 5 temporary HP that last for an hour. If a dhampir does not drink blood from at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not drink blood or become exhausted. The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Drinking a crearture&#039;s blood ends the fatigue immediately, or reduces exhaustion to fatigue.&lt;br /&gt;
&lt;br /&gt;
Options that complement a dhampir&#039;s heritage are the sorcerer [http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/undead-bloodline undead bloodline] and its variant, [http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo---sorcerer-archetypes/wildblooded/sanguine sanguine]. These can also be chosen from the godling class.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Alignment&#039;&#039;&#039;==&lt;br /&gt;
There is no alignment in Post-myth.&lt;br /&gt;
&lt;br /&gt;
Your choices are yours to make, and the consequences are their own reward or curse.&lt;br /&gt;
&lt;br /&gt;
That being said, spells or effects that deal with alignment issues generally have no bearing in this campaign, except for evil.&lt;br /&gt;
Evil can be a palpable, corruptive force that drives people mad.&lt;br /&gt;
Spells like protection from evil work as described, and will actually be necessary during the course of the campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Character details&#039;&#039;&#039;==&lt;br /&gt;
Details help flesh out your character, and reflect its personality, inclinations and background.&lt;br /&gt;
&lt;br /&gt;
In Post-myth, the emphasis is on gritty realism, so feel free to give your character all manner of troubled, tragic and traumatizing pasts. NPCs will interact with your character&#039;s personality a lot, and using traits to flesh it out is your best use for them. Try to come with a concept first, then fit traits to it.&lt;br /&gt;
&lt;br /&gt;
You can always use these options to gain a mathematical edge (extra +1 to something) and make your character more powerful, but trust me: your DM will always find a way to screw over your oh-so-thoughtfully designed character. Interesting characters are always more memorable than overpowered ones. Give priority to having fun playing your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have several options at your disposal to give a past and personality to your character. Remember, bonuses of the same type don&#039;t stack with each other!!&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/traits Traits]: each character gains 3 traits, chosen from Combat, Magic, Social, Race, Regional or Equipment traits list.&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/gamemastering/variant-rules/variant-rules-3rd-party/adamant-entertainment/Drawbacks Drawbacks]: each character can gain 2 drawbacks. Drawbacks are things that your character is bad at, obvious flaws in its character or ability. Each drawback you take grants you an extra 4 skill points.&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/gamemastering/variant-rules/variant-rules-3rd-party/adamant-entertainment/backgrounds-occupations Occupation]: where your character comes from and what skills he/she picked up before joining the Company.&lt;br /&gt;
&lt;br /&gt;
[[Special Cases]] UNDER DEVELOPMENT: odd traits your character might have, such as a supernatural bloodline granting it strange powers, or a curse that has changed their life in dramatic ways. These have unusual benefits, but also built-in drawbacks.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;[http://www.d20pfsrd.com/traits Feats]&#039;&#039;&#039;==&lt;br /&gt;
These feats are automatically granted to every character that meets the prerequisites:&lt;br /&gt;
[http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final Power Attack], [http://www.d20pfsrd.com/feats/combat-feats/weapon-finesse-combat---final/ Weapon Finesse], [http://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat---final Point Blank Shot]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Classes&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
All mercenaries, or &#039;&#039;fennids&#039;&#039;, of the Company are required to have both skill at arms and subterfuge. Multiclassing is heavily encouraged, even if is just one or 2 levels of another class or two (Pathfinder rules give no penalty to multiclassing). In this campaign, versatility is generally more useful than extreme specialization. Not all fights are to be fought, and a clean fast kill is always preferable than all-out combat (less chance of casualties).&lt;br /&gt;
&lt;br /&gt;
Make full use of character archetypes (at the bottom of each class&#039;s page) to twist each class into the concept you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some guidelines:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At least one member of the squad should be a “face”: someone who is socially adept and can perform espionage duty. &lt;br /&gt;
&lt;br /&gt;
Having one member who is well-studied and knowledgeable is also more valuable many times than any sword or fireball. &lt;br /&gt;
&lt;br /&gt;
Magical ability is a definite plus, although it must be used carefully or it can attract unwanted attention (the supernatural is viewed with awe and suspicion).&lt;br /&gt;
&lt;br /&gt;
Again, due to the fact that racial tensions are high, having the Disguise skill may mean the difference between life or death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: there are no divine casting classes available (except for ranger), at least not at this point (unless a player has a really compelling story :) ). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Warrior classes&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/core-classes/barbarian Barbarian]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/core-classes/fighter Fighter]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/base-classes/cavalier Cavalier]&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
Cavalier Orders allowed: [http://www.d20pfsrd.com/classes/base-classes/cavalier/orders/paizo---cavalier-orders/order-of-the-cockatrice Cockatrice], [http://www.d20pfsrd.com/classes/base-classes/cavalier/orders/paizo---cavalier-orders/order-of-the-dragon Dragon], [http://www.d20pfsrd.com/classes/base-classes/cavalier/orders/paizo---cavalier-orders/order-of-the-lion Lion], [http://www.d20pfsrd.com/classes/base-classes/cavalier/orders/paizo---cavalier-orders/order-of-the-seal Seal]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/war-master War Master]&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/armiger Armiger]&#039;&#039;&#039;&amp;lt;SUP&amp;gt;Dwarves only&amp;lt;/SUP&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some dwarven soldiers are picked to become master of defense and support, focusing on counterattacks and defending those around them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Tracker and scout classes&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/bounty-hunter Bounty Hunter]&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A stealthy tracker and stalker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/hunter Hunter]&#039;&#039;&#039;   &lt;br /&gt;
&lt;br /&gt;
A stealthy tracker and sniper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/scout Scout]&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A stealthy infiltrator and skirmisher.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/core-classes/ranger Ranger]&#039;&#039;&#039; &amp;lt;SUP&amp;gt;Restrictions(see below)&amp;lt;/SUP&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A stealthy beastmaster and tracker. &lt;br /&gt;
&#039;&#039;If you are an Elf or Gnome, you can talk to the Spirits and cast spells (as the normal class features). If not, then your spellcasting is replaced either by the Trap class feature of the [http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper Trapper] archetype, or by the [http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/skirmisher Skirmisher] archetype.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As a spellcaster who prepares spells, you can exchange those you still have prepared for new ones whenever you take a short rest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Espionage, Assassination and Social classes&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/core-classes/rogue Rogue]&#039;&#039;&#039;   &lt;br /&gt;
&lt;br /&gt;
An extremely versatile class, with many archetypes to allow further customization. An excellent multiclass option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/spy Spy]&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/scholar Scholar]&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Scholars are explorers and experts, drawing experience from different areas and generally having the right solution to every problem. A very good multiclass option, that opens up many different abilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Magic wielding classes&#039;&#039;&#039;===&lt;br /&gt;
Any character can wield magic by knowing [http://www.orcedinburgh.co.uk/wiki/Magic_in_Post-Myth#Incantations ritual incantations], and having enough skill in Spellcraft and Knowledge. But only a few are able to actively channel magic at a moment’s notice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/base-classes/witch Witch]&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The most common wielder of magics, learning their secrets through their familiars. Witches are extremely distrusted by Humans and Dwarves, and may quickly find themselves persecuted, arrested or even executed. Elves and Gnomes, on the other hand, view their Witches as messengers of the Spirits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As a spellcaster who prepares spells, you can exchange those you still have prepared for new ones whenever you take a short rest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/core-classes/bard Bard]&#039;&#039;&#039; &amp;lt;SUP&amp;gt;Elves and Gnomes only&amp;lt;/SUP&amp;gt;     &lt;br /&gt;
&lt;br /&gt;
Many elves found outside their communities are Bards, in one of their many facets, in the sense that they wield Song Magic, the most common form of spellcasting in elven communities. A great multiclassing option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/core-classes/wizard Philosopher (Wizard)]&#039;&#039;&#039;&amp;lt;SUP&amp;gt;Humans only&amp;lt;/SUP&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Can only take the Arcane bond with an item, not a familiar. In addition of the normal abilities of a bonded item (cast any spell in spellbook 1/day), you gain the abilities described in [http://www.d20srd.org/srd/variant/magic/itemFamiliars.htm Item Familiar].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Philosophers are specialized magic wielders of the Milesian Empire, that have learned to channel magical energy through ancient methods, using an enchanted bonded item. Philosophers that are part of the Company are always exiles or deserters of the Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As a spellcaster who prepares spells, you can exchange those you still have prepared for new ones whenever you take a short rest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/3rd-party-classes/louis-porter-jr-design/machinesmith Artificer (Machinesmith)]&#039;&#039;&#039; &amp;lt;SUP&amp;gt;Dwarves only&amp;lt;/SUP&amp;gt;     &lt;br /&gt;
&lt;br /&gt;
Dwarven experts specialized in forging magical devices: offensive weapons, protective equipment, wands, rods, rings, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/core-classes/sorcerer Sorcerer]&#039;&#039;&#039; &amp;lt;SUP&amp;gt;Gnomes and elves only&amp;lt;/SUP&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As supernatural creatures, Gnomes have the Gift of magic, and spellcasting comes easily to them. &#039;&#039;Only the following [http://www.d20pfsrd.com/classes/core-classes/sorcerer#TOC-Bloodline Bloodlines] are available: Arcane, Fey.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elves are attuned to the Spirit world, and are in turn influenced by it. The different ‘bloodlines’ reflect influences of the Spirits on particular elves&#039; lives’ or communities. &#039;&#039;You can choose any [http://www.d20pfsrd.com/classes/core-classes/sorcerer#TOC-Bloodline Bloodline] for an elf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you are of a race other than Gnome Elf and wish to be a natural spellcaster, you can choose to be a Changeling (see below).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changelings(Godling)&#039;&#039;&#039; &amp;lt;SUP&amp;gt;Humans, dwarves or elves only&amp;lt;/SUP&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
Changelings are mortals touched by the supernatural, and there is almost always something in their appearance that betrays that. Most human folk tales claim they are the children of the Spirits, which they swapped with their real children. Consequently, they are despised and persecuted, and more often than not, executed. For Dwarves it is a taboo topic: they generally kill them at birth or exile them, which is seen as a great disgrace for a dwarf. Elves generally embrace those touched by magic, but not with a certain amount of envy and worry. &lt;br /&gt;
&lt;br /&gt;
The changeling is a thoroughly supernatural class, with extreme versatility so you can build your own supernatural character to your leisure. But beware: changelings do stand out, sometimes whether they want to or not!&lt;br /&gt;
&lt;br /&gt;
Changelings are represented by the various ‘Godling’ classes, each a slightly different version of the same options. Pick one:&lt;br /&gt;
&lt;br /&gt;
Full spellcasting (essentially a Sorcerer): [http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/eldritch-godling Eldricht] &lt;br /&gt;
&lt;br /&gt;
Spellcasting + skills: [http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/adept-godling Adept] &lt;br /&gt;
&lt;br /&gt;
Combat + skills: [http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/clever-godling Clever] &lt;br /&gt;
&lt;br /&gt;
Full combat: [http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/mighty-godling Mighty]  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Characters advancing as changelings should adopt a theme for their powers, which must be reflected in their domain(s) of choice, scion talents and at least 1 spell per spell level (for spellcasting godling classes).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Other Support classes&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/base-classes/alchemist Alchemist]&#039;&#039;&#039;&#039; &amp;lt;SUP&amp;gt;Dwarves only, Gnomes restricted (see below)&amp;lt;/SUP&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gnomes must choose Herbalist archetype.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alchemists are armament crafters, artillerists and potion brewers. They can provide support by creating explosive armament or brewing potions and mutagens that increase the drinker’s physical capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/base-classes/gunslinger Gunslinger]&#039;&#039;&#039; &amp;lt;SUP&amp;gt;Dwarves and Human only&amp;lt;/SUP&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dwarves can pick the &#039;Experimental gunsmith&#039; archetype instead of gnomes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[http://www.d20pfsrd.com/classes/3rd-party-classes/tripod-machine/beastmaster Beastmaster]&#039;&#039;&#039; &amp;lt;SUP&amp;gt;Elves and Gnomes only&amp;lt;/SUP&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Skills&#039;&#039;&#039;==&lt;br /&gt;
A few skills have some extra uses in this campaign, that Pathfinder does not cover. &lt;br /&gt;
&lt;br /&gt;
Some can be used to repair material on the field, others can be used to craft items during downtime, allowing you to build a stock of healing balms, exposive ammo or siege artillery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Starting equipment&#039;&#039;&#039;==&lt;br /&gt;
Post-myth is somewhat low-magic in the sense that characters are not fully equipped with magical items from head to toe, or that magical items are required to keep toe to toe with the challenges in the campaign.&lt;br /&gt;
&lt;br /&gt;
Magical items are few and far between, or are more utilitarian in purpose. Most of the &amp;quot;+X bonus&amp;quot; to abilities are gone, replaced with more interesting ones.&lt;br /&gt;
&lt;br /&gt;
Players start play with any starting equipment listed for their class, but each get only 100gp to spend on equipment. Characters who can cast incantations (ranks in Spellcraft and Knowledge) can also have a spellbook with five cantrips and two 1st level spells, for the cost of 20gp. If your character is a wizard, then you add these spells to those in your spellbook.&lt;br /&gt;
&lt;br /&gt;
* For games starting at 3rd level, players get 300gp to start with, and can have a spellbook for incantations can include six cantrips, four 1st level spells and two 2nd level spells, for the cost of 60gp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOTE&#039;&#039;: wealth will handled slightly different in this campaign. Because you are part of a warband, your are bound by honour to share the spoils of whatever you find (you can of course, try to steal things for yourself, but if you&#039;re caught, things will get nasty). For each period of downtime, you will be handled extra cash you can spend on more equipment, which represents your access to Company equipment.&lt;br /&gt;
&lt;br /&gt;
Gaining favour within the Company might allow you to get some discounts, and the Company often supplies you with special equipment in certain missions.&lt;br /&gt;
&lt;br /&gt;
Also, some Craft skills and feats like Brew potion or the like allow you to craft a certain amount of gp worth of items, for each period of downtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Languages&#039;&#039;&#039;==&lt;br /&gt;
Your character starts play knowing his native language, plus a number of extra languages equal to his Int modifier.&lt;br /&gt;
Languages available (at character creation) are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Human languages&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Gunssab&#039;&#039; (human, The Fringe in Ivernia)&lt;br /&gt;
*&#039;&#039;Sabellic&#039;&#039; (human, Mil in Ivernia)&lt;br /&gt;
*&#039;&#039;Old Gutnish&#039;&#039; (human, northern tribes in Ivernia and Hyperborea)&lt;br /&gt;
*&#039;&#039;Epic Achaean&#039;&#039; (human, mostly all of Archipelago)&lt;br /&gt;
*&#039;&#039;Novgor&#039;&#039; (human, The Khaganate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dverg languages&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Kolkub&#039;&#039; (dwarf, Ivernia)&lt;br /&gt;
*&#039;&#039;Thurumuk&#039;&#039; (dwarf, Hyperborea)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aelf languages&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Erisse&#039;&#039; (Elf, courts and settlements in Ivernia)&lt;br /&gt;
*&#039;&#039;Doromitar&#039;&#039; (Elf, hunt or war dialect, Ivernia)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages of the Small Folk&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Rampust&#039;&#039; (gnome, lowlands Ivernia)&lt;br /&gt;
*&#039;&#039;Goiodon&#039;&#039; (gnome, mountains Ivernia and Hyperborea)&lt;br /&gt;
*&#039;&#039;Kallikan&#039;&#039; (gnome, Archipelago)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other languages&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Koshur&#039;&#039; (Giants, Thur island)&lt;br /&gt;
*&#039;&#039;Yidgg&#039;&#039; (mish-mash of Giant dialects)&lt;br /&gt;
*&#039;&#039;Mazarandun&#039;&#039; (ancient Titan script, must have 4 ranks in Knowledge(arcana) to even be able to learn)&lt;br /&gt;
*&#039;&#039;Knaate&#039;&#039; (secret druidic language of the Spirits, only those with special training are able to even start learning it)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dialects within each exist, but these are the major groups. People living in the Fringe generally pick up on other languages even from other races. &lt;br /&gt;
&lt;br /&gt;
For every rank in Linguistics, your character learns yet another language, provided he has been exposed to it or has someone to teach him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] ([[User talk:Nuno|talk]]) 19:19, 5 July 2012 (BST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Sugnir%27s_journeybook&amp;diff=3225</id>
		<title>Sugnir&#039;s journeybook</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Sugnir%27s_journeybook&amp;diff=3225"/>
		<updated>2012-12-26T21:47:48Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sugnir.jpg]]&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;132nd day of Summer, outside the village of Sirroch, south of the Forbiddance&#039;&#039;&#039;== &lt;br /&gt;
&lt;br /&gt;
I’d not heard o’ them fer almost three days now.&lt;br /&gt;
 &lt;br /&gt;
Simid and the rest’d been gone fer too long, but I would’na go after them ‘til the end of the day. As we agreed.&lt;br /&gt;
&lt;br /&gt;
Dunno what happen’d. Simid said that at least he knew these people from Sirroch, from sum time way back when. Missing kids, their problem was. Can’t believe I’m flyin’ this boat, carryin’ this bunch of freaks, so they can go after the local pedophile, for some miserable coin, bread and beef. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, bored as I was, what happen’ next sure brought sum rush back into my veins. So here I was, right, cooking meself sumtin’ using them firerods (sure beats the smoke of a campfire), then the night comes. Not any night, no, darker night. Must’ve been what we’d been seein’ from afar, from the Forbiddance. Simid and a couple of the bunch ran into it once, barely came out alive.&lt;br /&gt;
&lt;br /&gt;
Sprang to ma feet, started the boat, straight up. Already I could start seein’ stuff moving, weird shadows that really weren’t stickin&#039; to anything for a source. &lt;br /&gt;
&lt;br /&gt;
The night caught up to me, and ya know those jitters you have, when yer still a lil’ runt and afraid to go down that corridor that ain’t lit? Well, make it ten of that, and then some. Like a plunge into a cold bath of freakin’ out. Watch out if ye ever run into it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Took me a few moments to get to ma feet, and hold the helm again, to get away from it. In this pitch dark (yes, I couldn&#039;a even see the moon or stars), nobody would spot me anyway, so off I went. I could hear movement comin&#039; from the north, in the direction the darkness came from. Growlin’, tortured screams. Like someone was drivin’ forward an army of torture prisoners. &lt;br /&gt;
&lt;br /&gt;
I finally came out of it, broke the surface like gaspin’ fer air, and it felt amazin’ to feel the normal night again. I drove off a bit more, this time lower to the ground. The dark boundary didn’t move any further.&lt;br /&gt;
&lt;br /&gt;
But I wasn’t alone. On the right deck, there was a shadow that belonged to no’one. As if someone should’a be standing there, but wasn’t. The thing snaked across the floorin’, towards me. I was ready, and I dodged it, reachin’ fer my silver knife. Sylrah had told us that these things have no luv fer it.&lt;br /&gt;
&lt;br /&gt;
I stabbed the bastard good, but not before it brushed against me: I tell ya mate, it’s nasty. As if you are bein’ stabbed by a million needles, and feels cold. Me hand trembled and I lost some feelin&#039;.&lt;br /&gt;
&lt;br /&gt;
I stabbed again a few times, twisted it, until it finally gave off a screech and seemin&#039;ly just vanished in thin air.&lt;br /&gt;
I sat and licked me wound, waitin&#039; fer dawn. Dangit, I hope those guys are OK.&lt;br /&gt;
&lt;br /&gt;
I’ll camp back at the waiting spot once this clears.&lt;br /&gt;
&lt;br /&gt;
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==&#039;&#039;&#039;133rd day of Summer, sailing towards Rhimin&#039;&#039;&#039;== &lt;br /&gt;
&lt;br /&gt;
We might be in some deep shit. Simid, the knowledge-elf, the trigger-happy elf and treeboy got themselves snatched by Milesians.&lt;br /&gt;
Our disguises are generally OK as long as we don’ raise suspicions. Especially in this middle-of-nowhere village.&lt;br /&gt;
&lt;br /&gt;
Borin and the nomad man escaped, and came back with a rescue group. They got nothin’ for their trouble but getting’ themselves into the shadow world, limpin’ out of there only to find that our prisoners were taken to the Dawnhills camp. Oh, I don’t want to be in their place when they get there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The worst bit is, the Mils might still be pissed off we took one of their airships. They don’ know who did it, but they’re lookin’ fer it… And one of them bastards got away, at least, one of them magician-types. Milesians might be workin’ off sort of description that guy gave them, as well. If that&#039;s true, we&#039;re never gonna get rid of them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;rigfennid&#039;&#039; in’t gonna be happy about this. Too much of a risk. I know he had sum’ sort o’ special plan in taking the freaks into the Company, dunno why, though. His favoritism is gonna go poof in the air when he learns about this. Word gets out that the Company of Machan stole a Milesian airship, and we’re involved with elfs and boggers, we’ll be in trouble for a long time. At best, we’re gonna be kicked out of every Man settlement in our region of the Fringe, at worst we’ll have Milesians on our tail, for as long as they have that bug up their ass. Dunno how this gonna play out, but if dent becomes crack, those guys might hav&#039; to take a bullet for us. The &#039;&#039;rigfennid&#039;&#039; would go political on them and make up a phony story to deny our involvement, leavin&#039; them to rot. &lt;br /&gt;
&lt;br /&gt;
We’re going back to the outer camp in Rhimin. Wolfburn is in charge there. Something tells me this whole thing might not go down well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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==&#039;&#039;&#039;176th day of summer, banks of the river Oghmos, sailing towards Dam Geata&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Trouble has been brewing over in the Crimswoods. Milesians are throwing hissy fits. Wolfburn has put a bit group on the move for a contract with Crimiss, and shifted us over to The Lion’s strike force. Now he’s sending us south, with a large group of elfen warriors to deal with a strange storm coming out of the Bullspine. Whole villages trampled over.&lt;br /&gt;
&lt;br /&gt;
Marah and Bharbo went sent out with another two guys to the west edge of the Crimswood, to deal with some infestation of something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feels strange, too many things happening at once. The Day of the Dead is not far away, and I’d wish to be locked in, next to a warm fire by then, if that’s possible. We’ve got no priests of ours out here, and I absolutely trust none of Men’s hocus pocus bullsh*t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;180th day of summer, banks of the river Oghmos, sailing towards Rhimin&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I’m getting more unsure if I’m cut out for this.&lt;br /&gt;
&lt;br /&gt;
Spirits stampeding out of the mountains by the hundreds, small, large, made of air, earth or just little creatures…. That’s just a bit too much. We can’t fight this. That’s not our job. Whole villages reduced to dust. People in their way are eaten or trampled. Or worse.&lt;br /&gt;
We lost three people. I saw Painter kill spirits with explosive spells. I never saw him be that aggressive. The Hringhorn is flying tilted, we took a big hit. It’s going to take a while to repair.&lt;br /&gt;
&lt;br /&gt;
And the stampede is still moving north. If it smashes into Rhimin, it’s going to be a slaugtherfest. Every refugee from forty miles around is holed up there.&lt;br /&gt;
&lt;br /&gt;
....................................&lt;br /&gt;
&lt;br /&gt;
We’re back to camp. Marah, Bharbo and the others were back, but things took a turn for the worse: they are either possessed, cursed, or both. I don’t know anymore. They brought with them these weird lanterns, which were a gift of some prophet or another. Supposedly helps them from going homicidal.&lt;br /&gt;
&lt;br /&gt;
I’m not gonna pretend to understand. I’ll leave it for Sandman to take care, but my vote would be to lock them up for now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;181st day of summer, Rhimin&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Some of our cursed have left, headed again for this little village at the edge of Forbiddance. The others took a turn for the worse, and we had to restrain them. Turns out their curse can only be lifted if they return something that was stolen, and the person that has it is there in that village. Even worse, the person is called The Shackler, a magician, which I’m sure they’re not ready for at all. I’m pretty sure I won’t be seeing them again. &lt;br /&gt;
&lt;br /&gt;
Everyone is now taking strategic positions and placing landmines and terrain diversions in the path of the Spirits. &lt;br /&gt;
&lt;br /&gt;
..................&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Rigfennid&#039;&#039; has arrived, and orders started flying. First thing he does when he hears what happened to the cursed, he immediately gets Sandman to scry on them, then immediately teleport to help them, taking Bharbo with him. I overheard he wants this ‘Shackler’ character captured alive, with all priority. &lt;br /&gt;
&lt;br /&gt;
I’ve known &#039;&#039;Rigfennid&#039;&#039; MacDára for a while, and this stinks. But doesn’t really surprise me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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==&#039;&#039;&#039;1st day of winter, Rhimin&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The words I write now might be the last. I don’t know how long we will last, but now I’m really convinced the world is going to end.&lt;br /&gt;
At the midnight of Samhain, the sky parted to show a black moon falling towards the ground. It was huge. I’ve never felt that much fear in my life. I could swear the temperature plunged at that point. My tears froze.&lt;br /&gt;
&lt;br /&gt;
If that wasn’t enough, when we thought we would be crushed, the sun rose (at midnight!) and bright beams of light slammed against the side of the Black Moon. Fragments scattered everywhere, some of them as big as mountains. The debris is still falling right now. Some of the big ones threw up huge clouds of dust, so we can’t see the sky now.&lt;br /&gt;
&lt;br /&gt;
The spirit stampede went right past Rhimin, towards the Forbiddance. That was their target as it turns out. &lt;br /&gt;
&lt;br /&gt;
Sandman and the others returned just now, dragging the unconscious Shackler with them. The man looked horrible, like a mangy old starved dog, covered in arcane tattoos. I have no idea why the Rigfennid wants him, but it might not even matter now. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Black Moon drifted away, but it’s still there. We’re holing up in Rhimin for the winter, along with most people in the region. It’s bursting by the seams. This isn’t going to work out for long. I’m sure these are the last of our days.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Shapes_of_Grey_campaign&amp;diff=3224</id>
		<title>Shapes of Grey campaign</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Shapes_of_Grey_campaign&amp;diff=3224"/>
		<updated>2012-12-26T21:46:18Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Season 1&#039;&#039;&#039;==&lt;br /&gt;
At the start of the campaign, the characters are caught in an event known as the Choosing. &lt;br /&gt;
&lt;br /&gt;
The Spirits dictate which mortal settlements need to perform the Choosing. &lt;br /&gt;
They must choose one young of their own to be given away to the spirits, and brought to the wasteland known as The Forbiddance. This was the place of the last confrontation between the armies of Man and Aelfen which marked the end of the Crimson Century, a battle that ended with the anihilation of both forces by the destructive rage of the spirits.&lt;br /&gt;
&lt;br /&gt;
Since then, the spirits have demanded retribution, and lead these unfortunates into the Forbiddance to a fate unknown. Some are seen again, as druid retainers of the spirits of the Forbiddance, guiding the new Chosen to their fate. But most are not heard from again.&lt;br /&gt;
&lt;br /&gt;
Those settlements that denied the spirits&#039; request were obliterated from the land, and since then no one has resisted their demands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The characters range from all corners of the island of [http://www.orcedinburgh.co.uk/orc-downloads/func-startdown/24/ Ivernia], the contested land of the Crimson Century. Men, Aelfen, Dvergar and the Little People are all called to account for providing Chosen, and all of them must be young of age (roughly late teenagehood).&lt;br /&gt;
&lt;br /&gt;
People from each settlement and race pick their Chosen differently, but more often than not they are the unwelcomed ones, the undesirables, even though they might never have broken any laws or harmed anyone.&lt;br /&gt;
&lt;br /&gt;
And so the characters have set out for the Forbiddance, mostly unwilling and kept under close watch by their fellow countrymen. A Prophet often leads the procession, pleading the people to appease the spirits and remain fearful of their wrath.&lt;br /&gt;
&lt;br /&gt;
They have no possessions with them, save for a white ceremonial cloth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Settings &amp;amp; Story===&lt;br /&gt;
*[[Musings over Uncertainties]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Cast&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Jose Fernandez&#039;&#039;&#039; (played by Adam), an Mentalist Didcotte with a penchant for the ladies;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Osric ‘the Wolf’&#039;&#039;&#039; (played by Gajendra), a human Wulver hunter, feral but with a sense of honour;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sylrah (&#039;&#039;&#039;played by Sarah), an aelfen gardener intellectual with a magical bent;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvus&#039;&#039;&#039; (played by Ross), a human bodyguard out to redeem himself;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Borin&#039;&#039;&#039; (played by Euan), a charismatic dvergr Thundercaller that didn’t quite fit in dvergar society;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thelgar&#039;&#039;&#039; (played by Brendan), a gruff, foul-mouthed aelfen hunter;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caley Singleir&#039;&#039;&#039; (played by Anna), a Little Fellow used to a life of subterfuge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deldin Amek&#039;&#039;&#039; (played by Ryan), a big, hot-tempered dvergr who hides a surprising intellect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bharbo&#039;&#039;&#039; (played by James), a human Wulver warrior, skilled with polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glim&#039;&#039;&#039; (played by ???), a Little Fellow animal trainer, with a penchant for getting himself into trouble.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Campaign Log&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Prologue 1 - [[Musings over Uncertainties]]&lt;br /&gt;
&lt;br /&gt;
Prologue 2 - [[Bitter Fate of a Child]]&lt;br /&gt;
&lt;br /&gt;
Episode 1 - [[Lambs]]&lt;br /&gt;
&lt;br /&gt;
Interlude 1 - [[Conscription]]&lt;br /&gt;
&lt;br /&gt;
Lore 1 - [[Meet the Free Company of Machan]]&lt;br /&gt;
&lt;br /&gt;
Episode 2 - [[To protect and serve]]&lt;br /&gt;
&lt;br /&gt;
Interlude 2 - [[Tip of the Iceberg]]&lt;br /&gt;
&lt;br /&gt;
Episode 3 - [[Nightfall]]&lt;br /&gt;
&lt;br /&gt;
Episode 4 - [[Buried History]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Season 2: Shadows we cast&#039;&#039;&#039;==&lt;br /&gt;
The eclipse on midsummer day caused something to escape its confinement at the center of the Forbiddance, and the whole region now is even more off-limits than before. Gone are the druids and Spirit guardians: there&#039;s a darkness that lives there now. Day becomes night, the land itself changes and twists, decays and brings despair. And there are things in that darkness. Sometimes it spreads outwards, for the sun no longer travels straigth through the sky.&lt;br /&gt;
&lt;br /&gt;
Since the solstice, four months have passed. The event brought with it a curse: the dead no longer stay quiet in their sleep. They just keep going. Moving, aching, starving. The Free Company of Machan has had its hands full defending panicked townspeople from their own deceased elderly and sick.&lt;br /&gt;
&lt;br /&gt;
In the meantime, tension have increased again with the Fair folk, south of the Crimmswood, over an apparent misunderstanding of murders and kidnappings. It escalated to the point of the Drov&#039;galiin, the most militant (read terrorist) arm of the non-humans, getting involved and attacking a Manfolk town outright. Apparently, the situation drove the fervourously religious townspeople to ritual sacrifices, which may or may not have disturbed the river Spirit of the Rhon: a gigantic serpent, who enraged proceeded to lay waste to the town and all other settlements downriver. The great port of Gallaenig was laid to waste, killing hundreds of people and displacing thousands.&lt;br /&gt;
&lt;br /&gt;
The Milesians are seeing this as their chance to gain more influence over the Fringe provinces, because, whether they like it or not, they need their protection.&lt;br /&gt;
&lt;br /&gt;
Now, the weather is getting colder and the days shorter... darker and with less light to keep fear away. What is behind the curse of the living dead? Is it connected to what happened at the Forbiddance? Are there practicioners of the black arts, demon summoners and necromancers, involved in this? What are the Spirits doing, letting us sink into this despair?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Settings &amp;amp; Story===&lt;br /&gt;
*[[Secrets and sacrifices]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Cast&#039;&#039;&#039;===&lt;br /&gt;
&#039;&#039;&#039;Jose Fernandez&#039;&#039;&#039; (played by Adam), an Mentalist Didcotte with a penchant for the ladies;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Borin&#039;&#039;&#039; (played by Euan), a charismatic dvergr Thundercaller that didn’t quite fit in dvergar society;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bharbo&#039;&#039;&#039; (played by James), a human Wulver warrior, skilled with polearms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marah&#039;&#039;&#039; (played by Lucia), a young brooding woman, with magical powers of light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kern&#039;&#039;&#039; (played by Nick), a devious gnome alchemist, specialist in poisons and sniping&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obadiah&#039;&#039;&#039; (played by Adam), a human ex-Milesian warrior, superstitious and with a short temper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Illirian&#039;&#039;&#039; (played by Gonzalo), a young elfen scout, with a strong sense of duty&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leonon&#039;&#039;&#039; (played by Callum), a pistol-slinging dhampir&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sussessa&#039;&#039;&#039; (played by Claire), a gnome thornshaper&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Campaign Log&#039;&#039;&#039;===&lt;br /&gt;
Episode 1 - The other side of the fence&lt;br /&gt;
&lt;br /&gt;
Interlude - [http://www.orcedinburgh.co.uk/wiki/Sugnir%27s_journeybook#102nd_day_of_Summer.2C_outside_the_village_of_Sirroch.2C_south_of_the_Forbiddance Sugnir&#039;s Journeybook, 132nd-133rd days of Summer]&lt;br /&gt;
&lt;br /&gt;
Episode 2 - The cage of witchery part 1&lt;br /&gt;
&lt;br /&gt;
Interlude - Interrogation&lt;br /&gt;
&lt;br /&gt;
Episode 3 - The cage of witchery part 2&lt;br /&gt;
&lt;br /&gt;
Episode 4 - The grove of vermin&lt;br /&gt;
&lt;br /&gt;
Episode 5 - Poisons&lt;br /&gt;
&lt;br /&gt;
Interlude - [http://www.orcedinburgh.co.uk/wiki/Sugnir%27s_journeybook#176th_day_of_summer.2C_banks_of_the_river_Oghmos.2C_sailing_towards_Dam_Geata Sugnir&#039;s journeybook, 176th-181st days of Summer]&lt;br /&gt;
&lt;br /&gt;
Episode 6 - The middleman&lt;br /&gt;
&lt;br /&gt;
Epilogue - [http://www.orcedinburgh.co.uk/wiki/Sugnir%27s_journeybook#1st_day_of_winter.2C_Rhimin Sugnir&#039;s journeybook, 1st day of Winter]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] 07:01, 8 July 2011 (BST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Skills&amp;diff=3147</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Skills&amp;diff=3147"/>
		<updated>2012-11-16T12:33:37Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Grim and gritty D&amp;amp;D campaign with tones of dark fantasy. Uses alternative D&amp;amp;D 3.G rules for free-form character creation.&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skills in Post-myth work exactly like in Pathfinder, but with a bit more versatility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Getting the most out of skills&#039;&#039;&#039;==&lt;br /&gt;
Skills have multiple uses, and many support each other in one way or another. Some skills&#039; uses can be expanded and taken to new heights by acquiring certain Powers.&lt;br /&gt;
&lt;br /&gt;
Some skills give bonuses to others: these are called synergies. For every 5 ranks you achieve in such a skill, you get a +2 bonus to certain other skills. &lt;br /&gt;
&#039;&#039;Ex: if you have 10 ranks in Handle Animal, you will get +4 bonus to Ride.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Training in some skills can provide an edge in combat, by allowing certain maneouvers and strategies. Those exemplified below are just a baseline: players are encouraged to find other creative uses for their skills (for instance, using Acrobatics in combat to allow for sommersaulting airborne attacks, or Sense Motive to perceive a target&#039;s occupation and abilities from physical cues). Depending on how powerful the ability is, it may be required for the character to expend skill points on a Power to learn how to apply the skill in such a way. The D&amp;amp;D 3.5 ‘Tome of Battle: Book of Nine Swords&#039; (for maneouvers) and &#039;Complete Scoundrel&#039; (for skill tricks) are good sources to look for inspiration.&lt;br /&gt;
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&lt;br /&gt;
===&#039;&#039;&#039;Acrobatics (Dex)&#039;&#039;&#039;===&lt;br /&gt;
*Resist Trip: roll Acrobatics on your combat maneuver roll instead of CMD to resist Trip and Overrun attacks. If you succeed, you don’t get an Attack of Opportunity against your opponent, however.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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===&#039;&#039;&#039;Bluff (Cha)&#039;&#039;&#039;===&lt;br /&gt;
Use this skill to deceive others, to look inconspicuous or to trick your opponent in combat.&lt;br /&gt;
*Feinting: as move action, make a Bluff check against DC target’s opposed Sense Motive check + his Melee Attack. If successful, target loses his Dex to AC against you, until the end of your next turn.&lt;br /&gt;
*Create diversion &amp;amp; hide: as move action, make a Bluff check against target’s opposed Sense Motive. If successful, it allows you to hide from that target while being observed, using the Stealth skill (as long as there is a place of cover within reach), until its next turn.&lt;br /&gt;
*Tail someone: used in conjunction with Stealth, you can try to follow a target without alerting him to the fact. If he spots you, you can use a Bluff check against his Sense Motive check to try and look innocuous.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Climb (Str)&#039;&#039;&#039;===&lt;br /&gt;
Use this skill to climb surfaces (or scamper onto large opponents).&lt;br /&gt;
*Piggy-backing: only works for targets 2 or more size categories larger than you. As a standard action, make a touch attack against the target, which provokes an attack of opportunity. If you manage to grab your target, you can scramble onto it by making a Climb check DC20 (with penalties or bonuses depending how easy it is to grab, ex: scales vs slimy skin). While you are riding your target, he loses its Dex to AC against you. You maintain your Dex to AC against your target, but suffer a -2 penalty against any other opponents. It can, however, try to throw you off with a successful Grapple check: you can oppose this check with either a Climb or Grapple check. If the target manages to toss you off by winning an opposed check, you land prone on an adjacent square. If he wins by more than 5, he grabs you and both of you are now grappling normally. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Craft (Int) alchemy &#039;&#039;&#039;===&lt;br /&gt;
You can use Craft(alchemy) to create several useful items, essentially building up ammunition to use in missions.&lt;br /&gt;
You can also use it to synthesize [http://www.d20pfsrd.com/gamemastering/afflictions/drugs drugs] and some [http://www.d20pfsrd.com/gamemastering/afflictions/poison poisons]. &lt;br /&gt;
&lt;br /&gt;
You can craft as much as 20gp x your total modifier on Craft(alchemy) per period of downtime.&lt;br /&gt;
See [http://www.d20pfsrd.com/equipment---final/goods-and-services Pathfinder&#039;s equipment webpage] or the links above for drugs and poisons, for details on each item’s price.&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Acid Acid ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Alchemical-Grease Alchemical Grease ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Alchemical-Solvent Alchemical Solvent ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Alchemists-Kindness Alchemist’s Kindness ]&lt;br /&gt;
&lt;br /&gt;
Beffudler (a pungent liquid that applies a -2 penalty on Int, Wis and Cha-based rolls for 1min, Fort DC15 negates, 25gp)&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Firework-Desnan-Candle Fireworks (all kinds) ]: these are powerful projectile weapons&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Puzzle-Box Gas, Gnomish Sleep ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Fuse-Grenade Grenade, fuse ]: this is a potent explosive&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Ink-ghost Ink (all kinds) ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Liquid-Ice Liquid Ice ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Marker-Die Marker dye ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Alchemist-s-Fire Oil, Alchemist’s Fire ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Keros-Oil Oil, Keros ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Ooze-Grease Ooze grease ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Flash-Powder Powder, Flash ]: these are good for escaping purposes&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Itching-Powder Powder, Itching ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Sneezing-Powder Powder, Sneezing ]&lt;br /&gt;
&lt;br /&gt;
Powder, Enfeebling (acrid powder that renders targets fatigued for 1min when inhaled, Fort DC15 negates, 30gp)&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Silversheen Silversheen ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Smelling-Salts Smelling Salts ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Smoke-Pellet Smoke pellet ]: these are good for escaping purposes&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Smokestick Smokestick ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Sunrod Sunrod ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Tanglefoot-Bag Tanglefoot Bag ]: these are very good for immobilizing an oppponent&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Thunderstone Thunderstone ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Tindertwig Tindertwig ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Vermin-Repellent Vermin repellent ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Water-Purification-Sponge Water Purification Sponge ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Diplomacy (Cha)&#039;&#039;&#039;===&lt;br /&gt;
You can use this skill to sway other’s opinions, and to motivate your allies in combat.&lt;br /&gt;
*Haggle: you can use Diplomacy to convince someone to sell products at lower cost. To do so, you must improve that individual’s attitude to helpful.&lt;br /&gt;
*Rally: you can rally your allies during battle, improving their confidence via a particularly moving speech or warcry, by making a Diplomacy check DC20 + average CR of the encounter, as a move action. If successful, they gain a +1 morale bonus on attacks and checks, with an additional +4 bonus against fear effects, along with a free saving throw against any fear effect they may already be suffering from. This bonus lasts until the end of the encounter, or until the character responsible for the rally is incapacitated in some way (not necessarily unconscious, but in a clearly helpless situation).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Heal&#039;&#039;&#039;===&lt;br /&gt;
*Forensics: a Heal check on a corpse may indicate several details of how, when and with what it was killed, depending on how high the result is. For every day that passes, the DC may increase, depending on the nature of death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Intimidate&#039;&#039;&#039;===&lt;br /&gt;
*Demoralize opponents: when you successfully demoralize an opponent, if it was already suffering from a fear effect (shaken, frightened, etc), his fear increases to the next state (from shaken to frightened to panicked).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Linguistics&#039;&#039;&#039;===&lt;br /&gt;
*Learning new languages: speaking several languages is very important because each race, within itself, speaks several languages and dialects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Knowledge(engineering)&#039;&#039;&#039;===&lt;br /&gt;
*Improvise materials: whenever you are short of any tools kit or raw materials, as long as you can make use of items found in a household or an armory, you can scrap up enough materials to make use of skills that otherwise would need them. This allows you to substitute for the need of a trapsmith kit, alchemical supplies or any kind of tool that could be used to grant a bonus to a skill. You must succeed on a DC18 skill check to be able to use this ability, and can only benefit from it once in any given situation.&lt;br /&gt;
&lt;br /&gt;
*You can use Knowledge(engineering) to build mechanical traps or construct siege engines. &lt;br /&gt;
&lt;br /&gt;
Some traps require prior assembly before they can be brought to the field, others can be built on the spot in a very short time (5-10min). For the latter, the materials you will need are listed. Often you’ll need a trapsmith kit (includes wires, nails springs and other small gizmos).&lt;br /&gt;
&lt;br /&gt;
If you have them at hand, you may add poisons or alchemical substances to the trap, as long as they are feasible. You can also invent your own traps from materials you have at hand.&lt;br /&gt;
&lt;br /&gt;
Depending on your total modifier on the skill, you are able to build traps of different complexity. For every point your total modifier is higher than the required to build a certain trap, you can increase its Perception and Disable Device checks by 1 point as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following lists available mechanical traps by total modifier necessary on Knowledge(engineering), and the materials you ned to set it up:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;Alarm&#039;&#039; (rope or string, 1 bell per 10ft of string or rope)&lt;br /&gt;
Perception or Disable DC20. triggers bells, Ref DC15 to avoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;Tripwire&#039;&#039; (rope)&lt;br /&gt;
Perception DC16. Ref DC15 to avoid falling prone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Arrow-Trap-CR1 Arrow Trap]&#039;&#039; (a crossbow &amp;amp; crossbow bolts, trapsmith kit) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; - &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Poisoned-Dart-Trap-CR1 Poisoned Dart Trap]&#039;&#039; (blowgun, darts, trapsmith kit) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; - &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Swinging-Axe-Trap-CR1 Swinging Axe Trap]&#039;&#039; (a work axe or battleaxe, trapsmith kit) can be substituted for any kind of sharp weapon &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Trap-Bear Tresspasser’s Boot]&#039;&#039; (wood, saw, several pointed objects the size of darts) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;Dispenser&#039;&#039; (any breakable pellet, powder, poison or liquid substance in a container; trapsmith kit)&lt;br /&gt;
Perception or Disable DC25. Ref save to avoid, but use DC of substance for the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;Scorcher&#039;&#039; (Keros oil, flint and steel, trapsmith kit)&lt;br /&gt;
Perception or Disable DC25. 2d6 fire damage in 5ft radius, Ref DC15 for half damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;Net trap&#039;&#039; (a net, rope) &lt;br /&gt;
Perception DC25. Ref DC20 to avoid becoming entangled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Ettercap-Spear-Trap-CR2 Spear Trap]&#039;&#039; (a spear, trapsmith kit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Javelin-Trap-CR2 Javelin Trap]&#039;&#039; (a javelin, trapsmith kit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Rock-Deadfall-CR2 Rock Deadfall]&#039;&#039; (several rocks of at least Small size, trapsmith kit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Rigged-Rope-Bridge-CR Rigged Rope bridge]&#039;&#039; (no material needed, you just know how to weaken one and conceal the tampering). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Trap-Bear Bear Trap]&#039;&#039; (must be built during downtime) &lt;br /&gt;
&lt;br /&gt;
9 – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Door-Spikes-CR3 Door Spikes]&#039;&#039; (a door, pointed objects at least 1ft in length, trapsmith kit) &lt;br /&gt;
&lt;br /&gt;
9 – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Ettercap-Deadfall-CR3 Deadfall]&#039;&#039; (several rocks of at least Small size, trapsmith kit) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13&#039;&#039;&#039; – &#039;&#039;Scorcher, Great&#039;&#039; (3 flasks of Keros oil, flint and steel, trapsmith kit)&lt;br /&gt;
Perception or Disable DC25. 5d6 fire damage in 10ft radius, Ref DC17 for half damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use Knowledge(engineering) to construct [http://www.d20pfsrd.com/gamemastering/siege-engines siege engines] you can use on adventures, you can build any siege engine during downtime with a cost up to 40gp x your total modifier on Knowledge(engineering). &lt;br /&gt;
&lt;br /&gt;
For it to be useful, however, you need some way to carry it. Most engines will have to be carried to the field disassembled and put together on solid ground, but light ballistas can be fitted to a big wagon and carried around fully assembled. Large engines take 1h and 4 people to assemble, with larger ones requiring longer and more people.&lt;br /&gt;
&lt;br /&gt;
Siege engines can be useful if combat is expected and planned for, and works best against large enemies. Any sort of alchemical payload can also be loaded for firing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Profession(herbalist)&#039;&#039;&#039;===&lt;br /&gt;
Profession(herbalist) gives synergy bonus to Heal.&lt;br /&gt;
&lt;br /&gt;
You also know how to harvest and prepare many substances that create useful effects, some even bordering on the supernatural.&lt;br /&gt;
You can prepare as much as 20gp x your total modifier on Profession(herbalist) worth of substances per period of downtime.&lt;br /&gt;
&lt;br /&gt;
If you are in the field, you can locate a given herb, plant or fungus with a successful Profession(herbalist) check DC = 15 + (10 per every 10gp in the item&#039;s price). This takes generally 1h in a wooded area, but may take longer depending on the natural environment.&lt;br /&gt;
&lt;br /&gt;
See [http://www.d20pfsrd.com/equipment---final/goods-and-services Pathfinder&#039;s equipment list] for details on each item’s price.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Antiplague Antiplague ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Antitoxin Antitoxin ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Bloodblock Bloodblock ]: stops bleedings&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Bodybalm Bodybalm ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Healy-Myrrh Healy Myrr ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Allnight Herb/plant, Allnight ]: removes the effects of fatigue&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Bachelor-Snuff Herb/plant, Bachelor Snuff ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Clear-Ear Herb/plant, Clear ear ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Flayleaf Herb/plant, Flayleaf ]: smoking it renders you immune to pain for a short period&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Night-Tea Herb/plant, Night tea ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Pesh Herb/plant, Pesh ]: addictive stimulant (use Adventurer&#039;s Armory version)&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Shoanti-Barbarian-Chew Herb/plant, Barbarian chew ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Tobacco Herb/plant, tobacco ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Woundweal Herb/plant, Woundweal ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Hourglass Incense, Healing ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Hourglass Incense, Restful ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Kaava-Musk Musk, Kaava ]: marks creatures with a strong smell&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Soothe-Syrup Soothe syrup ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Distilled-Terrap-Sap Terrap sap, distilled ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Troll-Styptic Troll Styptic ]: powerful healing and antibleeding brew&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Stealth&#039;&#039;&#039;===&lt;br /&gt;
*Sniping: Remember that, while the penalty is steep (-20 to hide after shooting), the opponent gets a -1 to his Perception check for every 10ft of distance: so if you shoot from 100ft away, the penalty to Stealth is effectively only -10, and if he was distracted, only -5. &lt;br /&gt;
*Tail someone: used in conjunction with Bluff, you can try to follow a target without alerting him to the fact. You must move between places of cover, and make a Stealth check every 10min or so to avoid being spotted. If you are indeed spotted, you can try to look innocuous with a Bluff check. You can also use this skill to disappear into a crowd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Survival&#039;&#039;&#039;===&lt;br /&gt;
You can use Survival to build simple traps with materials at hand in the wilds. The materials you will need are listed. Often you’ll need rope or string.&lt;br /&gt;
If you possess them, you may add poisons or alchemical substances to the trap, as long as they are feasible. You can also invent your own traps from materials you have at hand.&lt;br /&gt;
&lt;br /&gt;
Depending on your total modifier on the skill, you are able to build traps of different complexity. For every point your total modifier is higher than the required to build a certain trap, you can increase its Perception and Disable Device checks by 1 point as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;Alarm&#039;&#039; (rope or string, 1 bell per 10ft of string or rope)&lt;br /&gt;
Perception or Disable DC20. triggers bells, Ref DC15 to avoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;Tripwire&#039;&#039; (rope)&lt;br /&gt;
Perception DC18. Ref DC15 to avoid falling prone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Pit-Trap-CR1 Pit Trap]&#039;&#039; (a shovel to dig, branches or debris of some kind to hide the pit) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Ettercap-Noose-CR1 Noose]&#039;&#039; (rope, branches or other propping material to hold the rope)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Spiked-Snare-CR1 Spiked Snare]&#039;&#039; (rope, branches, thick branches you’ll neeed to sharpen, tall tree or structure) snares a target upside down into the air into a set of spikes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Spiked-Pit-Trap-CR2 Spiked pit trap]&#039;&#039; (a shovel to dig, branches or debris of some kind to hide the pit, thick branches you’ll neeed to sharpen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;Net trap&#039;&#039; (a net, rope) &lt;br /&gt;
Perception DC25. Ref DC20 to avoid becoming entangled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Ettercap-Deadfall-CR3 Deadfall]&#039;&#039; (several rocks of at least Small size, trapsmith kit) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Catapult-Snare-Trap-CR4 Catapult Snare]&#039;&#039; (rope, branches, thick branches you’ll neeed to sharpen, tall but flexible tree) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] ([[User talk:Nuno|talk]]) 02:29, 6 August 2012 (BST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Shapes_Of_Grey&amp;diff=3095</id>
		<title>Shapes Of Grey</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Shapes_Of_Grey&amp;diff=3095"/>
		<updated>2012-09-18T13:06:32Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Grim and gritty D&amp;amp;D campaign with tones of dark fantasy. Uses alternative D&amp;amp;D 3.G rules for free-form character creation.&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
[[Image:ShapesGreyLogo.png‎|center]]&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&#039;&#039;The World bears a gray pallor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The human civilization struggles to make a living in a land where the spirits and savage creatures rule the fields. Crops and livestock are subject to the whims of supernatural beings. The souls of the dead haunt the world. Superstition only makes it harder to distinguish fact from folktale.&#039;&#039; &lt;br /&gt;
&#039;&#039;Mankind had always been weary of the things that it cannot explain, and tries to come up with means to guard against such things. Farmers give offerings to the spirits, to ask for their mercy, lest they eat their livestock and blighten their crops.&#039;&#039; &lt;br /&gt;
&#039;&#039;Men of faith advise against the spirits of the dead and demonic presences, who are said to haunt people, undetected by mundane senses. The fearful burn those who wield wicked powers of witchcraft, lest they ensnare their minds and hearts. The people rely on the Gods’ guidance, provided through those faithful souls who are lucky enough to be picked to wield a God’s miracles. Sometimes, the Gods themselves are said to walk on the world, fighting their personal feuds or entertaining themselves seducing mortals and immortals alike.&#039;&#039;&lt;br /&gt;
&#039;&#039;And men of equal measure of bravery and foolishness have travelled deep into the uncharted lands, returning with tales of beasts of uncertain origin, and vaults filled with artefacts unknown to man.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These stories were, unfortunately, true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mankind has since then confronted the Little Folk who had indeed been intruding in their homes for as long as they could remember. The Little People have been persecuted or arrested on sight ever since. Progress called for raw materials, so Mankind cut down and burned the woods of the treacherous forest spirits, who once stole their children and shot their people dead. This instilled in the Aelfen a mindless cry for vengeance that has been burning for hundreds of years now. And they struck bargains with these most curious folk, who worked wonders with the forge and the alchemicals, who could blow up entire buildings with their magic powders and wield weapons capable of shooting an iron pellet right through a man’s skull. They bargained for the Dvergar tools of warfare.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mankind came to know this only a few centuries ago. And this knowledge, of these other, older races, inhabiting their world without them realizing it until now, frightened them. Simple altercations became year-long feuds, and the furtiveness of ‘the Others’ instilled fear in the people and gave rise to even more full-blown myths and fantasies.&#039;&#039;&lt;br /&gt;
&#039;&#039;Political, religious, social and racial tensions made it all escalate, and for some decades, the conflicts were so commonplace that the population on every side dwindled dramatically due to casualties of war.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And eventually it led to the largest military confrontation of the era, at the center of a forgotten valley, where ancient whispers told of something long forgotten. Into that place they trespassed, and there they were judged. By those that wield the power of ages, the immortals that live in the land of eternal youth, the unseen gods, the spirits of the world. That day, whole armies were swallowed into the earth, or struck down by fire and light, borne of the fury of nature.&#039;&#039;&lt;br /&gt;
&#039;&#039;The survivors came back to their homes, lost, broken and belittled by those who had always held them in the palm of their hand, without them ever realizing. They felt abandoned, and sought the reason why. Their gods stayed silent on the matter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A couple generations have gone by after that fateful day. Interracial relations are still strained, and many realities of the war have again started to become myth among Man. But the long-lived races do not forget so easily. The fear of the unknown has gripped Man again, and among the deep, forgotten ruins of an elder civilization, they have found the means to alter the world like never before. They are gearing for up for progress, for the future, for war.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to the Post-Myth wiki for the Edinburgh [http://orcedinburgh.co.uk Open Roleplaying Community] (ORC).&lt;br /&gt;
&lt;br /&gt;
The Post-Myth is a dark fantasy, grim and gritty campaign setting, where the characters are pitted against murderous monsters and morally ambiguous NPCs alike. Nothing is black and white, and the characters are expected to face difficult decisions. The system used is Pathfinder, with a few houserules.&lt;br /&gt;
&lt;br /&gt;
The setting, as the name implies, takes place in an age where many of the myths and folktales, that man had came up to explain what he did not understand, have been confirmed to be true. And this is essentially what happens when they have to deal with it. It&#039;s a very down-to-earth setting, where life is hard and people react accordingly.&lt;br /&gt;
&lt;br /&gt;
Themes that players can expect are survival horror, intrigue, commando-style missions and good old monster hunting à la &#039;Supernatural&#039;.&lt;br /&gt;
&lt;br /&gt;
== Contents==&lt;br /&gt;
&lt;br /&gt;
* The [[Pathfinder house rules]] - Click here for character creation! This campaign uses a slightly modified version of the Pathfinder rules.&lt;br /&gt;
* [[Post-Myth Campaign Setting Background]] - Information on the Post-Myth setting: lands, history and state of the World.&lt;br /&gt;
* [[Shapes of Grey campaign]] - Backstory, interludes and campaign log for the Shapes of Grey campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;more to be added soon!&#039;&#039;&lt;br /&gt;
--[[User:Nuno|Nuno]] 04:36, 7 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Sugnir.jpg&amp;diff=3077</id>
		<title>File:Sugnir.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Sugnir.jpg&amp;diff=3077"/>
		<updated>2012-09-03T13:49:59Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Magic_in_Post-Myth&amp;diff=3060</id>
		<title>Magic in Post-Myth</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Magic_in_Post-Myth&amp;diff=3060"/>
		<updated>2012-08-07T14:10:48Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Grim and gritty D&amp;amp;D campaign with tones of dark fantasy. Uses alternative D&amp;amp;D 3.G rules for free-form character creation.&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Incantations&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Incantations are the most basic form of working with magic. They are rituals, time-consuming and unpredictable things that can go very wrong for the unprepared. Any character can cast incantations, even several can join to help, but it is not without its dangers.&lt;br /&gt;
Incantations differ from spells in that they are more raw and unpredictable, are lengthy and require preparation, but can be cast at anytime and their effects are potentially more powerful than a caster at the same level is able to create&lt;br /&gt;
&lt;br /&gt;
To cast incantations, all a character needs is enough ranks in Spellcraft and in a relevant Knowledge skill (most commonly arcana, religion and nature). This makes  Spellcraft a useful skill even for those who are not spellcasters themselves.&lt;br /&gt;
&lt;br /&gt;
*Any Sorcerer/Wizard spell can be cast as an incantation, as long as the character has access to the spell formula, and ranks in Knowledge(arcana) and Spellcraft.&lt;br /&gt;
*Divine spells don&#039;t have written formulas, so can only be cast by characters that have access to those spell lists from their classes. Any spell in the list can be cast as an incantation at anytime, if the character has ranks in Knowledge(nature or religion). Nature incantations, however, cannot be performed in realms other than the Material or Spirit worlds (there are no spirits elsewhere).&lt;br /&gt;
*Bard and Witch spells also have no formulas, and can only be cast as incantations by characters who have access to those spell lists. Any spell from the list is available to be cast as an incantation at anytime (for witches, they must have their familiar assist them in the casting). For bard spells, instead of rolling Knowledge(arcana) however, you must roll Perform checks for the incantation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any spellcaster can cast any spell he knows as an incantation, at anytime&#039;&#039;&#039; as long as it is one of its known spells (for spontaneous casters, requiring no written formula) or spell it has scribed in a spellbook (requiring reading from a written formula). A caster can also cast spells it has prepared as incantations without needing to refer to a formula. Spontaneous casters, if they wish, can also have a spellbook in which to scribe spells not part of their spells known list, to cast them as incantations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakdown:&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;To cast an Incantation:&#039;&#039;&#039;&#039;&#039; roll a number of Knowledge(arcana) checks equal to the level of the spell, one each round as a standard action, then in the following round you release the magic with a Spellcraft check&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;Caster level:&#039;&#039;&#039;&#039;&#039; equal to Spellcraft check result minus 12 (can go quite high).&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;DC to resist:&#039;&#039;&#039;&#039;&#039; 10 + level of spell + Cha mod + 1 per each 2 points your Spellcraft check beats the casting DC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To cast a spell in this way means a character must use its full incantation. The incantation is the full spell formula, normally scribed on spellbooks or scrolls, for arcane characters. For divine characters, they either receive this knowledge orally (Druids and Rangers especially) or via visions and dreams (Oracles). &lt;br /&gt;
The character’s Knowledge skill is tested at this point. Speaking the incantation properly requires a number of successful Knowledge checks, and a character makes a check each round. &lt;br /&gt;
&lt;br /&gt;
When the incantation is successfully completed, the magic starts to take shape and requires Spellcraft to be controlled. If the character is successful, the spell takes shape in his mind and is ready to be cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Incantation&#039;&#039;&#039; (nº of successful Knowledge checks = level of spell)&lt;br /&gt;
    1 check per round, 2 successive failures lead to spell miscasting.&lt;br /&gt;
    Success on required nº of checks = Incantation successful, spell ready to be cast.&lt;br /&gt;
 &#039;&#039;&#039;Casting:&#039;&#039;&#039; Spellcraft check (generally standard action, depends on spell) to cast the spell.&lt;br /&gt;
 -----------------&lt;br /&gt;
 &#039;&#039;&#039;DC of Knowledge and Spellcraft checks&#039;&#039;&#039; = 12 + (spell level x 2)&lt;br /&gt;
&lt;br /&gt;
For every round of incantation, the character must make a skill check of the relevant Knowledge skill. A failed check does not mean the spell is lost, only that you need to repeat that part of the spell the next round. A character may fail any number of skill checks: it will only mean the spell takes longer to cast. Two failed checks in a row, however, mean the spell becomes out of control, and can miscast, make the caster suffer backlash, etc: depending on how far you are into the incantation, the worse it will be. Also, if during the whole process, the caster’s concentration is interrupted, the spell might get out of control: it requires a Concentration check DC 15 + level of the spell to maintain hold of the spell.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;After Spellcraft check is successful, you have the following options:&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;1:&#039;&#039;&#039; Cast spell immediately&lt;br /&gt;
 &#039;&#039;&#039;2:&#039;&#039;&#039; Delay and increase caster level; +1 bonus to caster level on a successful Spellcraft check DC = 15 + spell level, you may repeat it each round, a failed check means the spell is lost harmlessly.&lt;br /&gt;
 &#039;&#039;&#039;3:&#039;&#039;&#039; Spend Action Points to increase caster level; +1 bonus to caster level per point spent, can be used together with the above options &lt;br /&gt;
 ----------------&lt;br /&gt;
&lt;br /&gt;
After the spell becomes complete, it may be cast in that round, or may be held on for as many rounds as the caster dares, by succeeding on Concentration checks (DC 15+ level of the spell) at the beginning of her turn, which increase by +1 each round. Each extra round the spell is held also adds a +1 bonus to the final caster level of the spell. Failure in any of these checks means the spell is lost and it dissipates harmlessly. &lt;br /&gt;
However, if the spell is a touch spell, you can hold the charge in your hand indefinitely (after you increase the caster level through Spellcraft, if you wish).&lt;br /&gt;
&lt;br /&gt;
Additionally, a character can spend Actions Points to reduce the incantation casting time, with each point reducing the invocation by 1 round (min 1 round). &lt;br /&gt;
&lt;br /&gt;
By using the Aid Another action, each successful check by an assistant (reading the same or equal formula) grants a +2 bonus on the caster&#039;s skill check.&lt;br /&gt;
&lt;br /&gt;
If there is no immediate danger, a character can take 10 in the skill checks, if the result is high enough to automatically succeed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Magical Traditions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Witch&#039;&#039;&#039;===&lt;br /&gt;
[http://www.d20pfsrd.com/classes/base-classes/witch Witches] are the most common practicioners of the magic arts. They have made contact with a supernatural entity (or an entity has some interest in them) and through a magical creature called a familiar, a witch is taught the secrets of magic.&lt;br /&gt;
&lt;br /&gt;
Members of any race can learn magic like this through a familiar, but they are always, to varuing degrees, beholden to this (often) unknown patron. Sooner or later, it will come to collect its due.&lt;br /&gt;
&lt;br /&gt;
Among humans and dwarves, witches are widely persecuted, but many still make a living in the fringes of society, being contacted by those who need their help on less-than-legal issues. Among the magical races of elves and gnomes, however, pacts with the spirits are common and many practicioners dedicate their lives to a spirit&#039;s cause, while working magic for their poeple (or themselves).&lt;br /&gt;
&lt;br /&gt;
There are entities out there other than spirits however. Witches can always be (sometimes unwittingly) pawns of some dark, evil power, unaware of the consequences of their actions until it is too late.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Sorcerer&#039;&#039;&#039;===&lt;br /&gt;
[http://www.d20pfsrd.com/classes/core-classes/sorcerer Sorcerers] are those who possess the Gift: they are magically attuned, spontaneously manifesting magic, and as such they can skip the incantation of spells they have mastered through practice (essentially, their ‘known spells’ list), casting spells at a minute’s thought. &lt;br /&gt;
&lt;br /&gt;
All Gnomes have the potential to develop their magic through the Sorcerer class. They must choose either the Arcane or the Fey bloodline.&lt;br /&gt;
&lt;br /&gt;
Elves are also sensitive to magic, to a lesser degree, and generally become receptacles of the Spirits&#039; power, generally against their will. They can have any bloodline listed.&lt;br /&gt;
&lt;br /&gt;
If you wish to be a human or dwarven sorcerer, you can choose to be a Changeling instead (see below), which offers the option of casting spells like one if you choose adept or eldricht godling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Philosopher&#039;&#039;&#039;===&lt;br /&gt;
These are represented by the [http://www.d20pfsrd.com/classes/core-classes/wizard Wizard] class, and must take the Bonded Item option of Arcane bond, with additional bonuses from the [http://www.d20srd.org/srd/variant/magic/itemFamiliars.htm Item Familiar feat].&lt;br /&gt;
&lt;br /&gt;
Philosophers are specialist spellcasters of the Milesian Empire who approach magical theory in a reductionist way: each singular aspect of incantations is dissected into its geometrical and mathematical formulation, and endlessly studied. Through a bonding with a specially enchanted item (called in slang as a &#039;Bloodstone&#039;), they gain the ability to concentrate magic, that they can put to use later.&lt;br /&gt;
Philosophers are driven to understand the universe, and why arcane incantation and metaphorical inferences hold power when conjuring up a spell. &lt;br /&gt;
&lt;br /&gt;
The &#039;Bloodstone&#039; is an enchanted item, which can be an amulet, a wand, a ring, a weapon, that always contains a piece of a magical, blood-red crystal. It must be carried on the spellcaster’s person, either held or close to his body, and without it a Philosopher has a very hard time casting spells. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Prophet&#039;&#039;&#039;===&lt;br /&gt;
These are represented by the [http://www.d20pfsrd.com/classes/base-classes/oracle Oracle] class.&lt;br /&gt;
&lt;br /&gt;
Prophets do not acquire their powers through study: they are chosen by their respective gods for their devotion, offering them access to supernatural abilities in exchange for their eternal service.&lt;br /&gt;
Prophets are miracle-workers walking the World: they channel the divine energies of their god, and can shape it in virtually any way. This is manifested in the immense list of spells they can choose from: they can pick any spell from their list, and cast it using their Knowledge(religion) and Spellcraft skills, using its full incantation (or prayer, in this case). &lt;br /&gt;
&lt;br /&gt;
Normal creatures cannot channel divine energy until they have been accepted, which means that written divine spell prayers are useless in the hands of any non-prophet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Song Magic&#039;&#039;&#039;===&lt;br /&gt;
This is represented by the [http://www.d20pfsrd.com/classes/core-classes/bard Bard] class, and because it has such versatile archetypes, it can be a multiclass choice that can fit the flavor of many different character concepts, without necessarily making the character a &#039;wandering minstrel&#039;.&lt;br /&gt;
&lt;br /&gt;
Certain rhythms and intonations, just like a spell’s invocation, have the power to call magical energies. It’s a tradition followed by many spirits, and Gnomes and especially Elves. Songs of power are passed on from generation to generation, and are the main practice of magic among elves. In truth, many elves, especially warriors, are skilled to some degree in song magic.&lt;br /&gt;
&lt;br /&gt;
Bard spells always have a verbal component, which must include some form of singing or performance. Somatic components require playing an instrument, and cannot be cast if the bard is not able to generate music with one. For this purpose, any instrument that can be called such is usable.&lt;br /&gt;
Bardic music, likewise, requires a performance and usage of an instrument, but once underway, only the performance is required (whether requiring an instrument or not, like singing). &lt;br /&gt;
&lt;br /&gt;
Specific instruments lend themselves to particular types of song magic. Masterwork versions generally are much better at this enhancement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instruments:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Drum&#039;&#039;: morale bonuses to attack &amp;amp; damage increase by 1 (3 for masterwork).&lt;br /&gt;
*&#039;&#039;Fiddle&#039;&#039;: morale bonuses to saves vs charm &amp;amp; fear increase by 1 (3 for masterwork).&lt;br /&gt;
*&#039;&#039;Flute or Pipes&#039;&#039;: +2 bonus on Perform checks to use countersong ability, +1 DC to fascinate and charm effects (double for masterwork).&lt;br /&gt;
*&#039;&#039;Lyre or Harp&#039;&#039;: can target one more target than normal with bardic music effects (2 for masterwork).&lt;br /&gt;
*&#039;&#039;Horn&#039;&#039;: morale bonuses to damage and saves vs fear increase by 1 (3 for masterwork).&lt;br /&gt;
*&#039;&#039;Lute or Mandolin&#039;&#039;: bard level counts as 1 higher for bardic music effects (2 higher for masterwork).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Changelings&#039;&#039;&#039;===&lt;br /&gt;
These are represented by the various version of the Godling class([http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/adept-godling clever], [http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/eldritch-godling eldricht], [http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/clever-godling clever] and [http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/mighty-godling mighty].&lt;br /&gt;
&lt;br /&gt;
Changelings are mortals that possess strange powers, usually in one way or another connected to the Spirits of the World. Be they blessed by the spirits by birth, or sired by a warlock, or fey offspring(or even some other dark creature) or perhaps a immature fey left under mortal foster care, they are out of place. Their parents quickly realize that something is off, for the child shows peculiar behaviours, and manifests his supernatural gifts of magic spontaneously. Occasionally, the spirits pay visits to the youngster. This has prompted many such parents to suspect their true child had been switched by a fey child, and sometimes these children are disposed of, either abandoned or slain.&lt;br /&gt;
&lt;br /&gt;
Changelings possess many strange powers: some can influence other people’s thoughts, others can bestow curses or command the forces of nature. They are reckless and wild-tempered, possessing a strangely captivating attitude (be it mesmerizing or frightening). &lt;br /&gt;
&lt;br /&gt;
The Godling class allows for the choice of various supernatural abilities, and the variety of classes is there if you prefer a more martial character, or one who casts spells as a sorceror, etc.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Dream Magic&#039;&#039;&#039;===&lt;br /&gt;
Among the elves, a tradition of interpreting dreams has always been passed on from generation to generation. Dreams and nightmares sometimes hold fragments of greater truths and events yet to happen, that reverberate through the higher planes of thought. Interpreting the meaning behind these hidden messages is accomplished through Dreamtelling.&lt;br /&gt;
&lt;br /&gt;
Dreamtelling is a trained ability that anyone can acquire, which allows the use of Knowledge(arcana) to interpret the metaphorical (or plain) imagery present in a dream, either from the practitioner or another. The DC increases with the practitioner’s unfamiliarity with certain historical events unknown to him or cultural symbolisms not his own. Success on the check grants an insight similar to an [http://www.d20srd.org/srd/spells/augury.htm augury] spell. If you beat the DC by 10 the answer is as helpful as a [http://www.d20srd.org/srd/spells/divination.htm divination] spell, if you beat it by 20 its as powerful as a [http://www.d20srd.org/srd/spells/commune.htm commune] spell. Even if you don’t succeed on the check, the result might still be sufficient to interpret a few symbols, that further research may help understand better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dream Magic is not limited to interpret dreams, however. Those learned in the art can become aware within their own dreams, and change their dreamscape as they see fit: shape the environment, their own appearance and of the characters in the dream, and even gain advantage over entities invading their dreams. Experts can even navigate dreamscapes, jumping into the dreamscapes of other dreamers. Masters in these techniques can penetrate the dreams of their enemies and extract sensitive information (a method employed extensively during the Crimson Century of the Man-Elf conflict), and those that are spellcasters can affect the living dreamer with certain spells from within the dream.&lt;br /&gt;
There are tales of veterans of Dream magic that have travelled through regions beyond dreams, into the astral realms of higher entities: gods, demons and angels.&lt;br /&gt;
&lt;br /&gt;
To begin to learn how to perform dream magic, you must first learn the Lucid Dreaming skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Feat: Lucid Dreaming&#039;&#039;&lt;br /&gt;
You gain the Lucid Dreaming skill as a class skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill:&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Lucid Dreaming&#039;&#039;&#039; (Wis or Cha) trained only&lt;br /&gt;
&lt;br /&gt;
Use this skill to realize you’re dreaming, consciously direct elements within a dreamscape, and move into other dreamscapes. Each use is a standard action.&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
!&#039;&#039;&#039;Task&#039;&#039;&#039;!!&#039;&#039;&#039;DC&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Realize you’re dreaming||5&lt;br /&gt;
|-&lt;br /&gt;
||Change one aspect of your dreamscape||15&lt;br /&gt;
|-&lt;br /&gt;
||Change one aspect of another’s dreamscape||20&lt;br /&gt;
|-&lt;br /&gt;
||*Another additional aspect.&#039;&#039;An aspect includes background features such as lighting, terrain, architecture of a given building, vegetation or other innocuous characteristics.&#039;&#039; ||+5&lt;br /&gt;
|-&lt;br /&gt;
||Directly affect objects relating to yourself or other dreamers. &#039;&#039;You can create mundane items, including weapons or armor, or make them disappear. You can also affect the terrain in ways potentially hazardous to other dreamers, such as opening a pit under their feet. If you want to affect another dreamer which is versed in Lucid dreaming, you must succeed on an Opposed Lucid Dreaming check against his.&#039;&#039;||25&lt;br /&gt;
|-&lt;br /&gt;
||Change your personal appearance. &#039;&#039;You can change into the likeness of any creature within 2 size categories of your size. Only your appearance changes, your abilities stay the same.&#039;&#039;||20&lt;br /&gt;
|-&lt;br /&gt;
||Metamorphose into another creature. &#039;&#039;You can change into another creature you have met, and use any ability you witnessed the creature use.&#039;&#039;||25&lt;br /&gt;
|-&lt;br /&gt;
||Create a supernatural effect. &#039;&#039;You can manifest any sort of spell-like effect which you have witnessed previously, which creates a physical effect, with a caster level equal to your Lucid Dreaming result minus 10. Illusions, Divinations and Enchantments cannot be created in this way.&#039;&#039;||12 + (level of spell x 2)&lt;br /&gt;
|-&lt;br /&gt;
||Depart one dreamscape for another. &#039;&#039;You can travel into any other dreamscape owned by another creature, but you must have something that connects you with it. If you have met the subject before or know him well, the task is easy. If you never met the subject, you must have some sort of object that connects you to him.&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
||*    You know the subject well or have met him/her||15&lt;br /&gt;
|-&lt;br /&gt;
||*    Likeness or picture||24&lt;br /&gt;
|-&lt;br /&gt;
||*    Possession or garment||22&lt;br /&gt;
|-&lt;br /&gt;
||*    Body part such as hair or nail clippings||16&lt;br /&gt;
|-   &lt;br /&gt;
||*    Take a willing or grappled dreamself(ves) with you||+10&lt;br /&gt;
|-&lt;br /&gt;
||Waking up||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time flows faster within dreams. For every 10min spent in a dream, only 1 min passes in the waking world. Experiences within dreams become but memories upon waking, so any injuries taken, or items/ability uses spent are only in a character’s mind. But those versed in dream magic can bend these rules to an extent.&lt;br /&gt;
&lt;br /&gt;
A dreamer within his own dreamscape does not normally suffer any damage upon waking up if he was injured within a dream (or even if he died). But when travelling outside their personal dreamscape, a dreamwalker takes a risk: any damage suffered translates into nonlethal damage upon waking up. Furthermore, if you had reached Staggered HP within the dream, you wake up fatigued; if you were reduced to negative HP, you wake up exhausted. If your dreamself is killed while outside your dreamscape, you wake up immediatelly, screaming, and take 1d6 Wis drain.&lt;br /&gt;
&lt;br /&gt;
Skilled dreamwalkers can invade other dreamers’ dreamscapes and physically injure them or even manipulate their minds. The darkest dream magics allow one to kill a dreamer from within a dream, or even to possess them.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] ([[User talk:Nuno|talk]]) 23:39, 4 July 2012 (BST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Pathfinder_house_rules&amp;diff=2988</id>
		<title>Pathfinder house rules</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Pathfinder_house_rules&amp;diff=2988"/>
		<updated>2012-07-05T17:29:08Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Grim and gritty D&amp;amp;D campaign with tones of dark fantasy. Uses alternative D&amp;amp;D 3.G rules for free-form character creation.&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Post-Myth uses the Pathfinder rules, but changes a few things to make it more realistic, deadly and easier to deal with practical adventuring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules guidelines==&lt;br /&gt;
&lt;br /&gt;
* [[Character Creation]] - breakdown of how to create a character for this campaign.&lt;br /&gt;
* [[Skills]] - new uses for skills that are not covered in Pathfinder.&lt;br /&gt;
* [[Hit Points, Action Points, and Life in General]] - general new rules and rules changes. &#039;&#039;IMPORTANT!!&#039;&#039;&lt;br /&gt;
* [[When you&#039;re Dead]] - how can your character continue playing even when he has kicked the bucket.&lt;br /&gt;
* [[Magic in Post-Myth]] - new rules for how to perform magic, and the different kinds of magic users.&lt;br /&gt;
&lt;br /&gt;
* [[Advancement]] - changes to leveling up from the Pathfinder rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] ([[User talk:Nuno|talk]]) 21:39, 4 July 2012 (BST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Secrets_and_sacrifices&amp;diff=2980</id>
		<title>Secrets and sacrifices</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Secrets_and_sacrifices&amp;diff=2980"/>
		<updated>2012-07-05T02:41:43Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;“…Thousand cries muffled,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spilt crimson upon a parched mouth,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A wheel turned, lives spent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lambs slaughtered,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeds forgotten, bile fostered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunger cannot be contained,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;scorned love cannot be denied,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;hither it comes, courting anew,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;waiting dark in the void sky.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Covenant made, invert the world,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hands together upon the blackened earth,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To see tomorrow with a smile and die.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“That’s it?”&lt;br /&gt;
The soothsayer held his chin high, arced an eyebrow and fidgeted. He eyed Simid’s betlpouch.&lt;br /&gt;
&lt;br /&gt;
“Nice poem.” He slurped his ale. “Heard same one two days ago, but ended with ‘a whore paid to in my bed lie’.” Simid said mockingly, gesturing quotes with his fingers.” Beat it, you’re not getting a copper.”&lt;br /&gt;
&lt;br /&gt;
The man furrowed his brow. “You asked me what was the word on the winds. I do this for a living, you know.”&lt;br /&gt;
&lt;br /&gt;
“You heard it somewhere else. Been hearing this for over two weeks now. Soothsayers all over. That&#039;s too many fish&#039;s guts telling the same story, pal.” Two men stood up, taking the fortune-teller’s side.&lt;br /&gt;
&lt;br /&gt;
Two minutes and a would-be poet with a nose broken. Three other people on the floor. Simid, Borin and José stood there, stared at the quartermaster and shrugged. Drinks on the house.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The group stumbled out of the small camp to join the rest of their team on the other side of the hill. In the small valley beyond it, lay hid their cobbled-together airship and the more conspicuous members of their rag-tag band.&lt;br /&gt;
&lt;br /&gt;
Simid nodded to them. “Sugie, brought a pitcher.” Sugnir grinned and hopped to the ground. The others mumbled in protest. “Sorry freaks, better work on your image next time, if you want ale.” He chuckled and sat down to eat. A stringy hare and two starved pheasants, all well done.&lt;br /&gt;
&lt;br /&gt;
“Were these at least alive when you caught them?” Simid asked suspiciously. “Hare was dead already, not that it slowed it down. Damned undead critter, tried to nibble me to death! Looked OK, though, not much rot or anything yet. Should taste good enough.” Thelgar munched down on it, with no worries in the world.&lt;br /&gt;
&lt;br /&gt;
“Stop picking at it. You’ll sap over and get all sticky again.” Sylrah scolded. Corvus let go of the scabbing bark that covered most of his arms now. He had to wear a long cloak with a deep hood to hide his face, which now has a decidedly green tinge to it. “It itches like hell, what do you want me to do?” “Soak it in water, maybe it’ll grow roots! Ha!” Glim had been cracking one after another. He even volunteered to trim the leaves, which made Corvus jumpy every time he drew a knife.&lt;br /&gt;
&lt;br /&gt;
“We’re taking off after we finish the ale. The road is long, freaks. Snow is coming anytime now. We need to find ourselves a patron before we starve or die of exposure. After that, we have a few errands we need to run.”&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
&lt;br /&gt;
The immortal man stood on a high cliff above the swirling waters of the Wyrdwell.&lt;br /&gt;
He had been shown the future of his kind, and he did not like it.&lt;br /&gt;
&lt;br /&gt;
The old, old man fell on the granite floor, despair written across his face. “How are we going to stop this?”&lt;br /&gt;
&lt;br /&gt;
“You will find a way.” rumbled a voice that shook the immortal and made the wind change direction.&lt;br /&gt;
&lt;br /&gt;
“It was your decision to emancipate your fellow apes. Now they can think for themselves, and are taking matters in their own hands.” another one stormed. “Despite the means, their intentions are quite commendable.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The man, countless lives though he may have lived, could not possibly be prepared for this. “How can they risk such a thing? They are out of their minds… Help me, please!”&lt;br /&gt;
&lt;br /&gt;
The three goddesses looked at each other and smirked. “They are your children. Your students. Your doing. And they are putting us all at risk. See where this might lead to…” The waters of the well swirled, and the old man saw the unmaking of the world. He gasped. “You’re going to stop this! You- you-… You’re not going to let the world end?!” he wore now an almost half-crazed grin.&lt;br /&gt;
&lt;br /&gt;
The unearthly women didn’t seem startled in the slightest. “There is still time to teach you apes a few lessons. With this much at stake, it won’t take long before our people find exactly what you’ve done. I’d get your apes straightened out as soon as possible…” one of them said mockingly. “But don’t worry,” the red-haired one said, leaning down to face the man “Mother doesn’t give in so easily, He has tried before. She is ready. We are ready. Unfortunately we cannot guarantee your survival in such a battlefield.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The immortal man turned, and left. He knew what he had to do. Destruction was on his mind.&lt;br /&gt;
&lt;br /&gt;
No deference, no respects paid. Simply walked away. The goddesses allowed him. After all, he had already paid his toll for the well’s knowledge. “The sacrifice of his son will haunt him and give him purpose. That was a good idea.” She said, nodding at one of her sisters.&lt;br /&gt;
&lt;br /&gt;
“Now, onto the real problems. Someone wants to die. And end the world with it.”&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Enialor_the_White_Lion.jpg&amp;diff=2968</id>
		<title>File:Enialor the White Lion.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Enialor_the_White_Lion.jpg&amp;diff=2968"/>
		<updated>2012-07-04T22:58:21Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=D%26D_3.G_rules&amp;diff=2961</id>
		<title>D&amp;D 3.G rules</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=D%26D_3.G_rules&amp;diff=2961"/>
		<updated>2012-07-04T20:42:17Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Grim and gritty D&amp;amp;D campaign with tones of dark fantasy. Uses alternative D&amp;amp;D 3.G rules for free-form character creation.&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Post-Myth uses the Pathfinder rules, but changes a few things to make it more realistic, deadly and easier to deal with practical adventuring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules guidelines==&lt;br /&gt;
&lt;br /&gt;
* [[Character Creation]] - breakdown of how to create a character for this campaign.&lt;br /&gt;
* [[Skills]] - what skills are available, and any relevant changes from Pathfinder.&lt;br /&gt;
* [[Hit Points, Action Points, and Life in General]] - how combat is deadlier and players have new options with Action Points.&lt;br /&gt;
* [[When you&#039;re Dead]] - how can your character continue playing even when he has kicked the bucket.&lt;br /&gt;
* [[Magic in Post-Myth]] - new rules for how to perform magic, and the different kinds of magic users.&lt;br /&gt;
&lt;br /&gt;
* [[Advancement]] - changes to leveling up from the Pathfinder rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] ([[User talk:Nuno|talk]]) 21:39, 4 July 2012 (BST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Post-Myth_Campaign_Setting_Background&amp;diff=2948</id>
		<title>Post-Myth Campaign Setting Background</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Post-Myth_Campaign_Setting_Background&amp;diff=2948"/>
		<updated>2012-07-03T01:38:44Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;metadesc&amp;gt;Grim and gritty D&amp;amp;D campaign with tones of dark fantasy. Uses alternative D&amp;amp;D 3.G rules for free-form character creation.&amp;lt;/metadesc&amp;gt;&lt;br /&gt;
&amp;lt;keywords content=&amp;quot;dungeons and dragons,dark fantasy campaign,alternative 3.5 rules,D&amp;amp;D in edinburgh&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The world is an untamed place.&lt;br /&gt;
&lt;br /&gt;
The human civilization struggles to make a living in a land where the spirits and savage creatures rule the fields. Crops and livestock are subject to the whims of supernatural beings. The souls of the dead haunt the world. Superstition only makes it harder to distinguish fact from folktale. &lt;br /&gt;
&lt;br /&gt;
The people rely on the Gods’ guidance, provided through those faithful souls who are lucky enough to be picked to wield a God’s miracles. Clerics of a god become beacons of safety, wisdom and bounty, in a land surrounded by hostile and unknowable forces. And sometimes, the Gods themselves are said to walk on the world, fighting their secret wars or entertaining themselves seducing mortals and immortals alike.&lt;br /&gt;
&lt;br /&gt;
Only centuries ago, talk of Elves, Dwarves, Gnomes and Giants was still met with skepticism, seen as folktales and superstition. But the stories were real, and over time the races came to acknowledge each others’ presence. Cultural differences, racial fear and ambitions of conquest eventually brought them to war with each other. This conflict became known as the Crimson Century, and tore the island continent of Ivernia apart. But after many decades of fighting, the conflict was ended abruptly with an upheaval brought on by the Spirits themselves. &lt;br /&gt;
&lt;br /&gt;
Humans still distrust the furtive elves and their sorcery, and the dwarves never overcame the slaughter of their brothers by the spell-slinging elves. A fragile peace was slowly erected out of attrition, as the races got more accustomed to living side-by-side with such different people. And the disparate races of Giants, the fallen remnants of the most powerful civilization ever to exist, still eke out a miserable existence, craving for the power they lost.&lt;br /&gt;
&lt;br /&gt;
In the last century, the mortal races have consolidated their presence over the land. The Aelfen have retreated into the depths of the woods, and became even more ruthless in maintaining the secrecy of their borders. The Dvergar have perfected their engineering skills and magical craft, creating many woundrous items of power and new technological wonders, which have been put to good use in their war against the Jotnar and to defend their great mountain halls. The Little People have successfully integrated in many regions, building their homes under the hills, mining and shaping some of the most exotic materials in the land, all the while evading Ogre marauders. The sons of Man have stuck mostly to the shores, but as accomplished seafarers they have spread out along the continent. Their nations are scattered and conflictuous, something the other races see as a shortcoming. &lt;br /&gt;
&lt;br /&gt;
Times change, though, and progress drives people forward. The human Milesian empire started to research and dig up the old ruins of the Titans. They have uncovered many magical artifacts and edifices, and from them have been learning how to unravel the mysteries of magic. They have been bargaining with the Dvergar to obtain their metalworking skills and the explosive substances they develop. Huge machines of war have taken to the skies, powered by magic and technology. With such power, dreams of conquest are breeding again.&lt;br /&gt;
&lt;br /&gt;
But the world is still a strange and unforgiving place, and the common people still struggle with the presence of unseen forces around them, perhaps manipulating them towards some goal, or maybe just toying with them for their own amusement.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Setting and Mood of the campaign&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The post-Myth setting is a world where normal, mundane people slowly saw their folkmyths and supertistions become real, and in most cases, with violent and frightened reactions. The supernatural has a way of making people feel powerless, and due to fear, many of these documented encounters or cases remained still as rumours and something that could not be completely confirmed. This includes the presence of other races, like dwarves and elves, and most mystical creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The social development and technology level of the mortal socities also impacts heavily on how they deal with the unknown. &lt;br /&gt;
&lt;br /&gt;
Human technology is mostly at the Iron age level, and most communities are rural, where the common occupation is hunting or tending to livestock and crops. Some small city-states have emerged, and these became points of convergence for commerce, but they are far from what we commonly conceive as a medieval fantasy urban setting. Only some nations (especially in Archipelago or Mil in Ivernia) have a more developed civilization, with centers of learning and organized government.&lt;br /&gt;
&lt;br /&gt;
Dvergar society has all their settlements underground or on mountainsides. Unlike humans, their architecture and engineering skills are much more developed, and their settlements are generally interconnected by a series of tunnels and their communication systems very efficient. Technological advancements have allowed them to make their lives easier, and use less manpower for the same amount of work. This asset, combined with their cultural industriousness, means that dvergar progressively work harder and harder in more advanced pursuits. It should be noted that not all Dvergar societies adhere to this pattern: some lead more simple, primitive lives, but their desire to shape things with their hands and tools is apparent in every one of them. &lt;br /&gt;
&lt;br /&gt;
Aelfen technology is very simplistic in terms of tools and contraptions, but very advanced in its artistry and decoration. Aelfen prize art in all its forms, and dedicate much of their lives pursuing very diverse ways of expressing themselves and experiencing the world around them. Their mastery over the magical arts makes their life easier and replaces the need for complicated technology, and although many elves know a few magical cantrips, only a few in every settlement actually possess higher magical prowess. It should be noted that Aelfen do not make use of metal in their society (with the exception of the rare mithral jewelry and weapons), and all their utensils and clothing and derived from natural sources and weaved either by hand or magically.&lt;br /&gt;
&lt;br /&gt;
The Little People live almost universally simple lives in small settlements in forests, hills or in plains near streams. They live more in tune with the natural than even elves, and their technological development is considered even less advanced. They are, however, more versed in magic, and are capable miners, making use of metal items and being acclaimed by their skill at jewelry-making. They can communicate with animals and plants, and enlist their aid in collecting resources, and aid them in their times of need. Their most distinguishing trait, however, is their curiosity and love of knowledge: gnomes are innate explorers, and each settlement is a trove of knowledge, all collected by previous generations in that region and from visits of other explorers. Thus, gnomes can be considered the retainers of most of the knowledge and history in the world, although the veracity of all their sources is generally contested, even among themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Post-Myth campaign uses the conflict and uneasiness between the races (and within them) as a backdrop for the struggles that make up the stories. The forces of &amp;quot;evil&amp;quot; are ill-defined and motives and morals are more ambiguous, for the same thing can have several interpretations and points of view. &lt;br /&gt;
&lt;br /&gt;
Unlike many fantasy campaign settings, there are no &amp;quot;evil humanoid races&amp;quot;, like orcs and goblins, that make up the general threat to the &amp;quot;good, proper&amp;quot; human socities. The evils in Post-Myth are internal and wear familiar faces, and although there are malicious and/or capricious supernatural forces, their interaction with mortals is obscure and infrequent. Most encounters with mystical beings or murderous monsters have a feeling more similar to the investigations common in &amp;quot;The X-files&amp;quot; or &amp;quot;Supernatural&amp;quot;, and their morals are convoluted and not one-dimensional. It should be noted that the campaign will feature grim themes and gory details, and mature subjects will be aproached.&lt;br /&gt;
&lt;br /&gt;
The biggest influences for me in creating the mood ans style of the setting must have been &amp;quot;The Witcher&amp;quot; game(s) and books, &amp;quot;Battlestar Galactica&amp;quot;, &amp;quot;The Black Company&amp;quot; book series especially, Todd Stewart&#039;s &amp;quot;[http://www.enworld.org/forum/story-hour/77613-shemeskas-planescape-storyhour-updated-08-jan-2011-a.html Planescape Storyhour]&amp;quot;, &amp;quot;Myth: the Fallen Lords&amp;quot; and &amp;quot;Panzer Dragoon&amp;quot; game series. The mythology used tries to draw more from ancient celtic, nordic and slavic myths than the more common Tolkien and D&amp;amp;D fantasy staple, so be prepared to see many differences in the way you used to deal with monsters :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Ivernia&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
The northern jewel across the Gulf, Ivernia was first colonised by Men on a vengeance: the house of Mil the thousandfold, a powerful family of northern Achaea. The Milesian lord Ith&#039;s exploration party to Ivernia had been gone for months, and when they finally returned, they brought home his corpse. He had been murdered by the Aelven folk.&lt;br /&gt;
&lt;br /&gt;
The invasion force of the Milesians sailed to Ivernia with the intent of retribution, and razing the Fair Folk&#039;s kingdom to the ground. They were successful in killing the three Aelfen leaders, who rode out to meet them, but suffered severe losses. The efforts of all their subjects were directed to the war effort, and the House of Mil was soon settled in conquered Ivernia. Many kingdoms of Archipelago lent their hand to the conflict, and secret deals were made with the Dvergar folk. Sabotages by the fabled Little People and magical curses brought on by Aelfen witches bore down on the Milesians, but little by little they gained ground. &lt;br /&gt;
&lt;br /&gt;
Over the course of 60 years, much of southewestern Ivernia had now a human presence, and settlements started to take shape amidst the abandoned barricades and embattlements. But all the while the people had to deal with the presence of capricious spirits, hidden things that go bump in the night, and of course, elves and gnomes out to drive them from their land.&lt;br /&gt;
&lt;br /&gt;
The bloody conflict, which had become known by then as the Crimson Century, proceeded for yet another two decades before the Milesians decided to advance northwards in retaliation for recent attacks. The Aelfen decided this time to ride out again to meet them in full force, and both armies met at the Barren Moors. The region was generally avoided by everyone, but war requires desperate measures. And because of this trespass, as the armies met in the soggy lowlands, the Spirits retaliated with extreme force, and both armies just disappeared. Survivors still speak of landslides, fire and lightning, and howling winds that tore a man&#039;s flesh from their bones, and swore they would never aproach the place again.&lt;br /&gt;
&lt;br /&gt;
War in Ivernia died down, and although minor skirmishes still occur, there has been no desire to provoke the Spirits any further, from any side. The moors, grave to thousands of warriors and lair to who knows what, have become a land where no man would go, The Forbiddance, where the Spirits demand their due, in the form of mortal young.&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
&lt;br /&gt;
[http://www.orcedinburgh.co.uk/orc-downloads/func-startdown/24/ Map of Ivernia]&lt;br /&gt;
&lt;br /&gt;
Ivernia was originally inhabited by the mortal races of Aelfen, Dvergar and the Litlle Folk, together with various races of Giants which still claim the place as their own. &lt;br /&gt;
&lt;br /&gt;
Mankind has settled in the southern parts of Ivernia, having established the thriving Milesian Empire in the soutwest. The rest have spread across the land in scattered, independent city-states and villages, in a region most commonly know as The Fringe.&lt;br /&gt;
&lt;br /&gt;
The Dvergar clans hold miles of subterranean halls underneath the central mountain chain called the Titan&#039;s Back, stretching into the northwest in a series of connected tunnelroutes and canyon-cities.&lt;br /&gt;
&lt;br /&gt;
The Aelfen are scattered throughout the land, in hidden villages in the woods or under the mounds. Most have abandoned human-held lands, and their greatest numbers are believed to live in Dairean Forest and other remaining primeval forests.&lt;br /&gt;
&lt;br /&gt;
The Little Folk has remained pretty much everywhere, even in human lands, hiding away in wild places or remaining unnoticed by the nearby settlements.&lt;br /&gt;
&lt;br /&gt;
The Giants (Fomoiroi to the aelfen and Jotnar to the dvergar) are found occasionally throughout the island, retaining settlements in the mountains or hiding away in forests. Those that keep to the ruins of the Titans are the most dangerous, for who know what artifacts they uncovered and can use against the unwary (apart from their immense strength and size). The majority of the Giants live in Thur Island, where they possess strongholds among the ruins and have a semblance of a civilization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Religion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Most of the peoples in the World believe in both the existence of Gods and Spirits.&lt;br /&gt;
&lt;br /&gt;
Fairies, elementals, genius loci, fey. The designation Spirit is very broad, mainly used to describe most supernatural creatures that the peoples encounter or suspect that are not overtly threatening monsters. But the term is believed by the majority to apply more to those creatures that are the living embodiment of the World: those immortal creatures that sprout from the land and are bonded to it.  &lt;br /&gt;
The Spirits are considered to be everywhere, and generally there are one or two that each village knows about, and some have a relationship with these mortal settlements: protect and help them, manipulate them or exploit them, sometimes demanding offerings in exchange for their services (or just for sparing them). There are tales of those who pledge their services to a powerful Spirit, gaining supernatural powers in return.&lt;br /&gt;
In a local setting, some spirits achieve a level of worship similar to the Gods. Sometimes a Spirit is believed to be a God or a God’s manifestation believed to be a Spirit. It is indeed hard to draw the line between them.&lt;br /&gt;
&lt;br /&gt;
To most mortal cultures, however, there exist archetypal deific figures, that surface to one degree or another in every society. They come under many names, but scholars have drawn parallels between many of them, even across the races.&lt;br /&gt;
Gods have a more active interest in the lives of mortals, and their worship is considered less uneasy than to the elusive spirits.&lt;br /&gt;
Gods show their power in the World often, and prayers are actually answered sometimes (although not necessarily with the intended effect).&lt;br /&gt;
Additionally, some very devout mortals are chosen by their gods for special purposes, and are granted divine powers to work their God’s will in the World. These are the Prophets, and they wander the land spreading the worship of their God, or performing some other task appointed by their divine lord, wielding the power to work miracles.&lt;br /&gt;
&lt;br /&gt;
Most of the Gods are not necessarily good or evil. They exist, and they answer prayers, but can also be fickle and demanding. A typical form of worship and tribute is the sacrifice, in which goods or livestock are ritually burned or slaughtered, respectively, as an offering to a God. With the exception of the more benevolent Gods, most of them do accept mortal sacrifices, and the more violent ones may actually demand it.&lt;br /&gt;
&lt;br /&gt;
Following is a list of the most commonly worshipped gods, some of their alternative names, area of worship and the divine Domains that Prophets will be able to access.&lt;br /&gt;
These domains (and their powers and spells) can be found in the Player’s Handbook, the Spell Compendium sourcebook, and a few other sourcebooks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danu&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Don, Donau, Rodd&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Mother of Life, the Breath of the Land. The patron goddess of the aelfen, she is also revered by the little folk and many of the known spirits. She is also the guiding force and patron of the wide-reaching (though loose-knit) druid community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No domains:&#039;&#039;&#039; druid powers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cernunnos&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Carnonos, Vosagos, Ipabog, The Horned God&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hunter God, the Cunning Lord. He is a symbol of virility and prowess, revered especially by males, of every race. His name is called by the hunter seeking his prey, by the athlete attempting a stunt, by the youngster trying to prove himself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Strength, Competition, Courage, Wrath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brigid&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Brigantia, Bidang, Trebaruna, Gabia&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Goddess of the Home, Lady of Care. She cares for the sick, mends broken things and protects the dispossessed. She is the patron of communities and families. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Family, Craft, Community, Healing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gobannos&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Goffanon, Goibniu, Svarog&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Builder, the Smith. He is the patron of invention, of toolbuilding. He was the one who first taught mortals how to create weapons. He is one of the Gods most revered by the Dvergar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Metal, Craft, Creation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lir&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Aegaeon, Bangput, Veles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
God of the Sea, Lord of the Deep Abyss. He is prayed to by all seafarers, in the hopes of calm sea and a safe trip. He is a fickle God, prone to wrathful fits, and difficult to please.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Ocean, Water, BlackwaterSTW&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taranis&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Tuirean, Thunor, Donar, Perun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
God of Storms and natural disasters. He is the wrath of the skies, the Fury of the World. Mortals appeal to him for respite against his continual tantrums, and when his anger is great, it becomes very difficult to appease him.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Storm, Windstorm, Destruction&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teutates&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Toutates, Toutatis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Protector, the Guardian of the People. Mortals pray to him for safety against outside dangers, such as raiders, invasions or attacks from monsters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Protection, Retribution, Pact&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sucellus&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Soucellos&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
God of Bountifulness, Agriculture, and Livestock. He is the giver of goods, the supplier of sustenance. He is praised for the gifts of food and drinks, and his blessings are revelries and merrymaking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Animal, Plant, Joy(EXD)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stribog&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Aeolus, Notus, Eurus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
God of Winds and the Skies. He brings the favourable (or unfavorable) winds to sailors, and he is prayed to most often by the sea-faring humans. When he becomes displeased, his wrath provokes the God Taranis, who brings in the storm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Air, Windstorm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mimir&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Nabu, Nisaba, Metis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The God of Knowledge, Lore and Scribing. His is the word of wisdom, that brings lore to the common folk. He receives prayers from storytellers, sages and those who need advice on tricky problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Knowledge, Planning, Rune&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Epona&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Rudiobus, Consus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Goddess of Horses, of the open plain. She bestows safe and swift travel to mortals, and most mortal travellers and migrants pay her devout homage in exchange for her blessing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Animal, Travel, Endurance(EXD)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunna&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Vindonnus, Dazbog, Endovelic&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
God of the Sun, of Cleansing. He is the chaser of shadows, the light that brings life to the world. His touch makes the crops grow and brightens up hope. He is safety and protection against the encroaching darkness, and he chases away the powers of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Healing, Sun, Renewal, Purification&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ataegina&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Ceridwen, Gontia, Mani&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Goddess of the Moon, Ensnarer of Minds. She is the hypnotic gaze in the sky, leading mortals to commit acts of madness against their wishes. She is prayed to by those who wish to deceive, twist and cajole. She is the patron of witches and enchanters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Moon, Madness, Domination&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woden&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Dilis, Boreas, Negafook&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The God of Winter and Cold. His touch brings the harsh season, and mortals beckon for his mercy and departure in spring. He is unforgiving and rigid, and yearly religious events are held to appease him at every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Cold(FSB), Winter(FSB)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ogma&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Segomo, Mogons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Warrior God, the Strong. His is the gift of strength, of victory, of leadership. He is the patron of armies and leaders. Prayers are offered to him by warriors and generals alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Strength, Nobility, Competition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crom Cruach&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cenn Croithi, Vidarr&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The God of Vengeance, of Slaughter. He is the hand that causes disgrace, who feeds the hatred of mortals. Prayers to him are too often carried out with disastrous results, but not without great sacrifice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Hatred, SpiteHRR, Pestilence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cessonius&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Visucios&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Herald of Good Tidings, the Messenger. His word brings hope, carries news from long-lost friends and family. He is prayed to for good tidings, especially in times of war, and those in the front lines beseech him for victory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Herald, Courage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silvanos&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Selvans, Jarilo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The God of the Wild, Forests and Fields. His domains are the fringes of the civilized human lands, who beseech him their mercy in the wilds, but for the dwellers of the woods like aelfen and little people he is a protector and the guardian of the natural world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Plant, Life&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dis Pater&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Peklenc, Soranus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Lord of the Underworld, Father of Riches, Judge of the Dead. His domains are the bowels of the earth, where he receives the bodies and souls of the deceased, and judges them according to their true natures and deeds. He holds the riches of the earth, and is the patron of miners. Dvergar especially hold him in high regard, while most other mortals pay him respects fearfully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Earth, Death, Inquisition&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Morrigan&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Morrigna, Morana&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Raven of Doom, Goddess of Mischief and conflict. She is the hand of Fate that comes for mortals to herald their doom, who plays mortals like pawns and seeds conflicts that span kingdoms and continents. She is called only by those who wish to bring war and disgrace, others only pray for her mercy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Oracle, Trickery, Envy, Hatred&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ziva&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prende, Cliona, Milda&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Goddess of Love, Marriage and carnal pleasures. She is the patron of couples and families, and a deity of celebration. She is beseeched for help with broken marriages and by lovestruck (or just lustful) mortals.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Lust, Pleasure(EXD), Joy(EXD)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fates&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Moirae, Parcae, Norns&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The three Goddesses of Destiny and Prophecy. It is said that they see into the future, they control the Fate of the World, including that of the Gods. Theirs are the patterns in the stars, in the (some say random) casting of stones and bones, the drops of water and many other omens that most consider innocuous. It is said that the Great Serpent in the Sky (Uroboros, Jormungand and other names) is their pet, and studies the stars around the World for patterns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domains:&#039;&#039;&#039; Oracle, Destiny, Fate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Souls, angels and demons===&lt;br /&gt;
&lt;br /&gt;
Different races, and the different cultures within them, have different ideas on exactly what happens to the souls of the dead. &lt;br /&gt;
&lt;br /&gt;
A general belief is that dead that are not given the proper funerary rites (burying or cremation) can rise again as shade of their former selves, a ghost, a wraith, they have many names. Some of the most despicable mortals can suffer further torment and rise up from their graves, physically, as unliving corpses: vampirs, ghouls or wights, collectively called the undead.&lt;br /&gt;
&lt;br /&gt;
When a dead mortal receives the proper burial rites, it is said that he is brought to the presence of the Judge of the Dead, who has many names (mentioned above), and stands trial over his deeds in life. &lt;br /&gt;
&lt;br /&gt;
Some cultures then mention an afterlife in a heaven-like place, others say that the faithful will be received in their god’s abode and rewarded, others say their spirits are allowed to return to their families and remain as protectors (revered as guardian ancestors). Whatever the case, there seems to be some kind of metaphysical existence that people believe in, although they can’t agree on exactly what is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of metaphysical beings, mortals believe there are two powerful forces that influence the mortal world. There are the good ones, and the bad ones. The first have been called angels, devas, fravashi and other names, and are forces of hope and kindness, of inner peace and protection. The others are called demons, devils, shedim, asuras, rakshasa or other things, and are considered forces of rage, destruction, evil impulses and greed. &lt;br /&gt;
&lt;br /&gt;
Mortals believe that both angels and demons interact with their lives, ascribing miraculous survival against dangers to the work of angels; and cases of murdering sprees and psychotic behaviours to possessing demons. There is no consensus as to exactly how they interact with gods and spirits, but it’s generally believed they exist in a higher realm.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Armed_Combat&amp;diff=2239</id>
		<title>Armed Combat</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Armed_Combat&amp;diff=2239"/>
		<updated>2011-08-05T18:48:41Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The cost of each particular proficiency or feat in skill points is listed bewteen parenthesis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills available:&#039;&#039;&#039;&lt;br /&gt;
 Acrobatics&lt;br /&gt;
 Craft(armorsmithing, weaponsmithing)&lt;br /&gt;
 Diplomacy specialization: Rally&lt;br /&gt;
 Melee Combat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium Armor proficiency&#039;&#039;&#039; (2)&lt;br /&gt;
 Hide armor&lt;br /&gt;
 Scale Mail armor&lt;br /&gt;
 Chainmail armor&lt;br /&gt;
 Breastplate armor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield proficiency&#039;&#039;&#039; (1)&lt;br /&gt;
&lt;br /&gt;
If you hide behind your shield with a total defense action, you gain a cover bonus to AC and reflex saves: +2 AC and +1 Ref for light shields, +4 AC and +2 Ref for heavy shields.&lt;br /&gt;
 Buckler&lt;br /&gt;
 Shield (light and heavy, wood or metal)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your familiarity with all [http://www.d20pfsrd.com/equipment---final/weapons martial weapons] reduces the penalty to use them to -2 instead of -4.&lt;br /&gt;
You can now become proficient with specific weapon types, and use them for greater effect. Learning to wield each weapon type costs &#039;&#039;&#039;&#039;&#039;1 skill point&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;SUP&amp;gt;&#039;&#039;&#039;ERRATA&#039;&#039;&#039;&amp;lt;/SUp&amp;gt;&#039;&#039;&#039;Axes &amp;amp; Picks:&#039;&#039;&#039; whenever you use power attack with an axe or pick and miss because of the target&#039;s armor AC, you still deal damage to the target&#039;s armor equal to your extra damage from power attack. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swords:&#039;&#039;&#039; whenever you fight defensively or use Combat Expertise, you add +1 to your AC as a deflection bonus, you also gain a +1 bonus on disarm maneouvers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;SUP&amp;gt;&#039;&#039;&#039;ERRATA&#039;&#039;&#039;&amp;lt;/SUp&amp;gt;&#039;&#039;&#039;Maces, Hammer, and Flails:&#039;&#039;&#039; if an attack by one of these weapons misses just because of the target’s armor, the attack still deals nonlethal damage equal to double your Str modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polearms:&#039;&#039;&#039; you can spend a move action to shorten the grip on the polearm and attack adjacent opponents with a -2 penalty to damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thrown weapons:&#039;&#039;&#039; You can use your Str modifier instead of Dex when using Ranged Combat to hurl a thrown weapon within 10ft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firearms:&#039;&#039;&#039; You can use the butt of the weapon as sap, without taking penalties on the use of an improvised weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat:&#039;&#039;&#039; you are considered armed even when unarmed (not provoking Attacks of Opportunity anymore). If you wish, your attacks can deal lethal instead of nonlethal damage. &lt;br /&gt;
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&#039;&#039;&#039;Mounted Combat (prerequisite Ride 1 rank):&#039;&#039;&#039; once per round, you can negate damage from one attack to your mount, by succeeding on a Ride check against the opponent’s attack roll. &lt;br /&gt;
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&#039;&#039;&#039;Shields Expertise:&#039;&#039;&#039; gain Tower shield proficiency&lt;br /&gt;
&lt;br /&gt;
when bashing with a shield, you retain its bonus to AC; you learn to release a shield with just a move action; if grappled by a creature at least two sizes larger trying to bite you, you can force the shield into its mouth with a grapple check, the creature then cannot use mouth-based abilities, and must destroy it, swallow it or remove it via a grapple check of its own.&lt;br /&gt;
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&#039;&#039;&#039;Whip:&#039;&#039;&#039; gain whip proficiency&lt;br /&gt;
You can attack with a whip up to 15ft reach, though you otherwise don’t threaten that area for Attacks of Opportunity. You can wield it with Weapon Finesse.&lt;br /&gt;
&lt;br /&gt;
You can use a whip to trip and pull an opponent closer: with a successful trip attack, you pull the target 5ft towards you, with a move action you can pull it even closer, 5ft for every 5 points your trip check exceeded his. The opponent’s movement provokes Attacks of Oportunity. &lt;br /&gt;
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==&#039;&#039;&#039;Basic Combat feats&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Draw&#039;&#039;&#039; (5)&lt;br /&gt;
&#039;&#039;Prerequisite: Melee Attack 1 rank&#039;&#039;&lt;br /&gt;
You can draw a weapon as a free action instead of a move action. You can draw a hidden weapon as a move action instead of a standard action. You can now draw multiple thrown weapons and attack with them if you can perform extra attacks in the same round.&lt;br /&gt;
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&#039;&#039;&#039;Dodge&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13&#039;&#039;&lt;br /&gt;
You gain a +1 dodge bonus to AC against 1 opponent, which you choose at the beginning of your turn.&lt;br /&gt;
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&#039;&#039;&#039;Combat Expertise&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Wis 13, Melee Combat 2 ranks&#039;&#039;&lt;br /&gt;
You can take a penalty to all your attack rolls in a round, up to the number of ranks you have in Melee Combat, and add the same number as a dodge bonus to AC against melee attacks, until your next turn. You must be attacking in melee for this feat to work. &lt;br /&gt;
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&#039;&#039;&#039;Combat Reflexes&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Melee Combat 4 ranks, Dex 12, Perception 2 ranks&#039;&#039;&lt;br /&gt;
You can perform several Attacks of Opportunity per round instead of just one, for a total of 1+Dex modifier. &lt;br /&gt;
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==&#039;&#039;&#039;Weapon style&#039;&#039;&#039;==&lt;br /&gt;
Pick from a variety of styles that focus on using particular weapons or combinations of weapons.&lt;br /&gt;
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===Twin Blades===&lt;br /&gt;
&#039;&#039;&#039;Twist Disarm&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Two-weapon Fighting, Improved Two-weapon Fighting, Improved Disarm, Melee Combat 6 ranks&#039;&#039;&lt;br /&gt;
You must be wielding two bladed light weapons, such as daggers or short swords. If you hit a target with both blades in the same round, you can make a disarm attempt against that target as an immediate action.&lt;br /&gt;
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===Light Blades===&lt;br /&gt;
&#039;&#039;&#039;Find Opening&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Proficiency with a light blade, Melee Combat 3 ranks.&#039;&#039;&lt;br /&gt;
As a standard action, you can attack an enemy and use your small blade to probe for chinks in his armour. If your target is wearing armour or possesses natural armour, you gain a bonus on your attack equal to your Dex modifier, and you drop 10 points in your initiative count.&lt;br /&gt;
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===Axes &amp;amp; Picks===&lt;br /&gt;
&#039;&#039;&#039;Crack the Shell&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Axes &amp;amp; Picks proficiency, Improved Sunder, Melee Combat 2 ranks.&#039;&#039;&lt;br /&gt;
You know how to properly aim your blows so that your weapon cracks your opponent’s defenses. Whenever you miss an attack due to an opponent’s shield or armour bonus to AC, your attacks damage the armour or shield equal to half the damage you would deal. &lt;br /&gt;
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===Axes, Hammers &amp;amp; Maces===&lt;br /&gt;
&#039;&#039;&#039;Brash Strike&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 11, Proficient in axes, hammers or maces, Melee Combat 1 rank.&#039;&#039;&lt;br /&gt;
You throw your whole body behind your attack, increasing the potency of your blow but exposing yourself to attack. You must be wielding an axe, hammer or mace to use this ability. As a standard action you can attack your target with a +2 bonus to attack and a bonus to damage equal to your Str modifier. Until the beginning of your next turn you take a -2 penalty to AC and you provoke an Attack of Oportunity from your target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legbreaker&#039;&#039;&#039; .(6)&lt;br /&gt;
&#039;&#039;Prerequisite: Str15, Proficient in axes, hammers or maces, Melee Combat 4 rank.&#039;&#039;&lt;br /&gt;
When making called shots to hit your opponent’s limbs, with an axe, hammer or mace, your penalty to attack is lessened by 4.&lt;br /&gt;
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===Two-weapon Fighting===&lt;br /&gt;
&#039;&#039;&#039;Two-weapon Fighting&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 15&#039;&#039;&lt;br /&gt;
You learn how to wield weapons in both hands: when you perform a full attack, you get to attack with you off-hand as an extra attack. Your penalties on attack rolls for fighting with two weapons are reduced: -4 penalty to attack for each hand, or only -2 penalty to each hand if your off-hand weapon is light. A double weapon’s off-hand end counts as a light weapon for this purpose.&lt;br /&gt;
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&#039;&#039;&#039;Oversized Off-hand Weapon&#039;&#039;&#039; (5)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 13, Two-weapon Fighting&#039;&#039;&lt;br /&gt;
You can wield a one-handed weapon in your off-hand as if you were wielding a light weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two-weapon Defense&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 15, Two-Weapon Fighting&#039;&#039;&lt;br /&gt;
When wielding two weapons or a double weapon (but not natural weapons or unarmed strikes), you gain a +1 shield bonus to AC. When fighting defensively or using total defense, this bonus increases to +2.&lt;br /&gt;
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&#039;&#039;&#039;Improved Buckler Defense&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Shield Expertise&#039;&#039;&lt;br /&gt;
You retain your shield bonus from your buckler when wielding a weapon in your off-hand. &lt;br /&gt;
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&#039;&#039;&#039;Pin Shield&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Two-weapon Fighting, Melee Combat 4 ranks&#039;&#039;&lt;br /&gt;
When fighting an opponent with a shield you can use your off-hand weapon to pin his shield aside. The opponent must be either your size, or one size smaller or larger. When you make a full attack, you can give up you off-hand attacks to pin his shield aside, negating his shield bonus to AC until the end of your turn. Your attacks must be made only with your primary weapon.&lt;br /&gt;
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&#039;&#039;&#039;Improved Two-weapon Fighting&#039;&#039;&#039; (5)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 17, Two-weapon Fighting, Melee Combat 6 ranks&#039;&#039;&lt;br /&gt;
You get an extra attack with your off-hand weapon (for a total of 2), at a -5 penalty to attack, when you perform a full attack.&lt;br /&gt;
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&#039;&#039;&#039;Improved Two-weapon Defense&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 17, Two-weapon Defense, Two-Weapon Fighting, Melee Combat 6 ranks&#039;&#039;&lt;br /&gt;
When wielding two weapons or a double weapon (but not natural weapons or unarmed strikes), you now gain a +2 shield bonus to AC. When fighting defensively or using total defense, this bonus increases to +4.&lt;br /&gt;
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&#039;&#039;&#039;Dual Strike&#039;&#039;&#039; (5)&lt;br /&gt;
&#039;&#039;Prerequisite: Two-weapon Fighting, Improved Two-weapon Fighting, Melee Combat 8 ranks&#039;&#039;&lt;br /&gt;
As a standard action when wielding two weapons, you can attack with both weapons at once, using a single attack roll, at a -4 penalty.&lt;br /&gt;
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&#039;&#039;&#039;Two-weapon Rend&#039;&#039;&#039; (5)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 17, Two-weapon Fighting, Improved Two-weapon Fighting, Melee Combat 11 ranks&#039;&#039;&lt;br /&gt;
If you hit an opponent with both your primary and off hand, you can deal an additional 1d10 + 2 x Str modifier and lose 5 points to your initiative count. This effect can only be used once per round.&lt;br /&gt;
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&#039;&#039;&#039;Greater Two-weapon Fighting&#039;&#039;&#039; (5)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 19, Two-weapon Fighting, Improved Two-weapon Fighting, Melee Combat 11 ranks&#039;&#039;&lt;br /&gt;
You get another extra attack with your off-hand weapon (for a total of 3), at a -10 penalty to attack, when you perform a full attack.&lt;br /&gt;
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&#039;&#039;&#039;Greater Two-weapon Defense&#039;&#039;&#039; (5)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 19, Two-weapon Fighting, Improved Two-weapon defense, Two-weapon Defense, Melee Combat 11 ranks&#039;&#039;&lt;br /&gt;
When wielding two weapons or a double weapon (but not natural weapons or unarmed strikes), you now gain a +3 shield bonus to AC. When fighting defensively or using total defense, this bonus increases to +6.&lt;br /&gt;
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===Buckler &amp;amp; Sword===&lt;br /&gt;
&#039;&#039;&#039;Buckler Duelist&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, specialization +2 with a one-handed sword, Melee Combat 1 rank&#039;&#039;&lt;br /&gt;
Your shield bonus to AC increases by +1 and you gain a +2 bonus on Acrobatics checks (except for jumping).&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Buckler Feint&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, specialization +2 with a one-handed sword, Melee Combat 2 ranks, Buckler Duelist&#039;&#039;&lt;br /&gt;
You learn to use your buckler to hide your sword hand movements. You gain a +4 bonus when feinting in combat.&lt;br /&gt;
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&#039;&#039;&#039;Buckler Parry&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, specialization +2 with a one-handed sword, Melee Combat 4 ranks, Buckler Duelist, Combat Expertise&#039;&#039;&lt;br /&gt;
When using Combat expertise or fighting defensively, if you are about to be attacked you can use an immediate action to gain an extra +2 shield bonus to AC, and lose 5 points on your initiative count.&lt;br /&gt;
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===Shield Techniques===&lt;br /&gt;
&#039;&#039;&#039;Shield Focus&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Shield Expertise, Melee Combat 2 ranks&#039;&#039;&lt;br /&gt;
Increase the AC bonus from any shield you wield by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Block Arrows&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Shield Expertise, Dex 13&#039;&#039;&lt;br /&gt;
If you’re using a light, heavy or tower shield, you may, once per round, deflect a single projectile attack (not including spell effects, natural attacks, or massive ranged weapons). You take no damage from it, as in the deflect arrows feat. You must be aware of the attack and not flat-footed.&lt;br /&gt;
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&#039;&#039;&#039;Shield Charge&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Shield Expertise, Melee Combat 4 ranks&#039;&#039;&lt;br /&gt;
If you charge and opponent and attack with a shield bash, if you hit, in addition to dealing damage you get a free trip attack against him, as an immediate action, without provoking Attacks of Opportunity.&lt;br /&gt;
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&#039;&#039;&#039;Shield Slam&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Shield Expertise, Melee Combat 4 ranks&#039;&#039;&lt;br /&gt;
You can make a powerful attack with your shield. As a full-round action, you can make a shield bash attack. If you hit, your target must succeed on a Fort save DC 10+ half your Melee Combat ranks + Str mod. If he fails, he is dazed for 1 round.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Mounted Shield&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Mounted Combat, Shield Focus&#039;&#039;&lt;br /&gt;
You can add your own shield bonus to AC to your mount’s AC. You can also add this bonus when you use Ride to negate a hit on your mount.&lt;br /&gt;
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&#039;&#039;&#039;Bodyguard Shield&#039;&#039;&#039; (2)&lt;br /&gt;
&#039;&#039;Prerequisite: Shield Expertise, Combat Reflexes&#039;&#039;&lt;br /&gt;
Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally your shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.&lt;br /&gt;
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&#039;&#039;&#039;Bash &amp;amp; Strike&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Shield Expertise, Melee Combat 6 ranks.&#039;&#039;&lt;br /&gt;
When you perform a full-attack, if you hit with a shield attack  you can choose to take a free attack at your highest bonus +2 against your target. If you do, you drop 10 points in your initiative count.&lt;br /&gt;
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&#039;&#039;&#039;Shield Edge Strike&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Shield Expertise, Shield Focus, Melee Combat 7 ranks&#039;&#039;&lt;br /&gt;
If an enemy attacks you and misses, you can make a shield attack as a swift action. This counts as one of your Attacks of Opportunity for the round. If you do, you go down 5 points in the initiative count.&lt;br /&gt;
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&#039;&#039;&#039;Close Opening&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Shield Expertise, Combat Reflexes, Shield Focus, Sense Motive 6 ranks, Perception 6 ranks, Melee Combat 4 ranks.&#039;&#039;&lt;br /&gt;
You must be using a shield to perform this maneouver. When you are being attacked by a flanking attacker, you can choose to drop 10 points on the initiative count to deny that attacker flanking bonuses for that attack as an immediate action. This includes his ability to perform a Sneak Attack on you (if any). This counts as one of your Attacks of Opportunity for that round.&lt;br /&gt;
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===Net &amp;amp; Trident===&lt;br /&gt;
&#039;&#039;&#039;Snare and Strike (&#039;&#039;&#039;6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 15, proficient with net &amp;amp; trident, Two-weapon Fighting&#039;&#039;&lt;br /&gt;
As a full-round action, you can make a combined attack with net &amp;amp; trident. First you must throw your net, if you hit you must succeed on controlling your opponent with an opposed Str check. If you succeed, you may immediately take a 5ft step and make a full attack with your trident. You lose 5 points on your initiative count.&lt;br /&gt;
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===Quartestaff &amp;amp; Polearms===&lt;br /&gt;
&#039;&#039;&#039;Wide Swing&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Melee Combat 1, proficient with polearms&#039;&#039;&lt;br /&gt;
You can attack with a slashing/axe polearm as a standard action, swinging it wide and increasing the force at the point of impact: you add twice your Str mod to damage instead of 1,5 times.&lt;br /&gt;
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&#039;&#039;&#039;Snaking Spear&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 11, Melee Combat 2 ranks, proficient with spears or quarterstaff&#039;&#039;&lt;br /&gt;
You can use weapon finesse to attack with a spear or quartestaff.&lt;br /&gt;
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&#039;&#039;&#039;Darting Flurry&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 11, Snaking Spear, Melee Combat 3&#039;&#039; ranks, specialization +1 with a spear or quartestaff&lt;br /&gt;
When performing a full attack, you gain an extra attack with the spear or quartestaff, but all the attacks are made with a -2 penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long Strike&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Acrobatics 3 ranks, Melee Combat 2 ranks, specialization +1 with a piercing polearm or spear&#039;&#039;&lt;br /&gt;
As a full-attack, you can attack with a spear or polearm that deals piercing damage with an extra 5ft of reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unseat&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Str11, Melee Combat 1 rank, proficient with polearms&#039;&#039;&lt;br /&gt;
You learn frighteningly efficient strikes for dismounting opponents from their mounts. Whenever you hit a rider with a polearm attack, the ride DC to stay in the saddle is 10 rather than 5. If you try a trip attack against a rider, you get a +2 bonus on the check.&lt;br /&gt;
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&#039;&#039;&#039;Anti-cavalry Assault&#039;&#039;&#039; (5)&lt;br /&gt;
&#039;&#039;Prerequisite: Str11, Unseat, Melee Combat 5 ranks, specialization with a polearm +1&#039;&#039;&lt;br /&gt;
You can strike a mounted opponent hard enough to drive him straight out of his saddle. Whenever you hit a mounted opponent with a polearm attack, you can perform a trip attack as a free action. If you do, you drop 5 points in the initiative count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haft Strike&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 12, Melee Combat 2 ranks, proficient with polearms&#039;&#039;&lt;br /&gt;
You can attack with the butt of a polearm: in a full attack, you gain an extra attack that round that deals damage as a quartestaff, with a reach of only 5ft, but all attacks (including that one) take a -2 penalty to attack roll. Alternatively, you can fight normally in close range with the butt of a reach polearm as if it were a quartestaff.&lt;br /&gt;
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&#039;&#039;&#039;Vault&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 13, Acrobatics 4 ranks, proficient with quarterstaff or polearms&#039;&#039;&lt;br /&gt;
You use your staff or polearm to help propel you in your jumps. You gain a +5 bonus to Acrobatics checks to make long jumps, and a +8 bonus to high jumps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vaulting Attack&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Vault, Leap Charge, Acrobatics 8 ranks, Melee Combat 6 ranks, Specialization +2 with a slashing polearm&#039;&#039;&lt;br /&gt;
You vault high into the air and bring your polearm down with devastating force, as a full round action. You must perform a Leap Charge towards your target, who must be at least 15ft away, and you need to have 20ft of vertical space free. You must succeed on an Acrobatics DC25 checks to jump towards your enemy. If you do, your attack gains a +2 bonus on the attack, and deals an extra 2d6 damage. If you fail the jump check, your attack gains no bonuses. You drop 15 points in the initiative count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spinning Staff/polearm&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Str 13, Combat Expertise, Dodge, Melee Combat 4 ranks, specialization +2 with quarterstaff or polearm&#039;&#039;&lt;br /&gt;
Whenever you use Combat Expertise or fight defensively, while wielding a quartestaff or a polearm of which you have the specialization, you gain an extra +2 shield bonus to AC. If you use total defense, this bonus increases to +3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect Projectile&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Str 13, Spinning Staff/Polearm, Combat Expertise, Perception 5 ranks, Melee Combat 6 ranks, specialization +2 with quarterstaff or polearm&#039;&#039;&lt;br /&gt;
You can deflect a single physical projectile as an immediate action. Large projectiles such as boulders or ballista bolts cannot be deflected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sweep Driving Attack&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 11, Str 13, Melee Combat 5 ranks, specialization +2 with a quartestaff or polearm&#039;&#039;&lt;br /&gt;
When you hit an enemy with a polearm or quarterstaff, you can start a Bull Rush as a swift action, to move your foe sideways. If you do, you go down 10 points in the initiative count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long Sweep&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 11, Str 15, Melee Combat 7 ranks, specialization +2 with a quartestaff or polearm&#039;&#039;&lt;br /&gt;
As a full-round action, you make a trip attack against all enemies within 5ft in a semicircle. You take a cumulative -2 penalty on the trip roll for each trip attack you make. You drop 10 points in the initiative count.&lt;br /&gt;
&lt;br /&gt;
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===Cloak &amp;amp; Dagger===&lt;br /&gt;
&#039;&#039;&#039;Combat Cloak&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 15, Wis 13, Combat Expertise, Dodge, Melee Combat 6 ranks&#039;&#039;&lt;br /&gt;
You gain 3 maneouvers as long as you fight with a cloak :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cloak defense:&#039;&#039; when fighting defensively, you hold your cloak in front of you, hiding your movements, granting you a +1 shield bonus to AC. When using total defense, the bonus is +2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cloaked Strike:&#039;&#039; you use your cloak as concealment for an impending attack. You must not be wielding any weapon at first. Then you make a Bluff check at the same time you draw a weapon. If you succeed, your opponent loses his Dex bonus to AC until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whirling Cloak:&#039;&#039; you use your cloak to confuse your opponent. After striking an opponent in melee, you can make a touch attack as a move action. If you hit, you whirl your cloak around him, ruining his attention and making him unable to perform any Attacks of Opportunity until your next turn.&lt;br /&gt;
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===Mounted Combat===&lt;br /&gt;
&#039;&#039;&#039;Mounted Archery&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Mounted Combat, Ride 4 ranks, Ranged Combat 1 rank&#039;&#039;&lt;br /&gt;
The penalty to fire ranged weapons while your mount is moving (i.e. taking a double move) is -2 instead of -4, and -4 instead of -8 if it’s running.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dismount Attack&#039;&#039;&#039; (2)	&lt;br /&gt;
&#039;&#039;Prerequisite: Ride 5 ranks, Mounted Combat, Melee Combat 1 rank&#039;&#039;&lt;br /&gt;
If your mount moves at least 10ft and you succeed on a fast dismount, you can attack an adjacent opponent as a standard action, gaining all the benefits and penalties of a charge. You lose 10 points in your initiative count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trample&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Mounted Combat, Ride 2 ranks&#039;&#039;&lt;br /&gt;
When you attempt to overrun an opponent with your mount, he can’t choose to avoid you. Your mount also can make one hoof attack against any target you knock down (with the normal +4 bonus against prone targets).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unseat&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 13, Mounted Combat, Improved Bull Rush, Ride 1 rank, Melee Combat 1 rank&#039;&#039;&lt;br /&gt;
When charging an opponent while mounted, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wheeling Charge&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Mounted Combat, Ride 5 ranks, Melee Combat 2 ranks&#039;&#039;&lt;br /&gt;
When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet. You may make an attack during any part of this move. Your total movement for the round can’t exceed double your mounted speed. Allied creatures do not impede your charge, though you cannot attack from or end your move in an ally’s space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount Protector&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisites: Mounted Combat, Handle Animal 5 ranks, Ride 5 ranks&#039;&#039;&lt;br /&gt;
Once per round when your mount would have to make a saving throw, you can make a Ride check as an immediate action and use the result for the saving throw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Mounted Archery&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Mounted Combat, Mounted Archery, Ride 6 ranks&#039;&#039;&lt;br /&gt;
The penalty to fire ranged weapons while your mount is moving is now none, and only -2 while running.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirited Charge&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Mounted Combat, Ride 4 ranks, Melee Combat 4 ranks&#039;&#039;&lt;br /&gt;
When charging while mounted, you deal double damage with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fencing=== &lt;br /&gt;
&#039;&#039;&#039;Einhander&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Tumble, Acrobatics 6 ranks, specialization +2 with a one-handed or light weapon, Melee Combat 6 ranks&#039;&#039;&lt;br /&gt;
As long as you are fighting with a one-handed or light weapon and nothing in your off hand, you can use the following maneouvers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Narrow profile:&#039;&#039; you tuck your arm behind your back and offer a narrow profile to your opponent. You gain an additional +2 dodge bonus when fighting defensively or use total defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Off-hand balance:&#039;&#039; you use your off-hand to aid your balance. After successfully striking an opponent, you gain a +4 bonus on Acrobatics checks when tumbling to avoid his attacks of opportunity.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
&#039;&#039;&#039;Wield Oversized Weapon&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 15, Melee Combat 1 rank&#039;&#039;&lt;br /&gt;
You can wield a weapon made for 1 size larger than you, as you would a weapon your size, with a -2 penalty to the attack roll. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleave&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 15, Melee Combat 2 ranks&#039;&#039;&lt;br /&gt;
If you down an opponent, you may, as a swift action, immediately attack another opponent adjacent to that one, within your reach, using the same attack roll. You cannot take a 5ft step or any action between these attacks. You lose 5 points to your initiative count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collision Charge&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisites: Str 14, Improved Bull Rush, Melee Combat 4 ranks&#039;&#039;&lt;br /&gt;
You can ready an action to charge against a charging opponent (charging you or someone else). If you do, you deal +4 damage to that opponent in addition to the normal benefits of a charge, and you negate your opponent’s charge bonuses (but not penalties). If the target was charging someone else, he can choose to attack you instead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull’s Charge&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 13, Improved Bull Rush, Melee Combat 4 ranks&#039;&#039;&lt;br /&gt;
When you hit an opponent with a charge attack taking at least a -2 penalty on attacks from Power Attack, you can also initiate a bull rush as a swift action. This does not require you to move into your opponent’s square and does not provoke an attack of opportunity. If you successfully push your opponent 15 feet or more, he is also knocked prone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Great Cleave&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 15, Con 13, Cleave, Melee Combat 6 ranks&#039;&#039;&lt;br /&gt;
You can perform as many cleave attacks as you can, as long as each opponent falls down to give way to the next, and as long as you can still go down in the initiative count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dazing Attack&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 13, Melee Combat 11 ranks&#039;&#039;&lt;br /&gt;
As a standard action, you can make a melee attack at -5 penalty. If you hit, your target is dazed (Fort save DC 10+ half your ranks in melee combat + Str mod ends the effect).  If you are wielding a hammer or a mace, your target is stunned instead.You lose 5 points to your initiative count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pushing Blow&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 15, Melee Combat 2 ranks&#039;&#039;&lt;br /&gt;
As a standard action, you can make a melee attack with a two-handed weapon taking at least a -2 penalty from Power Attack. If you hit, your opponent is pushed 5ft away. If the penalty from Power Attack was at least -6, your opponent is pushed 10ft away instead. You lose 5 points on your initiative count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Thrown Weapons===&lt;br /&gt;
&#039;&#039;&#039;Power Throw&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 13, Thrown Weapons proficiency&#039;&#039;&lt;br /&gt;
You can use Power Attack when attacking with thrown weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sliding Axe Throw&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Ranged Combat 2 ranks&#039;&#039;&lt;br /&gt;
As a standard action, you can make a ranged attack with a thrown axe with a -2 penalty to make it bounce on the ground. If the target is flat-footed or his Dex bonus to AC is denied, his shield bonus does not apply to this attack. If the attack hits, you get a free trip attempt with the axe as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throw Anything&#039;&#039;&#039; (5)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Thrown weapon proficiency.&#039;&#039; &lt;br /&gt;
You don’t suffer penalties to attack with improvised thrown weapons. You receive a +1 bonus on attack rolls made with thrown weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===All Ranged Weapons===&lt;br /&gt;
&#039;&#039;&#039;Point Blank Shot&#039;&#039;&#039; (5)&lt;br /&gt;
&#039;&#039;Prerequisites: Ranged Combat 1 rank&#039;&#039;&lt;br /&gt;
You get a +1 to ranged attack and a +2 to damage rolls at ranges up to 30ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take Aim&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisites: Ranged Combat 3 ranks, Perception 4 ranks.&#039;&#039;&lt;br /&gt;
If you spend a full-round action aiming at your opponent, and he stays in place until your next turn, you gain a +4 bonus on your next ranged attack roll. Aiming provokes Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Shooting&#039;&#039;&#039; (5)&lt;br /&gt;
&#039;&#039;Prerequisite: Dodge, Ranged Combat 1, proficient with a ranged weapon&#039;&#039;&lt;br /&gt;
You gain a +4 dodge bonus to AC against Attacks of Opportunity provoked by firing a ranged weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upper Ground&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Ranged Combat 1, proficient with a ranged weapon&#039;&#039;&lt;br /&gt;
When shooting a target standing at least 30ft lower than you, you deal an extra 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adjust for Range&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Ranged Combat 5 ranks, Perception 5 ranks, proficient with a ranged weapon&#039;&#039;&lt;br /&gt;
If you shoot against an opponent that is fully visible and miss, subsequent attacks gain a +2 bonus to attack as long as the opponent does not move from that spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pierce Concealment&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Adjust for Range, Ranged Combat 7 ranks, Perception 7 ranks, proficient with a ranged weapon&#039;&#039;&lt;br /&gt;
If an opponent is behind concealment and you manage to hit him, subsequent attacks have no miss chance from the concealment for as long as the opponent doesn’t move from his spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Far Shot&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisites: Ranged Combat 1 rank&#039;&#039;&lt;br /&gt;
You only suffer a -1 penalty per range increment with ranged weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precise Shot&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisites: Ranged Combat 2 ranks, Perception 5 ranks&#039;&#039;&lt;br /&gt;
You can shoot into a melee and hit your intended target without needing to take a penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focused Shot&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisites: Int 13, Point-Blank shot, Precise Shot, Ranged Combat 4 ranks&#039;&#039;&lt;br /&gt;
As a standard action, you may make a ranged attack and add your Int modifier to the damage roll as precision damage. You must be within 30ft of your target in order to take advantage of this feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ready Shot&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisites: Point Blank Shot, Focused Shot, Take Aim, Ranged Combat 5 ranks&#039;&#039;&lt;br /&gt;
If you ready and action to shoot an enemy charging roughly in your direction, and you wait until he’s within 15ft, your attack is an automatic critical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Precise Shot&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 19, Precise Shot, Perception 11 ranks, Ranged Combat 11 ranks&#039;&#039;&lt;br /&gt;
You ignore the AC bonus from anything less than total cover, and the miss chance by anything less than total concealment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinpoint Targetting&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 19, Improved Precise Shot, Precise Shot, Perception 16 ranks, Ranged Combat 16 ranks.&#039;&#039;&lt;br /&gt;
As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round. You lose 10 points on your initiative count.&lt;br /&gt;
&lt;br /&gt;
===Archery===&lt;br /&gt;
&#039;&#039;&#039;Rapid Shot&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisites: Dex 13, Ranged Combat 2 ranks&#039;&#039;&lt;br /&gt;
When making a full-attack action with a bow, you can make an extra attack (at maximum Ranged Combat bonus), but that attack and every other one you make this turn all take a -2 penalty. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manyshot&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 17, Point Blank Shot, Rapid Shot, Ranged Combat 6 ranks&#039;&#039;&lt;br /&gt;
As a standard action, you can fire two arrows simultaneously at a single opponent within 30ft, with a single attack roll. If the attack hits, both arrows hit. You lose 5 points to your initiative count. Precision and critical hit damage only apply to the first arrow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Crossbowing &amp;amp; firearms===&lt;br /&gt;
&#039;&#039;&#039;Rapid reload&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: crossbow proficiency or firearm proficiency, Dex 13&#039;&#039;&lt;br /&gt;
Choose a type of weapon. Your reload time with that weapon is reduced: a swift action to load a hand or light crossbow (instead of a move), a move action to load a heavy crossbow or one-handed firearm (instead of a standard) and a standard to load a two-handed firearm (instead of a full-round).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close-quarters Reload&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: specialization +2 with a crossbow or firearm, Dex 13, Ranged Combat 4 ranks&#039;&#039;&lt;br /&gt;
When you reload the weapon you’re specialized with, you don’t provoke Attacks of Opportunity for doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wrestling===&lt;br /&gt;
&#039;&#039;&#039;Free Hand&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 11, Melee Combat 1, Unarmed Combat&#039;&#039;&lt;br /&gt;
If you off hand is free, you gain a +1 shield bonus to AC and a +2 bonus on combat maneouvers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Bull Rush&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 13, Unarmed Combat, Melee Combat 1 rank&#039;&#039;&lt;br /&gt;
You don’t provoke attacks of opportunity when performing bull rush maneouvers, and gain a +4 bonus in such maneouvers (whether to bull rush or resist it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Grapple&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Unarmed Combat, Melee Combat 1 rank&#039;&#039;&lt;br /&gt;
You don’t provoke attacks of opportunity when starting a grapple, and gain a +4 bonus in such maneouvers (whether to grapple or resist it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Grapple&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Unarmed Combat, Improved Grapple, Melee Combat 6 ranks&#039;&#039;&lt;br /&gt;
You receive a +2 bonus on grapple checks, and maintaining a grapple only takes you a move action (so you can take a standard action to perform another action).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clever Wrestling&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Wis 13, Unarmed Combat&#039;&#039;&lt;br /&gt;
You gain a bonus on Grapple or Escape Artist checks made to resist a grapple or pin, from a creature that is larger than you. The bonus is +2 for each size category the target surpasses you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counterthrow&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Dodge, Combat Reflexes, Improved Trip, Unarmed Combat&#039;&#039;&lt;br /&gt;
If the opponent that is target of your Dodge attacks you and misses, you can make an immediate trip attack against him as an Attack of Opportunity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escape Attack&#039;&#039;&#039; (2)&lt;br /&gt;
&#039;&#039;Prerequisite: Unarmed Combat, Escape Artist 8 ranks&#039;&#039;&lt;br /&gt;
If you successfully escape from a grapple, you can make a single melee attack, with a light weapon you’re holding, against that opponent. The opponent is considered flat-footed against this attack. You loose 10 points to your initiative count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Under and Over&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Small size, Melee Combat 2 ranks&#039;&#039;&lt;br /&gt;
If a larger opponent tries to grapple you and fails, you can make a free trip attack as an immediate action against him with a +2 bonus. This does not provoke an Attack of Opportunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Whip===&lt;br /&gt;
&#039;&#039;&#039;Whip Snare&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Whip proficiency, Dex 15, Improved Trip, Melee Combat 2 ranks&#039;&#039;&lt;br /&gt;
When you successfully trip an opponent, you can choose to wrap it around him and drop your whip: the opponent becomes entangled. It can break free with a Str check DC 10 or Escape Artist DC 15 as a standard action, or use a full-round action to disentangle himself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serpent Lash&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Whip proficiency, Dex 15, Improved Disarm, Melee Combat 2 ranks&#039;&#039;&lt;br /&gt;
You can use this ability to attempt to snatch an object with your whip and pull it toward yourself. If the object is in the possession of another creature, make a disarm check. If successful, the item is on the ground in the target’s square (the normal result). If you beat their CMD by 5 or more, the item is on the ground in your square. If you beat their CMD by 10 or more and you have a free hand, you may automatically catch the item when it enters your square before it lands on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Combat methods&#039;&#039;&#039;==&lt;br /&gt;
There are many ways of attacking your opponents and defend yourself, and tacticts you can use. &lt;br /&gt;
&lt;br /&gt;
===Vital Strikes===&lt;br /&gt;
&#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 11, Melee Combat 2 ranks&#039;&#039;&lt;br /&gt;
Whenever you succesfully hit an opponent that is flat-footed, denied his Dex bonus to AC or that is being flanked by you and an ally, you hit a more vital spot and deal an additional 1d6 points of precision damage. Also, whenever you perform a called shot attack (which deals a critical hit), if that attack is a valid Sneak Attack, your attack penalty for called shots is reduced by 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Wound&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 11, Sneak Attack, Melee Combat 3 ranks&#039;&#039;&lt;br /&gt;
Whenever you successfully Sneak Attack an opponent with a piercing or slashing weapon, you can pull the weapon from the wound in a way that the wound keeps bleeding. The target bleeds 1d4 points of damage per round until receiving treatment. Creatures without a circulation system, and creatures with regeneration or fast healing are immune to this bleeding damage. You lose 10 points on your initiative count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finishing Move&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Melee Combat 7 ranks&#039;&#039;&lt;br /&gt;
You can attack a stunned or flat-footed opponent as a full-round action, and make a single melee attack that is automatically a critical hit. If you do, you lose 10 points on the initiative count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Disarm maneouver===&lt;br /&gt;
&#039;&#039;&#039;Improved Disarm&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Combat Expertise&#039;&#039;.&lt;br /&gt;
You no longer provoke Attacks of Opportunity when attempting disarm maneouvers, and gain a +4 bonus on all disarm maneouver checks (to disarm or resist it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Disarm (4)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Combat Expertise, Improved Disarm, Melee Combat 6 ranks&#039;&#039;.&lt;br /&gt;
You gain an extra +2 bonus on disarm maneouvers, and disarmed weapons are thrown 10ft away in a random direction instead of at the disarmed creature’s feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sunder maneouver===&lt;br /&gt;
&#039;&#039;&#039;Improved Sunder (4)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Str 13, Melee Combat 1 rank&#039;&#039;.&lt;br /&gt;
You no longer provoke Attacks of Opportunity when attempting sunder maneouvers, and gain a +4 bonus on all sunder maneouver checks (to sunder or resist it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Sunder&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 13, Improved Sunder, Melee Combat 6 ranks&#039;&#039;.&lt;br /&gt;
You gain an extra +2 bonus on sunder maneouvers, and when you deal enough damage to break an item, you can choose to deal any excess damage over that to the wielder, or to the item to damage it even further. If the item is dealt enough damage to be completely destroyed, excess damage is dealt to the wielder as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trip maneouver===&lt;br /&gt;
&#039;&#039;&#039;Improved Trip&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Combat Expertise&#039;&#039;.&lt;br /&gt;
You no longer provoke Attacks of Opportunity when attempting tripping maneouvers, and gain a +4 bonus on all trip maneouver checks (to trip or resist it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Trip&#039;&#039;&#039;(4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Combat Expertise, Improved Trip, Melee Combat 6 ranks&#039;&#039;.&lt;br /&gt;
You gain an extra +2 bonus on tripping maneouvers, and a tripped enemy provokes attacks of opportunity as it falls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Defensive Techniques===&lt;br /&gt;
&#039;&#039;&#039;Phalanx Fighting&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Shield Techniques, Melee Combat 1 rank&#039;&#039;.&lt;br /&gt;
If you’re using a heavy shield (or tower shield), you gain a +1 extra shield bonus to your AC. If you are within 5ft of an ally with this feat also wielding a heavy shield, you can form a shield wall. A shield wall provides an extra +2 shield bonus to AC and a +1 bonus on Ref saves to each member for as long as they remain adjacent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hold the Line&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Combat Reflexes, Melee Combat 2 ranks&#039;&#039;.&lt;br /&gt;
When a charging opponent enters your threatened area, you can make an Attack of Opportunity against him, immediately before his charge attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agile Fighting&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 11, Base Ref save +2, Acrobatics 5 ranks, Dodge, Melee Combat 4 ranks&#039;&#039;&lt;br /&gt;
Your Dodge bonus increases to +3. When fighting defensively, the dodge bonus to AC increases to +4 instead of +2, and when taking total defense, the bonus is +6. To use this you must be wearing light or no armor, and carrying no more than a light load.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Intuition &amp;amp; Feinting===&lt;br /&gt;
&#039;&#039;&#039;Improved Feint&#039;&#039;&#039; (4)&lt;br /&gt;
&amp;lt;SUP&amp;gt;&#039;&#039;&#039;ERRATA&#039;&#039;&#039;&amp;lt;/SUP&amp;gt;&#039;&#039;Prerequisite: Wis 11, Combat Expertise, Bluff 2 ranks, Melee Combat 1 rank&#039;&#039;.&lt;br /&gt;
You can feint in combat as a move action (instead of a standard action).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Feint&#039;&#039;&#039; (6)&lt;br /&gt;
&amp;lt;SUP&amp;gt;&#039;&#039;&#039;ERRATA&#039;&#039;&#039;&amp;lt;/SUP&amp;gt;&#039;&#039;Prerequisite: Wis 13, Combat Expertise, Improved Feint, Bluff 8 ranks, Melee Combat 8 ranks&lt;br /&gt;
Whenever you successfully feint in combat against an opponent, he not only loses his Dex bonus to AC against your next attack, but to every attack you make until the beginning of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group Fake-out&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Bluff 6 ranks, Improved Feint&#039;&#039;.&lt;br /&gt;
You can feint in combat against more than one opponent. Make a separate Bluff check for each, with a -2 cumulative penalty for every one after the first. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counterattack&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Wis 13, Combat Expertise, Dodge&#039;&#039;.&lt;br /&gt;
If the opponent that is target of your Dodge attacks you and does not hit you in one given round while you take the total defense action, your next attack against him on your next turn gains a +4 bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry &amp;amp; Strike&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Wis 13, Melee Combat 8 ranks, Combat expertise, Dodge, Counterattack.&#039;&#039;&lt;br /&gt;
This feat works as Counterattack, but applies to when you are fighting defensively or using Combat Expertise, and grants a +2 bonus on your next attack against the target of your Dodge feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Funneling Flurry&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Two-weapon-fighting, Bluff 2 ranks, Melee Combat 2.&#039;&#039;&lt;br /&gt;
You force an enemy to move in the direction you want. When you attack an enemy with 2 weapons, if you hit with both of them you can spend an immediate action to force him to take a 5ft step back in a direction you choose (but opposite to you).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distracting Spate&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Combat expertise, Melee Combat 4 ranks.&#039;&#039;&lt;br /&gt;
You press the attack, and force your opponent off-balance. If you take a -4 penalty on your attack and hit, your opponent takes a -2 penalty to AC until his next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insightful Strikes&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Combat expertise, Perception 8 ranks, Melee Combat 6 ranks.&#039;&#039;&lt;br /&gt;
You gain a +2 bonus on attacks against bloodied targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assess Opponent&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Wis 13, Int 11, Combat Expertise, Dodge, Perception 4 ranks, Melee Combat 3 ranks.&#039;&#039;&lt;br /&gt;
When you witness an enemy landing an attack, you can spend an immediate action to study his technique. If you do, you gain a +1 dodge bonus to AC against him (+2 if he was attacking you while you studied him). Similarly, when you see an opponent defend himself from an attack due to fighting defensively or Combat expertise, if you study him you gain the same bonus to your attacks. These bonuses last for the rest of the encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deft Strike&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Wis 13, Combat Expertise, Sneak Attack, Perception 10 ranks, Melee Combat 4 ranks&#039;&#039;.&lt;br /&gt;
As a standard action, you can study an enemy to spot a weak point in his armor. Roll a Perception check against the target’s AC: if you succeed, your next attack in the next round against that target ignores armor and natural armor (but not shield) bonuses to AC. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Acrobatics===&lt;br /&gt;
&#039;&#039;&#039;Tumble&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Acrobatics 5 ranks&#039;&#039;.&lt;br /&gt;
You can sommersault and spin around, allowing you to pass through a threatened square without provoking Attacks of Opportunity. You must succeed on an Acrobatics check DC15. You can also move through an opponent’s space with an Acrobatics check DC20. Such movement is only at half your speed, and the DC increases by +2 for each additional opponent to avoid. Also, Acrobatics now grants you a synergy: if you have 5 ranks in Acrobatics, you get an extra dodge bonus to AC equal to +1 when fighting defensively and +2 when using total defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leap Charge&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Acrobatics 8 ranks, Melee Combat 4 ranks&#039;&#039;.&lt;br /&gt;
When you use Acrobatics to jump towards your enemy during a charge, if you cover at least 10ft of horizontal movement by your jump, you double the damage from your Str modifier, or triple if you’re using a two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expert Acrobat&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Acrobatics 4 ranks, light armor proficiency&#039;&#039;.&lt;br /&gt;
You no longer suffer armor check penalties when in light armor, for Acrobatics, Climb and Swim checks. When not in armor, you gain a +2 bonus on all checks with those skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunging Strike&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Acrobatics 8 ranks, Melee Combat 4 ranks.&#039;&#039;&lt;br /&gt;
You lunge at your opponent increasing your reach. You must not be using a light weapon for this purpose. As a standard action, you attack your opponent with an extra 5ft to your reach, and drop 10 points in your initiative count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prone Attack&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 15, Nimble Stand, Acrobatics 11 ranks, Melee Combat 4 ranks&#039;&#039;.&lt;br /&gt;
You can make an attack from a prone position at no penalty to the attack roll. If the attack is successful, you can stand up immediately as a free action. You lose 10 points on your Initiative count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tumbling Feint&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Bluff 6 ranks, Tumble&#039;&#039;.&lt;br /&gt;
When you skim past an opponent’s defenses, you can catch him unaware. As a swift action, choose an opponent. If you successfully tumble to avoid an Attack of Opportunity from him, you gain a +5 bonus on your next Bluff check against him, which must be taken until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nimble Stand&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Acrobatics 8 ranks, Tumble&#039;&#039;.&lt;br /&gt;
If you succeed on an Acrobatics check DC20, you provoke no Attacks of Opportunity when standing up from prone. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acrobatic Backstab&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Acrobatics 12 ranks, Tumble&#039;&#039;.&lt;br /&gt;
If you succeed in tumbling through an opponent’s space, that enemy is considered flat-footed against your next melee attack (which must be taken until the end of your next turn. You lose 10 points on your Initiative count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Close-quarters combat===&lt;br /&gt;
&#039;&#039;&#039;Impaling Strike&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Unarmed Combat, Improved Grapple, Melee Combat 7 ranks&#039;&#039;.&lt;br /&gt;
When you hit an opponent with a non-reach piercing weapon, you can make a grapple check as a swift action: success means the opponent is impaled and you are now grappling each other and you lose 10 points on your initiative count. While in that grapple, you can make a grapple check at a -4 penalty to grab your weapon and twitch it in place, dealing damage to your opponent (even if it is a weapon not normally usable in a grapple).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impaling Grasp&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Unarmed Combat, Improved Grapple, Impaling Strike, Melee Combat 9 ranks&#039;&#039;.&lt;br /&gt;
When you perform the Impaling Strike and grapple your opponent, when you use the impaling weapon to attack him you take only a -2 penalty to attack, and you deal an extra 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spinning Sweep&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Unarmed Combat, Improved Trip, Melee Combat 4 ranks.&#039;&#039;&lt;br /&gt;
When you successfully hit an opponent with a melee attack, you can choose to drop 10 points in your initiative count to get a free trip attack against him as an immediate action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ranged Skirmish===&lt;br /&gt;
&#039;&#039;&#039;Skirmish&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisites: Dex 13, Ranged Combat 4 ranks&#039;&#039;.&lt;br /&gt;
If you move at least 10ft in combat, you gain a +4 to ranged attack rolls against opponents who haven’t acted yet that round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shot on the Run&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Dodge, Mobility, Point Blank Shot, Ranged Combat 4 ranks&#039;&#039;.&lt;br /&gt;
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retreating Shot&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, Ranged Combat 6 ranks&#039;&#039;.&lt;br /&gt;
When you use the withdraw action, you may perform a single ranged attack at any point during your movement. You lose 10 points on your initiative count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sniping===&lt;br /&gt;
&#039;&#039;&#039;Able Sniper&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Stealth 5 ranks, Ranged Combat 1 rank&#039;&#039;.&lt;br /&gt;
You gain a +2 bonus on ranged weapon attacks against targets within 30ft that are flat-footed. Additionally, you get a +4 bonus on stealth checks made to hide again after shooting while hiding (when sniping).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper Strike&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Perception 4 ranks, Stealth 4 ranks, Ranged Combat 2 ranks.&#039;&#039;&lt;br /&gt;
Whenever you succesfully hit an opponent whithin 30ft that is flat-footed or denied his Dex bonus to AC, you hit a more vital spot and deal an additional 1d6 points of precision damage. Also, whenever you perform a called shot attack (which deals a critical hit), if your attack is a valid Sniper Strike, your called shot penalty diminishes by 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distance Sniping&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Sniper Strike, Perception 7 ranks, Ranged Combat 4 ranks.&#039;&#039;&lt;br /&gt;
You can deal Sniper Strikes from up to 60ft away instead of 30ft. This feat can be taken multiple times, each time adding another 30ft to your Sniper Strike range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moving Sniper&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Sniper Strike, Able Sniper, Stealth 6 ranks, Ranged Combat 6 ranks&#039;&#039;&lt;br /&gt;
If you succeed on a sniping attack (fire and hide), in the next round you can move your speed and hide as a swift action (instead of having to take a move action to hide. You can continue to fire and move for as long as you are undetected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Teamwork Tactics===&lt;br /&gt;
&#039;&#039;&#039;Vexing Flanker&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Combat Reflexes&#039;&#039;.&lt;br /&gt;
When flanking, you gain a +4 bonus on attack rolls instead of just +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outflank&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Combat Reflexes, Perception 4 ranks, Melee Combat 4 ranks&#039;&#039;.&lt;br /&gt;
If you and another ally who also has this feat flank an opponent, you gain an extra +2 to your attack rolls in addition to the flanking bonus. Also, whenever the opponent suffers a critical hit, becomes dazed or stunned, he provokes an attack of opportunity from your ally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gang Up&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Int 13, Combat Expertise&#039;&#039;.&lt;br /&gt;
You are considered to be flanking an opponent if at least two other allies are flanking it, independent of your positioning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team Up&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Int 13, Combat Expertise, Gang Up, Melee Combat 6 ranks&#039;&#039;.&lt;br /&gt;
When you and at least one ally are adjacent to an opponent, you can attempt the Aid Another action as a move action (instead of a standard action).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covering Attack&#039;&#039;&#039; (2)&lt;br /&gt;
&#039;&#039;Prerequisite: None.&#039;&#039;&lt;br /&gt;
You can attack your target as a standard action with a regular melee attack. If you do, you grant an ally adjacent to that enemy a +2 bonus to AC against that enemy’s attacks until your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coordinated Shot&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Int 11, Precise Shot&#039;&#039;&lt;br /&gt;
You ignore cover bonuses granted to your enemies by your allies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reposition Ally&#039;&#039;&#039; (2)&lt;br /&gt;
&#039;&#039;Prerequisite: None.&#039;&#039;&lt;br /&gt;
As a move action, as long as you have a free hand, you can pull an adjacent ally up to 10ft away from his position, to a location still adjacent to you..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Battlefield Movement===&lt;br /&gt;
&#039;&#039;&#039;Step Up&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Melee Combat 1 rank&#039;&#039;.&lt;br /&gt;
Whenever an opponent takes a 5ft step away from you, you can also make a 5ft step to pursue it as an immediate action. If you do, you cannot take a 5ft step on your next round and your total movement that round is reduced by 5ft. You lose 10 points on your initiative count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pursuing Strike&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Step Up, Melee Combat 4 ranks&#039;&#039;.&lt;br /&gt;
When using Step Up to pursue an opponent, you can also make a free single melee attack against that target. This takes up one of your Attacks of Opportunity for the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Overrun&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 13, Melee Combat 1 rank&#039;&#039;.&lt;br /&gt;
You don’t provoke Attacks of Opportunity when performing overrun maneouvers, and you gain a +4 bonus on such maneouvers (whether to overrun or to resist it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Overrun&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 13, Improved Overrun, Melee Combat 6 ranks&#039;&#039;.&lt;br /&gt;
You gain an extra +2 bonus on overrun maneouvers, and an overrun enemy provokes attacks of opportunity as it falls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elephant Stomp&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Str 13, Improved Overrun, Melee Combat 2 ranks&#039;&#039;.&lt;br /&gt;
Whenever you successfully overrun on opponent with a maneouver check that beats his check by 5 or more, you can choose to stop adjacent to him and attack him with an unarmed strike or natural weapon, as an immediate action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobility&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Dodge, Perception 5 ranks&#039;&#039;.&lt;br /&gt;
You gain a +4 dodge bonus to AC against Attacks of Opportunity provoked my movement in enemie’s threatened areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring Attack&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Dodge, Mobility, Melee Combat 4 ranks&#039;&#039;.&lt;br /&gt;
As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Patrol&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Combat Reflexes, Dodge, Mobility, Perception 5 ranks, Melee Combat 5 ranks&#039;&#039;.&lt;br /&gt;
As a full-round action, you may stand guard in a patrol, increasing your threat range by 5ft for every 5 ranks you have in Melee Combat. Until the beginning of your next turn, you may make Attacks of Opportunity against enemies that provoke them within this range, moving as required, as long as the total movement does not exceed your speed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Repositioning&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisites: Dex 11, Perception 4 ranks.&#039;&#039;&lt;br /&gt;
Whenever you would be allowed to strike at an enemy with an Attack of Opportunity or a free attack, you can instead move 10ft as an immediate action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Pullout&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Tactical repositioning, Melee Combat 7 ranks.&#039;&#039;&lt;br /&gt;
After a full attack, if you have not yet performed a 5ft step that turn, you can choose to drop 5 points in the initiative count to withdraw from your opponent(s) up to 10ft away as an immediate action, provoking no Attacks of Opportunity from those opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dirty Maneouver&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dodge, Bluff 4 ranks, Melee Combat 2 ranks.&#039;&#039;&lt;br /&gt;
As a swift action, you can try to trick your opponent and escape unscathed. You make a Bluff check against the target’s Sense Motive check: if you succeed you don’t provoke Attacks of Opportunity caused by movement from that opponent for that round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Psychological Tactics===&lt;br /&gt;
&#039;&#039;&#039;Dazzling Display&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Melee Combat 4 ranks, specialization +2 with weapon of choice&#039;&#039;.&lt;br /&gt;
You can perform a display of weapon prowess with your chosen weapon as a full-round action, making an Intimidate check: all opponents within 30ft become shaken if they fail on their check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intimidating Strike&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Intimidate 4 ranks, Melee Combat 1 rank&#039;&#039;.&lt;br /&gt;
As a standard action, you can make a single attack against your foe, subtracting a number from your attack roll as a penalty. You can make an Intimidate check as a swift action immediately after the attack, with a bonus equal to the penalty you took to the attack. If you succeed your opponent becomes shaken for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Resolve&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dazzling Display or Intimidating Strike, Melee Combat 6 ranks&#039;&#039;.&lt;br /&gt;
If you successfully hit an opponent affected by a fear effect, he becomes flat-footed to your attacks until the end of your next turn, as well as remaining shaken for another round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dreadful Carnage&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Intimidate 11 ranks, Melee Combat 11 ranks&#039;&#039;.&lt;br /&gt;
When you reduce an enemy to negative HP, you can make a single Intimidate check as a free action to demoralize all opponents within 30ft that can witness the act.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goad&#039;&#039;&#039; (2)&lt;br /&gt;
&#039;&#039;Prerequisite: Bluff 4 ranks, Knowledge(folklore) 1 rank&#039;&#039;.&lt;br /&gt;
As a move action, you can provoke an opponent within 60ft that can see and understand you. He must succeed on a Will save DC equal to 10+ half your character level + your Cha mod, or he must attack you preferentially over other targets on his next round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play Dead&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Bluff 5 ranks, Perform(act) 5 ranks&#039;&#039;.&lt;br /&gt;
When you take at least 10 points of damage, you can fall down and pretend to be dead. You fall prone and must make a Bluff check against your opponent(s). Those who fail believe you are dead. On the next round, you can stand up without provoking Attacks of Opportunity from any of the tricked opponents. Additionally, any of those tricked opponents are flat-footed against your first attack on that round as soon as you get up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] 06:48, 2 August 2011 (BST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Shaman&amp;diff=2237</id>
		<title>Shaman</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Shaman&amp;diff=2237"/>
		<updated>2011-08-05T02:19:05Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The most common means by which mortals acquire the knowledge of magic, shamanism has been present since the dawn of time. Its instigators are, and have always been, the Spirits: willing to initiate mortals in the ways of magic. &lt;br /&gt;
&lt;br /&gt;
Either by posing a direct offering to the mortal, or by accepting a mortal seeking power, the arrangement always involves a pact between the mediator and the prospective shaman (many times with obscure terms from the Spirits’ part). Many shamans are not fully aware of what exactly will be asked from them, and remain in a sort of semi-allegiance with the Spirits.&lt;br /&gt;
Shamanism is, along with song magic, one of the main traditions through which the aelfen practise spellcraft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakdown:&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;Casting:&#039;&#039;&#039;&#039;&#039; standard action (generally) with no need for a Spellcraft check, spends spellpoints from a pool that recharges with time&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;Caster level:&#039;&#039;&#039;&#039;&#039; equal to number of spellpoints spent&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;DC to resist:&#039;&#039;&#039;&#039;&#039; 10 + level of spell + Cha mod&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;Special:&#039;&#039;&#039;&#039;&#039; fast casting without incantation, 1h rest recovers full casting potential  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A shaman’s link to the Spirits’ world is through the form of a familiar: a magical creature, which accompanies the shaman and teaches him how to perform magic. Familiars are very diverse, but generally they resemble ordinary small animals, often cats, owls or rats. The familiar is also a source of much of the shaman’s power, and the means by which  he can commune with the spirit world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar Bond&#039;&#039;&#039; (8 skill points)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; you must forge a mystical pact with a magical creature that becomes your familiar.&lt;br /&gt;
&lt;br /&gt;
A small magical creature becomes your familiar, granting you access to arcane secrets. In dreams, guided by your new companion, your learn Knowledge(arcana) and Spellcraft. Your familiar also allows you to learn aditional spells and spellsongs in your dreams. &lt;br /&gt;
&lt;br /&gt;
As you grow in magical power, your familiar will also become more attuned to you and both will be able to perform greater magical feats.&lt;br /&gt;
&lt;br /&gt;
Additionally, your magical bond opens up a wellspring of magic: you gain a pool of spell points you can spend to cast spells instantly, without rolling Knowledge(arcana) or Spellcraft checks. Your spell point pool is equal to the number of ranks you have in Spellcraft + your Int modifier. To cast a spell in this way, you must spend a spell point per each caster level of the spell you want to cast.&lt;br /&gt;
&lt;br /&gt;
You must be within 5ft of your familiar to tap into the wellspring. When you spend all of your spell points, both you and your familiar become dazed until your next turn. Both you and your familiar need an extended rest (8h) to recover all your wellspring points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Arcane Spells taught by your familiar&#039;&#039;&#039;==&lt;br /&gt;
You can learn and scribe down a total of 2 spells per downtime, with no expenditure of skill points. These can be spells from this list or whichever other you have access to. 0-level spells, because they’re simpler, you can learn 2 of them for the time it takes to learn a more complex one. &lt;br /&gt;
&lt;br /&gt;
Remember the only thing limiting your capacity to cast spells is your Spellcraft check, so you can learn spells of higher level and hope you’re good enough to cast them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;0  level&#039;&#039;&#039;===&lt;br /&gt;
*DC of Arcana and Spellcraft checks to cast = 13&lt;br /&gt;
*number of checks required: 1 Knowledge(arcana), 1 Spellcraft (but cast as a full-round action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Disguise&#039;&#039;&#039;&lt;br /&gt;
You make minor cosmetic changes in your appearance, but not overall change your body and facial structure. It grants a +2 bonus on disguise checks, and lasts 1h.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disrupt Undead&#039;&#039;&#039;&lt;br /&gt;
You fire a ray to a target in close range, dealing 1d6 damage if it is undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unnerving Gaze&#039;&#039;&#039;&lt;br /&gt;
You make your face look like one of the target’s departed loved one’s or bitter enemies. The subject takes a -1 morale penalty on attacks for 1 round/caster level. It can resist with a Will save. Close range. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1st  level&#039;&#039;&#039;===&lt;br /&gt;
*DC of Arcana and Spellcraft checks to cast = 14&lt;br /&gt;
*number of checks required: 1 Knowledge(arcana), 1 Spellcraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beguiling Gift&#039;&#039;&#039;&lt;br /&gt;
Offer an object to adjacent creature, which is enticed to use, don or consume it, according to the type of object.  A target can resist it with a Will save. The effect lasts until your next turn, afterwards the targets acts normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ineptitude&#039;&#039;&#039;&lt;br /&gt;
A target in close range is cursed to fail its next action: the next d20 roll it attempts during the next 2 turns gets a -20 penalty. You can maintain concentration on the spell to prolong its duration. The target can resist the spell with a Will save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cause Fear&#039;&#039;&#039;&lt;br /&gt;
A target in close range becomes frightened, running away from you. A Will save ends the effect, and the target becomes shaken for 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
A target in close range is subject to follow one simple command of yours, until your next turn. The target can resist with a Will save. &#039;&#039;No somatic components.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piercing Scream&#039;&#039;&#039;&lt;br /&gt;
You unleash a shrilling scream, audible only to a single target in close range. The target is dazed for 1 round and takes 1d6 sonic damage per two caster levels. A successful Fort save negates the daze and halves the damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distort Speech&#039;&#039;&#039;&lt;br /&gt;
Target in close range can’t speak coherently. It takes a -10 penalty on social skills that rely on speech and a 50% miss chance to cast spells with verbal components or activate magic items with command words. A Will save ends the effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Ally&#039;&#039;&#039;&lt;br /&gt;
Summons an allied creature, that appears within close range. The creature remains for as long as you concentrate plus 1 round/caster level. It will defend you to the best of its ability, but you must share a language and succeed on a Diplomacy check DC10+Hit Dice of creature to convey it orders. A creature that becomes disabled retreats to its realm, unless you can communicate with it and succeed in a Diplomacy check, at the same DC. &#039;&#039;Focus component: an empty bag and a candle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summon Minor Allies&#039;&#039;&#039;&lt;br /&gt;
Summons a group of tiny animals, of the same type, that appear within close range. They will attempt to defend you if needed, and you can ask them to perform tasks for you with a Diplomacy check 12. Duration 2h.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beastland Ferocity&#039;&#039;&#039;&lt;br /&gt;
Touched creature gains a +4 bonus to Str when bloodied, and suffers no penalties when disabled or dying. The creature will still die if it reached -10 HP. Duration 1min/caster level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distract&#039;&#039;&#039;&lt;br /&gt;
A number of creatures, up to your caster level, all within 30ft of each other, at medium range, become incredibly distracted, taking a -4 penalty on all Perception checks and can only take a single action each round. Duration 1 round/caster level. &#039;&#039;No verbal component.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swift Expeditious Retreat&#039;&#039;&#039;&lt;br /&gt;
Your land speed increases by 30ft for 1 round. &#039;&#039;Casting time 1 swift action. No somatic component.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incite&#039;&#039;&#039;&lt;br /&gt;
Creatures in a 10ft radius area within close range are urged to action if they are poised to act. The spell causes creatures that are delaying their action or have a readied action to instantly act. A Will save negates the effect. &#039;&#039;1 swift action to cast.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inhibit&#039;&#039;&#039;&lt;br /&gt;
One creature in medium range is inhibited from acting, effectively delaying until next round, immediately before you. It can resist the effect with a Will save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Wose&#039;&#039;&#039;&lt;br /&gt;
You summon a tiny nature spirit, green and translucent, that can perform simple tasks for you, up to 1h per caster level. Its tasks must be simple and involve no knowledge of technology. It will keep repeating the task until you tell it to stop or give it another task. It cannot move farther from you than close range, or it dissipated. If attacked, it also disappears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light of Lunia&#039;&#039;&#039;&lt;br /&gt;
You shed silvery light as a torch, which lasts for 10min/caster level. On subsequent turns, you can release the light as rays, up to two of them, at your enemies. Each ray has a range of 30ft, deals 1d6 damage, or 2d6 damage against undead or demons. After shooting the first ray your radiance diminishes by half, and after the second it disappears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Luminous Gaze&#039;&#039;&#039;&lt;br /&gt;
Your eyes shed a bright light, illuminating as a torch. Every sighted creature within 20ft of you is dazzled. Duration 1 round/caster level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backbiter&#039;&#039;&#039;&lt;br /&gt;
You curse an opponent’s weapon to turn on him; the target must be within close range. When the target uses the weapon to attack, the weapon twists in his hand and strikes him instead, hitting automatically. The target can resist this with a Will save. Lasts for 1 round/per level or until triggered. &#039;&#039;Focus component: a dagger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ray of Enfeeblement&#039;&#039;&#039;&lt;br /&gt;
You fire a ray as a ranged touch attack up to medium range, target takes a penalty to Str equal to 1d6+1 per 2 caster levels (its Str can’t go below 1 though). A Fort save reduces the penalty by half. Duration 1 round/caster level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ray of Clumsiness&#039;&#039;&#039;&lt;br /&gt;
You fire a ray as a ranged touch attack up to medium range, target takes a penalty to Dex equal to 1d6+1 per 2 caster levels (its Dex can’t go below 1 though). A Fort save reduces the penalty by half. Duration 1 round/caster level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trip Sweep&#039;&#039;&#039;&lt;br /&gt;
An unseen force strikes a target at medium range, tripping it. Its attack bonus equals your caster level + Int modifier + 2. If you succeed, the target falls prone. &#039;&#039;Material component: three glass beads.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blockade&#039;&#039;&#039;&lt;br /&gt;
You quickly drop a tiny piece of wood onto the ground, which grows to immense size, roughly a 5ft cube. It lasts for 3 rounds before it disintegrates. &#039;&#039;Casting time 1 swift action. Material component: a tiny piece of wood.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reduce Creature&#039;&#039;&#039;&lt;br /&gt;
A creature in close range is reduced by one size category, gaining a +2 bonus to Dex, a -2 penalty to Str and a +1 bonus on attacks and AC. They also gain a -4 penalty on grapple and other combat maneouvers, and gain a +4 bonus on Stealth. Creatures that become smaller than Small size have a reach of 0ft, so they must enter an enemy’s square to attack in melee. All equipment worn also is reduced. A target ca resist the effect with a Fort save. Duration 1min/caster level. &#039;&#039;Material component: a pinch of powdered iron.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spider Hand&#039;&#039;&#039;&lt;br /&gt;
Your hand detaches, turning into a Small spider that you control. You can control it and see through its eyes and make it travel away up to 100ft per caster level. The spell lasts for as long as you concentrate, up to 1min per caster level. If the spider gets killed or is prevented from returning, your hand regrows but you’re dealt 1d6 damage. If you allows the spider to return and reattach, you take no damage. &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Spellsongs taught by your familiar&#039;&#039;&#039;==&lt;br /&gt;
Each spellsong costs 4 skill points to learn, and you must possess a minimum number of ranks (not the total modifier!) in a Perform skill that produces music. You need to know 2 spellsongs of the previous level to learn a new one.&lt;br /&gt;
&lt;br /&gt;
To activate and maintain spellsongs you must succeed on a Perform check which has to succeed over the indicated DC. The caster level of a spellsong is equal to your number of ranks in Perform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;0  level&#039;&#039;&#039;===&lt;br /&gt;
*Minimum ranks in Perform: 3&lt;br /&gt;
*skill point cost: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lullaby&#039;&#039;&#039;&lt;br /&gt;
Creatures within a 10ft radius that fail a Will save become drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves vs sleep-inducing effects. After you stop the song, affected creatures suffer the effects for 1 round per caster level. &#039;&#039;Standard action to activate and to maintain; each round creatures are exposed they need to save against the effect again.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mending&#039;&#039;&#039;&lt;br /&gt;
Makes minor repairs on an object. &#039;&#039;10 minutes to activate&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1st  level&#039;&#039;&#039;===&lt;br /&gt;
*Minimum ranks in Perform: 4&lt;br /&gt;
*skill point cost: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focusing chant&#039;&#039;&#039;&lt;br /&gt;
You gain a +1 bonus on attack rolls, skill and ability checks for as long as you chant. &#039;&#039;Swift action to activate and maintain. No somatic component.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healthful rest&#039;&#039;&#039;&lt;br /&gt;
One creature per caster level, all within 30ft,  recovers more rapidly when resting. For the next 24h, creatures receive double the HP when resting (this can stack with the benefits of the Heal skill). &#039;&#039;Activation time 10min.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loud Tone&#039;&#039;&#039;&lt;br /&gt;
You amplify the sound played in an instrument, up to a volume level similar to a dragon roar. Duration 1 round. &#039;&#039;Standard action to activate, no verbal component required.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invigorate&#039;&#039;&#039;&lt;br /&gt;
Adjacent creature takes no penalties from being fatigued or exhausted for 10min per caster level. However when the spell ends the target takes 1d6 nonlethal damage. &#039;&#039;Standard action to activate, no somatic component.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleep&#039;&#039;&#039;&lt;br /&gt;
Living creatures, within 30ft of each other, fall asleep; up to 4HD+2HD/ranks in Perform can be affected; duration 1min/caster level, medium range. &#039;&#039;Standard action to activate, Material component: fine sand, rose petals or a live cricket.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animate Rope&#039;&#039;&#039;&lt;br /&gt;
Up to 50ft of rope animates for as long as you perform, at medium range, and can coil, loop and tie itself; if near or thrown at an opponent, it can trap him; each command takes a move action. &#039;&#039;Standard action to activate, swift action to maintain.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insidious Rhythm&#039;&#039;&#039;&lt;br /&gt;
All creatures in medium range takes a -4 penalty on Int, Wis and Cha-based skill checks due to the insidious tune you keep playing. Whenever any of them tries to concentrate on or cast a spell it must succeed on a Concentration check with the same DC as this chant + level of its spell, or lose the spell. A Will save resists the effect.  &#039;&#039;Activate as an immediate action, maintain as a swift action;each round the target is exposed it needs to save against the effect again.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unwitting Ally&#039;&#039;&#039;&lt;br /&gt;
A target in close range becomes confused as to who his allies and enemies are, and takes no hostile action until his next turn. It also does not help in flanking with its own allies. A Will save resists the effect. &#039;&#039;Standard action to activate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unnatural Lust&#039;&#039;&#039;&lt;br /&gt;
Target in close range develops a lustful fascination with another creature or object also within range, for 1 round. The target seeks to kiss or caress the target of its affection on his next action, having no other goals. It can resist with a Will save. It receives a +4 bonus on its save if the target would not normally have lustful feelings towards the chosen creature or object. &#039;&#039;Standard action to activate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Confusion&#039;&#039;&#039;&lt;br /&gt;
A target in close range is rendered confused for 1 round. It can resist with a Will save. &#039;&#039;Standard action to activate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hypnotism&#039;&#039;&#039;&lt;br /&gt;
Several creatures in close range, all within 30ft of each other, are rendered fascinated and stare blankly at you for as long as you perform, and 2d4 rounds afterwards. You can affect a maximum of 2d4+(nº of ranks in Perform) worth of Hit Dice of creatures. Targets resist with a Will save. If you target it only at one creature outside combat, then it takes a -2 penalty on the save. Fascinated creatures become more friendly and amenable to requests, which they will try to carry out afterwards, and won’t remember they were affected. &#039;&#039;Standard action to activate, and  maintain, each time the target is exposed it must make a new save.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorrow&#039;&#039;&#039;&lt;br /&gt;
You play a dirge that causes one target in close range to suffer intense sadness and depression, causing a -3morale penalty on attacks, saves, skill and ability checks. Target resists with a Will save. &#039;&#039;Standard action to activate, swift action to maintain, each time the target is exposed it must make a new save. Material component: a tear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Mysticism&amp;diff=2235</id>
		<title>Mysticism</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Mysticism&amp;diff=2235"/>
		<updated>2011-08-02T06:28:09Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Skills available for training:&#039;&#039;&#039;&lt;br /&gt;
 Concentration&lt;br /&gt;
 Knowledge(arcana)&lt;br /&gt;
 Knowledge(religion)&lt;br /&gt;
 Profession(herbalist)&lt;br /&gt;
 Heal&lt;br /&gt;
 Spellcraft&lt;br /&gt;
 &amp;lt;SUP&amp;gt;&#039;&#039;&#039;NEW&#039;&#039;&#039;&amp;lt;/SUP&amp;gt;Lucid Dreaming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Substances you can prepare with Herbalism:&#039;&#039;&#039;==&lt;br /&gt;
You can prepare as much as 40gp x your total modifier on Profession(herbalist) worth of substances per period of downtime.&lt;br /&gt;
&lt;br /&gt;
If you are in the field, you can locate a given herb, plant or fungus with a successful Profession(herbalist) check DC = 15 + (10 per every 10gp in the item&#039;s price). This takes generally 1h in a wooded area, but may take longer depending on the natural environment.&lt;br /&gt;
&lt;br /&gt;
See [http://www.d20pfsrd.com/equipment---final/goods-and-services Pathfinder&#039;s equipment list] for details on each item’s price.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Antiplague Antiplague ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Antitoxin Antitoxin ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Bloodblock Bloodblock ]: stops bleedings&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Bodybalm Bodybalm ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Healy-Myrrh Healy Myrr ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Allnight Herb/plant, Allnight ]: removes the effects of fatigue&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Bachelor-Snuff Herb/plant, Bachelor Snuff ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Clear-Ear Herb/plant, Clear ear ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Flayleaf Herb/plant, Flayleaf ]: smoking it renders you immune to pain for a short period&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Night-Tea Herb/plant, Night tea ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Pesh Herb/plant, Pesh ]: addictive stimulant (use Adventurer&#039;s Armory version)&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Shoanti-Barbarian-Chew Herb/plant, Barbarian chew ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Tobacco Herb/plant, tobacco ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Woundweal Herb/plant, Woundweal ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Hourglass Incense, Healing ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Hourglass Incense, Restful ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Kaava-Musk Musk, Kaava ]: marks creatures with a strong smell&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Soothe-Syrup Soothe syrup ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Distilled-Terrap-Sap Terrap sap, distilled ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Troll-Styptic Troll Styptic ]: powerful healing and antibleeding brew&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Feats&#039;&#039;&#039;==&lt;br /&gt;
Each feat&#039;s skill point cost is listed between parenthesis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poisonmaking&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Int 13, Dex 13, Profession(herbalist) 6 ranks&#039;&#039;.&lt;br /&gt;
You are trained in extracting venom from animals and plants, and concoct usable poisons.&lt;br /&gt;
&lt;br /&gt;
To obtain your fresh extract, you must succeed on a Profession(herbalist) check. The DC of the check to safely extract the venom gland of a creature or to find a poisonous plant or fungous is equal to 5 + the DC of the poison in question. If you fail, you ruin the raw material. If you fail by 5 or more, you poison yourself.&lt;br /&gt;
&lt;br /&gt;
You can prepare a total of 40gp x your total modifier on Profession(herbalist) worth of poison. Check prices and information [http://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison here ] (scroll down for the descriptions which have more poisons).&lt;br /&gt;
&lt;br /&gt;
Also, your carefulness when handling poisons allows you to manipulate them without incurring the 5% risk of poisoning yourself. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brew Magic Potions &amp;amp; Oils&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Int 13, Craft(alchemy) 2 ranks, Profession(herbalist) 2 ranks, Knowledge(arcana) 4 ranks, Spellcraft 1 rank&#039;&#039;.&lt;br /&gt;
You can brew magical liquids that can bestow their effects either when drunk (potion) or applied over an object/creature (oil). Essentially they are spells in liquid form. Only personal spells and spells that have definite targets can be made into potions/oils, and no spell that requires a ranged touch attack or Ref save can be made into a potion. The effects of beneficial potions and oils can be obtained by drinking or smeaing them onto a surface, respectively. Offensive spells turned into potions can essentially be turned into a kind of poison (the target is affected if he drinks it), of if made into oils can be used as splash weapons (although the target is only affected upon a direct hit).&lt;br /&gt;
&lt;br /&gt;
You can brew any potion of a level equivalent to half your ranks in Spellcraft (min 1) as long as you possess the respective spell formula.&lt;br /&gt;
&lt;br /&gt;
For the purposes of crafting potions and oils (with either alchemy or herbalism), the price in gp is equivalent to 25 x level of the spell x caster level of the potion. (ex. In this case, a 1st level potion at caster level 1 costs 25gp, a 2nd level potion at caster level 3 costs 300gp).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;==&lt;br /&gt;
For those trained both in Knowledge(arcana) and Spellcraft.&lt;br /&gt;
&lt;br /&gt;
Any single spell can be transcribed into a character’s spellbook during downtime. Depending on the level of the spell, you may be able to transcribe more or less.&lt;br /&gt;
&lt;br /&gt;
Not every spell is made immediately available to you: many offensive spells are withheld by the Company until they know they can trust you with such magic. Also, some spells are only know to specific individuals within the Company, and need to be asked for directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;0-level spells&#039;&#039;&#039;===&lt;br /&gt;
You can add any 4 of them for free every downtime.&lt;br /&gt;
&lt;br /&gt;
* DC of Arcana and Spellcraft checks to cast = 13&lt;br /&gt;
* number of checks required: 1 Knowledge(arcana), 1 Spellcraft (both as a single full-round action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Message&#039;&#039;&#039;&lt;br /&gt;
Carry conversations via whisper with targets at medium range. &#039;&#039;Material component: a piece of copper wire&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Launch item/projectile&#039;&#039;&#039;&lt;br /&gt;
Telekinetically fire an item (including thrown or projectile weapons) as a ranged attack, suffering from no range penalties (but with an 80ft max distance).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detect Magic&#039;&#039;&#039;&lt;br /&gt;
Detects magic within range and analyse its type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daze&#039;&#039;&#039;&lt;br /&gt;
Target is dazed and cannot act next round. Material component: a pinch of wool.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Touch of Fatigue&#039;&#039;&#039;&lt;br /&gt;
Target becomes fatigued for a short time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necrosurgery&#039;&#039;&#039;&lt;br /&gt;
Gives a sick target a +2 bonus on next saving throw against the disease, but deals 2 points of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electric Jolt&#039;&#039;&#039;&lt;br /&gt;
Short range electric attack for 1d3 electricity damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sonic Snap&#039;&#039;&#039;&lt;br /&gt;
Short range deafening attack for 1 damage and 1 round deafened.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;&lt;br /&gt;
Short range freezing attack for 1d3 cold damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acid Splash&#039;&#039;&#039;&lt;br /&gt;
Short range acid attack for 1d3 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flare&#039;&#039;&#039;&lt;br /&gt;
Target becomes dazzled for 1min. No somatic component.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1-level spells&#039;&#039;&#039;===&lt;br /&gt;
You can add any 2 of them for free every downtime.&lt;br /&gt;
&lt;br /&gt;
* DC of Arcana and Spellcraft checks to cast = 14&lt;br /&gt;
* checks required: 1 Knowledge(arcana), 1 Spellcraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alarm&#039;&#039;&#039;&lt;br /&gt;
Wards a 20ft radius area for 2h/caster level. &#039;&#039;Focus component: a tiny bell and a piece of fine silver wire)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hold Portal&#039;&#039;&#039;&lt;br /&gt;
Holds door shut, +5 DC to force it open, 1min/caster level, medium range. &#039;&#039;No somatic component&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection from evil&#039;&#039;&#039;&lt;br /&gt;
Wards 1 subject against evil: +2 deflection AC; grants new save against charms &amp;amp; compulsions and they are suppressed for the duration of the spell; immune to possession attempts; duration 1min/caster level. &#039;&#039;Material component: silver powder&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obscuring Mist&#039;&#039;&#039;&lt;br /&gt;
Mist spreads from you to a 20ft radius area, obscuring all sight beyond 5ft, within 5ft targets gets concealment (20% miss chance); dispersed by moderate wind, can be burned away by fire, duration 1min/caster level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detect Undead&#039;&#039;&#039;&lt;br /&gt;
Detects undead within 60ft as you scan an area, can try to indentify there was an undead presence in an area, or figure out how strong an undead is. &#039;&#039;Material component: earth from a grave&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identify&#039;&#039;&#039;&lt;br /&gt;
Works as detect magic with a +10 bonus on Spellcraft checks to identify properties and how to manipulate magic items. &#039;&#039;Material Component: wine stirred with an owl’s feather&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charm Person&#039;&#039;&#039;&lt;br /&gt;
One humanoid becomes friendly for 1h/caster level, close range. If it feels threatened, it gets a +5 bonus on save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleep&#039;&#039;&#039;&lt;br /&gt;
Living creatures, within 30ft of each other, fall asleep; up to 4HD+2HD/caster level can be affected; duration 1min/caster level, medium range. &#039;&#039;Material component: fine sand, rose petals or a live cricket&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flare Burst&#039;&#039;&#039;&lt;br /&gt;
10ft radius burst in close range, all creatures failing a Fort save are dazzled for 1min. &#039;&#039;No somatic component&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydraulic Push&#039;&#039;&#039;&lt;br /&gt;
Blast of water bull rushes one target: maneouver bonus is equal to caster level + Int/Cha mod; can also extinguish fires. &#039;&#039;Material component: a pint of water&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ventriloquism&#039;&#039;&#039;&lt;br /&gt;
Throws voice at close range for 1min/caster level. &#039;&#039;No somatic component, focus component: parchment rolled into a cone&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vanish&#039;&#039;&#039;&lt;br /&gt;
Touched creature becomes invisible for 1round/caster level; dispelled if target attacks someone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animate Rope&#039;&#039;&#039;&lt;br /&gt;
Up to 50ft of rope animates for 1 round/caster level, at medium range, and can coil, loop and tie itself; if near or thrown at an opponent, it can trap him; each command takes a move action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Break&#039;&#039;&#039;&lt;br /&gt;
An object within range becomes broken, if it is attended or magical, it gets a Fortitude save. If it was already broken, then it is destroyed. This spell can be used to break an enemy’s armor and weapons apart. &#039;&#039;Material component: a twig (which must be broken)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Heat Metal&#039;&#039;&#039;&lt;br /&gt;
Metal object within close range becomes red hot, any creature holding it can take a Ref save to drop it or take 1d4 fire damage/caster level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancing Lantern&#039;&#039;&#039;&lt;br /&gt;
Lantern floats and follows you, illuminates itself magically, for 1h/caster level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erase&#039;&#039;&#039;&lt;br /&gt;
Removes writing from substrate, magical or mundane, by touch. Even Spellglyphs are affected, but you must succeed on a caster level check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expeditious Retreat&#039;&#039;&#039; &lt;br /&gt;
Your base land speed increases by 30ft for 1min/caster level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feather Fall&#039;&#039;&#039;&lt;br /&gt;
One medium or smaller freefalling object or creature per caster level within 20ft of each other fall slowly (60ft/round) for 1 round/caster level, and take no damage upon landing. &#039;&#039;Immediate action(only Spellcraft check required), no somatic component&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Breath&#039;&#039;&#039;&lt;br /&gt;
Your lungs fill with, air constantly for 1round/caster level. &#039;&#039;Immediate action(only Spellcraft check required), no somatic component&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall of Smoke&#039;&#039;&#039;&lt;br /&gt;
Wall 10ft/caster level long, conceals creatures on other side, those who pass through must succeed on Fort save or be nauseated 1 round; lasts for 1 round/caster level; moderate winds disperse it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ebon Eyes&#039;&#039;&#039;&lt;br /&gt;
Creature touched becomes able to see in the dark up tp 60ft (even magical darkness), lasts 10min/caster level; &#039;&#039;material component: a powdered black gemstone of any kind&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Scent&#039;&#039;&#039;&lt;br /&gt;
Touched creature’s scent is negated for 10min/caster level; &#039;&#039;material component: candle wax&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scatterspray&#039;&#039;&#039;&lt;br /&gt;
Tiny loose items at close range burst out in all directions, dealing 1d8 damage on a failed Ref save to all within a 10ft radius.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rouse&#039;&#039;&#039;&lt;br /&gt;
All sleeping creatures in a 10ft radius area, at close range, become awake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snuff the Light&#039;&#039;&#039;&lt;br /&gt;
Extinguish a single nonmagical light source at close range; &#039;&#039;swift action(only Spellcraft check required), no verbal component&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Omen of Peril&#039;&#039;&#039;&lt;br /&gt;
You divine how the next hour will be dangerous to you: safe, dangerous or mortal danger. You have a chance of getting a correct answer equal to 70% +1% per caster level (max 90%). &#039;&#039;Casting time 1 round. Focus component: a set of marked stick, bones or tokens for divination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guiding light&#039;&#039;&#039;&lt;br /&gt;
You light up a 5ft radius area at long range. Attacks against targets within this area get a +2 bonus to attack roll. Duration 1min/caster level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fireworks&#039;&#039;&#039;&lt;br /&gt;
You ignite a magical flame in your hand, that lasts for  1 round/caster level. When the spell is cast and for as long as it lasts, you can release a firework each round as a move action. A firework flies to its target, up to long range, and explodes for 1d4 fire damage and causes the target to become dazzled for 1 round. A Ref save halves the damage and negates the dazzled condition. &#039;&#039;Material component: a bundle of sulfur wrapped in cloth.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polypurpose Panacea&#039;&#039;&#039;&lt;br /&gt;
You create a simple effect relating to your health, well-being or entertainment. Choose one: &lt;br /&gt;
&lt;br /&gt;
•	Analgesic: +2 bonus to Fort saves against pain-related effect for 1h.&lt;br /&gt;
&lt;br /&gt;
•	Clarity: gain a +1 bonus on a single attack, save or skill check, which you must use within one minute.&lt;br /&gt;
&lt;br /&gt;
•	Intoxication: you feel confortably intoxicated for 1h, as if you had a few drinks. You gain a +2 morale bonus on Diplomacy checks.&lt;br /&gt;
&lt;br /&gt;
•	Lucid dream: if you go to sleep within 1h of casting, you have a lucid dream that is under your control that lasts for 1h.&lt;br /&gt;
&lt;br /&gt;
•	Resistance: you gain a +1 bonus on saves for 1min.&lt;br /&gt;
&lt;br /&gt;
•	Sleep: you sleep well even under conditions that would disturb it, for the next 8h.&lt;br /&gt;
&lt;br /&gt;
•	Sobriety: you become completely sober for 1h, negating any penalties for drunkenness for the duration.&lt;br /&gt;
&lt;br /&gt;
•	Tenacity: you gain 3 temporary HP for 1min.&lt;br /&gt;
&lt;br /&gt;
•	Wakefulness:  you remain awake for the next 2h without feeling sleepy or jittery. You gain a +5 bonus against sleep-inducing effects for the duration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Song Magic&#039;&#039;&#039;==&lt;br /&gt;
You must have a minimum number of ranks in a Perform skill that produces music. &lt;br /&gt;
&lt;br /&gt;
Unless noted, spellsongs require both verbal (singing) as well as somatic components, which involves playing an instrument, requiring the use of one or two hands.&lt;br /&gt;
&lt;br /&gt;
Song magic follows the same rules as sorcerer casting, in that the more you use it in a short period of time, the more difficult it becomes to perform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellsongs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The aelfen of the Company have brought with them the traditions of spellsong, and teach them to initiates in the mystic arts. &lt;br /&gt;
To those proven to be thrustworthy, they can eventually teach the deep secrets of the sublime art, and the earthshaking music used by the aelfen spellsingers.&lt;br /&gt;
&lt;br /&gt;
[http://www.orcedinburgh.co.uk/wiki/Magic_in_Post-Myth#Song_Magic Click here for details.]&lt;br /&gt;
&lt;br /&gt;
Each spellsong costs 4 skill points to learn, and you must possess a minimum number of ranks (not the total modifier!) in a Perform skill that produces music. You need to know 2 spellsongs of the previous level to learn a new one.&lt;br /&gt;
&lt;br /&gt;
To activate and maintain spellsongs you must succeed on a Perform check which has to succeed over the indicated DC. The caster level of a spellsong is equal to your number of ranks in Perform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;0  level&#039;&#039;&#039;===&lt;br /&gt;
*Minimum ranks in Perform: 3&lt;br /&gt;
*skill point cost: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lullaby&#039;&#039;&#039;&lt;br /&gt;
Creatures within a 10ft radius that fail a Will save become drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves vs sleep-inducing effects. After you stop the song, affected creatures suffer the effects for 1 round per caster level. &#039;&#039;Standard action to activate and to maintain; each round creatures are exposed they need to save against the effect again.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mending&#039;&#039;&#039;&lt;br /&gt;
Makes minor repairs on an object. &#039;&#039;10 minutes to activate&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;1st  level&#039;&#039;&#039;===&lt;br /&gt;
*Minimum ranks in Perform: 4&lt;br /&gt;
*skill point cost: 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focusing chant&#039;&#039;&#039;&lt;br /&gt;
You gain a +1 bonus on attack rolls, skill and ability checks for as long as you chant. &#039;&#039;Swift action to activate and maintain. No somatic component.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healthful rest&#039;&#039;&#039;&lt;br /&gt;
One creature per caster level, all within 30ft,  recovers more rapidly when resting. For the next 24h, creatures receive double the HP when resting (this can stack with the benefits of the Heal skill). &#039;&#039;Activation time 10min.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loud Tone&#039;&#039;&#039;&lt;br /&gt;
You amplify the sound played in an instrument, up to a volume level similar to a dragon roar. Duration 1 round. &#039;&#039;Standard action to activate, no verbal component required.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Invigorate&#039;&#039;&#039;&lt;br /&gt;
Adjacent creature takes no penalties from being fatigued or exhausted for 10min per caster level. However when the spell ends the target takes 1d6 nonlethal damage. &#039;&#039;Standard action to activate, no somatic component.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleep&#039;&#039;&#039;&lt;br /&gt;
Living creatures, within 30ft of each other, fall asleep; up to 4HD+2HD/ranks in Perform can be affected; duration 1min/caster level, medium range. &#039;&#039;Standard action to activate, Material component: fine sand, rose petals or a live cricket.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animate Rope&#039;&#039;&#039;&lt;br /&gt;
Up to 50ft of rope animates for as long as you perform, at medium range, and can coil, loop and tie itself; if near or thrown at an opponent, it can trap him; each command takes a move action. &#039;&#039;Standard action to activate, swift action to maintain.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Dream Magic&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Among the ealfen in the Company, Dreamtelling is common, but a few know how to traverse the corridors of dream and travel into other dreamer&#039;s dreamscapes. They can see many things, mend broken minds, dispel geasas and even confront possessing entities.&lt;br /&gt;
&lt;br /&gt;
To begin to learn how to perform dream magic, you must first learn Lucid Dreaming (a skill available in this traning school, see at the top).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill:&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Lucid Dreaming&#039;&#039;&#039; (Wis or Cha)&lt;br /&gt;
&lt;br /&gt;
Use this skill to realize you’re dreaming, consciously direct elements within a dreamscape, and move into other dreamscapes. Each use is a standard action.&lt;br /&gt;
&lt;br /&gt;
{| border=1&lt;br /&gt;
!&#039;&#039;&#039;Task&#039;&#039;&#039;!!&#039;&#039;&#039;DC&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Realize you’re dreaming||5&lt;br /&gt;
|-&lt;br /&gt;
||Change one aspect of your dreamscape||15&lt;br /&gt;
|-&lt;br /&gt;
||Change one aspect of another’s dreamscape||20&lt;br /&gt;
|-&lt;br /&gt;
||*Another additional aspect.&#039;&#039;An aspect includes background features such as lighting, terrain, architecture of a given building, vegetation or other innocuous characteristics.&#039;&#039; ||+5&lt;br /&gt;
|-&lt;br /&gt;
||Directly affect objects relating to yourself or other dreamers. &#039;&#039;You can create mundane items, including weapons or armor, or make them disappear. You can also affect the terrain in ways potentially hazardous to other dreamers, such as opening a pit under their feet. If you want to affect another dreamer which is versed in Lucid dreaming, you must succeed on an Opposed Lucid Dreaming check against his.&#039;&#039;||25&lt;br /&gt;
|-&lt;br /&gt;
||Change your personal appearance. &#039;&#039;You can change into the likeness of any creature within 2 size categories of your size. Only your appearance changes, your abilities stay the same.&#039;&#039;||20&lt;br /&gt;
|-&lt;br /&gt;
||Metamorphose into another creature. &#039;&#039;You can change into another creature you have met, and use any ability you witnessed the creature use.&#039;&#039;||25&lt;br /&gt;
|-&lt;br /&gt;
||Create a supernatural effect. &#039;&#039;You can manifest any sort of spell-like effect which you have witnessed previously, which creates a physical effect, with a caster level equal to your Lucid Dreaming result minus 10. Illusions, Divinations and Enchantments cannot be created in this way.&#039;&#039;||12 + (level of spell x 2)&lt;br /&gt;
|-&lt;br /&gt;
||Depart one dreamscape for another. &#039;&#039;You can travel into any other dreamscape owned by another creature, but you must have something that connects you with it. If you have met the subject before or know him well, the task is easy. If you never met the subject, you must have some sort of object that connects you to him.&#039;&#039;||&lt;br /&gt;
|-&lt;br /&gt;
||*    You know the subject well or have met him/her||15&lt;br /&gt;
|-&lt;br /&gt;
||*    Likeness or picture||24&lt;br /&gt;
|-&lt;br /&gt;
||*    Possession or garment||22&lt;br /&gt;
|-&lt;br /&gt;
||*    Body part such as hair or nail clippings||16&lt;br /&gt;
|-   &lt;br /&gt;
||*    Take a willing or grappled dreamself(ves) with you||+10&lt;br /&gt;
|-&lt;br /&gt;
||Waking up||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time flows faster within dreams. For every 10min spent in a dream, only 1 min passes in the waking world. Experiences within dreams become but memories upon waking, so any injuries taken, or items/ability uses spent are only in a character’s mind. But those versed in dream magic can bend these rules to an extent.&lt;br /&gt;
&lt;br /&gt;
A dreamer within his own dreamscape does not normally suffer any damage upon waking up if he was injured within a dream (or even if he died). But when travelling outside their personal dreamscape, a dreamwalker takes a risk: any damage suffered translates into nonlethal damage upon waking up. Furthermore, if you had reached Staggered HP within the dream, you wake up fatigued; if you were reduced to negative HP, you wake up exhausted. If your dreamself is killed while outside your dreamscape, you wake up immediatelly, screaming, and take 1d6 Wis drain.&lt;br /&gt;
&lt;br /&gt;
Skilled dreamwalkers can invade other dreamers’ dreamscapes and physically injure them or even manipulate their minds. The darkest dream magics allow one to kill a dreamer from within a dream, or even to possess them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dreamtelling&#039;&#039;&#039; (2)&lt;br /&gt;
&#039;&#039;Prerequisites: Wis or Cha 11, Knowledge(arcana) 2 ranks, Lucid Dreaming 4 ranks&#039;&#039;&lt;br /&gt;
You learn how to glean prophetic insight from dreams, by making a knowledge(arcana) check. You can gain ranks in Dreamtelling as a specialization of Knowledge(arcana).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oneiromancy&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisites: Wis or Cha 11, Knowledge(arcana) 2 ranks, Lucid Dreaming 5 ranks&#039;&#039;&lt;br /&gt;
You learn to consciously direct your dreams towards gaining insight on a particular subject. Whether through half-remembered memories or inspiration from beyond mortal dreams, sometimes you get a glimpse of something related to your question. You have a probability of 60% + your Lucid Dreaming check result of finding something related to what you seek. What you find is often cryptic and not obvious in relation to your question, and you need to use Knowledge(arcana) (or Dreamtelling) to try to decipher it.&lt;br /&gt;
You can try this only once per 8h period of sleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Psychoanalyst&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisites: Sense Motive 5 ranks, Lucid Dreaming 5 ranks&#039;&#039;&lt;br /&gt;
When inside a dreamer’s dreamscape, you can probe the dream to find more about the subject, granting you a +4 bonus on all future social skill checks against him. You can also try to mend psychological damage he has suffered. You must succeed on a Sense Motive DC 18 to understand the nature of the damage. A successful check heals 1d6 points of ability damage or drain, distributed among Int, Wis or Cha. You can try one of these checks for each 8h-period spent sleeping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sense Charm&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisites: Field Psychoanalyst, Sense Motive 6 ranks, Lucid Dreaming 6 ranks&#039;&#039;&lt;br /&gt;
When meeting a dreamer’s dreamself, you can try to discern if he is under the effect of a supernatural compulsion, an enchantment spell, or possession by another entity. You must make an opposed Lucid Dreaming check against the caster level of the effect. If you fail, you notice nothing and cannot attempt again during this particular dream. If you succeed, you determine what kind of effect it has on the dreamer and for how long it lasts.&lt;br /&gt;
The spell serves as a connection to the caster, so it can be used to try to enter the caster’s dreams.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Break Mind Control&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisites: Field Psychoanalyst, Sense Charm, Sense Motive 8 ranks, Lucid Dreaming 8 ranks&#039;&#039;&lt;br /&gt;
If you manage to detect a dreamer under the influence of a supernatural compulsion or enchantment spell, you can try to dispel it by succeeding on a Lucid Dreaming check against the effect’s caster level. If you succeed the effect is broken, but if you fail by 5 or more, the effect instead latches on to you, leaving the original target. The DM rolls this in secret, so you might not know you have been affected.&lt;br /&gt;
You can also try to challenge a possessing entity, by performing the same Lucid Dreaming check against the entity’s level check (1d20 + HD + Cha mod). Success means you force the entity to manifest in the dream, allowing you to confront it. Failure by more than 5 allows the entity access to you, and it can possess you freely if it so wishes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eidetic Lock&#039;&#039;&#039; (2)&lt;br /&gt;
&#039;&#039;Prerequisite: Int 11, Lucid Dreaming 4 ranks&#039;&#039;&lt;br /&gt;
You plant a memory inside a dreamer’s mind, such as an image, an idea or a passage of text (up to 500 words). The target is aware of the memory, and can recall it perfectly, and transmit it to others. You must succeed on a Lucid Dreaming check DC18. Failure by 5 or more wakes the dreamer and ejects you from the dreamscape, and you wake up fatigued.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plant Suggestion&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Int 11, Field Psychoanalyst, Bluff 6 ranks, Lucid Dreaming 7 ranks&#039;&#039;&lt;br /&gt;
Through subtle manipulation of the target’s dreamscape, you can implant a triggered suggestion, attraction or aversion. The implant only lasts until the target’s next night of sleep, so it must be triggered the next day. Once it is triggered, it stays in effect for 1h per number of ranks you have in Lucid Dreaming. You can implant a mental suggestion, an aversion to someone or something, or an attraction of the same. When it triggers, the target is allowed a Will save DC 10 + ½ your ranks in Lucid Dreaming + Cha or Wis mod. It might be allowed a bonus or a penalty on his save depending on how plausible it is. Actions that clearly endanger the target allow it another Will save to break the suggestion. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] 07:28, 2 August 2011 (BST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Espionage&amp;diff=2226</id>
		<title>Espionage</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Espionage&amp;diff=2226"/>
		<updated>2011-08-02T05:54:27Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Initiation&#039;&#039;&#039; ==&lt;br /&gt;
2 skill points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Weapon proficiency&#039;&#039;&#039; &lt;br /&gt;
 Dagger&lt;br /&gt;
 Dart&lt;br /&gt;
 Blowgun&lt;br /&gt;
 Blade Boot&lt;br /&gt;
 Garrote&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills available:&#039;&#039;&#039;&lt;br /&gt;
 Bluff&lt;br /&gt;
 Diplomacy&lt;br /&gt;
 Disguise&lt;br /&gt;
 Escape Artist&lt;br /&gt;
 Forgery&lt;br /&gt;
 Intimidate&lt;br /&gt;
 Sense Motive&lt;br /&gt;
 Sleight of Hand&lt;br /&gt;
 Stealth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Feats&#039;&#039;&#039; ==&lt;br /&gt;
You can start training feats as soon as you finish initiation. The skill point cost of each feat is listed between parenthesis.&lt;br /&gt;
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&#039;&#039;&#039;Silvertongue&#039;&#039;&#039; (2)&lt;br /&gt;
&#039;&#039;Prerequisite: Cha 12&#039;&#039;.&lt;br /&gt;
You add a +2 competence bonus to Bluff, Diplomacy, Disguise and Intimidate.&lt;br /&gt;
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&#039;&#039;&#039;Charmer&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Diplomacy 6 ranks, Silvertongue&#039;&#039;.&lt;br /&gt;
For the purpose of seducing a target, you may roll two d20 and pick the better one for your Diplomacy roll. You can only perform this once per target in any particular day. &lt;br /&gt;
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&#039;&#039;&#039;Honeyed Words&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Bluff 6 ranks, Silvertongue&#039;&#039;.&lt;br /&gt;
For the purpose of convincing a target to perform something, you may roll two d20 and pick the highest for your Bluff roll. You can only perform this once per target in any particular day. &lt;br /&gt;
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&#039;&#039;&#039;Hard to Fool&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Sense Motive 6 ranks&#039;&#039;.&lt;br /&gt;
For the purpose of suspecting being lied to, you may roll two d20 and pick the highest for your Sense Motive roll. You can only perform this once per target in any particular day. &lt;br /&gt;
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&#039;&#039;&#039;Quick Disguise&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Disguise 6 ranks&#039;&#039;.&lt;br /&gt;
You can use items at hand and seemingly innocuous material hidden on your person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for you to alter your appearance in this manner is based on the complexity of the disguise, from 30s to 4min (but never more than that).&lt;br /&gt;
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&#039;&#039;&#039;Babble-Peddler&#039;&#039;&#039; (2)&lt;br /&gt;
&#039;&#039;Prerequisite: Bluff 4 ranks&#039;&#039;.&lt;br /&gt;
You can make a bargain by tricking someone into accepting giving you something in return of something worthless.&lt;br /&gt;
Make a Bluff check to praise the value and worth of an object in your hand while denigrating an object held by your target or a nearby creature, opposed by the target’s Appraise or Sense Motive roll. If you succeed, it believes your false assessment for 1 min; for every 5 by which your check exceeds your opponent’s check, the deception lasts 1 more minute. If the target wins, it immediately realizes the true value of the object you offered it and refuses. If you fail the check by 5 or more, the target is insulted and his attitude toward you worsens by one category. As with disbelieving illusions, a target’s ally can point out the true value of the object, giving the target another check with a +2 bonus.&lt;br /&gt;
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&#039;&#039;&#039;Helpless Prisoner&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Bluff 5 ranks, Escape Artist 1 rank&#039;&#039;.&lt;br /&gt;
When you are restrained or imprisoned, you can make a Bluff check to convince a target of your harmlessness and how inconvenienced you are. If your target fails his Sense Motive check, he does something to improves your current condition (or at least shut you up), which gives you a +5 bonus on Escape Artist checks to escape.&lt;br /&gt;
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&#039;&#039;&#039;Urban Tracking&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Diplomacy 4 ranks, Perception 4 ranks&#039;&#039;.&lt;br /&gt;
You can track individuals or groups of them in a community using Diplomacy, quickly finding their trail and possibly without raising suspicions.&lt;br /&gt;
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&#039;&#039;&#039;Master Manipulator&#039;&#039;&#039; (5)&lt;br /&gt;
&#039;&#039;Prerequisites: Cha 13, Diplomacy 9 ranks&#039;&#039;.&lt;br /&gt;
You learn to skillfully manipulate conversations. You must share a language with your target, and you cannot use these benefits during combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Captivating Speech:&#039;&#039; you can distract creatures by engaging them in conversation, with a Diplomacy checks vs the targets’ Diplomacy check or Will save. If successful, the targets get a -4 penalty to Perception and Sense Motive for as long as you continue talking. You can affect up to 1+Cha mod worth of targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trap of Words:&#039;&#039; if someone attempts to bluff you and fails, you maneouver the conversation to trick him to reveal something. If you engage in conversation for another minute, make a Diplomacy check vs the target’s Bluff, if successful the targets inadvertently reveals details about his lie and/or the reason behind it.&lt;br /&gt;
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&#039;&#039;&#039;Measure the Mark&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Sleight of Hand 4, Bluff 4&#039;&#039;.&lt;br /&gt;
When you make a Sleight of Hand check to take something from a target, after the target has rolled its Perception check, you can elect not to go through with the attempt if you’re unhappy with the result. If you do so, you must succeed on a Bluff check to prevent the target from noticing the attempt. &lt;br /&gt;
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===Stealth Striking===&lt;br /&gt;
&#039;&#039;&#039;Go Unnoticed&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Size small or smaller&#039;&#039;.&lt;br /&gt;
During the first round of combat, you can hide with a Stealth check and opponents who haven’t acted yet are considered to not have observed you hiding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Striker&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Perception 5 ranks&#039;&#039;.&lt;br /&gt;
You can deal precision-based damage to targets with concealment (but not total concealment). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flick of the Wrist&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 17, Sleight of Hand 5 ranks, Quick Draw&#039;&#039;.&lt;br /&gt;
If you draw a light weapon and attack with it the same round, you catch your opponent flat-footed against that attack only. You can only perform it once per round and then only once per opponent in a given encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diversionary Strike&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Bluff 5 ranks, Stealth 5 ranks, Melee Combat 4 ranks&#039;&#039;.&lt;br /&gt;
After you successfully hit an opponent, if you move away and attempt a Stealth check, your check gets a +5 bonus from the diversionary nature of the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evade Notice&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Bluff 7 ranks, Stealth 7 ranks, Melee Combat 6 ranks&#039;&#039;.&lt;br /&gt;
If an ally and you both threaten an opponent, you can slip under your opponent’s notice. If you make no hostile actions in one given round, you can make a Stealth check against your opponent. If you succeed, your foe does not attack you on the next round if there is another opponent threatening him. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;SUP&amp;gt;&#039;&#039;&#039;ERRATA&#039;&#039;&#039;&amp;lt;/SUP&amp;gt;&#039;&#039;&#039;Blind Spot Strike&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Int 13, Stealth 12 ranks, Melee Combat 9 ranks&#039;&#039;.&lt;br /&gt;
To use this maneouver, both you and an ally must be threatening a foe. As a standard action, you make a Stealth check against your opponent. If you succeed, on the next round that opponent loses his Dex bonus to AC against your next attack, which is made with a +2 bonus to attack roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Predator Strike&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Stealth 9 ranks, Melee Combat 6 ranks&#039;&#039;.&lt;br /&gt;
When you successfully attack an opponent during the surprise round of an encounter, you may make a second attack as an immediate action against the same opponent, and lose 10 points on your initiative count. That opponent is not considered flat-footed anymore against the second attack. You must not be encumbered in order to perform this attack.&lt;br /&gt;
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&lt;br /&gt;
===Dream magic===&lt;br /&gt;
Some specialists among the &#039;&#039;fennids&#039;&#039; make good use of dreamwalking to infiltrate their target&#039;s minds and learn their secrets.&lt;br /&gt;
To learn how to dreamwalk, you must learn [[Mysticism|Lucid Dreaming]] with the mystics.&lt;br /&gt;
&lt;br /&gt;
A few techniques have been developed for the purposes os espionage and interrogation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modify Memory&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Int 11, Field Psychoanalyst, Plant Suggestion, Bluff 9 ranks, Lucid Dreaming 9 ranks&#039;&#039;&lt;br /&gt;
You must subdue or restrain a dreamer’s dreamself before you can attempt this ability. The target must succeed on a Will save against DC 10 + ½ your ranks in Lucid Dreaming + Cha or Wis mod. If he fails, you can modify up to 5min of memories: eliminate recollection of a specific event, change the details of an event, or implant a memory of an event he never actually experienced. Illogical modified memories are dismissed as bad dreams or wine-addled recollections. If he succeeds the save, the target understands what you were trying to do, but might not realize you’re more than part of his dream (if you haven’trevealed yourself, that is). You can only attempt this ability once per 8h period of sleep, whether you succeed or fail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightmare Interrogator&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisites: Intimidate 4 ranks, Sense Motive 4 ranks, Lucid Dreaming 5 ranks&#039;&#039;&lt;br /&gt;
You can use your expertise in manipulating dreamscapes to put another dreamer under extreme duress. A successful Lucid Dreaming check DC 18 allows you to manifest the right kind of ‘persuasion’ for each particular dreamer. You get a +4 bonus on Intimidate checks against the target, and your answers appear within the dream itself, as his thoughts burst out from his subconscious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deepest Nightmare&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Intimidate 6 ranks, Sense Motive 4 ranks, Lucid Dreaming 6 ranks&#039;&#039;&lt;br /&gt;
You learned to call forth a dreamer’s deepest fears from his subconscious. With a Lucid Dreaming DC 25, you can summon your target’s greatest fear to manifest in his dreamscape. This is not without its risk, because the nightmare can prove to be quite dangerous to you. But if turned in your favour, it grants you a +8 bonus on Intimidate checks against the dreamer, who panics immediately and tries to escape. If you fail on the check you cannot draw out that particular dreamer’s fear while his current dreamscape lasts.&lt;br /&gt;
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--[[User:Nuno|Nuno]] 06:54, 2 August 2011 (BST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Scouting&amp;diff=2225</id>
		<title>Scouting</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Scouting&amp;diff=2225"/>
		<updated>2011-08-02T05:49:13Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Initiation&#039;&#039;&#039; ==&lt;br /&gt;
2 skill points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield proficiency&#039;&#039;&#039; &lt;br /&gt;
 Buckler&lt;br /&gt;
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&#039;&#039;&#039;Martial Weapon proficiency:&#039;&#039;&#039; &lt;br /&gt;
 Dagger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills available:&#039;&#039;&#039;&lt;br /&gt;
 Acrobatics&lt;br /&gt;
 Craft(boobytraps)&lt;br /&gt;
 Knowledge(engineering) specialization: Disable Device&lt;br /&gt;
 Stealth&lt;br /&gt;
 Ranged Combat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Crafting Boobytraps&#039;&#039;&#039;==&lt;br /&gt;
You can use Craft(boobytraps) to build simple traps with material at hand if you have at least 2 ranks in Survival. The materials you will need are listed. Often you’ll need rope or string.&lt;br /&gt;
If you possess them, you may add poisons or alchemical substances to the trap, as long as they are feasible. You can also invent your own traps from materials you have at hand.&lt;br /&gt;
&lt;br /&gt;
Depending on your total modifier on the skill, you are able to build traps of different complexity. For every point your total modifier is higher than the required to build a certain trap, you can increase its Perception and Disable Device checks by 1 point as well.&lt;br /&gt;
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&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;Alarm&#039;&#039; (rope or string, 1 bell per 10ft of string or rope)&lt;br /&gt;
Perception or Disable DC20. triggers bells, Ref DC15 to avoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;Tripwire&#039;&#039; (rope)&lt;br /&gt;
Perception DC18. Ref DC15 to avoid falling prone.&lt;br /&gt;
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&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Pit-Trap-CR1 Pit Trap]&#039;&#039; (a shovel to dig, branches or debris of some kind to hide the pit) &lt;br /&gt;
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&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Ettercap-Noose-CR1 Noose]&#039;&#039; (rope, branches or other propping material to hold the rope)&lt;br /&gt;
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&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Spiked-Snare-CR1 Spiked Snare]&#039;&#039; (rope, branches, thick branches you’ll neeed to sharpen, tall tree or structure) snares a target upside down into the air into a set of spikes&lt;br /&gt;
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&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Spiked-Pit-Trap-CR2 Spiked pit trap]&#039;&#039; (a shovel to dig, branches or debris of some kind to hide the pit, thick branches you’ll neeed to sharpen)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;Net trap&#039;&#039; (a net, rope) &lt;br /&gt;
Perception DC25. Ref DC20 to avoid becoming entangled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Ettercap-Deadfall-CR3 Deadfall]&#039;&#039; (several rocks of at least Small size, trapsmith kit) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Catapult-Snare-Trap-CR4 Catapult Snare]&#039;&#039; (rope, branches, thick branches you’ll neeed to sharpen, tall but flexible tree) &lt;br /&gt;
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==&#039;&#039;&#039;Feats&#039;&#039;&#039;==&lt;br /&gt;
You can start training feats as soon as you complete initiation.&lt;br /&gt;
The skill point cost for each feat is listed between parethesis.&lt;br /&gt;
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&#039;&#039;&#039;Trapfinding&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Perception 2 ranks&#039;&#039;.&lt;br /&gt;
You add 1/2 your character level to Perception checks made to locate and disarm traps. You can now use Survival to disarm booby traps, Knowledge(engineering) to disarm mechanical traps, and Knowledge(arcana) to disarm magical traps.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Track&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Survival 2 ranks&#039;&#039;.&lt;br /&gt;
You gain the ability to follow and identify tracks. To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. See full description [http://www.d20srd.org/srd/feats.htm#track here].&lt;br /&gt;
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&#039;&#039;&#039;Eagle Eyes&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisites: Wis 13, Perception 4 ranks&#039;&#039;.&lt;br /&gt;
You suffer no penalties due to distance to Perception checks up to 50ft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Movement (&#039;&#039;&#039;4)&lt;br /&gt;
&#039;&#039;Prerequisites: Dex 14&#039;&#039;.&lt;br /&gt;
+10ft movement while in Light or no armor and unencumbered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nimble Moves&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13&#039;&#039;.&lt;br /&gt;
When moving through difficult terrain, you can ignore 5ft of such terrain per round and treat it as normal terrain. This allows you to take 5ft steps through difficult terrain.&lt;br /&gt;
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&#039;&#039;&#039;Acrobatic Steps&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Nimble Moves, Acrobatics 4 ranks&#039;&#039;.&lt;br /&gt;
When moving through difficult terrain, you can now ignore up to 20ft of such terrain per round and treat it as normal terrain.&lt;br /&gt;
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&#039;&#039;&#039;Wilderness Stride&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Nimble Moves, Acrobatic Steps, Acrobatics 6 ranks&#039;&#039;.&lt;br /&gt;
You ignore the effects of difficult terrain in natural environments, moving at your normal speed.&lt;br /&gt;
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&#039;&#039;&#039;Camouflage&#039;&#039;&#039; (2)&lt;br /&gt;
&#039;&#039;Prerequisite: Int 11&#039;&#039;.&lt;br /&gt;
You learn advanced camouflage techniques. You gain a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. You need 1 minute to prepare the camouflage. This ability cannot be used in areas without natural foliage. If you suffer an area attack that deals fire, cold or acid and fail the saving throw, the camouflage is destroyed. &lt;br /&gt;
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&#039;&#039;&#039;Canny Observer&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Perception 6 ranks&#039;&#039;.&lt;br /&gt;
You gain a +4 bonus on Perception checks to hear details of a conversation or to find concealed or secret objects.&lt;br /&gt;
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&#039;&#039;&#039;Fast Stealth&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisites: Fast Movement, Stealth 6 ranks&#039;&#039;.&lt;br /&gt;
You can use the Stealth skill while moving at normal speed at no penalty.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Fast Crawl&#039;&#039;&#039; (2)&lt;br /&gt;
&#039;&#039;Prerequisites: Fast Movement&#039;&#039; .&lt;br /&gt;
You can crawl while prone at half your speed, and can take 5ft steps while crawling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Cimbing&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex11 or Str11, Climb 4 ranks&#039;&#039;&lt;br /&gt;
You have more freedom of movement while climbing: if you take a -10 penalty to Climb checks, you retain your Dex bonus to AC and you don’t need to make Climb checks when you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ledge Walker&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisites: Fast Movement, Acrobatics 6 ranks&#039;&#039; &lt;br /&gt;
You can move along narrow surfaces using Acrobatics at full speed without penalty. You are also not flat-footed against enemies when moving in such a way.&lt;br /&gt;
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&#039;&#039;&#039;Catfall&#039;&#039;&#039; (2)&lt;br /&gt;
&#039;&#039;Prerequisites: Acrobatics 6 ranks&#039;&#039;.&lt;br /&gt;
As an immediate action, when you fall 20ft or more, you can ignore the first 20ft of the fall for the purpose of calculating damage taken. If there is no damage taken, you do not land prone.&lt;br /&gt;
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&#039;&#039;&#039;Trap Spotter&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisites: Trapfinding, Perception 5 ranks&#039;&#039;.&lt;br /&gt;
You get an immediate Perception check whenever you come within 10ft of a trap. This roll is made in secret by the DM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Ears&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Perception 8 ranks, +2 specialization on listening&#039;&#039;.&lt;br /&gt;
You learn to discern specific details about a source of noise: if you beat the DC by 5 or more, you determine the size, speed and direction of the source; if you beat by 10 or more, you determine the precise, current position of the noise source; if you beat by 15 or more, you determine, if it is a creature(s), if they are wearing armor and carrying weapons or gear, and what kind. You gain a +5 bonus on Perception to pinpoint invisible creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Great Leap&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Acrobatics 4 ranks, Fast Movement&#039;&#039;.&lt;br /&gt;
You can make Acrobatics checks to jump at the normal DC without needing a 20ft running start. If you do perform a running start, you get a +5 bonus on the check. You must be wearing Light or no armor and not be encumbered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner Perch&#039;&#039;&#039; (2)&lt;br /&gt;
&#039;&#039;Prerequisite: Acrobatics 4 ranks, Climb 8 ranks&#039;&#039;.&lt;br /&gt;
If you’re climbing up a space where you can brace against opposite walls (like a chimney) or perpendicular walls (like the corner of a room), you can suspend yourself and free your hands for other uses until the end of your next turn. At the end of your next turn you go down 10 points in the initiative count (if you’re in combat), and must succeed on a Climb check with a +5 to the DC, or fall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Diversion&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Bluff 4 ranks&#039;&#039;.&lt;br /&gt;
When you use Bluff to create a diversion to hide, you need only spend a move action to do so, and gain a +4 bonus on the check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brachiation&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Climb 4 ranks, Acrobatics 4 ranks&#039;&#039;.&lt;br /&gt;
You can move through treetops of dense forests (20ft high at least) at normal land speed, with no penalties to movement due to terrain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion&#039;&#039;&#039; (6)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Perception 5 ranks&#039;&#039;.&lt;br /&gt;
When you succeed on a Ref save against an area attack that deals only half damage on a successful save, you take no damage instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coordinate Stealth&#039;&#039;&#039; (3)&lt;br /&gt;
&#039;&#039;Prerequisite: Cha 11, Stealth 6 ranks.&#039;&#039;&lt;br /&gt;
When advancing stealthily with your team, you can grant allies that have at least 2 ranks in Stealth a +2 bonus on Stealth checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodging Maneouvers&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Dex 13, Fast Movement, Dodge, Mobility, Tumble, Acrobatics 8 ranks.&#039;&#039;&lt;br /&gt;
You sprint and somersault across the battlefield, avoiding danger. Whenever you use the withdraw action (a full-round action where you move up to double your speed), you gain a +2 on Ref saves, dodge AC, Jump checks and Tumble checks to avoid Attacks of Opportunity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Wulver&amp;diff=2223</id>
		<title>Wulver</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Wulver&amp;diff=2223"/>
		<updated>2011-08-02T05:23:37Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Instincts I (3 skill points)&#039;&#039;&#039;&lt;br /&gt;
Getting in touch with your animal side through lone hunts in the wild, free of the trappings of civilization, heightens your senses and instincts. You gain a +1 bonus on Perception, Sense Motive and Survival checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Agility (6 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Wild Instincts I.&#039;&#039; While shifting, you gain a +1 dodge bonus to AC and a +1 bonus to Reflex saves. Your shifting duration increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Reflexes (4 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Wild Instincts I.&#039;&#039; You gain a +2 bonus on Initiative checks and a +1 to Reflex saves, as long as you have all your senses unimpaired (including smell). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;&#039;&#039;&#039;ERRATA&#039;&#039;&#039;&amp;lt;/sup&amp;gt;&#039;&#039;&#039;Rip Arteries (5 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Wild Instincts I, Melee Combat 1 rank.&#039;&#039; Whenever you successfully use your Bite attack on living enemies with a circulatory system, you can rip their blood vessels open, and they take 1d4 bleeding damage every round thereafter. When you perform this attack, you go down 5 points on the initiative count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal Stride (5 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Wild Instincts I.&#039;&#039; While shifting, you gain a +10ft bonus to your land speed and a +2 bonus on Acrobatics to jump, as long as you move about on all fours (which means you must have both your hands free). Your shifting duration increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wulver Multiattack (6 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Melee Combat 6 ranks&#039;&#039;&lt;br /&gt;
You can attack with your natural weapons as secondary weapons with only a -2 penalty to attack (as opposed to -5).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Howl (5 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Wild Instincts I&#039;&#039;&lt;br /&gt;
You can howl as a standard action, lending you a +2 morale bonus on attacks, saves and skill checks, until you are hit for the first time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feral Snarl (3 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Intimidate 2 ranks&#039;&#039;&lt;br /&gt;
You gain a +3 bonus to Intimidate checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beast Roar (3 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Intimidating Strike, Feral Snarl, Intimidate 5 ranks&#039;&#039;&lt;br /&gt;
You can take a standard action to roar menacingly: you can demoralize all enemies within 10ft by making an Intimidate check. If you succeed, they are shaken for 1 round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beasthide (6 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Con 11, Wild Instincts I, Base Fort save +1&#039;&#039;&lt;br /&gt;
While shifting, you gain a +2 bonus to natural armor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Beasthide (6 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Con 13, Wild Instincts II, Base Fort save +3&#039;&#039;&lt;br /&gt;
While shifting, your bonus to natural armor is now +4. Your shifting duration increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wallwalker (5 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Str11, Wild Instincts I, Climb 6 ranks&#039;&#039;&lt;br /&gt;
While shifting, you gain a climb speed of 20ft. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wallwalker Expert (4 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Wild Instincts I, Climb 8 ranks&#039;&#039;&lt;br /&gt;
While shifting, your climb speed is 30ft, and you gain a +4 bonus to Climb checks to avoid falling after taking damage. Your shifting duration increases by 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactive Shifting (4 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Wild Instincts I, Initiative +6&#039;&#039;&lt;br /&gt;
You can shift as an immediate action, allowing to shift even when it’s not your turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Great Rend (6 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Wild Instincts I, Rip Arteries, Melee Combat 5 ranks&#039;&#039;&lt;br /&gt;
If you hit with both your claw attacks, you can rip your target apart as a swift action, dealing an extra 1d4+Str mod damage. If you do, you go down 10 points in the initiative count.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pounce (6 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Melee Combat 5 ranks, Acrobatics 8 ranks&#039;&#039;&lt;br /&gt;
You can make a full attack with your natural weapons at the end of a charge (instead of a single attack) if you succeed on an Acrobatics jump check DC15, otherwise you can only make one attack as normal. However, if you fail at the check by more than 5, you fall prone and your charge ends. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] 06:23, 2 August 2011 (BST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Buried_History&amp;diff=2207</id>
		<title>Buried History</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Buried_History&amp;diff=2207"/>
		<updated>2011-07-08T06:01:00Z</updated>

		<summary type="html">&lt;p&gt;Nuno: Created page with &amp;quot; Deldin and Borin were called immediately as soon as news arrived. Yesterday, they witnessed the worst earthquakes so far reaching the region, along with extremely abnormal weath...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Deldin and Borin were called immediately as soon as news arrived. Yesterday, they witnessed the worst earthquakes so far reaching the region, along with extremely abnormal weather: snow (in the summer), hurricane winds and the sun permanently setting for hours on end. But then everything passed and all of the disasters they had been struggling with for the last 3 months suddenly went away… apart from the abnormal movement of the sun.&lt;br /&gt;
&lt;br /&gt;
A carrier pidgeon had come in, from Simid, asking for aid: they were badly injured. The two fennids were explained the importance of the cargo their fellows were sent for, and given relief supplies.&lt;br /&gt;
&lt;br /&gt;
The two dvergr then sped off on horseback as  fast as they could towards Omhain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*********************************&lt;br /&gt;
&lt;br /&gt;
The ground gave in under them, and Sylrah, Thelgar, Corvus and Valgerd plunged towards a dark pit in the earth.&lt;br /&gt;
&lt;br /&gt;
Thelgar, quick on his feet, managed to maintain his balance enough not to hurtle down uncontrollably, and could see that there were walls, stone walls in this pit! And he saw the glint of water on the bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They all plunged deep into the dark waters, with tons of dirt and rocks following on top of them. Thelgar managed to pull free of the debris before it dragged him to the bottom, and reached the surface. &lt;br /&gt;
&lt;br /&gt;
He swam to the nearest dry place, a small hillock on one of the side of the deep fissure. He studied the waters, worried for his companions. Corvus’ head comes out of the water, gasping for air, and looks around.&lt;br /&gt;
&lt;br /&gt;
“hey! Over here!” shouts Thelgar. Corvus gestures towards the bottom of the water. Thelgar dives again. Together they find a dim glow underwater: Sylrah was pinned, but she had lit a small dvergr alchemical lampbar. The two manage to get her out and to the surface just as she was about to suffocate.&lt;br /&gt;
&lt;br /&gt;
The fall was not without its price: Corvus had one leg and possibly a few ribs broken, and Sylrah had two legs broken. Falling flat onto water from that high has its price.&lt;br /&gt;
&lt;br /&gt;
“No sign of Valgerd…” commented Sylrah. “I didn’t find him anywhere.” Thelgar responded. Corvus shrugged.&lt;br /&gt;
&lt;br /&gt;
“Well, I guess we wait… where the hell are we?” Thelgar whispered, as he studied his surroundings.&lt;br /&gt;
&lt;br /&gt;
It was at least a thousand feet deep, and he could see the opening up there… around him, the walls were not dirt or rock: they were dark, worked stone, polished to a point it reflected the faint light in the water. Arches and windows, some of the fallen and ruined, studded the high walls of the buried building, which ran all the way almost to the top.  Sme of them spilled waterfalls into the lake on the bottom. “Titan ruins… wonder if I can find a way out… Guys, stay here.”&lt;br /&gt;
&lt;br /&gt;
With that he dived in to explore. There was a large arch at water-level, through which he could enter the edifice. He swam into a large division, most of it submerged, and felt a slight current pulling him down and towards the far wall.&lt;br /&gt;
&lt;br /&gt;
It seemed empty, so he risked and dived. The current led to a crack in the lower wall, from which very faint light came through. He risked on and was spewed on the other side, in a much larger cavern, so big he couldn’t see the whole thing. Apparently he was on a stream rushing rapidly along one of the side of this cavern, and into a waterfall. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Frantically, he reached the shore, and looked at his surroundings. Streching for at least a mile, the large cavern was being held together without collapsing by the support of several tall edifices, all of strange architecture, and made of the same polished stone and glass. Some part of the cavern ceiling had collapsed, and shafts of light bathed the center of the cavern, lighting a sort of central square amid the buildings.&lt;br /&gt;
&lt;br /&gt;
As his wounds opened again due to the effort, Thelgar decides to return to his fellow fennids, and recover his strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon his return, he sees Simid on the top of the fissure, shouting something they couldn’t understand. He quit after a while, but remained there. &lt;br /&gt;
&lt;br /&gt;
“Well, we’ll wait. Let’s rest, and then we’ll see.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**************************************&lt;br /&gt;
&lt;br /&gt;
Borin and Deldin reached the hillfort in the afternoon of the following day, and upon approach they see the abandoned cart smashed into a tree. After inspecting it, they realize that the wheel artifact is there, along with most of the gear, except food. And, of course, their fellow fennids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Carefully, they approach the ruined town. Horrible rents in the ground went up the hill, revealing dark gaps in the earth. After searching for a while, they see Simid sitting, wounds bandaged, leaned against a stone wall. The food was strewn all around him, as if he was having a picnic.&lt;br /&gt;
&lt;br /&gt;
“Oi! Everything OK?” they greet him.&lt;br /&gt;
&lt;br /&gt;
Simid mouthed something silently that they couldn’t understand, and it was too late for them to notice he was tied up. Deldin the felt a blade tip on his back.&lt;br /&gt;
&lt;br /&gt;
“Now, do not struggle and you will meet no grisly end.” said the unknown figure. &lt;br /&gt;
&lt;br /&gt;
“Who are you? What do you want?” Deldin looks at Borin, as if asking who is his attacker.&lt;br /&gt;
&lt;br /&gt;
Borin, confused, answers “There’s… no one there.”&lt;br /&gt;
&lt;br /&gt;
Then a shape shows up near Simid. It was a small humanoid, dressed in a strange style, with a pointed hood falling backwards on his back. He had pointed ears and a wide, wicked grin. His movements were lightning-fast, which blurred his forms somewhat. But when he stood still, he completely disappeared! He was drinking from a small flask they knew was Simid’s personal drink, which he always carried with him (and drank at all times). His other hand held a bone knife pointed at Simid’s throat. The disdain in Simid’s eyes was clear to everyone.&lt;br /&gt;
&lt;br /&gt;
The one threatening Deldin from the back comes into view, stepping alongside the dvergr.&lt;br /&gt;
&lt;br /&gt;
“We desire parley. And choice in the matter you have little.” said the little man. “Your friend is at swordpoint, the others are down there in the pit.”&lt;br /&gt;
&lt;br /&gt;
Borin walks up to the edge of the crevasse, and shouts. He receives response, and faintly sees three people down in the bottom, on of them flailing their arms.&lt;br /&gt;
&lt;br /&gt;
“So what is it you want?”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The little men come fully into view, there are three of them, and they all dress in a similar fashion. They explain they are here to retrieve an heirloom of great import, but fear the perils of such a journey might be great. They have to descend into the depths of the ruins, and find the old aelfen city that lay beneath the hill. “So we believe you could assist. We can help rescue your friends from down there, we have the means… but you must provide recompense. You must go into the ruins and retrieve us our objects.”&lt;br /&gt;
Deldin and Borin look at each other, and at Simid. “Do we have a choice?”&lt;br /&gt;
&lt;br /&gt;
“Not, not really, no…” to which the little man grins. Simid nods in agreement as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They then explain they are after the regalia of Nuada, the great Patre of the aelfen. When he died, he left his circlet and a silver arm, a prosthetic he once used which became an heirloom of their royal family. The dvergr recall the old tale, when great Thane Sreng met the alfen king in battle and cut off his arm, only for him to return with one made of silver.&lt;br /&gt;
&lt;br /&gt;
“They were taken away after his death and hidden, moved from place to place. Now finally the Man-folk are no longer here, so we were sent to search for it. We have a guide: a compass, it points to the destination where you will find them.” They hand them a glass sphere, with a rotating silver needle inside. “To help in the quest, we give you also this magic rope and the tunneller. The rope extends, shortens and coils on command. The tunneller is in this bag.” and they hand them a small cloth bag. “Exert care with it, the beast must be returned safe. Just point it in the direction you wish to dig and say ‘Nurigo!’ and it will come out. Don’t let it get away! To stop it and retrieve it point the bag in its direction and say ‘Nurigo morrabang!’.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The two proceed to use the magic rope to hoist their fellows up to the surface, where they tend to their wounds. Then the little men wait eagerly for them to descend.&lt;br /&gt;
&lt;br /&gt;
“We must make arrangements to be assured you won’t attempt escape, abandoning your friends. You’ll have to come back up, and all of them involve you passing through the aelfen ruins.” &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Steeling themselves, Borin, Deldin and Thelgar descend into the pit, and proceed to follow the compass. It pointed upwards and northwards.&lt;br /&gt;
Following Thelgar’s advice, they swim through the crack in the wall and reach the large cavern. There they sneak through the rubble, amid the wreckage of several devices and constructs of a bygone age.&lt;br /&gt;
&lt;br /&gt;
Several buildings arched around them, not all of them intact nor reaching to the top. One of them, though, reached almost right to the top of the cavern, where they could see shafts of light coming in. Maybe from the top of the building they could find another way around. Indeed, the compass pointed roughly in that direction. &lt;br /&gt;
&lt;br /&gt;
The edifice had a huge entrance arch, with the stone doors cracked open and strewn across the ground. Hundreds of windows adorned the polished stone of the tall tower, and a sort of cylindrical shaft could be seen on the outside, like a very tall tower adjacent to it.&lt;br /&gt;
&lt;br /&gt;
Braving the giant-sized building, they quietly explore the lower room. They find it mostly empty, with a few broken statues and devices, and what could pass for a giant-sized desk. In one corner, a set of stairs, each step almost waist-high, led to the upper levels.&lt;br /&gt;
&lt;br /&gt;
Trying to outsmart their fate, they try out this tunneller, and Borin holds the bag and says the magic word. A furry mass shoots out of the bag, and grows to an immense size, resembling a giant mole, which charges forwards in an attempt to dig. It succeeds in breaking a part of the first and second steps, but starts moaning and squealing, obviously because it was getting hurt. Borin quickly recovers it, before it made any more noise.&lt;br /&gt;
&lt;br /&gt;
Worrying they had made too much noise, they start their difficult ascent up the stairs. When they reach the first floor, they see a room much similar to the one downstairs, with doors and corridors leading further in. &lt;br /&gt;
&lt;br /&gt;
But then they hear commotion outside. They look through the window, and notice a huge humanoid slowly walking into the square, coming from one of the side ‘streets’. It was dressed in rags, had a wild mane of hair, and dragged its knuckles along the ground.&lt;br /&gt;
They quickly try to jump off the high window back into the room, but the giant spotted them before they could hide, so they notice in horror that the thing was coming inside the building. Given the circumstances, they decide they’ll use the magic rope with a grappling hook, and pull themselves upward from window to window on the outside of the building. Sadly, the rope didn’t have enough strength to reel in while carrying a person, so they had frantically to climb up by themselves.&lt;br /&gt;
&lt;br /&gt;
They could hear the giant in the room below them while they were reaching the next floor. When they arrive at the window, they jump in, and hear only the giant pacing in the room below. After a while, the sounds seem to move farther away.&lt;br /&gt;
&lt;br /&gt;
Still cautious, they peek through the window to see if he was gone, but no, he was still down there. Borin decides to make a run for it and climb faster, so they’ll create more distance and the beast would lose its interest. Instead, the giant decides to pick up bits of debris (each the size of a hog) and use Borin as target practice. Twice he misses him, the rocks shattering against the building wall. He then decides to quit and moves closer to the building wall. To their horror, the giant starts walking up the wall as if it were an insect. Panicked, they climb as fast as they could into the next upper floor.&lt;br /&gt;
&lt;br /&gt;
Once there, they see an alcove in a corner filled with huge jars, producing a somewhat alchemical smell. They hide behind the jars, hoping the brute won’t find them.&lt;br /&gt;
&lt;br /&gt;
The giant steps into the room, smelling the air. It wanders around the room, and spots the jars’ alcove. He moves towards them, standing now very near their hiding spot. Trying harder to hide behind a jar, Thelgar accidentally knocks it over.&lt;br /&gt;
&lt;br /&gt;
As looks of sheer terror are shared between them and Thelgar already knocking an arrow on his bow, the jar topples and several very large centipedes swarm out throughout the room, startling the giant, who tries to stomp them. After that, he shrugs and goes down the stairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When they make sure it is gone, they study their surroundings and notice for the first time that the shaft they saw from outside opens up to this room: they can see a faint outline of a door, and a few devices beside it on the wall.&lt;br /&gt;
&lt;br /&gt;
“We don’t know what’s in there or even if it’s safe. Let’s keep going through the outside.” suggests Deldin.&lt;br /&gt;
They do however spend some time studying some of the apparatuses left around, and managed to activate one of them: it projected an image into the air, like an illusion. They saw images of giants armed to the teeth, great explosions, dragons… and one bit with the top of a buidling with the ‘wheel’ attached to the very tip, glowing. Deldin made sure to take notes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They continue their ascent, but two floors above they notice inside the room there are several creatures scurrying about. They decide to avoid it completely, and enter back into the building on the floor above, due to their exhaustion.&lt;br /&gt;
&lt;br /&gt;
But the occupants of the lower floor must have heard them and are coming up the stairs. They prepare themselves, as three strange creatures, looking almost like mouths on legs, seemingly with a closed eye on top (which didn’t detract from them finding their way about the place).&lt;br /&gt;
The creature open their dorsal eyes, which emit a blinding light, and move in to attack, screeching.&lt;br /&gt;
&lt;br /&gt;
Thelgar becomes blinded, but Deldin rushes in to defend. Borin manages this time to summon his powers of storm and causes a tiny thunderstorm to appear over of of the creatures, striking it with tiny lightning bolts now and again. Thelgar then, still unable to see, but remembering where the creature was standing, looses an arrow which strikes it straight deep into his mouth, and the creature starts squealing. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, Deldin and Thelgar start suffering deep wounds from the creatures’ fangs, fortunately avoiding being trapped in their maws. When one of then wounds Borin, his innate powers trigger automatically, and the whole room fills with mist and static electricity. This causes the creatures to start running around as if crazed, giving them an opportunity to escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A couple more uneventful floors up they finally reach the top where the bulding has collapsed. The compass points in a much more horizontal direction, so they call on the tunneller to carve them a path.&lt;br /&gt;
&lt;br /&gt;
Following the mole creature, who has to break through tile flooring at some point, they emerge into more normal-sized divisions, with a style of architecture Thelgar recognizes immediately as that of his people. The smell however, was unbearable: like a charnel house, because corpses were littered all around them. Some were men, others aelfen. &lt;br /&gt;
&lt;br /&gt;
Following the compass they reach a barred and barricaded set of huge doors.&lt;br /&gt;
&lt;br /&gt;
They proceed to remove a few of the barricades and use the tunneller to break through.&lt;br /&gt;
&lt;br /&gt;
The place beyond the doors opens up to a series of large hall which all lead into a huge throne room. Everywhere there are decorations and art objects worthy of the highest courts. Roots of an ancient tree come out of the ceiling, running along the walls and surrounding the center of the hall where the throne is placed. What marrs the splendour of the place is that every inch of its surface was converted into cramped, wartime living quarters, and from its occupants only their bones remain. Everywhere, remains of people of all kinds, women, children… the only corpses in armor were the ones found by the doors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The compass at this point was spinning wildly, so their best guess was that this should be the place. They start their search, checking every nook and cranny, to see if they could find some sort of hiding place for the heirlooms.&lt;br /&gt;
&lt;br /&gt;
In the meantime, they grow increasingly uncomfortable, as the temperature drops frighteningly, and they feel like they are being watched, like movement in the corner of their eyes. Then the whispers start, and they think maybe it’s not a good idea to disturb the dead.&lt;br /&gt;
&lt;br /&gt;
Then they find a hidden compartment in the throne podium. The remove the stones and find a chest, finely decorated with gold and silver. Thelgar notes the aelfen script reads “here lies the regalia of Nuada, shepherd of the children of Danu.”&lt;br /&gt;
&lt;br /&gt;
“This is it! Let’s go!” Thelgar urges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At this point, the walls start to bleed, and bloody tears also come from the corpses’ eye sockets. The group decides to make a run for it, and all sorts of objects, like furniture, cutlery and even weapons start flying around the room: the dead are not pleased. Their bodies begin to stir. Deldin is hit before he can get away, but shuts the doors after everyone has passed, and barricades them again.&lt;br /&gt;
&lt;br /&gt;
“Quick, we have to get out of here!”&lt;br /&gt;
&lt;br /&gt;
Running around the buried chambers, they finally find one where there is a tiny shaft of light. With the help of the tunneller, they get back to the surface, on the slope of the hill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Meeting with their fellows and the treacherous little men, they deliver the chest and demand to be free of their service. They had been through enough.&lt;br /&gt;
&lt;br /&gt;
“Very well, all our thanks be with you. Hum, the items please…”&lt;br /&gt;
&lt;br /&gt;
They hand over the rope, the compass and the tunneller, not without a tinge of frustration. The strange folk comment to themselves “… and they even brought back the magicked stuff! I told you it would work!”&lt;br /&gt;
&lt;br /&gt;
“Well, it has been most enjoyable, I hope you had a most exciting experience. Quite efficient I might say. Hmmm… might look you up again in case we any any more… ‘help’.” The man’s wide grin stood there for a second, before he blurred away and they all disappeared like the wind across the plain.&lt;br /&gt;
&lt;br /&gt;
The group picks themselves up, and explains them what happened. They reach the cart again, where the Titan wheel was still there waiting for them to pick it up. They then finally proceeded to the rendez-vous with Gurne to deliver the relic. Deldin was sure the information he got from the images in the ruins would prove useful to him.&lt;br /&gt;
&lt;br /&gt;
“Sons of bitches, they took my flask!”&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Nightfall&amp;diff=2206</id>
		<title>Nightfall</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Nightfall&amp;diff=2206"/>
		<updated>2011-07-08T02:06:33Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sylrah, Corvus and Thelgar stood in the &#039;&#039;rigfennid&#039;&#039;’s presence. Abruptly, Simid thrusts another individual into the alcove that served as &#039;&#039;rigfennid&#039;&#039; MacDára’s office and quarters. They recognized him as Valgerd, whom they had seen previously in the Company. He is a nasty sort of fellow, always with his hand on his knives, eyeing everyone suspiciously. The unlucky bastard had a facial deformity: his nose was a slit of flesh, forming a single opening with his mouth.  “This one wasn’t busy. Here you have him.” Simid shoves the guy forward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;rigfennid&#039;&#039; finally looks up from his maps. “I’m giving you five an assignment. A Prophet came to us asking for help in recovering a relic from one of the ruined towns we helped evacuate last week. You are to meet with him in Saliem, in the Shalofields. He’ll be waiting near a shrine outside the village later today at nightfall. You shouldn’t meet any resistance, so it’s a retrieval mission only. Don’t engage in combat if you can avoid it.  This relic is important, and I want you to speak with the master engineer first, because we are going to keep it.” The rigfennid pauses for a second, his stare as if boring holes in each of them. “Am I understood?”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The group acknowledges and are led by Simid to the master engineer, Gurne of  Monadh Ru. His cave, the farthest from the main tunnels, had several warning signs on the outside, for “butterfingers to stay clear” and “mind you own business”. Inside, a dvergr works on some sort of device, sawing and cutting. &lt;br /&gt;
&lt;br /&gt;
“Fennally, there ye are. Did za boss tell ye what ye’re avter?”&lt;br /&gt;
&lt;br /&gt;
Gurne proceeds to explain this relic that the Prophet is after. “It’z like a big vweel, but it’s not sepposed te be used like that. I reco’nised za shape from somewhar: I zeen’s it aza part ova a Titan vweapon. A pew’rful one.” He draws another breath from his cigar. “Now ye havta be car’ful vwith it, vwe need it one peece. Vwe’ll be keepin’ it in our hands… fer thorough ztudy. Don’t vwant zhings like tha’ runnin’ round far anyone za make use o’ them. I zon’t trust in any o’ zhese random Prophets.”&lt;br /&gt;
&lt;br /&gt;
Gurne pulls out a map of the surrounding region of the Crimswood. “I’ll be vwaiting in our depot near Pharlain. Take a cart to carry za zhing. Now ovff vwith ye!”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The small group rode out, led by Simid, half of them on a cart pulled by two mules. They reached Saliem by dusk.&lt;br /&gt;
&lt;br /&gt;
After waiting in the outskirts of the villlage for a few minutes, they spot three figures. In front came an old man in a wheelchair, pushed by two young boys. When he approached, they realized the man was horribly scarred with burns, most of his hair missing in patches, and both his legs ended in charred stumps. He was dressed in a simple gray tunic, and bore a tattoo of a wheel on his forehead, as did both of the boys, who were dressed the same way. The children gave the appearance of grim resignation to their duty, and did not seem very cheerful. Quite the opposite was the old man.&lt;br /&gt;
&lt;br /&gt;
“Hello hello!” he said with a wide grin, eying the group with curious interest. “So, you answered my call, thank you so much. Have you been explained what I need retrieved?” The group nodded, and Simid added “Where exactly should this ‘wheel’ of yours be in Omhain? Our fellow fennids came back from it telling it was a wreck. Earthquakes that ripped it in half.”&lt;br /&gt;
&lt;br /&gt;
“Indeed, that much was also revealed to me. But without the occupation of Men, Omhain is ripe for the plunder. You must get there before anyone else. The relic is of great significance to our faith, and the great Earthshaker wishes it returned. It should be buried under an ancient temple, a stone circle. The central altar stone was placed on top of it, so you’ll know where to look. However, many things changed in that town over the centuries, so I’m not don’t think the temple’s stones still stand…” the old Prophet gives them an apologetic grin. &lt;br /&gt;
&lt;br /&gt;
The fennids rolled their eyes and exchanged looks. “So you’re saying you have no idea where it is in the town?” snapped Valgerd. &lt;br /&gt;
&lt;br /&gt;
“Where did it used to stand before the settlement grew as it is now?” inquired Sylrah.&lt;br /&gt;
&lt;br /&gt;
“The very top of the hill. That should help you somewhat.” the Prophet revealed.&lt;br /&gt;
&lt;br /&gt;
Corvus, still being unable to speak due to his injury, gesticulates towards the man with an accusing stare. Simid eyes the Prophet suspiciously “Why do you need us to get your own stuff? The town’s vampirs have been put down, what are you afraid of?”&lt;br /&gt;
&lt;br /&gt;
“Well, one can never be too sure, and besides, I can’t possibly put the lives of these fine young lads in danger, can I?” The group noticed unconfortably that the old man was stroking the hand of one of the boys, who was showing everything but pleasure. “They have been so helpful to me.”&lt;br /&gt;
&lt;br /&gt;
“So what do we get in return?” shot Valgerd in his raspy voice.&lt;br /&gt;
&lt;br /&gt;
“The blessings of Taranis. I can perform miracles on behalf of your fianna: heal the sick and wounded so they’ll be as good as new, charms for warding off dangers… and maybe consecrate your champion’s weapon. I say it’s a fair bargain.” He then eyes Corvus. “And I can give you back your voice, as well.”&lt;br /&gt;
&lt;br /&gt;
While the group thought about what to ask next, Valgerd approaches the man “Those are some nasty burns… what sort of accident were you in? What happened to your legs?”&lt;br /&gt;
&lt;br /&gt;
The old man grins at Valgerd, and stares him for a moment. “There was this one time that I ran too fast.” Valgerd chuckles, and walks away.&lt;br /&gt;
&lt;br /&gt;
Sylrah then remembers a story, which involves a creature that also has burned stumps for feet, called the wendigo. It’s said that a mortal may become a wendigo and if so, he will turn feral and murder everyone around, before running off into the wild so fast that his feet will burn off. Wendigos are spirits of the air, so they have no need for feet. She entertains the notion that this man may be more than he seems…&lt;br /&gt;
&lt;br /&gt;
The group finishes up the meeting with the odd man, who cheerfully bids them goodbye and good luck. They ride north towards Omhain.&lt;br /&gt;
&lt;br /&gt;
***********************&lt;br /&gt;
&lt;br /&gt;
Dun Omhain is a hillfort, established more than 100 years before by Milesian conquerors. It was slowly turned from a military outpost to a central town that ruled the land around it. It rises over a vast plain, and was the center of that farming burgh. The town never lost any of its animosity for the Others, and aelfen and Small Folk caught in their borders were tortured, raped and eventually put to death. As they approached the hill, skulls set on pikes, some diminutive and others quite slender, made the fennids remember that fact. Nooses hung from some of the trees nearby. &lt;br /&gt;
&lt;br /&gt;
All the while, Sylrah and Thelgar remembered of how there used to be an aelfen kingdom here, which was besieged during the Milesian ocupation, the last survivors buried alive in their homes when the conquerors sealed the entrances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As they approached the hill, which bore great cracks along its length due to the earthquake, it became obvious they were not alone: a large camp has been set up on the far side. Simid spotted a Milesian standard with his spyglass. &lt;br /&gt;
&lt;br /&gt;
“We have to be quiet. If they find you two, you can consider yourselves dead.” warned Simid to the aelfen.&lt;br /&gt;
The group stealthily approached the town, walking low up the hill. &lt;br /&gt;
&lt;br /&gt;
Near the ruined walls they start hearing voices. It seemed there were already some of them in the town. They hear bits and pieces of conversations, and it seemed like they were looking for something. &lt;br /&gt;
&lt;br /&gt;
Carefully, they crossed the rubble into the town proper, and found most of the houses wrecked. The granite stones that made up the walls were strewn everywhere, and thatched roofs had completely collapsed. They could still hear them from afar.&lt;br /&gt;
&lt;br /&gt;
“I’ll climb up and try to see if I can spot them. See how many they are.” Thelgar started to climb up a semi-intact wall. &lt;br /&gt;
&lt;br /&gt;
When he was almost up, his foot slipped, he fell and several rocks got loose and made a bit of noise. The whole group froze, and tried to find a hiding spot. After a few tense moments, the voices still kept talking, and seemed unaware of the accident. &lt;br /&gt;
&lt;br /&gt;
Thelgar finally scrambled up the wall and, keeping low against the roof, spotted five Milesian soldiers, a few houses away: one of them carrying what seemed like a broadsword too large for his size, and another carrying a staff and a double-barreled firearm. They seemed to be digging through rubble and searching, occasionally inspecting some objects. Thelgar noticed that some of the structures were not like the usual rough stone and mortar, but of a smooth black stone, from which some structures jutted out, seemingly made of a whitish material. &lt;br /&gt;
&lt;br /&gt;
Similar objects were strewn here and there around the town, even hanging outside windows and doors. It was these objects that the Milesians were searching. The one bearing the big sword seemed to be the leader, and the one with the staff was gathering and inspecting the objects.&lt;br /&gt;
&lt;br /&gt;
Thelgar came down and relayed his findings. “They’re probably Titan artifacts.” noted Sylrah, “Under this place are the remains of a Titan city. They must be scavenging for relics.”&lt;br /&gt;
&lt;br /&gt;
“Well, we can’t afford the whole camp finding us out. We got two alfs with us, and we’re screwed if they do. Thelgar, take position up there to shoot. Sylrah, get ready to back us up.”&lt;br /&gt;
&lt;br /&gt;
Corvus gesticulates wildy, telling him to wait. He then tries to explain that the aelfen can stay behind. Valgerd and Sylrah then convince Simid that the Men can go up to them and introduce themselves, so the Milesians won’t be startled and know that there are other people around. Just not that there are aelfen here.&lt;br /&gt;
&lt;br /&gt;
While Thelgar and Sylrah hid and stayed behind, the rest went out to meet with them. The Milesians looked startled and drew out their weapons. “Who are you? What do you want here?”&lt;br /&gt;
&lt;br /&gt;
“We’ve been hired by the refugees, to recover lost property. We want no trouble.” responds Simid, hand on his flail’s handle.&lt;br /&gt;
Valgerd took hold of the opportunity: “And what are you doing here?”&lt;br /&gt;
&lt;br /&gt;
The Milesians look at each other, and their leader says: “We’re looking for survivors. We got news of what happened a few days ago. This whole region is getting dangerous.”&lt;br /&gt;
&lt;br /&gt;
“Yes, it is. But our &#039;&#039;fianna&#039;&#039; mates have already took care of the people, they’re safe. We’ll be on our way then. Good luck.” Simid nods them goodbye, and they respond in kind.&lt;br /&gt;
&lt;br /&gt;
They walk away from the Milesians with a sigh of relief.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the same time, on his perch, Thelgar noticed a dark shadow hovering over the Milesian camp. It looked like a cloud’s shadow, but somewhat darker so that he couldn’t distinguish details within. He looked up and noticed a slight eclipse of the sun, by another celestial object, but not the moon. Like what happened in the Forbiddance.&lt;br /&gt;
&lt;br /&gt;
“I don’t know what it is, but it is coming this way. We’ll be under the shadow in a few minutes.” Thelgar relayed to his companions. “And the camp?” “I couldn’t see anything in it… Don’t know why.” They decide they must hurry towards the top and find the stone circle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But it wasn’t fast enough. While they were still scrambling through the rubble, trying to find any sign of the temple, the shadow reached them. And all around them the world went dark.&lt;br /&gt;
&lt;br /&gt;
They felt like they were falling down, and suddenly there was a chill that went up their spine and throughout their bodies. They looked around, and it was pitch black.&lt;br /&gt;
&lt;br /&gt;
“What happened? Light something!”&lt;br /&gt;
&lt;br /&gt;
When a lantern finally was lit, they saw the rubble around them, but the light was somehow dampened, as if it was weakened and didn’t spread. They found themselves feeling extremely uneasy and apathetic, with Thelgar and Valgerd seemingly freaking out somewhat. &lt;br /&gt;
&lt;br /&gt;
“What is this? What happened to the sun?” they look up, and the only thing they see in the dark sky is a dark grey orb, like a dark moon. Looking at it brought a feeling of dread and cold. “Is that what’s blocking the sun?” they thought.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While gathering their thoughts, they start hearing sounds. Voices in the distance. “Are those the Milesians?” but before they could even think about it, they start hearing moans and rasping sounds. There is movement around them.&lt;br /&gt;
&lt;br /&gt;
Horrified, they see a wretched creature dragging itself along the ground towards them. It moans in broken aelfish: “hungry… food…”. The disfigured face bore a few faint aelfen traces. Its atrophied legs dragged along the ground, while its spindly arms pulled its grossly bloated body along. Its mouth extended into a vertical slit down its chest, hiding a large salivating mouth. As they fennids draw their weapons, more of the horrors slither from adjacent alleyways.&lt;br /&gt;
&lt;br /&gt;
Simid and Valgerd charge and tackle the creatures head on. Corvus raises his shield to defend Sylrah, while Thelgar takes aim and strikes true with his arrows. The creatures can be hurt. He draws out his sword and closes in for the kill. Screams of people and sounds of fighting were heard in the distance.&lt;br /&gt;
&lt;br /&gt;
Dark blood gushed out of the creatures’ wounds, but becoming but shadows upon the ground where it landed, drained away by the darker recesses of the ground. But the horrors prove to be resilient, and they are hard pressed: Sylrah took a deep bite on her leg, and the men’s wounds start to weight down on them. Simid smashes two of them with his flail, and rushes to their aid. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suddenly, the deep bellowing sound of a horn echoes throughout the town. The creatures shudder and scurry away, screeching, leaving them there standing. The group turns, wondering what new sort of thing was coming their way. As they stand there, frozen in uneasy expectation, a large creature, an amalgam of man, armor and weapons jumps into the walkway ahead of them. A distorted and mutilated composite of several bodies, patched together by sinew and armor, walking on several legs like a caterpillar. Its back was covered by wooden shields, spears pointing out along its length. Where a head should be was a humanoid torso, with its hands stuck behind its back and tied to a standart pole, a tattered banner billowing in the wind. They couldn&#039;t recognise the insignia. A great horn took the place of the humanoid’s mouth and throat, and its wild eyes fixed on the group, before screaming on the horn again. Then it charged them.&lt;br /&gt;
&lt;br /&gt;
“Run! Hide!” Simid shoved them away, and charged the beast. Multiple spears bore down on him, but he maintained a defensive position. &lt;br /&gt;
Is he crazy? thought Valgerd, before starting off. Corvus and Thelgar stood there for a moment, before running as well. Only Sylrah stood, puzzled and concerned by Simid’s action. I can’t let him kill himself for us like this! Damned Man-folk! She intoned the words of a spell, and as the magic took shape, she picked up a twig and broke it in twain: simultaneously one of the monster’s spears split in two. In that time though, Simid was already being hard pressed. I’m not going to to be of much help… thought Sylrah. Corvus waves his arms wildly from a distance, begging her to hurry. She starts running, casting one last glance at Simid’s brave stand… &lt;br /&gt;
&lt;br /&gt;
They rush through pitch dark streets and rubble, trying to get some distance. Then they notice a brightness a few yards away, like a curtain of light, and decide to head towards it. As soon as they cross it, they are back in daylight. Beside them, the shadow of the eclipse was moving sluggishly across the town, and they had emerged from it.&lt;br /&gt;
&lt;br /&gt;
Barely able to stand, they rest to tend their wounds. They wonder what had become of Simid, who stayed behind for them. Then they hear a familiar groan “Son of a bitch! Gods dammit!” Simid shows up, limping from behind the rubble, to the surprise of all. But he stumbles forwards, and they need to carry him on their shoulders.&lt;br /&gt;
&lt;br /&gt;
Battered and out of action, the &#039;&#039;fennids&#039;&#039; watch as the eclipse’s shadows moves away from town, wondering what had just happened. What darkness could bring with it such horrors, and take them away just as quickly? Were they the living dead? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a few hours, the shadow has completely passed and continued northeast, towards the Forbiddance. They were up on their feet now, and searching for the stone circle. Given their rather pitiful condition, Simid decides to send the carrier pidgeon he brought in the cart to send for aid from the Company. Simid still had to be carried though: he had broken a leg and suffered a nasty abdominal wound. &lt;br /&gt;
&lt;br /&gt;
A few houses away, they find the mutilated corpses of the Milesian soldiers they talked to earlier. They proceeded to take hold of their equipment. Curious, Simid looks through his spyglass at the Milesian camp. He gasps in amazement &amp;quot;It&#039;s completely wrecked... that eclipse did a number on them too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the top of the hill, after half an hour of searching, they finally find the few remaining standing stones, delimiting an animal pen. The temple had turned into a corral in the back of one of the houses. They find the altar stone, a granite block now used for grinding grain.&lt;br /&gt;
With time and effort, they manage to move the stone and dig out the wheel artifact. It was about 8ft in diameter, and made of the same materials as most Titan technology. The wheel itself was attached to another structure still buried by thin metallic wires, which they had to cut. Sylrah inspected closely the intricate details, the visible internal mechanisms. From the symbols she understood and the components that made it up, she could tell that it could bind powerful magic inside its circle. &lt;br /&gt;
&lt;br /&gt;
They load the relic in the cart, and prepare to leave Omhain behind. When they were driving down the hill, they notice the eclipse had reached the Forbiddance. The whole earth shook then, and the earth was rent apart. They lost control of the cart, which rolled downhill, with Simid on it.&lt;br /&gt;
&lt;br /&gt;
Horrified, the ground beneath them gives in and opens up intto a large fissure, and they stumble down into a bottlomless pit...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Buried History|to be continued...]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Thundercaller_changeling&amp;diff=2201</id>
		<title>Thundercaller changeling</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Thundercaller_changeling&amp;diff=2201"/>
		<updated>2011-07-06T04:04:57Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thundercallers possess the gift of magic, [http://www.orcedinburgh.co.uk/wiki/Magic_in_Post-Myth#Sorcerer click here] for details of sorceror spellcasting.&lt;br /&gt;
&lt;br /&gt;
They can develop on their own any spell with the electricity descriptor, or thematically linked to storms; alternatively they may choose to forgo spellcasting to focus only on mastering storms and lightning via spell-like and supernatural abilities. Any storm-related spell is cast at +1 caster level. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thunderhead (2 skill points)&#039;&#039;&#039;&lt;br /&gt;
Conjures small thundercloud at short range that follows target, deals 1 electricity damage each round, Ref save to avoid. &#039;&#039;Spell-like ability, at will, standard action, Concentration DC18.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm Burst (6 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Thunderhead.&#039;&#039; Target within 30ft is buffeted by winds, rain and hit with a thunderous boom. Target is dealt 1d6 points nonlethal damage (+ 1 point for every two character levels) and takes –2 penalty on attack rolls for 1 round. &#039;&#039;Spell-like ability at will, standard action, Concentration DC18, requires ranged touch attack.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shocking Grasp (6 skill points)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Thunderhead.&#039;&#039; Touched target is dealt 1d6 electricity damage/level (max 5d6). &#039;&#039;Spell-like ability at will, standard action, Concentration DC18.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Engineering&amp;diff=2193</id>
		<title>Engineering</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Engineering&amp;diff=2193"/>
		<updated>2011-07-06T03:29:05Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Skills available for training:&#039;&#039;&#039;&lt;br /&gt;
 Craft(any armor or weapon) &lt;br /&gt;
 Craft(alchemy)&lt;br /&gt;
 Craft(mechanical trap)&lt;br /&gt;
 Knowledge(arcana)&lt;br /&gt;
 Knowledge(engineering)&lt;br /&gt;
 Spellcraft&lt;br /&gt;
 Use Magical Device&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alchemical Items you can craft:==&lt;br /&gt;
You can craft as much as 40gp x your total modifier on Craft(alchemy) per period of downtime.&lt;br /&gt;
See [http://www.d20pfsrd.com/equipment---final/goods-and-services Pathfinder&#039;s equipment webpage] for details on each item’s price.&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Acid Acid ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Alchemical-Grease Alchemical Grease ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Alchemical-Solvent Alchemical Solvent ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Alchemists-Kindness Alchemist’s Kindness ]&lt;br /&gt;
&lt;br /&gt;
Beffudler (a pungent liquid that applies a -2 penalty on Int, Wis and Cha-based rolls for 1min, Fort DC15 negates, 25gp)&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Firework-Desnan-Candle Fireworks (all kinds) ]: these are powerful projectile weapons&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Puzzle-Box Gas, Gnomish Sleep ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Fuse-Grenade Grenade, fuse ]: this is a potent explosive&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Ink-ghost Ink (all kinds) ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Liquid-Ice Liquid Ice ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Marker-Die Marker dye ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Alchemist-s-Fire Oil, Alchemist’s Fire ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Keros-Oil Oil, Keros ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Ooze-Grease Ooze grease ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Flash-Powder Powder, Flash ]: these are good for escaping purposes&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Itching-Powder Powder, Itching ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Sneezing-Powder Powder, Sneezing ]&lt;br /&gt;
&lt;br /&gt;
Powder, Enfeebling (acrid powder that renders targets fatigued for 1min when inhaled, Fort DC15 negates, 30gp)&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Silversheen Silversheen ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Smelling-Salts Smelling Salts ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Smoke-Pellet Smoke pellet ]: these are good for escaping purposes&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Smokestick Smokestick ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Sunrod Sunrod ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Tanglefoot-Bag Tanglefoot Bag ]: these are very good for immobilizing an oppponent&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Thunderstone Thunderstone ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Tindertwig Tindertwig ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Vermin-Repellent Vermin repellent ]&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Water-Purification-Sponge Water Purification Sponge ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Crafting Traps&#039;&#039;&#039;==&lt;br /&gt;
You can use Craft(mechanical trap) to build mechanical traps if you have at least 2 ranks in Knowledge(engineering). Some of them require prior assembly before they can be brought to the field, others can be built on the spot in a very short time (5-10min). For the latter, the materials you will need are listed. Often you’ll need a trapsmith kit (includes wires, nails springs and other small gizmos).&lt;br /&gt;
&lt;br /&gt;
If you have them at hand, you may add poisons or alchemical substances to the trap, as long as they are feasible. You can also invent your own traps from materials you have at hand.&lt;br /&gt;
&lt;br /&gt;
Depending on your total modifier on the skill, you are able to build traps of different complexity. For every point your total modifier is higher than the required to build a certain trap, you can increase its Perception and Disable Device checks by 1 point as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following lists available traps by total modifier necessary on Craft(mechanical trap), and the materials you ned to set it up:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;Alarm&#039;&#039; (rope or string, 1 bell per 10ft of string or rope)&lt;br /&gt;
Perception or Disable DC20. triggers bells, Ref DC15 to avoid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;Tripwire&#039;&#039; (rope)&lt;br /&gt;
Perception DC16. Ref DC15 to avoid falling prone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Arrow-Trap-CR1 Arrow Trap]&#039;&#039; (a crossbow &amp;amp; crossbow bolts, trapsmith kit) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; - &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Poisoned-Dart-Trap-CR1 Poisoned Dart Trap]&#039;&#039; (blowgun, darts, trapsmith kit) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; - &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Swinging-Axe-Trap-CR1 Swinging Axe Trap]&#039;&#039; (a work axe or battleaxe, trapsmith kit) can be substituted for any kind of sharp weapon &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Trap-Bear Tresspasser’s Boot]&#039;&#039; (wood, saw, several pointed objects the size of darts) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;Dispenser&#039;&#039; (any breakable pellet, powder, poison or liquid substance in a container; trapsmith kit)&lt;br /&gt;
Perception or Disable DC25. Ref save to avoid, but use DC of substance for the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;Scorcher&#039;&#039; (Keros oil, flint and steel, trapsmith kit)&lt;br /&gt;
Perception or Disable DC25. 2d6 fire damage in 5ft radius, Ref DC15 for half damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;Net trap&#039;&#039; (a net, rope) &lt;br /&gt;
Perception DC25. Ref DC20 to avoid becoming entangled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Ettercap-Spear-Trap-CR2 Spear Trap]&#039;&#039; (a spear, trapsmith kit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Javelin-Trap-CR2 Javelin Trap]&#039;&#039; (a javelin, trapsmith kit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Rock-Deadfall-CR2 Rock Deadfall]&#039;&#039; (several rocks of at least Small size, trapsmith kit)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Rigged-Rope-Bridge-CR Rigged Rope bridge]&#039;&#039; (no material needed, you just know how to weaken one and conceal the tampering). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7&#039;&#039;&#039; – &#039;&#039;[http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Trap-Bear Bear Trap]&#039;&#039; (must be built during downtime) &lt;br /&gt;
&lt;br /&gt;
9 – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Door-Spikes-CR3 Door Spikes]&#039;&#039; (a door, pointed objects at least 1ft in length, trapsmith kit) &lt;br /&gt;
&lt;br /&gt;
9 – &#039;&#039;[http://www.d20pfsrd.com/gamemastering/traps#TOC-Ettercap-Deadfall-CR3 Deadfall]&#039;&#039; (several rocks of at least Small size, trapsmith kit) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13&#039;&#039;&#039; – &#039;&#039;Scorcher, Great&#039;&#039; (3 flasks of Keros oil, flint and steel, trapsmith kit)&lt;br /&gt;
Perception or Disable DC25. 5d6 fire damage in 10ft radius, Ref DC17 for half damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More traps to come!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Feats:&#039;&#039;&#039;==&lt;br /&gt;
Each feat&#039;s skill point cost is listed between parenthesis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improvised Materials&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Int 15, Knowledge(engineering) 4&#039;&#039;.&lt;br /&gt;
You can use seemingly innocuous and everyday objects to surprising effect. Whenever you are short of any tools kit or raw materials, as long as you can make use of items found in a household or an armory, you can scrap up enough materials to make use of skills that otherwise would need them. This allows you to substitute for the need of a trapsmith kit, alchemical supplies or any kind of tool that could be used to grant a bonus to a skill.&lt;br /&gt;
&lt;br /&gt;
You can only make use of this ability for one single purpose in a given situation (you cannot substitute for multiple different kits or for crafting multiple traps, for instance). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft Bomb&#039;&#039;&#039; (4)&lt;br /&gt;
&#039;&#039;Prerequisite: Craft(alchemy) 4 ranks, have personally made Alchemist’s Fire and a Fuse Grenade&#039;&#039;.&lt;br /&gt;
You can use a special combination of substances to produce a volatile bomb. Such bombs must be triggered on the spot by combining the substances together, which requires someone with at least 4 ranks in Craft(alchemy) to handle, and must be thrown until the next round or become inert. It takes a move action to prepare the bomb, and a ranged attack to throw it, which has a range of 20ft. &lt;br /&gt;
&lt;br /&gt;
It deals 1d6 + Int modifier of fire damage on a direct hit, and 5ft radius splash damage of 1+ Int modifier (minimum damage) with Ref save for half damage (DC 10 + half number of ranks in Craft(alchemy) + Int mod). With more training, more powerful bombs can be made.&lt;br /&gt;
&lt;br /&gt;
These bombs have a cost of 50gp for the purposes of crafting them through alchemy during downtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Artifice (6)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Int 14, Knowledge(engineering) 4 ranks, Knowledge(arcana) 4, Craft(alchemy) 4 ranks&#039;&#039;.&lt;br /&gt;
You learn to apply your knowledge of the laws of the world and magic to craft magical items. &lt;br /&gt;
&lt;br /&gt;
You can craft minor devices that can generate a spell effect equivalent to a 0-level spell (of any spell list). See [http://www.d20pfsrd.com/magic/spell-lists-and-domains here] for a list of spells. Devices that provide defensive benefits must always be worn to function, and devices cannot be used to effect physical transformations on the wielder.&lt;br /&gt;
&lt;br /&gt;
You can always manipulate your devices skilfully, but other users must succeed on a Use Magical Device check DC 15 (a roll of 1 means the device breaks down and no longer works). A device can be activated safely once every 5 rounds. If anyone attempts to use it sooner than that, he must succeed on a Use Magical Device check DC 20, +1 for every additional time the device is used before it has recovered. A failed roll means the device breaks down and no longer works.&lt;br /&gt;
&lt;br /&gt;
You can build one device per downtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifice Level I (6)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Prerequisite: Int 14, Knowledge(engineering) 5 ranks, Knowledge(arcana) 5, Craft(alchemy) 5 ranks&#039;&#039;.&lt;br /&gt;
You can now build devices that generate effects equivalent to 1st-level spells.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Tip_of_the_Iceberg&amp;diff=2038</id>
		<title>Tip of the Iceberg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Tip_of_the_Iceberg&amp;diff=2038"/>
		<updated>2011-04-22T13:31:09Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;“So how’s the throat today?&lt;br /&gt;
&lt;br /&gt;
McNeis skillfully prodded Corvus’ neck around the wound, partly healed. The spear had almost destroyed his throat, and only by a miracle did he not bleed to death before Sylrah got to him.&lt;br /&gt;
&lt;br /&gt;
Corvus moaned and waved his hand, conveying a ‘so-so’. McNeis went about changing the wound dressing, and applying his balms on the horribly scarred tissue.&lt;br /&gt;
&lt;br /&gt;
After a few moments, he broke the silence “So, are you going along better with Simid?”&lt;br /&gt;
&lt;br /&gt;
At the corner of the cave, Osric looked up. “No, I’m not. The prick.” Corvus chuckled, and immediately gave a moan of pain. “Last night he left me buried up to my neck in the mud after drills, and the whole merry band shared a drink beside me. Not a drop for me, he said. Friggin prick.” Osric spat on the floor in disdain.&lt;br /&gt;
&lt;br /&gt;
“Don’t be like that. He’s your instructor, and you’re gonna be thankfull for it someday.” McNeis glanced at Osric. “So, what’re you here for exactly?”&lt;br /&gt;
&lt;br /&gt;
Osric sighed. “We’re here about something that’s been happening for a while. Me and Corvus. Since our trip to the Forbbidance.” Osric lifted his shirt and showed the physician his back.&lt;br /&gt;
&lt;br /&gt;
Artair McNeis looked closer. “Did you got burned?” He approached the wulver. A large patch of skin on his back was completely darkened to brown, and coarse as if he had been skinned and it was now healing over. Then his eyes opened wide. For a moment he said nothing. &lt;br /&gt;
&lt;br /&gt;
“What?” asked the wulver. “Is it bad?”&lt;br /&gt;
&lt;br /&gt;
McNeis gestured towards Corvus for him to show it as well. The young man had a similar patch between his shoulder blades.&lt;br /&gt;
&lt;br /&gt;
“It doesn’t really hurt or anything. It just itches a lot. What do you think it is?” Osric asked expectatly.&lt;br /&gt;
&lt;br /&gt;
McNeis looked at the scabs more closely. A few moments of silence passed. The he looked at both of them very seriously. “Your skin looks like treebark... you’ve even got a tiny leaf sprouting on your back. I don’t know what the hell this is.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The amulet was not very big, roughly 2 inches long. It looked like a tree embraced by two feathered wings.&lt;br /&gt;
&lt;br /&gt;
Jose had been admiring it again, as he had every now and then. &#039;&#039;‘Oh, you have magic in you, I know it.’&#039;&#039; he thought. &#039;&#039;‘Quite likely.’&#039;&#039; The craftsmanship was quite good, and it’s likely it indeed belonged to that aelfen: the design fitted very well his idea of jewelry that an aelf would wear. &lt;br /&gt;
&lt;br /&gt;
This time, he felt a small indentation on one of the side of the amulet. When he pressed it, the wings unfolded, and the medallion opened up: inside there was a small painting of an aelfen woman, very beautiful. Lining the rim of the interior was an unknown writing, shining in blue color in the light. There was a feeling of warmth, of easiness, as he admired the trinket. &#039;&#039;‘Oh, you’re definitely magical.’&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soft steps rushed through the grass amid the roaring wind outside. Nothing could be seen in the darkness, but the little thing seemed to know perfectly where it was going. She hopped easily onto a stone to spot the cave entrance where this said Company of Races had set up camp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;‘Two biggun’s at guard. Late night, sandman makes eyelids heavy, and Red sneaks past just…like…that.’&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the two men could have noticed was a light breeze near their ankles, but with weather such as this, she passed by completely unnoticed. Only her pawprints on the dirt gave away her presence.&lt;br /&gt;
&lt;br /&gt;
She searched for a while, studying amused the Man-people busy at work, or having their merry socializings. Then she spotted her: a little aelfen girl, looking quite out-of-place, surrounded by all these war-minded Man-people. She kept close to the cave wall, worrying that someone might be able to sense her presence. These natural caves seemed big enough to have many dark spaces where she could approach her in private, so she waited.&lt;br /&gt;
&lt;br /&gt;
When Sylrah retired to her alcove, she followed her. Red peeked through the curtain that covered the entrance, and found the girl sitting on her bedroll, with an open book on her lap. &#039;&#039;‘Let’s see how surprised she gets’.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
“Greetings, little girl.” Sylrah jumped at the disembodied voice, stood up, looking around, confused, trying to find its source. “You scared me… who’s there?”&lt;br /&gt;
&lt;br /&gt;
“Down here, little one. Don’t be scared.” Sylrah looked down, and saw two milk-white eyes materializing out of thin air, and a smiling mouth under them.&lt;br /&gt;
&lt;br /&gt;
“Hi. Shush, shush, don’t be alarmed, I just want to talk to you.” Sylrah relaxes a bit, realizing she is in the presence of a Spirit creature. Her people always welcomed the Spirits, and she herself had seen a few before.&lt;br /&gt;
&lt;br /&gt;
“H-hi… who are you?” she says.&lt;br /&gt;
&lt;br /&gt;
“You can call me Red Jinx, and I have come to talk to you about a proposal.” A form took shape behind those white eyes: a sleek, red-furred creature, similar to a cat, with a bushy tail as a fox’s. “I come to help you, and teach you things you have never dreamed of. If you dare...” &lt;br /&gt;
The little creature chuckled, and her face from some angles seemed too much like a person’s. “What say you, child?”&lt;br /&gt;
&lt;br /&gt;
Sylrah realized what was being offered to her: the secrets of magic, from the Spirits themselves. That was the source of the power of the shamans of her people, secret pacts forged with Spirits with interest in the fates of mortals. Secrets that these Man-folk could never teach her. So far the only spells they shared with her were simple ones, even though she had vowed to fight beside them and follow their orders.&lt;br /&gt;
&lt;br /&gt;
“Exactly what are you going to help me with? And what do you get in return?” she shot back.&lt;br /&gt;
&lt;br /&gt;
“Well, I see you’re sharp. That’s good, I wouldn’t stomach a pushover, let me tell you. The, hum, forces I represent have all our best interests in mind, given the state of things. You are an important player in the matches to come, and we want to make sure you succeed.” The creature smiled wide at her, in a mockery of an innocent expression.&lt;br /&gt;
&lt;br /&gt;
“Hummm… so… and exactly how are they, or you, going to help me?”&lt;br /&gt;
&lt;br /&gt;
“Well, we’ll have to exchange blood, and a few words, and other things that I’ll tell you later... but what matters is that we will be bonded together. And I will take you to see things few have ever seen, and you will command powers you have always craved for.” Jinx smiled wide, revealing rows of pointed teeth. “So, what do you say, hum?”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Gods-damned friggin’ apocalypse, not even the sun runs straight through the sky!”&lt;br /&gt;
&lt;br /&gt;
Simid Andersen stood at the entrance of the caves, drinking his morning brew. The same as his nighttime brew.&lt;br /&gt;
&lt;br /&gt;
“Just another stone in our shoe, boy. Bah, don’t tell me your surprised with our lot.” Quartermaster Raugran was as upbeat as ever.&lt;br /&gt;
&lt;br /&gt;
The morning sun had risen up about two hours ago, but now was plunging into the horizon again for the last half hour. &lt;br /&gt;
&lt;br /&gt;
“Holmes, I don’t know how you can get up each day.” Simid patted the quartermaster on the shoulder. “Hmm, did you know the folks from Luagon were also visited by these ‘old women’ travellers?”&lt;br /&gt;
&lt;br /&gt;
“Hmm… it’s starting to become a trend. What can these old hags be telling to these people?” Raugran shook his head. &amp;quot;And where did they learn this raising-dead-hocus-pocus?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
“And why the hell can’t we find them?! What kind of hole are they hiding in?” Simid sipped more of his drink. “I just hope they’re not gonna prove more trouble than it is. The old women went around telling them they could get them to speak with their dead relatives, how about that for a lead? And get this: there was one family that were harassed by these women, and people saw them kicking the old bats out of their house.”&lt;br /&gt;
&lt;br /&gt;
“And then? What do they had in special?&amp;quot; asked the quartermaster.&lt;br /&gt;
&lt;br /&gt;
“They were the only pro-demihumans in the village.”&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Arcane_spells&amp;diff=1985</id>
		<title>Arcane spells</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Arcane_spells&amp;diff=1985"/>
		<updated>2011-04-20T00:49:31Z</updated>

		<summary type="html">&lt;p&gt;Nuno: Created page with &amp;quot; &amp;#039;&amp;#039;&amp;#039;0-level (1 skill point for 2 spells)&amp;#039;&amp;#039;&amp;#039;  For those trained both in Knowledge(arcana) and Spellcraft. These are spells that you have learned through day-to-day practice, and h...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;0-level (1 skill point for 2 spells)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For those trained both in Knowledge(arcana) and Spellcraft. These are spells that you have learned through day-to-day practice, and have commited the formula to memory (can be cast without needing to be read).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prerequisite: Spellcraft 2 ranks&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heat Water&#039;&#039;&#039;&lt;br /&gt;
Heats water to boiling point (1min for 2 pints volume)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resize&#039;&#039;&#039;&lt;br /&gt;
Resizes any non-magical object, refitting it to one size smaller or larger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fleeting Fame&#039;&#039;&#039;&lt;br /&gt;
Clothing, apparel and physical appearance seems well-kept and stylish, grants +2 bonus on next Bluff or Diplomacy for 1min.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghost Sound&#039;&#039;&#039;&lt;br /&gt;
Creates illusory sound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amanuensis&#039;&#039;&#039;&lt;br /&gt;
Copies length of text to another substrate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stick&#039;&#039;&#039;&lt;br /&gt;
Glues object up to 5lb to another object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spark&#039;&#039;&#039;&lt;br /&gt;
Ignites flammable object in close range, as if using flint and steel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mage Hand&#039;&#039;&#039;&lt;br /&gt;
5-pound telekinesis&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancing Lights&#039;&#039;&#039;&lt;br /&gt;
Creates magical lights controlled by the caster.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Mentalist_changeling&amp;diff=1981</id>
		<title>Mentalist changeling</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Mentalist_changeling&amp;diff=1981"/>
		<updated>2011-04-20T00:47:49Z</updated>

		<summary type="html">&lt;p&gt;Nuno: Created page with &amp;quot; &amp;#039;&amp;#039;&amp;#039;Silent Image (6 skill points)&amp;#039;&amp;#039;&amp;#039; Conjures a visual illusion in an area of 10ft cube +another 10ft/level, at long range. &amp;#039;&amp;#039;Spell-like ability at will, Concentration DC18, stan...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Silent Image (6 skill points)&#039;&#039;&#039;&lt;br /&gt;
Conjures a visual illusion in an area of 10ft cube +another 10ft/level, at long range. &#039;&#039;Spell-like ability at will, Concentration DC18, standard action, requires concentration to maintain.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command (6 skill points)&#039;&#039;&#039;&lt;br /&gt;
Gives target single command, at short range, that he performs in his next turn to the best of his ability. Only simple commands, like ‘approach’, ‘fall on the ground’, ‘halt’ and such can be used. Target resists with a Will save. &#039;&#039;Spell-like ability at will, standard action, Concentration DC18.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distract Assailant (6 skill points)&#039;&#039;&#039;&lt;br /&gt;
Target becomes distracted and jumping and unseen enemies, rendering him flat-footed until his next turn. &#039;&#039;Spell-like ability at will, Concentration DC18, swift action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cause Fear (6 skill points)&#039;&#039;&#039;&lt;br /&gt;
Target (up to 5HD creature) in close range becomes frightened, running away from you, if he fails a Will save. If he succeeds, he becomes shaken for 1 round. &#039;&#039;Spell-like ability at will, Concentration DC18, standard action.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=To_protect_and_serve&amp;diff=1796</id>
		<title>To protect and serve</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=To_protect_and_serve&amp;diff=1796"/>
		<updated>2011-03-20T20:12:17Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The group has been training hard in the last month, learning to use basic weapons and armor, under the tutelage of Simid Andersan. This has not been without incident: several arguments and clashes have happened, especially between him and Osric, the wulver. In the meantime, their group has been joined by a new recruit: Deldin Amek, a big, bad-tempered dvergr who has a surprisingly amazing intellect.&lt;br /&gt;
&lt;br /&gt;
They were introduced to how the &#039;&#039;fiannas&#039;&#039; make business: they travel the land, from place to place, providing help to solve problems the rulers of the land can’t solve easily: capturing organized bandit gangs, stopping supernatural threats, and to serve as special strike teams during armed conflicts. For most of these services, payment is expected, either in currency, supplies or services (of various natures). They enjoy shelter and accomodation with landlords and rulers, in their fortresses and barracks, during the winter, but in return they are bound to come to the lord of their land’s help in case of war with an external enemy. The payment for services is agreed by the &#039;&#039;rigfennid&#039;&#039; or his representative, and the &#039;&#039;fennids&#039;&#039; are to serve the letter of the contract as much as possible, but if further services are required during a mission they are free to ask their own prices on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now they were given their first assignment: a detachment of the Company, 20 strong, including them, will investigate the happenings at Luagon-on-the-Hill, a nearby mining village. Like several settlements in the region, it seems some of the dead have risen either from their graves, or the dying just kept on &amp;quot;living&amp;quot;, and began preying on the populace.&lt;br /&gt;
&lt;br /&gt;
More experienced members of the &#039;&#039;fianna&#039;&#039; are to go into the village, and lead out as many survivors they could find; Simid and the group are then to escort them, search the outlying farms for more survivors and to take them to the nearest town, Cuimein.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The squad travels to Luagon, and Simid waits with the group in the outskirts. The weather had become worse by the day, and the howling winds made their day quite miserable.&lt;br /&gt;
&lt;br /&gt;
Soon a few of the advance party come back with about 40 people: weary, sad, angered or scared, they were handed over to Simid’s squad, while the advance team went back to hunt down vampirs hiding in the settlement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They set out to the countryside, to check on the farms. They approach cautiously, with Thelgar, Osric and Caley ahead, stealthily. They find footprints, several and disorganized, all around the main house, several of them leading away from the farm. Thelgar notices that the gait of those who caused them was irregular, as if they were dragging or shuffling their feet. Osric smells nothing due to the force of the winds. &lt;br /&gt;
They enter the house, to find it abandoned and foul-smelling. It looked like many people were living there, in rather squalid conditions. Bloodstains are found here and there. Much of the house is dark, due to lack of windows. They find a woman’s corpse in one of the rooms, dead for a few days now, with several bite marks on it. No signs of the other inhabitants.&lt;br /&gt;
&lt;br /&gt;
To prevent any possibility of the corpse rising again, Sylrah suggests that, according to popular belief, they should cut off its head, salt the body, bury it and give it last rites. However, Simid intercedes: “Leave it, we don’t have time.” The group tries to convince him that is better to be sure it doesn’t come back. “Priorities. Move your asses.” They all leave without burying it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The trail becomes indistinct, and neither Osric or Thelgar can say if it was made two days or a week ago. They villagers, when asked, say that a big family used to live there: they grew most of the grain that fed the village, but they were an odd bunch, not generally well-liked, and very prolific. &lt;br /&gt;
&lt;br /&gt;
The tracks go in the direction of the other farm, and the whole crowd walks over there.&lt;br /&gt;
They approach cautiously, and see that the sheep pen has broken open, and some of the sheep are dead. Again, many tracks at the entrance of the house. As they approach the doorway, something crashes through the window. Its seems to be a man, malnourished and badly injured, dressed in rags, with long sharp nails and a feral look in his bloodshot eyes. He jumps at Thelgar, attempting to bite him. The others join in, as more of these crazy vampirs come out of the house and lunge at them. During the fight, Osric is almost paralyzed by the creatures’ cursed touch, but manages to remain on his feet; Sylrah decides to become creative and uses her knowledge of magic to spark flames on one of them, effectively reducing it to a charred heap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Searching the farm, they find it abandoned with a few more corpses of the previous inhabitants inside. They find a locked, blocked from the inside apparently. When they break open the shed, they find a small girl, leaned against the pile of tools inside. She doesn’t seem to be alive, so Corvus decides to cut off her head just in case. As he does, the girls eyes open wide, bloodshot and crazed, and she lets out a shriek even as her head flies off and falls on the floor. The body slumps down, immobile. Inside, they see scratches all over the walls, as if she was trying to get out and slowly going mad. Again, they leave the corpses as they are.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The squad guides the group of people towards Cuimein, taking a natural road that takes them safely through some rough terrain. They set up camp for the night, and organize watches. During Corvus and Sylrah’s turn, she hears a voice calling her “Child, listen to me.” She gets immediately suspicious and calls Corvus, both trying to figure out the source of the voice. “Children, hear me. Look down”. As they look to their feet, two lumps of quartz crystals pop out of the ground, followed by loose pebbles that adopt the rough contours of a face. “Greetings children. Do not be alarmed. I must speak to you.” Sylrah and Corvus look at each other suspiciously, and both ask: “Who are you?” &lt;br /&gt;
“I am the spirit of the road. I have seen many and much, treading over me, and I wish to give you a warning.” “Hello… Road” greet the two, still wary of it “what is it you have to tell us?”&lt;br /&gt;
&lt;br /&gt;
“One of you is already dead. Take heed. Best of luck.” And with this, the face disappears.&lt;br /&gt;
&lt;br /&gt;
Worried, the two go about the camp the next morning to see if anyone is ill or obviously in risk of dying: unfortunately, though some were injured and many hungry, there were no obvious candidates. &lt;br /&gt;
&lt;br /&gt;
Annoyed that Simid was still asleep, probably hung over from drinking the last night, Osric decides to go one step further as payback from training, while the others were trying to wake him up, and take a pee in his morning drink: “Here you go, sir!” Simid rises to his feet (barely) and gulps down the foul liquid, his eyes widen, and he spits it out. “What the fuck?” He eyes Osric with rage, who almost can’t contain his laughter. The next minute Simid is throwing punches at Osric, who is not one to stand idle, se he fights back. Simid’s reflexes are not very good at this time of morning, though, and he becomes quickly frustrated with the fight: he picks up his flail and slams it into Osric, who takes a hard blow. “OK, I give up!” the wulver falls to the ground, seeing as it would only get worse if he kept it going. Simid kicks him a few times before he grows bored. “We’re gonna finish this later. You just wait.” he threatens, and spits on Osric.&lt;br /&gt;
&lt;br /&gt;
They all pack up and continue their trek, hoping to reach Cuimein by evening.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Somewhere along the afternoon an arrow shots from the cliff above and into the ground in front of them.&lt;br /&gt;
“Don’t move. We have you surrounded. We have a request.” a voice says, in Gunssab.&lt;br /&gt;
&lt;br /&gt;
The squad tenses up immediately, and they spot a few shapes ahead on the cliff to their right, maybe ten of them. Borin begins to focus, trying to master his powers of stormcalling, to create a fog bank. “No one moves!” shouts Simid. “Who are you and what do you want?” asks Jose. &lt;br /&gt;
&lt;br /&gt;
“We want one of your group. The old woman in the back. Give her to us.” is their reply.&lt;br /&gt;
&lt;br /&gt;
The person they are after is one of the elders, the oldest of the shepherdesses.  “What do you want from me?!” the woman panics.&lt;br /&gt;
“Why do you want her?” shouts Osric. &lt;br /&gt;
&lt;br /&gt;
“We have a score to settle. Send her out, and no will be harmed.” says the hidden man.&lt;br /&gt;
&lt;br /&gt;
“They’re gonna kill her for sure. Who are they?” the group argues. “Demihuman insurgents, most likely.” explains Simid, as the group recalls of having been warned of their activities in the region. They must have seen their opportunity once the crowd left the walls of the village.&lt;br /&gt;
“Come down here if you want anything.” “Let’s talk. Explain what you want from her, or no deal.” The group tries to negotiate with the hidden attackers.&lt;br /&gt;
&lt;br /&gt;
After a moment of silence, he replies: “She has something of mine. An heirloom, which I passed down to my daughter, who was murdered by her father! I want it back. With blood for blood.” It was clear that he is quite irate, and most certainly is an aelfen. “Tell her to step forward.” &lt;br /&gt;
&lt;br /&gt;
“We can’t allow that. You can take the medallion, but no one is gonna die here.” Simid retorts. “Get ready, Osric, Corvus, Deldin, climb up the cliff on my mark. You’ll call out your fog-type-thing. The rest, get your bows ready.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Jose asks the woman if what he is saying is true. “Th-this amulet? It’s something that my father brought me from the warzone, when I was a little girl… after he was discharged, because he was cursed by an aelfen witch!” her face becomes red with anger “He never could see properly or walk again after that! The witch made sure of it, before she died on his blade, the bitch! This was the only thing he took from her, something so beautiful on someone so wicked… I don’t wish to part from it, it has brought me luck.” She was holding a silver amulet, an oval with two wings folded over it.&lt;br /&gt;
&lt;br /&gt;
“We’re not giving her away. Sort yourselves out.” The group replies.&lt;br /&gt;
&lt;br /&gt;
“Then I’ll just have to shoot an arrow through your skull.” the man threatens.&lt;br /&gt;
&lt;br /&gt;
As he said that, the figures on the cliff stand up and fire a volley of arrows towards the crowd. A few villagers get shot down, Simid shouts “Go!!” and the team moves in: Osric, Corvus and Deldin charge towards the cliffside to climb, while Borin tries hard to call out a bank of fog, to hide the crowd, but to no avail: he can’t achieve enough focus. &lt;br /&gt;
&lt;br /&gt;
As the rest shoots arrows at the attackers, they notice two shadows coming down the hill on the left side, but they suddenly disappear. Meanwhile, the attackers keep pelting them down with arrows, even while Sylrah attempts to distract them with a dancing lights spell. Osric and Deldin loose their hold and fall down midway, but Corvus manages to climb to the top, but not before one of the attackers looses his footing and falls down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suddenly, in the middle of the crowd, two small figures appear out of nowhere, and jump onto the old woman, stabbing her in the throat. Simid and the others rush towards them, but too late: the woman bleeds to death before they can get through the panicked crowd.&lt;br /&gt;
Simid bashes the two small attackers to death with his flail, while Corvus tries to deal with the attacking force up on the cliff… alone. The attackers, all aelfen, step back and pick up their longspears. Their concerted attack stabs him in multiple places, and his throat is pierced: he falls down, bleeding. &lt;br /&gt;
&lt;br /&gt;
At that point, Borin finally manages to cause the mist to rise, and visibility is reduced to zero all around them. The attackers retreat, while the squad puts the rest to death. Osric shouts up, calling Corvus, who is unconscious and choking on his own blood. Suddenly, as if by miracle, Corvus slides slowly down the cliffside, as if the rock had just liquefied and carried him down. Sylrah rushes to him, to stop the bleeding. Having stabilized, he regains consciousness, but can’t speak: his vocal chords were destroyed.&lt;br /&gt;
&lt;br /&gt;
In the midst of the confusion, Jose crouches next to the woman’s body, and quickly pockets the amulet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the fog dissipates, and the squad tries to calm down the terrified crowd, a scream from one of the women startles everyone: it’s a pregnant woman, and she collapses to the floor, shouting for help. &lt;br /&gt;
&lt;br /&gt;
Sylrah rushes to her: “Are you alright? Have your waters broken?” &lt;br /&gt;
&lt;br /&gt;
The woman screams panicked “It’s tearing me apart!!! Argghh My gut!!” as the baby inside seems to move around and push against the skin. Sylrah immediately realizes this isn’t normal, and takes out a scalpel from her kit to open a surgical cut that would allow it to come out with the least danger to the mother. As she does, a blood-soaked, sharp clawed mockery of a newborn claws its way out in a burst of gore. He bites Sylrah, and scrambles away from them. It doesn’t get far, though, as the other quickly skewer it and crush it under their boots. Sylrah frantically tries to stop the profuse bleeding, and miraculously manages to close the wound fast enough for the woman to survive. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------&lt;br /&gt;
&lt;br /&gt;
The battered group arrives at Cuimein, where they leave the crowd. The people at Cuimein eye the refugees with suspicion. &lt;br /&gt;
Sylrah wondered why the &#039;spirit of the road&#039; decided to warn her of the stillborn baby. And she could have sworn that the baby wasn&#039;t just dead, it was something else already. She can only wonder what else  might come of this gods-cursed apocalypse thing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the refugees begin to settle, after being provided with a few spare blankets and space in barns, Simid decides to get even: he grabs Osric from behind, and headlocks him to the ground. &amp;quot;You&#039;ll find that your life will take on a new meaning of miserable, assface. You&#039;ll learn some discipline yet.&amp;quot; he whispers in his ear. Simid lets him go, Osric eyeing him with rage, as he walks away. &amp;quot;Let&#039;s meet up with the Company. Move out!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Nuno|Nuno]] 17:22, 20 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Artair_MacNeis.jpg&amp;diff=1779</id>
		<title>File:Artair MacNeis.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Artair_MacNeis.jpg&amp;diff=1779"/>
		<updated>2011-03-09T02:40:57Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Quartermaster_Raugran.jpg&amp;diff=1778</id>
		<title>File:Quartermaster Raugran.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Quartermaster_Raugran.jpg&amp;diff=1778"/>
		<updated>2011-03-09T02:40:31Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Simid_Andarsen.jpg&amp;diff=1777</id>
		<title>File:Simid Andarsen.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Simid_Andarsen.jpg&amp;diff=1777"/>
		<updated>2011-03-09T02:40:11Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=File:Connal_MacD%C3%A1ra.jpg&amp;diff=1775</id>
		<title>File:Connal MacDára.jpg</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=File:Connal_MacD%C3%A1ra.jpg&amp;diff=1775"/>
		<updated>2011-03-09T02:39:27Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
	</entry>
	<entry>
		<id>https://orcedinburgh.co.uk/wiki/index.php?title=Lambs&amp;diff=1732</id>
		<title>Lambs</title>
		<link rel="alternate" type="text/html" href="https://orcedinburgh.co.uk/wiki/index.php?title=Lambs&amp;diff=1732"/>
		<updated>2011-02-24T13:31:33Z</updated>

		<summary type="html">&lt;p&gt;Nuno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seven Chosen wake up trapped in the rootlets and vines of a giant tree, circling a small valley where a druid ritual is taking place, on a stone platform engraved with symbols. They see many stunted gnarled trees with a vaguely humanoid shape around them, and could only guess the grisly fate that awaited them. &lt;br /&gt;
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Osric refused to be held: he called on his feral abilities and broke free, but is accosted by druids, who plead him to return to his place, because the ritual is too important and everyone’s lives depended on it. Osric isn’t sure of what to do, but decides to go along with the druids for the time being (even if it is because there are too many of them). Sylrah, who knows a thing or two about magic and rituals, recognizes it as something related to a fertility rite, the day being the summer solstice and everything. Jose decides its time to make a run for it, so he slips his bonds, but is captured in a druid’s spell, entangled in vines. &lt;br /&gt;
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But the ritual starts to go awry because something, other than the moon, is eclipsing the sun. The druids start to become worried, as moanings start to come from everywhere and small droplets of blood rise from the ground, turning into a thin red mist. The druids start a different chant, but things go really wrong and a big crack appears on the stone platform, and the great tree also cracks and starts to wither. &lt;br /&gt;
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The druids start to panic, and the Chosen manage to get free from the now rotted vines. They ask the druids what is happening, and they say that it is very bad, and that “it” cannot get loose. When asked, they say it’s “Death” that is bound there. Jose, now free as well, doesn’t wish to get caught in it, and climbs over the huge roots and out of the valley. Osric, however, decides to remain in his place.&lt;br /&gt;
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In a few moments, elemental spirits start arriving at the rim of the valley: huge animate mounds of earth and living clouds, chanting along with the druids. The druids say they are trying to call the spirits and the gods, to help them. &lt;br /&gt;
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The stone platform now cracks down the middle, and so does the tree, and blood gushes out of it, showering them all in blood. When they look around, corpses start to erupt from the ground, moaning “Help me…” They start grabbing and biting the druids, and the Chosen decide it’s time to run for it. A skeletal warrior lunges towards Sylrah “Help me… I can’t see!!” She is grabbed, and a few others are bitten and injured, and Borin is rendered unconscious by a jet of black smoke hissing from the cracks in the stone seal. But they manage to get free of the undead mob and climb out of the valley and past the spirits.&lt;br /&gt;
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As they move further away, the eclipse becomes complete. The seal is completely broken and a huge black cloud billows from the ground beneath it, the great tree splinters into pieces. The spirits bellow, but then something bursts, a palpable invisible force, and they disintegrate. After a moment of complete silence, the most unwholesome shriek pierces the moor, something between a wailing and an infant’s cry.&lt;br /&gt;
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After running as fast as they could through the moor, the rest of the group catches up with Jose, who is feeling quite pleased with himself for having made the right call in taking off. As they recover their breath and get to know each other, Osric, Borin and Jose share a good dose of contempt for the aelfen and the little one, as well as Jose insistingly making passes at Sylrah. This prompts her to ignore them and pretend she doesn’t speak any of their languages.&lt;br /&gt;
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While trying to find a shelter for the night, Corvus rummages through a few old carcasses and finds a few weapons and trinkets. During the night they are accosted by three riders, humans who interrogate them and prepare to run the non-humans through. Osric realises they have no scent and as they trespass Thelgar with a sword, it goes through him without shedding blood, making him shiver and cramp up. The riders are ghosts of the fallen warriors from the cataclysm, and as the group tries to escape, Sylrah remembers that silver is used to repel dead spirits, and relates this fact to Corvus. Luckily, he had nicked a few silver bracelets and amulets from the corpses, and with them they manage to banish the spirits for a few moments. When the ghosts return, Jose decides to deceive them with an illusion: knowing the history of this place, he conjures an image of a group of elven riders, drawing the ghosts’ attention away, giving them time to escape.&lt;br /&gt;
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Later that night they encounter more angry, frustrated spirits, but thanks to the silver amulets and more of Jose’s illusions, they manage to evade them enough so they can survive until the sunrise.&lt;br /&gt;
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The next day they trod through the moors, still seeing the dark ominous cloud in the distance. At the end of that day, they cross the edge of the Forbiddance, and finally are out of the moors. Soon they come across a smoking pile of burnt corpses, next to what seems to be some kind of ritual circle with remains of melted candles, and dried blood splattered everywhere. Sylrah never saw symbols like these before, but she can tell quite clearly that the circle sits right on top of a ley line, a stream of power surging through the land. It seems the line might go all around the moors. Osric and Thelgar also find wagon tracks, going in two different and opposite directions, roughly a day and a half old. They decide to follow the oldest set of tracks.&lt;br /&gt;
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Surviving thanks to Osric and Thelgar’s hunting skills, they reach farmland and spot a small cottage, with a few more houses ahead. The house seems deserted and to have suffered a kitchen fire, and is as if it was left in a hurry, at least 2 days ago. Osric finds a nail scratches on one of the doors, so some violence might have happened. They stock up on food and decide to look for a well to get water. On their way, they find a carcass of a goat on the side of the trail, with bite marks on it, which Sylrah, familiar with treating wounds, can’t place the origin. By this point, the more vocal members against the aelfen start to have a measure of respect for the knowledgeable girl.&lt;br /&gt;
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They find the village deserted, with most of the doors ajar. Some of the windows have been boarded up. Borin hoists the village well’s water bucket up, only to pull up the soggy cadaver of a woman, strangled by the rope. They find one house, with the door blocked, with people inside, but aren’t allowed in, and given no explanation. &lt;br /&gt;
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Meanwhile, while exploring one of the abandoned houses they encounter another villager, who seems ill. As Sylrah aproaches to help him, he lunges at her, trying to bite her: it is clear that he had become an undead flesh-eating creature. Outside, Borin is also attacked from behind by the corpse from the well. Thankfully, they manage to put both creatures down, by bashing their skulls in.&lt;br /&gt;
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But soon they hear a humming noise coming in their direction, and something flying towards them, as well as the sound of horses. They hide, and witness the arrival of an airship, from where ten people, equipped with weapons and lots of gear, drop down from ropes. Two of them wield staves, which they proceed to use for some kind of sorcery, as if they were searching the area. One of them finds the group, and they have no choice but to let themselves be captured peacefully. The riders arrive shortly after.&lt;br /&gt;
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As it turns out, these men are part of a &#039;&#039;fianna&#039;&#039;, a itinerant problem-solving company, that met some of the survivors of the town the day before, and were asked to help. They take the group in for questioning, as well as the surviving family. One of them, upon learning of the group’s story, suggests they consider recruitment into the &#039;&#039;fianna&#039;&#039;.&lt;br /&gt;
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--[[User:Nuno|Nuno]] 18:40, 23 February 2011 (UTC)&lt;br /&gt;
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[[Category:Dungeons_and_Dragons]]&lt;br /&gt;
[[Category:Post-Myth_-_Shapes_of_Grey]]&lt;/div&gt;</summary>
		<author><name>Nuno</name></author>
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