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	<updated>2026-04-08T04:08:34Z</updated>
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	<entry>
		<id>http://hastur.net/action/w/index.php?title=Magic_Items_(5A)&amp;diff=2617</id>
		<title>Magic Items (5A)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Magic_Items_(5A)&amp;diff=2617"/>
		<updated>2021-11-08T20:27:25Z</updated>

		<summary type="html">&lt;p&gt;Hack: Added Eberron Link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{5A}}&lt;br /&gt;
Magic items follow the general rules of [[Gear (5A)]], but also these more detailed rules.&lt;br /&gt;
&lt;br /&gt;
== Using Magic Items ==&lt;br /&gt;
Magic items can&#039;t be used by just anyone.&lt;br /&gt;
&lt;br /&gt;
=== Abilities Governed by User ===&lt;br /&gt;
{{ : Using Magic Items (5A) }}&lt;br /&gt;
&lt;br /&gt;
=== Who Can Use What ===&lt;br /&gt;
Specific class abilities can override these general rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrolls&lt;br /&gt;
can be used by any spellcaster who has or will gain the spell to their spell list from class choices already made.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potions, elixirs, ointments etc.&lt;br /&gt;
Any creature can gain the benefits of a potion, even creatures that lack a metabolism.&lt;br /&gt;
Can be used by anyone who can open the bottle and drink the contents. &lt;br /&gt;
This excludes creatures with an Int of 2 or less or who lack manipulator limbs. &lt;br /&gt;
This includes most familiars.&lt;br /&gt;
Such a creature can still be fed a potion.&lt;br /&gt;
&lt;br /&gt;
It is a bonus action to take out and use a potion (not ointment etc) on yourself, an action to take from and/or use a potion on a willing or helpless creature within 5 feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Staffs and Wands &lt;br /&gt;
either cast a spell or require a command word. &lt;br /&gt;
If a staff or wand fails to note this in its description, it is still assumed to be so.&lt;br /&gt;
A creature must be able to speak to do this. Animal noises are not sufficient.&lt;br /&gt;
This precludes familiars from using such items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use-Activated Items&lt;br /&gt;
Any creature of intelligence 3 or more can use a use-activated item as long as it can do the action required. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Word&lt;br /&gt;
Command word activated items are activated by words, not grunts or animal noises.&lt;br /&gt;
A creature must have an Intelligence of 5 or more and be able to speak to do this.  &lt;br /&gt;
This precludes most familiars from using command word activated items.&lt;br /&gt;
&lt;br /&gt;
=== Attunement ===&lt;br /&gt;
Any creature can attune the same number of magic items, intelligent or not.&lt;br /&gt;
A creature need not be intelligent to attune a magic item, but its use of the item is certainly limited by Intelligence.&lt;br /&gt;
&lt;br /&gt;
==== Minor Item Attunement ====&lt;br /&gt;
&#039;&#039;This is a radical rule, subject to change.&lt;br /&gt;
&lt;br /&gt;
You can attune any number of items with a cost is less than or equal to the [[Gear_(5A)#Crafting_Speed|listed cost limit of a consumable of half your level]].&lt;br /&gt;
This does not count against your atonement limit.&lt;br /&gt;
&lt;br /&gt;
== Magic Item Prices and Levels ==&lt;br /&gt;
{{ : Magic Item Prices and Levels (5A) }}&lt;br /&gt;
&lt;br /&gt;
=== Price of Common Magic Items  ===&lt;br /&gt;
Prices of common magic items.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Common Magic Items  &#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
||&#039;&#039;&#039;Xanatar&#039;s  || &#039;&#039;&#039;cost    || &#039;&#039;&#039;UA Eberron  || &#039;&#039;&#039;cost&lt;br /&gt;
|-&lt;br /&gt;
||Armor of Gleaming  || 50 gp  || Imbued Wood  || 100 gp &lt;br /&gt;
|-&lt;br /&gt;
||Bead of Nurishment  || 5 gp  || Orb of Shielding || 40 gp &lt;br /&gt;
|-&lt;br /&gt;
||Bead of Refreshment  || 1 gp  || Band of Loyalty || 25 gp &lt;br /&gt;
|-&lt;br /&gt;
||Boots of False Tracks  || 200 gp  || Cleaning Stone || 50 gp &lt;br /&gt;
|-&lt;br /&gt;
||Candle of The Deep  || 2 gp  || Everbright Lantern || 40 gp &lt;br /&gt;
|-&lt;br /&gt;
||Cast-Off Armor  || 120 gp  || Feather Token || 80 gp &lt;br /&gt;
|-&lt;br /&gt;
||Charlatan&#039;s Die  || 100 gp  || Glamerweave || 40 gp &lt;br /&gt;
|-&lt;br /&gt;
||Cloak of Billowing  || 10 gp  || Shiftweave || 25 gp &lt;br /&gt;
|-&lt;br /&gt;
||Cloak of Many Fashions  || 200 gp  || Spellshard 1 &amp;quot;page&amp;quot; || 1 gp &lt;br /&gt;
|-&lt;br /&gt;
||Clockwork Amulet  || 150 gp  || Spellshard book || 200 gp &lt;br /&gt;
|-&lt;br /&gt;
||Clothes of Mending  || 100 gp  || Spellshard book, empty || 100 gp &lt;br /&gt;
|-&lt;br /&gt;
||Dark Shard Amulet  || 120 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Dread Helm  || 20 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Ear Horn of Hearing  || 50 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Enduring Spellbook  || 100 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Ersatz Eye  || 80 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Hat of Vermin  || 40 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Hat of Wizardry  || 90 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Heward&#039;s Handy Spice Pouch  || 75 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Horn of Silent Alarm  || 50 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Instrument of Illusions  || 100 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Instrument of Scribing  || 75 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Lock of Trickery  || x5 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Moon-Touched Sword  || 70 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Mystery Key  || 10 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Orb of Direction  || 5 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Orb of Time  || 25 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Perfume of Bewitching  || 20 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Pipe of Smoke Monsters  || 20 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Pole of Angling  || 10 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Pole of Collapsing  || 25 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Pot of Awakening  || 15 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Potion of Climbing (Dmg)  || 180 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Rope of Mending  || 100 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Ruby of The War Mage  || 40 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Shield of Expression  || 25 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Smoldering Armor  || 10 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Staff of Adornment  || 75 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Staff of Birdcalls  || 150 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Staff of Flowers  || 60 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Talking Doll  || 100 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Tankard of Sobriety  || 120 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Unbreakable Arrow  || 50 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Veteran&#039;s Cane  || 75 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Walloping Ammunition  || 25 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Wand of Conducting  || 120 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Wand of Pyrotechnics  || 60 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Wand of Scowls  || 75 gp  ||  || &lt;br /&gt;
|-&lt;br /&gt;
||Wand of Smiles  || 75 gp ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://forums.giantitp.com/showthread.php?424243-Sane-Magic-Item-Prices Sane Magic Item Prices]&lt;br /&gt;
** [https://www.dungeonsports.com/tashas-cauldron-item-pricing/ Tasha&#039;s Sane Magic Item Prices]&lt;br /&gt;
** [https://www.gmbinder.com/share/-LvBVMNq7Kg75yY_JRJ- Eberron Sane Magic Item Prices]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=5A&amp;diff=110</id>
		<title>5A</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=5A&amp;diff=110"/>
		<updated>2021-11-08T20:24:54Z</updated>

		<summary type="html">&lt;p&gt;Hack: Added link for Eberron Magic Item Prices&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{5A}}&lt;br /&gt;
A place for house rules and rulings, made for the [[Isle of Woe]] campaign.&lt;br /&gt;
&lt;br /&gt;
== Rules== &lt;br /&gt;
* [[House Rules (5A)|House Rules]]&lt;br /&gt;
* [[Character Creation (5A)|Character Creation]]—[[Races (5A)|Races]]—[[Backgrounds (5A)|Backgrounds]]&lt;br /&gt;
* [[Classes (5A)|Classes]]—[[Martial Arts (5A)|Martial Arts Defense]] &lt;br /&gt;
* [[Skills (5A)|Skills]]—[[Skill Examples (5A)|Skill Examples ]]—[[Languages (Greyhawk) |Languages]]&lt;br /&gt;
* [[Spells (5A)|Spells]]&lt;br /&gt;
* [[Gear (5A)|Gear]]—[[Adventuring Gear (5A)|Adventuring Gear]]—[[Weapons (5A)|Weapons]]—[[Magic Items (5A)|Magic Items]]—[[Alchemical Substances (5A)|Alchemical Substances]]&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|valign=top|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Artificer (5A)|Artificer]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Artificer Specialties (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Barbarian (5A)|Barbarian]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Barbarian Primal Paths (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Bard (5A)|Bard]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Bard Colleges (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Cleric (5A)|Cleric]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Cleric Domains (5A) }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Druid (5A)|Druid]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Druid Circles (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Fighter (5A)|Fighter]]*&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Fighter Martial Archetypes (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Monk (5A)|Monk]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Monk Monastic Traditions (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|valign=top|&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Paladin (5A)|Paladin]] &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Paladin Sacred Oath (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Ranger (5A)|Ranger]]*&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Ranger Conclave (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Rogue (5A)|Rogue]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Roguish Archetypes (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Sorcerer (5A)|Sorcerer]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Sorcerous Origin (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Warlock (5A)|Warlock]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Warlock Otherworldly Patron (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Wizard (5A)|Wizard]] &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Wizard Arcane Tradition (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Earlier Editions ==&lt;br /&gt;
[[D%26D|D&amp;amp;D 3.5]]—[[Apath]]—[[4E]]&lt;br /&gt;
&lt;br /&gt;
== World of Greyhawk ==&lt;br /&gt;
* [[Greyhawk]]&lt;br /&gt;
* [[Greyhawk_%26_Forgotten_Realms_Gods_(Greyhawk)|Forgotten Realms Equivalencies in Greyhawk]]&lt;br /&gt;
* [[Greyhawk &amp;amp; Golarion Gods (Greyhawk)|Matching Golarion Gods in Greyhawk]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://dnd5e.wikidot.com/ 5E Wiki]&lt;br /&gt;
* [http://dnd5ed.wikidot.com/ 5E Home]&lt;br /&gt;
* [https://forums.giantitp.com/showthread.php?424243-Sane-Magic-Item-Prices Sane Magic Item Prices]&lt;br /&gt;
** [https://www.dungeonsports.com/tashas-cauldron-item-pricing/ Tasha&#039;s Sane Magic Item Prices]&lt;br /&gt;
** [https://www.gmbinder.com/share/-LvBVMNq7Kg75yY_JRJ- Eberron Sane Magic Item Prices]&lt;br /&gt;
* [https://dmdavid.com/tag/what-is-the-typical-amout-of-treasure-awarded-in-a-fifth-edition-dungeons-dragons-campaign/ Wealth per level]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Gear_(5A)&amp;diff=2284</id>
		<title>Gear (5A)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Gear_(5A)&amp;diff=2284"/>
		<updated>2021-10-31T14:26:08Z</updated>

		<summary type="html">&lt;p&gt;Hack: Added Crafting Formula info box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{5A}}&lt;br /&gt;
Rules for equipment and gear, magical or not.&lt;br /&gt;
&lt;br /&gt;
== Item Price Limits by Level ==&lt;br /&gt;
The cost of items that PCs can buy or craft are rather arbitrarily limited by level. &lt;br /&gt;
This is a balance and ease-of-play issue, not a simulation.&lt;br /&gt;
Rather than using the very rough price guidelines and levels of the DMG, this table is to be used.&lt;br /&gt;
This gives the lowest level at which a character can purchase items of the listed price. &lt;br /&gt;
This is also the highest value item a character can craft.&lt;br /&gt;
A character is somehow able to find an item of this cost or lower on the market. &lt;br /&gt;
At the [[GM]]s discretion, more expensive items might be available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level&lt;br /&gt;
This is the level of the character and restricts what items the character can make - you can buy or craft anything up to the price listed for your level. &lt;br /&gt;
This is also a limit on what items you can purchase. &lt;br /&gt;
It reflects that your prestige gives you access to new markets.&lt;br /&gt;
This is somewhat artificial, but an easy way to maintain game balance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consumables&lt;br /&gt;
This is the maximum cost of each consumable item you can make or buy. &lt;br /&gt;
Items like wands, that have charges and a small chance to fail when overused, are not considered consumables.&lt;br /&gt;
This number is inflated so that it is possible to pack more omph into a single-use item. &lt;br /&gt;
Watch out for overspending in this category, which can make a character powerful at lower levels and then poor at higher levels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Permanent&lt;br /&gt;
This is the cost limit for all items that are not consumables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resale Prices&lt;br /&gt;
All items that are in a condition to sell at all can be sold at half purchase price.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=right&lt;br /&gt;
|+ &#039;&#039;&#039;Maximum Price By Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Level  || align=right |  &#039;&#039;&#039;Consumables  || align=right |  &#039;&#039;&#039;Permanent&lt;br /&gt;
|-&lt;br /&gt;
|| 1  || align=right |  30 || align=right |  160&lt;br /&gt;
|-&lt;br /&gt;
|| 2  || align=right |  50  || align=right |  250&lt;br /&gt;
|-&lt;br /&gt;
|| 3  || align=right |  80  || align=right |  400&lt;br /&gt;
|-&lt;br /&gt;
|| 4  || align=right |  120  || align=right |  600&lt;br /&gt;
|-&lt;br /&gt;
|| 5  || align=right |  200  || align=right |  1,000&lt;br /&gt;
|-&lt;br /&gt;
|| 6  || align=right |  320  || align=right |  1,600&lt;br /&gt;
|-&lt;br /&gt;
|| 7  || align=right |  500  || align=right |  2,500&lt;br /&gt;
|-&lt;br /&gt;
|| 8  || align=right |  800  || align=right |  4,000&lt;br /&gt;
|-&lt;br /&gt;
|| 9  || align=right |  1,200  || align=right |  6,000&lt;br /&gt;
|-&lt;br /&gt;
|| 10  || align=right |  2,000  || align=right |  10,000&lt;br /&gt;
|-&lt;br /&gt;
|| 11 || align=right |  3,200  || align=right |  16,000&lt;br /&gt;
|-&lt;br /&gt;
|| 12 || align=right |  5,000  || align=right |  25,000&lt;br /&gt;
|-&lt;br /&gt;
|| 13 || align=right |  8,000  || align=right |  40,000&lt;br /&gt;
|-&lt;br /&gt;
|| 14 || align=right |  10,000  || align=right |  60,000&lt;br /&gt;
|-&lt;br /&gt;
|| 15 || align=right |  20,000  || align=right |  100,000&lt;br /&gt;
|-&lt;br /&gt;
|| 16 || align=right |  32,000  || align=right |  160,000&lt;br /&gt;
|-&lt;br /&gt;
|| 17 || align=right |  50,000  || align=right |  250,000&lt;br /&gt;
|-&lt;br /&gt;
|| 18 || align=right |  80,000  || align=right |  400,000&lt;br /&gt;
|-&lt;br /&gt;
|| 19 || align=right |  100,000  || align=right |  600,000&lt;br /&gt;
|-&lt;br /&gt;
|| 20 || align=right |  200,000  || align=right |  1,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Prices and Levels ==&lt;br /&gt;
{{ : Magic Item Prices and Levels (5A) }}&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
These rules apply to any crafting project, magical or mundane, except those that are a class feature.&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
In order to perform a crafting project, you must fulfill some requirements. &lt;br /&gt;
* The item must have a cost permitted at your level by the Maximum Price By Level table.&lt;br /&gt;
* You must have the right tools and possibly access to a workshop for certain items.  &lt;br /&gt;
* If the item is to cast spells, each such spell must be cast once day of work on the item. Ignore any costly components of spells cast in item creation, those are a part of the item creation cost. &lt;br /&gt;
** Scrolls are a special case. To use a scroll of a spell with a costly material component, you must provide that component. It is common to find the component stored with the scroll.&lt;br /&gt;
* The [[GM]] may require special materials, such as gems, adamantine, or mithral. You can use the value of any such components to offset the cost of the crafting project. &lt;br /&gt;
* Other possible materials include monster parts, such as the heart of a dragon or the horn of a unicorn, as negotiated with the [[GM]]. Creatures with legendary or lair actions are more likely to provide components this way. Such components can serve as adventure hooks and also reduce the cost of the project. The value of such a component is that of a consumable item of the monster&#039;s level. Gathering components might require proficiencies and/or die rolls or an entire adventure.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align= right&lt;br /&gt;
|+ &#039;&#039;&#039;Crafting Formula&#039;&#039;&#039;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;&#039;Full value (Price) crafted per day&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| (Ability Score Modifier + Tool Proficiency Modifier) * Level * 10&lt;br /&gt;
|}&lt;br /&gt;
=== Crafting Speed ===&lt;br /&gt;
You have to calculate a Crafting Speed used to measure the progress of your crafting projects. Your Crafting Speed will be different for different projects, depending on your level, proficiencies, and ability scores.&lt;br /&gt;
In cooperation with the [[GM]], select one tool proficiency and one ability score that will govern the project. See table &#039;&#039;&#039;Crafting Ability&#039;&#039;&#039; for which ability score is relevant for a particular project.&lt;br /&gt;
[[GM]]s are encouraged to be liberal in the selection of ability score and tool proficiencies, the table gives the ideal ability score, but fairly flimsy argument about a different ability score is acceptable.&lt;br /&gt;
Add the relevant ability score modifier and tool proficiency modifier. Multiply this with your level and them multiply the result by five, the result is your crafting speed measured in gp per day.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align= right&lt;br /&gt;
|+ &#039;&#039;&#039;Crafting Ability&#039;&#039;&#039;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;&#039;Ability  ||valign=&amp;quot;top&amp;quot;| &#039;&#039;&#039;Approach ||valign=&amp;quot;top&amp;quot;| &#039;&#039;&#039;Items&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| Strength  ||valign=&amp;quot;top&amp;quot;| Power ||valign=&amp;quot;top&amp;quot;| Melee weapons (non-finesse), heavy armor, rigid objects&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| Dexterity ||valign=&amp;quot;top&amp;quot;| Finesse ||valign=&amp;quot;top&amp;quot;| Melee weapons (finesse), medium armor, flexible objects&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| Constitution  ||valign=&amp;quot;top&amp;quot;| Infusion ||valign=&amp;quot;top&amp;quot;| Light armor, alchemy, potions, leather, toxins&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|  Intelligence  ||valign=&amp;quot;top&amp;quot;| Reason ||valign=&amp;quot;top&amp;quot;| Firebrands, scrolls, wands, clockwork&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|  Wisdom  ||valign=&amp;quot;top&amp;quot;| Intuition ||valign=&amp;quot;top&amp;quot;|  Wooden objects, plants, crystals, healing&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| Charisma  ||valign=&amp;quot;top&amp;quot;| Acclaim ||valign=&amp;quot;top&amp;quot;| Clothes, banners, finery, accessories&lt;br /&gt;
|}&lt;br /&gt;
Each day spent crafting, you must use an amount of raw material at least equal to your Crafting Speed (you can spend more), and your progress in the crafting process is the sum of your Crafting Speed and the amount of gold spent.&lt;br /&gt;
You must also pay living expenses for this period.&lt;br /&gt;
When your progress matches the cost of the item it is finished.&lt;br /&gt;
&lt;br /&gt;
=== Assistants ===&lt;br /&gt;
You can have assistants that help you by contributing their Crafting Speed to the project, but having more creatures participate incurs additional risks.&lt;br /&gt;
Assistants need not fulfill any prerequisites and add their Crafting Speed to your effective Crafting Speed.&lt;br /&gt;
Expect to have to pay each assistant 20% of their Crafting Speed each day.&lt;br /&gt;
This includes room, board, taxes, and fees (the assistant then pays half this amount in taxes and guild fees) but not security arrangements. &lt;br /&gt;
An assistant generally has an ability score modifier equal to their Proficency Bonus. &lt;br /&gt;
Finding willing workers is a separate task. &lt;br /&gt;
Contacts, guild memberships, and other social perks offer great advantage here.&lt;br /&gt;
&lt;br /&gt;
=== Upgrading Items ===&lt;br /&gt;
An existing magic item can be upgraded as long as the finished item is approved by the [[GM]] and includes all the item&#039;s current abilities. &lt;br /&gt;
The cost of the upgrade is the difference in cost between the old and new item.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.enworld.org/threads/deconstructing-5e-typical-wealth-by-level.402507/ Typical Wealth by Level] by tankschmidt&lt;br /&gt;
* [https://www.enworld.org/threads/wealth-by-level.394743/page-2#post-6613476 Generous Wealth by Level] by CapnZapp&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Classes_(5A)&amp;diff=1292</id>
		<title>Classes (5A)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Classes_(5A)&amp;diff=1292"/>
		<updated>2021-09-30T18:27:25Z</updated>

		<summary type="html">&lt;p&gt;Hack: Added an extra line before the list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{5A}}&lt;br /&gt;
This is still sketches written to learn the ins and outs of the system.&lt;br /&gt;
If you&#039;d like to try any of there options, talk to the GM.&lt;br /&gt;
&lt;br /&gt;
== Classes and Archetypes == &lt;br /&gt;
An asterisk [*] indicates only simple changes rather than a makeover. Changes can still significantly affect balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Artificer (5A)|Artificer]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Artificer Specialties (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Barbarian (5A)|Barbarian]]*&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Barbarian Primal Paths (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;[[Bard (5A)|Bard]] --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bard&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Bard Colleges (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;[[Cleric (5A)|Cleric]] --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Cleric Domains (5A) }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;[[Druid (5A)|Druid]] --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Druid&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Druid Circles (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Fighter (5A)|Fighter]]*&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Fighter Martial Archetypes (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Monk (5A)|Monk]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Monk Monastic Traditions (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Paladin &lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;[[Paladin (5A)|Paladin]] --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Paladin Sacred Oath (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Ranger (5A)|Ranger]]*&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Ranger Conclave (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Rogue (5A)|Rogue]]&#039;&#039;&#039;*&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Roguish Archetypes (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sorcerer &lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;[[Sorcerer (5A)|Sorcerer]] --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ Sorcerous Origin (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;Warlock (5A)|Warlock]] --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warlock &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Warlock Otherworldly Patron (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;[[Wizard (5A)|Wizard]] --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wizard &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Wizard Arcane Tradition (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Classes_(5A)&amp;diff=1291</id>
		<title>Classes (5A)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Classes_(5A)&amp;diff=1291"/>
		<updated>2021-09-30T18:13:40Z</updated>

		<summary type="html">&lt;p&gt;Hack: Tried to fix the formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{5A}}&lt;br /&gt;
This is still sketches written to learn the ins and outs of the system.&lt;br /&gt;
If you&#039;d like to try any of there options, talk to the GM.&lt;br /&gt;
&lt;br /&gt;
== Classes and Archetypes == &lt;br /&gt;
An asterisk [*] indicates only simple changes rather than a makeover. Changes can still significantly affect balance.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; with=400&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Artificer (5A)|Artificer]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Artificer Specialties (5A) }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Barbarian (5A)|Barbarian]]*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Barbarian Primal Paths (5A) }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;[[Bard (5A)|Bard]] --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bard&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Bard Colleges (5A) }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;[[Cleric (5A)|Cleric]] --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cleric&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Cleric Domains (5A) }}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;[[Druid (5A)|Druid]] --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Druid&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Druid Circles (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Fighter (5A)|Fighter]]*&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Fighter Martial Archetypes (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Monk (5A)|Monk]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Monk Monastic Traditions (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Paladin &lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;[[Paladin (5A)|Paladin]] --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Paladin Sacred Oath (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Ranger (5A)|Ranger]]*&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Ranger Conclave (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Rogue (5A)|Rogue]]&#039;&#039;&#039;*&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Roguish Archetypes (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sorcerer &lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;[[Sorcerer (5A)|Sorcerer]] --&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ Sorcerous Origin (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;Warlock (5A)|Warlock]] --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Warlock &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Warlock Otherworldly Patron (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:16em; padding: 0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!--  &#039;&#039;&#039;[[Wizard (5A)|Wizard]] --&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wizard &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{{ : Wizard Arcane Tradition (5A) }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=School_of_Theurgy_(5A)&amp;diff=3729</id>
		<title>School of Theurgy (5A)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=School_of_Theurgy_(5A)&amp;diff=3729"/>
		<updated>2021-09-30T18:09:15Z</updated>

		<summary type="html">&lt;p&gt;Hack: Made highlighted text more visible. Included removed abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{5A}} &lt;br /&gt;
A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons.&lt;br /&gt;
&lt;br /&gt;
Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. These religious magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow&amp;quot;&amp;gt;Other Theurgists use the methods of arcane magic to study divine magic, or as they prefer to call it, astral magic. These students have a domain, but do not have a Divine patron, and are considered heretics by many.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sources: &lt;br /&gt;
Unearthed Arcana 34 - Wizard Revisited - Divine Inspiration.&lt;br /&gt;
&lt;br /&gt;
== School of Theurgy ==&lt;br /&gt;
When you choose this tradition at 2nd level, choose a cleric domain from your chosen deity’s list of eligible domains. The Knowledge and Light domains are especially appropriate choices for a theurgist.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Initiate ===&lt;br /&gt;
Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell for your chosen domain. The spell must be of a level for which you have spell slots.&lt;br /&gt;
&lt;br /&gt;
If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots.&lt;br /&gt;
&lt;br /&gt;
Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.&lt;br /&gt;
&lt;br /&gt;
Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can’t copy cleric spells from your spellbook into their own spellbooks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow&amp;quot;&amp;gt;Once you have added all of your domain spells of a level you can cast to your spellbook, you can subsequently add spells from the cleric list from scrolls as well as when you learn new spells upon advancing in level. The spell must still be of a level for which you have spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Channel Arcana ===&lt;br /&gt;
&#039;&#039;&#039;At 2nd level&lt;br /&gt;
, you gain the ability to channel arcane energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Divine Arcana and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Arcana ability.&lt;br /&gt;
&lt;br /&gt;
When you use your Channel Arcana, you choose which effect to create. You must then finish a short or long rest to use your Channel Arcana again.&lt;br /&gt;
&lt;br /&gt;
Some Channel Arcana effects require saving throws. When you use such an effect, the save DC equals your wizard spell save DC.&lt;br /&gt;
&lt;br /&gt;
Beginning &lt;br /&gt;
&#039;&#039;&#039;at 6th level&lt;br /&gt;
, you can use your Channel Arcana twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.&lt;br /&gt;
&lt;br /&gt;
If you gain additional Channel Divinity options from your domain, you can employ them by using your Channel Arcana feature.&lt;br /&gt;
&lt;br /&gt;
=== Channel Arcana: Divine Arcana ===&lt;br /&gt;
As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to any attack roll you make for it or to its saving throw DC, as appropriate.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Acolyte ===&lt;br /&gt;
&#039;&#039;&#039;At 6th level&lt;br /&gt;
, you gain your chosen domain’s 1st-level benefits. &lt;br /&gt;
If the domain gives proficiency in heavy armor, you instead gain proficiency in light armor.&lt;br /&gt;
If the domain gives proficiency in martial weapons, you instead gain proficiency with all simple weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At 10th level&lt;br /&gt;
, you gain your chosen domain’s 6th-level benefits. Your faith and your understanding of magic allow you to delve into your god’s secrets.&lt;br /&gt;
Arcane High Priest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At 14th level&lt;br /&gt;
, you gain your chosen domain’s 17th-level benefits. Your academic nature and understanding of magic and doctrine allow you to master this ability sooner than a cleric of your domain.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://dnd5e.wikidot.com/wizard:theurgy-ua Theurge at Wikidot]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Artificer_(5A)&amp;diff=637</id>
		<title>Artificer (5A)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Artificer_(5A)&amp;diff=637"/>
		<updated>2021-09-30T17:56:13Z</updated>

		<summary type="html">&lt;p&gt;Hack: Made highlighted text more visible. Included removed abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{5A}}&lt;br /&gt;
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.&lt;br /&gt;
&lt;br /&gt;
Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist&#039;s supplies to create a potent elixir, calligrapher&#039;s supplies to inscribe a sigil of power, or tinker&#039;s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.&lt;br /&gt;
&lt;br /&gt;
You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
As an artificer, you gain the following class features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points&lt;br /&gt;
:&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 1d8 per artificer level&lt;br /&gt;
:&#039;&#039;&#039;Hit Points at 1st Level:&#039;&#039;&#039; 8 + your Constitution modifier&lt;br /&gt;
:&#039;&#039;&#039;Hit Points at Higher Levels:&#039;&#039;&#039; 1d8 (or 5) + your Constitution modifier per artificer level after 1st&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&lt;br /&gt;
:&#039;&#039;&#039;Armor:&#039;&#039;&#039; Light armor, medium armor, shields&lt;br /&gt;
:&#039;&#039;&#039;Weapons:&#039;&#039;&#039; Simple weapons&lt;br /&gt;
:&#039;&#039;&#039;Tools:&#039;&#039;&#039; Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice&lt;br /&gt;
:&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; Constitution, Intelligence&lt;br /&gt;
:&#039;&#039;&#039;Skills:&#039;&#039;&#039; Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&lt;br /&gt;
You start with the following equipment, in addition to the equipment granted by your background:&lt;br /&gt;
* any two simple weapons&lt;br /&gt;
* a light crossbow and 20 bolts&lt;br /&gt;
* (a) studded leather armor or (b) scale mail&lt;br /&gt;
* thieves’ tools and a dungeoneer’s pack&lt;br /&gt;
&#039;&#039;&#039;Optional Rule:&#039;&#039;&#039; Firearm Proficiency&lt;br /&gt;
&lt;br /&gt;
The secrets of gunpowder weapons have been discovered in various corners of the D&amp;amp;D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master&#039;s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.&lt;br /&gt;
&lt;br /&gt;
== Table: The Artificer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|rowspan=2 valign=bottom| &#039;&#039;&#039;Class&amp;lt;br&amp;gt;Level&#039;&#039;&#039;||rowspan=2 valign=bottom| &#039;&#039;&#039;Proficiency&amp;lt;br&amp;gt;Bonus&#039;&#039;&#039;||rowspan=2 valign=bottom| &#039;&#039;&#039;Features ||rowspan=2 valign=bottom| &#039;&#039;&#039;Infusions &amp;lt;br&amp;gt;Known ||rowspan=2 valign=bottom| &#039;&#039;&#039;Infused &amp;lt;br&amp;gt;Items||rowspan=2 valign=bottom| &#039;&#039;&#039;Cantrips &amp;lt;br&amp;gt;Known ||colspan=5 align=&amp;quot;center&amp;quot; |&#039;&#039;&#039;Spell Slots per Spell Level &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;&#039;1|||&#039;&#039;&#039;2|||&#039;&#039;&#039;3|||&#039;&#039;&#039;4|||&#039;&#039;&#039;5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 1st ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| Magical Tinkering, Spellcasting ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 2nd ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| Infuse Item, &amp;lt;span style=&amp;quot;background-color:yellow&amp;quot;&amp;gt;Overnight Crafting ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 3rd ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| Artificer Specialist, The Right Tool for the Job ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 4th ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| Ability Score Improvement ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 5th ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| Artificer Specialist feature ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 6th ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| Tool Expertise ||valign=&amp;quot;top&amp;quot;| 6 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 7th ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| Flash of Genius ||valign=&amp;quot;top&amp;quot;| 6 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 8th ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| Ability Score Improvement ||valign=&amp;quot;top&amp;quot;| 6 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 9th ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| Artificer Specialist feature ||valign=&amp;quot;top&amp;quot;| 6 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 10th ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| Magic Item Adept ||valign=&amp;quot;top&amp;quot;| 8 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 11th ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| Spell-Storing Item ||valign=&amp;quot;top&amp;quot;| 8 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 12th ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| Ability Score Improvement ||valign=&amp;quot;top&amp;quot;| 8 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 13th ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| 8 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 1 ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 14th ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| Magic Item Savant ||valign=&amp;quot;top&amp;quot;| 10 ||valign=&amp;quot;top&amp;quot;| 5 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 1 ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 15th ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| Artificer Specialist feature ||valign=&amp;quot;top&amp;quot;| 10 ||valign=&amp;quot;top&amp;quot;| 5 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 16th ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| Ability Score Improvement ||valign=&amp;quot;top&amp;quot;| 10 ||valign=&amp;quot;top&amp;quot;| 5 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 2 ||valign=&amp;quot;top&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 17th ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| - ||valign=&amp;quot;top&amp;quot;| 10 ||valign=&amp;quot;top&amp;quot;| 5 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 18th ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| Magic Item Master ||valign=&amp;quot;top&amp;quot;| 12 ||valign=&amp;quot;top&amp;quot;| 6 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 19th ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| Ability Score Improvement ||valign=&amp;quot;top&amp;quot;| 12 ||valign=&amp;quot;top&amp;quot;| 6 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 20th ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| Soul of Artifice ||valign=&amp;quot;top&amp;quot;| 12 ||valign=&amp;quot;top&amp;quot;| 6 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 4 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 3 ||valign=&amp;quot;top&amp;quot;| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
=== Magical Tinkering ===&lt;br /&gt;
At 1st level, you&#039;ve learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves&#039; tools or artisan&#039;s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:&lt;br /&gt;
* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.&lt;br /&gt;
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.&lt;br /&gt;
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.&lt;br /&gt;
* A static visual effect appears on one of the object&#039;s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.&lt;br /&gt;
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.&lt;br /&gt;
&lt;br /&gt;
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
You&#039;ve studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don&#039;t appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools Required&lt;br /&gt;
&lt;br /&gt;
You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves&#039; tools or some kind of artisan&#039;s tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an &amp;quot;M&amp;quot; component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player&#039;s Handbook for descriptions of these tools.&lt;br /&gt;
&lt;br /&gt;
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips (0-Level Spells)&lt;br /&gt;
&lt;br /&gt;
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.&lt;br /&gt;
&lt;br /&gt;
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preparing and Casting Spells&lt;br /&gt;
&lt;br /&gt;
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell&#039;s level or higher. You regain all expended spell slots when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.&lt;br /&gt;
&lt;br /&gt;
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn&#039;t remove it from your list of prepared spells.&lt;br /&gt;
&lt;br /&gt;
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting Ability&lt;br /&gt;
&lt;br /&gt;
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Spell save DC&#039;&#039;&#039; = 8 + your proficiency bonus + your Intelligence modifier&lt;br /&gt;
:&#039;&#039;&#039;Spell attack modifier&#039;&#039;&#039; = your proficiency bonus + your Intelligence modifier&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Casting&lt;br /&gt;
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.&lt;br /&gt;
&lt;br /&gt;
=== Infuse Item ===&lt;br /&gt;
At 2nd level, you&#039;ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusions Known&lt;br /&gt;
When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow&amp;quot;&amp;gt;During a long rest, you can replace one of the artificer infusions you know with a new one you qualify for.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusing an Item&lt;br /&gt;
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion&#039;s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master&#039;s Guide).&lt;br /&gt;
&lt;br /&gt;
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.&lt;br /&gt;
&lt;br /&gt;
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.&lt;br /&gt;
&lt;br /&gt;
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;background-color:yellow&amp;quot;&amp;gt;Overnight Crafting ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow&amp;quot;&amp;gt;At 2nd level, when you take a long rest, you can craft items as if you spent a whole day crafting and still get the normal benefits of a long rest.&lt;br /&gt;
This allows you to craft items at twice the normal rate if you work both night and day. Applies to both magic and non-magic objects.&lt;br /&gt;
&lt;br /&gt;
=== Artificer Specialist ===&lt;br /&gt;
At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.&lt;br /&gt;
&lt;br /&gt;
=== The Right Tool for the Job ===&lt;br /&gt;
At 3rd level, you&#039;ve learned how to produce exactly the tool you need: with thieves&#039; tools or artisan&#039;s tools in hand, you can magically create one set of artisan&#039;s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow&amp;quot;&amp;gt;You add your proficiency bonus when working with these tools, even if you are not proficient with them.&lt;br /&gt;
&lt;br /&gt;
=== Ability Score Improvement ===&lt;br /&gt;
When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can&#039;t increase an ability score above 20 using this feature.&lt;br /&gt;
&lt;br /&gt;
=== Tool Expertise ===&lt;br /&gt;
At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow&amp;quot;&amp;gt;This does not apply to proficiencies gained from the [[#The Right Tool for the Job|The Right Tool for the Job]] ability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow&amp;quot;&amp;gt;You can now add infusions and magical tinkering to magical objects, but when effects overlap only the best effect of the infusion, tinkering, &#039;&#039;&#039;or&#039;&#039;&#039; the magic item applies.&lt;br /&gt;
&lt;br /&gt;
=== Flash of Genius ===&lt;br /&gt;
At 7th level, you&#039;ve gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.&lt;br /&gt;
&lt;br /&gt;
=== Magic Item Adept ===&lt;br /&gt;
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:&lt;br /&gt;
* You can attune to up to four magic items at once.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;text-decoration: line-through;background-color:coral&amp;quot;&amp;gt;If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.&lt;br /&gt;
&lt;br /&gt;
=== Spell-Storing Item ===&lt;br /&gt;
At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn&#039;t have it prepared).&lt;br /&gt;
&lt;br /&gt;
While holding the object, a creature can take an action to produce the spell&#039;s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it&#039;s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object. &amp;lt;span style=&amp;quot;background-color:yellow&amp;quot;&amp;gt;[Clarification] Using this item does not require any components or a command word, but does require using the item and an Intelligence of 6 or more.&lt;br /&gt;
&lt;br /&gt;
=== Magic Item Savant ===&lt;br /&gt;
At 14th level, your skill with magic items deepens more:&lt;br /&gt;
* You can attune to up to five magic items at once.&lt;br /&gt;
* You ignore all class, race, spell and level requirements on attuning to or using a magic item. &amp;lt;span style=&amp;quot;background-color:yellow&amp;quot;&amp;gt;Certain items are restricted in that there is only one type of such item for each class. An example are items that provide a bonus to spell DC and spell attack rolls. In this case, you can use such items from any class, but you can still only use one such item at a time.&lt;br /&gt;
&lt;br /&gt;
=== Magic Item Master ===&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:yellow&amp;quot;&amp;gt;You attain mastery of magic item use and creation.&lt;br /&gt;
* Starting at 18th level, you can attune up to six magic items at once.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:yellow&amp;quot;&amp;gt;When you craft magic items, all spells are assumed to be on your spell list and you can cast spells up to 9th level as a part of magic item creation. You can cast any and all such spells as required to create any magic item, without using spell slots. You cannot cast spells gained from this ability outside of magic item creation. For normal spellcasting you still use the Artificer spell list, spell preparation, and spell slots.&lt;br /&gt;
&lt;br /&gt;
=== Soul of Artifice ===&lt;br /&gt;
At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:&lt;br /&gt;
* You gain a +1 bonus to all saving throws per magic item you are currently attuned to.&lt;br /&gt;
* If you&#039;re reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.&lt;br /&gt;
&lt;br /&gt;
== Infusions ==&lt;br /&gt;
New or altered infusions are listed here.&lt;br /&gt;
&lt;br /&gt;
=== Homunculus Servant ===&lt;br /&gt;
A Homunculus Servant has a number of d4 Hit Dice equal to your level and gains a bonus to its Hit Points each level equal to your Intelligence modifier. Due to its 12 Constitution this results in Hit Points equal to (3.5 + your Intelligence modifier) times your level (rounded down, minimum 10 Hit Points).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This rules is what I expect we will want to play with at higher levels, as I think the Homunculus Servant&#039;s HP will scale too slowly. We&#039;ll see how it works out.&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Fantasy_melee_weapons_(Action)&amp;diff=12094</id>
		<title>Fantasy melee weapons (Action)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Fantasy_melee_weapons_(Action)&amp;diff=12094"/>
		<updated>2021-01-23T14:20:29Z</updated>

		<summary type="html">&lt;p&gt;Hack: Non-wrapping name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Action}}&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
This is a list of fantasy [[Melee (Action)|Melee]] weapons for [[Action]]. Weapons with Tech Coal or higher have been excluded. [[Ranged_weapons_(Action)|Ranged weapons]] with the [[Items_(Action)#Throw| Throw]] property can also be used with the [[Melee (Action)|Melee]] skill.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Weapon!!Hands!!Size!!Tech!!Range!!Damage!!Type!!Properties&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Baton (Action)|Baton]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| parry]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Battleaxe (Action)|Battleaxe]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]] || valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Cudgel (Action)|Cudgel]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard | Bastard]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Flail (Action)|Flail]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Unreliable | Unreliable]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Garrote (Action)|Garrote]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Entangle | Entangle]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Gauntlet (Action)|Gauntlet]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Great Spear (Action)|Great Spear]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient| Ancient]]|| valign=top | [[Items_(Action)#Reach | Reach]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Stowed| Stowed]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Great Axe (Action)|Great Axe]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith|Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hand Axe (Action)|Hand Axe]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Javelin (Action)|Javelin]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee| Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Dagger (Action)|Dagger]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small| Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Mace (Action)|Mace]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Flail_(Action)#Great_Flail|Great_Flail]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Unreliable| Unreliable]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hammers (Action)#Maul|Maul]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Net (Action)|Net]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +0|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Nunchaka (Action)|Nunchaka]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Quarterstaff (Action)|Quarterstaff]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Rock (Action)|Rock]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shuriken (Action)|Shuriken]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +1|| valign=top | [[Damage_Types_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)|Spear]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach|Reach]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Torch (Action)|Torch]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Fire|Fire]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Whip (Action)|Whip]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach | Reach]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Iron Knuckles (Action)|Iron Knuckles]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny| Tiny]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun| Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Glaive (Action)|Glaive]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Broadsword (Action)|Broadsword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Curring|Cutting]] or [[Items_(Action)#Piercing|Piercing]]|| valign=top |[[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Bastard Sword (Action)|Bastard Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Curring|Cutting]] or [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Blades (Action)#Knife|Knife]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top |  [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Falchion (Action)|Falchion]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium| Medium]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow| Great Blow]], [[Items_(Action)#Improvised| Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)#Flower Spear|Flower Spear]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach|Reach]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Stowed|Stowed]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Katar (Action)|Katar]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Lance (Action)|Lance]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Charge | Charge]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Lajatang (Action)|Lajatang]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)#Pike|Pike]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Block| Block]],  [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Static| Static]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Short sword (Action)|Short Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top style=&amp;quot;white-space: nowrap;&amp;quot; | [[Two-Handed Sword (Action)|Two-Handed Sword]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Trident (Action)|Trident]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Fighting Fan (Action)|Fighting Fan]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small| Small]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike| Offhand strike]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Slick| Slick]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Greatsword (Action)|Greatsword]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Halberd (Action)|Halberd]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]||[[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Entangle| Entangle]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain (Action)|Chain]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Double Strike| Double Strike]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain whip (Action)|Chain Whip]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Double Strike| Double Strike]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Man catcher (Action)|Man Catcher]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Stun | Stun]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Katana (Action)|Katana]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Rendering| Rendering]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Smallsword (Action)|Smallsword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Rapier (Action)|Rapier]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Swordbreaker (Action)|Swordbreaker]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Pole Arms (Action)#Pollaxe|Poleaxe]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm| Disarm]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Warhammer (Action)|Warhammer]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Armor Defeating | Armor Defeating]], [[Items_(Action)#Great_Blow | Great Blow]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Shield!!Hands!!Size!!Tech!!Range!!Damage!!Type!!Properties&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Small Shield |Shield (small)]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2 || valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Stun | Stun]], [[Items_(Action)#Block| Block]], [[Items_(Action)#Improvised | Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Large Shield|Shield (large)]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Block| Block]], [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Strapped Shield |Shield (strapped)]]|| valign=top | 0H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Galerus (Action)|Galerus ]]|| valign=top | 0H|| valign=top | [[Items_(Action)#Large| Large]]|| valign=top | [[Items_(Action)#Blacksmith|Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Block| Block]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Fantasy_melee_weapons_(Action)&amp;diff=12093</id>
		<title>Fantasy melee weapons (Action)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Fantasy_melee_weapons_(Action)&amp;diff=12093"/>
		<updated>2021-01-23T14:10:28Z</updated>

		<summary type="html">&lt;p&gt;Hack: Moved shields to separate table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Action}}&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
This is a list of fantasy [[Melee (Action)|Melee]] weapons for [[Action]]. Weapons with Tech Coal or higher have been excluded. [[Ranged_weapons_(Action)|Ranged weapons]] with the [[Items_(Action)#Throw| Throw]] property can also be used with the [[Melee (Action)|Melee]] skill.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Weapon!!Hands!!Size!!Tech!!Range!!Damage!!Type!!Properties&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Baton (Action)|Baton]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| parry]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Battleaxe (Action)|Battleaxe]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]] || valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Cudgel (Action)|Cudgel]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard | Bastard]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Flail (Action)|Flail]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Unreliable | Unreliable]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Garrote (Action)|Garrote]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Entangle | Entangle]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Gauntlet (Action)|Gauntlet]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Great Spear (Action)|Great Spear]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient| Ancient]]|| valign=top | [[Items_(Action)#Reach | Reach]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Stowed| Stowed]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Great Axe (Action)|Great Axe]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith|Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hand Axe (Action)|Hand Axe]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Javelin (Action)|Javelin]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee| Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Dagger (Action)|Dagger]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small| Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Mace (Action)|Mace]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Flail_(Action)#Great_Flail|Great_Flail]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Unreliable| Unreliable]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hammers (Action)#Maul|Maul]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Net (Action)|Net]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +0|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Nunchaka (Action)|Nunchaka]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Quarterstaff (Action)|Quarterstaff]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Rock (Action)|Rock]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shuriken (Action)|Shuriken]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +1|| valign=top | [[Damage_Types_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)|Spear]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach|Reach]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Torch (Action)|Torch]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Fire|Fire]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Whip (Action)|Whip]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach | Reach]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Iron Knuckles (Action)|Iron Knuckles]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny| Tiny]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun| Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Glaive (Action)|Glaive]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Broadsword (Action)|Broadsword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Curring|Cutting]] or [[Items_(Action)#Piercing|Piercing]]|| valign=top |[[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Bastard Sword (Action)|Bastard Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Curring|Cutting]] or [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Blades (Action)#Knife|Knife]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top |  [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Falchion (Action)|Falchion]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium| Medium]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow| Great Blow]], [[Items_(Action)#Improvised| Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)#Flower Spear|Flower Spear]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach|Reach]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Stowed|Stowed]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Katar (Action)|Katar]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Lance (Action)|Lance]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Charge | Charge]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Lajatang (Action)|Lajatang]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)#Pike|Pike]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Block| Block]],  [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Static| Static]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Short sword (Action)|Short Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Two-Handed Sword (Action)|Two-Handed Sword]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Trident (Action)|Trident]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Fighting Fan (Action)|Fighting Fan]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small| Small]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike| Offhand strike]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Slick| Slick]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Greatsword (Action)|Greatsword]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Halberd (Action)|Halberd]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]||[[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Entangle| Entangle]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain (Action)|Chain]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Double Strike| Double Strike]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain whip (Action)|Chain Whip]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Double Strike| Double Strike]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Man catcher (Action)|Man Catcher]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Stun | Stun]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Katana (Action)|Katana]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Rendering| Rendering]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Smallsword (Action)|Smallsword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Rapier (Action)|Rapier]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Swordbreaker (Action)|Swordbreaker]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Pole Arms (Action)#Pollaxe|Poleaxe]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm| Disarm]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Warhammer (Action)|Warhammer]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Armor Defeating | Armor Defeating]], [[Items_(Action)#Great_Blow | Great Blow]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Shield!!Hands!!Size!!Tech!!Range!!Damage!!Type!!Properties&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Small Shield |Shield (small)]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2 || valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Stun | Stun]], [[Items_(Action)#Block| Block]], [[Items_(Action)#Improvised | Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Large Shield|Shield (large)]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Block| Block]], [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Strapped Shield |Shield (strapped)]]|| valign=top | 0H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Galerus (Action)|Galerus ]]|| valign=top | 0H|| valign=top | [[Items_(Action)#Large| Large]]|| valign=top | [[Items_(Action)#Blacksmith|Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Block| Block]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Melee_weapons_(Action)&amp;diff=14768</id>
		<title>Melee weapons (Action)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Melee_weapons_(Action)&amp;diff=14768"/>
		<updated>2021-01-23T13:59:29Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Action}}&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
This is a list of [[Melee (Action)|Melee]] weapons for [[Action]]. [[Ranged_weapons_(Action)|Ranged weapons]] with the [[Items_(Action)#Throw| Throw]] property can also be used with the [[Melee (Action)|Melee]] skill.&lt;br /&gt;
&lt;br /&gt;
A table with fantasy weapon only can be found [[Fantasy melee weapons (Action)|here]]&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Weapon!!Hands!!Size!!Tech!!Range!!Damage!!Type!!Properties&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Baton (Action)|Baton]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| parry]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Battleaxe (Action)|Battleaxe]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]] || valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Cudgel (Action)|Cudgel]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard | Bastard]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Flail (Action)|Flail]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Unreliable | Unreliable]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Garrote (Action)|Garrote]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Entangle | Entangle]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Gauntlet (Action)|Gauntlet]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Great Spear (Action)|Great Spear]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient| Ancient]]|| valign=top | [[Items_(Action)#Reach | Reach]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Stowed| Stowed]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Great Axe (Action)|Great Axe]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith|Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hand Axe (Action)|Hand Axe]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Javelin (Action)|Javelin]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee| Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Dagger (Action)|Dagger]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small| Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Mace (Action)|Mace]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Flail_(Action)#Great_Flail|Great_Flail]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Unreliable| Unreliable]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hammers (Action)#Maul|Maul]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Net (Action)|Net]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +0|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Nunchaka (Action)|Nunchaka]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Quarterstaff (Action)|Quarterstaff]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Rock (Action)|Rock]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Small Shield |Shield (small)]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2 || valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Stun | Stun]], [[Items_(Action)#Block| Block]], [[Items_(Action)#Improvised | Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Large Shield|Shield (large)]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Block| Block]], [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Strapped Shield |Shield (strapped)]]|| valign=top | 0H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shuriken (Action)|Shuriken]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +1|| valign=top | [[Damage_Types_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)|Spear]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach|Reach]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Torch (Action)|Torch]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Fire|Fire]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Whip (Action)|Whip]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach | Reach]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Iron Knuckles (Action)|Iron Knuckles]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny| Tiny]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun| Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Glaive (Action)|Glaive]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Broadsword (Action)|Broadsword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Curring|Cutting]] or [[Items_(Action)#Piercing|Piercing]]|| valign=top |[[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Bastard Sword (Action)|Bastard Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Curring|Cutting]] or [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Blades (Action)#Knife|Knife]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top |  [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Falchion (Action)|Falchion]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium| Medium]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow| Great Blow]], [[Items_(Action)#Improvised| Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)#Flower Spear|Flower Spear]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach|Reach]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Galerus (Action)|Galerus ]]|| valign=top | 0H|| valign=top | [[Items_(Action)#Large| Large]]|| valign=top | [[Items_(Action)#Blacksmith|Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Block| Block]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Katar (Action)|Katar]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Lance (Action)|Lance]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Charge | Charge]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Lajatang (Action)|Lajatang]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)#Pike|Pike]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Block| Block]],  [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Static| Static]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Short sword (Action)|Short Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Two-Handed Sword (Action)|Two-Handed Sword]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Trident (Action)|Trident]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Fighting Fan (Action)|Fighting Fan]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small| Small]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike| Offhand strike]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Slick| Slick]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Greatsword (Action)|Greatsword]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Halberd (Action)|Halberd]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]||[[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Entangle| Entangle]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain (Action)|Chain]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Double Strike| Double Strike]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain whip (Action)|Chain Whip]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Double Strike| Double Strike]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Man catcher (Action)|Man Catcher]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Stun | Stun]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Katana (Action)|Katana]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Rendering| Rendering]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Smallsword (Action)|Smallsword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Rapier (Action)|Rapier]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Swordbreaker (Action)|Swordbreaker]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Pole Arms (Action)#Pollaxe|Pollaxe]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm| Disarm]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Warhammer (Action)|Warhammer]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Armor Defeating | Armor Defeating]], [[Items_(Action)#Great_Blow | Great Blow]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Executioneers Kiss (Action)|Executioneer’s Kiss]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Coal |Coal]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Dual_Damage | Dual Damage (acid)]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Slow | Slow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Blowtorch (Action)|Blowtorch]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large| Large]]|| valign=top | [[Items_(Action)#Coal |Coal]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Fire|Fire]]|| valign=top | [[Items_(Action)#Improvised | Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hammers (action)#Rocket Hammer|Rocket Hammer]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Coal|Coal]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +7|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#One-Round| Oe-Round]], [[Items_(Action)#Unreliable| Unreliable]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain Saw (Action)|Chain Saw]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Combustion|Combustion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +8|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Noisy| Noisy]], [[Items_(Action)#Static| Static]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Cattle Prod (Action)|Cattle Prod]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Combustion|Combustion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Electricity|Electricity]] || valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Armor Exploiting| Armor Exploiting]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hand taser (Action)|Hand Taser]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Electronic |Electronic]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Electricity|Electricity]]|| valign=top | [[Items_(Action)#Rendering| Rendering]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hedgecutter (Action)|Hedgecutter]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Electronic |Electronic]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Afflox (Action)|Afflox]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm| Disarm]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Charge mace (Action)|Charge Mace]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +6|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Great_Blow | Great Blow]]  &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hammers (action)#Jet Hammer|Jet Hammer]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +7|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Karatand (Action)|Karatand]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Power fist (Action)|Power Fist]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Blades (Action)#Power Sword (Action)|Power Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +7|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Loud| Loud]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Thunder hammer (Action)|Thunder Hammer]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +6|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Loud | Loud]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Beam sword (Action)|Beam Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Hyperspace |Hyperspace]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Radiation|Radiation]] || valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Energy shield |Energy Shield]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Hyperspace |Hyperspace]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Radiation|Radiation]] || valign=top | [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Light staff (Action)|Light Staff]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Hyperspace |Hyperspace]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Radiation|Radiation]] || valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Light sabre (Action)|Light Sabre]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Hyperspace |Hyperspace]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5 || valign=top | [[Items_(Action)#Radiation|Radiation]] || valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Melee_weapons_(Action)&amp;diff=14767</id>
		<title>Melee weapons (Action)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Melee_weapons_(Action)&amp;diff=14767"/>
		<updated>2021-01-23T13:58:10Z</updated>

		<summary type="html">&lt;p&gt;Hack: Link to fantasy weapons added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Action}}&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
This is a list of [[Melee (Action)|Melee]] weapons for [[Action]]. [[Ranged_weapons_(Action)|Ranged weapons]] with the [[Items_(Action)#Throw| Throw]] property can also be used with the [[Melee (Action)|Melee]] skill.&lt;br /&gt;
&lt;br /&gt;
A table with fantasy weapon only can be found [[Fantasy melee weapons (Action)|Baton]]&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Weapon!!Hands!!Size!!Tech!!Range!!Damage!!Type!!Properties&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Baton (Action)|Baton]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| parry]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Battleaxe (Action)|Battleaxe]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]] || valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Cudgel (Action)|Cudgel]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard | Bastard]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Flail (Action)|Flail]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Unreliable | Unreliable]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Garrote (Action)|Garrote]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Entangle | Entangle]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Gauntlet (Action)|Gauntlet]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Great Spear (Action)|Great Spear]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient| Ancient]]|| valign=top | [[Items_(Action)#Reach | Reach]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Stowed| Stowed]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Great Axe (Action)|Great Axe]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith|Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hand Axe (Action)|Hand Axe]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Javelin (Action)|Javelin]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee| Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Dagger (Action)|Dagger]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small| Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Mace (Action)|Mace]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Flail_(Action)#Great_Flail|Great_Flail]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Unreliable| Unreliable]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hammers (Action)#Maul|Maul]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Net (Action)|Net]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +0|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Nunchaka (Action)|Nunchaka]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Quarterstaff (Action)|Quarterstaff]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Rock (Action)|Rock]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Small Shield |Shield (small)]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2 || valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Stun | Stun]], [[Items_(Action)#Block| Block]], [[Items_(Action)#Improvised | Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Large Shield|Shield (large)]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Block| Block]], [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Strapped Shield |Shield (strapped)]]|| valign=top | 0H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shuriken (Action)|Shuriken]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +1|| valign=top | [[Damage_Types_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)|Spear]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach|Reach]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Torch (Action)|Torch]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Fire|Fire]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Whip (Action)|Whip]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach | Reach]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Iron Knuckles (Action)|Iron Knuckles]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny| Tiny]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun| Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Glaive (Action)|Glaive]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Broadsword (Action)|Broadsword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Curring|Cutting]] or [[Items_(Action)#Piercing|Piercing]]|| valign=top |[[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Bastard Sword (Action)|Bastard Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Curring|Cutting]] or [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Blades (Action)#Knife|Knife]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top |  [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Falchion (Action)|Falchion]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium| Medium]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow| Great Blow]], [[Items_(Action)#Improvised| Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)#Flower Spear|Flower Spear]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach|Reach]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Galerus (Action)|Galerus ]]|| valign=top | 0H|| valign=top | [[Items_(Action)#Large| Large]]|| valign=top | [[Items_(Action)#Blacksmith|Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Block| Block]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Katar (Action)|Katar]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Lance (Action)|Lance]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Charge | Charge]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Lajatang (Action)|Lajatang]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)#Pike|Pike]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Block| Block]],  [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Static| Static]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Short sword (Action)|Short Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Two-Handed Sword (Action)|Two-Handed Sword]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Trident (Action)|Trident]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Fighting Fan (Action)|Fighting Fan]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small| Small]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike| Offhand strike]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Slick| Slick]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Greatsword (Action)|Greatsword]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Halberd (Action)|Halberd]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]||[[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Entangle| Entangle]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain (Action)|Chain]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Double Strike| Double Strike]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain whip (Action)|Chain Whip]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Double Strike| Double Strike]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Man catcher (Action)|Man Catcher]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Stun | Stun]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Katana (Action)|Katana]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Rendering| Rendering]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Smallsword (Action)|Smallsword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Rapier (Action)|Rapier]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Swordbreaker (Action)|Swordbreaker]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Pole Arms (Action)#Pollaxe|Pollaxe]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm| Disarm]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Warhammer (Action)|Warhammer]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Armor Defeating | Armor Defeating]], [[Items_(Action)#Great_Blow | Great Blow]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Executioneers Kiss (Action)|Executioneer’s Kiss]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Coal |Coal]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Dual_Damage | Dual Damage (acid)]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Slow | Slow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Blowtorch (Action)|Blowtorch]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large| Large]]|| valign=top | [[Items_(Action)#Coal |Coal]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Fire|Fire]]|| valign=top | [[Items_(Action)#Improvised | Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hammers (action)#Rocket Hammer|Rocket Hammer]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Coal|Coal]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +7|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#One-Round| Oe-Round]], [[Items_(Action)#Unreliable| Unreliable]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain Saw (Action)|Chain Saw]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Combustion|Combustion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +8|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Noisy| Noisy]], [[Items_(Action)#Static| Static]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Cattle Prod (Action)|Cattle Prod]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Combustion|Combustion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Electricity|Electricity]] || valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Armor Exploiting| Armor Exploiting]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hand taser (Action)|Hand Taser]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Electronic |Electronic]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Electricity|Electricity]]|| valign=top | [[Items_(Action)#Rendering| Rendering]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hedgecutter (Action)|Hedgecutter]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Electronic |Electronic]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Afflox (Action)|Afflox]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm| Disarm]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Charge mace (Action)|Charge Mace]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +6|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Great_Blow | Great Blow]]  &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hammers (action)#Jet Hammer|Jet Hammer]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +7|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Karatand (Action)|Karatand]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Power fist (Action)|Power Fist]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Blades (Action)#Power Sword (Action)|Power Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +7|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Loud| Loud]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Thunder hammer (Action)|Thunder Hammer]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +6|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Loud | Loud]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Beam sword (Action)|Beam Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Hyperspace |Hyperspace]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Radiation|Radiation]] || valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Energy shield |Energy Shield]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Hyperspace |Hyperspace]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Radiation|Radiation]] || valign=top | [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Light staff (Action)|Light Staff]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Hyperspace |Hyperspace]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Radiation|Radiation]] || valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Light sabre (Action)|Light Sabre]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Hyperspace |Hyperspace]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5 || valign=top | [[Items_(Action)#Radiation|Radiation]] || valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Fantasy_melee_weapons_(Action)&amp;diff=12092</id>
		<title>Fantasy melee weapons (Action)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Fantasy_melee_weapons_(Action)&amp;diff=12092"/>
		<updated>2021-01-23T13:54:59Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Action}}&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
This is a list of fantasy [[Melee (Action)|Melee]] weapons for [[Action]]. Weapons with Tech Coal or higher have been excluded. [[Ranged_weapons_(Action)|Ranged weapons]] with the [[Items_(Action)#Throw| Throw]] property can also be used with the [[Melee (Action)|Melee]] skill.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Weapon!!Hands!!Size!!Tech!!Range!!Damage!!Type!!Properties&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Baton (Action)|Baton]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| parry]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Battleaxe (Action)|Battleaxe]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]] || valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Cudgel (Action)|Cudgel]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard | Bastard]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Flail (Action)|Flail]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Unreliable | Unreliable]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Garrote (Action)|Garrote]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Entangle | Entangle]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Gauntlet (Action)|Gauntlet]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Great Spear (Action)|Great Spear]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient| Ancient]]|| valign=top | [[Items_(Action)#Reach | Reach]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Stowed| Stowed]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Great Axe (Action)|Great Axe]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith|Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hand Axe (Action)|Hand Axe]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Javelin (Action)|Javelin]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee| Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Dagger (Action)|Dagger]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small| Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Mace (Action)|Mace]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Flail_(Action)#Great_Flail|Great_Flail]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Unreliable| Unreliable]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hammers (Action)#Maul|Maul]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Net (Action)|Net]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +0|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Nunchaka (Action)|Nunchaka]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Quarterstaff (Action)|Quarterstaff]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Rock (Action)|Rock]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Small Shield |Shield (small)]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2 || valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Stun | Stun]], [[Items_(Action)#Block| Block]], [[Items_(Action)#Improvised | Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Large Shield|Shield (large)]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Block| Block]], [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Strapped Shield |Shield (strapped)]]|| valign=top | 0H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shuriken (Action)|Shuriken]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +1|| valign=top | [[Damage_Types_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)|Spear]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach|Reach]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Torch (Action)|Torch]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Fire|Fire]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Whip (Action)|Whip]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach | Reach]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Iron Knuckles (Action)|Iron Knuckles]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny| Tiny]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun| Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Glaive (Action)|Glaive]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Broadsword (Action)|Broadsword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Curring|Cutting]] or [[Items_(Action)#Piercing|Piercing]]|| valign=top |[[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Bastard Sword (Action)|Bastard Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Curring|Cutting]] or [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Blades (Action)#Knife|Knife]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top |  [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Falchion (Action)|Falchion]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium| Medium]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow| Great Blow]], [[Items_(Action)#Improvised| Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)#Flower Spear|Flower Spear]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach|Reach]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Galerus (Action)|Galerus ]]|| valign=top | 0H|| valign=top | [[Items_(Action)#Large| Large]]|| valign=top | [[Items_(Action)#Blacksmith|Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Block| Block]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Katar (Action)|Katar]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Lance (Action)|Lance]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Charge | Charge]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Lajatang (Action)|Lajatang]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)#Pike|Pike]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Block| Block]],  [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Static| Static]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Short sword (Action)|Short Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Two-Handed Sword (Action)|Two-Handed Sword]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Trident (Action)|Trident]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Fighting Fan (Action)|Fighting Fan]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small| Small]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike| Offhand strike]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Slick| Slick]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Greatsword (Action)|Greatsword]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Halberd (Action)|Halberd]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]||[[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Entangle| Entangle]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain (Action)|Chain]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Double Strike| Double Strike]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain whip (Action)|Chain Whip]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Double Strike| Double Strike]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Man catcher (Action)|Man Catcher]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Stun | Stun]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Katana (Action)|Katana]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Rendering| Rendering]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Smallsword (Action)|Smallsword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Rapier (Action)|Rapier]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Swordbreaker (Action)|Swordbreaker]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Pole Arms (Action)#Pollaxe|Pollaxe]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm| Disarm]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Warhammer (Action)|Warhammer]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Armor Defeating | Armor Defeating]], [[Items_(Action)#Great_Blow | Great Blow]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Fantasy_melee_weapons_(Action)&amp;diff=12091</id>
		<title>Fantasy melee weapons (Action)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Fantasy_melee_weapons_(Action)&amp;diff=12091"/>
		<updated>2021-01-23T13:48:36Z</updated>

		<summary type="html">&lt;p&gt;Hack: Melee weapons for fantasy campaigns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Action}}&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
This is a list of [[Melee (Action)|Melee]] weapons for [[Action]]. [[Ranged_weapons_(Action)|Ranged weapons]] with the [[Items_(Action)#Throw| Throw]] property can also be used with the [[Melee (Action)|Melee]] skill.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Weapon!!Hands!!Size!!Tech!!Range!!Damage!!Type!!Properties&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Baton (Action)|Baton]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| parry]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Battleaxe (Action)|Battleaxe]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]] || valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Cudgel (Action)|Cudgel]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard | Bastard]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Flail (Action)|Flail]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Unreliable | Unreliable]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Garrote (Action)|Garrote]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Entangle | Entangle]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Gauntlet (Action)|Gauntlet]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Great Spear (Action)|Great Spear]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient| Ancient]]|| valign=top | [[Items_(Action)#Reach | Reach]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Stowed| Stowed]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Great Axe (Action)|Great Axe]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith|Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hand Axe (Action)|Hand Axe]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Javelin (Action)|Javelin]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee| Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Dagger (Action)|Dagger]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small| Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Mace (Action)|Mace]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Flail_(Action)#Great_Flail|Great_Flail]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Unreliable| Unreliable]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hammers (Action)#Maul|Maul]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Net (Action)|Net]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +0|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Nunchaka (Action)|Nunchaka]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Quarterstaff (Action)|Quarterstaff]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Rock (Action)|Rock]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Small Shield |Shield (small)]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2 || valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Stun | Stun]], [[Items_(Action)#Block| Block]], [[Items_(Action)#Improvised | Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Large Shield|Shield (large)]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Block| Block]], [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Strapped Shield |Shield (strapped)]]|| valign=top | 0H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#Stun | Stun]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shuriken (Action)|Shuriken]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +1|| valign=top | [[Damage_Types_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Throw| Throw]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)|Spear]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach|Reach]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Torch (Action)|Torch]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Fire|Fire]]|| valign=top | [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Whip (Action)|Whip]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach | Reach]]|| valign=top | +1|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Iron Knuckles (Action)|Iron Knuckles]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny| Tiny]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun| Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Glaive (Action)|Glaive]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Broadsword (Action)|Broadsword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Curring|Cutting]] or [[Items_(Action)#Piercing|Piercing]]|| valign=top |[[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Bastard Sword (Action)|Bastard Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Curring|Cutting]] or [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Blades (Action)#Knife|Knife]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Melee|Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top |  [[Items_(Action)#Improvised| Improvised]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Falchion (Action)|Falchion]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium| Medium]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow| Great Blow]], [[Items_(Action)#Improvised| Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)#Flower Spear|Flower Spear]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Ancient|Ancient]]|| valign=top |[[Items_(Action)#Reach|Reach]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Butt Strike]], [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]], [[Items_(Action)#throw| Throw]], [[Items_(Action)#Stowed|Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Galerus (Action)|Galerus ]]|| valign=top | 0H|| valign=top | [[Items_(Action)#Large| Large]]|| valign=top | [[Items_(Action)#Blacksmith|Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Block| Block]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Katar (Action)|Katar]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Lance (Action)|Lance]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Charge | Charge]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Lajatang (Action)|Lajatang]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Spear (Action)#Pike|Pike]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Block| Block]],  [[Items_(Action)#Intercept| Intercept]], [[Items_(Action)#Static| Static]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Short sword (Action)|Short Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Two-Handed Sword (Action)|Two-Handed Sword]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Trident (Action)|Trident]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Blacksmith |Blacksmith]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Fighting Fan (Action)|Fighting Fan]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small| Small]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike| Offhand strike]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Slick| Slick]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Greatsword (Action)|Greatsword]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Halberd (Action)|Halberd]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]||[[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Entangle| Entangle]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain (Action)|Chain]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Double Strike| Double Strike]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain whip (Action)|Chain Whip]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Double Strike| Double Strike]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Man catcher (Action)|Man Catcher]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Stun | Stun]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Katana (Action)|Katana]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Rendering| Rendering]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Smallsword (Action)|Smallsword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Rapier (Action)|Rapier]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Swordbreaker (Action)|Swordbreaker]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Pole Arms (Action)#Pollaxe|Pollaxe]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm| Disarm]], [[Items_(Action)#Parry| Parry]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Warhammer (Action)|Warhammer]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Clockwork |Clockwork]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Armor Defeating | Armor Defeating]], [[Items_(Action)#Great_Blow | Great Blow]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Executioneers Kiss (Action)|Executioneer’s Kiss]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Coal |Coal]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +2|| valign=top | [[Items_(Action)#Piercing|Piercing]]|| valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Dual_Damage | Dual Damage (acid)]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Slow | Slow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Blowtorch (Action)|Blowtorch]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large| Large]]|| valign=top | [[Items_(Action)#Coal |Coal]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Fire|Fire]]|| valign=top | [[Items_(Action)#Improvised | Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hammers (action)#Rocket Hammer|Rocket Hammer]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Coal|Coal]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +7|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#One-Round| Oe-Round]], [[Items_(Action)#Unreliable| Unreliable]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Chain Saw (Action)|Chain Saw]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Combustion|Combustion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +8|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]], [[Items_(Action)#Noisy| Noisy]], [[Items_(Action)#Static| Static]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Cattle Prod (Action)|Cattle Prod]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Combustion|Combustion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Electricity|Electricity]] || valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Armor Exploiting| Armor Exploiting]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hand taser (Action)|Hand Taser]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Electronic |Electronic]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Electricity|Electricity]]|| valign=top | [[Items_(Action)#Rendering| Rendering]], [[Items_(Action)#Stun | Stun]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hedgecutter (Action)|Hedgecutter]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Electronic |Electronic]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Cutting|Cutting]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Improvised | Improvised]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Afflox (Action)|Afflox]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top | [[Items_(Action)#Reach|Reach]]|| valign=top |+4|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm| Disarm]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Entangle | Entangle]], [[Items_(Action)#Intercept| Intercept]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Charge mace (Action)|Charge Mace]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +6|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Bastard| Bastard]], [[Items_(Action)#Great_Blow | Great Blow]]  &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Hammers (action)#Jet Hammer|Jet Hammer]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +7|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Karatand (Action)|Karatand]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Tiny | Tiny]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +3|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Power fist (Action)|Power Fist]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Second_Strike | Offhand Strike]], [[Items_(Action)#Stowed| Stowed]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Blades (Action)#Power Sword (Action)|Power Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +7|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Loud| Loud]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Thunder hammer (Action)|Thunder Hammer]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Large | Large]]|| valign=top | [[Items_(Action)#Fusion |Fusion]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +6|| valign=top | [[Items_(Action)#Blunt|Blunt]]|| valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Loud | Loud]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Beam sword (Action)|Beam Sword]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Hyperspace |Hyperspace]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Radiation|Radiation]] || valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#intercept| Intercept]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Shield (Action)#Energy shield |Energy Shield]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Hyperspace |Hyperspace]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +4|| valign=top | [[Items_(Action)#Radiation|Radiation]] || valign=top | [[Items_(Action)#Deflect | Deflect]], [[Items_(Action)#Second_Strike | Offhand Strike]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Light staff (Action)|Light Staff]]|| valign=top | 2H|| valign=top | [[Items_(Action)#Medium | Medium]]|| valign=top | [[Items_(Action)#Hyperspace |Hyperspace]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5|| valign=top | [[Items_(Action)#Radiation|Radiation]] || valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Great_Blow | Great Blow]], [[Items_(Action)#Second_Strike | Double Strike]], [[Items_(Action)#Parry| Parry]] &lt;br /&gt;
|-&lt;br /&gt;
| valign=top | [[Light sabre (Action)|Light Sabre]]|| valign=top | 1H|| valign=top | [[Items_(Action)#Small | Small]]|| valign=top | [[Items_(Action)#Hyperspace |Hyperspace]]|| valign=top |[[Items_(Action)#Melee | Melee]]|| valign=top | +5 || valign=top | [[Items_(Action)#Radiation|Radiation]] || valign=top | [[Items_(Action)#Penetrating| Penetrating]], [[Items_(Action)#Disarm | Disarm]], [[Items_(Action)#Great_Blow | Great Blow]] &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Action&amp;diff=8603</id>
		<title>Action</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Action&amp;diff=8603"/>
		<updated>2020-10-31T16:34:57Z</updated>

		<summary type="html">&lt;p&gt;Hack: Space didn&amp;#039;t work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;position:relative; float: left; clear: right; width: 250px; font-size: 100%; background: #fff; border: none; margin: 0; margin-bottom: 0.2em; margin-left: 5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:T4_logo.jpg|250px|T4 logo&lt;br /&gt;
rect 0 0 1000 280  [[Action]]&lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;95%&amp;quot;&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;General Content&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Introduction (Action) | Introduction]]&lt;br /&gt;
* [[Creature Rules (Action) | Creatures]]&lt;br /&gt;
** [[Attributes &amp;amp; Skills (Action)|Attributes &amp;amp; Skills]]&lt;br /&gt;
** [[Character Generation (Action) | XP]]&lt;br /&gt;
* [[Actions (Action) | Actions]]&lt;br /&gt;
** [[Damage (Action)|Damage]]&lt;br /&gt;
** [[Damage Types (Action)|Damage Types]]&lt;br /&gt;
** [[Stunt (Action) |Stunt]]&lt;br /&gt;
* [[Scenery (Action)|Scenery]]&lt;br /&gt;
* [[Gear (Action) | Gear]]&lt;br /&gt;
** [[Melee weapons (Action)|Melee Weapons]]&lt;br /&gt;
** [[Ranged weapons (Action)|Ranged Weapons]]&lt;br /&gt;
** [[Weapon_Abilities_(Action)|Weapon Abilities]]&lt;br /&gt;
** [[Implements_(Action)|Implements]]&lt;br /&gt;
** [[Armor (Action)|Armor]]&lt;br /&gt;
* [[Items (Action) | Items]]&lt;br /&gt;
** [[Gadgets (Action)|Gadgets]]&lt;br /&gt;
** [[Alchemic Items (Action)|Alchemic Items]]&lt;br /&gt;
* [[Creatures (Action)|Creature Types]]&lt;br /&gt;
** [[Folk (Action)#Fantasy Races|Fantasy Races]]&lt;br /&gt;
* [[Limitations (Action)|Limitations]]&lt;br /&gt;
* [[Organizations (Action)| Organizations]]&lt;br /&gt;
** [[Organization Table (Action)| Organization Table]]&lt;br /&gt;
** [[Organization Details (Action)| Organization Details]]&lt;br /&gt;
** [[Organizations In Conflict (Action)| Organizations In Conflict]]&lt;br /&gt;
**[[Organizations_(Greyhawk_Action) |Greyhawk Organizations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* [[All Attributes (Action)|All Attributes]]&lt;br /&gt;
&#039;&#039;&#039;Stunts&#039;&#039;&#039;&lt;br /&gt;
* [[All Stunts (Action)|All Stunts]]&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Skills_(Action)|Skill Rules]]&lt;br /&gt;
* [[Emote (Action Powers Technique) | Charm]] &lt;br /&gt;
* [[Transmute (Action Powers Technique) | Create]] &lt;br /&gt;
* [[Dodge All (Action Powers) | Dodge]]&lt;br /&gt;
* [[Summon (Action Powers Technique) | Impress]] &lt;br /&gt;
* [[Dispel (Action Powers Technique) | Know]] &lt;br /&gt;
* [[Shapeshift (Action Powers Technique) | Maneuver]] &lt;br /&gt;
* [[Imbue (Action Powers Technique) | Melee]] &lt;br /&gt;
* [[Recon (Action Powers Technique) | Recon]] &lt;br /&gt;
* [[Move (Action Powers Technique) | Ride]] &lt;br /&gt;
* [[Blast (Action Powers Technique) | Shoot]] &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Schtick Basics&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Schticks (Action) | Schtick]] Lists&lt;br /&gt;
* [[All Schticks (Action)|All Schticks]]&lt;br /&gt;
* [[Attribute Schticks (Action)|Attribute Schticks]]&lt;br /&gt;
* [[Neutral Schticks (Action)|Neutral Schticks]]&lt;br /&gt;
* [[Item Schticks (Action)|Item Schticks]]&lt;br /&gt;
** [[Skill Schticks (Action)|Skill Schticks]]&lt;br /&gt;
* [[Race Schticks (Action)|Race Schticks]]&lt;br /&gt;
&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;Power Basics&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*[[Power Rules (Action)|Power Rules]]&lt;br /&gt;
**[[Power Experiments (Action)|Power Experiments]]&lt;br /&gt;
**[[Power_Loss_(Action)|Power Loss]]&lt;br /&gt;
&amp;lt;!--  ** [[Schtick List (Action) | Schtick List]] --&amp;gt;**[[Methods (Action) | Methods]]&lt;br /&gt;
*[[Forms and Techniques (Action Powers) | Forms and Techniques]]&lt;br /&gt;
** [[Cantrips (Action)|Cantrips]]&lt;br /&gt;
**[[Forms and Techniques (Action Powers)#Technique - Form Table| Forms and Technique Table]]&lt;br /&gt;
**[[Form and Technique Descriptions (Action)|Form and Technique Descriptions]]&lt;br /&gt;
* [[Example Traditions (Action)|Example Traditions]]&lt;br /&gt;
* [[Cosmology (Action)|Cosmology]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039; Projects &#039;&#039;&#039;&lt;br /&gt;
* [[Orphan Pages (Action)|Orphan Pages]]&lt;br /&gt;
* [[Sorcery (Action Powers Form) | Sorcery]]&lt;br /&gt;
* [[Detect (Action Powers Technique) | Spot]] &lt;br /&gt;
* [[Drama Schticks (Action)|Drama Schticks]]&lt;br /&gt;
* [[Names to Change (Action)|Names and terms to change]]&lt;br /&gt;
&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;Forms&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Air (Action Powers Form) | Air]]&lt;br /&gt;
* [[Animal (Action Powers Form) | Animal]]&lt;br /&gt;
* [[Chi (Action Powers Form) | Chi]]&lt;br /&gt;
* [[Darkness (Action Powers Form) | Darkness]]&lt;br /&gt;
* [[Death (Action Powers Form) | Death]]&lt;br /&gt;
* [[Earth (Action Powers Form) | Earth]]&lt;br /&gt;
* [[Electricity (Action Powers Form) | Electricity]]&lt;br /&gt;
* [[Fey (Action Powers Form) | Fey]]&lt;br /&gt;
* [[Fire (Action Powers Form) | Fire]]&lt;br /&gt;
* [[Flux (Action Powers Form) | Flux]]&lt;br /&gt;
* [[Force (Action Powers Form)| Force]]&lt;br /&gt;
* [[Gifts (Action Powers Form) | Gifts]]&lt;br /&gt;
* [[Ice (Action Powers Form) | Ice]]&lt;br /&gt;
* [[Illusion (Action Powers Form) | Illusion]]&lt;br /&gt;
* [[Life (Action Powers Form) | Life]]&lt;br /&gt;
* [[Light (Action Powers Form) | Light]]&lt;br /&gt;
* [[Magic (Action Powers Form) | Magic]]&lt;br /&gt;
* [[Metal (Action Powers Form) | Metal]]&lt;br /&gt;
* [[Mind (Action Powers Form) | Mind]]&lt;br /&gt;
* [[Order (Action Powers Form) | Order]]&lt;br /&gt;
* [[Plant (Action Powers Form) | Plant]]&lt;br /&gt;
* [[Psi (Action Powers Form) | Psi]]&lt;br /&gt;
* [[Space (Action Powers Form) | Space]]&lt;br /&gt;
* [[Spiritual (Action Powers Form) | Spiritual]]&lt;br /&gt;
* [[Technology (Action Powers Form) | Technology]]&lt;br /&gt;
* [[Time (Action Powers Form) | Time]]&lt;br /&gt;
* [[Water (Action Powers Form) | Water]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Dragonstar |Dragonstar]] &lt;br /&gt;
* [[Greyhawk (Action)|Greyhawk for Action]]—[[Savage_Tide]]—[[Curse_of_the_Crimson_Throne|Curse of the Crimson Throne]]—[[Skulls and Shackles|Skull and Shackles]]—[[Savage Tide|Savage Tide]]—[[Wrath of the Righteous]]—[[Mummy&#039;s Mask]]—[[Kingmaker]]—[[Hell&#039;s Rebels]]&lt;br /&gt;
* [[Orphan_Pages_(Action)|Orphan Action Pages]]&lt;br /&gt;
&lt;br /&gt;
== Search ==&lt;br /&gt;
* [https://www.google.com/search?q=site%3Ahastur.net+%22Heroic+Action+Role-Play%22&amp;amp;oq=site%3Ahastur.net+%22Heroic+Action+Role-Play%22  Action Wiki Google search]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://hastur.net/t3/wiki/  T3 - Old Version]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Categories--&amp;gt;&lt;br /&gt;
[[Category:Games]] [[Category:Action]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Action&amp;diff=8602</id>
		<title>Action</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Action&amp;diff=8602"/>
		<updated>2020-10-31T16:31:28Z</updated>

		<summary type="html">&lt;p&gt;Hack: Added space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;position:relative; float: left; clear: right; width: 250px; font-size: 100%; background: #fff; border: none; margin: 0; margin-bottom: 0.2em; margin-left: 5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:T4_logo.jpg|250px|T4 logo&lt;br /&gt;
rect 0 0 1000 280  [[Action]]&lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;95%&amp;quot;&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;General Content&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Introduction (Action) | Introduction]]&lt;br /&gt;
* [[Creature Rules (Action) | Creatures]]&lt;br /&gt;
** [[Attributes &amp;amp; Skills (Action)|Attributes &amp;amp; Skills]]&lt;br /&gt;
** [[Character Generation (Action) | XP]]&lt;br /&gt;
* [[Actions (Action) | Actions]]&lt;br /&gt;
** [[Damage (Action)|Damage]]&lt;br /&gt;
** [[Damage Types (Action)|Damage Types]]&lt;br /&gt;
** [[Stunt (Action) |Stunt]]&lt;br /&gt;
* [[Scenery (Action)|Scenery]]&lt;br /&gt;
* [[Gear (Action) | Gear]]&lt;br /&gt;
** [[Melee weapons (Action)|Melee Weapons]]&lt;br /&gt;
** [[Ranged weapons (Action)|Ranged Weapons]]&lt;br /&gt;
** [[Weapon_Abilities_(Action)|Weapon Abilities]]&lt;br /&gt;
** [[Implements_(Action)|Implements]]&lt;br /&gt;
** [[Armor (Action)|Armor]]&lt;br /&gt;
* [[Items (Action) | Items]]&lt;br /&gt;
** [[Gadgets (Action)|Gadgets]]&lt;br /&gt;
** [[Alchemic Items (Action)|Alchemic Items]]&lt;br /&gt;
* [[Creatures (Action)|Creature Types]]&lt;br /&gt;
** [[Folk (Action)#Fantasy Races|Fantasy Races]]&lt;br /&gt;
* [[Limitations (Action)|Limitations]]&lt;br /&gt;
* [[Organizations (Action)| Organizations]]&lt;br /&gt;
** [[Organization Table (Action)| Organization Table]]&lt;br /&gt;
** [[Organization Details (Action)| Organization Details]]&lt;br /&gt;
** [[Organizations In Conflict (Action)| Organizations In Conflict]]&lt;br /&gt;
**[[Organizations_(Greyhawk_Action) |Greyhawk Organizations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* [[All Attributes (Action)|All Attributes]]&lt;br /&gt;
&#039;&#039;&#039;Stunts&#039;&#039;&#039;&lt;br /&gt;
* [[All Stunts (Action)|All Stunts]]&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Skills_(Action)|Skill Rules]]&lt;br /&gt;
* [[Emote (Action Powers Technique) | Charm]] &lt;br /&gt;
* [[Transmute (Action Powers Technique) | Create]] &lt;br /&gt;
* [[Dodge All (Action Powers) | Dodge]]&lt;br /&gt;
* [[Summon (Action Powers Technique) | Impress]] &lt;br /&gt;
* [[Dispel (Action Powers Technique) | Know]] &lt;br /&gt;
* [[Shapeshift (Action Powers Technique) | Maneuver]] &lt;br /&gt;
* [[Imbue (Action Powers Technique) | Melee]] &lt;br /&gt;
* [[Recon (Action Powers Technique) | Recon]] &lt;br /&gt;
* [[Move (Action Powers Technique) | Ride]] &lt;br /&gt;
* [[Blast (Action Powers Technique) | Shoot]] &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Schtick Basics&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Schticks (Action) | Schtick]] Lists&lt;br /&gt;
* [[All Schticks (Action)|All Schticks]]&lt;br /&gt;
* [[Attribute Schticks (Action)|Attribute Schticks]]&lt;br /&gt;
* [[Neutral Schticks (Action)|Neutral Schticks]]&lt;br /&gt;
* [[Item Schticks (Action)|Item Schticks]]&lt;br /&gt;
** [[Skill Schticks (Action)|Skill Schticks]]&lt;br /&gt;
* [[Race Schticks (Action)|Race Schticks]]&lt;br /&gt;
&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;Power Basics&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*[[Power Rules (Action)|Power Rules]]&lt;br /&gt;
**[[Power Experiments (Action)|Power Experiments]]&lt;br /&gt;
**[[Power_Loss_(Action)|Power Loss]]&lt;br /&gt;
&amp;lt;!--  ** [[Schtick List (Action) | Schtick List]] --&amp;gt;**[[Methods (Action) | Methods]]&lt;br /&gt;
*[[Forms and Techniques (Action Powers) | Forms and Techniques]]&lt;br /&gt;
** [[Cantrips (Action)|Cantrips]]&lt;br /&gt;
**[[Forms and Techniques (Action Powers)#Technique - Form Table| Forms and Technique Table]]&lt;br /&gt;
**[[Form and Technique Descriptions (Action)|Form and Technique Descriptions]]&lt;br /&gt;
* [[Example Traditions (Action)|Example Traditions]]&lt;br /&gt;
* [[Cosmology (Action)|Cosmology]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039; Projects &#039;&#039;&#039;&lt;br /&gt;
* [[Orphan Pages (Action)|Orphan Pages]]&lt;br /&gt;
* [[Sorcery (Action Powers Form) | Sorcery]]&lt;br /&gt;
* [[Detect (Action Powers Technique) | Spot]] &lt;br /&gt;
* [[Drama Schticks (Action)|Drama Schticks]]&lt;br /&gt;
* [[Names to Change (Action)|Names and terms to change]]&lt;br /&gt;
&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;Forms&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Air (Action Powers Form) | Air]]&lt;br /&gt;
* [[Animal (Action Powers Form) | Animal]]&lt;br /&gt;
* [[Chi (Action Powers Form) | Chi]]&lt;br /&gt;
* [[Darkness (Action Powers Form) | Darkness]]&lt;br /&gt;
* [[Death (Action Powers Form) | Death]]&lt;br /&gt;
* [[Earth (Action Powers Form) | Earth]]&lt;br /&gt;
* [[Electricity (Action Powers Form) | Electricity]]&lt;br /&gt;
* [[Fey (Action Powers Form) | Fey]]&lt;br /&gt;
* [[Fire (Action Powers Form) | Fire]]&lt;br /&gt;
* [[Flux (Action Powers Form) | Flux]]&lt;br /&gt;
* [[Force (Action Powers Form)| Force]]&lt;br /&gt;
* [[Gifts (Action Powers Form) | Gifts]]&lt;br /&gt;
* [[Ice (Action Powers Form) | Ice]]&lt;br /&gt;
* [[Illusion (Action Powers Form) | Illusion]]&lt;br /&gt;
* [[Life (Action Powers Form) | Life]]&lt;br /&gt;
* [[Light (Action Powers Form) | Light]]&lt;br /&gt;
* [[Magic (Action Powers Form) | Magic]]&lt;br /&gt;
* [[Metal (Action Powers Form) | Metal]]&lt;br /&gt;
* [[Mind (Action Powers Form) | Mind]]&lt;br /&gt;
* [[Order (Action Powers Form) | Order]]&lt;br /&gt;
* [[Plant (Action Powers Form) | Plant]]&lt;br /&gt;
* [[Psi (Action Powers Form) | Psi]]&lt;br /&gt;
* [[Space (Action Powers Form) | Space]]&lt;br /&gt;
* [[Spiritual (Action Powers Form) | Spiritual]]&lt;br /&gt;
* [[Technology (Action Powers Form) | Technology]]&lt;br /&gt;
* [[Time (Action Powers Form) | Time]]&lt;br /&gt;
* [[Water (Action Powers Form) | Water]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Dragonstar |Dragonstar]] &lt;br /&gt;
* [[Greyhawk (Action)|Greyhawk for Action]]—[[Savage_Tide]]—[[Curse_of_the_Crimson_Throne|Curse of the Crimson Throne]]—[[Skulls and Shackles|Skull and Shackles]]—[[Savage Tide|Savage Tide]]—[[Wrath of the Righteous]]—[[Mummy&#039;s Mask]]—[[Kingmaker]]—[[Hell&#039;s Rebels]]&lt;br /&gt;
* [[Orphan_Pages_(Action)|Orphan Action Pages]]&lt;br /&gt;
&lt;br /&gt;
== Search ==&lt;br /&gt;
* [https://www.google.com/search?q=site%3Ahastur.net+%22Heroic+Action+Role-Play%22&amp;amp;oq=site%3Ahastur.net+%22Heroic+Action+Role-Play%22%20  Action Wiki Google search]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://hastur.net/t3/wiki/  T3 - Old Version]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Categories--&amp;gt;&lt;br /&gt;
[[Category:Games]] [[Category:Action]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Action&amp;diff=8601</id>
		<title>Action</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Action&amp;diff=8601"/>
		<updated>2020-10-31T16:29:59Z</updated>

		<summary type="html">&lt;p&gt;Hack: Added Google search link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;position:relative; float: left; clear: right; width: 250px; font-size: 100%; background: #fff; border: none; margin: 0; margin-bottom: 0.2em; margin-left: 5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:T4_logo.jpg|250px|T4 logo&lt;br /&gt;
rect 0 0 1000 280  [[Action]]&lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;95%&amp;quot;&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;General Content&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Introduction (Action) | Introduction]]&lt;br /&gt;
* [[Creature Rules (Action) | Creatures]]&lt;br /&gt;
** [[Attributes &amp;amp; Skills (Action)|Attributes &amp;amp; Skills]]&lt;br /&gt;
** [[Character Generation (Action) | XP]]&lt;br /&gt;
* [[Actions (Action) | Actions]]&lt;br /&gt;
** [[Damage (Action)|Damage]]&lt;br /&gt;
** [[Damage Types (Action)|Damage Types]]&lt;br /&gt;
** [[Stunt (Action) |Stunt]]&lt;br /&gt;
* [[Scenery (Action)|Scenery]]&lt;br /&gt;
* [[Gear (Action) | Gear]]&lt;br /&gt;
** [[Melee weapons (Action)|Melee Weapons]]&lt;br /&gt;
** [[Ranged weapons (Action)|Ranged Weapons]]&lt;br /&gt;
** [[Weapon_Abilities_(Action)|Weapon Abilities]]&lt;br /&gt;
** [[Implements_(Action)|Implements]]&lt;br /&gt;
** [[Armor (Action)|Armor]]&lt;br /&gt;
* [[Items (Action) | Items]]&lt;br /&gt;
** [[Gadgets (Action)|Gadgets]]&lt;br /&gt;
** [[Alchemic Items (Action)|Alchemic Items]]&lt;br /&gt;
* [[Creatures (Action)|Creature Types]]&lt;br /&gt;
** [[Folk (Action)#Fantasy Races|Fantasy Races]]&lt;br /&gt;
* [[Limitations (Action)|Limitations]]&lt;br /&gt;
* [[Organizations (Action)| Organizations]]&lt;br /&gt;
** [[Organization Table (Action)| Organization Table]]&lt;br /&gt;
** [[Organization Details (Action)| Organization Details]]&lt;br /&gt;
** [[Organizations In Conflict (Action)| Organizations In Conflict]]&lt;br /&gt;
**[[Organizations_(Greyhawk_Action) |Greyhawk Organizations]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* [[All Attributes (Action)|All Attributes]]&lt;br /&gt;
&#039;&#039;&#039;Stunts&#039;&#039;&#039;&lt;br /&gt;
* [[All Stunts (Action)|All Stunts]]&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
[[Skills_(Action)|Skill Rules]]&lt;br /&gt;
* [[Emote (Action Powers Technique) | Charm]] &lt;br /&gt;
* [[Transmute (Action Powers Technique) | Create]] &lt;br /&gt;
* [[Dodge All (Action Powers) | Dodge]]&lt;br /&gt;
* [[Summon (Action Powers Technique) | Impress]] &lt;br /&gt;
* [[Dispel (Action Powers Technique) | Know]] &lt;br /&gt;
* [[Shapeshift (Action Powers Technique) | Maneuver]] &lt;br /&gt;
* [[Imbue (Action Powers Technique) | Melee]] &lt;br /&gt;
* [[Recon (Action Powers Technique) | Recon]] &lt;br /&gt;
* [[Move (Action Powers Technique) | Ride]] &lt;br /&gt;
* [[Blast (Action Powers Technique) | Shoot]] &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Schtick Basics&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Schticks (Action) | Schtick]] Lists&lt;br /&gt;
* [[All Schticks (Action)|All Schticks]]&lt;br /&gt;
* [[Attribute Schticks (Action)|Attribute Schticks]]&lt;br /&gt;
* [[Neutral Schticks (Action)|Neutral Schticks]]&lt;br /&gt;
* [[Item Schticks (Action)|Item Schticks]]&lt;br /&gt;
** [[Skill Schticks (Action)|Skill Schticks]]&lt;br /&gt;
* [[Race Schticks (Action)|Race Schticks]]&lt;br /&gt;
&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;Power Basics&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*[[Power Rules (Action)|Power Rules]]&lt;br /&gt;
**[[Power Experiments (Action)|Power Experiments]]&lt;br /&gt;
**[[Power_Loss_(Action)|Power Loss]]&lt;br /&gt;
&amp;lt;!--  ** [[Schtick List (Action) | Schtick List]] --&amp;gt;**[[Methods (Action) | Methods]]&lt;br /&gt;
*[[Forms and Techniques (Action Powers) | Forms and Techniques]]&lt;br /&gt;
** [[Cantrips (Action)|Cantrips]]&lt;br /&gt;
**[[Forms and Techniques (Action Powers)#Technique - Form Table| Forms and Technique Table]]&lt;br /&gt;
**[[Form and Technique Descriptions (Action)|Form and Technique Descriptions]]&lt;br /&gt;
* [[Example Traditions (Action)|Example Traditions]]&lt;br /&gt;
* [[Cosmology (Action)|Cosmology]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039; Projects &#039;&#039;&#039;&lt;br /&gt;
* [[Orphan Pages (Action)|Orphan Pages]]&lt;br /&gt;
* [[Sorcery (Action Powers Form) | Sorcery]]&lt;br /&gt;
* [[Detect (Action Powers Technique) | Spot]] &lt;br /&gt;
* [[Drama Schticks (Action)|Drama Schticks]]&lt;br /&gt;
* [[Names to Change (Action)|Names and terms to change]]&lt;br /&gt;
&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;Forms&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Air (Action Powers Form) | Air]]&lt;br /&gt;
* [[Animal (Action Powers Form) | Animal]]&lt;br /&gt;
* [[Chi (Action Powers Form) | Chi]]&lt;br /&gt;
* [[Darkness (Action Powers Form) | Darkness]]&lt;br /&gt;
* [[Death (Action Powers Form) | Death]]&lt;br /&gt;
* [[Earth (Action Powers Form) | Earth]]&lt;br /&gt;
* [[Electricity (Action Powers Form) | Electricity]]&lt;br /&gt;
* [[Fey (Action Powers Form) | Fey]]&lt;br /&gt;
* [[Fire (Action Powers Form) | Fire]]&lt;br /&gt;
* [[Flux (Action Powers Form) | Flux]]&lt;br /&gt;
* [[Force (Action Powers Form)| Force]]&lt;br /&gt;
* [[Gifts (Action Powers Form) | Gifts]]&lt;br /&gt;
* [[Ice (Action Powers Form) | Ice]]&lt;br /&gt;
* [[Illusion (Action Powers Form) | Illusion]]&lt;br /&gt;
* [[Life (Action Powers Form) | Life]]&lt;br /&gt;
* [[Light (Action Powers Form) | Light]]&lt;br /&gt;
* [[Magic (Action Powers Form) | Magic]]&lt;br /&gt;
* [[Metal (Action Powers Form) | Metal]]&lt;br /&gt;
* [[Mind (Action Powers Form) | Mind]]&lt;br /&gt;
* [[Order (Action Powers Form) | Order]]&lt;br /&gt;
* [[Plant (Action Powers Form) | Plant]]&lt;br /&gt;
* [[Psi (Action Powers Form) | Psi]]&lt;br /&gt;
* [[Space (Action Powers Form) | Space]]&lt;br /&gt;
* [[Spiritual (Action Powers Form) | Spiritual]]&lt;br /&gt;
* [[Technology (Action Powers Form) | Technology]]&lt;br /&gt;
* [[Time (Action Powers Form) | Time]]&lt;br /&gt;
* [[Water (Action Powers Form) | Water]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Dragonstar |Dragonstar]] &lt;br /&gt;
* [[Greyhawk (Action)|Greyhawk for Action]]—[[Savage_Tide]]—[[Curse_of_the_Crimson_Throne|Curse of the Crimson Throne]]—[[Skulls and Shackles|Skull and Shackles]]—[[Savage Tide|Savage Tide]]—[[Wrath of the Righteous]]—[[Mummy&#039;s Mask]]—[[Kingmaker]]—[[Hell&#039;s Rebels]]&lt;br /&gt;
* [[Orphan_Pages_(Action)|Orphan Action Pages]]&lt;br /&gt;
&lt;br /&gt;
== Search ==&lt;br /&gt;
* [https://www.google.com/search?q=site%3Ahastur.net+%22Heroic+Action+Role-Play%22&amp;amp;oq=site%3Ahastur.net+%22Heroic+Action+Role-Play%22  Action Wiki Google search]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://hastur.net/t3/wiki/  T3 - Old Version]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Categories--&amp;gt;&lt;br /&gt;
[[Category:Games]] [[Category:Action]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Talk:Automatons_(Apath)&amp;diff=27554</id>
		<title>Talk:Automatons (Apath)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Talk:Automatons_(Apath)&amp;diff=27554"/>
		<updated>2016-06-18T10:58:59Z</updated>

		<summary type="html">&lt;p&gt;Hack: link to construct traits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Familiar ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Basic Familiar.&lt;br /&gt;
&lt;br /&gt;
Tiny automaton. Tricks: Animated Spirit. CP: body (1). Cost 450 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Familiar CR 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 200 &amp;lt;br&amp;gt;&lt;br /&gt;
N Tiny construct (clockwork)&amp;lt;br&amp;gt;&lt;br /&gt;
Init +8 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20 touch 18, flat-footed 18 (+2 Dex, +2 dodge, +4 natural, +2 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
5 (1d10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
[http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Construct-Traits-Ex- Construct Traits]&lt;br /&gt;
---- &lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
15 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +1 (1d2-2)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
14, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork constructs react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex): &lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Clockwork Version II =&lt;br /&gt;
 &lt;br /&gt;
A clockwork creation consists of two parts, a body and a control apparatus. The body is a mechanical clockwork machine. The control apparatus is by far the most complex part and can be mechanical or magical. This article focuses on mechanical clockwork, driven by mundane forces. A mechanical clockwork has a very limited intelligence, able to act only on specific instructions. The skills used with clockwork creatures are [[Craft_(Apath)#Clockwork | Craft (clockwork)]] to create the machinery and [[Knowledge_(Apath) | Knowledge (engineering)]] to control clockwork and understand their logic.&lt;br /&gt;
&lt;br /&gt;
== Clockwork Body ==&lt;br /&gt;
They bodies of clockwork creatures comes in two variations; [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] and [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects]. Clockwork creatures being more specialized designs while animated clockwork are basic frames that can be easily modified. A clockwork body is built using the [[Craft_(Apath)#Clockwork | Craft (clockwork)]] skill, using the normal crafting rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Creature:&lt;br /&gt;
Using one of several custom designs, [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] are specialized machines designed for a specific task. Inventing the design of a new clockwork creature is a major achievement and outside the scope of these rules. These plans are jealously guarded treasure, and those of challenge rating 8 and higher are inherently magical and cannot be created by mundane means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animate Clockwork:&lt;br /&gt;
An [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] run by a clockwork mechanism. Called an animate clockwork, tinkerers who want to customize work with such creatures.&lt;br /&gt;
The winding mechanism itself is usually magical, and covered by the cost in parts, but the rest of the creature is purely mechanical. Note that the challenge rating of an animated object can be altered by construction points. &lt;br /&gt;
Such a creature uses all the rules for [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] and also gains the advantages and disadvantages of the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-clockwork clockwork] subtype. Unlike an object animated by &#039;&#039;[http://www.d20pfsrd.com/magic/all-spells/a/animate-objects animate objects]&#039;&#039;, an animate clockwork is purpose-built to be animated, and often looks like a creature of some kind.&lt;br /&gt;
&lt;br /&gt;
== Control Apparatus ==&lt;br /&gt;
These rules deal with mechanical control, for magical controls refer to the rules in &#039;&#039;Pathfinder Roleplaying Game Ultimate Magic. &lt;br /&gt;
&lt;br /&gt;
A mechanical clockwork can run certain automated routines (called tricks), or it can be instructed in detail how to deal with a certain situation (called pushing). This works much like controlling an animal using [http://www.d20pfsrd.com/skills/handle-animal Handle Animal]. &lt;br /&gt;
&lt;br /&gt;
Note that clockwork do not have an intelligence score. Clockwork are mindless creatures incapable of independent thought or action; they only react as their master instructed them to. A clockwork creature has no survival instinct and must be instructed to defend itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks:&lt;br /&gt;
A clockwork automaton can be made capable of running various tricks, similar to the tricks animals can be taught using Animal Handling. All clockwork automatons know the stay trick, and can be made to perform additional tricks by using a more complex clockwork control apparatus. See Table: Table: Clockwork Crafting.&lt;br /&gt;
&lt;br /&gt;
Unlike an animal, a clockwork that is not activated by a trick will do nothing. Clockwork never move around on their own or continue fighting when no target of their attack order is present.&lt;br /&gt;
&lt;br /&gt;
Ordering a clockwork to perform a trick it is capable of is a move action that can be made up to 30 ft away, and requires a Knowledge (engineer) check, DC 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pushing:&lt;br /&gt;
A clockwork automaton is inherently only able to follow hands-on instructions from an operator. These instructions are made by operating levers or other control surfaces on the clockwork, usually mounted in back. This method of controlling a clockwork corresponds roughly to pushing an animal using Handle Animal.&lt;br /&gt;
&lt;br /&gt;
Orders to the clockwork creature must be exact; they apply only to a specific situation. It is possible to apply an operation beforehand and set a trigger condition that makes the clockwork activate. For example &amp;quot;attack the first creature you see that is not wearing the guild badge&amp;quot;. This increases the [[Knowledge_(Apath) | Knowledge (engineering)]] DC by 5, but time on the order and winding mechanism only begin counting once the trigger activates. &lt;br /&gt;
&lt;br /&gt;
Pushing a clockwork is a full-round action performed when adjacent to the clockwork, that requires a [[Knowledge_(Apath) | Knowledge (engineering)]] check. You can spend extra time on this operation, each round gives a +1 bonus on the check, to a maximum bonus of +10 after one minute. The clockwork automaton will continue to carry out its instructions for one round, plus one round for each point above the DC on the [[Knowledge_(Apath) | Knowledge (engineering)]] check.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  align=&amp;quot;right&amp;quot;  width=&amp;quot;200 px&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Table: &amp;lt;br&amp;gt; Clockwork  Crafting &#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Number &amp;lt;br&amp;gt;of Tricks&#039;&#039;&#039; ||align=center valign=&amp;quot;bottom&amp;quot;|   &#039;&#039;&#039;Cost &amp;lt;br&amp;gt; multiplier&#039;&#039;&#039; ||align=center valign=&amp;quot;bottom&amp;quot;|   &#039;&#039;&#039;Craft &amp;lt;br&amp;gt; DC&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 60%  || align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 80%  || align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 100%  || align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 120%  || align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 140%  || align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 160%  || align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 180%  || align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 || align=&amp;quot;center&amp;quot; | +20%  || align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
|}&lt;br /&gt;
A mechanical clockwork is made using [[Craft_(Apath)#Clockwork | Craft (clockwork)]].  &lt;br /&gt;
The base price for an animate clockwork is 50 gp times the challenge rating, squared (minimum 1). The base price for a clockwork creature is given as the cost of clockwork parts in its description. &lt;br /&gt;
Multiply this base cost by a factor based on the number of tricks the construct knows from Table: Clockwork Crafting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gosh is an apprentice with [[Craft_(Apath)#Clockwork | Craft (clockwork)]] +5. He wants to craft his first clockwork. A tiny animate clockwork has a challenge rating of 1/2.&lt;br /&gt;
1/2 squared would normally be 1/4, but the minimum is 1, giving a base price of 50 gp. Zero tricks has a multiplier of 60%, giving a final cost of 30 gp.&lt;br /&gt;
This is a very simple clockwork can only act when pushed. With a Craft DC of 15 and taking 10, Gosh produces 22.5 gp worth of clockwork per week using the Craft rules, so this clockwork takes just under two weeks to build.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage and Repair&#039;&#039;&#039;&lt;br /&gt;
A clockwork body can be repaired using [[Craft_(Apath)#Clockwork | Craft (clockwork)]] at DC 10 or with abilities that repair constructs. A full repair costs 25% of the cost of the clockwork, partial repairs proportionally less. Clockwork are disabled at zero hit points and destroyed (irreparable) at negative hit points equal to three times its Hit Dice.&lt;br /&gt;
&lt;br /&gt;
== Clockwork Tricks ==&lt;br /&gt;
Clockwork generally use the same tricks as the [http://www.d20pfsrd.com/skills/handle-animal Handle Animal] skill, but certain tricks are modified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack:&lt;br /&gt;
The clockwork attacks one unique creature pointed out to it. If the attack is to cover several creatures, this trick must be taken several times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detect, Flee, Get Help, Hunt, Seek, Serve:&lt;br /&gt;
Clockwork cannot perform these tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar Control&lt;br /&gt;
A character with the familiar class feature can take a clockwork as a familiar, summoning a spirit to act as the control mechanism. This replaces the [[#Control Apparatus|control apparatus]] with a magical spirit. See [[#Clockwork as Familiars|clockwork as familiars]] below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount&lt;br /&gt;
The clockwork has an integral saddle and can carry a rider of any size category smaller than itself. This works like an animal mount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot&lt;br /&gt;
A subtype of mechanical control apparatus, a clockwork can incorporate an interior piloting compartment for a creature at least two size categories smaller than the clockwork.  &lt;br /&gt;
A pilot with hands (or equivalent manipulative limbs) can pilot a clockwork of any shape; a creature lacking hands can only pilot a clockwork that mimics its basic shape, such as quadruped or serpentine. &lt;br /&gt;
A piloted clockwork functions just as if it was an intelligent creature. &lt;br /&gt;
The pilot spends a full-round action each turn to pilot the clockwork. &lt;br /&gt;
When a piloted clockwork takes damage, the pilot takes half that damage, Fortitude (DC 10) negates. This does not reduce the damage to the clockwork.&lt;br /&gt;
Mind-affecting effects targeting the clockwork may affect the pilot, who gains a +4 bonus on such Will saving throws. The pilot cannot otherwise be affected from outside.&lt;br /&gt;
A pilot console counts as two additional tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stay:&lt;br /&gt;
A clockwork does not need this trick; if not otherwise activated it will always stay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work:&lt;br /&gt;
This trick also lets the clockwork use any skills it has (see construction abilities).&lt;br /&gt;
&lt;br /&gt;
=== Abstract Engine ===&lt;br /&gt;
The clockwork controlled by an abstract engine can exchange its tricks by being inserted with a mechanical information record, such as a punch card. It does not come with any tricks. The mechanical information record for a trick is made using [[Knowledge_(Apath) | Knowledge (engineering)]] and costs gp equal to the DC of teaching an animal the trick it contains. Changing the instructions of the abstract engine takes 1 minute and a [[Knowledge_(Apath) | Knowledge (engineering)]] check with a DC equal to the DC of teaching an animal the trick it contains. An abstract engine double the final cost of the clockwork creature.&lt;br /&gt;
&lt;br /&gt;
== New Construction Abilities ==&lt;br /&gt;
These new construct abilities and flaws are available to [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animate clockwork].  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Increase (Ex, 1 CP): &lt;br /&gt;
Increase one attribute by 4 points. This can be increased to a +6 bonus at the cost of an an additional cp. This cannot be applied to Int or Con.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor (Ex, 1 Cp)&lt;br /&gt;
The construct gains an integral armor bonus of +5. This can be increased to +8 for another cp. Clockwork cannot wear armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled (Ex, 1 Cp)&lt;br /&gt;
The clockwork gains a +5 bonus and counts as trained with one specific skill. The clockwork has integral tools that allows it to perform the skill and gains neither bonuses or penalties from tools. Expending 2 cp increases the bonus to +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand (Ex, 1 Cp)&lt;br /&gt;
Turns one slam attack into a fist, that can either strike as a normal slam attack, or be used for fine manipulation or to wield a weapon. The clockwork is considered proficient with all simple melee weapons. For one additional cp, it can use all martial melee weapons. For one cp, it can use simple ranged weapons. The additional proficiencies applies to all the clockwork&#039;s hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Structure (Ex, 1 Cp)&lt;br /&gt;
Double the hit point bonus [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct constructs] receive from size.&lt;br /&gt;
&lt;br /&gt;
=== Construction Flaws ===&lt;br /&gt;
&#039;&#039;&#039;Immobile (Ex, +2 Cp)&lt;br /&gt;
The clockwork lacks all movement speeds and must be moved around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jam Prone (Ex, +1 Cp)&lt;br /&gt;
Whenever the clockwork takes damage, it must make a Fortitude save (DC 10 + number of tricks it knows) to avoid being staggered for 1 round.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poor Senses (Ex, +1 Cp)&lt;br /&gt;
The clockwork lacks both low-light and darkvision. It can only be ordered to perform tricks by creatures adjacent to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring Mechanism (Ex, +2 Cp)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute per Hit Dice it has. Any wrench can be used to wind the clockwork; it has no special key. Winding a spring mechanism is physically demanding and requires as much effort as carrying the clockwork.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weak Mechanism (Ex, +1 Cp)&lt;br /&gt;
The clockwork has a weak power source. After winding, it retains power for only one hour per Hit Dice.&lt;br /&gt;
&lt;br /&gt;
== Example Clockwork ==&lt;br /&gt;
=== Clockwork Blackbird ===&lt;br /&gt;
&#039;&#039;This perched black songbird looks enamelled and has metallic notes in its repertoire.&lt;br /&gt;
&lt;br /&gt;
Tiny animate clockwork. Tricks: entertain. Cp: ability increase (Charisma) (2), weak mechanism (-1), skilled (Perform: sing) (2). Cost 40 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Blackbird CR 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 200 &amp;lt;br&amp;gt;&lt;br /&gt;
N Tiny construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +6 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20 touch 18, flat-footed 16 (+2 Dex, +2 dodge, +4 natural, +2 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
5 (1d10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +1 (1d2-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
14, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&lt;br /&gt;
Perform +6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weak Mechanism (Ex)&lt;br /&gt;
The clockwork blackbird has a weak power source. After winding, it retains power for only an hour.&lt;br /&gt;
&lt;br /&gt;
=== Lock Monkey ===&lt;br /&gt;
&#039;&#039;This tiny metallic monkey is climbing towards the lock, heedless of danger.&lt;br /&gt;
&lt;br /&gt;
Tiny animate clockwork. Tricks: heel, search, stealth, work. Cp: ability increase (Dexterity) (1), additional movement (climb) (1), spring mechanism (-2), skilled (Disable Device) (2), skilled (Perception) (2). Cost 70 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Monkey CR 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 200 &amp;lt;br&amp;gt;&lt;br /&gt;
N Tiny construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +8 Senses darkvision 60, low-light vision; Perception +3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
22 touch 18, flat-footed 18 (+4 Dex, +2 dodge, +4 natural, +2 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
5 (1d10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +1 (1d2-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
18, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&lt;br /&gt;
Climb +12, Disable Device +7, Perception +3 Stealth +12.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork constructs react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spring Mechanism (Ex)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute. Any wrench can be used to wind the clockwork; it has no special key.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex): &lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
The lock monkey is usually carried into position, then winded and instructed to unlock or disable a known mechanism. It is capable of moving under cover to where it should work, and can look for traps but is not very good at perception. It cannot disable magical traps.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Sentry ===&lt;br /&gt;
&#039;&#039;This gnome crossbowman keeps watch, eyes scanning mechanically for foes.&lt;br /&gt;
&lt;br /&gt;
Small animate clockwork. Tricks: None. Cp: ability increase (Dexterity) (1), additional attack (1), 2 arms (simple ranged weapons) (3), brittle (-1), flammable (-1), skilled (Perception) (1), slower (-1), spring mechanism (-2). Cost 157 gp (37 gp in equipment). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Sentry CR 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 600 &amp;lt;br&amp;gt;&lt;br /&gt;
N Small construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +7 Senses darkvision 60, low-light vision; Perception +1 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20, touch 16, flat-footed 15 (+3 Dex, +2 dodge, +4 natural, +1 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
21 (2d10+10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
2 slams +3 (1d3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&lt;br /&gt;
Light crossbow +6 (1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
16, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039; Light crossbow, quiver of 20 bolts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spring Mechanism (Ex)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute. Any wrench can be used to wind the clockwork; it has no special key.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Cold, Electricity, and Fire (Ex)&lt;br /&gt;
The clockwork sentry tak 150% as much damage as normal from cold, electricity, and fire attacks.&lt;br /&gt;
&lt;br /&gt;
The clockwork sentry is positioned in a strategic location and pushed to act on a trigger, usually something simple like &amp;quot;shoot anyone not wearing the Ito crest&amp;quot;. This trigger sets its winding mechanism running for two minutes before it stops. It will fire its light crossbow until engaged in melee, then drop it and switch to slam attacks. It will only move to get a clear field of fire, and never leaves its assigned area.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Squire ===&lt;br /&gt;
&#039;&#039;This soldier walks stiffly and appears to be made of wood.&lt;br /&gt;
&lt;br /&gt;
Medium animate clockwork. Tricks: &lt;br /&gt;
attack, &lt;br /&gt;
come,&lt;br /&gt;
defend,&lt;br /&gt;
down,&lt;br /&gt;
flank,&lt;br /&gt;
watch&lt;br /&gt;
. &lt;br /&gt;
Cp: ability increase (Strength) (1), additional attack (1), armored (1), weak mechanism (-1). Cost 810 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Squire CR 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 800 &amp;lt;br&amp;gt;&lt;br /&gt;
N Medium construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +4 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20, touch 12, flat-footed 18 (+4 armor, +2 dodge, +4 natural)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
36 (3d10+20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+1, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+3, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
30 ft., &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
2 slams +7 (1d6 +5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weak Mechanism (Ex)&lt;br /&gt;
The clockwork has a weak power source. After winding, it retains power for only three hours. &lt;br /&gt;
&lt;br /&gt;
The clockwork squire is made to assist a soldier in battle, and has a complex control mechanism allowing it to perform many tasks.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Mount ===&lt;br /&gt;
&#039;&#039;This large horse is made of jointed metal parts and moves with stiff precision.&lt;br /&gt;
&lt;br /&gt;
Medium animate clockwork. Tricks: &lt;br /&gt;
attack, come, defend, down, guard, and mount.&lt;br /&gt;
Cp: armored (2), faster (2), metal (2). Cost 3,240 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Mount CR 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 2,400 &amp;lt;br&amp;gt;&lt;br /&gt;
N Large construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +3 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
26, touch 12, flat-footed 18  (-1 Dex, +2 dodge, +8 armor, +8 natural, -1 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
52 (4d10+30 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+1, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+2, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 10, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
50 ft., &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +9 (1d6+9) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
22, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
8, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+4 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+11 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
20 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork steeds take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Winding (Ex) &lt;br /&gt;
Clockwork mounts must be wound with special keys in order to function. A fully wound clockwork steed can remain active for 4 days.&lt;br /&gt;
&lt;br /&gt;
The clockwork mount is made for a Medium rider and to weather the hardships of intense combat.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Dreadnought ===&lt;br /&gt;
&#039;&#039;This metallic siege engine advances with a clanking sound.&lt;br /&gt;
&lt;br /&gt;
Huge animate clockwork. Tricks: Pilot.&lt;br /&gt;
Cp: armored (2), extra attack (1), metal (2), weak mechanism (-1). Cost 2,450 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Dreadnought CR 7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 3,200&amp;lt;br&amp;gt;&lt;br /&gt;
N Huge construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +2 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
25, touch 6, flat-footed 15 (-2 Dex, +8 armor, +11 natural, -2 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
78 (7d10+40 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+2, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 10, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
30 ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
2 slams +15 (1d8+15) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
30, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+19 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
27&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork steeds take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weak Mechanism (Ex)&lt;br /&gt;
The clockwork dreadnought has a weak power source. After winding, it retains power for only seven hours.&lt;br /&gt;
&lt;br /&gt;
The clockwork dreadnought is made for a Medium pilot to wreak havoc!&lt;br /&gt;
&lt;br /&gt;
== Clockwork as Familiars ==&lt;br /&gt;
As noted under [[#Clockwork_Tricks | clockwork tricks]] above, a character with the ability to summon a familiar can instead have a clockwork familiar. This replaces the [[#Control Apparatus|control apparatus]] with a magical spirit. &lt;br /&gt;
&lt;br /&gt;
Much like other clockwork, clockwork familiars come in two varieties; animate clockwork and clockwork familiars. &lt;br /&gt;
In both cases, the familiar is not summoned; instead the cost of 200 gp times the master&#039;s level represents the manufacture of the familiar&#039;s body and the increasingly sophisticated magical apparatus required to jump-start the familiar at the power level of its master. When calculating the cost of repairs, both types of familiar are assumed to have a cost of 200 gp.&lt;br /&gt;
&lt;br /&gt;
Animate clockwork familiars are relatively simple devices based on [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-tiny Tiny animated objects]. Anyone with the ability to summon a familiar can link to an animate clockwork. An animate clockwork familiar can have additional construction points added at a cost of 1,000 gp for the first additional construction point, 2,000 gp for the second construction point, 3,000 for the third, and so on.&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/clockwork-familiar Clockwork familiars] are more complex to bond with, and require the binder to have the [http://www.d20pfsrd.com/feats/general-feats/improved-familiar Improved Familiar] feat. Bonding a clockwork familiar through the familiar class feature circumvents the cost, caster level, and Craft Construct feat to create a clockwork familiar as an independent creature.&lt;br /&gt;
&lt;br /&gt;
== Clockwork as Companions ==&lt;br /&gt;
Certain characters can have clockwork companions instead of [http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions animal companions]. Clockwork companions work like animal companions, except as noted.&lt;br /&gt;
&lt;br /&gt;
* Clockwork companions follow the same rules as animal companions, advancing their Hit Dice and other abilities per Table: Animal Companion Base Statistics. Clockwork companions gain additional hit points based on their size, as all constructs do. This is included in the base profile below.&lt;br /&gt;
&lt;br /&gt;
* Mindless: Clockwork companions have no Intelligence score and possess the mindless trait. A clockwork companion cannot use an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on) to increase Constitution or Intelligence. Clockwork companions have no skill points or feats. Clockwork companions use tricks as other mechanical clockwork do.&lt;br /&gt;
&lt;br /&gt;
* As clockwork have d10 Hit Dice, clockwork companions gain one additional hit point per HD compared to animal companions.&lt;br /&gt;
&lt;br /&gt;
* Clockwork companions gain an additional construction point for every six hit dice.&lt;br /&gt;
&lt;br /&gt;
* Clockwork companions do not gain the link or devotion abilities.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Companion ===&lt;br /&gt;
Instead of taking the listed benefit at 4th level, you can instead choose to increase the companion&#039;s Strength and construction points by 2. Construction points are the same as those of mechanical clockwork.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Statistics&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039; Medium, &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.; &#039;&#039;&#039;AC&#039;&#039;&#039; +4 natural armor; &#039;&#039;&#039;Attack&#039;&#039;&#039; slam (1d6); &#039;&#039;&#039;Ability Scores&#039;&#039;&#039; &#039;&#039;&#039;Str&#039;&#039;&#039; 14, &#039;&#039;&#039;Dex&#039;&#039;&#039; 12, &#039;&#039;&#039;Con&#039;&#039;&#039; —, &#039;&#039;&#039;Int&#039;&#039;&#039; —, &#039;&#039;&#039;Wis&#039;&#039;&#039; 1, &#039;&#039;&#039;Cha&#039;&#039;&#039; 1; &#039;&#039;&#039;Special Qualities &lt;br /&gt;
construct immunities&lt;br /&gt;
construction points (4),&lt;br /&gt;
darkvision 60 ft,&lt;br /&gt;
hardness 5, &lt;br /&gt;
hit-point bonus +20,&lt;br /&gt;
low-light vision, &lt;br /&gt;
mindless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4th-Level Advancement&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039; Large; &#039;&#039;&#039;AC&#039;&#039;&#039; +2 natural armor; &#039;&#039;&#039;Attack&#039;&#039;&#039; slam(1d8); &#039;&#039;&#039;Ability Scores Str&#039;&#039;&#039; +8, &#039;&#039;&#039;Dex&#039;&#039;&#039; –2; &#039;&#039;&#039;Special Qualities &lt;br /&gt;
hit-point bonus +30.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object Animated Objects] @ pfsrd.com&lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork Clockwork] @ pfsrd.com&lt;br /&gt;
{{OGL}}&lt;br /&gt;
&lt;br /&gt;
= Last Version With Control Apparatus Rules =&lt;br /&gt;
A clockwork creation consists of two parts, a body and a control apparatus. The body is a mechanical machine powered by springs. The control apparatus is by far the most complex part and can be mechanical or magical. This article focuses on mechanical clockwork, driven by mundane forces. A mechanical clockwork has a very limited intelligence, able to act only on specific instructions. This work somewhat like [http://www.d20pfsrd.com/skills/handle-animal Handle Animal]. &lt;br /&gt;
&lt;br /&gt;
== Clockwork Body ==&lt;br /&gt;
They bodies of clockwork creatures comes in two variations; [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] and [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects]. Both are made in similar ways, with clockwork creatures being more specialized designs. A clockwork body is built using the Craft (clockwork) skill, using the normal crafting rules. &lt;br /&gt;
&lt;br /&gt;
Note that the raw materials used by a clockwork craftsman are themselves crafted objects; cogs, springs, even the frame and outer casings are made to order by metalworkers. The clockwork craftsman assembles a body out of these parts. If the builder is desperate to save money, he can use craft (metalworking) to make his own part and thus reduce costs by investing more in time and Craft skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Creature:&lt;br /&gt;
Using one of several custom designs, [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] are specialized machines designed for a specific task. Refer to the bestiary index for each creature to see the cost of creating it&#039;s body, given as &amp;quot;crafted clockwork pieces&amp;quot;. Making the design of a new clockwork creature is a major achievement and outside the scope of these rules; tinkerers who want custom-designed clockwork servants usually work with animate clockwork (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animate Clockwork:&lt;br /&gt;
An [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] powered by clockwork has a cost equal to the challenge rating, squared, times 50 gold pieces. Note that the challenge rating of an animated object can be altered by construction points. Called an animate clockwork, such a creature uses all the rules for [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] and also gains the advantages and disadvantages of the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-clockwork clockwork] subtype. Unlike an object animated by &#039;&#039;[http://www.d20pfsrd.com/magic/all-spells/a/animate-objects animate objects], an animate clockwork is purpose-built to be a moving creatuire, and generally looks like a miniature creature of some kind. When not moving, an animate clockwork gains a +10 bonus on Disguise checks to appear as an inanimate object.&lt;br /&gt;
&lt;br /&gt;
== Control Apparatus ==&lt;br /&gt;
The control apparatus comes in two kinds; mechanical and magical. A mechanical clockwork automaton that must be programmed in detail. More complex is a mechanical differential engine, capable of being programmed, but also of running several ready-made routines called tricks and able to adjust these tricks to its surrounding. Magic is a more expensive option, creating which gives the clockwork creature instincts similar to that of vermin and the ability to understand and obey its master.&lt;br /&gt;
&lt;br /&gt;
Note that neither of these methods gives the clockwork creature an actual intelligence score. Clockwork remain mindless creatures incapable of independent thought or action; they only react as their master instructed them to. A clockwork creature has no survival instinct and must be ordered to defend itself.&lt;br /&gt;
&lt;br /&gt;
The cost of the control apparatus is in addition to the cost of the clockwork body.&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Controls ===&lt;br /&gt;
Clockwork with a mechanical control apparatus can either be given operations to perform or instructed to activate certain &amp;quot;tricks&amp;quot;, sequences of operations that mimic intelligent action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks:&lt;br /&gt;
A clockwork automaton can be made capable of running various tricks, similar to the tricks animals can be taught using Animal Handling. All clockwork automatons know the stay trick, and can be made to perform additional tricks by using a more complex clockwork control apparatus. &#039;&#039;The number of tricks a clockwork automaton can execute is not related to Intelligence as it is with an animal; all differential engines have an Intelligence score of zero. Instead the control apparatus is made more complex, making the clockwork capable of additional tricks.&lt;br /&gt;
&lt;br /&gt;
Ordering a clockwork to perform a trick it is capable of is a move action that can be made up to 30 ft away from the clockwork, and requires a Knowledge (engineer) check, DC 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pushing:&lt;br /&gt;
A clockwork automaton is inherently only able to follow hands-on instructions from an operator. These instructions are made by operating levers or other control surfaces on the clockwork, usually mounted in back. This method of controlling a clockwork corresponds roughly to pushing an animal using Handle Animal.&lt;br /&gt;
&lt;br /&gt;
Orders to the clockwork creature must be exact; they apply to a certain situation. This means they must usually be applied ad-hoc as the situation comes up, but if the situation is known in advance it is possible to apply an operation beforehand and set a trigger condition that makes the clockwork activate, such as &amp;quot;attack the first creature you see that is not wearing the guild badge&amp;quot;. This increases the Knowledge (engineering) DC by 5, but time on the order and winding mechanism only begin counting once the trigger activates. &lt;br /&gt;
&lt;br /&gt;
Pushing a clockwork is a full-round action performed when adjacent to the clockwork, that requires a Knowledge (engineering) check. You can spend extra time on this operation, each round gives a +1 bonus on the check, to a maximum bonus of +10 after one minute. The clockwork automaton will continue to carry out its instructions for one round, plus one round for each point above the DC on the Knowledge (engineering) check.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost, Weight, and Crafting:&lt;br /&gt;
A clockwork automaton control apparatus costs 25 gp times the number of tricks it can run, squared. Remember that all clockwork automatons can run two tricks, down and heel, for a minimum cost of 100 gp. It weights 2 lb. A clockwork automaton control apparatus is made using Craft (clockwork) DC 25.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abstract Engine&lt;br /&gt;
The clockwork controlled by an abstract engine can exchange its tricks by being inserted with punch cards or other mechanical information record. It does not come with any punch cards. A punch card is made using Knowledge (engineering) and cost gp equal to the DC of teaching an animal the trick it contains. Changing the instructions of the abstract engine takes 1 minute and a Knowledge (engineering) check with a DC equal to the DC of teaching an animal the trick it contains.&lt;br /&gt;
A difference engine doubles the cost of of mechanical controls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot&lt;br /&gt;
A subtype of mechanical control apparatus, a clockwork can incorporate a piloting compartment for a creature at least three size categories smaller than the clockwork creature itself. &lt;br /&gt;
A pilot with hands (or equivalent manipulative limbs) can pilot a clockwork of any shape; a creature lacking hands, such as most familiars, can only pilot a clockwork that mimics its basic shape. A piloted clockwork functions just as if it was an intelligent creature. &lt;br /&gt;
The pilot spends a full-round action each turn to pilot the clockwork. &lt;br /&gt;
When a piloted clockwork takes damage, the pilot takes half that damage the clockwork took (this does not reduce the damage to the clockwork), a Fortitude save (DC 15) negates. &lt;br /&gt;
The pilot gains a +4 bonus on any Will saving throws originating from outside the clockwork, but Mind-affecting effects targeting the clockwork may affect the pilot. THe pilot cannot otherwise be targeted from outside and is not considered to be in any areas the clockwork is in.&lt;br /&gt;
A pilot console costs 500 gp.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Tiny clockwork creature can accept a fine pilot; A Medium clockwork can accept a diminutive pilot; a Large clockwork a Tiny pilot, a Huge clockwork a Small pilot, a Gargantuan clockwork can accept a Medium pilot, and a Colossal clockwork can accept a Large pilot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount&lt;br /&gt;
A clockwork that knows the heel trick can carry a rider of size category smaller than itself. This works like an animal carrying a rider.&lt;br /&gt;
&lt;br /&gt;
=== Magical Motivation ===&lt;br /&gt;
This is the &amp;quot;standard&amp;quot; solution when creating constructs and creates the most versatile servant, capable of following even quite complex orders, but it is also horrendously expensive. Use the standard cost and abilities for animated objects and clockwork creatures. This involves having the Craft Construct feat and paying either the cost to create given for a clockwork creature. The cost to enchant an animate clockwork varies by Hit Dice and construction points—to determine the amount, add the animated object’s Hit Dice to its Construction Points, and multiple the total by 1,000.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar Control:&lt;br /&gt;
A subtype of magical control, a character with the familiar class feature can take a clockwork as a familiar, summoning a spirit to act as a control mechanism. Only a Tiny clockwork can be a familiar. A [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-tiny Tiny animated object] counts as a normal familiar (without an animal familiar&#039;s bonus to its master), while a [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/clockwork-familiar clockwork familiar] requires the Improved Familiar feat and caster level 7. The cost of familiar control is the same as that of summoning a regular familiar, normally 200 gold pieces per level of the caster.  The cost given to enchant a clockwork familiar assumes magical motivation; binding the creature as a familiar circumvents this cost and the need for the Craft Constructs feat.&lt;br /&gt;
&lt;br /&gt;
== Damage and Repair ==&lt;br /&gt;
A clockwork body can be repaired using Craft (clockwork) at DC 15 or with abilities that repair constructs. A full repair costs 10% of the cost of the body, partial repairs proportionally less. Clockwork are disabled at zero hit points and destroyed (irreparable) at negative hit points equal to three times its Hit Dice. Damage that does not destroy the clockwork does not harm the control apparatus. When a clockwork is destroyed, make a Fortitude saving throw DC 10 + its number of known tricks or DC 20 for magical controls; on a success the mechanical control apparatus survives and can be re-used.&lt;br /&gt;
&lt;br /&gt;
== Clockwork Tricks ==&lt;br /&gt;
Clockwork generally use the same tricks as the [http://www.d20pfsrd.com/skills/handle-animal Handle Animal] skill, but certain tricks are new or modified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack&lt;br /&gt;
A clockwork need only learn this trick once to attack any kind of foe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detect, Get Help, Hunt, Seek, Serve:&lt;br /&gt;
Clockwork cannot perform these tricks.&lt;br /&gt;
&lt;br /&gt;
== New Construction Abilities ==&lt;br /&gt;
These new construct abilities and flaws are available to clockwork [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects]. The benefits of construction abilities do  not stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Increase(Ex, 1 CP): &lt;br /&gt;
Increase one attribute by 4 points. This cannot be applied to Int or Con.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialist (Ex, 1 Cp)&lt;br /&gt;
The clockwork gains a +6 bonus and counts as trained with one specific skill. The clockwork has integral tools that allows it to perform the skill and gains neither bonuses or penalties from tools.&lt;br /&gt;
&lt;br /&gt;
=== Construction Flaws ===&lt;br /&gt;
&#039;&#039;&#039;Poor Senses (Ex, +1 Cp)&lt;br /&gt;
The clockwork has poor senses, lacking both low-light and darkvision. It can only be ordered to perform tricks by creatures adjacent to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring Mechanism (Ex, +2 Cp)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute per Hit Dice it has. Any wrench can be used to wind the clockwork; it has no special key. Winding a spring mechanism is physically demanding and requires as much effort as carrying the clockwork.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vulnerable Mechanism (Ex, +1 Cp)&lt;br /&gt;
Whenever the clockwork takes damage, it must make a DC 15 Fortitude save to avoid being staggered for 1 round.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weak Winding Mechanism (Ex, +1 Cp)&lt;br /&gt;
The clockwork has a weak power source. It remains wound for only one hour per Hit Dice it has.&lt;br /&gt;
&lt;br /&gt;
== External Links == &lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object Animated Objects] @ pfsrd.com&lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork Clockwork] @ pfsrd.com&lt;br /&gt;
{{OGL}}&lt;br /&gt;
&lt;br /&gt;
= Version with 33% per trick cost =&lt;br /&gt;
{{Apath}}&lt;br /&gt;
A clockwork creation consists of two parts, a body and a control apparatus. The body is a mechanical clockwork machine. The control apparatus is by far the most complex part and can be mechanical or magical. This article focuses on mechanical clockwork, driven by mundane forces. A mechanical clockwork has a very limited intelligence, able to act only on specific instructions. The skills used with clockwork creatures are [[Craft_(Apath)#Clockwork | Craft (clockwork)]] to create the machinery and [[Knowledge_(Apath) | Knowledge (engineering)]] to control clockwork and understand their logic.&lt;br /&gt;
&lt;br /&gt;
== Clockwork Body ==&lt;br /&gt;
They bodies of clockwork creatures comes in two variations; [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] and [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects]. Clockwork creatures being more specialized designs while animated clockwork are basic frames that can be easily modified. A clockwork body is built using the [[Craft_(Apath)#Clockwork | Craft (clockwork)]] skill, using the normal crafting rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Creature:&lt;br /&gt;
Using one of several custom designs, [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] are specialized machines designed for a specific task. Refer to the bestiary index for each creature to see the cost of creating it&#039;s body, given as the cost of &amp;quot;crafted clockwork pieces&amp;quot;. Making the design of a new clockwork creature is a major achievement and outside the scope of these rules; tinkerers who want to customize work with animate clockwork.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animate Clockwork:&lt;br /&gt;
An [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] powered by clockwork has a cost equal to the challenge rating, squared, times 50 gold pieces. Note that the challenge rating of an animated object can be altered by construction points. Called an animate clockwork, such a creature uses all the rules for [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] and also gains the advantages and disadvantages of the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-clockwork clockwork] subtype. Unlike an object animated by &#039;&#039;[http://www.d20pfsrd.com/magic/all-spells/a/animate-objects animate objects]&#039;&#039;, an animate clockwork is purpose-built to be animated, and often looks like a creature of some kind. When not moving, an animate clockwork gains a +10 bonus on Disguise checks to appear as an inanimate object.&lt;br /&gt;
&lt;br /&gt;
== Control Apparatus ==&lt;br /&gt;
These rules deal with mechanical control, for magical controls refer to the rules in &#039;&#039;Pathfinder Roleplaying Game Ultimate Magic. &lt;br /&gt;
&lt;br /&gt;
A mechanical clockwork can run certain automated routines (called tricks), or it can be instructed in detail how to deal with a certain situation (called pushing). This works much like controlling an animal using [http://www.d20pfsrd.com/skills/handle-animal Handle Animal]. &lt;br /&gt;
&lt;br /&gt;
Note that clockwork do not have an intelligence score. Clockwork are mindless creatures incapable of independent thought or action; they only react as their master instructed them to. A clockwork creature has no survival instinct and must be instructed to defend itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks:&lt;br /&gt;
A clockwork automaton can be made capable of running various tricks, similar to the tricks animals can be taught using Animal Handling. All clockwork automatons know the stay trick, and can be made to perform additional tricks by using a more complex clockwork control apparatus. See Table: Table: Clockwork Crafting.&lt;br /&gt;
&lt;br /&gt;
Ordering a clockwork to perform a trick it is capable of is a move action that can be made up to 30 ft away, and requires a Knowledge (engineer) check, DC 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pushing:&lt;br /&gt;
A clockwork automaton is inherently only able to follow hands-on instructions from an operator. These instructions are made by operating levers or other control surfaces on the clockwork, usually mounted in back. This method of controlling a clockwork corresponds roughly to pushing an animal using Handle Animal.&lt;br /&gt;
&lt;br /&gt;
Orders to the clockwork creature must be exact; they apply only to a specific situation. It is possible to apply an operation beforehand and set a trigger condition that makes the clockwork activate. For example &amp;quot;attack the first creature you see that is not wearing the guild badge&amp;quot;. This increases the [[Knowledge_(Apath) | Knowledge (engineering)]] DC by 5, but time on the order and winding mechanism only begin counting once the trigger activates. &lt;br /&gt;
&lt;br /&gt;
Pushing a clockwork is a full-round action performed when adjacent to the clockwork, that requires a [[Knowledge_(Apath) | Knowledge (engineering)]] check. You can spend extra time on this operation, each round gives a +1 bonus on the check, to a maximum bonus of +10 after one minute. The clockwork automaton will continue to carry out its instructions for one round, plus one round for each point above the DC on the [[Knowledge_(Apath) | Knowledge (engineering)]] check.  &lt;br /&gt;
&lt;br /&gt;
== Creation Costs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  align=&amp;quot;right&amp;quot;  width=&amp;quot;200 px&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Table: &amp;lt;br&amp;gt; Clockwork  Crafting &#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Number &amp;lt;br&amp;gt;of Tricks&#039;&#039;&#039; ||align=center valign=&amp;quot;bottom&amp;quot;|   &#039;&#039;&#039;Cost &amp;lt;br&amp;gt; multiplier&#039;&#039;&#039; ||align=center valign=&amp;quot;bottom&amp;quot;|   &#039;&#039;&#039;Craft &amp;lt;br&amp;gt; DC&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 33%  || align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 67%  || align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 100%  || align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 133%  || align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 167%  || align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 200%  || align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 233%  || align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 || align=&amp;quot;center&amp;quot; | +33%  || align=&amp;quot;center&amp;quot; | —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A mechanical clockwork is made using [[Craft_(Apath)#Clockwork | Craft (clockwork)]]. The base price for an animate clockwork is 100 gp times the challenge rating, squared. The base price for a clockwork creature is given as the cost of clockwork parts in its description. Multiply this base cost by the cost multiplier from Table: Clockwork Crafting.&lt;br /&gt;
The first trick a clockwork knows is always stay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gosh is an apprentice with [[Craft_(Apath)#Clockwork | Craft (clockwork)]] +5. He wants to craft his first clockwork. A tiny animate clockwork has a challenge rating of 1/2. Giving it a single trick (stay) has a cost multiplier of 33%. 1/2 squared is 1/4, times 100% gives a final cost multiple of 1/12, or 83 sp. This simple clockwork can only act when pushed. With a Craft DC of 15 and taking 10, Gosh produces 225 sp worth of clockwork per week using the Craft rules, so this clockwork takes three days to build at a cost of 28 sp in spare parts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage and Repair&#039;&#039;&#039;&lt;br /&gt;
A clockwork body can be repaired using [[Craft_(Apath)#Clockwork | Craft (clockwork)]] at DC 15 or with abilities that repair constructs. A full repair costs 25% of the cost of the clockwork, partial repairs proportionally less. Clockwork are disabled at zero hit points and destroyed (irreparable) at negative hit points equal to three times its Hit Dice.&lt;br /&gt;
&lt;br /&gt;
== Control Options ==&lt;br /&gt;
These options modify how clockwork are controlled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abstract Engine&lt;br /&gt;
The clockwork controlled by an abstract engine can exchange its tricks by being inserted with a mechanical information record, such as a punch card. It does not come with any tricks. The mechanical information record for a trick is made using [[Knowledge_(Apath) | Knowledge (engineering)]] and costs gp equal to the DC of teaching an animal the trick it contains. Changing the instructions of the abstract engine takes 1 minute and a [[Knowledge_(Apath) | Knowledge (engineering)]] check with a DC equal to the DC of teaching an animal the trick it contains. &lt;br /&gt;
An abstract engine counts as four additional tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar Control&lt;br /&gt;
A character with the familiar class feature can take a clockwork as a familiar, summoning a spirit to act as a control mechanism. Only a Tiny clockwork can be a familiar. A [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-tiny Tiny animated object] counts as a normal familiar (without an animal familiar&#039;s bonus to its master), while a [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/clockwork-familiar clockwork familiar] requires the Improved Familiar feat and caster level 5. The cost is the same as that of summoning a regular familiar, normally 200 gold pieces per level of the caster.  This circumvents the cost, caster level, and Craft Construct feat to create a magical [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/clockwork-familiar clockwork familiar].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount&lt;br /&gt;
A clockwork can carry a rider of any size category smaller than itself. This works like an animal mount and counts as an additional trick, including the cost of the saddle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot&lt;br /&gt;
A subtype of mechanical control apparatus, a clockwork can incorporate an interior piloting compartment for a creature at least two size categories smaller than the clockwork.  &lt;br /&gt;
A pilot with hands (or equivalent manipulative limbs) can pilot a clockwork of any shape; a creature lacking hands can only pilot a clockwork that mimics its basic shape, such as quadruped or serpentine. &lt;br /&gt;
A piloted clockwork functions just as if it was an intelligent creature. &lt;br /&gt;
The pilot spends a full-round action each turn to pilot the clockwork. &lt;br /&gt;
When a piloted clockwork takes damage, the pilot takes half that damage, Fortitude (DC 10) negates. This does not reduce the damage to the clockwork.&lt;br /&gt;
Mind-affecting effects targeting the clockwork may affect the pilot, who gains a +4 bonus on such Will saving throws. The pilot cannot otherwise be affected from outside.&lt;br /&gt;
A pilot console counts as two additional tricks.&lt;br /&gt;
&lt;br /&gt;
== Clockwork Tricks ==&lt;br /&gt;
Clockwork generally use the same tricks as the [http://www.d20pfsrd.com/skills/handle-animal Handle Animal] skill, but certain tricks are modified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack:&lt;br /&gt;
A clockwork need only learn this trick once to attack any kind of foe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detect, Flee, Get Help, Hunt, Seek, Serve:&lt;br /&gt;
Clockwork cannot perform these tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work:&lt;br /&gt;
This trick also lets the clockwork use any skills it has (see construction abilities).&lt;br /&gt;
&lt;br /&gt;
== New Construction Abilities ==&lt;br /&gt;
These new construct abilities and flaws are available to [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animate clockwork].  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Increase (Ex, 1 CP): &lt;br /&gt;
Increase one attribute by 4 points. This can be increased to a +6 bonus at the cost of an an additional cp. This cannot be applied to Int or Con.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor (Ex, 1 Cp)&lt;br /&gt;
The construct gains an integral armor bonus of +5. This can be increased to +8 for another cp. Clockwork cannot wear armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled (Ex, 1 Cp)&lt;br /&gt;
The clockwork gains a +6 bonus and counts as trained with one specific skill. The clockwork has integral tools that allows it to perform the skill and gains neither bonuses or penalties from tools. Expending 2 cp increases the bonus to +10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand (Ex, 1 Cp)&lt;br /&gt;
Turns one slam attack into a fist, that can either strike as a normal slam attack, or be used for fine manipulation or to wield a weapon. The clockwork is considered proficient with all simple melee weapons. For one additional cp, it can use all martial melee weapons. For one cp, it can use simple ranged weapons. The additional proficiencies applies to all the clockwork&#039;s hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Structure (Ex, 1 Cp)&lt;br /&gt;
Double the hit point bonus [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct constructs] receive from size.&lt;br /&gt;
&lt;br /&gt;
=== Construction Flaws ===&lt;br /&gt;
&#039;&#039;&#039;Immobile (Ex, +2 Cp)&lt;br /&gt;
The clockwork lacks all movement speeds and must be moved around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jam Prone (Ex, +1 Cp)&lt;br /&gt;
Whenever the clockwork takes damage, it must make a Fortitude save (DC 10 + number of tricks it knows) to avoid being staggered for 1 round.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poor Senses (Ex, +1 Cp)&lt;br /&gt;
The clockwork lacks both low-light and darkvision. It can only be ordered to perform tricks by creatures adjacent to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring Mechanism (Ex, +2 Cp)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute per Hit Dice it has. Any wrench can be used to wind the clockwork; it has no special key. Winding a spring mechanism is physically demanding and requires as much effort as carrying the clockwork.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weak Mechanism (Ex, +1 Cp)&lt;br /&gt;
The clockwork has a weak power source. After winding, it retains power for only one hour per Hit Dice.&lt;br /&gt;
&lt;br /&gt;
== Example Clockwork ==&lt;br /&gt;
=== Clockwork Blackbird ===&lt;br /&gt;
&#039;&#039;This perched black songbird looks enamelled and has metallic notes in its repertoire.&lt;br /&gt;
&lt;br /&gt;
Tiny animate clockwork. Tricks: entertain, stay. Cp: ability increase (Charisma) (2), brittle (-1), cloth (-1), weak mechanism (-1), skilled (Perform: sing) (2). Cost 17 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Blackbird CR 1/2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 200 &amp;lt;br&amp;gt;&lt;br /&gt;
N Tiny construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +6 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20 touch 18, flat-footed 16 (+2 Dex, +2 dodge, +4 natural, +2 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
5 (1d10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +1 (1d2-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
14, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&lt;br /&gt;
Perform +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Cold, Electricity, and Fire (Ex)&lt;br /&gt;
The clockwork blackbird takes 150% as much damage as normal from cold, electricity, and fire attacks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weak Mechanism (Ex)&lt;br /&gt;
The clockwork blackbird has a weak power source. After winding, it retains power for only an hour.&lt;br /&gt;
&lt;br /&gt;
=== Lock Monkey ===&lt;br /&gt;
&#039;&#039;This tiny metallic monkey is climbing towards the lock, heedless of danger.&lt;br /&gt;
&lt;br /&gt;
Tiny animate clockwork. Tricks: heel, stay, stealth, work. Cp: ability increase (Dexterity) (1), additional movement (climb) (1), spring mechanism (-2), skilled (Disable Device) (1). Cost 34 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Monkey CR 1/2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 200 &amp;lt;br&amp;gt;&lt;br /&gt;
N Tiny construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +8 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
22 touch 18, flat-footed 18 (+4 Dex, +2 dodge, +4 natural, +2 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
5 (1d10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +1 (1d2-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
18, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&lt;br /&gt;
Climb +12, Disable Device +9, Stealth +12.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork constructs react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spring Mechanism (Ex)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute. Any wrench can be used to wind the clockwork; it has no special key.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex): &lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
The lock monkey is usually carried into position, then winded and instructed to unlock or disable a known mechanism. It is capable of moving under cover to where it should work, but cannot look for traps or mechanisms on its own.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Sentry ===&lt;br /&gt;
&#039;&#039;This gnome crossbowman keeps watch, eyes scanning mechanically for foes.&lt;br /&gt;
&lt;br /&gt;
Small animate clockwork. Tricks: stay. Cp: ability increase (Dexterity) (1), additional attack (1), 2 arms (simple ranged weapons) (3), brittle (-1), flammable (-1), skilled (Perception) (1), slower (-1), spring mechanism (-2). Cost 171 gp (37 gp in equipment). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Sentry CR 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 600 &amp;lt;br&amp;gt;&lt;br /&gt;
N Small construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +7 Senses darkvision 60, low-light vision; Perception +1 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20, touch 16, flat-footed 15 (+3 Dex, +2 dodge, +4 natural, +1 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
21 (2d10+10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
2 slams +3 (1d3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&lt;br /&gt;
Light crossbow +6 (1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
16, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039; Light crossbow, quiver of 20 bolts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spring Mechanism (Ex)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute. Any wrench can be used to wind the clockwork; it has no special key.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Cold, Electricity, and Fire (Ex)&lt;br /&gt;
The clockwork sentry tak 150% as much damage as normal from cold, electricity, and fire attacks.&lt;br /&gt;
&lt;br /&gt;
The clockwork sentry is positioned in a strategic location and pushed to act on a trigger, usually something simple like &amp;quot;shoot anyone not wearing the Ito crest&amp;quot;. This trigger sets its winding mechanism running for two minutes before it stops. It will fire its light crossbow until engaged in melee, then drop it and switch to slam attacks. It will only move to get a clear field of fire, and never leaves its assigned area.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Squire ===&lt;br /&gt;
&#039;&#039;This soldier walks stiffly and appears to be made of wood.&lt;br /&gt;
&lt;br /&gt;
Medium animate clockwork. Tricks: &lt;br /&gt;
attack, &lt;br /&gt;
come,&lt;br /&gt;
defend,&lt;br /&gt;
down,&lt;br /&gt;
flank,&lt;br /&gt;
stay,&lt;br /&gt;
watch&lt;br /&gt;
. &lt;br /&gt;
Cp: ability increase (Strength) (1), additional attack (1), armored (1), weak mechanism (-1). CR 3. Cost 2100 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Squire CR 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 800 &amp;lt;br&amp;gt;&lt;br /&gt;
N Medium construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +4 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20, touch 12, flat-footed 18 (+4 armor, +2 dodge, +4 natural)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
36 (3d10+20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+1, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+3, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
30 ft., &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
2 slams +7 (1d6 +5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weak Mechanism (Ex)&lt;br /&gt;
The clockwork has a weak power source. After winding, it retains power for only three hours. &lt;br /&gt;
&lt;br /&gt;
The clockwork squire is made to assist a soldier in battle, and has a complex control mechanism allowing it to perform many tasks.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Steed ===&lt;br /&gt;
&#039;&#039;This large horse is made of jointed metal parts and moves with stiff precision.&lt;br /&gt;
&lt;br /&gt;
Medium animate clockwork. Tricks: &lt;br /&gt;
attack, come, defend, down, guard, mount, and stay.&lt;br /&gt;
Cp: armored (2), faster (2), metal (2). Cost 8,400 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Steeed CR 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 2,400 &amp;lt;br&amp;gt;&lt;br /&gt;
N Large construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +3 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
26, touch 12, flat-footed 18  (-1 Dex, +2 dodge, +8 armor, +8 natural, -1 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
52 (4d10+30 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+1, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+2, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 10, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
50 ft., &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +9 (1d6+9) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
22, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
8, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork steeds take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Winding (Ex) &lt;br /&gt;
Clockwork steeds must be wound with special keys in order to function. A fully wound clockwork steed can remain active for 4 days.&lt;br /&gt;
&lt;br /&gt;
The clockwork steed is made to be a mount for a Medium rider and to weather the hardships of intense combat.&lt;br /&gt;
&lt;br /&gt;
== External Links == &lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object Animated Objects] @ pfsrd.com&lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork Clockwork] @ pfsrd.com&lt;br /&gt;
{{OGL}}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Talk:Automatons_(Apath)&amp;diff=27553</id>
		<title>Talk:Automatons (Apath)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Talk:Automatons_(Apath)&amp;diff=27553"/>
		<updated>2016-06-18T10:51:59Z</updated>

		<summary type="html">&lt;p&gt;Hack: Added a prototype Clockwork Familiar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Familiar ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Basic Familiar.&lt;br /&gt;
&lt;br /&gt;
Tiny automaton. Tricks: Animated Spirit. CP: body (1), additional movement (fly) (1). Cost 450 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sfinx CR 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 200 &amp;lt;br&amp;gt;&lt;br /&gt;
N Tiny construct (clockwork)&amp;lt;br&amp;gt;&lt;br /&gt;
Init +8 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20 touch 18, flat-footed 18 (+2 Dex, +2 dodge, +4 natural, +2 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
5 (1d10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
---- &lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
15 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +1 (1d2-2)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
14, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork constructs react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex): &lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Clockwork Version II =&lt;br /&gt;
 &lt;br /&gt;
A clockwork creation consists of two parts, a body and a control apparatus. The body is a mechanical clockwork machine. The control apparatus is by far the most complex part and can be mechanical or magical. This article focuses on mechanical clockwork, driven by mundane forces. A mechanical clockwork has a very limited intelligence, able to act only on specific instructions. The skills used with clockwork creatures are [[Craft_(Apath)#Clockwork | Craft (clockwork)]] to create the machinery and [[Knowledge_(Apath) | Knowledge (engineering)]] to control clockwork and understand their logic.&lt;br /&gt;
&lt;br /&gt;
== Clockwork Body ==&lt;br /&gt;
They bodies of clockwork creatures comes in two variations; [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] and [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects]. Clockwork creatures being more specialized designs while animated clockwork are basic frames that can be easily modified. A clockwork body is built using the [[Craft_(Apath)#Clockwork | Craft (clockwork)]] skill, using the normal crafting rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Creature:&lt;br /&gt;
Using one of several custom designs, [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] are specialized machines designed for a specific task. Inventing the design of a new clockwork creature is a major achievement and outside the scope of these rules. These plans are jealously guarded treasure, and those of challenge rating 8 and higher are inherently magical and cannot be created by mundane means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animate Clockwork:&lt;br /&gt;
An [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] run by a clockwork mechanism. Called an animate clockwork, tinkerers who want to customize work with such creatures.&lt;br /&gt;
The winding mechanism itself is usually magical, and covered by the cost in parts, but the rest of the creature is purely mechanical. Note that the challenge rating of an animated object can be altered by construction points. &lt;br /&gt;
Such a creature uses all the rules for [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] and also gains the advantages and disadvantages of the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-clockwork clockwork] subtype. Unlike an object animated by &#039;&#039;[http://www.d20pfsrd.com/magic/all-spells/a/animate-objects animate objects]&#039;&#039;, an animate clockwork is purpose-built to be animated, and often looks like a creature of some kind.&lt;br /&gt;
&lt;br /&gt;
== Control Apparatus ==&lt;br /&gt;
These rules deal with mechanical control, for magical controls refer to the rules in &#039;&#039;Pathfinder Roleplaying Game Ultimate Magic. &lt;br /&gt;
&lt;br /&gt;
A mechanical clockwork can run certain automated routines (called tricks), or it can be instructed in detail how to deal with a certain situation (called pushing). This works much like controlling an animal using [http://www.d20pfsrd.com/skills/handle-animal Handle Animal]. &lt;br /&gt;
&lt;br /&gt;
Note that clockwork do not have an intelligence score. Clockwork are mindless creatures incapable of independent thought or action; they only react as their master instructed them to. A clockwork creature has no survival instinct and must be instructed to defend itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks:&lt;br /&gt;
A clockwork automaton can be made capable of running various tricks, similar to the tricks animals can be taught using Animal Handling. All clockwork automatons know the stay trick, and can be made to perform additional tricks by using a more complex clockwork control apparatus. See Table: Table: Clockwork Crafting.&lt;br /&gt;
&lt;br /&gt;
Unlike an animal, a clockwork that is not activated by a trick will do nothing. Clockwork never move around on their own or continue fighting when no target of their attack order is present.&lt;br /&gt;
&lt;br /&gt;
Ordering a clockwork to perform a trick it is capable of is a move action that can be made up to 30 ft away, and requires a Knowledge (engineer) check, DC 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pushing:&lt;br /&gt;
A clockwork automaton is inherently only able to follow hands-on instructions from an operator. These instructions are made by operating levers or other control surfaces on the clockwork, usually mounted in back. This method of controlling a clockwork corresponds roughly to pushing an animal using Handle Animal.&lt;br /&gt;
&lt;br /&gt;
Orders to the clockwork creature must be exact; they apply only to a specific situation. It is possible to apply an operation beforehand and set a trigger condition that makes the clockwork activate. For example &amp;quot;attack the first creature you see that is not wearing the guild badge&amp;quot;. This increases the [[Knowledge_(Apath) | Knowledge (engineering)]] DC by 5, but time on the order and winding mechanism only begin counting once the trigger activates. &lt;br /&gt;
&lt;br /&gt;
Pushing a clockwork is a full-round action performed when adjacent to the clockwork, that requires a [[Knowledge_(Apath) | Knowledge (engineering)]] check. You can spend extra time on this operation, each round gives a +1 bonus on the check, to a maximum bonus of +10 after one minute. The clockwork automaton will continue to carry out its instructions for one round, plus one round for each point above the DC on the [[Knowledge_(Apath) | Knowledge (engineering)]] check.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  align=&amp;quot;right&amp;quot;  width=&amp;quot;200 px&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Table: &amp;lt;br&amp;gt; Clockwork  Crafting &#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Number &amp;lt;br&amp;gt;of Tricks&#039;&#039;&#039; ||align=center valign=&amp;quot;bottom&amp;quot;|   &#039;&#039;&#039;Cost &amp;lt;br&amp;gt; multiplier&#039;&#039;&#039; ||align=center valign=&amp;quot;bottom&amp;quot;|   &#039;&#039;&#039;Craft &amp;lt;br&amp;gt; DC&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 0 || align=&amp;quot;center&amp;quot; | 60%  || align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 80%  || align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 100%  || align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 120%  || align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 140%  || align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 160%  || align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 180%  || align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 || align=&amp;quot;center&amp;quot; | +20%  || align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
|}&lt;br /&gt;
A mechanical clockwork is made using [[Craft_(Apath)#Clockwork | Craft (clockwork)]].  &lt;br /&gt;
The base price for an animate clockwork is 50 gp times the challenge rating, squared (minimum 1). The base price for a clockwork creature is given as the cost of clockwork parts in its description. &lt;br /&gt;
Multiply this base cost by a factor based on the number of tricks the construct knows from Table: Clockwork Crafting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gosh is an apprentice with [[Craft_(Apath)#Clockwork | Craft (clockwork)]] +5. He wants to craft his first clockwork. A tiny animate clockwork has a challenge rating of 1/2.&lt;br /&gt;
1/2 squared would normally be 1/4, but the minimum is 1, giving a base price of 50 gp. Zero tricks has a multiplier of 60%, giving a final cost of 30 gp.&lt;br /&gt;
This is a very simple clockwork can only act when pushed. With a Craft DC of 15 and taking 10, Gosh produces 22.5 gp worth of clockwork per week using the Craft rules, so this clockwork takes just under two weeks to build.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage and Repair&#039;&#039;&#039;&lt;br /&gt;
A clockwork body can be repaired using [[Craft_(Apath)#Clockwork | Craft (clockwork)]] at DC 10 or with abilities that repair constructs. A full repair costs 25% of the cost of the clockwork, partial repairs proportionally less. Clockwork are disabled at zero hit points and destroyed (irreparable) at negative hit points equal to three times its Hit Dice.&lt;br /&gt;
&lt;br /&gt;
== Clockwork Tricks ==&lt;br /&gt;
Clockwork generally use the same tricks as the [http://www.d20pfsrd.com/skills/handle-animal Handle Animal] skill, but certain tricks are modified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack:&lt;br /&gt;
The clockwork attacks one unique creature pointed out to it. If the attack is to cover several creatures, this trick must be taken several times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detect, Flee, Get Help, Hunt, Seek, Serve:&lt;br /&gt;
Clockwork cannot perform these tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar Control&lt;br /&gt;
A character with the familiar class feature can take a clockwork as a familiar, summoning a spirit to act as the control mechanism. This replaces the [[#Control Apparatus|control apparatus]] with a magical spirit. See [[#Clockwork as Familiars|clockwork as familiars]] below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount&lt;br /&gt;
The clockwork has an integral saddle and can carry a rider of any size category smaller than itself. This works like an animal mount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot&lt;br /&gt;
A subtype of mechanical control apparatus, a clockwork can incorporate an interior piloting compartment for a creature at least two size categories smaller than the clockwork.  &lt;br /&gt;
A pilot with hands (or equivalent manipulative limbs) can pilot a clockwork of any shape; a creature lacking hands can only pilot a clockwork that mimics its basic shape, such as quadruped or serpentine. &lt;br /&gt;
A piloted clockwork functions just as if it was an intelligent creature. &lt;br /&gt;
The pilot spends a full-round action each turn to pilot the clockwork. &lt;br /&gt;
When a piloted clockwork takes damage, the pilot takes half that damage, Fortitude (DC 10) negates. This does not reduce the damage to the clockwork.&lt;br /&gt;
Mind-affecting effects targeting the clockwork may affect the pilot, who gains a +4 bonus on such Will saving throws. The pilot cannot otherwise be affected from outside.&lt;br /&gt;
A pilot console counts as two additional tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stay:&lt;br /&gt;
A clockwork does not need this trick; if not otherwise activated it will always stay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work:&lt;br /&gt;
This trick also lets the clockwork use any skills it has (see construction abilities).&lt;br /&gt;
&lt;br /&gt;
=== Abstract Engine ===&lt;br /&gt;
The clockwork controlled by an abstract engine can exchange its tricks by being inserted with a mechanical information record, such as a punch card. It does not come with any tricks. The mechanical information record for a trick is made using [[Knowledge_(Apath) | Knowledge (engineering)]] and costs gp equal to the DC of teaching an animal the trick it contains. Changing the instructions of the abstract engine takes 1 minute and a [[Knowledge_(Apath) | Knowledge (engineering)]] check with a DC equal to the DC of teaching an animal the trick it contains. An abstract engine double the final cost of the clockwork creature.&lt;br /&gt;
&lt;br /&gt;
== New Construction Abilities ==&lt;br /&gt;
These new construct abilities and flaws are available to [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animate clockwork].  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Increase (Ex, 1 CP): &lt;br /&gt;
Increase one attribute by 4 points. This can be increased to a +6 bonus at the cost of an an additional cp. This cannot be applied to Int or Con.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor (Ex, 1 Cp)&lt;br /&gt;
The construct gains an integral armor bonus of +5. This can be increased to +8 for another cp. Clockwork cannot wear armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled (Ex, 1 Cp)&lt;br /&gt;
The clockwork gains a +5 bonus and counts as trained with one specific skill. The clockwork has integral tools that allows it to perform the skill and gains neither bonuses or penalties from tools. Expending 2 cp increases the bonus to +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand (Ex, 1 Cp)&lt;br /&gt;
Turns one slam attack into a fist, that can either strike as a normal slam attack, or be used for fine manipulation or to wield a weapon. The clockwork is considered proficient with all simple melee weapons. For one additional cp, it can use all martial melee weapons. For one cp, it can use simple ranged weapons. The additional proficiencies applies to all the clockwork&#039;s hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Structure (Ex, 1 Cp)&lt;br /&gt;
Double the hit point bonus [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct constructs] receive from size.&lt;br /&gt;
&lt;br /&gt;
=== Construction Flaws ===&lt;br /&gt;
&#039;&#039;&#039;Immobile (Ex, +2 Cp)&lt;br /&gt;
The clockwork lacks all movement speeds and must be moved around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jam Prone (Ex, +1 Cp)&lt;br /&gt;
Whenever the clockwork takes damage, it must make a Fortitude save (DC 10 + number of tricks it knows) to avoid being staggered for 1 round.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poor Senses (Ex, +1 Cp)&lt;br /&gt;
The clockwork lacks both low-light and darkvision. It can only be ordered to perform tricks by creatures adjacent to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring Mechanism (Ex, +2 Cp)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute per Hit Dice it has. Any wrench can be used to wind the clockwork; it has no special key. Winding a spring mechanism is physically demanding and requires as much effort as carrying the clockwork.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weak Mechanism (Ex, +1 Cp)&lt;br /&gt;
The clockwork has a weak power source. After winding, it retains power for only one hour per Hit Dice.&lt;br /&gt;
&lt;br /&gt;
== Example Clockwork ==&lt;br /&gt;
=== Clockwork Blackbird ===&lt;br /&gt;
&#039;&#039;This perched black songbird looks enamelled and has metallic notes in its repertoire.&lt;br /&gt;
&lt;br /&gt;
Tiny animate clockwork. Tricks: entertain. Cp: ability increase (Charisma) (2), weak mechanism (-1), skilled (Perform: sing) (2). Cost 40 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Blackbird CR 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 200 &amp;lt;br&amp;gt;&lt;br /&gt;
N Tiny construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +6 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20 touch 18, flat-footed 16 (+2 Dex, +2 dodge, +4 natural, +2 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
5 (1d10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +1 (1d2-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
14, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&lt;br /&gt;
Perform +6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weak Mechanism (Ex)&lt;br /&gt;
The clockwork blackbird has a weak power source. After winding, it retains power for only an hour.&lt;br /&gt;
&lt;br /&gt;
=== Lock Monkey ===&lt;br /&gt;
&#039;&#039;This tiny metallic monkey is climbing towards the lock, heedless of danger.&lt;br /&gt;
&lt;br /&gt;
Tiny animate clockwork. Tricks: heel, search, stealth, work. Cp: ability increase (Dexterity) (1), additional movement (climb) (1), spring mechanism (-2), skilled (Disable Device) (2), skilled (Perception) (2). Cost 70 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Monkey CR 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 200 &amp;lt;br&amp;gt;&lt;br /&gt;
N Tiny construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +8 Senses darkvision 60, low-light vision; Perception +3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
22 touch 18, flat-footed 18 (+4 Dex, +2 dodge, +4 natural, +2 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
5 (1d10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +1 (1d2-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
18, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&lt;br /&gt;
Climb +12, Disable Device +7, Perception +3 Stealth +12.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork constructs react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spring Mechanism (Ex)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute. Any wrench can be used to wind the clockwork; it has no special key.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex): &lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
The lock monkey is usually carried into position, then winded and instructed to unlock or disable a known mechanism. It is capable of moving under cover to where it should work, and can look for traps but is not very good at perception. It cannot disable magical traps.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Sentry ===&lt;br /&gt;
&#039;&#039;This gnome crossbowman keeps watch, eyes scanning mechanically for foes.&lt;br /&gt;
&lt;br /&gt;
Small animate clockwork. Tricks: None. Cp: ability increase (Dexterity) (1), additional attack (1), 2 arms (simple ranged weapons) (3), brittle (-1), flammable (-1), skilled (Perception) (1), slower (-1), spring mechanism (-2). Cost 157 gp (37 gp in equipment). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Sentry CR 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 600 &amp;lt;br&amp;gt;&lt;br /&gt;
N Small construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +7 Senses darkvision 60, low-light vision; Perception +1 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20, touch 16, flat-footed 15 (+3 Dex, +2 dodge, +4 natural, +1 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
21 (2d10+10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
2 slams +3 (1d3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&lt;br /&gt;
Light crossbow +6 (1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
16, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039; Light crossbow, quiver of 20 bolts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spring Mechanism (Ex)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute. Any wrench can be used to wind the clockwork; it has no special key.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Cold, Electricity, and Fire (Ex)&lt;br /&gt;
The clockwork sentry tak 150% as much damage as normal from cold, electricity, and fire attacks.&lt;br /&gt;
&lt;br /&gt;
The clockwork sentry is positioned in a strategic location and pushed to act on a trigger, usually something simple like &amp;quot;shoot anyone not wearing the Ito crest&amp;quot;. This trigger sets its winding mechanism running for two minutes before it stops. It will fire its light crossbow until engaged in melee, then drop it and switch to slam attacks. It will only move to get a clear field of fire, and never leaves its assigned area.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Squire ===&lt;br /&gt;
&#039;&#039;This soldier walks stiffly and appears to be made of wood.&lt;br /&gt;
&lt;br /&gt;
Medium animate clockwork. Tricks: &lt;br /&gt;
attack, &lt;br /&gt;
come,&lt;br /&gt;
defend,&lt;br /&gt;
down,&lt;br /&gt;
flank,&lt;br /&gt;
watch&lt;br /&gt;
. &lt;br /&gt;
Cp: ability increase (Strength) (1), additional attack (1), armored (1), weak mechanism (-1). Cost 810 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Squire CR 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 800 &amp;lt;br&amp;gt;&lt;br /&gt;
N Medium construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +4 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20, touch 12, flat-footed 18 (+4 armor, +2 dodge, +4 natural)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
36 (3d10+20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+1, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+3, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
30 ft., &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
2 slams +7 (1d6 +5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weak Mechanism (Ex)&lt;br /&gt;
The clockwork has a weak power source. After winding, it retains power for only three hours. &lt;br /&gt;
&lt;br /&gt;
The clockwork squire is made to assist a soldier in battle, and has a complex control mechanism allowing it to perform many tasks.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Mount ===&lt;br /&gt;
&#039;&#039;This large horse is made of jointed metal parts and moves with stiff precision.&lt;br /&gt;
&lt;br /&gt;
Medium animate clockwork. Tricks: &lt;br /&gt;
attack, come, defend, down, guard, and mount.&lt;br /&gt;
Cp: armored (2), faster (2), metal (2). Cost 3,240 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Mount CR 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 2,400 &amp;lt;br&amp;gt;&lt;br /&gt;
N Large construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +3 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
26, touch 12, flat-footed 18  (-1 Dex, +2 dodge, +8 armor, +8 natural, -1 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
52 (4d10+30 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+1, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+2, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 10, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
50 ft., &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +9 (1d6+9) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
22, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
8, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+4 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+11 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
20 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork steeds take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Winding (Ex) &lt;br /&gt;
Clockwork mounts must be wound with special keys in order to function. A fully wound clockwork steed can remain active for 4 days.&lt;br /&gt;
&lt;br /&gt;
The clockwork mount is made for a Medium rider and to weather the hardships of intense combat.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Dreadnought ===&lt;br /&gt;
&#039;&#039;This metallic siege engine advances with a clanking sound.&lt;br /&gt;
&lt;br /&gt;
Huge animate clockwork. Tricks: Pilot.&lt;br /&gt;
Cp: armored (2), extra attack (1), metal (2), weak mechanism (-1). Cost 2,450 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Dreadnought CR 7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 3,200&amp;lt;br&amp;gt;&lt;br /&gt;
N Huge construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +2 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
25, touch 6, flat-footed 15 (-2 Dex, +8 armor, +11 natural, -2 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
78 (7d10+40 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+2, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 10, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
30 ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
2 slams +15 (1d8+15) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
30, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+19 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
27&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork steeds take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weak Mechanism (Ex)&lt;br /&gt;
The clockwork dreadnought has a weak power source. After winding, it retains power for only seven hours.&lt;br /&gt;
&lt;br /&gt;
The clockwork dreadnought is made for a Medium pilot to wreak havoc!&lt;br /&gt;
&lt;br /&gt;
== Clockwork as Familiars ==&lt;br /&gt;
As noted under [[#Clockwork_Tricks | clockwork tricks]] above, a character with the ability to summon a familiar can instead have a clockwork familiar. This replaces the [[#Control Apparatus|control apparatus]] with a magical spirit. &lt;br /&gt;
&lt;br /&gt;
Much like other clockwork, clockwork familiars come in two varieties; animate clockwork and clockwork familiars. &lt;br /&gt;
In both cases, the familiar is not summoned; instead the cost of 200 gp times the master&#039;s level represents the manufacture of the familiar&#039;s body and the increasingly sophisticated magical apparatus required to jump-start the familiar at the power level of its master. When calculating the cost of repairs, both types of familiar are assumed to have a cost of 200 gp.&lt;br /&gt;
&lt;br /&gt;
Animate clockwork familiars are relatively simple devices based on [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-tiny Tiny animated objects]. Anyone with the ability to summon a familiar can link to an animate clockwork. An animate clockwork familiar can have additional construction points added at a cost of 1,000 gp for the first additional construction point, 2,000 gp for the second construction point, 3,000 for the third, and so on.&lt;br /&gt;
&lt;br /&gt;
[http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/clockwork-familiar Clockwork familiars] are more complex to bond with, and require the binder to have the [http://www.d20pfsrd.com/feats/general-feats/improved-familiar Improved Familiar] feat. Bonding a clockwork familiar through the familiar class feature circumvents the cost, caster level, and Craft Construct feat to create a clockwork familiar as an independent creature.&lt;br /&gt;
&lt;br /&gt;
== Clockwork as Companions ==&lt;br /&gt;
Certain characters can have clockwork companions instead of [http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions animal companions]. Clockwork companions work like animal companions, except as noted.&lt;br /&gt;
&lt;br /&gt;
* Clockwork companions follow the same rules as animal companions, advancing their Hit Dice and other abilities per Table: Animal Companion Base Statistics. Clockwork companions gain additional hit points based on their size, as all constructs do. This is included in the base profile below.&lt;br /&gt;
&lt;br /&gt;
* Mindless: Clockwork companions have no Intelligence score and possess the mindless trait. A clockwork companion cannot use an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on) to increase Constitution or Intelligence. Clockwork companions have no skill points or feats. Clockwork companions use tricks as other mechanical clockwork do.&lt;br /&gt;
&lt;br /&gt;
* As clockwork have d10 Hit Dice, clockwork companions gain one additional hit point per HD compared to animal companions.&lt;br /&gt;
&lt;br /&gt;
* Clockwork companions gain an additional construction point for every six hit dice.&lt;br /&gt;
&lt;br /&gt;
* Clockwork companions do not gain the link or devotion abilities.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Companion ===&lt;br /&gt;
Instead of taking the listed benefit at 4th level, you can instead choose to increase the companion&#039;s Strength and construction points by 2. Construction points are the same as those of mechanical clockwork.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Statistics&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039; Medium, &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.; &#039;&#039;&#039;AC&#039;&#039;&#039; +4 natural armor; &#039;&#039;&#039;Attack&#039;&#039;&#039; slam (1d6); &#039;&#039;&#039;Ability Scores&#039;&#039;&#039; &#039;&#039;&#039;Str&#039;&#039;&#039; 14, &#039;&#039;&#039;Dex&#039;&#039;&#039; 12, &#039;&#039;&#039;Con&#039;&#039;&#039; —, &#039;&#039;&#039;Int&#039;&#039;&#039; —, &#039;&#039;&#039;Wis&#039;&#039;&#039; 1, &#039;&#039;&#039;Cha&#039;&#039;&#039; 1; &#039;&#039;&#039;Special Qualities &lt;br /&gt;
construct immunities&lt;br /&gt;
construction points (4),&lt;br /&gt;
darkvision 60 ft,&lt;br /&gt;
hardness 5, &lt;br /&gt;
hit-point bonus +20,&lt;br /&gt;
low-light vision, &lt;br /&gt;
mindless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4th-Level Advancement&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039; Large; &#039;&#039;&#039;AC&#039;&#039;&#039; +2 natural armor; &#039;&#039;&#039;Attack&#039;&#039;&#039; slam(1d8); &#039;&#039;&#039;Ability Scores Str&#039;&#039;&#039; +8, &#039;&#039;&#039;Dex&#039;&#039;&#039; –2; &#039;&#039;&#039;Special Qualities &lt;br /&gt;
hit-point bonus +30.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object Animated Objects] @ pfsrd.com&lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork Clockwork] @ pfsrd.com&lt;br /&gt;
{{OGL}}&lt;br /&gt;
&lt;br /&gt;
= Last Version With Control Apparatus Rules =&lt;br /&gt;
A clockwork creation consists of two parts, a body and a control apparatus. The body is a mechanical machine powered by springs. The control apparatus is by far the most complex part and can be mechanical or magical. This article focuses on mechanical clockwork, driven by mundane forces. A mechanical clockwork has a very limited intelligence, able to act only on specific instructions. This work somewhat like [http://www.d20pfsrd.com/skills/handle-animal Handle Animal]. &lt;br /&gt;
&lt;br /&gt;
== Clockwork Body ==&lt;br /&gt;
They bodies of clockwork creatures comes in two variations; [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] and [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects]. Both are made in similar ways, with clockwork creatures being more specialized designs. A clockwork body is built using the Craft (clockwork) skill, using the normal crafting rules. &lt;br /&gt;
&lt;br /&gt;
Note that the raw materials used by a clockwork craftsman are themselves crafted objects; cogs, springs, even the frame and outer casings are made to order by metalworkers. The clockwork craftsman assembles a body out of these parts. If the builder is desperate to save money, he can use craft (metalworking) to make his own part and thus reduce costs by investing more in time and Craft skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Creature:&lt;br /&gt;
Using one of several custom designs, [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] are specialized machines designed for a specific task. Refer to the bestiary index for each creature to see the cost of creating it&#039;s body, given as &amp;quot;crafted clockwork pieces&amp;quot;. Making the design of a new clockwork creature is a major achievement and outside the scope of these rules; tinkerers who want custom-designed clockwork servants usually work with animate clockwork (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animate Clockwork:&lt;br /&gt;
An [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] powered by clockwork has a cost equal to the challenge rating, squared, times 50 gold pieces. Note that the challenge rating of an animated object can be altered by construction points. Called an animate clockwork, such a creature uses all the rules for [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] and also gains the advantages and disadvantages of the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-clockwork clockwork] subtype. Unlike an object animated by &#039;&#039;[http://www.d20pfsrd.com/magic/all-spells/a/animate-objects animate objects], an animate clockwork is purpose-built to be a moving creatuire, and generally looks like a miniature creature of some kind. When not moving, an animate clockwork gains a +10 bonus on Disguise checks to appear as an inanimate object.&lt;br /&gt;
&lt;br /&gt;
== Control Apparatus ==&lt;br /&gt;
The control apparatus comes in two kinds; mechanical and magical. A mechanical clockwork automaton that must be programmed in detail. More complex is a mechanical differential engine, capable of being programmed, but also of running several ready-made routines called tricks and able to adjust these tricks to its surrounding. Magic is a more expensive option, creating which gives the clockwork creature instincts similar to that of vermin and the ability to understand and obey its master.&lt;br /&gt;
&lt;br /&gt;
Note that neither of these methods gives the clockwork creature an actual intelligence score. Clockwork remain mindless creatures incapable of independent thought or action; they only react as their master instructed them to. A clockwork creature has no survival instinct and must be ordered to defend itself.&lt;br /&gt;
&lt;br /&gt;
The cost of the control apparatus is in addition to the cost of the clockwork body.&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Controls ===&lt;br /&gt;
Clockwork with a mechanical control apparatus can either be given operations to perform or instructed to activate certain &amp;quot;tricks&amp;quot;, sequences of operations that mimic intelligent action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks:&lt;br /&gt;
A clockwork automaton can be made capable of running various tricks, similar to the tricks animals can be taught using Animal Handling. All clockwork automatons know the stay trick, and can be made to perform additional tricks by using a more complex clockwork control apparatus. &#039;&#039;The number of tricks a clockwork automaton can execute is not related to Intelligence as it is with an animal; all differential engines have an Intelligence score of zero. Instead the control apparatus is made more complex, making the clockwork capable of additional tricks.&lt;br /&gt;
&lt;br /&gt;
Ordering a clockwork to perform a trick it is capable of is a move action that can be made up to 30 ft away from the clockwork, and requires a Knowledge (engineer) check, DC 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pushing:&lt;br /&gt;
A clockwork automaton is inherently only able to follow hands-on instructions from an operator. These instructions are made by operating levers or other control surfaces on the clockwork, usually mounted in back. This method of controlling a clockwork corresponds roughly to pushing an animal using Handle Animal.&lt;br /&gt;
&lt;br /&gt;
Orders to the clockwork creature must be exact; they apply to a certain situation. This means they must usually be applied ad-hoc as the situation comes up, but if the situation is known in advance it is possible to apply an operation beforehand and set a trigger condition that makes the clockwork activate, such as &amp;quot;attack the first creature you see that is not wearing the guild badge&amp;quot;. This increases the Knowledge (engineering) DC by 5, but time on the order and winding mechanism only begin counting once the trigger activates. &lt;br /&gt;
&lt;br /&gt;
Pushing a clockwork is a full-round action performed when adjacent to the clockwork, that requires a Knowledge (engineering) check. You can spend extra time on this operation, each round gives a +1 bonus on the check, to a maximum bonus of +10 after one minute. The clockwork automaton will continue to carry out its instructions for one round, plus one round for each point above the DC on the Knowledge (engineering) check.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost, Weight, and Crafting:&lt;br /&gt;
A clockwork automaton control apparatus costs 25 gp times the number of tricks it can run, squared. Remember that all clockwork automatons can run two tricks, down and heel, for a minimum cost of 100 gp. It weights 2 lb. A clockwork automaton control apparatus is made using Craft (clockwork) DC 25.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abstract Engine&lt;br /&gt;
The clockwork controlled by an abstract engine can exchange its tricks by being inserted with punch cards or other mechanical information record. It does not come with any punch cards. A punch card is made using Knowledge (engineering) and cost gp equal to the DC of teaching an animal the trick it contains. Changing the instructions of the abstract engine takes 1 minute and a Knowledge (engineering) check with a DC equal to the DC of teaching an animal the trick it contains.&lt;br /&gt;
A difference engine doubles the cost of of mechanical controls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot&lt;br /&gt;
A subtype of mechanical control apparatus, a clockwork can incorporate a piloting compartment for a creature at least three size categories smaller than the clockwork creature itself. &lt;br /&gt;
A pilot with hands (or equivalent manipulative limbs) can pilot a clockwork of any shape; a creature lacking hands, such as most familiars, can only pilot a clockwork that mimics its basic shape. A piloted clockwork functions just as if it was an intelligent creature. &lt;br /&gt;
The pilot spends a full-round action each turn to pilot the clockwork. &lt;br /&gt;
When a piloted clockwork takes damage, the pilot takes half that damage the clockwork took (this does not reduce the damage to the clockwork), a Fortitude save (DC 15) negates. &lt;br /&gt;
The pilot gains a +4 bonus on any Will saving throws originating from outside the clockwork, but Mind-affecting effects targeting the clockwork may affect the pilot. THe pilot cannot otherwise be targeted from outside and is not considered to be in any areas the clockwork is in.&lt;br /&gt;
A pilot console costs 500 gp.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Tiny clockwork creature can accept a fine pilot; A Medium clockwork can accept a diminutive pilot; a Large clockwork a Tiny pilot, a Huge clockwork a Small pilot, a Gargantuan clockwork can accept a Medium pilot, and a Colossal clockwork can accept a Large pilot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount&lt;br /&gt;
A clockwork that knows the heel trick can carry a rider of size category smaller than itself. This works like an animal carrying a rider.&lt;br /&gt;
&lt;br /&gt;
=== Magical Motivation ===&lt;br /&gt;
This is the &amp;quot;standard&amp;quot; solution when creating constructs and creates the most versatile servant, capable of following even quite complex orders, but it is also horrendously expensive. Use the standard cost and abilities for animated objects and clockwork creatures. This involves having the Craft Construct feat and paying either the cost to create given for a clockwork creature. The cost to enchant an animate clockwork varies by Hit Dice and construction points—to determine the amount, add the animated object’s Hit Dice to its Construction Points, and multiple the total by 1,000.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar Control:&lt;br /&gt;
A subtype of magical control, a character with the familiar class feature can take a clockwork as a familiar, summoning a spirit to act as a control mechanism. Only a Tiny clockwork can be a familiar. A [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-tiny Tiny animated object] counts as a normal familiar (without an animal familiar&#039;s bonus to its master), while a [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/clockwork-familiar clockwork familiar] requires the Improved Familiar feat and caster level 7. The cost of familiar control is the same as that of summoning a regular familiar, normally 200 gold pieces per level of the caster.  The cost given to enchant a clockwork familiar assumes magical motivation; binding the creature as a familiar circumvents this cost and the need for the Craft Constructs feat.&lt;br /&gt;
&lt;br /&gt;
== Damage and Repair ==&lt;br /&gt;
A clockwork body can be repaired using Craft (clockwork) at DC 15 or with abilities that repair constructs. A full repair costs 10% of the cost of the body, partial repairs proportionally less. Clockwork are disabled at zero hit points and destroyed (irreparable) at negative hit points equal to three times its Hit Dice. Damage that does not destroy the clockwork does not harm the control apparatus. When a clockwork is destroyed, make a Fortitude saving throw DC 10 + its number of known tricks or DC 20 for magical controls; on a success the mechanical control apparatus survives and can be re-used.&lt;br /&gt;
&lt;br /&gt;
== Clockwork Tricks ==&lt;br /&gt;
Clockwork generally use the same tricks as the [http://www.d20pfsrd.com/skills/handle-animal Handle Animal] skill, but certain tricks are new or modified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack&lt;br /&gt;
A clockwork need only learn this trick once to attack any kind of foe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detect, Get Help, Hunt, Seek, Serve:&lt;br /&gt;
Clockwork cannot perform these tricks.&lt;br /&gt;
&lt;br /&gt;
== New Construction Abilities ==&lt;br /&gt;
These new construct abilities and flaws are available to clockwork [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects]. The benefits of construction abilities do  not stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Increase(Ex, 1 CP): &lt;br /&gt;
Increase one attribute by 4 points. This cannot be applied to Int or Con.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialist (Ex, 1 Cp)&lt;br /&gt;
The clockwork gains a +6 bonus and counts as trained with one specific skill. The clockwork has integral tools that allows it to perform the skill and gains neither bonuses or penalties from tools.&lt;br /&gt;
&lt;br /&gt;
=== Construction Flaws ===&lt;br /&gt;
&#039;&#039;&#039;Poor Senses (Ex, +1 Cp)&lt;br /&gt;
The clockwork has poor senses, lacking both low-light and darkvision. It can only be ordered to perform tricks by creatures adjacent to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring Mechanism (Ex, +2 Cp)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute per Hit Dice it has. Any wrench can be used to wind the clockwork; it has no special key. Winding a spring mechanism is physically demanding and requires as much effort as carrying the clockwork.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vulnerable Mechanism (Ex, +1 Cp)&lt;br /&gt;
Whenever the clockwork takes damage, it must make a DC 15 Fortitude save to avoid being staggered for 1 round.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weak Winding Mechanism (Ex, +1 Cp)&lt;br /&gt;
The clockwork has a weak power source. It remains wound for only one hour per Hit Dice it has.&lt;br /&gt;
&lt;br /&gt;
== External Links == &lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object Animated Objects] @ pfsrd.com&lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork Clockwork] @ pfsrd.com&lt;br /&gt;
{{OGL}}&lt;br /&gt;
&lt;br /&gt;
= Version with 33% per trick cost =&lt;br /&gt;
{{Apath}}&lt;br /&gt;
A clockwork creation consists of two parts, a body and a control apparatus. The body is a mechanical clockwork machine. The control apparatus is by far the most complex part and can be mechanical or magical. This article focuses on mechanical clockwork, driven by mundane forces. A mechanical clockwork has a very limited intelligence, able to act only on specific instructions. The skills used with clockwork creatures are [[Craft_(Apath)#Clockwork | Craft (clockwork)]] to create the machinery and [[Knowledge_(Apath) | Knowledge (engineering)]] to control clockwork and understand their logic.&lt;br /&gt;
&lt;br /&gt;
== Clockwork Body ==&lt;br /&gt;
They bodies of clockwork creatures comes in two variations; [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] and [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects]. Clockwork creatures being more specialized designs while animated clockwork are basic frames that can be easily modified. A clockwork body is built using the [[Craft_(Apath)#Clockwork | Craft (clockwork)]] skill, using the normal crafting rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Creature:&lt;br /&gt;
Using one of several custom designs, [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork clockwork creatures] are specialized machines designed for a specific task. Refer to the bestiary index for each creature to see the cost of creating it&#039;s body, given as the cost of &amp;quot;crafted clockwork pieces&amp;quot;. Making the design of a new clockwork creature is a major achievement and outside the scope of these rules; tinkerers who want to customize work with animate clockwork.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animate Clockwork:&lt;br /&gt;
An [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] powered by clockwork has a cost equal to the challenge rating, squared, times 50 gold pieces. Note that the challenge rating of an animated object can be altered by construction points. Called an animate clockwork, such a creature uses all the rules for [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] and also gains the advantages and disadvantages of the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-clockwork clockwork] subtype. Unlike an object animated by &#039;&#039;[http://www.d20pfsrd.com/magic/all-spells/a/animate-objects animate objects]&#039;&#039;, an animate clockwork is purpose-built to be animated, and often looks like a creature of some kind. When not moving, an animate clockwork gains a +10 bonus on Disguise checks to appear as an inanimate object.&lt;br /&gt;
&lt;br /&gt;
== Control Apparatus ==&lt;br /&gt;
These rules deal with mechanical control, for magical controls refer to the rules in &#039;&#039;Pathfinder Roleplaying Game Ultimate Magic. &lt;br /&gt;
&lt;br /&gt;
A mechanical clockwork can run certain automated routines (called tricks), or it can be instructed in detail how to deal with a certain situation (called pushing). This works much like controlling an animal using [http://www.d20pfsrd.com/skills/handle-animal Handle Animal]. &lt;br /&gt;
&lt;br /&gt;
Note that clockwork do not have an intelligence score. Clockwork are mindless creatures incapable of independent thought or action; they only react as their master instructed them to. A clockwork creature has no survival instinct and must be instructed to defend itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks:&lt;br /&gt;
A clockwork automaton can be made capable of running various tricks, similar to the tricks animals can be taught using Animal Handling. All clockwork automatons know the stay trick, and can be made to perform additional tricks by using a more complex clockwork control apparatus. See Table: Table: Clockwork Crafting.&lt;br /&gt;
&lt;br /&gt;
Ordering a clockwork to perform a trick it is capable of is a move action that can be made up to 30 ft away, and requires a Knowledge (engineer) check, DC 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pushing:&lt;br /&gt;
A clockwork automaton is inherently only able to follow hands-on instructions from an operator. These instructions are made by operating levers or other control surfaces on the clockwork, usually mounted in back. This method of controlling a clockwork corresponds roughly to pushing an animal using Handle Animal.&lt;br /&gt;
&lt;br /&gt;
Orders to the clockwork creature must be exact; they apply only to a specific situation. It is possible to apply an operation beforehand and set a trigger condition that makes the clockwork activate. For example &amp;quot;attack the first creature you see that is not wearing the guild badge&amp;quot;. This increases the [[Knowledge_(Apath) | Knowledge (engineering)]] DC by 5, but time on the order and winding mechanism only begin counting once the trigger activates. &lt;br /&gt;
&lt;br /&gt;
Pushing a clockwork is a full-round action performed when adjacent to the clockwork, that requires a [[Knowledge_(Apath) | Knowledge (engineering)]] check. You can spend extra time on this operation, each round gives a +1 bonus on the check, to a maximum bonus of +10 after one minute. The clockwork automaton will continue to carry out its instructions for one round, plus one round for each point above the DC on the [[Knowledge_(Apath) | Knowledge (engineering)]] check.  &lt;br /&gt;
&lt;br /&gt;
== Creation Costs ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  align=&amp;quot;right&amp;quot;  width=&amp;quot;200 px&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Table: &amp;lt;br&amp;gt; Clockwork  Crafting &#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Number &amp;lt;br&amp;gt;of Tricks&#039;&#039;&#039; ||align=center valign=&amp;quot;bottom&amp;quot;|   &#039;&#039;&#039;Cost &amp;lt;br&amp;gt; multiplier&#039;&#039;&#039; ||align=center valign=&amp;quot;bottom&amp;quot;|   &#039;&#039;&#039;Craft &amp;lt;br&amp;gt; DC&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 || align=&amp;quot;center&amp;quot; | 33%  || align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2 || align=&amp;quot;center&amp;quot; | 67%  || align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3 || align=&amp;quot;center&amp;quot; | 100%  || align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 || align=&amp;quot;center&amp;quot; | 133%  || align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5 || align=&amp;quot;center&amp;quot; | 167%  || align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6 || align=&amp;quot;center&amp;quot; | 200%  || align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 || align=&amp;quot;center&amp;quot; | 233%  || align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +1 || align=&amp;quot;center&amp;quot; | +33%  || align=&amp;quot;center&amp;quot; | —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A mechanical clockwork is made using [[Craft_(Apath)#Clockwork | Craft (clockwork)]]. The base price for an animate clockwork is 100 gp times the challenge rating, squared. The base price for a clockwork creature is given as the cost of clockwork parts in its description. Multiply this base cost by the cost multiplier from Table: Clockwork Crafting.&lt;br /&gt;
The first trick a clockwork knows is always stay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gosh is an apprentice with [[Craft_(Apath)#Clockwork | Craft (clockwork)]] +5. He wants to craft his first clockwork. A tiny animate clockwork has a challenge rating of 1/2. Giving it a single trick (stay) has a cost multiplier of 33%. 1/2 squared is 1/4, times 100% gives a final cost multiple of 1/12, or 83 sp. This simple clockwork can only act when pushed. With a Craft DC of 15 and taking 10, Gosh produces 225 sp worth of clockwork per week using the Craft rules, so this clockwork takes three days to build at a cost of 28 sp in spare parts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage and Repair&#039;&#039;&#039;&lt;br /&gt;
A clockwork body can be repaired using [[Craft_(Apath)#Clockwork | Craft (clockwork)]] at DC 15 or with abilities that repair constructs. A full repair costs 25% of the cost of the clockwork, partial repairs proportionally less. Clockwork are disabled at zero hit points and destroyed (irreparable) at negative hit points equal to three times its Hit Dice.&lt;br /&gt;
&lt;br /&gt;
== Control Options ==&lt;br /&gt;
These options modify how clockwork are controlled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abstract Engine&lt;br /&gt;
The clockwork controlled by an abstract engine can exchange its tricks by being inserted with a mechanical information record, such as a punch card. It does not come with any tricks. The mechanical information record for a trick is made using [[Knowledge_(Apath) | Knowledge (engineering)]] and costs gp equal to the DC of teaching an animal the trick it contains. Changing the instructions of the abstract engine takes 1 minute and a [[Knowledge_(Apath) | Knowledge (engineering)]] check with a DC equal to the DC of teaching an animal the trick it contains. &lt;br /&gt;
An abstract engine counts as four additional tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar Control&lt;br /&gt;
A character with the familiar class feature can take a clockwork as a familiar, summoning a spirit to act as a control mechanism. Only a Tiny clockwork can be a familiar. A [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-tiny Tiny animated object] counts as a normal familiar (without an animal familiar&#039;s bonus to its master), while a [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/clockwork-familiar clockwork familiar] requires the Improved Familiar feat and caster level 5. The cost is the same as that of summoning a regular familiar, normally 200 gold pieces per level of the caster.  This circumvents the cost, caster level, and Craft Construct feat to create a magical [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork/clockwork-familiar clockwork familiar].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount&lt;br /&gt;
A clockwork can carry a rider of any size category smaller than itself. This works like an animal mount and counts as an additional trick, including the cost of the saddle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot&lt;br /&gt;
A subtype of mechanical control apparatus, a clockwork can incorporate an interior piloting compartment for a creature at least two size categories smaller than the clockwork.  &lt;br /&gt;
A pilot with hands (or equivalent manipulative limbs) can pilot a clockwork of any shape; a creature lacking hands can only pilot a clockwork that mimics its basic shape, such as quadruped or serpentine. &lt;br /&gt;
A piloted clockwork functions just as if it was an intelligent creature. &lt;br /&gt;
The pilot spends a full-round action each turn to pilot the clockwork. &lt;br /&gt;
When a piloted clockwork takes damage, the pilot takes half that damage, Fortitude (DC 10) negates. This does not reduce the damage to the clockwork.&lt;br /&gt;
Mind-affecting effects targeting the clockwork may affect the pilot, who gains a +4 bonus on such Will saving throws. The pilot cannot otherwise be affected from outside.&lt;br /&gt;
A pilot console counts as two additional tricks.&lt;br /&gt;
&lt;br /&gt;
== Clockwork Tricks ==&lt;br /&gt;
Clockwork generally use the same tricks as the [http://www.d20pfsrd.com/skills/handle-animal Handle Animal] skill, but certain tricks are modified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack:&lt;br /&gt;
A clockwork need only learn this trick once to attack any kind of foe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detect, Flee, Get Help, Hunt, Seek, Serve:&lt;br /&gt;
Clockwork cannot perform these tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work:&lt;br /&gt;
This trick also lets the clockwork use any skills it has (see construction abilities).&lt;br /&gt;
&lt;br /&gt;
== New Construction Abilities ==&lt;br /&gt;
These new construct abilities and flaws are available to [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animate clockwork].  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Increase (Ex, 1 CP): &lt;br /&gt;
Increase one attribute by 4 points. This can be increased to a +6 bonus at the cost of an an additional cp. This cannot be applied to Int or Con.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor (Ex, 1 Cp)&lt;br /&gt;
The construct gains an integral armor bonus of +5. This can be increased to +8 for another cp. Clockwork cannot wear armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled (Ex, 1 Cp)&lt;br /&gt;
The clockwork gains a +6 bonus and counts as trained with one specific skill. The clockwork has integral tools that allows it to perform the skill and gains neither bonuses or penalties from tools. Expending 2 cp increases the bonus to +10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand (Ex, 1 Cp)&lt;br /&gt;
Turns one slam attack into a fist, that can either strike as a normal slam attack, or be used for fine manipulation or to wield a weapon. The clockwork is considered proficient with all simple melee weapons. For one additional cp, it can use all martial melee weapons. For one cp, it can use simple ranged weapons. The additional proficiencies applies to all the clockwork&#039;s hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Structure (Ex, 1 Cp)&lt;br /&gt;
Double the hit point bonus [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct constructs] receive from size.&lt;br /&gt;
&lt;br /&gt;
=== Construction Flaws ===&lt;br /&gt;
&#039;&#039;&#039;Immobile (Ex, +2 Cp)&lt;br /&gt;
The clockwork lacks all movement speeds and must be moved around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jam Prone (Ex, +1 Cp)&lt;br /&gt;
Whenever the clockwork takes damage, it must make a Fortitude save (DC 10 + number of tricks it knows) to avoid being staggered for 1 round.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poor Senses (Ex, +1 Cp)&lt;br /&gt;
The clockwork lacks both low-light and darkvision. It can only be ordered to perform tricks by creatures adjacent to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spring Mechanism (Ex, +2 Cp)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute per Hit Dice it has. Any wrench can be used to wind the clockwork; it has no special key. Winding a spring mechanism is physically demanding and requires as much effort as carrying the clockwork.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weak Mechanism (Ex, +1 Cp)&lt;br /&gt;
The clockwork has a weak power source. After winding, it retains power for only one hour per Hit Dice.&lt;br /&gt;
&lt;br /&gt;
== Example Clockwork ==&lt;br /&gt;
=== Clockwork Blackbird ===&lt;br /&gt;
&#039;&#039;This perched black songbird looks enamelled and has metallic notes in its repertoire.&lt;br /&gt;
&lt;br /&gt;
Tiny animate clockwork. Tricks: entertain, stay. Cp: ability increase (Charisma) (2), brittle (-1), cloth (-1), weak mechanism (-1), skilled (Perform: sing) (2). Cost 17 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Blackbird CR 1/2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 200 &amp;lt;br&amp;gt;&lt;br /&gt;
N Tiny construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +6 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20 touch 18, flat-footed 16 (+2 Dex, +2 dodge, +4 natural, +2 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
5 (1d10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +1 (1d2-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
14, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&lt;br /&gt;
Perform +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Cold, Electricity, and Fire (Ex)&lt;br /&gt;
The clockwork blackbird takes 150% as much damage as normal from cold, electricity, and fire attacks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weak Mechanism (Ex)&lt;br /&gt;
The clockwork blackbird has a weak power source. After winding, it retains power for only an hour.&lt;br /&gt;
&lt;br /&gt;
=== Lock Monkey ===&lt;br /&gt;
&#039;&#039;This tiny metallic monkey is climbing towards the lock, heedless of danger.&lt;br /&gt;
&lt;br /&gt;
Tiny animate clockwork. Tricks: heel, stay, stealth, work. Cp: ability increase (Dexterity) (1), additional movement (climb) (1), spring mechanism (-2), skilled (Disable Device) (1). Cost 34 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Monkey CR 1/2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 200 &amp;lt;br&amp;gt;&lt;br /&gt;
N Tiny construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +8 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
22 touch 18, flat-footed 18 (+4 Dex, +2 dodge, +4 natural, +2 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
5 (1d10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +1 (1d2-2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
18, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&lt;br /&gt;
Climb +12, Disable Device +9, Stealth +12.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork constructs react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spring Mechanism (Ex)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute. Any wrench can be used to wind the clockwork; it has no special key.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex): &lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
The lock monkey is usually carried into position, then winded and instructed to unlock or disable a known mechanism. It is capable of moving under cover to where it should work, but cannot look for traps or mechanisms on its own.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Sentry ===&lt;br /&gt;
&#039;&#039;This gnome crossbowman keeps watch, eyes scanning mechanically for foes.&lt;br /&gt;
&lt;br /&gt;
Small animate clockwork. Tricks: stay. Cp: ability increase (Dexterity) (1), additional attack (1), 2 arms (simple ranged weapons) (3), brittle (-1), flammable (-1), skilled (Perception) (1), slower (-1), spring mechanism (-2). Cost 171 gp (37 gp in equipment). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Sentry CR 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 600 &amp;lt;br&amp;gt;&lt;br /&gt;
N Small construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +7 Senses darkvision 60, low-light vision; Perception +1 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20, touch 16, flat-footed 15 (+3 Dex, +2 dodge, +4 natural, +1 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
21 (2d10+10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
2 slams +3 (1d3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&lt;br /&gt;
Light crossbow +6 (1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
16, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039; Light crossbow, quiver of 20 bolts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spring Mechanism (Ex)&lt;br /&gt;
The clockwork is powered by a primitive spring mechanism. It remains wound for only one minute. Any wrench can be used to wind the clockwork; it has no special key.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Cold, Electricity, and Fire (Ex)&lt;br /&gt;
The clockwork sentry tak 150% as much damage as normal from cold, electricity, and fire attacks.&lt;br /&gt;
&lt;br /&gt;
The clockwork sentry is positioned in a strategic location and pushed to act on a trigger, usually something simple like &amp;quot;shoot anyone not wearing the Ito crest&amp;quot;. This trigger sets its winding mechanism running for two minutes before it stops. It will fire its light crossbow until engaged in melee, then drop it and switch to slam attacks. It will only move to get a clear field of fire, and never leaves its assigned area.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Squire ===&lt;br /&gt;
&#039;&#039;This soldier walks stiffly and appears to be made of wood.&lt;br /&gt;
&lt;br /&gt;
Medium animate clockwork. Tricks: &lt;br /&gt;
attack, &lt;br /&gt;
come,&lt;br /&gt;
defend,&lt;br /&gt;
down,&lt;br /&gt;
flank,&lt;br /&gt;
stay,&lt;br /&gt;
watch&lt;br /&gt;
. &lt;br /&gt;
Cp: ability increase (Strength) (1), additional attack (1), armored (1), weak mechanism (-1). CR 3. Cost 2100 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Squire CR 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 800 &amp;lt;br&amp;gt;&lt;br /&gt;
N Medium construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +4 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20, touch 12, flat-footed 18 (+4 armor, +2 dodge, +4 natural)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
36 (3d10+20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+1, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+3, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
30 ft., &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
2 slams +7 (1d6 +5) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weak Mechanism (Ex)&lt;br /&gt;
The clockwork has a weak power source. After winding, it retains power for only three hours. &lt;br /&gt;
&lt;br /&gt;
The clockwork squire is made to assist a soldier in battle, and has a complex control mechanism allowing it to perform many tasks.&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Steed ===&lt;br /&gt;
&#039;&#039;This large horse is made of jointed metal parts and moves with stiff precision.&lt;br /&gt;
&lt;br /&gt;
Medium animate clockwork. Tricks: &lt;br /&gt;
attack, come, defend, down, guard, mount, and stay.&lt;br /&gt;
Cp: armored (2), faster (2), metal (2). Cost 8,400 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clockwork Steeed CR 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 2,400 &amp;lt;br&amp;gt;&lt;br /&gt;
N Large construct &amp;lt;br&amp;gt;&lt;br /&gt;
Init +3 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
26, touch 12, flat-footed 18  (-1 Dex, +2 dodge, +8 armor, +8 natural, -1 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
52 (4d10+30 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+1, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+2, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 10, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
50 ft., &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +9 (1d6+9) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
22, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
8, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork steeds take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Winding (Ex) &lt;br /&gt;
Clockwork steeds must be wound with special keys in order to function. A fully wound clockwork steed can remain active for 4 days.&lt;br /&gt;
&lt;br /&gt;
The clockwork steed is made to be a mount for a Medium rider and to weather the hardships of intense combat.&lt;br /&gt;
&lt;br /&gt;
== External Links == &lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object Animated Objects] @ pfsrd.com&lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork Clockwork] @ pfsrd.com&lt;br /&gt;
{{OGL}}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Automatons_(Apath)&amp;diff=27460</id>
		<title>Automatons (Apath)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Automatons_(Apath)&amp;diff=27460"/>
		<updated>2016-06-14T19:15:17Z</updated>

		<summary type="html">&lt;p&gt;Hack: Added some missing CP costs. Added line feed before each example critter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Apath}}&lt;br /&gt;
An automaton is a purely mechanical creature controlled by a clockwork mechanism that serves as its brain. It has no soul or spirit animating it, which makes it an abomination to animists. Automatons differ from clockwork creatures, that are also mechanical but powered by magic. They share the clockwork subtype, but work quite differently and are generally cheaper and less reliable than their magical cousins.&lt;br /&gt;
&lt;br /&gt;
An automaton has a very limited intelligence, able to act only on specific instructions. The skills used with automatons are [[Craft_(Apath)#Clockwork | Craft (clockwork)]] to create the machinery and [[Knowledge_(Apath) | Knowledge (engineering)]] to control and understand their mechanical logic.&lt;br /&gt;
&lt;br /&gt;
== Automaton Body ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;  align=&amp;quot;right&amp;quot;  width=&amp;quot;200 px&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039;Table: &amp;lt;br&amp;gt; Crafting Automatons&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;Size&#039;&#039;&#039; ||align=center valign=&amp;quot;bottom&amp;quot;|   &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; ||align=center valign=&amp;quot;bottom&amp;quot;|   &#039;&#039;&#039;CP Cost&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-tiny Tiny] || align=&amp;quot;center&amp;quot; | 1d10  || align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-small Small] || align=&amp;quot;center&amp;quot; | 2d10+10  || align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-medium Medium] || align=&amp;quot;center&amp;quot; | 3d10+20  || align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-large Large] || align=&amp;quot;center&amp;quot; | 4d10+30  || align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-huge Huge] || align=&amp;quot;center&amp;quot; | 7d10+40  || align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-gargantuan Gargantuan] || align=&amp;quot;center&amp;quot; | 10d10+60  || align=&amp;quot;center&amp;quot; | 13&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-colossal Colossal] || align=&amp;quot;center&amp;quot; | 13d10+80  || align=&amp;quot;center&amp;quot; | 16&lt;br /&gt;
|}&lt;br /&gt;
Automatons use all the rules for [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects] and also gains the advantages and disadvantages of the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-clockwork clockwork] subtype. Unlike an object animated by &#039;&#039;[http://www.d20pfsrd.com/magic/all-spells/a/animate-objects animate objects]&#039;&#039;, an automaton is purpose-built to be animated, and generally looks like a mechanical version of a living creature. &lt;br /&gt;
&lt;br /&gt;
An animate clockwork is built from construction points. Each animate construct must have a basic frame, that determines its size code and base attributes. Additional construction points can be used to purchase various abilities and tricks. There are also construction flaws, that reduces the construction point cost. Except for the additional construction point abilities and flaws listed below, this is the same as the construction points outlined for [www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object animated objects].&lt;br /&gt;
&lt;br /&gt;
== New Construction Abilities ==&lt;br /&gt;
These new construct abilities and flaws are available to [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object automaton].  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Increase (Ex, 1 CP): &lt;br /&gt;
Increase one attribute by 4 points. This can be increased to a +6 bonus at the cost of an additional cp. This cannot be applied to Int or Con.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abstract Engine (Ex, 1 CP)&lt;br /&gt;
The clockwork controlled by an abstract engine can have its tricks exchanged by being inserted with a mechanical information record, such as a punch card. It does not come with any tricks. The mechanical information record for a trick is made using [[Knowledge_(Apath) | Knowledge (engineering)]] and costs gp equal to the DC of teaching an animal the trick it contains. Changing the instructions of the abstract engine takes 1 minute and a [[Knowledge_(Apath) | Knowledge (engineering)]] check with a DC equal to the DC of teaching an animal that trick.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor (Ex, 1 CP)&lt;br /&gt;
The construct gains an integral armor bonus of +5. This can be increased to +8 for another cp. Automatons cannot wear armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brass (Ex, 1 CP)&lt;br /&gt;
A lesser version of the metal construction point ability, the clockwork is made of a soft metal like brass or bronze. It gains Hardness 8 and a +2 increase to its natural armor bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled (Ex, 1 CP)&lt;br /&gt;
The automaton gains a +5 bonus and counts as trained with one specific skill. The automaton has integral limbs and tools that allows it to perform the skill and gains neither bonuses or penalties from tools. Expending 2 cp increases the bonus to +8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand (Ex, 1 CP)&lt;br /&gt;
Turns one slam attack into a fist, that can either strike as a normal slam attack, or be used for fine manipulation or to wield a weapon. The automaton is considered proficient with all simple melee weapons. For one additional cp, it can use all martial melee weapons. For one cp, it can use simple ranged weapons. The additional proficiencies applies to all the automaton&#039;s hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot (Ex, 1 CP)&lt;br /&gt;
A subtype of mechanical control apparatus, an automaton can incorporate an interior piloting compartment for a creature at least two size categories smaller than the automaton.  &lt;br /&gt;
A pilot with hands (or equivalent manipulative limbs) can pilot an automaton of any shape; a creature lacking hands can only pilot an automaton that mimics its basic shape, such as quadruped or serpentine. &lt;br /&gt;
A piloted automaton functions just as if it was an intelligent creature. &lt;br /&gt;
The pilot spends a full-round action each turn to pilot the automaton. &lt;br /&gt;
When a piloted automaton takes damage, the pilot takes half that damage, Fortitude (DC 10) negates. This does not reduce the damage to the automaton.&lt;br /&gt;
Mind-affecting effects targeting the automaton may affect the pilot, who gains a +4 bonus on such Will saving throws. The pilot cannot otherwise be affected from outside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Structure (Ex, 1 CP)&lt;br /&gt;
Double the hit point bonus [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct constructs] receive from size.&lt;br /&gt;
&lt;br /&gt;
=== Construction Flaws ===&lt;br /&gt;
&#039;&#039;&#039;Immobile (Ex, +2 CP)&lt;br /&gt;
The automaton lacks all movement speeds and must be transported around.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jam Prone (Ex, +1 CP)&lt;br /&gt;
Whenever the automaton takes damage, it must make a Fortitude save (DC 10 + number of tricks it knows) to avoid being staggered for 1 round.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Control Apparatus (Ex, +2 CP)&lt;br /&gt;
The automaton cannot be programmed with any tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poor Senses (Ex, +1 CP)&lt;br /&gt;
The clockwork is deaf and lacks both low-light and darkvision. It can only be ordered to perform tricks by an adjacent creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primitive Mechanism (Ex, +2 CP)&lt;br /&gt;
The automaton is powered by a primitive winding mechanism. It remains wound for only one minute per Hit Dice it has. Any wrench can be used to wind the automaton; it has no special key.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simple Control Apparatus (Ex, +1 CP)&lt;br /&gt;
The automaton can only be programmed with a maximum of three tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weak Mechanism (Ex, +1 CP)&lt;br /&gt;
The automaton has a weak power source. After winding, it retains power for only one hour per Hit Dice.&lt;br /&gt;
&lt;br /&gt;
=== Creating and Maintaining Automatons ===&lt;br /&gt;
An automaton is made using [[Craft_(Apath)#Clockwork | Craft (clockwork)]].  &lt;br /&gt;
The base price for an automaton is 50 gp times the number of construction points, squared. The minimum price is 25 gp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gosh is an apprentice with [[Craft_(Apath)#Clockwork | Craft (clockwork)]] +5. He wants to craft his first automaton, a tiny automaton with a challenge rating of 1/2.&lt;br /&gt;
1/2 squared is 1/4, giving a base price of 25 gp.  &lt;br /&gt;
With a Craft DC of 15 and taking 10, Gosh produces 22.5 gp worth of automatons per week using the Craft rules, so this automaton takes just over a week to build.&lt;br /&gt;
&lt;br /&gt;
The total number of construction points and halve this number (round all fractions down, as usual); this is the final challenge rating of the clockwork creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage and Repair&#039;&#039;&#039;&lt;br /&gt;
An automaton body can be repaired with abilities that repair constructs or using [[Craft_(Apath)#Clockwork | Craft (clockwork)]] at DC 10. A full repair costs 25% of the cost of the automaton, partial repairs proportionally less. Automatons are disabled at zero hit points and destroyed (irreparable) at negative hit points equal to three times its Hit Dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winding&#039;&#039;&#039;&lt;br /&gt;
The mechanism that powers an automaton must be recharged periodically, a process known as winding the automaton. This is a physically demanding process; winding an automaton requires as much strength as lifting it, and takes one minute for each Hit Dice the auromaton has. It is not uncommon to see capstans, water wheels, or even magical devices set up to wind big automatons.&lt;br /&gt;
&lt;br /&gt;
== Control Apparatus ==&lt;br /&gt;
Automatons are controlled my a mechanical clockwork &amp;quot;brain&amp;quot;.&lt;br /&gt;
Automatons never have an intelligence score. They are mindless creatures incapable of independent thought or action; they only react as their maker instructs them to. An automaton has no survival instinct and must be instructed to defend itself.&lt;br /&gt;
An automaton can run certain automated routines (called tricks), or it can be instructed in detail how to deal with a certain situation (called pushing). This works much like controlling an animal using [http://www.d20pfsrd.com/skills/handle-animal Handle Animal]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricks:&lt;br /&gt;
An automaton can be made capable of running various tricks, similar to the tricks animals can be taught using Animal Handling. Automatons are normally made with six tricks, but more primitive control mechanisms are capable of fewer tricks.&lt;br /&gt;
&lt;br /&gt;
Unlike an animal, an automaton that is not activated by a trick will do nothing. Automatons never move around on their own or continue fighting when no target of their attack order is present.&lt;br /&gt;
&lt;br /&gt;
Ordering an automaton to perform a trick it is capable of is a move action that can be made up to 30 ft away, and requires a Knowledge (engineer) check, DC 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pushing:&lt;br /&gt;
An automaton is inherently only able to follow hands-on instructions from an operator. These instructions are made by operating levers or other control surfaces on the automaton, usually mounted in back. This method of controlling an automaton corresponds roughly to pushing an animal using Handle Animal.&lt;br /&gt;
&lt;br /&gt;
Orders to an automaton must be exact; they apply only to a specific situation. &lt;br /&gt;
&lt;br /&gt;
Pushing an automaton is a full-round action performed when adjacent to the automaton, that requires a [[Knowledge_(Apath) | Knowledge (engineering)]] check. You can spend extra time on this operation, each round gives a +1 bonus on the check, to a maximum bonus of +10 after one minute. The automaton will continue to carry out its instructions for one round, plus one round for each point above the DC on the [[Knowledge_(Apath) | Knowledge (engineering)]] check.&lt;br /&gt;
&lt;br /&gt;
== Automaton Tricks ==&lt;br /&gt;
Automatons generally use the same tricks as the [http://www.d20pfsrd.com/skills/handle-animal Handle Animal] skill, but certain tricks are modified. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack:&lt;br /&gt;
The automaton attacks one unique creature pointed out to it. If the attack is to cover several creatures with one command, this trick must be taken two times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detect, Flee, Get Help, Hunt, Seek, Serve:&lt;br /&gt;
Automatons cannot perform these tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mount&lt;br /&gt;
The automaton has an integral saddle and can carry a humanoid rider of any size category smaller than itself. This works like an animal mount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stay:&lt;br /&gt;
An automaton always does nothing unless it is executing a trick or being pushed. An automaton with the stay trick is capable of stopping its winding mechanism while waiting for some other trick to activate. It must remain absolutely still, but senses still functions. This allows the automaton to be a guardian, conserving its energy for when it is needed. A powered-down automaton is considered helpless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Work:&lt;br /&gt;
This trick also lets the automaton use any skills it has that arenot clearly covered by other tricks (see construction abilities). In particular it covers the Craft, Heal, and Profession skills.&lt;br /&gt;
&lt;br /&gt;
== Example Automatons ==&lt;br /&gt;
&lt;br /&gt;
=== Blackbird Automaton ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;This perched black songbird looks enamelled and has metallic notes in its repertoire.&lt;br /&gt;
&lt;br /&gt;
Tiny automaton. Tricks: defend, entertain, stay Simple Control Apparatus (-1). CP: body (1), ability increase (Charisma) (2), primitive mechanism (-2), skilled (Perform: sing) (2). Cost 200 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Blackbird Automaton CR 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 200 &amp;lt;br&amp;gt;&lt;br /&gt;
N Tiny construct (clockwork)&amp;lt;br&amp;gt;&lt;br /&gt;
Init +6 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20 touch 18, flat-footed 16 (+2 Dex, +2 dodge, +4 natural, +2 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
5 (1d10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +1 (1d2-2)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
14, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
7 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&lt;br /&gt;
Perform +6.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Simple Control Apparatus (Ex) &lt;br /&gt;
The automaton can only be programmed with a maximum of three tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weak Mechanism (Ex)&lt;br /&gt;
The blackbird automaton has a weak power source. After winding, it retains power for only an hour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lock Monkey ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;This tiny wooden monkey is climbing towards the lock, heedless of danger.&lt;br /&gt;
&lt;br /&gt;
Tiny automaton. Tricks: search, stealth, work. Simple Control Apparatus (-1). CP: body (1), ability increase (Dexterity) (1), additional movement (climb) (1), primitive mechanism (-2), skilled (Disable Device) (2). Cost 450 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Monkey CR 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 200 &amp;lt;br&amp;gt;&lt;br /&gt;
N Tiny construct (clockwork)&amp;lt;br&amp;gt;&lt;br /&gt;
Init +8 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
22 touch 18, flat-footed 18 (+4 Dex, +2 dodge, +4 natural, +2 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
5 (1d10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
---- &lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +1 (1d2-2)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
18, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
13 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills&lt;br /&gt;
Climb +12, Disable Device +7, Stealth +12.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork constructs react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Primitive mechanism (Ex)&lt;br /&gt;
The clockwork is powered by a primitive mechanism. It remains wound for only one minute. Any wrench can be used to wind the clockwork; it has no special key.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Simple Control Apparatus (Ex) &lt;br /&gt;
The automaton can only be programmed with a maximum of three tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex): &lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
The lock monkey is usually carried into position, then winded and instructed to unlock or disable a known mechanism. It is capable of moving under cover to where it should work, and can look for traps but is not very good at perception. It cannot disable magical traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Clockwork Sentry ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;This wooden gnome crossbowman keeps watch, eyes scanning mechanically for foes.&lt;br /&gt;
&lt;br /&gt;
Small automaton. Tricks: attack, down, stay (Simple Control Apparatus -1). CP: body (3), ability increase (Dexterity) (1), additional attack (1), 2 hands (simple ranged weapons) (3), brittle (-1), flammable (-1), skilled (Perception) (1), immobile (-2), primitive mechanism (-2). Cost 237 gp (37 gp in equipment). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentry Automaton CR 2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 600 &amp;lt;br&amp;gt;&lt;br /&gt;
N Small construct (clockwork)&amp;lt;br&amp;gt;&lt;br /&gt;
Init +7 Senses darkvision 60, low-light vision; Perception +1 &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20, touch 16, flat-footed 15 (+3 Dex, +2 dodge, +4 natural, +1 size) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
21 (2d10+10)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+6, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
10 ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
2 slams +3 (1d3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged&lt;br /&gt;
Light crossbow +6 (1d6)&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
16, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039; Light crossbow, quiver of 20 bolts&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Primitive mechanism (Ex)&lt;br /&gt;
The clockwork is powered by a primitive mechanism. It remains wound for two minutes. Any wrench can be used to wind the clockwork; it has no special key.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Simple Control Apparatus (Ex) &lt;br /&gt;
The automaton can only be programmed with a maximum of three tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Cold, Electricity, and Fire (Ex)&lt;br /&gt;
The sentry automaton takes 150% as much damage as normal from cold, electricity, and fire attacks.&lt;br /&gt;
&lt;br /&gt;
The sentry automaton is positioned in a strategic location and pushed to act on a trigger, usually something simple like &amp;quot;shoot anyone not wearing the Ito crest&amp;quot;. This trigger sets its winding mechanism running for two minutes before it stops. It will fire its light crossbow until engaged in melee, then drop it and switch to slam attacks.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Squire Automaton ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;This soldier walks stiffly and appears to be made of wood.&lt;br /&gt;
&lt;br /&gt;
Medium automaton. Tricks: &lt;br /&gt;
attack, &lt;br /&gt;
come,&lt;br /&gt;
defend,&lt;br /&gt;
down,&lt;br /&gt;
flank,&lt;br /&gt;
watch&lt;br /&gt;
. &lt;br /&gt;
CP: body (4), ability increase (Strength) (1), additional attack (1), armored (1), weak mechanism (-1). Cost 1800 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Squire Automaton CR 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 800 &amp;lt;br&amp;gt;&lt;br /&gt;
N Medium construct (clockwork)&amp;lt;br&amp;gt;&lt;br /&gt;
Init +4 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
20, touch 12, flat-footed 18 (+4 armor, +2 dodge, +4 natural)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
36 (3d10+20)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+1, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+3, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 5, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
30 ft., &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
2 slams +7 (1d6 +5) &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
10, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+1 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork constructs take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weak Mechanism (Ex)&lt;br /&gt;
The clockwork has a weak power source. After winding, it retains power for only three hours. &lt;br /&gt;
&lt;br /&gt;
The squire automaton is made to assist a soldier in battle, and has a complex control mechanism allowing it to perform many tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Automated Mount ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;This horse is made of jointed metal parts and moves with stiff precision.&lt;br /&gt;
&lt;br /&gt;
Medium automaton. Tricks: &lt;br /&gt;
attack, come, defend, down, guard, and mount.&lt;br /&gt;
CP: body (7), armored (2), faster (2), metal (2). Cost 8450 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automated Mount CR 7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 2,400 &amp;lt;br&amp;gt;&lt;br /&gt;
N Large construct (clockwork)&amp;lt;br&amp;gt;&lt;br /&gt;
Init +3 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
26, touch 12, flat-footed 18  (-1 Dex, +2 dodge, +8 armor, +8 natural, -1 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
52 (4d10+30 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+1, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+2, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 10, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
50 ft., &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
slam +9 (1d6+9) &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
22, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
8, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+4 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+11 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
20 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes  &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
---- &lt;br /&gt;
&#039;&#039;&#039;WEAKNESS &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Automated mounts take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Winding (Ex) &lt;br /&gt;
Automated mounts must be wound with special keys in order to function. A fully wound automated mount can remain active for 4 days.&lt;br /&gt;
&lt;br /&gt;
The automated mount is made for a Medium rider and to weather the hardships of intense combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Automated Dreadnought ===&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;This metallic siege engine advances with a loud clanking sound.&lt;br /&gt;
&lt;br /&gt;
Huge automaton. Tricks: No Control Apparatus (-2).&lt;br /&gt;
CP: body (10), armored (2), extra attack (1), metal (2), no control apparatus (-2), pilot (1), weak mechanism (-1). Cost 8,450 gp. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automated Dreadnought CR 6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;XP 3,200&amp;lt;br&amp;gt;&lt;br /&gt;
N Huge construct (clockwork)&amp;lt;br&amp;gt;&lt;br /&gt;
Init +2 Senses darkvision 60, low-light vision; Perception -5 &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;DEFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;AC &lt;br /&gt;
25, touch 6, flat-footed 15 (-2 Dex, +8 armor, +11 natural, -2 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &lt;br /&gt;
78 (7d10+40 size)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &lt;br /&gt;
+2, &lt;br /&gt;
&#039;&#039;&#039;Ref &lt;br /&gt;
+0, &lt;br /&gt;
&#039;&#039;&#039;Will &lt;br /&gt;
-3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defensive Abilities &lt;br /&gt;
hardness 10, &lt;br /&gt;
&#039;&#039;&#039;Immune &lt;br /&gt;
Construct Traits&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;OFFENSE&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Speed &lt;br /&gt;
30 ft.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &lt;br /&gt;
2 slams +15 (1d8+15) &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;STATISTICS&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Str &lt;br /&gt;
30, &lt;br /&gt;
&#039;&#039;&#039;Dex &lt;br /&gt;
6, &lt;br /&gt;
&#039;&#039;&#039;Con -, Int -, &lt;br /&gt;
&#039;&#039;&#039;Wis &lt;br /&gt;
1, &lt;br /&gt;
&#039;&#039;&#039;Cha &lt;br /&gt;
1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &lt;br /&gt;
+2 &lt;br /&gt;
&#039;&#039;&#039;CMB &lt;br /&gt;
+19 &lt;br /&gt;
&#039;&#039;&#039;CMD &lt;br /&gt;
27&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039; Improved Initiative, Lightning Reflexes  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL ABILITIES&lt;br /&gt;
&#039;&#039;&#039;Pilot (Ex)&lt;br /&gt;
An interior piloting compartment for a creature of Medium size or smaller.  &lt;br /&gt;
Any creature with hands can pilot a dreadnought.&lt;br /&gt;
A piloted automaton functions just as if it was an intelligent creature. &lt;br /&gt;
The pilot spends a full-round action each turn to pilot the automaton. &lt;br /&gt;
When a piloted automaton takes damage, the pilot takes half that damage, Fortitude (DC 10) negates. This does not reduce the damage to the automaton.&lt;br /&gt;
Mind-affecting effects targeting the automaton may affect the pilot, who gains a +4 bonus on such Will saving throws. The pilot cannot otherwise affect or be affected from outside&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Reactions (Ex) &lt;br /&gt;
Clockwork react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;WEAKNESS &lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;No Control Apparatus (Ex,) &lt;br /&gt;
The automaton cannot be programmed with any tricks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vulnerable to Electricity (Ex)&lt;br /&gt;
Clockwork take 150% as much damage as normal from electricity attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Weak Mechanism (Ex)&lt;br /&gt;
The automated dreadnought has a weak power source. After winding, it retains power for only seven hours.&lt;br /&gt;
&lt;br /&gt;
The automated dreadnought is made for a Medium pilot to wreak havoc!&lt;br /&gt;
&lt;br /&gt;
== Automatons as Familiars ==&lt;br /&gt;
As noted under [[#Automaton_Tricks | automaton tricks]] above, a character with the ability to summon a familiar can instead have an automaton familiar. This replaces the [[#Control Apparatus|control apparatus]] with a magical spirit. &lt;br /&gt;
&lt;br /&gt;
The familiar is not summoned; instead the cost of 200 gp times the master&#039;s level represents the manufacture of the familiar&#039;s body and the increasingly sophisticated magical apparatus required to jump-start the familiar at the power level of its master. When calculating the cost of repairs, an automaton familiar is assumed to have a cost of 200 gp.&lt;br /&gt;
&lt;br /&gt;
Automaton familiars are relatively simple devices based on [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-tiny Tiny animated objects]. Anyone with the ability to summon a familiar can link to an automaton. An automaton familiar can have additional construction points added at a cost of 1,000 gp for the first additional construction point, 2,000 gp for the second construction point, 3,000 for the third, and so on.&lt;br /&gt;
&lt;br /&gt;
== Automatons as Companions ==&lt;br /&gt;
Certain characters can have automaton companions instead of [http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions animal companions]. Automaton companions work like animal companions, except as noted.&lt;br /&gt;
&lt;br /&gt;
* Automaton companions follow the same rules as animal companions, advancing their Hit Dice and other abilities per Table: Animal Companion Base Statistics. Automaton companions gain additional hit points based on their size, as all constructs do. This is included in the base profile below.&lt;br /&gt;
&lt;br /&gt;
* Mindless: Automaton companions have no Intelligence score and possess the mindless trait. An automaton companion cannot use an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on) to increase Constitution or Intelligence. Automaton companions have no skill points or feats. Automaton companions use tricks as other automatons do.&lt;br /&gt;
&lt;br /&gt;
* As creatures of the construct type, automatons have d10 Hit Dice. Thus automaton companions gain one additional hit point per Hit Dice compared to animal companions.&lt;br /&gt;
&lt;br /&gt;
* Automaton companions gain an additional construction point for every six hit dice. An automaton familiar can have additional construction points added at a cost of 1,000 gp for the first additional construction point, 2,000 gp for the second construction point, 3,000 for the third, and so on.&lt;br /&gt;
&lt;br /&gt;
* Automaton companions do not gain the link or devotion abilities.&lt;br /&gt;
&lt;br /&gt;
=== Automaton Companion ===&lt;br /&gt;
Instead of taking the listed benefit at 4th level, you can instead choose to increase the companion&#039;s Strength and construction points by 2. Construction points are the same as those of automatons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Statistics&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039; Medium, &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.; &#039;&#039;&#039;AC&#039;&#039;&#039; +4 natural armor; &#039;&#039;&#039;Attack&#039;&#039;&#039; slam (1d6); &#039;&#039;&#039;Ability Scores&#039;&#039;&#039; &#039;&#039;&#039;Str&#039;&#039;&#039; 14, &#039;&#039;&#039;Dex&#039;&#039;&#039; 12, &#039;&#039;&#039;Con&#039;&#039;&#039; —, &#039;&#039;&#039;Int&#039;&#039;&#039; —, &#039;&#039;&#039;Wis&#039;&#039;&#039; 1, &#039;&#039;&#039;Cha&#039;&#039;&#039; 1; &#039;&#039;&#039;Special Qualities &lt;br /&gt;
construct immunities&lt;br /&gt;
construction points (4),&lt;br /&gt;
darkvision 60 ft,&lt;br /&gt;
hardness 5, &lt;br /&gt;
hit-point bonus +20,&lt;br /&gt;
low-light vision, &lt;br /&gt;
mindless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4th-Level Advancement&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039; Large; &#039;&#039;&#039;AC&#039;&#039;&#039; +2 natural armor; &#039;&#039;&#039;Attack&#039;&#039;&#039; slam(1d8); &#039;&#039;&#039;Ability Scores Str&#039;&#039;&#039; +8, &#039;&#039;&#039;Dex&#039;&#039;&#039; –2; &#039;&#039;&#039;Special Qualities &lt;br /&gt;
hit-point bonus +30.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object Animated Objects] @ pfsrd.com&lt;br /&gt;
* [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/clockwork Clockwork] @ pfsrd.com&lt;br /&gt;
{{OGL}}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Wet_Papa_Grazuul&amp;diff=68886</id>
		<title>Wet Papa Grazuul</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Wet_Papa_Grazuul&amp;diff=68886"/>
		<updated>2009-07-21T19:19:51Z</updated>

		<summary type="html">&lt;p&gt;Hack: fixed typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox RPG session&lt;br /&gt;
| Title        = {{Rise of the Runelords chapter|56}}&lt;br /&gt;
| Campaign     = Rise of the Runelords&lt;br /&gt;
| Image        = {{Rise of the Runelords logo}}&lt;br /&gt;
| Episode      = 56&lt;br /&gt;
| Date         = 2009&lt;br /&gt;
| GM           = [[User:Starfox|Abbe]]&lt;br /&gt;
| Characters   = [[Dorothea]]&amp;lt;br&amp;gt;[[Gloriana]]&amp;lt;br&amp;gt;[[Honeypot]]&amp;lt;br&amp;gt;[[Nell]]&amp;lt;br&amp;gt;[[Velicia]]&lt;br /&gt;
| Prev         = {{Rise of the Runelords chapter|55}}&lt;br /&gt;
| Next         = {{Rise of the Runelords chapter|57}}&lt;br /&gt;
| Episode list = [[Nell&#039;s diary|&#039;&#039;&#039;&#039;&#039;Rise of the Runelords&#039;&#039;&#039;&#039;&#039; chapter list]]&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Category:Rise of the Runelords]]&lt;br /&gt;
&amp;lt;!-- Tag --&amp;gt;&lt;br /&gt;
&#039;&#039;In this chapter {{Rise of the Runelords chapter|56|summary}}.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Synopsis --&amp;gt;&lt;br /&gt;
== {{Rise of the Runelords chapter|56}} ==&lt;br /&gt;
&lt;br /&gt;
We continued on along the top of the dam to what we thought to be a control tower. It was shaped like a skull. The builders didn&#039;t have much imagination. Everything was skull shaped. There were two double doors on each side of the skull, and one had been blocked. The holes for eyes and mouth were open holes as strangely shaped windows. We climbed up to the holes, me to the eye to the left. It was high up but quite easily climbed and I did it stealthily. I hid behind a curtain of green plants that was covering most of the inner walls. Inside was what I would guess was a troll-ettin crossbreed. Not the most successful of creatures as it was quarreling with itself. Honeypot spoke up and tried to befriend it but it got angry and charged. We attacked it and soon it was bleeding heavily. Gloriana yelled threats at it in the ugly language giantish and it gave up. We talked with it asking about the dam but it was very stupid and knew nothing of how it worked. We tried to tell it we were trying to help, but it started arguing with itself again. Then Gloriana said something pointing out at the ogres. Both of the troll&#039;s heads shouted the same thing and it ran out heading for the bodies. We all got inside.&lt;br /&gt;
&lt;br /&gt;
From the door we could vaguely hear other trolls banging the door, shouting something in giantish. As we were trying to save the dam, we didn&#039;t want to kill its guardians so we looked for other ways of finding the controls. There was a window overlooking the canyon and the river, but I knew there were more windows out there. We tied a rope around my waist and I climbed out the window. It was easy to climb the wall as it was covered with skulls. I climbed over and peeked into another room. It was empty so I climbed in. After I had tied the rope inside the others got a real easy climb and followed. There was a big door but it wouldn&#039;t be any favorable situation if we had to fight our way through. I remembered more windows along the wall outside so I climbed out on the wall again and sneaked up to the next window. That room was also empty. We did the same thing again, but Dorothea didn&#039;t want to climb so she forced the door open. It was lots of hard work, but she thought it was safer. There were several big doors but only the loudest of sounds would be heard through them. On the double doors in the middle some text was written. The other said it was in giantish and said:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Below dwells Wet Papa Grazuul. All hail to Papa Grazuul!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
First we looked behind one of the side doors. It was an empty hallway leading out and to the room where we thought the trolls was. There were signs of previous fighting. Probably the ogres had passed through there. We shut the door and peeked through the double doors. A set of stairs led down and we followed them.&lt;br /&gt;
&lt;br /&gt;
The stairs ended in another set of doors and behind was a big room with a pool with really icky water with some oily yellowish stuff floating in it. There was four more doors and two strange alcoves in the other end of the room. There also was some weird stuff painted on the wall between the alcoves. We went along the walls around the room and saw that in the alcove there were bars and behind them, a circle surrounding a demon. It looked very weak. I hid in a corner near a door. Velicia said that the demon was a pit fiend. The other alcove had a similar circle but only a small pile of dust instead of the demon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Grazuul.png|200px|thumb|right|The Wet Papa Grazuul.]]&lt;br /&gt;
A sneaky troll suddenly attacked me from behind. I got really hurt when it stabbed me with a hayfork. I stabbed it back and tumbled away. Everyone charged it so I tried a new move by slipping in under the big thing and held on, stabbing it wildly. Velicia finally killed it and it turned into water, splashing down. It slowly poured into the pool.&lt;br /&gt;
&lt;br /&gt;
The others read what they said was magical instructions on the wall. Gloriana talked to the demon but got bored and went and opened the door to a room on the other side from the one Grazuul came from. I tried asking the demon how long it had been there but it didn&#039;t answer so I also got bored by the uncooperative demon and followed Gloriana. The room had a small model of the whole dam. I went over there and fiddled with it. It was a working toy, but sadly not controlling the dam but showing the effects of the controls. In the central room they finally figured out that creatures placed in the magical circles was drained of power. That powered an automatic system that regulated the ports or something. Dorothea muttered something looking at the wall. Then she stepped into the other circle. Things happened and the water started flushing through the pools. I noted that the troll &amp;quot;Wet Papa Grazuul&amp;quot; had been regenerating in one of the pools but was now flushed out. I hoped it would meet the Black Magga and get eaten. Thinking of eating I went back to the other room and took out some bread and chicken. While eating I checked the model and it had opened the small dam ports, just as we hoped that the big dam had. Wen we got outside we could see it had opened them just as the model and water was pouring out. The water level on the other side slowly lowered, showing that the lake appeared to be artificial and was actually an old quarry from the time when the dam was built. The missing stone had built a lot more than just the dam.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Navbox --&amp;gt;&lt;br /&gt;
{{Rise of the Runelords navbox}}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Velicia&amp;diff=65291</id>
		<title>Velicia</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Velicia&amp;diff=65291"/>
		<updated>2009-03-01T12:24:32Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rise of the Runelords}}&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
[[Velicia]] is a female Elardin wizard.&lt;br /&gt;
[[Image:Velicia 2.jpg|left|thumb|Velicia.]]&lt;br /&gt;
== Description ==&lt;br /&gt;
=== TV Tropes ===&lt;br /&gt;
* [[tvtropes:FieryRedhead|Fiery Redhead]]&lt;br /&gt;
* [[tvtropes:BigEater|Big Eater]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Interesting magic items ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
!Level!!Name!!Source!!Slot!!Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Boots of Striding&lt;br /&gt;
| PH p. 246&lt;br /&gt;
| Feet&lt;br /&gt;
| +1 speed w. light armor&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Boots of Eagerness&lt;br /&gt;
| AV p. 126&lt;br /&gt;
| Feet&lt;br /&gt;
| Encounter, free action gives extra move action.&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Circlet of Mental Onslaught&lt;br /&gt;
| AV p. 139&lt;br /&gt;
| Head&lt;br /&gt;
| Daily +1 attack and dmg with int, cha or wis attacks until end of encounter .&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Collar of Recovery +2&lt;br /&gt;
| AV p. 151&lt;br /&gt;
| Neck&lt;br /&gt;
| Property ench bonus to healing surges.&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Foe Stone&lt;br /&gt;
| AV p. 172&lt;br /&gt;
| Wondrous Item&lt;br /&gt;
| At-will Minor Action: Learn foes vulnerabilities and lowest defenses&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Sunblade&lt;br /&gt;
| AV p. 79&lt;br /&gt;
| Heavy Blade&lt;br /&gt;
| Property At-Will Make attacks radiant&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Staggering Weapon&lt;br /&gt;
| AV p. 78&lt;br /&gt;
| Heavy Blade&lt;br /&gt;
| Property Add ench bonus to push&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Magic Weapon +3&lt;br /&gt;
| PH&lt;br /&gt;
| Any weapon&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Armor of Exploits +2&lt;br /&gt;
| AV p. 41&lt;br /&gt;
| Any Armor&lt;br /&gt;
| Store one Encounter or At-will power no higher level than yours or the armor&#039;s. Daily: use the stored power.&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Magic Armor +3&lt;br /&gt;
| PH&lt;br /&gt;
| Any Armor&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Navbox --&amp;gt;&lt;br /&gt;
{{Rise of the Runelords navbox}}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Velicia&amp;diff=65290</id>
		<title>Velicia</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Velicia&amp;diff=65290"/>
		<updated>2009-03-01T12:21:34Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rise of the Runelords}}&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
[[Velicia]] is a female Elardin wizard.&lt;br /&gt;
[[Image:Velicia 2.jpg|left|thumb|Velicia.]]&lt;br /&gt;
== Description ==&lt;br /&gt;
=== TV Tropes ===&lt;br /&gt;
* [[tvtropes:FieryRedhead|Fiery Redhead]]&lt;br /&gt;
* [[tvtropes:BigEater|Big Eater]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Interesting magic items ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
!Level!!Name!!Source!!Slot!!Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Boots of Striding&lt;br /&gt;
| PH p. 246&lt;br /&gt;
| Feet&lt;br /&gt;
| +1 speed w. light armor&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Boots of Eagerness&lt;br /&gt;
| AV p. 126&lt;br /&gt;
| Feet&lt;br /&gt;
| Encounter, free action gives extra move action.&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| Circlet of Mental Onslaught&lt;br /&gt;
| AV p. 139&lt;br /&gt;
| Head&lt;br /&gt;
| Daily +1 attack and dmg with int, cha or wis attacks until end of encounter .&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Collar of Recovery +2&lt;br /&gt;
| AV p. 151&lt;br /&gt;
| Neck&lt;br /&gt;
| Property ench bonus to healing surges.&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| Foe Stone&lt;br /&gt;
| AV p. 172&lt;br /&gt;
| Wondrous Item&lt;br /&gt;
| At-will Minor Action: Learn foes vulnerabilities and lowest defenses&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Sunblade&lt;br /&gt;
| AV p. 79&lt;br /&gt;
| Heavy Blade&lt;br /&gt;
| Property At-Will Make attacks radiant&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Staggering Weapon&lt;br /&gt;
| AV p. 78&lt;br /&gt;
| Heavy Blade&lt;br /&gt;
| Property Add ench bonus to push&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| Armor of Exploits +2&lt;br /&gt;
| AV p. 41&lt;br /&gt;
| Any Armor&lt;br /&gt;
| Store one Encounter or At-will power no higher level than yours or the armor&#039;s. Daily: use the stored power.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- Navbox --&amp;gt;&lt;br /&gt;
{{Rise of the Runelords navbox}}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Velicia&amp;diff=65285</id>
		<title>Velicia</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Velicia&amp;diff=65285"/>
		<updated>2008-12-21T13:45:47Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* Magic Item Wishlist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Interesting Magic Items ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level!!Name!!Source!!Slot!!Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Bracers of Mental Might&lt;br /&gt;
| AV p. 115&lt;br /&gt;
| Arms&lt;br /&gt;
| Substitute str with int,wis or cha.&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Boots of Eagerness&lt;br /&gt;
| AV p. 126&lt;br /&gt;
| Feet&lt;br /&gt;
| Encounter, free action gives extra move action.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Boots of Equilibrium&lt;br /&gt;
| AV p. 126&lt;br /&gt;
| Feet&lt;br /&gt;
| Property, move normally on slippery surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Feyleaf Sandals&lt;br /&gt;
| AV p. 129&lt;br /&gt;
| Feet&lt;br /&gt;
| Power Daily, Teleport to safety when falling.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Surefoot Boots&lt;br /&gt;
| AV p. 130&lt;br /&gt;
| Feet&lt;br /&gt;
| Property +2 Acrobatics, Power Daily Stand up when prone.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Casque of Tactics&lt;br /&gt;
| AV p. 139&lt;br /&gt;
| Head&lt;br /&gt;
| Property +2 +1 init.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Stag Helm&lt;br /&gt;
| AV p. 145&lt;br /&gt;
| Head&lt;br /&gt;
| Property +2 passive perception.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Veteran&#039;s Armor&lt;br /&gt;
| AV p. 55&lt;br /&gt;
| Cloth Armor&lt;br /&gt;
| Property +1 attack and defenses when spending an action point. Daily regain use of daily power for 1 AP&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Staff of Ultimate Defense&lt;br /&gt;
| AV p. 107&lt;br /&gt;
| Staff&lt;br /&gt;
| Property add enh bonus when using Staff of Defense&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Velicia&amp;diff=65284</id>
		<title>Velicia</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Velicia&amp;diff=65284"/>
		<updated>2008-12-16T20:19:48Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic Item Wishlist ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level!!Name!!Source!!Slot!!Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Bracers of Mental Might&lt;br /&gt;
| AV p. 115&lt;br /&gt;
| Arms&lt;br /&gt;
| Substitute str with int,wis or cha.&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Boots of Eagerness&lt;br /&gt;
| AV p. 126&lt;br /&gt;
| Feet&lt;br /&gt;
| Encounter, free action gives extra move action.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Boots of Equilibrium&lt;br /&gt;
| AV p. 126&lt;br /&gt;
| Feet&lt;br /&gt;
| Property, move normally on slippery surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Feyleaf Sandals&lt;br /&gt;
| AV p. 129&lt;br /&gt;
| Feet&lt;br /&gt;
| Power Daily, Teleport to safety when falling.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Surefoot Boots&lt;br /&gt;
| AV p. 130&lt;br /&gt;
| Feet&lt;br /&gt;
| Property +2 Acrobatics, Power Daily Stand up when prone.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Casque of Tactics&lt;br /&gt;
| AV p. 139&lt;br /&gt;
| Head&lt;br /&gt;
| Property +2 +1 init.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Stag Helm&lt;br /&gt;
| AV p. 145&lt;br /&gt;
| Head&lt;br /&gt;
| Property +2 passive perception.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Velicia&amp;diff=65283</id>
		<title>Velicia</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Velicia&amp;diff=65283"/>
		<updated>2008-12-16T20:00:32Z</updated>

		<summary type="html">&lt;p&gt;Hack: New page: == Magic Item Wishlist ==  {|class=&amp;quot;wikitable sortable&amp;quot; !Level!!Name!!Source!!Slot!!Notable Effects |- | 6 | Bracers of Mental Might | AV p. 115 | Arms | Substitute str with int,wis or cha...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magic Item Wishlist ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Level!!Name!!Source!!Slot!!Notable Effects&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Bracers of Mental Might&lt;br /&gt;
| AV p. 115&lt;br /&gt;
| Arms&lt;br /&gt;
| Substitute str with int,wis or cha.&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| Boots of Eagerness&lt;br /&gt;
| AV p. 126&lt;br /&gt;
| Feet&lt;br /&gt;
| Encounter, free action gives extra move action.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Boots of Equilibrium&lt;br /&gt;
| AV p. 126&lt;br /&gt;
| Feet&lt;br /&gt;
| Property, move normally on slippery surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Feyleaf Sandals&lt;br /&gt;
| AV p. 129&lt;br /&gt;
| Feet&lt;br /&gt;
| Power Daily, Teleport to safety when falling.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Surefoot Boots&lt;br /&gt;
| AV p. 130&lt;br /&gt;
| Feet&lt;br /&gt;
| Property +2 Acrobatics, Power Daily Stand up when prone.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Spells_in_Development_(D%26D)&amp;diff=63913</id>
		<title>Spells in Development (D&amp;D)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Spells_in_Development_(D%26D)&amp;diff=63913"/>
		<updated>2008-11-01T10:54:53Z</updated>

		<summary type="html">&lt;p&gt;Hack: Added Creature Image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D&amp;amp;D}}{{tocright|limit=3}}&lt;br /&gt;
==Aerie Alter==&lt;br /&gt;
Transmutation  ([[Polymorphism (D&amp;amp;D)|Polymorph]])  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sor/Wiz 4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S, M &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time&#039;&#039;&#039;: 1 standard action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: Willing creature touched of Huge size or smaller &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 10 min./level (D) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw&#039;&#039;&#039;: None &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You alter a willing creature into a tiny fey version of itself. Creatures of Tiny size or smaller do not grow but retain their size.&lt;br /&gt;
* Creature type and subtype does not change&lt;br /&gt;
* If the target lacks wings, it gains tiny fairy wings that give a fly speed of 40 ft. (good maneuverability). &lt;br /&gt;
* All natural armor is lost.&lt;br /&gt;
* All equipment transforms with the creature and remains functional, but the armor bonus of worn armor is halved (as it always is for a Tiny creature). &lt;br /&gt;
* The creature&#039;s Strength becomes 2 and all natural attacks do a single point of damage only.&lt;br /&gt;
* For each size category of the original creature past Tiny, it gains +2 Dexterity, -2 Constitution, a +1 size bonus on attack rolls and armor class, and a +4 size modifier to Hide skill.&lt;br /&gt;
&lt;br /&gt;
==Creature Image==&lt;br /&gt;
Illusion (Figment)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sorcerer/Wizard 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S, F &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast Time&#039;&#039;&#039;: 1 standard action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Long (400 ft. + 40 ft./level) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Visual figment, not larger than medium size. (S)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 round/level (D) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw&#039;&#039;&#039;: Will disbelief &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: No&lt;br /&gt;
&lt;br /&gt;
Creates a visual illusion of a medium sized or smaller creature, as visualized by you.&lt;br /&gt;
The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech. &lt;br /&gt;
Acts according to the caster&#039;s instructions. Not unlike a summoned monster.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shapeable as a standard action. Limited to creatures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Focus&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A bit of fleece. &lt;br /&gt;
&lt;br /&gt;
==Deflect Blow, Greater==&lt;br /&gt;
Abjuration  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Cleric 2, Sorcerer/Wizard 1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: S &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast Time&#039;&#039;&#039;: 1 immediate action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Personal &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: You &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instantaneous &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeing the opponent aiming an attack of you, you make a quick warding gesture and his weapon strays.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cast this spell as you are being attacked. It confers a +10 Dodge bonus to AC against that one attack only.&lt;br /&gt;
&lt;br /&gt;
==Disappear ==&lt;br /&gt;
&#039;&#039;&#039;Illusion (Figment) (Mind-Affecting) &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Bard 1, Sorcerer/wizard 1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time&#039;&#039;&#039;: 1 swift action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Close (25 ft. + 5 ft./2 levels) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: One living creature &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: See text &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw&#039;&#039;&#039;: Will negates &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: Yes &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This spell makes the target unable to see or otherwise perceive you, but only until the end of your current action or until you attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Very much a work in progress. A bit too similar to &#039;&#039;distract opponent&#039;&#039; from the SpC.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Launch Bullet==&lt;br /&gt;
&#039;&#039;&#039;Transmutation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sorcerer/wizard 2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time&#039;&#039;&#039;: 1 standard action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Close (25 ft. + 5 ft./2 levels) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: One sling bullet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instantaneous &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw&#039;&#039;&#039;: No &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: No &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You launch a rock, sling bullet or other small item to strike an opponent as a ranged attack for 1d6 piercing damage per caster level (maximum 10d6 at tenth level). It counts as being launched from a sling with an enhancement bonus to hit and damage of +1 per 3 caster levels (+1 at third level, +2 at sixth level, +3 at 9th level, +4 at 12th level, +5 at 15th level and +6 at 18th level). Apply the normal rules for special ammunition fired from magical missile weapons.&lt;br /&gt;
&lt;br /&gt;
==Mirror Shade==&lt;br /&gt;
Illusion (Shadow)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sorcerer/Wizard 4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast Time&#039;&#039;&#039;: 1 standard action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Personal &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: You &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 minute/level (D)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Save&#039;&#039;&#039;: Will negates (see text)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SR&#039;&#039;&#039;: No (see  text)&lt;br /&gt;
&lt;br /&gt;
This is the same as &#039;&#039;mirror image&#039;&#039;, except that the images are semi-real and can take actions, the results of which become semi-real themselves. Each round, one of the images can take a standard action, but it must remain in your square at all times. The image has access to all your spells and equipment, and as the image taps real power any charged item or spell it uses is actually expended just as if you had used them yourself. Non-magical gear used by the &#039;&#039;mirror shade&#039;&#039; is not consumed, instead a shadow duplicate is created, but any such duplicate ends when the spell does. &lt;br /&gt;
&lt;br /&gt;
Anyone affected by the &#039;&#039;mirror shade&#039;&#039;’s action is allowed a Will saving throw (using the save DC of this spell, not the spell or power expended); on a success the action has no effect on them this time. This is in addition to any saving throw, spell resistance, attack roll or other mechanism normally involved in the &#039;&#039;mirror shade&#039;&#039;’s action. Objects automatically succeed at this saving throw and cannot be affected by this spell.&lt;br /&gt;
&lt;br /&gt;
The shadow mirror can cast personal spells, in which case you become the target and not the image.&lt;br /&gt;
&lt;br /&gt;
==Refresher, Red&#039;s ==&lt;br /&gt;
Universal &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sorcerer/wizard 0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time&#039;&#039;&#039;: 1 standard action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: One living creature and/or clothes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instantaneous &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw&#039;&#039;&#039;: Reflex negates (harmless) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: Yes &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Target creature gets cleaned up as if having taken a bath. Clothes, if worn, become clean and dry. Hair gets styled but not cut. It does not repair torn clothes or wash out stains that would not come off with soap and water.&lt;br /&gt;
&lt;br /&gt;
==Restoration, Red&#039;s ==&lt;br /&gt;
Divination (Scrying) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sorcerer/wizard 4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S, M &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time&#039;&#039;&#039;: 1 round &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Close (25 ft. + 5 ft./2 levels) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: Burst out to the extreme of the range &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 minute/level &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw&#039;&#039;&#039;: Will negates (object) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: Yes (object) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reciting the date you focus on and dusting the area, the crystals in the dust bending the light. Soon a kaleidoscopic blur forms, only to coalesce into a full scale image from the past.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell recreates a location from the past. The caster decides on a date in the past when casting the spell. A semi-transparent image of the area as it appeared at the desired time appears, with everything in its original scale and location. This image is an obvious illusion, and is transparent and neither hinders nor helps vision. It cannot provide light, darkness, or concealment. It can, however, be studied in order to learn salient details from the past. The spell only shows objects or structures that remained in one place for a long time, more so the more remote the time scried; in order to be shown, something has to remain in place for one day per year the spell is reaching into the past. Living creatures are never shown; constructs and undead can be shown if they remained immobile for the required time. Things shown are correct down to reasonable detail, but anything that would normally require a Search roll to find, such as hidden traps or secret doors, is not shown. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Material component&#039;&#039;: A handful of quartz dust.&lt;br /&gt;
&lt;br /&gt;
== True Casting ==&lt;br /&gt;
Divination&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sorcerer/wizard 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time&#039;&#039;&#039;: 1 standard action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Personal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: You&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: One spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You focus your magic deep in your soul until it becomes a torrent that must be unleashed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your next single spell (if it is cast before the end of the next round) gaines a +10 insight bonus on any caster level check made to overcome spell resistance.&lt;br /&gt;
[[Category:D&amp;amp;D]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Spells_in_Development_(D%26D)&amp;diff=60308</id>
		<title>Spells in Development (D&amp;D)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Spells_in_Development_(D%26D)&amp;diff=60308"/>
		<updated>2008-11-01T10:54:53Z</updated>

		<summary type="html">&lt;p&gt;Hack: Added Creature Image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D&amp;amp;D}}{{tocright|limit=3}}&lt;br /&gt;
==Aerie Alter==&lt;br /&gt;
Transmutation  ([[Polymorphism (D&amp;amp;D)|Polymorph]])  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sor/Wiz 4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S, M &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time&#039;&#039;&#039;: 1 standard action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: Willing creature touched of Huge size or smaller &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 10 min./level (D) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw&#039;&#039;&#039;: None &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You alter a willing creature into a tiny fey version of itself. Creatures of Tiny size or smaller do not grow but retain their size.&lt;br /&gt;
* Creature type and subtype does not change&lt;br /&gt;
* If the target lacks wings, it gains tiny fairy wings that give a fly speed of 40 ft. (good maneuverability). &lt;br /&gt;
* All natural armor is lost.&lt;br /&gt;
* All equipment transforms with the creature and remains functional, but the armor bonus of worn armor is halved (as it always is for a Tiny creature). &lt;br /&gt;
* The creature&#039;s Strength becomes 2 and all natural attacks do a single point of damage only.&lt;br /&gt;
* For each size category of the original creature past Tiny, it gains +2 Dexterity, -2 Constitution, a +1 size bonus on attack rolls and armor class, and a +4 size modifier to Hide skill.&lt;br /&gt;
&lt;br /&gt;
==Creature Image==&lt;br /&gt;
Illusion (Figment)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sorcerer/Wizard 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S, F &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast Time&#039;&#039;&#039;: 1 standard action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Long (400 ft. + 40 ft./level) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect&#039;&#039;&#039;: Visual figment, not larger than medium size. (S)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 round/level (D) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw&#039;&#039;&#039;: Will disbelief &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: No&lt;br /&gt;
&lt;br /&gt;
Creates a visual illusion of a medium sized or smaller creature, as visualized by you.&lt;br /&gt;
The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech. &lt;br /&gt;
Acts according to the caster&#039;s instructions. Not unlike a summoned monster.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Shapeable as a standard action. Limited to creatures.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Focus&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A bit of fleece. &lt;br /&gt;
&lt;br /&gt;
==Deflect Blow, Greater==&lt;br /&gt;
Abjuration  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Cleric 2, Sorcerer/Wizard 1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: S &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast Time&#039;&#039;&#039;: 1 immediate action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Personal &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: You &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instantaneous &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seeing the opponent aiming an attack of you, you make a quick warding gesture and his weapon strays.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cast this spell as you are being attacked. It confers a +10 Dodge bonus to AC against that one attack only.&lt;br /&gt;
&lt;br /&gt;
==Disappear ==&lt;br /&gt;
&#039;&#039;&#039;Illusion (Figment) (Mind-Affecting) &#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Bard 1, Sorcerer/wizard 1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time&#039;&#039;&#039;: 1 swift action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Close (25 ft. + 5 ft./2 levels) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: One living creature &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: See text &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw&#039;&#039;&#039;: Will negates &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: Yes &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This spell makes the target unable to see or otherwise perceive you, but only until the end of your current action or until you attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Very much a work in progress. A bit too similar to &#039;&#039;distract opponent&#039;&#039; from the SpC.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Launch Bullet==&lt;br /&gt;
&#039;&#039;&#039;Transmutation&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sorcerer/wizard 2 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time&#039;&#039;&#039;: 1 standard action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Close (25 ft. + 5 ft./2 levels) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: One sling bullet &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instantaneous &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw&#039;&#039;&#039;: No &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: No &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You launch a rock, sling bullet or other small item to strike an opponent as a ranged attack for 1d6 piercing damage per caster level (maximum 10d6 at tenth level). It counts as being launched from a sling with an enhancement bonus to hit and damage of +1 per 3 caster levels (+1 at third level, +2 at sixth level, +3 at 9th level, +4 at 12th level, +5 at 15th level and +6 at 18th level). Apply the normal rules for special ammunition fired from magical missile weapons.&lt;br /&gt;
&lt;br /&gt;
==Mirror Shade==&lt;br /&gt;
Illusion (Shadow)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sorcerer/Wizard 4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast Time&#039;&#039;&#039;: 1 standard action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Personal &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: You &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 minute/level (D)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Save&#039;&#039;&#039;: Will negates (see text)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SR&#039;&#039;&#039;: No (see  text)&lt;br /&gt;
&lt;br /&gt;
This is the same as &#039;&#039;mirror image&#039;&#039;, except that the images are semi-real and can take actions, the results of which become semi-real themselves. Each round, one of the images can take a standard action, but it must remain in your square at all times. The image has access to all your spells and equipment, and as the image taps real power any charged item or spell it uses is actually expended just as if you had used them yourself. Non-magical gear used by the &#039;&#039;mirror shade&#039;&#039; is not consumed, instead a shadow duplicate is created, but any such duplicate ends when the spell does. &lt;br /&gt;
&lt;br /&gt;
Anyone affected by the &#039;&#039;mirror shade&#039;&#039;’s action is allowed a Will saving throw (using the save DC of this spell, not the spell or power expended); on a success the action has no effect on them this time. This is in addition to any saving throw, spell resistance, attack roll or other mechanism normally involved in the &#039;&#039;mirror shade&#039;&#039;’s action. Objects automatically succeed at this saving throw and cannot be affected by this spell.&lt;br /&gt;
&lt;br /&gt;
The shadow mirror can cast personal spells, in which case you become the target and not the image.&lt;br /&gt;
&lt;br /&gt;
==Refresher, Red&#039;s ==&lt;br /&gt;
Universal &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sorcerer/wizard 0 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time&#039;&#039;&#039;: 1 standard action &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Touch &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: One living creature and/or clothes &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: Instantaneous &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw&#039;&#039;&#039;: Reflex negates (harmless) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: Yes &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Target creature gets cleaned up as if having taken a bath. Clothes, if worn, become clean and dry. Hair gets styled but not cut. It does not repair torn clothes or wash out stains that would not come off with soap and water.&lt;br /&gt;
&lt;br /&gt;
==Restoration, Red&#039;s ==&lt;br /&gt;
Divination (Scrying) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sorcerer/wizard 4 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S, M &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time&#039;&#039;&#039;: 1 round &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Close (25 ft. + 5 ft./2 levels) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: Burst out to the extreme of the range &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: 1 minute/level &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saving Throw&#039;&#039;&#039;: Will negates (object) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Resistance&#039;&#039;&#039;: Yes (object) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reciting the date you focus on and dusting the area, the crystals in the dust bending the light. Soon a kaleidoscopic blur forms, only to coalesce into a full scale image from the past.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell recreates a location from the past. The caster decides on a date in the past when casting the spell. A semi-transparent image of the area as it appeared at the desired time appears, with everything in its original scale and location. This image is an obvious illusion, and is transparent and neither hinders nor helps vision. It cannot provide light, darkness, or concealment. It can, however, be studied in order to learn salient details from the past. The spell only shows objects or structures that remained in one place for a long time, more so the more remote the time scried; in order to be shown, something has to remain in place for one day per year the spell is reaching into the past. Living creatures are never shown; constructs and undead can be shown if they remained immobile for the required time. Things shown are correct down to reasonable detail, but anything that would normally require a Search roll to find, such as hidden traps or secret doors, is not shown. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Material component&#039;&#039;: A handful of quartz dust.&lt;br /&gt;
&lt;br /&gt;
== True Casting ==&lt;br /&gt;
Divination&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level&#039;&#039;&#039;: Sorcerer/wizard 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;: V, S&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Casting Time&#039;&#039;&#039;: 1 standard action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Personal&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target&#039;&#039;&#039;: You&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration&#039;&#039;&#039;: One spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You focus your magic deep in your soul until it becomes a torrent that must be unleashed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your next single spell (if it is cast before the end of the next round) gaines a +10 insight bonus on any caster level check made to overcome spell resistance.&lt;br /&gt;
[[Category:D&amp;amp;D]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Savage_Tide_NPCs&amp;diff=68233</id>
		<title>Savage Tide NPCs</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Savage_Tide_NPCs&amp;diff=68233"/>
		<updated>2008-09-20T12:25:19Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Savage Tide}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
===Allanal Kio===&lt;br /&gt;
Half-elf from [[Sasserine]], part of the crew of the [[Sea Wyvern]].&lt;br /&gt;
&lt;br /&gt;
===[[Amella Venkalie (NPC)|Amella Venkalie]]===&lt;br /&gt;
Ship&#039;s officer on the Sea Wyvern.&lt;br /&gt;
&lt;br /&gt;
===Anderhoff (Sasserine)===&lt;br /&gt;
Originally four brothers, butchers, and murder fanboys in Azure District, Sasserine. Two remain. Met in Funeral Procession (135).&lt;br /&gt;
&lt;br /&gt;
[[image:Anderhoffk.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Aniphastus Knowlern (Sasserine)===&lt;br /&gt;
Elf, Lord of the Knowlern family and a founding member of the [[Sun Lodge|Sun Lodge]]. (139)&lt;br /&gt;
&lt;br /&gt;
===Anna Samos===&lt;br /&gt;
Lieutenant to [[#Henri_d&#039;Aventhal,_Prince| Prince Henri d&#039;Aventhal]] (104)&lt;br /&gt;
&lt;br /&gt;
===Annah Teranaki, Mother (Sasserine)===&lt;br /&gt;
High prestess of We Jas in Sasserine. (139)&lt;br /&gt;
&lt;br /&gt;
===Anteki Alresian (Sasserine)===&lt;br /&gt;
Scarlet brotherhood ambassador to Sasserine. (139)&lt;br /&gt;
&lt;br /&gt;
===Avner Meravanchi===&lt;br /&gt;
The son of [[#Zebula Meravanchi|Zebula Meravanchi]], Avner is a right dashing gentleman with a somewhat scandalous reputation.&lt;br /&gt;
&lt;br /&gt;
[[image:Avner Meravanchi.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Cami (Sasserine)===&lt;br /&gt;
Rogue in Sasserine, wanted to join Lotus Dragons (118). Met during Box of Flumph.&lt;br /&gt;
&lt;br /&gt;
===Caradok===&lt;br /&gt;
LG Male Dwarf Fighter 4&lt;br /&gt;
&lt;br /&gt;
Turned to stone by a basilisk in Tamoachan; saved and truned back in time for the battle of Farshore. Member of the The Green Gargoyles ([[#Caradok |Caradok]], [[#Geogrio |Geogrio ]], [[#Lavacindu |Lavacindu ]]).&lt;br /&gt;
&lt;br /&gt;
===* Cecily Kellani (Sasserine) ===&lt;br /&gt;
NG Female Human Bard 3 128&lt;br /&gt;
&lt;br /&gt;
Daughter of Heldrath Kellani. Sister of Rowyn Kellani. Saved from family troubles and a runed reputation in Shut in.&lt;br /&gt;
&lt;br /&gt;
[[image:Kellanis.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Corlina Herfast (Sasserine) ===&lt;br /&gt;
CN Female Elf Expert 3 (129)&lt;br /&gt;
&lt;br /&gt;
A dancer, formerly with the Peace Circus. Married to [[#Roctar Herfast|Roctar Herfast]], mistress of [[#Volin Krober|Volin Krober]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Corlina Herfast.jpg|220px|]]&lt;br /&gt;
&lt;br /&gt;
===* Darrin Tealpeck (Sasserine) ===&lt;br /&gt;
LN Male Human Cleric 4 (We Jas)(127)&lt;br /&gt;
&lt;br /&gt;
A faithful cleric of We Jas, first met in Mad God&#039;s Key, then as an inheritor in Tealpeck&#039;s Flood. Handsome but quiet and modest. &lt;br /&gt;
&lt;br /&gt;
[[image:Darrin Tealpeck .jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Denethan, Father (Sasserine)===&lt;br /&gt;
Priest of St Cuthbert in Bearden&#039;s Hollow. (91)&lt;br /&gt;
&lt;br /&gt;
===* Aeleth Terellia (Sasserine) ===&lt;br /&gt;
CN Female Elf Bard 8 (107)&lt;br /&gt;
&lt;br /&gt;
Dorathar (speaker) or the elven exile village of Mellorn, near Sasserine. Made Mellorn join Sasserine at Pyrotess&#039; urgings and came before the council to pledge her loyalty, but has been strangely cold since. Involved in the secret of the Mellorn&#039;s Fair of Life.&lt;br /&gt;
&lt;br /&gt;
[[image:Aeleth-Terellia-&amp;amp;-the-Mello.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Dranys Sellis=== &lt;br /&gt;
Hardworking smith and carpenter in Farshore. &lt;br /&gt;
N Male dwarf expert 2. Dungeon (143, The Club)&lt;br /&gt;
&lt;br /&gt;
===Eldara Lilybrok (Sasserine)===&lt;br /&gt;
Necromancer, Vecna cultist. Met in Funeral Procession. Put on trial, but escaped. (135).&lt;br /&gt;
&lt;br /&gt;
[[image:Eldara Lilybrok.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Eural Dunaman===&lt;br /&gt;
Head councilman in Bearden&#039;s Hollow. (91)&lt;br /&gt;
&lt;br /&gt;
===Feres, Father ===&lt;br /&gt;
A priest of Hieroneous, but not of a martial bent, Father Feres claims to have lead a quiet life of servitude and prayer in Sasserine. He was a messenger making a delivery to Fort Greenrock, where he was inplanted with a Slaad egg. This was about to hatch but was removed by Jennikki. He was strongly suspected of being a fake cleric. He left the ship in Renkrue, ostantaiously to start a mission there.&lt;br /&gt;
&lt;br /&gt;
[[image:Feres.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Gahrlef (Sasserine) ===&lt;br /&gt;
CG Male Elf Ranger 3 (107)&lt;br /&gt;
&lt;br /&gt;
Rescued from spiders during Mellorn Hospitality, Gahrlef kept a cool attitude at first but soom warmed to the party and became very friendly after they became heroes, acting as an advocate of sorts.&lt;br /&gt;
&lt;br /&gt;
[[image:Gahrlef.jpg|80px]]&lt;br /&gt;
&lt;br /&gt;
===J&#039;Kal===&lt;br /&gt;
Female Human Ranger 6.&lt;br /&gt;
&lt;br /&gt;
Chief of Tanaroa villaige on the Isle of dread. A very old Olman and vizened woman.&lt;br /&gt;
&lt;br /&gt;
===Geogrio===&lt;br /&gt;
NG Male Human Cleric (Pelor) 6&lt;br /&gt;
&lt;br /&gt;
Found turned to stone in Tamoachan; saved and restored to flesh before the battle of Farshore. Member of the The Green Gargoyles ([[#Caradok |Caradok]], [[#Geogrio |Geogrio ]], [[#Lavacindu |Lavacindu ]]).&lt;br /&gt;
&lt;br /&gt;
===Greffold Fiddlebitter===&lt;br /&gt;
Potter in Farshore. CN Male halfling expert 3. (143)&lt;br /&gt;
&lt;br /&gt;
===Grildy (Sasserine)===&lt;br /&gt;
Gnome mechanist in Sasserine. Builds cannon and handguns, especially mechanisms for same. Cinnamon&#039;s mechanics teacher.&lt;br /&gt;
&lt;br /&gt;
===Gut Tugger (Sasserine)===&lt;br /&gt;
Rowyn&#039;s pet felldrake.&lt;br /&gt;
&lt;br /&gt;
[[image:Rowyn.Kellani.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Harliss Javell===&lt;br /&gt;
Scarlet corsair captain met at Cracken&#039;s Cove. Negotiated with the heroes there. Part of the Crimson Fleet. Not present at the attack on Farshore. Met again during the first visit to Scuttlecove, where she proved an ally.&lt;br /&gt;
(140)&lt;br /&gt;
&lt;br /&gt;
[[image:Harliss-Javell2.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Heldrath Kellani (Sasserine)===&lt;br /&gt;
Matron of Kellani family, mother of Rowyn and Ceseli Kellani. Died after events in Locked In.&lt;br /&gt;
&lt;br /&gt;
[[image:Kellanis.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
=== Henri d&#039;Aventhal, Prince===&lt;br /&gt;
Council member, Great Kingdom noble in exile. LE Male human Aristocrat 2/Fighter 7&lt;br /&gt;
&lt;br /&gt;
Although prince Henri still want to move home, he is starting to realize he must first build a war-chest. To that end he is trying to build a cash-crop plantation on Temute using &amp;quot;indentured&amp;quot; pirates as labor. (104) Used [[#Rowyn Kellani| Rowyn Kellani]] to capture a band of escaped pirates, after which she became his mistress.&lt;br /&gt;
&lt;br /&gt;
=== Hevrik Aldwattle, Professor===&lt;br /&gt;
Council member in Farshore. CG male human wizard 6/expert 2. (143, Witchwardens)&lt;br /&gt;
&lt;br /&gt;
===Hilda Swenten===&lt;br /&gt;
Farmer from Farshore. NG female human commoner 4. (143 Sun Lodge)&lt;br /&gt;
&lt;br /&gt;
===Irewyn Isendale (Sasserine)===&lt;br /&gt;
Mother of Aiken, stepmother and mentor of Jennikki. (91)&lt;br /&gt;
&lt;br /&gt;
===* Irontusk (Sasserine)===&lt;br /&gt;
Barbarian, immigrant from the north&lt;br /&gt;
&lt;br /&gt;
NE male halforc barbarian 2 (114)&lt;br /&gt;
&lt;br /&gt;
Robbed Theldrats store and stole the magic key in The Key (114)&lt;br /&gt;
&lt;br /&gt;
===Jeran Emrikad===&lt;br /&gt;
LN Human wizard 2/rogue 2. (143, Seekers)&lt;br /&gt;
&lt;br /&gt;
Archivist in Farshore.&lt;br /&gt;
&lt;br /&gt;
===Kaskus Kiel===&lt;br /&gt;
Jade Raven, Male Olman Human Druid from the Hellfurnaces. Tacturn, loves the Isle of Dread. Had a relationship with Jennikki. (141, 144)&lt;br /&gt;
&lt;br /&gt;
[[image:Kaskus Kiel.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Kera Gosalar (Sasserine)===&lt;br /&gt;
High priestess of Pelor in Sasserine, member of the [[Sun Lodge|Sun Lodge]]. (139)&lt;br /&gt;
&lt;br /&gt;
===Kira Willowtop (Sasserine)===&lt;br /&gt;
Lady of the cartographer&#039;s guildhall in Sasserine. (139)&lt;br /&gt;
&lt;br /&gt;
===* Kroga Brax (Sasserine) ===&lt;br /&gt;
CE male human commoner 2 &lt;br /&gt;
&lt;br /&gt;
A baker in Arena District, Krogar is an excellent baker but a horrible person who oppresses his family. (129)&lt;br /&gt;
&lt;br /&gt;
===Lavina Vanderboren===&lt;br /&gt;
Team patron. (140, 144)&lt;br /&gt;
&lt;br /&gt;
[[image:Lavinia.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Lavacindu===&lt;br /&gt;
CG Male Elf Sorcerer 3/Fighter1&lt;br /&gt;
&lt;br /&gt;
Found turned to stone in Tamoachan; saved and restored to flesh before the battle of Farshore. Member of the The Green Gargoyles ([[#Caradok |Caradok]], [[#Geogrio |Geogrio ]], [[#Lavacindu |Lavacindu]]).&lt;br /&gt;
&lt;br /&gt;
===Lelfan (Sasserine)===&lt;br /&gt;
Human druid in Sasserine. Jennikki&#039;s mentor in the [[Sun Lodge|Sun Lodge]].&lt;br /&gt;
&lt;br /&gt;
===Lertold (Sasserine)===&lt;br /&gt;
Mage interested in guns. Brought up the subject with Lady Red. Friend of Grildy.&lt;br /&gt;
&lt;br /&gt;
===Liamae Teslikaria===&lt;br /&gt;
Jade Raven, Sorceress/Favored Soul. Reserved, bewildered. Has a relationship with Peter Blood characterized more by lust than feelings.&lt;br /&gt;
&lt;br /&gt;
[[image:Liamae Teslikari.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Losabeth===&lt;br /&gt;
Former thug, presently sailor. Part of the [[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]]. Thug in Box of Flumph, spared because she surrendered to a summoned lynx. Worked as a Hearse boat rower after recommendation and finally joined the crew of the Sea Wyvern.&lt;br /&gt;
&lt;br /&gt;
===* Lucian Cruzgar (Sasserine) ===&lt;br /&gt;
CN male human fighter 4/ranger 2. (129, 149)&lt;br /&gt;
&lt;br /&gt;
A veteran of the greyhawk Wars, who came home to Sasserine only to be involved in the Oqoun - Cabanite war. Surviving thee conflicts he made a small fortune for himself as a painter, but fell more and more to drink.  Lucian was a wretch of a man living on the edge. Having resolved the War of the Wielded, he found some measure of peace, but he still drinks too much and paints too little. Friend to Pyrotesse, who has somewhat taken him under her wing.&lt;br /&gt;
&lt;br /&gt;
[[image:Lucian Kruzgar.jpg|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Lux Seoni, High Warden (Sasserine) ===&lt;br /&gt;
Mistress of the [[Witchwardens|Witchwardens]]. (139)&lt;br /&gt;
&lt;br /&gt;
===Maflus Fairwind===&lt;br /&gt;
Innkeeper in Farshore. N Male human bard 4. (143 Azure Cathedral)&lt;br /&gt;
&lt;br /&gt;
===Manthalay Meravanchi===&lt;br /&gt;
Council member, marshal of Farshore. LN male human aristocrat 3/fighter 6. (143 Zelkarune&#039;s Horns, Dawn council)&lt;br /&gt;
&lt;br /&gt;
===Mvembi===&lt;br /&gt;
Zombie master of Tanarooa village on the Isle of Dread. N Male Human Cleric 6.&lt;br /&gt;
&lt;br /&gt;
=== Noltus Innersol, Father===&lt;br /&gt;
Missionary, council member. NG male human cleric 8 (Pelor) (145, Sun Lodge). Deseaced.&lt;br /&gt;
&lt;br /&gt;
===Osten Ranicle (Sasserine)===&lt;br /&gt;
Owner of the Sand Crab in Shadowshore, Sasserine. Sourly and private, but honorable. (118)&lt;br /&gt;
&lt;br /&gt;
===Radore Adoss===&lt;br /&gt;
[[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]]&lt;br /&gt;
&lt;br /&gt;
Sailor recruited for her tattooing skill. Pretty, develpoping skills as a sailor. Abducted by demons and saved (142). Had her traumatic memories removed in a Virginity ritual. (Sun Lodge, [[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]])&lt;br /&gt;
&lt;br /&gt;
[[image:Rodara Adoss.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Rissashtak===&lt;br /&gt;
Pelorian lizardfolk leader&lt;br /&gt;
Male lizardfolk ranger 5/ cleri 4 (Pelor) (144)&lt;br /&gt;
&lt;br /&gt;
Close aide to [[#Noltus Innersol |Noltus Innersol]] and inheritor of his position as cheif pelorian among the lizardfolk, Rissashtak is genuinely devout and a believer.&lt;br /&gt;
&lt;br /&gt;
===* Roctar Herfast (Sasserine) ===&lt;br /&gt;
CN male human warrior 4 &lt;br /&gt;
&lt;br /&gt;
Strongman at the Arena, formerly of the Peace Circus. Married to [[#Corlina Herfast|Corlina Herfast]].&lt;br /&gt;
&lt;br /&gt;
===Rowyn Kellani===&lt;br /&gt;
Vanthus&#039; lover, founder of Lotus Dragons. On trial. Escaped to become a vengeful stowaway on the [[Sea Wyvern (Savage Tide) | Sea Wyvern]]. Marooned and picked up by the Crimson Fleet, she joined the attack on Farshore, escaped once again, and became an outlaw on Temute. (139) She then betrayed her pirate fellows and charmed [[#Henri d&#039;Aventhal, Prince|Prince Henri]] into accepting her honorable surrender, and is currently his mistress.&lt;br /&gt;
&lt;br /&gt;
[[image:Rowyn.Kellani.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Ruby the Weaver===&lt;br /&gt;
Weaver in Farshore. Saved by and has a crush on Aiken. NG female human expert 2. (143)&lt;br /&gt;
&lt;br /&gt;
===Ruphus Laro, Father (Sasserine) ===&lt;br /&gt;
Cheif priest of St Cuthbert in Sasserine (139).&lt;br /&gt;
&lt;br /&gt;
===Sarim Pepper, Captain ===&lt;br /&gt;
Captain of the Angelina, aided during Box of Flumph (118). Captained the Blue Nixie on the trip to the Isle of Dread. &lt;br /&gt;
&lt;br /&gt;
[[image:Sarim Pepper.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Sartanis Rayblade===&lt;br /&gt;
Cabbanite Boss. Female half-elf Sorceress 4. (149)&lt;br /&gt;
&lt;br /&gt;
===Silas (Sasserine)===&lt;br /&gt;
Raven familar to Eldara Lilybrok, aided by Cinnamon.&lt;br /&gt;
&lt;br /&gt;
===[[Silver (Savage Tide NPC)|Silver]]===&lt;br /&gt;
Peter Blood&#039;s wolf animal companion.&lt;br /&gt;
&lt;br /&gt;
===Skald===&lt;br /&gt;
A shifty stranger to Sasserine who constantly looks over his own shoulder, something about Skald seems to be out of this world. Revealed to be a half fay and a refugee. Died against the Flotsam Ooze.&lt;br /&gt;
&lt;br /&gt;
[[image:Skald.png|220px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Soller Vark===&lt;br /&gt;
Smuggling thug, arrested but pardoned after using the Blue Nixie to smuggle animals. Entlisted as protection against Lotus Dragon revenge, first with the Jade Ravens, then on the [[Sea Wyvern (Savage Tide)|Sea Wyvern]]. (139, [[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]], Azure Cathedral)&lt;br /&gt;
&lt;br /&gt;
[[image:soller_vark.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===* Swan, Sergeant (Sasserine)===&lt;br /&gt;
NG male human fighter 3 (militant)&lt;br /&gt;
&lt;br /&gt;
Sergeant in the Merchant District guard. Friendly and outgoing. Met in The Key (114)&lt;br /&gt;
&lt;br /&gt;
===* Syrus (Sasserine) ===&lt;br /&gt;
CN male satyr deceiver 3&lt;br /&gt;
&lt;br /&gt;
Had a brush with evil during Mellorn Hospitality. Still lacking in empathy, but tries to atone, and took a job with Saree to prove his devotion.&lt;br /&gt;
&lt;br /&gt;
===Tavey Nesk===&lt;br /&gt;
Cabin boy. Was a survivor and is now second mate on the [[Sea Wyvern]]. (142)&lt;br /&gt;
&lt;br /&gt;
[[image:Tavey Nesk.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Teherik Arrelion===&lt;br /&gt;
Tanner in Farshore.&lt;br /&gt;
CG Male human ranger 4. (143)&lt;br /&gt;
&lt;br /&gt;
===Telda Syren===&lt;br /&gt;
CG female half-elf expert 4 (143)&lt;br /&gt;
&lt;br /&gt;
Council member in Farshore, Apotechary.&lt;br /&gt;
&lt;br /&gt;
===* Teriam Trust (Sasserine) ===&lt;br /&gt;
LN Male Human Expert 4 (146)&lt;br /&gt;
&lt;br /&gt;
A servant that risked all to rescue his master in Meenlock Prison, only to find the master was already dead. Now works as a secretary and manservant to Pyrotesse.&lt;br /&gt;
&lt;br /&gt;
[[image:Meenlock Prison.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Theldrat (Sasserine)===&lt;br /&gt;
Locksmith in Merchant District&lt;br /&gt;
N male human expert 4 (114)&lt;br /&gt;
&lt;br /&gt;
Locksmith and owner of magic key. Helped in The Key.&lt;br /&gt;
&lt;br /&gt;
===* Therav (Sasserine) ===&lt;br /&gt;
LN Male Human Exp 5&lt;br /&gt;
&lt;br /&gt;
Traveling glass merchant, quite successful. Escorted by the players during Mellorn Hospitality, he was abducted by the night hag but freed by the heroes.&lt;br /&gt;
&lt;br /&gt;
[[image:Therav.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Thorgiff===&lt;br /&gt;
Former Crimson Pirate Liason&lt;br /&gt;
CE male theifling rogue 12&lt;br /&gt;
(145)&lt;br /&gt;
&lt;br /&gt;
===Tolin Kientai===&lt;br /&gt;
Leader of the Jade Ravens, half elf ranger/fighter, brash and handsome. Was sex-changed into a woman in the Amedio Jungle (141) but still has a taste for women. Tried to woo Lavina Vanderboren as both a man and a woman and failed. Romance with Cinnamon. Developed his abilities as a fighter rather than a ranger. (140, 143).&lt;br /&gt;
&lt;br /&gt;
[[image:Tolin_Kientai.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Trelib Medani, Baron (Sasserine) ===&lt;br /&gt;
NG male half-elf rogue 7/master inquisitive 2 (133)&lt;br /&gt;
&lt;br /&gt;
The baron is an immigrant from the north, the younger brother of a successful lawman in Greyhawk City. Coming to Sasserine, he peddled his prestige into a position as chief inquisitive and proceeded to try and build a network of inquisitives to police the city.&lt;br /&gt;
&lt;br /&gt;
[[image:Trelib-Medani.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
=== Tyralandi ===&lt;br /&gt;
Unknown, Nymph half demon (95)&lt;br /&gt;
&lt;br /&gt;
Cooperated with the players during Poryphory House of Horror and ended up owning the place. Thrall of Grazt. Masochist.&lt;br /&gt;
&lt;br /&gt;
[[image:Tyralandi.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Ulmoapop===&lt;br /&gt;
Flump patriarch, Sorcerer. Had his family kidnapped in Box of Flumph (118).&lt;br /&gt;
&lt;br /&gt;
[[image:Ulmoapop.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Ulvar Kabbanja, Captain===&lt;br /&gt;
Farshore militia Captain, council member.&lt;br /&gt;
LG male human fighter 5.&lt;br /&gt;
(143, The Club, Zelkarune&#039;s Horns)&lt;br /&gt;
&lt;br /&gt;
===Urol Forol===&lt;br /&gt;
A naturalist and lesser druid, Urol claims to have been to the Isle of Dread before, though he was forced to leave prematurely. As talkative as most gnomes, but not as glib, and constantly carries an aroma of musty swamps around with him. (141)&lt;br /&gt;
&lt;br /&gt;
[[image:Urol Foro.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Vanthus Vanderboren===&lt;br /&gt;
Recurring villain, [[Lavina Vanderboren (NPC)|Lavina Vanderboren&#039;s]] brother. Transformed into a demon and slain in the attack on Farshore. (139, 143).&lt;br /&gt;
&lt;br /&gt;
[[image:Vanthus Vanderboren.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Vesserin Catherly, Chaplain===&lt;br /&gt;
Chaplain and council member.&lt;br /&gt;
NG male half-elf cleric 6 (St Cuthbert).&lt;br /&gt;
(143, The Club)&lt;br /&gt;
&lt;br /&gt;
===* Victor St. Germain (Sasserine) ===&lt;br /&gt;
CN male human expert 2/swashbuckler 3/master inquisitive 4&lt;br /&gt;
&lt;br /&gt;
A famous lawman in Sasserine, Victor was originally an orphan from Shadowshore. Becoming a great man despite his origin, he demanded limitless respect, and when his suit to [[#Zelina Medani|Zelina Medani]] was refused, something seems to have snapped for him and he became a villain. (133)&lt;br /&gt;
&lt;br /&gt;
===Vinkain Kabanja===&lt;br /&gt;
Ship&#039;s carpenter on the [[Sea Wyvern]]. Human from Sasserine.&lt;br /&gt;
&lt;br /&gt;
===* Volin Krober (Sasserine) ===&lt;br /&gt;
CG male elf bard 3/ranger 2/expert 2 &lt;br /&gt;
&lt;br /&gt;
Performer and animal trainer, formerly of the Peace Circus. Lover of [[#Corlina Herfast|Corlina Herfast]]. (129)&lt;br /&gt;
&lt;br /&gt;
===Zan Odalvin===&lt;br /&gt;
Jade Raven, Dwarf Rogue. Fascinated by blades. Discontented in Fashore; longs for city life.&lt;br /&gt;
(140, 143)&lt;br /&gt;
&lt;br /&gt;
[[image:Zan Odalvin.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Zebula Meravanchi (Sasserine)===&lt;br /&gt;
Lord of the rakish Meravachi family in Sasserine. Father of Avner Meravanchi and brother of Manthalay Meravanchi. (139)&lt;br /&gt;
&lt;br /&gt;
===* Zelina Medani (Sasserine) ===&lt;br /&gt;
CG female halfelf rogue 4 (133)&lt;br /&gt;
&lt;br /&gt;
The heir to house Medani and a budding inquisitive in her own right, Zelina was taken hostage by [[#Victor St. Germain|Victor St. Germain]]. &lt;br /&gt;
&lt;br /&gt;
[[image:Zelina-Medani.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Ziki (Sasserine) ===&lt;br /&gt;
CN Female elf Rogue &lt;br /&gt;
&lt;br /&gt;
Arrested for multiple murders around the Bluebird inn in the Arena District. (129)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Ziki.jpg|220px|]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Savage_Tide_NPCs&amp;diff=68227</id>
		<title>Savage Tide NPCs</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Savage_Tide_NPCs&amp;diff=68227"/>
		<updated>2008-08-30T20:13:40Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Savage Tide}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
===Allanal Kio===&lt;br /&gt;
Half-elf from [[Sasserine]], part of the crew of the [[Sea Wyvern]].&lt;br /&gt;
&lt;br /&gt;
===[[Amella Venkalie (NPC)|Amella Venkalie]]===&lt;br /&gt;
Ship&#039;s officer on the Sea Wyvern.&lt;br /&gt;
&lt;br /&gt;
===Anderhoff (Sasserine)===&lt;br /&gt;
Originally four brothers, butchers, and murder fanboys in Azure District, Sasserine. Two remain. Met in Funeral Procession (135).&lt;br /&gt;
&lt;br /&gt;
[[image:Anderhoffk.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Aniphastus Knowlern (Sasserine)===&lt;br /&gt;
Elf, Lord of the Knowlern family and a founding member of the [[Sun Lodge|Sun Lodge]]. (139)&lt;br /&gt;
&lt;br /&gt;
===Anna Samos===&lt;br /&gt;
Lieutenant to [[#Henri_d&#039;Aventhal,_Prince| Prince Henri d&#039;Aventhal]] (104)&lt;br /&gt;
&lt;br /&gt;
===Annah Teranaki, Mother (Sasserine)===&lt;br /&gt;
High prestess of We Jas in Sasserine. (139)&lt;br /&gt;
&lt;br /&gt;
===Anteki Alresian (Sasserine)===&lt;br /&gt;
Scarlet brotherhood ambassador to Sasserine. (139)&lt;br /&gt;
&lt;br /&gt;
===Avner Meravanchi===&lt;br /&gt;
The son of [[#Zebula Meravanchi|Zebula Meravanchi]], Avner is a right dashing gentleman with a somewhat scandalous reputation.&lt;br /&gt;
&lt;br /&gt;
[[image:Avner Meravanchi.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Cami (Sasserine)===&lt;br /&gt;
Rogue in Sasserine, wanted to join Lotus Dragons (118). Met during Box of Flumph.&lt;br /&gt;
&lt;br /&gt;
===Caradok===&lt;br /&gt;
LG Male Dwarf Fighter 4&lt;br /&gt;
&lt;br /&gt;
Turned to stone by a basilisk in Tamoachan; saved and truned back in time for the battle of Farshore. Member of the The Green Gargoyles ([[#Caradok |Caradok]], [[#Geogrio |Geogrio ]], [[#Lavacindu |Lavacindu ]]).&lt;br /&gt;
&lt;br /&gt;
===* Cecily Kellani(Sasserine) ===&lt;br /&gt;
Daughter of Heldrath Kellani. Sister of Rowyn Kellani.&lt;br /&gt;
&lt;br /&gt;
===* Corlina Herfast (Sasserine) ===&lt;br /&gt;
CN Female Elf Expert 3 (129)&lt;br /&gt;
&lt;br /&gt;
A dancer, formerly with the Peace Circus. Married to [[#Roctar Herfast|Roctar Herfast]], mistress of [[#Volin Krober|Volin Krober]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Corlina Herfast.jpg|220px|]]&lt;br /&gt;
&lt;br /&gt;
===* Darrin Tealpeck (Sasserine) ===&lt;br /&gt;
LN Male Human Cleric 4 (We Jas)(127)&lt;br /&gt;
&lt;br /&gt;
A faithful cleric of We Jas, first met in Mad God&#039;s Key, then as an inheritor in Tealpeck&#039;s Flood. Handsome but quiet and modest. &lt;br /&gt;
&lt;br /&gt;
[[image:Darrin Tealpeck .jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Denethan, Father ===&lt;br /&gt;
Priest of St Cuthbert in Bearden&#039;s Hollow. (91)&lt;br /&gt;
&lt;br /&gt;
===* Aeleth Terellia (Sasserine) ===&lt;br /&gt;
CN Female Elf Bard 8 (107)&lt;br /&gt;
&lt;br /&gt;
Dorathar (speaker) or the elven exile village of Mellorn, near Sasserine. Made Mellorn join Sasserine at Pyrotess&#039; urgings and came before the council to pledge her loyalty, but has been strangely cold since. Involved in the secret of the Mellorn&#039;s Fair of Life.&lt;br /&gt;
&lt;br /&gt;
[[image:Aeleth-Terellia-&amp;amp;-the-Mello.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Dranys Sellis=== &lt;br /&gt;
Hardworking smith and carpenter in Farshore. &lt;br /&gt;
N Male dwarf expert 2. Dungeon (143, The Club)&lt;br /&gt;
&lt;br /&gt;
===Eldara Lilybrok (Sasserine)===&lt;br /&gt;
Necromancer, Vecna cultist. Met in Funeral Procession. Put on trial, but escaped. (135).&lt;br /&gt;
&lt;br /&gt;
[[image:Eldara Lilybrok.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Eural Dunaman===&lt;br /&gt;
Head councilman in Bearden&#039;s Hollow. (91)&lt;br /&gt;
&lt;br /&gt;
===Feres, Father ===&lt;br /&gt;
A priest of Hieroneous, but not of a martial bent, Father Feres claims to have lead a quiet life of servitude and prayer in Sasserine. He was a messenger making a delivery to Fort Greenrock, where he was inplanted with a Slaad egg. This was about to hatch but was removed by Jennikki. He was strongly suspected of being a fake cleric. He left the ship in Renkrue, ostantaiously to start a mission there.&lt;br /&gt;
&lt;br /&gt;
[[image:Feres.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Gahrlef (Sasserine) ===&lt;br /&gt;
CG Male Elf Ranger 3 (107)&lt;br /&gt;
&lt;br /&gt;
Rescued from spiders during Mellorn Hospitality, Gahrlef kept a cool attitude at first but soom warmed to the party and became very friendly after they became heroes, acting as an advocate of sorts.&lt;br /&gt;
&lt;br /&gt;
[[image:Gahrlef.jpg|80px]]&lt;br /&gt;
&lt;br /&gt;
===J&#039;Kal===&lt;br /&gt;
Female Human Ranger 6.&lt;br /&gt;
&lt;br /&gt;
Chief of Tanaroa villaige on the Isle of dread. A very old Olman and vizened woman.&lt;br /&gt;
&lt;br /&gt;
===Geogrio===&lt;br /&gt;
NG Male Human Cleric (Pelor) 6&lt;br /&gt;
&lt;br /&gt;
Found turned to stone in Tamoachan; saved and restored to flesh before the battle of Farshore. Member of the The Green Gargoyles ([[#Caradok |Caradok]], [[#Geogrio |Geogrio ]], [[#Lavacindu |Lavacindu ]]).&lt;br /&gt;
&lt;br /&gt;
===Greffold Fiddlebitter===&lt;br /&gt;
Potter in Farshore. CN Male halfling expert 3. (143)&lt;br /&gt;
&lt;br /&gt;
===Grildy (Sasserine)===&lt;br /&gt;
Gnome mechanist in Sasserine. Builds cannon and handguns, especially mechanisms for same. Cinnamon&#039;s mechanics teacher.&lt;br /&gt;
&lt;br /&gt;
===Gut Tugger (Sasserine)===&lt;br /&gt;
Rowyn&#039;s pet felldrake.&lt;br /&gt;
&lt;br /&gt;
[[image:Rowyn.Kellani.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Harliss Javell===&lt;br /&gt;
Scarlet corsair captain met at Cracken&#039;s Cove. Negotiated with the heroes there. Part of the Crimson Fleet. Not present at the attack on Farshore. Met again during the first visit to Scuttlecove, where she proved an ally.&lt;br /&gt;
(140)&lt;br /&gt;
&lt;br /&gt;
[[image:Harliss-Javell2.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Heldrath Kellani (Sasserine)===&lt;br /&gt;
Matron of Kellani family, mother of Rowyn Kellani. Died after events in Locked In.&lt;br /&gt;
&lt;br /&gt;
=== Henri d&#039;Aventhal, Prince===&lt;br /&gt;
Council member, Great Kingdom noble in exile. LE Male human Aristocrat 2/Fighter 7&lt;br /&gt;
&lt;br /&gt;
Although prince Henri still want to move home, he is starting to realize he must first build a war-chest. To that end he is trying to build a cash-crop plantation on Temute using &amp;quot;indentured&amp;quot; pirates as labor. (104) Used [[#Rowyn Kellani| Rowyn Kellani]] to capture a band of escaped pirates, after which she became his mistress.&lt;br /&gt;
&lt;br /&gt;
=== Hevrik Aldwattle, Professor===&lt;br /&gt;
Council member in Farshore. CG male human wizard 6/expert 2. (143, Witchwardens)&lt;br /&gt;
&lt;br /&gt;
===Hilda Swenten===&lt;br /&gt;
Farmer from Farshore. NG female human commoner 4. (143 Sun Lodge)&lt;br /&gt;
&lt;br /&gt;
===Irewyn Isendale (Sasserine)===&lt;br /&gt;
Mother of Aiken, stepmother and mentor of Jennikki. (91)&lt;br /&gt;
&lt;br /&gt;
===* Irontusk (Sasserine)===&lt;br /&gt;
Barbarian, immigrant from the north&lt;br /&gt;
&lt;br /&gt;
NE male halforc barbarian 2 (114)&lt;br /&gt;
&lt;br /&gt;
Robbed Theldrats store and stole the magic key in The Key (114)&lt;br /&gt;
&lt;br /&gt;
===Jeran Emrikad===&lt;br /&gt;
LN Human wizard 2/rogue 2. (143, Seekers)&lt;br /&gt;
&lt;br /&gt;
Archivist in Farshore.&lt;br /&gt;
&lt;br /&gt;
===Kaskus Kiel===&lt;br /&gt;
Jade Raven, Male Olman Human Druid from the Hellfurnaces. Tacturn, loves the Isle of Dread. Had a relationship with Jennikki. (141, 144)&lt;br /&gt;
&lt;br /&gt;
[[image:Kaskus Kiel.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Kera Gosalar (Sasserine)===&lt;br /&gt;
High priestess of Pelor in Sasserine, member of the [[Sun Lodge|Sun Lodge]]. (139)&lt;br /&gt;
&lt;br /&gt;
===Kira Willowtop (Sasserine)===&lt;br /&gt;
Lady of the cartographer&#039;s guildhall in Sasserine. (139)&lt;br /&gt;
&lt;br /&gt;
===Kora Wishtlegap===&lt;br /&gt;
Halfling maid of Lavina Vanderboren (NPC), desceased in Bullywyg Gambit (139)&lt;br /&gt;
&lt;br /&gt;
===* Kroga Brax (Sasserine) ===&lt;br /&gt;
CE male human commoner 2 &lt;br /&gt;
&lt;br /&gt;
A baker in Arena District, Krogar is an excellent baker but a horrible person who oppresses his family. (129)&lt;br /&gt;
&lt;br /&gt;
===Lavina Vanderboren===&lt;br /&gt;
Team patron. (140, 144)&lt;br /&gt;
&lt;br /&gt;
[[image:Lavinia.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Lavacindu===&lt;br /&gt;
CG Male Elf Sorcerer 3/Fighter1&lt;br /&gt;
&lt;br /&gt;
Found turned to stone in Tamoachan; saved and restored to flesh before the battle of Farshore. Member of the The Green Gargoyles ([[#Caradok |Caradok]], [[#Geogrio |Geogrio ]], [[#Lavacindu |Lavacindu]]).&lt;br /&gt;
&lt;br /&gt;
===Lelfan (Sasserine)===&lt;br /&gt;
Human druid in Sasserine. Jennikki&#039;s mentor in the [[Sun Lodge|Sun Lodge]].&lt;br /&gt;
&lt;br /&gt;
===Lertold (Sasserine)===&lt;br /&gt;
Mage interested in guns. Brought up the subject with Lady Red. Friend of Grildy.&lt;br /&gt;
&lt;br /&gt;
===Liamae Teslikaria===&lt;br /&gt;
Jade Raven, Sorceress/Favored Soul. Reserved, bewildered. Has a relationship with Peter Blood characterized more by lust than feelings.&lt;br /&gt;
&lt;br /&gt;
[[image:Liamae Teslikari.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Losabeth===&lt;br /&gt;
Former thug, presently sailor. Part of the [[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]]. Thug in Box of Flumph, spared because she surrendered to a summoned lynx. Worked as a Hearse boat rower after recommendation and finally joined the crew of the Sea Wyvern.&lt;br /&gt;
&lt;br /&gt;
===* Lucian Cruzgar (Sasserine) ===&lt;br /&gt;
CN male human fighter 4/ranger 2. (129, 149)&lt;br /&gt;
&lt;br /&gt;
A veteran of the greyhawk Wars, who came home to Sasserine only to be involved in the Oqoun - Cabanite war. Surviving thee conflicts he made a small fortune for himself as a painter, but fell more and more to drink.  Lucian was a wretch of a man living on the edge. Having resolved the War of the Wielded, he found some measure of peace, but he still drinks too much and paints too little. Friend to Pyrotesse, who has somewhat taken him under her wing.&lt;br /&gt;
&lt;br /&gt;
[[image:Lucian Kruzgar.jpg|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Lux Seoni, High Warden (Sasserine) ===&lt;br /&gt;
Mistress of the [[Witchwardens|Witchwardens]]. (139)&lt;br /&gt;
&lt;br /&gt;
===Maflus Fairwind===&lt;br /&gt;
Innkeeper in Farshore. N Male human bard 4. (143 Azure Cathedral)&lt;br /&gt;
&lt;br /&gt;
===Manthalay Meravanchi===&lt;br /&gt;
Council member, marshal of Farshore. LN male human aristocrat 3/fighter 6. (143 Zelkarune&#039;s Horns, Dawn council)&lt;br /&gt;
&lt;br /&gt;
===Mvembi===&lt;br /&gt;
Zombie master of Tanarooa village on the Isle of Dread. N Male Human Cleric 6.&lt;br /&gt;
&lt;br /&gt;
=== Noltus Innersol, Father===&lt;br /&gt;
Missionary, council member. NG male human cleric 8 (Pelor) (145, Sun Lodge). Deseaced.&lt;br /&gt;
&lt;br /&gt;
===Osten Ranicle (Sasserine)===&lt;br /&gt;
Owner of the Sand Crab in Shadowshore, Sasserine. Sourly and private, but honorable. (118)&lt;br /&gt;
&lt;br /&gt;
===Radore Adoss===&lt;br /&gt;
[[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]]&lt;br /&gt;
&lt;br /&gt;
Sailor recruited for her tattooing skill. Pretty, develpoping skills as a sailor. Abducted by demons and saved (142). Had her traumatic memories removed in a Virginity ritual. (Sun Lodge, [[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]])&lt;br /&gt;
&lt;br /&gt;
[[image:Rodara Adoss.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Rissashtak===&lt;br /&gt;
Pelorian lizardfolk leader&lt;br /&gt;
Male lizardfolk ranger 5/ cleri 4 (Pelor) (144)&lt;br /&gt;
&lt;br /&gt;
Close aide to [[#Noltus Innersol |Noltus Innersol]] and inheritor of his position as cheif pelorian among the lizardfolk, Rissashtak is genuinely devout and a believer.&lt;br /&gt;
&lt;br /&gt;
===* Roctar Herfast (Sasserine) ===&lt;br /&gt;
CN male human warrior 4 &lt;br /&gt;
&lt;br /&gt;
Strongman at the Arena, formerly of the Peace Circus. Married to [[#Corlina Herfast|Corlina Herfast]].&lt;br /&gt;
&lt;br /&gt;
===Rowyn Kellani===&lt;br /&gt;
Vanthus&#039; lover, founder of Lotus Dragons. On trial. Escaped to become a vengeful stowaway on the [[Sea Wyvern (Savage Tide) | Sea Wyvern]]. Marooned and picked up by the Crimson Fleet, she joined the attack on Farshore, escaped once again, and became an outlaw on Temute. (139) She then betrayed her pirate fellows and charmed [[#Henri d&#039;Aventhal, Prince|Prince Henri]] into accepting her honorable surrender, and is currently his mistress.&lt;br /&gt;
&lt;br /&gt;
[[image:Rowyn.Kellani.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Ruby the Weaver===&lt;br /&gt;
Weaver in Farshore. Saved by and has a crush on Aiken. NG female human expert 2. (143)&lt;br /&gt;
&lt;br /&gt;
===Ruphus Laro, Father (Sasserine) ===&lt;br /&gt;
Cheif priest of St Cuthbert in Sasserine (139).&lt;br /&gt;
&lt;br /&gt;
===Sarim Pepper, Captain ===&lt;br /&gt;
Captain of the Angelina, aided during Box of Flumph (118). Captained the Blue Nixie on the trip to the Isle of Dread. &lt;br /&gt;
&lt;br /&gt;
[[image:Sarim Pepper.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Silas (Sasserine)===&lt;br /&gt;
Raven familar to Eldara Lilybrok, aided by Cinnamon.&lt;br /&gt;
&lt;br /&gt;
===[[Silver (Savage Tide NPC)|Silver]]===&lt;br /&gt;
Peter Blood&#039;s wolf animal companion.&lt;br /&gt;
&lt;br /&gt;
===Skald===&lt;br /&gt;
A shifty stranger to Sasserine who constantly looks over his own shoulder, something about Skald seems to be out of this world. Revealed to be a half fay and a refugee. Died against the Flotsam Ooze.&lt;br /&gt;
&lt;br /&gt;
[[image:Skald.png|220px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Soller Vark===&lt;br /&gt;
Smuggling thug, arrested but pardoned after using the Blue Nixie to smuggle animals. Entlisted as protection against Lotus Dragon revenge, first with the Jade Ravens, then on the [[Sea Wyvern (Savage Tide)|Sea Wyvern]]. (139, [[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]], Azure Cathedral)&lt;br /&gt;
&lt;br /&gt;
[[image:soller_vark.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===* Swan, Sergeant (Sasserine)===&lt;br /&gt;
NG male human fighter 3 (militant)&lt;br /&gt;
&lt;br /&gt;
Sergeant in the Merchant District guard. Friendly and outgoing. Met in The Key (114)&lt;br /&gt;
&lt;br /&gt;
===* Syrus (Sasserine) ===&lt;br /&gt;
CN male satyr deceiver 3&lt;br /&gt;
&lt;br /&gt;
Had a brush with evil during Mellorn Hospitality. Still lacking in empathy, but tries to atone, and took a job with Saree to prove his devotion.&lt;br /&gt;
&lt;br /&gt;
===Tavey Nesk===&lt;br /&gt;
Cabin boy. Was a survivor and is now second mate on the [[Sea Wyvern]]. (142)&lt;br /&gt;
&lt;br /&gt;
[[image:Tavey Nesk.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Teherik Arrelion===&lt;br /&gt;
Tanner in Farshore.&lt;br /&gt;
CG Male human ranger 4. (143)&lt;br /&gt;
&lt;br /&gt;
===Telda Syren===&lt;br /&gt;
CG female half-elf expert 4 (143)&lt;br /&gt;
&lt;br /&gt;
Council member in Farshore, Apotechary.&lt;br /&gt;
&lt;br /&gt;
===* Teriam Trust (Sasserine) ===&lt;br /&gt;
LN Male Human Expert 4 (146)&lt;br /&gt;
&lt;br /&gt;
A servant that risked all to rescue his master in Meenlock Prison, only to find the master was already dead. Now works as a secretary and manservant to Pyrotesse.&lt;br /&gt;
&lt;br /&gt;
[[image:Meenlock Prison.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Theldrat (Sasserine)===&lt;br /&gt;
Locksmith in Merchant District&lt;br /&gt;
N male human expert 4 (114)&lt;br /&gt;
&lt;br /&gt;
Locksmith and owner of magic key. Helped in The Key.&lt;br /&gt;
&lt;br /&gt;
===* Therav (Sasserine) ===&lt;br /&gt;
LN Male Human Exp 5&lt;br /&gt;
&lt;br /&gt;
Traveling glass merchant, quite successful. Escorted by the players during Mellorn Hospitality, he was abducted by the night hag but freed by the heroes.&lt;br /&gt;
&lt;br /&gt;
[[image:Therav.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Thorgiff===&lt;br /&gt;
Former Crimson Pirate Liason&lt;br /&gt;
CE male theifling rogue 12&lt;br /&gt;
(145)&lt;br /&gt;
&lt;br /&gt;
===Tolin Kientai===&lt;br /&gt;
Leader of the Jade Ravens, half elf ranger/fighter, brash and handsome. Was sex-changed into a woman in the Amedio Jungle (141) but still has a taste for women. Tried to woo Lavina Vanderboren as both a man and a woman and failed. Romance with Cinnamon. Developed his abilities as a fighter rather than a ranger. (140, 143).&lt;br /&gt;
&lt;br /&gt;
[[image:Tolin_Kientai.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Trelib Medani, Baron (Sasserine) ===&lt;br /&gt;
NG male half-elf rogue 7/master inquisitive 2 (133)&lt;br /&gt;
&lt;br /&gt;
The baron is an immigrant from the north, the younger brother of a successful lawman in Greyhawk City. Coming to Sasserine, he peddled his prestige into a position as chief inquisitive and proceeded to try and build a network of inquisitives to police the city.&lt;br /&gt;
&lt;br /&gt;
[[image:Trelib-Medani.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
=== Tyralandi ===&lt;br /&gt;
Unknown, Nymph half demon (95)&lt;br /&gt;
&lt;br /&gt;
Cooperated with the players during Poryphory House of Horror and ended up owning the place. Thrall of Grazt. Masochist.&lt;br /&gt;
&lt;br /&gt;
[[image:Tyralandi.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Ulmoapop===&lt;br /&gt;
Flump patriarch, Sorcerer. Had his family kidnapped in Box of Flumph (118).&lt;br /&gt;
&lt;br /&gt;
[[image:Ulmoapop.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Ulvar Kabbanja, Captain===&lt;br /&gt;
Farshore militia Captain, council member.&lt;br /&gt;
LG male human fighter 5.&lt;br /&gt;
(143, The Club, Zelkarune&#039;s Horns)&lt;br /&gt;
&lt;br /&gt;
===Urol Forol===&lt;br /&gt;
A naturalist and lesser druid, Urol claims to have been to the Isle of Dread before, though he was forced to leave prematurely. As talkative as most gnomes, but not as glib, and constantly carries an aroma of musty swamps around with him. (141)&lt;br /&gt;
&lt;br /&gt;
[[image:Urol Foro.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Vanthus Vanderboren===&lt;br /&gt;
Recurring villain, [[Lavina Vanderboren (NPC)|Lavina Vanderboren&#039;s]] brother. Transformed into a demon and slain in the attack on Farshore. (139, 143).&lt;br /&gt;
&lt;br /&gt;
[[image:Vanthus Vanderboren.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Vesserin Catherly, Chaplain===&lt;br /&gt;
Chaplain and council member.&lt;br /&gt;
NG male half-elf cleric 6 (St Cuthbert).&lt;br /&gt;
(143, The Club)&lt;br /&gt;
&lt;br /&gt;
===* Victor St. Germain (Sasserine) ===&lt;br /&gt;
CN male human expert 2/swashbuckler 3/master inquisitive 4&lt;br /&gt;
&lt;br /&gt;
A famous lawman in Sasserine, Victor was originally an orphan from Shadowshore. Becoming a great man despite his origin, he demanded limitless respect, and when his suit to [[#Zelina Medani|Zelina Medani]] was refused, something seems to have snapped for him and he became a villain. (133)&lt;br /&gt;
&lt;br /&gt;
===Vinkain Kabanja===&lt;br /&gt;
Ship&#039;s carpenter on the [[Sea Wyvern]]. Human from Sasserine.&lt;br /&gt;
&lt;br /&gt;
===* Volin Krober (Sasserine) ===&lt;br /&gt;
CG male elf bard 3/ranger 2/expert 2 &lt;br /&gt;
&lt;br /&gt;
Performer and animal trainer, formerly of the Peace Circus. Lover of [[#Corlina Herfast|Corlina Herfast]]. (129)&lt;br /&gt;
&lt;br /&gt;
===Zan Odalvin===&lt;br /&gt;
Jade Raven, Dwarf Rogue. Fascinated by blades. Discontented in Fashore; longs for city life.&lt;br /&gt;
(140, 143)&lt;br /&gt;
&lt;br /&gt;
[[image:Zan Odalvin.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Zebula Meravanchi (Sasserine)===&lt;br /&gt;
Lord of the rakish Meravachi family in Sasserine. Father of Avner Meravanchi and brother of Manthalay Meravanchi. (139)&lt;br /&gt;
&lt;br /&gt;
===* Zelina Medani (Sasserine) ===&lt;br /&gt;
CG female halfelf rogue 4 (133)&lt;br /&gt;
&lt;br /&gt;
The heir to house Medani and a budding inquisitive in her own right, Zelina was taken hostage by [[#Victor St. Germain|Victor St. Germain]]. &lt;br /&gt;
&lt;br /&gt;
[[image:Zelina-Medani.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Ziki (Sasserine) ===&lt;br /&gt;
CN Female elf Rogue &lt;br /&gt;
&lt;br /&gt;
Arrested for multiple murders around the Bluebird inn in the Arena District. (129)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Ziki.jpg|220px|]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Savage_Tide_NPCs&amp;diff=68226</id>
		<title>Savage Tide NPCs</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Savage_Tide_NPCs&amp;diff=68226"/>
		<updated>2008-08-30T15:14:59Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Savage Tide}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
===Allanal Kio===&lt;br /&gt;
Half-elf from [[Sasserine]], part of the crew of the [[Sea Wyvern]].&lt;br /&gt;
&lt;br /&gt;
===[[Amella Venkalie (NPC)|Amella Venkalie]]===&lt;br /&gt;
Ship&#039;s officer on the Sea Wyvern.&lt;br /&gt;
&lt;br /&gt;
===Anderhoff (Sasserine)===&lt;br /&gt;
Originally four brothers, butchers, and murder fanboys in Azure District, Sasserine. Two remain. Met in Funeral Procession (135).&lt;br /&gt;
&lt;br /&gt;
[[image:Anderhoffk.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Aniphastus Knowlern (Sasserine)===&lt;br /&gt;
Elf, Lord of the Knowlern family and a founding member of the [[Sun Lodge|Sun Lodge]]. (139)&lt;br /&gt;
&lt;br /&gt;
===Anna Samos===&lt;br /&gt;
Lieutenant to [[#Henri_d&#039;Aventhal,_Prince| Prince Henri d&#039;Aventhal]] (104)&lt;br /&gt;
&lt;br /&gt;
===Annah Teranaki, Mother (Sasserine)===&lt;br /&gt;
High prestess of We Jas in Sasserine. (139)&lt;br /&gt;
&lt;br /&gt;
===Anteki Alresian (Sasserine)===&lt;br /&gt;
Scarlet brotherhood ambassador to Sasserine. (139)&lt;br /&gt;
&lt;br /&gt;
===Avner Meravanchi===&lt;br /&gt;
The son of [[#Zebula Meravanchi|Zebula Meravanchi]], Avner is a right dashing gentleman with a somewhat scandalous reputation.&lt;br /&gt;
&lt;br /&gt;
[[image:Avner Meravanchi.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Cami (Sasserine)===&lt;br /&gt;
Rogue in Sasserine, wanted to join Lotus Dragons (118). Met during Box of Flumph.&lt;br /&gt;
&lt;br /&gt;
===Caradok===&lt;br /&gt;
LG Male Dwarf Fighter 4&lt;br /&gt;
&lt;br /&gt;
Turned to stone by a basilisk in Tamoachan; saved and truned back in time for the battle of Farshore. Member of the The Green Gargoyles ([[#Caradok |Caradok]], [[#Geogrio |Geogrio ]], [[#Lavacindu |Lavacindu ]]).&lt;br /&gt;
&lt;br /&gt;
===* Corlina Herfast (Sasserine) ===&lt;br /&gt;
CN Female Elf Expert 3 (129)&lt;br /&gt;
&lt;br /&gt;
A dancer, formerly with the Peace Circus. Married to [[#Roctar Herfast|Roctar Herfast]], mistress of [[#Volin Krober|Volin Krober]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Corlina Herfast.jpg|220px|]]&lt;br /&gt;
&lt;br /&gt;
===* Darrin Tealpeck (Sasserine) ===&lt;br /&gt;
LN Male Human Cleric 4 (We Jas)(127)&lt;br /&gt;
&lt;br /&gt;
A faithful cleric of We Jas, first met in Mad God&#039;s Key, then as an inheritor in Tealpeck&#039;s Flood. Handsome but quiet and modest. &lt;br /&gt;
&lt;br /&gt;
[[image:Darrin Tealpeck .jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Denethan, Father ===&lt;br /&gt;
Priest of St Cuthbert in Bearden&#039;s Hollow. (91)&lt;br /&gt;
&lt;br /&gt;
===* Aeleth Terellia (Sasserine) ===&lt;br /&gt;
CN Female Elf Bard 8 (107)&lt;br /&gt;
&lt;br /&gt;
Dorathar (speaker) or the elven exile village of Mellorn, near Sasserine. Made Mellorn join Sasserine at Pyrotess&#039; urgings and came before the council to pledge her loyalty, but has been strangely cold since. Involved in the secret of the Mellorn&#039;s Fair of Life.&lt;br /&gt;
&lt;br /&gt;
[[image:Aeleth-Terellia-&amp;amp;-the-Mello.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Dranys Sellis=== &lt;br /&gt;
Hardworking smith and carpenter in Farshore. &lt;br /&gt;
N Male dwarf expert 2. Dungeon (143, The Club)&lt;br /&gt;
&lt;br /&gt;
===Eldara Lilybrok (Sasserine)===&lt;br /&gt;
Necromancer, Vecna cultist. Met in Funeral Procession. Put on trial, but escaped. (135).&lt;br /&gt;
&lt;br /&gt;
[[image:Eldara Lilybrok.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Eural Dunaman===&lt;br /&gt;
Head councilman in Bearden&#039;s Hollow. (91)&lt;br /&gt;
&lt;br /&gt;
===Feres, Father ===&lt;br /&gt;
A priest of Hieroneous, but not of a martial bent, Father Feres claims to have lead a quiet life of servitude and prayer in Sasserine. He was a messenger making a delivery to Fort Greenrock, where he was inplanted with a Slaad egg. This was about to hatch but was removed by Jennikki. He was strongly suspected of being a fake cleric. He left the ship in Renkrue, ostantaiously to start a mission there.&lt;br /&gt;
&lt;br /&gt;
[[image:Feres.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Gahrlef (Sasserine) ===&lt;br /&gt;
CG Male Elf Ranger 3 (107)&lt;br /&gt;
&lt;br /&gt;
Rescued from spiders during Mellorn Hospitality, Gahrlef kept a cool attitude at first but soom warmed to the party and became very friendly after they became heroes, acting as an advocate of sorts.&lt;br /&gt;
&lt;br /&gt;
[[image:Gahrlef.jpg|80px]]&lt;br /&gt;
&lt;br /&gt;
===J&#039;Kal===&lt;br /&gt;
Female Human Ranger 6.&lt;br /&gt;
&lt;br /&gt;
Chief of Tanaroa villaige on the Isle of dread. A very old Olman and vizened woman.&lt;br /&gt;
&lt;br /&gt;
===Geogrio===&lt;br /&gt;
NG Male Human Cleric (Pelor) 6&lt;br /&gt;
&lt;br /&gt;
Found turned to stone in Tamoachan; saved and restored to flesh before the battle of Farshore. Member of the The Green Gargoyles ([[#Caradok |Caradok]], [[#Geogrio |Geogrio ]], [[#Lavacindu |Lavacindu ]]).&lt;br /&gt;
&lt;br /&gt;
===Greffold Fiddlebitter===&lt;br /&gt;
Potter in Farshore. CN Male halfling expert 3. (143)&lt;br /&gt;
&lt;br /&gt;
===Grildy (Sasserine)===&lt;br /&gt;
Gnome mechanist in Sasserine. Builds cannon and handguns, especially mechanisms for same. Cinnamon&#039;s mechanics teacher.&lt;br /&gt;
&lt;br /&gt;
===Gut Tugger (Sasserine)===&lt;br /&gt;
Rowyn&#039;s pet felldrake.&lt;br /&gt;
&lt;br /&gt;
[[image:Rowyn.Kellani.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Harliss Javell===&lt;br /&gt;
Scarlet corsair captain met at Cracken&#039;s Cove. Negotiated with the heroes there. Part of the Crimson Fleet. Not present at the attack on Farshore. Met again during the first visit to Scuttlecove, where she proved an ally.&lt;br /&gt;
(140)&lt;br /&gt;
&lt;br /&gt;
[[image:Harliss-Javell2.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Heldrath Kellani (Sasserine)===&lt;br /&gt;
Matron of Kellani family, mother of Rowyn Kellani. Died after events in Locked In.&lt;br /&gt;
&lt;br /&gt;
=== Henri d&#039;Aventhal, Prince===&lt;br /&gt;
Council member, Great Kingdom noble in exile. LE Male human Aristocrat 2/Fighter 7&lt;br /&gt;
&lt;br /&gt;
Although prince Henri still want to move home, he is starting to realize he must first build a war-chest. To that end he is trying to build a cash-crop plantation on Temute using &amp;quot;indentured&amp;quot; pirates as labor. (104) Used [[#Rowyn Kellani| Rowyn Kellani]] to capture a band of escaped pirates, after which she became his mistress.&lt;br /&gt;
&lt;br /&gt;
=== Hevrik Aldwattle, Professor===&lt;br /&gt;
Council member in Farshore. CG male human wizard 6/expert 2. (143, Witchwardens)&lt;br /&gt;
&lt;br /&gt;
===Hilda Swenten===&lt;br /&gt;
Farmer from Farshore. NG female human commoner 4. (143 Sun Lodge)&lt;br /&gt;
&lt;br /&gt;
===Irewyn Isendale (Sasserine)===&lt;br /&gt;
Mother of Aiken, stepmother and mentor of Jennikki. (91)&lt;br /&gt;
&lt;br /&gt;
===* Irontusk (Sasserine)===&lt;br /&gt;
Barbarian, immigrant from the north&lt;br /&gt;
&lt;br /&gt;
NE male halforc barbarian 2 (114)&lt;br /&gt;
&lt;br /&gt;
Robbed Theldrats store and stole the magic key in The Key (114)&lt;br /&gt;
&lt;br /&gt;
===Jeran Emrikad===&lt;br /&gt;
LN Human wizard 2/rogue 2. (143, Seekers)&lt;br /&gt;
&lt;br /&gt;
Archivist in Farshore.&lt;br /&gt;
&lt;br /&gt;
===Kaskus Kiel===&lt;br /&gt;
Jade Raven, Male Olman Human Druid from the Hellfurnaces. Tacturn, loves the Isle of Dread. Had a relationship with Jennikki. (141, 144)&lt;br /&gt;
&lt;br /&gt;
[[image:Kaskus Kiel.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Kera Gosalar (Sasserine)===&lt;br /&gt;
High priestess of Pelor in Sasserine, member of the [[Sun Lodge|Sun Lodge]]. (139)&lt;br /&gt;
&lt;br /&gt;
===Kira Willowtop (Sasserine)===&lt;br /&gt;
Lady of the cartographer&#039;s guildhall in Sasserine. (139)&lt;br /&gt;
&lt;br /&gt;
===Kora Wishtlegap===&lt;br /&gt;
Halfling maid of Lavina Vanderboren (NPC), desceased in Bullywyg Gambit (139)&lt;br /&gt;
&lt;br /&gt;
===* Kroga Brax (Sasserine) ===&lt;br /&gt;
CE male human commoner 2 &lt;br /&gt;
&lt;br /&gt;
A baker in Arena District, Krogar is an excellent baker but a horrible person who oppresses his family. (129)&lt;br /&gt;
&lt;br /&gt;
===Lavina Vanderboren===&lt;br /&gt;
Team patron. (140, 144)&lt;br /&gt;
&lt;br /&gt;
[[image:Lavinia.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Lavacindu===&lt;br /&gt;
CG Male Elf Sorcerer 3/Fighter1&lt;br /&gt;
&lt;br /&gt;
Found turned to stone in Tamoachan; saved and restored to flesh before the battle of Farshore. Member of the The Green Gargoyles ([[#Caradok |Caradok]], [[#Geogrio |Geogrio ]], [[#Lavacindu |Lavacindu]]).&lt;br /&gt;
&lt;br /&gt;
===Lelfan (Sasserine)===&lt;br /&gt;
Human druid in Sasserine. Jennikki&#039;s mentor in the [[Sun Lodge|Sun Lodge]].&lt;br /&gt;
&lt;br /&gt;
===Lertold (Sasserine)===&lt;br /&gt;
Mage interested in guns. Brought up the subject with Lady Red. Friend of Grildy.&lt;br /&gt;
&lt;br /&gt;
===Liamae Teslikaria===&lt;br /&gt;
Jade Raven, Sorceress/Favored Soul. Reserved, bewildered. Has a relationship with Peter Blood characterized more by lust than feelings.&lt;br /&gt;
&lt;br /&gt;
[[image:Liamae Teslikari.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Losabeth===&lt;br /&gt;
Former thug, presently sailor. Part of the [[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]]. Thug in Box of Flumph, spared because she surrendered to a summoned lynx. Worked as a Hearse boat rower after recommendation and finally joined the crew of the Sea Wyvern.&lt;br /&gt;
&lt;br /&gt;
===* Lucian Cruzgar (Sasserine) ===&lt;br /&gt;
CN male human fighter 4/ranger 2. (129, 149)&lt;br /&gt;
&lt;br /&gt;
A veteran of the greyhawk Wars, who came home to Sasserine only to be involved in the Oqoun - Cabanite war. Surviving thee conflicts he made a small fortune for himself as a painter, but fell more and more to drink.  Lucian was a wretch of a man living on the edge. Having resolved the War of the Wielded, he found some measure of peace, but he still drinks too much and paints too little. Friend to Pyrotesse, who has somewhat taken him under her wing.&lt;br /&gt;
&lt;br /&gt;
[[image:Lucian Kruzgar.jpg|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Lux Seoni, High Warden (Sasserine) ===&lt;br /&gt;
Mistress of the [[Witchwardens|Witchwardens]]. (139)&lt;br /&gt;
&lt;br /&gt;
===Maflus Fairwind===&lt;br /&gt;
Innkeeper in Farshore. N Male human bard 4. (143 Azure Cathedral)&lt;br /&gt;
&lt;br /&gt;
===Manthalay Meravanchi===&lt;br /&gt;
Council member, marshal of Farshore. LN male human aristocrat 3/fighter 6. (143 Zelkarune&#039;s Horns, Dawn council)&lt;br /&gt;
&lt;br /&gt;
===Mvembi===&lt;br /&gt;
Zombie master of Tanarooa village on the Isle of Dread. N Male Human Cleric 6.&lt;br /&gt;
&lt;br /&gt;
=== Noltus Innersol, Father===&lt;br /&gt;
Missionary, council member. NG male human cleric 8 (Pelor) (145, Sun Lodge). Deseaced.&lt;br /&gt;
&lt;br /&gt;
===Osten Ranicle (Sasserine)===&lt;br /&gt;
Owner of the Sand Crab in Shadowshore, Sasserine. Sourly and private, but honorable. (118)&lt;br /&gt;
&lt;br /&gt;
===Radore Adoss===&lt;br /&gt;
[[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]]&lt;br /&gt;
&lt;br /&gt;
Sailor recruited for her tattooing skill. Pretty, develpoping skills as a sailor. Abducted by demons and saved (142). Had her traumatic memories removed in a Virginity ritual. (Sun Lodge, [[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]])&lt;br /&gt;
&lt;br /&gt;
[[image:Rodara Adoss.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Rissashtak===&lt;br /&gt;
Pelorian lizardfolk leader&lt;br /&gt;
Male lizardfolk ranger 5/ cleri 4 (Pelor) (144)&lt;br /&gt;
&lt;br /&gt;
Close aide to [[#Noltus Innersol |Noltus Innersol]] and inheritor of his position as cheif pelorian among the lizardfolk, Rissashtak is genuinely devout and a believer.&lt;br /&gt;
&lt;br /&gt;
===* Roctar Herfast (Sasserine) ===&lt;br /&gt;
CN male human warrior 4 &lt;br /&gt;
&lt;br /&gt;
Strongman at the Arena, formerly of the Peace Circus. Married to [[#Corlina Herfast|Corlina Herfast]].&lt;br /&gt;
&lt;br /&gt;
===Rowyn Kellani===&lt;br /&gt;
Vanthus&#039; lover, founder of Lotus Dragons. On trial. Escaped to become a vengeful stowaway on the [[Sea Wyvern (Savage Tide) | Sea Wyvern]]. Marooned and picked up by the Crimson Fleet, she joined the attack on Farshore, escaped once again, and became an outlaw on Temute. (139) She then betrayed her pirate fellows and charmed [[#Henri d&#039;Aventhal, Prince|Prince Henri]] into accepting her honorable surrender, and is currently his mistress.&lt;br /&gt;
&lt;br /&gt;
[[image:Rowyn.Kellani.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Ruby the Weaver===&lt;br /&gt;
Weaver in Farshore. Saved by and has a crush on Aiken. NG female human expert 2. (143)&lt;br /&gt;
&lt;br /&gt;
===Ruphus Laro, Father (Sasserine) ===&lt;br /&gt;
Cheif priest of St Cuthbert in Sasserine (139).&lt;br /&gt;
&lt;br /&gt;
===Sarim Pepper, Captain ===&lt;br /&gt;
Captain of the Angelina, aided during Box of Flumph (118). Captained the Blue Nixie on the trip to the Isle of Dread. &lt;br /&gt;
&lt;br /&gt;
[[image:Sarim Pepper.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Silas (Sasserine)===&lt;br /&gt;
Raven familar to Eldara Lilybrok, aided by Cinnamon.&lt;br /&gt;
&lt;br /&gt;
===[[Silver (Savage Tide NPC)|Silver]]===&lt;br /&gt;
Peter Blood&#039;s wolf animal companion.&lt;br /&gt;
&lt;br /&gt;
===Skald===&lt;br /&gt;
A shifty stranger to Sasserine who constantly looks over his own shoulder, something about Skald seems to be out of this world. Revealed to be a half fay and a refugee. Died against the Flotsam Ooze.&lt;br /&gt;
&lt;br /&gt;
[[image:Skald.png|220px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Soller Vark===&lt;br /&gt;
Smuggling thug, arrested but pardoned after using the Blue Nixie to smuggle animals. Entlisted as protection against Lotus Dragon revenge, first with the Jade Ravens, then on the [[Sea Wyvern (Savage Tide)|Sea Wyvern]]. (139, [[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]], Azure Cathedral)&lt;br /&gt;
&lt;br /&gt;
[[image:soller_vark.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===* Swan, Sergeant (Sasserine)===&lt;br /&gt;
NG male human fighter 3 (militant)&lt;br /&gt;
&lt;br /&gt;
Sergeant in the Merchant District guard. Friendly and outgoing. Met in The Key (114)&lt;br /&gt;
&lt;br /&gt;
===* Syrus (Sasserine) ===&lt;br /&gt;
CN male satyr deceiver 3&lt;br /&gt;
&lt;br /&gt;
Had a brush with evil during Mellorn Hospitality. Still lacking in empathy, but tries to atone, and took a job with Saree to prove his devotion.&lt;br /&gt;
&lt;br /&gt;
===Tavey Nesk===&lt;br /&gt;
Cabin boy. Was a survivor and is now second mate on the [[Sea Wyvern]]. (142)&lt;br /&gt;
&lt;br /&gt;
[[image:Tavey Nesk.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Teherik Arrelion===&lt;br /&gt;
Tanner in Farshore.&lt;br /&gt;
CG Male human ranger 4. (143)&lt;br /&gt;
&lt;br /&gt;
===Telda Syren===&lt;br /&gt;
CG female half-elf expert 4 (143)&lt;br /&gt;
&lt;br /&gt;
Council member in Farshore, Apotechary.&lt;br /&gt;
&lt;br /&gt;
===* Teriam Trust (Sasserine) ===&lt;br /&gt;
LN Male Human Expert 4 (146)&lt;br /&gt;
&lt;br /&gt;
A servant that risked all to rescue his master in Meenlock Prison, only to find the master was already dead. Now works as a secretary and manservant to Pyrotesse.&lt;br /&gt;
&lt;br /&gt;
[[image:Meenlock Prison.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Theldrat (Sasserine)===&lt;br /&gt;
Locksmith in Merchant District&lt;br /&gt;
N male human expert 4 (114)&lt;br /&gt;
&lt;br /&gt;
Locksmith and owner of magic key. Helped in The Key.&lt;br /&gt;
&lt;br /&gt;
===* Therav (Sasserine) ===&lt;br /&gt;
LN Male Human Exp 5&lt;br /&gt;
&lt;br /&gt;
Traveling glass merchant, quite successful. Escorted by the players during Mellorn Hospitality, he was abducted by the night hag but freed by the heroes.&lt;br /&gt;
&lt;br /&gt;
[[image:Therav.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Thorgiff===&lt;br /&gt;
Former Crimson Pirate Liason&lt;br /&gt;
CE male theifling rogue 12&lt;br /&gt;
(145)&lt;br /&gt;
&lt;br /&gt;
===Tolin Kientai===&lt;br /&gt;
Leader of the Jade Ravens, half elf ranger/fighter, brash and handsome. Was sex-changed into a woman in the Amedio Jungle (141) but still has a taste for women. Tried to woo Lavina Vanderboren as both a man and a woman and failed. Romance with Cinnamon. Developed his abilities as a fighter rather than a ranger. (140, 143).&lt;br /&gt;
&lt;br /&gt;
[[image:Tolin_Kientai.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Trelib Medani, Baron (Sasserine) ===&lt;br /&gt;
NG male half-elf rogue 7/master inquisitive 2 (133)&lt;br /&gt;
&lt;br /&gt;
The baron is an immigrant from the north, the younger brother of a successful lawman in Greyhawk City. Coming to Sasserine, he peddled his prestige into a position as chief inquisitive and proceeded to try and build a network of inquisitives to police the city.&lt;br /&gt;
&lt;br /&gt;
[[image:Trelib-Medani.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
=== Tyralandi ===&lt;br /&gt;
Unknown, Nymph half demon (95)&lt;br /&gt;
&lt;br /&gt;
Cooperated with the players during Poryphory House of Horror and ended up owning the place. Thrall of Grazt. Masochist.&lt;br /&gt;
&lt;br /&gt;
[[image:Tyralandi.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Ulmoapop===&lt;br /&gt;
Flump patriarch, Sorcerer. Had his family kidnapped in Box of Flumph (118).&lt;br /&gt;
&lt;br /&gt;
[[image:Ulmoapop.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Ulvar Kabbanja, Captain===&lt;br /&gt;
Farshore militia Captain, council member.&lt;br /&gt;
LG male human fighter 5.&lt;br /&gt;
(143, The Club, Zelkarune&#039;s Horns)&lt;br /&gt;
&lt;br /&gt;
===Urol Forol===&lt;br /&gt;
A naturalist and lesser druid, Urol claims to have been to the Isle of Dread before, though he was forced to leave prematurely. As talkative as most gnomes, but not as glib, and constantly carries an aroma of musty swamps around with him. (141)&lt;br /&gt;
&lt;br /&gt;
[[image:Urol Foro.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Vanthus Vanderboren===&lt;br /&gt;
Recurring villain, [[Lavina Vanderboren (NPC)|Lavina Vanderboren&#039;s]] brother. Transformed into a demon and slain in the attack on Farshore. (139, 143).&lt;br /&gt;
&lt;br /&gt;
[[image:Vanthus Vanderboren.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Vesserin Catherly, Chaplain===&lt;br /&gt;
Chaplain and council member.&lt;br /&gt;
NG male half-elf cleric 6 (St Cuthbert).&lt;br /&gt;
(143, The Club)&lt;br /&gt;
&lt;br /&gt;
===* Victor St. Germain (Sasserine) ===&lt;br /&gt;
CN male human expert 2/swashbuckler 3/master inquisitive 4&lt;br /&gt;
&lt;br /&gt;
A famous lawman in Sasserine, Victor was originally an orphan from Shadowshore. Becoming a great man despite his origin, he demanded limitless respect, and when his suit to [[#Zelina Medani|Zelina Medani]] was refused, something seems to have snapped for him and he became a villain. (133)&lt;br /&gt;
&lt;br /&gt;
===Vinkain Kabanja===&lt;br /&gt;
Ship&#039;s carpenter on the [[Sea Wyvern]]. Human from Sasserine.&lt;br /&gt;
&lt;br /&gt;
===* Volin Krober (Sasserine) ===&lt;br /&gt;
CG male elf bard 3/ranger 2/expert 2 &lt;br /&gt;
&lt;br /&gt;
Performer and animal trainer, formerly of the Peace Circus. Lover of [[#Corlina Herfast|Corlina Herfast]]. (129)&lt;br /&gt;
&lt;br /&gt;
===Zan Odalvin===&lt;br /&gt;
Jade Raven, Dwarf Rogue. Fascinated by blades. Discontented in Fashore; longs for city life.&lt;br /&gt;
(140, 143)&lt;br /&gt;
&lt;br /&gt;
[[image:Zan Odalvin.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Zebula Meravanchi (Sasserine)===&lt;br /&gt;
Lord of the rakish Meravachi family in Sasserine. Father of Avner Meravanchi and brother of Manthalay Meravanchi. (139)&lt;br /&gt;
&lt;br /&gt;
===* Zelina Medani (Sasserine) ===&lt;br /&gt;
CG female halfelf rogue 4 (133)&lt;br /&gt;
&lt;br /&gt;
The heir to house Medani and a budding inquisitive in her own right, Zelina was taken hostage by [[#Victor St. Germain|Victor St. Germain]]. &lt;br /&gt;
&lt;br /&gt;
[[image:Zelina-Medani.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Ziki (Sasserine) ===&lt;br /&gt;
CN Female elf Rogue &lt;br /&gt;
&lt;br /&gt;
Arrested for multiple murders around the Bluebird inn in the Arena District. (129)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Ziki.jpg|220px|]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Savage_Tide_NPCs&amp;diff=68225</id>
		<title>Savage Tide NPCs</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Savage_Tide_NPCs&amp;diff=68225"/>
		<updated>2008-08-30T15:13:14Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Savage Tide}}{{tocright}}&lt;br /&gt;
&lt;br /&gt;
===Allanal Kio===&lt;br /&gt;
Half-elf from [[Sasserine]], part of the crew of the [[Sea Wyvern]].&lt;br /&gt;
&lt;br /&gt;
===[[Amella Venkalie (NPC)|Amella Venkalie]]===&lt;br /&gt;
Ship&#039;s officer on the Sea Wyvern.&lt;br /&gt;
&lt;br /&gt;
===Anderhoff (Sasserine)===&lt;br /&gt;
Originally four brothers, butchers, and murder fanboys in Azure District, Sasserine. Two remain. Met in Funeral Procession (135).&lt;br /&gt;
&lt;br /&gt;
[[image:Anderhoffk.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Aniphastus Knowlern (Sasserine)===&lt;br /&gt;
Elf, Lord of the Knowlern family and a founding member of the [[Sun Lodge|Sun Lodge]]. (139)&lt;br /&gt;
&lt;br /&gt;
===Anna Samos===&lt;br /&gt;
Lieutenant to [[#Henri_d&#039;Aventhal,_Prince| Prince Henri d&#039;Aventhal]] (104)&lt;br /&gt;
&lt;br /&gt;
===Annah Teranaki, Mother (Sasserine)===&lt;br /&gt;
High prestess of We Jas in Sasserine. (139)&lt;br /&gt;
&lt;br /&gt;
===Anteki Alresian (Sasserine)===&lt;br /&gt;
Scarlet brotherhood ambassador to Sasserine. (139)&lt;br /&gt;
&lt;br /&gt;
===Avner Meravanchi===&lt;br /&gt;
The son of [[#Zebula Meravanchi|Zebula Meravanchi]], Avner is a right dashing gentleman with a somewhat scandalous reputation.&lt;br /&gt;
&lt;br /&gt;
[[image:Avner Meravanchi.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Cami (Sasserine)===&lt;br /&gt;
Rogue in Sasserine, wanted to join Lotus Dragons (118). Met during Box of Flumph.&lt;br /&gt;
&lt;br /&gt;
===Caradok===&lt;br /&gt;
LG Male Dwarf Fighter 4&lt;br /&gt;
&lt;br /&gt;
Turned to stone by a basilisk in Tamoachan; saved and truned back in time for the battle of Farshore. Member of the The Green Gargoyles ([[#Caradok |Caradok]], [[#Geogrio |Geogrio ]], [[#Lavacindu |Lavacindu ]]).&lt;br /&gt;
&lt;br /&gt;
===* Corlina Herfast (Sasserine) ===&lt;br /&gt;
CN Female Elf Expert 3 (129)&lt;br /&gt;
&lt;br /&gt;
A dancer, formerly with the Peace Circus. Married to [[#Roctar Herfast|Roctar Herfast]], mistress of [[#Volin Krober|Volin Krober]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Corlina Herfast.jpg|220px|]]&lt;br /&gt;
&lt;br /&gt;
===* Darrin Tealpeck (Sasserine) ===&lt;br /&gt;
LN Male Human Cleric 4 (We Jas)(127)&lt;br /&gt;
&lt;br /&gt;
A faithful cleric of We Jas, first met in Mad God&#039;s Key, then as an inheritor in Tealpeck&#039;s Flood. Handsome but quiet and modest. &lt;br /&gt;
&lt;br /&gt;
[[image:Darrin Tealpeck .jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Denethan, Father ===&lt;br /&gt;
Priest of St Cuthbert in Bearden&#039;s Hollow. (91)&lt;br /&gt;
&lt;br /&gt;
===* Aeleth Terellia (Sasserine) ===&lt;br /&gt;
CN Female Elf Bard 8 (107)&lt;br /&gt;
&lt;br /&gt;
Dorathar (speaker) or the elven exile village of Mellorn, near Sasserine. Made Mellorn join Sasserine at Pyrotess&#039; urgings and came before the council to pledge her loyalty, but has been strangely cold since. Involved in the secret of the Mellorn&#039;s Fair of Life.&lt;br /&gt;
&lt;br /&gt;
[[image:Aeleth-Terellia-&amp;amp;-the-Mello.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Dranys Sellis=== &lt;br /&gt;
Hardworking smith and carpenter in Farshore. &lt;br /&gt;
N Male dwarf expert 2. Dungeon (143, The Club)&lt;br /&gt;
&lt;br /&gt;
===Eldara Lilybrok (Sasserine)===&lt;br /&gt;
Necromancer, Vecna cultist. Met in Funeral Procession. Put on trial, but escaped. (135).&lt;br /&gt;
&lt;br /&gt;
[[image:Eldara Lilybrok.png|200px]]&lt;br /&gt;
&lt;br /&gt;
===Eural Dunaman===&lt;br /&gt;
Head councilman in Bearden&#039;s Hollow. (91)&lt;br /&gt;
&lt;br /&gt;
===Feres, Father ===&lt;br /&gt;
A priest of Hieroneous, but not of a martial bent, Father Feres claims to have lead a quiet life of servitude and prayer in Sasserine. He was a messenger making a delivery to Fort Greenrock, where he was inplanted with a Slaad egg. This was about to hatch but was removed by Jennikki. He was strongly suspected of being a fake cleric. He left the ship in Renkrue, ostantaiously to start a mission there.&lt;br /&gt;
&lt;br /&gt;
[[image:Feres.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Gahrlef (Sasserine) ===&lt;br /&gt;
CG Male Elf Ranger 3 (107)&lt;br /&gt;
&lt;br /&gt;
Rescued from spiders during Mellorn Hospitality, Gahrlef kept a cool attitude at first but soom warmed to the party and became very friendly after they became heroes, acting as an advocate of sorts.&lt;br /&gt;
&lt;br /&gt;
[[image:Gahrlef.jpg|80px]]&lt;br /&gt;
&lt;br /&gt;
===J&#039;Kal===&lt;br /&gt;
Female Human Ranger 6.&lt;br /&gt;
&lt;br /&gt;
Chief of Tanaroa villaige on the Isle of dread. A very old Olman and vizened woman.&lt;br /&gt;
&lt;br /&gt;
===Geogrio===&lt;br /&gt;
NG Male Human Cleric (Pelor) 6&lt;br /&gt;
&lt;br /&gt;
Found turned to stone in Tamoachan; saved and restored to flesh before the battle of Farshore. Member of the The Green Gargoyles ([[#Caradok |Caradok]], [[#Geogrio |Geogrio ]], [[#Lavacindu |Lavacindu ]]).&lt;br /&gt;
&lt;br /&gt;
===Greffold Fiddlebitter===&lt;br /&gt;
Potter in Farshore. CN Male halfling expert 3. (143)&lt;br /&gt;
&lt;br /&gt;
===Grildy (Sasserine)===&lt;br /&gt;
Gnome mechanist in Sasserine. Builds cannon and handguns, especially mechanisms for same. Cinnamon&#039;s mechanics teacher.&lt;br /&gt;
&lt;br /&gt;
===Gut Tugger (Sasserine)===&lt;br /&gt;
Rowyn&#039;s pet felldrake.&lt;br /&gt;
&lt;br /&gt;
[[image:Rowyn.Kellani.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Harliss Javell===&lt;br /&gt;
Scarlet corsair captain met at Cracken&#039;s Cove. Negotiated with the heroes there. Part of the Crimson Fleet. Not present at the attack on Farshore. Met again during the first visit to Scuttlecove, where she proved an ally.&lt;br /&gt;
(140)&lt;br /&gt;
&lt;br /&gt;
[[image:Harliss-Javell2.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Heldrath Kellani (Sasserine)===&lt;br /&gt;
Matron of Kellani family, mother of Rowyn Kellani. Died after events in Locked In.&lt;br /&gt;
&lt;br /&gt;
=== Henri d&#039;Aventhal, Prince===&lt;br /&gt;
Council member, Great Kingdom noble in exile. LE Male human Aristocrat 2/Fighter 7&lt;br /&gt;
&lt;br /&gt;
Although prince Henri still want to move home, he is starting to realize he must first build a war-chest. To that end he is trying to build a cash-crop plantation on Temute using &amp;quot;indentured&amp;quot; pirates as labor. (104) Used [[#Rowyn Kellani| Rowyn Kellani]] to capture a band of escaped pirates, after which she became his mistress.&lt;br /&gt;
&lt;br /&gt;
=== Hevrik Aldwattle, Professor===&lt;br /&gt;
Council member in Farshore. CG male human wizard 6/expert 2. (143, Witchwardens)&lt;br /&gt;
&lt;br /&gt;
===Hilda Swenten===&lt;br /&gt;
Farmer from Farshore. NG female human commoner 4. (143 Sun Lodge)&lt;br /&gt;
&lt;br /&gt;
===Irewyn Isendale (Sasserine)===&lt;br /&gt;
Mother of Aiken, stepmother and mentor of Jennikki. (91)&lt;br /&gt;
&lt;br /&gt;
===* Irontusk (Sasserine)===&lt;br /&gt;
Barbarian, immigrant from the north&lt;br /&gt;
&lt;br /&gt;
NE male halforc barbarian 2 (114)&lt;br /&gt;
&lt;br /&gt;
Robbed Theldrats store and stole the magic key in The Key (114)&lt;br /&gt;
&lt;br /&gt;
===Jeran Emrikad===&lt;br /&gt;
LN Human wizard 2/rogue 2. (143, Seekers)&lt;br /&gt;
&lt;br /&gt;
Archivist in Farshore.&lt;br /&gt;
&lt;br /&gt;
===Kaskus Kiel===&lt;br /&gt;
Jade Raven, Male Olman Human Druid from the Hellfurnaces. Tacturn, loves the Isle of Dread. Had a relationship with Jennikki. (141, 144)&lt;br /&gt;
&lt;br /&gt;
[[image:Kaskus Kiel.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Kera Gosalar (Sasserine)===&lt;br /&gt;
High priestess of Pelor in Sasserine, member of the [[Sun Lodge|Sun Lodge]]. (139)&lt;br /&gt;
&lt;br /&gt;
===Kira Willowtop (Sasserine)===&lt;br /&gt;
Lady of the cartographer&#039;s guildhall in Sasserine. (139)&lt;br /&gt;
&lt;br /&gt;
===Kora Wishtlegap===&lt;br /&gt;
Halfling maid of Lavina Vanderboren (NPC), desceased in Bullywyg Gambit (139)&lt;br /&gt;
&lt;br /&gt;
===* Kroga Brax (Sasserine) ===&lt;br /&gt;
CE male human commoner 2 &lt;br /&gt;
&lt;br /&gt;
A baker in Arena District, Krogar is an excellent baker but a horrible person who oppresses his family. (129)&lt;br /&gt;
&lt;br /&gt;
===Lavina Vanderboren===&lt;br /&gt;
Team patron. (140, 144)&lt;br /&gt;
&lt;br /&gt;
[[image:Lavinia.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Lavacindu===&lt;br /&gt;
CG Male Elf Sorcerer 3/Fighter1&lt;br /&gt;
&lt;br /&gt;
Found turned to stone in Tamoachan; saved and restored to flesh before the battle of Farshore. Member of the The Green Gargoyles ([[#Caradok |Caradok]], [[#Geogrio |Geogrio ]], [[#Lavacindu |Lavacindu]]).&lt;br /&gt;
&lt;br /&gt;
===Lelfan (Sasserine)===&lt;br /&gt;
Human druid in Sasserine. Jennikki&#039;s mentor in the [[Sun Lodge|Sun Lodge]].&lt;br /&gt;
&lt;br /&gt;
===Lertold (Sasserine)===&lt;br /&gt;
Mage interested in guns. Brought up the subject with Lady Red. Friend of Grildy.&lt;br /&gt;
&lt;br /&gt;
===Liamae Teslikaria===&lt;br /&gt;
Jade Raven, Sorceress/Favored Soul. Reserved, bewildered. Has a relationship with Peter Blood characterized more by lust than feelings.&lt;br /&gt;
&lt;br /&gt;
[[image:Liamae Teslikari.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Losabeth===&lt;br /&gt;
Former thug, presently sailor. Part of the [[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]]. Thug in Box of Flumph, spared because she surrendered to a summoned lynx. Worked as a Hearse boat rower after recommendation and finally joined the crew of the Sea Wyvern.&lt;br /&gt;
&lt;br /&gt;
===* Lucian Cruzgar (Sasserine) ===&lt;br /&gt;
CN male human fighter 4/ranger 2. (129, 149)&lt;br /&gt;
&lt;br /&gt;
A veteran of the greyhawk Wars, who came home to Sasserine only to be involved in the Oqoun - Cabanite war. Surviving thee conflicts he made a small fortune for himself as a painter, but fell more and more to drink.  Lucian was a wretch of a man living on the edge. Having resolved the War of the Wielded, he found some measure of peace, but he still drinks too much and paints too little. Friend to Pyrotesse, who has somewhat taken him under her wing.&lt;br /&gt;
&lt;br /&gt;
[[image:Lucian Kruzgar.jpg|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Lux Seoni, High Warden (Sasserine) ===&lt;br /&gt;
Mistress of the [[Witchwardens|Witchwardens]]. (139)&lt;br /&gt;
&lt;br /&gt;
===Maflus Fairwind===&lt;br /&gt;
Innkeeper in Farshore. N Male human bard 4. (143 Azure Cathedral)&lt;br /&gt;
&lt;br /&gt;
===Manthalay Meravanchi===&lt;br /&gt;
Council member, marshal of Farshore. LN male human aristocrat 3/fighter 6. (143 Zelkarune&#039;s Horns, Dawn council)&lt;br /&gt;
&lt;br /&gt;
===Mvembi===&lt;br /&gt;
Zombie master of Tanarooa village on the Isle of Dread. N Male Human Cleric 6.&lt;br /&gt;
&lt;br /&gt;
=== Noltus Innersol, Father===&lt;br /&gt;
Missionary, council member. NG male human cleric 8 (Pelor) (145, Sun Lodge). Deseaced.&lt;br /&gt;
&lt;br /&gt;
===Osten Ranicle (Sasserine)===&lt;br /&gt;
Owner of the Sand Crab in Shadowshore, Sasserine. Sourly and private, but honorable. (118)&lt;br /&gt;
&lt;br /&gt;
===Radore Adoss===&lt;br /&gt;
[[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]]&lt;br /&gt;
&lt;br /&gt;
Sailor recruited for her tattooing skill. Pretty, develpoping skills as a sailor. Abducted by demons and saved (142). Had her traumatic memories removed in a Virginity ritual. (Sun Lodge, [[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]])&lt;br /&gt;
&lt;br /&gt;
[[image:Rodara Adoss.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Rissashtak===&lt;br /&gt;
Pelorian lizardfolk leader&lt;br /&gt;
Male lizardfolk ranger 5/ cleri 4 (Pelor) (144)&lt;br /&gt;
&lt;br /&gt;
Close aide to [[#Noltus Innersol |Noltus Innersol]] and inheritor of his position as cheif pelorian among the lizardfolk, Rissashtak is genuinely devout and a believer.&lt;br /&gt;
&lt;br /&gt;
===* Roctar Herfast (Sasserine) ===&lt;br /&gt;
CN male human warrior 4 &lt;br /&gt;
&lt;br /&gt;
Strongman at the Arena, formerly of the Peace Circus. Married to [[#Corlina Herfast|Corlina Herfast]].&lt;br /&gt;
&lt;br /&gt;
===Rowyn Kellani===&lt;br /&gt;
Vanthus&#039; lover, founder of Lotus Dragons. On trial. Escaped to become a vengeful stowaway on the [[Sea Wyvern (Savage Tide) | Sea Wyvern]]. Marooned and picked up by the Crimson Fleet, she joined the attack on Farshore, escaped once again, and became an outlaw on Temute. (139) She then betrayed her pirate fellows and charmed [[#Henri d&#039;Aventhal, Prince|Prince Henri]] into accepting her honorable surrender, and is currently his mistress.&lt;br /&gt;
&lt;br /&gt;
[[image:Rowyn.Kellani.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Ruby the Weaver===&lt;br /&gt;
Weaver in Farshore. Saved by and has a crush on Aiken. NG female human expert 2. (143)&lt;br /&gt;
&lt;br /&gt;
===Ruphus Laro, Father (Sasserine) ===&lt;br /&gt;
Cheif priest of St Cuthbert in Sasserine (139).&lt;br /&gt;
&lt;br /&gt;
===Sarim Pepper, Captain ===&lt;br /&gt;
Captain of the Angelina, aided during Box of Flumph (118). Captained the Blue Nixie on the trip to the Isle of Dread. &lt;br /&gt;
&lt;br /&gt;
[[image:Sarim Pepper.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Silas (Sasserine)===&lt;br /&gt;
Raven familar to Eldara Lilybrok, aided by Cinnamon.&lt;br /&gt;
&lt;br /&gt;
===[[Silver (Savage Tide NPC)|Silver]]===&lt;br /&gt;
Peter Blood&#039;s wolf animal companion.&lt;br /&gt;
&lt;br /&gt;
===Skald===&lt;br /&gt;
A shifty stranger to Sasserine who constantly looks over his own shoulder, something about Skald seems to be out of this world. Revealed to be a half fay and a refugee. Died against the Flotsam Ooze.&lt;br /&gt;
&lt;br /&gt;
[[image:Skald.png|220px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Soller Vark===&lt;br /&gt;
Smuggling thug, arrested but pardoned after using the Blue Nixie to smuggle animals. Entlisted as protection against Lotus Dragon revenge, first with the Jade Ravens, then on the [[Sea Wyvern (Savage Tide)|Sea Wyvern]]. (139, [[Sea Wyvern Crew (NPC) | Sea Wyvern Crew]], Azure Cathedral)&lt;br /&gt;
&lt;br /&gt;
[[image:soller_vark.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===* Swan, Sergeant (Sasserine)===&lt;br /&gt;
NG male human fighter 3 (militant)&lt;br /&gt;
&lt;br /&gt;
Sergeant in the Merchant District guard. Friendly and outgoing. Met in The Key (114)&lt;br /&gt;
&lt;br /&gt;
===* Syrus (Sasserine) ===&lt;br /&gt;
CN male satyr deceiver 3&lt;br /&gt;
&lt;br /&gt;
Had a brush with evil during Mellorn Hospitality. Still lacking in empathy, but tries to atone, and took a job with Saree to prove his devotion.&lt;br /&gt;
&lt;br /&gt;
===Tavey Nesk===&lt;br /&gt;
Cabin boy. Was a survivor and is now second mate on the [[Sea Wyvern]]. (142)&lt;br /&gt;
&lt;br /&gt;
[[image:Tavey Nesk.png|220px|]]&lt;br /&gt;
&lt;br /&gt;
===Teherik Arrelion===&lt;br /&gt;
Tanner in Farshore.&lt;br /&gt;
CG Male human ranger 4. (143)&lt;br /&gt;
&lt;br /&gt;
===Telda Syren===&lt;br /&gt;
CG female half-elf expert 4 (143)&lt;br /&gt;
&lt;br /&gt;
Council member in Farshore, Apotechary.&lt;br /&gt;
&lt;br /&gt;
===* Teriam Trust (Sasserine) ===&lt;br /&gt;
LN Male Human Expert 4 (146)&lt;br /&gt;
&lt;br /&gt;
A servant that risked all to rescue his master in Meenlock Prison, only to find the master was already dead. Now works as a secretary and manservant to Pyrotesse.&lt;br /&gt;
&lt;br /&gt;
[[image:Meenlock Prison.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Theldrat (Sasserine)===&lt;br /&gt;
Locksmith in Merchant District&lt;br /&gt;
N male human expert 4 (114)&lt;br /&gt;
&lt;br /&gt;
Locksmith and owner of magic key. Helped in The Key.&lt;br /&gt;
&lt;br /&gt;
===* Therav (Sasserine) ===&lt;br /&gt;
LN Male Human Exp 5&lt;br /&gt;
&lt;br /&gt;
Traveling glass merchant, quite successful. Escorted by the players during Mellorn Hospitality, he was abducted by the night hag but freed by the heroes.&lt;br /&gt;
&lt;br /&gt;
[[image:Therav.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Thorgiff===&lt;br /&gt;
Former Crimson Pirate Liason&lt;br /&gt;
CE male theifling rogue 12&lt;br /&gt;
(145)&lt;br /&gt;
&lt;br /&gt;
===Tolin Kientai===&lt;br /&gt;
Leader of the Jade Ravens, half elf ranger/fighter, brash and handsome. Was sex-changed into a woman in the Amedio Jungle (141) but still has a taste for women. Tried to woo Lavina Vanderboren as both a man and a woman and failed. Romance with Cinnamon. Developed his abilities as a fighter rather than a ranger. (140, 143).&lt;br /&gt;
&lt;br /&gt;
[[image:Tolin_Kientai.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Trelib Medani, Baron (Sasserine) ===&lt;br /&gt;
NG male half-elf rogue 7/master inquisitive 2 (133)&lt;br /&gt;
&lt;br /&gt;
The baron is an immigrant from the north, the younger brother of a successful lawman in Greyhawk City. Coming to Sasserine, he peddled his prestige into a position as chief inquisitive and proceeded to try and build a network of inquisitives to police the city.&lt;br /&gt;
&lt;br /&gt;
[[image:Trelib-Medani.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
=== Tyralandi ===&lt;br /&gt;
Unknown, Nymph half demon (95)&lt;br /&gt;
&lt;br /&gt;
Cooperated with the players during Poryphory House of Horror and ended up owning the place. Thrall of Grazt. Masochist.&lt;br /&gt;
&lt;br /&gt;
[[image:Tyralandi.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===Ulmoapop===&lt;br /&gt;
Flump patriarch, Sorcerer. Had his family kidnapped in Box of Flumph (118).&lt;br /&gt;
&lt;br /&gt;
[[image:Ulmoapop.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Ulvar Kabbanja, Captain===&lt;br /&gt;
Farshore militia Captain, council member.&lt;br /&gt;
LG male human fighter 5.&lt;br /&gt;
(143, The Club, Zelkarune&#039;s Horns)&lt;br /&gt;
&lt;br /&gt;
===Urol Forol===&lt;br /&gt;
A naturalist and lesser druid, Urol claims to have been to the Isle of Dread before, though he was forced to leave prematurely. As talkative as most gnomes, but not as glib, and constantly carries an aroma of musty swamps around with him. (141)&lt;br /&gt;
&lt;br /&gt;
[[image:Urol Foro.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Vanthus Vanderboren===&lt;br /&gt;
Recurring villain, [[Lavina Vanderboren (NPC)|Lavina Vanderboren&#039;s]] brother. Transformed into a demon and slain in the attack on Farshore. (139, 143).&lt;br /&gt;
&lt;br /&gt;
[[image:Vanthus Vanderboren.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Vesserin Catherly, Chaplain===&lt;br /&gt;
Chaplain and council member.&lt;br /&gt;
NG male half-elf cleric 6 (St Cuthbert).&lt;br /&gt;
(143, The Club)&lt;br /&gt;
&lt;br /&gt;
===* Victor St. Germain (Sasserine) ===&lt;br /&gt;
CN male human expert 2/swashbuckler 3/master inquisitive 4&lt;br /&gt;
&lt;br /&gt;
A famous lawman in Sasserine, Victor was originally an orphan from Shadowshore. Becoming a great man despite his origin, he demanded limitless respect, and when his suit to [[#Zelina Medani|Zelina Medani]] was refused, something seems to have snapped for him and he became a villain. (133)&lt;br /&gt;
&lt;br /&gt;
===Vinkain Kabanja===&lt;br /&gt;
Ship&#039;s carpenter on the [[Sea Wyvern]]. Human from Sasserine.&lt;br /&gt;
&lt;br /&gt;
===* Volin Krober (Sasserine) ===&lt;br /&gt;
CG male elf bard 3/ranger 2/expert 2 &lt;br /&gt;
&lt;br /&gt;
Performer and animal trainer, formerly of the Peace Circus. Lover of [[#Corlina Herfast|Corlina Herfast]]. (129)&lt;br /&gt;
&lt;br /&gt;
===Zan Odalvin===&lt;br /&gt;
Jade Raven, Dwarf Rogue. Fascinated by blades. Discontented in Fashore; longs for city life.&lt;br /&gt;
(140, 143)&lt;br /&gt;
&lt;br /&gt;
[[image:Zan Odalvin.png|220px]]&lt;br /&gt;
&lt;br /&gt;
===Zebula Meravanchi (Sasserine)===&lt;br /&gt;
Lord of the rakish Meravachi family in Sasserine. Father of Avner Meravanchi and brother of Manthalay Meravanchi. (139)&lt;br /&gt;
&lt;br /&gt;
=== Zelina Medani (Sasserine) ===&lt;br /&gt;
CG female halfelf rogue 4 (133)&lt;br /&gt;
&lt;br /&gt;
The heir to house Medani and a budding inquisitive in her own right, Zelina was taken hostage by [[#Victor St. Germain|Victor St. Germain]]. &lt;br /&gt;
&lt;br /&gt;
[[image:Zelina-Medani.jpg|220px]]&lt;br /&gt;
&lt;br /&gt;
===* Ziki (Sasserine) ===&lt;br /&gt;
CN Female elf Rogue &lt;br /&gt;
&lt;br /&gt;
Arrested for multiple murders around the Bluebird inn in the Arena District. (129)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Ziki.jpg|220px|]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Azure_Cathedral&amp;diff=5269</id>
		<title>Azure Cathedral</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Azure_Cathedral&amp;diff=5269"/>
		<updated>2008-02-16T20:00:08Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* Jennikki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Greyhawk}}{{tocright}}&lt;br /&gt;
An affiliation for whalers, seamen and others who make their livelihood from the waters around the Azure sea and Nyv Dyr. There is a church, but it is a church that the gods and their clerics really didn&#039;t work to build. Seafaring lay people demanded that the churches of Procan, Osprem and Xerbo bury the hatchet and provide services to all seafarers, and the churches somewhat reluctantly agreed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;: A three-pointed azure trident. The points can be said to represent the three gods venerated by the church, or the three neighbors of the Azure Sea - Wooly Bay, Gulf of Gernat, and the Relmor Bay, as this is where the cult originated. The trident is used as the sacred weapon and holy symbol of by clerics deriving their power form the whole church.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background, Goals, and Dreams&#039;&#039;&#039;: The Azure Cathedral exists to provide services to sailors and fishermen. They dream of a sea where mariners can travel safely and in peace - yet they know this dream is impossible to achieve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies and Allies&#039;&#039;&#039;: The sea holds its own beauty and its own terrors. The Azure Cathedral does not concern itself much with the politics of land, but seeks to being people in harmony with the sea. There is a freedom and tranquility there, away from the conflicts of people. Yet, there are also dangers, and piracy and sea monsters are a constant threat. The Azure Cathedral is a staunch enemy of the Scarlet Corsairs and the various evil cults and races of the sea, such as Sahuagin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secrets&#039;&#039;&#039;: The three deities don&#039;t really get along well. Osprem is easy enough to deal with, but Procan&#039;s temper is as mercurial as the weather and Xerbo has a moody streak. Yet the three gods represent three common faces of the Azure sea - the calm and beautiful, the sudden storm, and the mysterious depths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;: The Azure Cathedral sponsors the Legendary Captain and Leviathan Hunter prestige classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Temple&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scale&#039;&#039;&#039;: 13 (Azure Sea, Densac Gulf, and neighboring waters)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 11 (Golf piece limit 42,000, assets 462,000 gp) The Azure Cathedral has high earnings, but it lacks dues of any kind and likes to overspend on parties and fine churches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation Score Criteria&#039;&#039;&#039;: The affiliation has an informal ranking system. Clerics of the sea gods tend to be ranking members, as do experienced sea captains, but sometimes a seemingly insignificant sailor can reach a position of prominence based on superstitious rumors of strange adventures.&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Effective character level. ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|Acquired ||| 6&lt;br /&gt;
|-&lt;br /&gt;
||Profession (Sailor) 5 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Balance, Climb, Swim, or Rope Use 5 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Balance, Climb, Swim, Profession (Sailor), or Rope Use 10 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Legendary Captain or Cleric of one or more of the Azure Cathedral patrons ||| +2&lt;br /&gt;
|-&lt;br /&gt;
||Old Salt, [[Sail Monkey (Savage Tide feat)|Sail Monkey]], or Sea Legs feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Has visible scars from a whipping or battle at sea ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|Work ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Be a ship&#039;s officer or shipowner ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Captain a ship (replaces line above)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Practice the lore of the sea; get tattoos, talismans, and charms. No whistling aboard the ship, celebrate the passing of the meridian etc. Respect the omens of the sea. ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Make a habit of living the high life in port, then return to sea when the money runs out ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|Adventure||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Survive a sighting of a sea monster (CR +5 or more) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Sail a sea you never sailed before (including new parts of the Azure sea) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Harpoon your first whale ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save marooned or shipwrecked sailors ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Survive a shipwreck ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Clear a sea area of monsters and pirates ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Clear the Azure Sea of monsters and pirates, and keep it clean for a year ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|Penalties||| 0&lt;br /&gt;
|-&lt;br /&gt;
|| Aiding or abetting pirates  ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Spurning the wisdom of the sea; refusing to hold/participate in a ritual of luck or initiation ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Allowing ship morale to deteriorate by too hard or too soft discipline or by spreading dissent||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Abandoning faithful sailors to die by accident (such as losing a man overboard) ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Abandoning faithful sailors to die by design ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Lead a ship astray, for example by false charts or signals ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Sinking and abandoning a ship with hands remaining on board to die ||| -8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
The church offers some perks, most of which are trade secrets and simple charms that give benefits at sea.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Landlubber&#039;&#039;&#039;: No benefits. Has a hard time being accepted among sailors.&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;Sailor&#039;&#039;&#039;: +2 affiliation bonus to Profession (sailor) checks. Can find a ship to take you on as crew with a Profession (sailor) roll. A roll of 10 turns up a ship to a major port, 15 finds a ship to a minor port, and 20 a small port or cove. Ports are always in the right general direction. One roll per hour; a small harbor allows only one roll, while a large one allows one roll per pier or section in the harbor. This allows you to earn money instead of spending money on voyages.&lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Old Salt&#039;&#039;&#039;: +2 affiliation bonus to Spot, Profession (sailor) and Rope Use checks. &lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;Seafarer&#039;&#039;&#039;: +2 affiliation bonus to Appraise, Balance, Climb, Craft (carpentry and sewing), Intimidate, Knowledge (nature and geography) checks.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Azure Legend&#039;&#039;&#039;: Use &#039;&#039;control weather&#039;&#039; as a spell-like ability once per month, with a caster level of affiliation score/2. Must make a pledge to the azure pantheon to use the power and fulfill the pledge before it can be used again. The pledge must be a promise of sacrifice of treasure worth a minimum of 2,000 gp or a specific adventure significant enough to increase affiliation score. Legends are full of members being late with this, then repenting in the face of some terrible storm.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Executive Powers&#039;&#039;&#039;: Holiday, Raid, Trade.&lt;br /&gt;
&lt;br /&gt;
===Player Standings===&lt;br /&gt;
==== Peter Blood ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Two affiliations ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Effective character level. ||| +6&lt;br /&gt;
|-&lt;br /&gt;
||Profession (Sailor) 5 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Balance, Climb, Swim, or Rope Use 5 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Balance, Climb, Swim, Profession (Sailor), or Rope Use 10 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Has visible scars from a whipping or battle at sea ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Practice the lore of the sea; get tattoos, talismans, and charms. No whistling aboard the ship, celebrate the passing of the meridian etc. Respect the omens of the sea. ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Captain a ship (replaces line above)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Sail a sea you never sailed before (including new parts of the Azure sea): Jeklea Bay, Azure Sea, Densac Gulf, Vohun Ocean, Sea of Dread ||| +5&lt;br /&gt;
|-&lt;br /&gt;
||Defeat Sea Monster (Mother of All)|||+1&lt;br /&gt;
|-&lt;br /&gt;
|| Survive a sighting of a sea monster (Emrag) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Survive a shipwreck ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Aiding or abetting pirates  ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Giant eels at wreck)||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Save Marroned Sailors (the march home) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Korpus in Torrents of Dread)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Korpus at Wreck)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Farshore round 1)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Farshore round 2)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Clear a sea area of monsters and pirates (Emrag the Glutton)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|align=right|&#039;&#039;&#039;Sum&#039;&#039;&#039;: ||| +26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Jennikki ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Three Affiliations ||| -3&lt;br /&gt;
|-&lt;br /&gt;
|| Effective character level. ||| +6&lt;br /&gt;
|-&lt;br /&gt;
|| Aiding or abetting pirates  ||| -1&lt;br /&gt;
|-&lt;br /&gt;
||Balance, Climb, Swim, or Rope Use 5 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Sail a sea you never sailed before (including new parts of the Azure sea): Jeklea Bay, Azure Sea, Densac Gulf, Vohun Ocean, Sea of Dread ||| +5&lt;br /&gt;
|-&lt;br /&gt;
||Defeat Sea Monster (Mother of All)|||+1&lt;br /&gt;
|-&lt;br /&gt;
|| Survive a sighting of a sea monster (Emrag) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Survive a shipwreck ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Giant eels at wreck)||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Save Marooned Sailors (the march home) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Korpus in Torrents of Dread)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Korpus at Wreck)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Farshore round 2)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Clear a sea area of monsters and pirates (Emrag the Glutton)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Build Light Trees||| +2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|align=right|&#039;&#039;&#039;Sum&#039;&#039;&#039;: ||| +21&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Church_of_Whirling_Fury&amp;diff=5482</id>
		<title>Church of Whirling Fury</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Church_of_Whirling_Fury&amp;diff=5482"/>
		<updated>2008-02-16T19:43:09Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* Jennikki&amp;#039;s Standing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}{{Greyhawk}}&lt;br /&gt;
A somewhat apocalyptic sect of demon-fighters, who see rage as the ultimate check on demonic influence. Detractors say they just don&#039;t like how close they themselves are to the fury of the demons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Cabal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;: The Church of Whirling Fury has a definite barbarian slant, tough it accepts clerics and rangers. It sponsors the Champion of Gwynharwyf prestige class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scope&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 3 (gp Limit: 5,000, assets 15,000 gp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive powers&#039;&#039;&#039;: Crusade&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Inherent&#039;&#039;&#039; ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|| Is female ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Worship Gwynharwyf ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +5 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +10 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Member of Champion of Gwynharwyf prestige class ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; |||1&lt;br /&gt;
|-&lt;br /&gt;
||Attends weekly services ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Completes a mission to fight demonic infestation ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat a demon in combat (relative CR must be +2 or greater) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Destroy artifact tied to the abyss ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|| Associate with those who consort with demons ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Summons a demon to the material plane ||| -10&lt;br /&gt;
|-&lt;br /&gt;
|| Make pilgrimage to the Court of Stars ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Penalties&#039;&#039;&#039;  ||| 2&lt;br /&gt;
|-&lt;br /&gt;
|| Is lawful ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Is evil ||| -10&lt;br /&gt;
|-&lt;br /&gt;
|| Failure to confront greater evil ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Failure to confront evil of challenging strength ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Fiendish graft, symbiont, or other boon from a demonic source ||| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Benefits ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Lay Member&#039;&#039;&#039;: no benefits&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;Ardent Acolyte&#039;&#039;&#039;: The church welcomes you as a faithful member of the concretion. Welcome at church meetings, associate freely with members, learn affiliation skills and the Champion of Gwynharwyf prestige class. May requisition one &#039;&#039;potion of protection from evil&#039;&#039; per month. &lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Blade Warden&#039;&#039;&#039;: Can expect church members to come to your aid, bail you out of prison etc. +1 on attack rolls and weapon damage rolls made against demons. &lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;Fury Knight&#039;&#039;&#039;: Must defeat a demon of CR 9 or greater to attain this title. +2 on attack rolls and weapon damage rolls made against demons as well as a constant &#039;&#039;protection from evil&#039;&#039; effect that only wards against demons.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Favored of Gwynharwyf&#039;&#039;&#039;: Gwynharwyf takes personal interest in you. Gain Ghaele eladrin as cohort, with an effective ECL modifier of +10 to see when it can gain further levels.  &lt;br /&gt;
|}&lt;br /&gt;
==== Jennikki&#039;s Standing ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Inherent&#039;&#039;&#039; ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Is female ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Worship Gwynharwyf ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +5 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; |||&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Past deeds ||| +5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Penalties&#039;&#039;&#039;  ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Multiple affiliations ||| -3&lt;br /&gt;
|-&lt;br /&gt;
|| Associate with those who consort with demons ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039;  ||| &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Church_of_Whirling_Fury&amp;diff=5481</id>
		<title>Church of Whirling Fury</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Church_of_Whirling_Fury&amp;diff=5481"/>
		<updated>2008-02-16T19:40:59Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* Jennikki&amp;#039;s Standing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}{{Greyhawk}}&lt;br /&gt;
A somewhat apocalyptic sect of demon-fighters, who see rage as the ultimate check on demonic influence. Detractors say they just don&#039;t like how close they themselves are to the fury of the demons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Cabal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;: The Church of Whirling Fury has a definite barbarian slant, tough it accepts clerics and rangers. It sponsors the Champion of Gwynharwyf prestige class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scope&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 3 (gp Limit: 5,000, assets 15,000 gp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive powers&#039;&#039;&#039;: Crusade&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Inherent&#039;&#039;&#039; ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|| Is female ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Worship Gwynharwyf ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +5 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +10 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Member of Champion of Gwynharwyf prestige class ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; |||1&lt;br /&gt;
|-&lt;br /&gt;
||Attends weekly services ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Completes a mission to fight demonic infestation ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat a demon in combat (relative CR must be +2 or greater) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Destroy artifact tied to the abyss ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|| Associate with those who consort with demons ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Summons a demon to the material plane ||| -10&lt;br /&gt;
|-&lt;br /&gt;
|| Make pilgrimage to the Court of Stars ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Penalties&#039;&#039;&#039;  ||| 2&lt;br /&gt;
|-&lt;br /&gt;
|| Is lawful ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Is evil ||| -10&lt;br /&gt;
|-&lt;br /&gt;
|| Failure to confront greater evil ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Failure to confront evil of challenging strength ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Fiendish graft, symbiont, or other boon from a demonic source ||| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Benefits ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Lay Member&#039;&#039;&#039;: no benefits&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;Ardent Acolyte&#039;&#039;&#039;: The church welcomes you as a faithful member of the concretion. Welcome at church meetings, associate freely with members, learn affiliation skills and the Champion of Gwynharwyf prestige class. May requisition one &#039;&#039;potion of protection from evil&#039;&#039; per month. &lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Blade Warden&#039;&#039;&#039;: Can expect church members to come to your aid, bail you out of prison etc. +1 on attack rolls and weapon damage rolls made against demons. &lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;Fury Knight&#039;&#039;&#039;: Must defeat a demon of CR 9 or greater to attain this title. +2 on attack rolls and weapon damage rolls made against demons as well as a constant &#039;&#039;protection from evil&#039;&#039; effect that only wards against demons.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Favored of Gwynharwyf&#039;&#039;&#039;: Gwynharwyf takes personal interest in you. Gain Ghaele eladrin as cohort, with an effective ECL modifier of +10 to see when it can gain further levels.  &lt;br /&gt;
|}&lt;br /&gt;
==== Jennikki&#039;s Standing ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Inherent&#039;&#039;&#039; ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Is female ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Worship Gwynharwyf ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +5 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; |||&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Past deeds ||| +5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Penalties&#039;&#039;&#039;  ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Multiple affiliations ||| -3&lt;br /&gt;
|-&lt;br /&gt;
|| Associate with those who consort with demons ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Sum&#039;&#039;&#039;  ||| &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Church_of_Whirling_Fury&amp;diff=5480</id>
		<title>Church of Whirling Fury</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Church_of_Whirling_Fury&amp;diff=5480"/>
		<updated>2008-02-16T19:40:24Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* Jennikki&amp;#039;s Standing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}{{Greyhawk}}&lt;br /&gt;
A somewhat apocalyptic sect of demon-fighters, who see rage as the ultimate check on demonic influence. Detractors say they just don&#039;t like how close they themselves are to the fury of the demons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Cabal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;: The Church of Whirling Fury has a definite barbarian slant, tough it accepts clerics and rangers. It sponsors the Champion of Gwynharwyf prestige class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scope&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 3 (gp Limit: 5,000, assets 15,000 gp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive powers&#039;&#039;&#039;: Crusade&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Inherent&#039;&#039;&#039; ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|| Is female ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Worship Gwynharwyf ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +5 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +10 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Member of Champion of Gwynharwyf prestige class ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; |||1&lt;br /&gt;
|-&lt;br /&gt;
||Attends weekly services ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Completes a mission to fight demonic infestation ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat a demon in combat (relative CR must be +2 or greater) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Destroy artifact tied to the abyss ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|| Associate with those who consort with demons ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Summons a demon to the material plane ||| -10&lt;br /&gt;
|-&lt;br /&gt;
|| Make pilgrimage to the Court of Stars ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Penalties&#039;&#039;&#039;  ||| 2&lt;br /&gt;
|-&lt;br /&gt;
|| Is lawful ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Is evil ||| -10&lt;br /&gt;
|-&lt;br /&gt;
|| Failure to confront greater evil ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Failure to confront evil of challenging strength ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Fiendish graft, symbiont, or other boon from a demonic source ||| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Benefits ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Lay Member&#039;&#039;&#039;: no benefits&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;Ardent Acolyte&#039;&#039;&#039;: The church welcomes you as a faithful member of the concretion. Welcome at church meetings, associate freely with members, learn affiliation skills and the Champion of Gwynharwyf prestige class. May requisition one &#039;&#039;potion of protection from evil&#039;&#039; per month. &lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Blade Warden&#039;&#039;&#039;: Can expect church members to come to your aid, bail you out of prison etc. +1 on attack rolls and weapon damage rolls made against demons. &lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;Fury Knight&#039;&#039;&#039;: Must defeat a demon of CR 9 or greater to attain this title. +2 on attack rolls and weapon damage rolls made against demons as well as a constant &#039;&#039;protection from evil&#039;&#039; effect that only wards against demons.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Favored of Gwynharwyf&#039;&#039;&#039;: Gwynharwyf takes personal interest in you. Gain Ghaele eladrin as cohort, with an effective ECL modifier of +10 to see when it can gain further levels.  &lt;br /&gt;
|}&lt;br /&gt;
==== Jennikki&#039;s Standing ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Inherent&#039;&#039;&#039; ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Is female ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Worship Gwynharwyf ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +5 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; |||&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Past deeds ||| +5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Penalties&#039;&#039;&#039;  ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Multiple affiliations ||| -3&lt;br /&gt;
|-&lt;br /&gt;
|| Associate with those who consort with demons ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Sum&#039;&#039;&#039;  ||| 10&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Church_of_Whirling_Fury&amp;diff=5479</id>
		<title>Church of Whirling Fury</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Church_of_Whirling_Fury&amp;diff=5479"/>
		<updated>2008-02-16T19:39:22Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* Jennikki&amp;#039;s Standing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}{{Greyhawk}}&lt;br /&gt;
A somewhat apocalyptic sect of demon-fighters, who see rage as the ultimate check on demonic influence. Detractors say they just don&#039;t like how close they themselves are to the fury of the demons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Cabal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;: The Church of Whirling Fury has a definite barbarian slant, tough it accepts clerics and rangers. It sponsors the Champion of Gwynharwyf prestige class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scope&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 3 (gp Limit: 5,000, assets 15,000 gp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive powers&#039;&#039;&#039;: Crusade&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Inherent&#039;&#039;&#039; ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|| Is female ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Worship Gwynharwyf ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +5 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +10 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Member of Champion of Gwynharwyf prestige class ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; |||1&lt;br /&gt;
|-&lt;br /&gt;
||Attends weekly services ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Completes a mission to fight demonic infestation ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat a demon in combat (relative CR must be +2 or greater) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Destroy artifact tied to the abyss ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|| Associate with those who consort with demons ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Summons a demon to the material plane ||| -10&lt;br /&gt;
|-&lt;br /&gt;
|| Make pilgrimage to the Court of Stars ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Penalties&#039;&#039;&#039;  ||| 2&lt;br /&gt;
|-&lt;br /&gt;
|| Is lawful ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Is evil ||| -10&lt;br /&gt;
|-&lt;br /&gt;
|| Failure to confront greater evil ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Failure to confront evil of challenging strength ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Fiendish graft, symbiont, or other boon from a demonic source ||| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Benefits ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Lay Member&#039;&#039;&#039;: no benefits&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;Ardent Acolyte&#039;&#039;&#039;: The church welcomes you as a faithful member of the concretion. Welcome at church meetings, associate freely with members, learn affiliation skills and the Champion of Gwynharwyf prestige class. May requisition one &#039;&#039;potion of protection from evil&#039;&#039; per month. &lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Blade Warden&#039;&#039;&#039;: Can expect church members to come to your aid, bail you out of prison etc. +1 on attack rolls and weapon damage rolls made against demons. &lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;Fury Knight&#039;&#039;&#039;: Must defeat a demon of CR 9 or greater to attain this title. +2 on attack rolls and weapon damage rolls made against demons as well as a constant &#039;&#039;protection from evil&#039;&#039; effect that only wards against demons.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Favored of Gwynharwyf&#039;&#039;&#039;: Gwynharwyf takes personal interest in you. Gain Ghaele eladrin as cohort, with an effective ECL modifier of +10 to see when it can gain further levels.  &lt;br /&gt;
|}&lt;br /&gt;
==== Jennikki&#039;s Standing ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Inherent&#039;&#039;&#039; ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Is female ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Worship Gwynharwyf ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +5 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; |||&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Past deeds ||| +5&lt;br /&gt;
|-&lt;br /&gt;
|| &#039;&#039;&#039;Penalties&#039;&#039;&#039;  ||| &lt;br /&gt;
|-&lt;br /&gt;
|| Multiple affiliations ||| -3&lt;br /&gt;
|-&lt;br /&gt;
|| Associate with those who consort with demons ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Sum&#039;&#039;&#039;  ||| 10&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Church_of_Whirling_Fury&amp;diff=5478</id>
		<title>Church of Whirling Fury</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Church_of_Whirling_Fury&amp;diff=5478"/>
		<updated>2008-02-16T19:28:19Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{tocright}}{{Greyhawk}}&lt;br /&gt;
A somewhat apocalyptic sect of demon-fighters, who see rage as the ultimate check on demonic influence. Detractors say they just don&#039;t like how close they themselves are to the fury of the demons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Cabal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;: The Church of Whirling Fury has a definite barbarian slant, tough it accepts clerics and rangers. It sponsors the Champion of Gwynharwyf prestige class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scope&#039;&#039;&#039;: 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 3 (gp Limit: 5,000, assets 15,000 gp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive powers&#039;&#039;&#039;: Crusade&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Inherent&#039;&#039;&#039; ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|| Is female ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Worship Gwynharwyf ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +5 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +10 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Member of Champion of Gwynharwyf prestige class ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; |||1&lt;br /&gt;
|-&lt;br /&gt;
||Attends weekly services ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Completes a mission to fight demonic infestation ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat a demon in combat (relative CR must be +2 or greater) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Destroy artifact tied to the abyss ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|| Associate with those who consort with demons ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Summons a demon to the material plane ||| -10&lt;br /&gt;
|-&lt;br /&gt;
|| Make pilgrimage to the Court of Stars ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Penalties&#039;&#039;&#039;  ||| 2&lt;br /&gt;
|-&lt;br /&gt;
|| Is lawful ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Is evil ||| -10&lt;br /&gt;
|-&lt;br /&gt;
|| Failure to confront greater evil ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Failure to confront evil of challenging strength ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Fiendish graft, symbiont, or other boon from a demonic source ||| -20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Benefits ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Lay Member&#039;&#039;&#039;: no benefits&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;Ardent Acolyte&#039;&#039;&#039;: The church welcomes you as a faithful member of the concretion. Welcome at church meetings, associate freely with members, learn affiliation skills and the Champion of Gwynharwyf prestige class. May requisition one &#039;&#039;potion of protection from evil&#039;&#039; per month. &lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Blade Warden&#039;&#039;&#039;: Can expect church members to come to your aid, bail you out of prison etc. +1 on attack rolls and weapon damage rolls made against demons. &lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;Fury Knight&#039;&#039;&#039;: Must defeat a demon of CR 9 or greater to attain this title. +2 on attack rolls and weapon damage rolls made against demons as well as a constant &#039;&#039;protection from evil&#039;&#039; effect that only wards against demons.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Favored of Gwynharwyf&#039;&#039;&#039;: Gwynharwyf takes personal interest in you. Gain Ghaele eladrin as cohort, with an effective ECL modifier of +10 to see when it can gain further levels.  &lt;br /&gt;
|}&lt;br /&gt;
==== Jennikki&#039;s Standing ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Inherent&#039;&#039;&#039; ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|| Is female ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +5 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Base attack +10 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; |||1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Completes a mission to fight demonic infestation ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat a demon in combat (relative CR must be +2 or greater) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Destroy artifact tied to the abyss ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Penalties&#039;&#039;&#039;  ||| 2&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Farshore_(Savage_Tide)&amp;diff=67358</id>
		<title>Farshore (Savage Tide)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Farshore_(Savage_Tide)&amp;diff=67358"/>
		<updated>2008-02-16T15:29:04Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* Activities one-year intermission */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Savage Tide}}{{tocright}}&lt;br /&gt;
A colony of Sasserine&#039;s on an islet south of the Isle of Dread, Farshore represents the most ambitious project to open up and explore the riches of the region. Information on Farshore can be found in Dungeon #143. This is a summary of important facts and tidbits, along with adventure hooks in the region.&lt;br /&gt;
&lt;br /&gt;
==Settlements==&lt;br /&gt;
With the arrival of the refugees from the Great Kingdom, Farshore split into two settlements.&lt;br /&gt;
&lt;br /&gt;
===Farshore===&lt;br /&gt;
&#039;&#039;&#039;Farshore (Hamlet)&#039;&#039;&#039;: Conventional; AL NG; Population 264; 4200 gp limit; Assets 55.440 gp; Isolated (231 humans, 8 half-elves, 11 halflings, 7 dwarves, 7 gnomes).&lt;br /&gt;
&lt;br /&gt;
===Fort Alkor===&lt;br /&gt;
&#039;&#039;&#039;Fort Alkor (Thorp)&#039;&#039;&#039;: Conventional; AL LN; Population 105; 400 gp limit; Assets 2100 gp; Isolated (70 humans).&lt;br /&gt;
&lt;br /&gt;
The refugees from the Great Kingdom, pure Aerdi and culturally distinct from the Sasseriners formed their own settlement in the interior of the isle. They have begun to build a plantation, and use captured pirates as a work force. Financially dependent on Farshore, Prince Henry is trying to keep his people apart and to prevent them from simply being assimilated into Farshore.&lt;br /&gt;
&lt;br /&gt;
The population is distinctly separated into two groups; Prince Henri&#039;s and followers (39 people) and captured pirates (indentured servants, mostly of Suel stock) 56 people.&lt;br /&gt;
&lt;br /&gt;
Fort Alkor is trying to start a breeding program for terror birds as mounts.&lt;br /&gt;
&lt;br /&gt;
==Personalities of Farshore==&lt;br /&gt;
Including Fort Alkor.&lt;br /&gt;
&lt;br /&gt;
*[[Amella Venkalie (NPC)|Amella Venkalie]] - Ship&#039;s officer.&lt;br /&gt;
* [[Anna Samos (Savage Tide) | Anna Samos]] - Lieutenant to * Prince [[Henri d&#039;Aventhal (Savage Tide) |Prince Henri d&#039;Aventhal]]&lt;br /&gt;
*[[Avner Meravanchi (NPC)|Avner Meravanchi]] - Dashing gentleman.&lt;br /&gt;
* [[Allanal Kio (Savage Tide) | Allanal Kio]] - Half-elven lookout on the Sea Wyvern.&lt;br /&gt;
* [[Dranys Sellis (Savage Tide) | Dranys Sellis]] - Smith in Farshore&lt;br /&gt;
* [[Greffold Fiddlebitter (Savage Tide) | Greffold “Redfoot” Fiddlebitter]] - Potter in Farshore&lt;br /&gt;
*Prince [[Henri d&#039;Aventhal (Savage Tide) | Prince Henri d&#039;Aventhal]] - Noble in exile&lt;br /&gt;
*Professor [[Hevrik Aldwattle (Savage Tide) | Hevrik Aldwattle]] - Council member &lt;br /&gt;
*[[Hilda Swenten (Savage Tide)|Hilda Swenten]] - Farmer from Farshore&lt;br /&gt;
* [[Jeran Emrikad (Savage Tide) | Jeran Emrikad]] - Archivist in Farshore&lt;br /&gt;
*[[Kaskus Kiel (NPC)|Kaskus Kiel]] - Jade Raven, Human Druid. Tacturn, homesick.&lt;br /&gt;
*[[Lavina Vanderboren (NPC)|Lavina Vanderboren]] - Team matron.&lt;br /&gt;
*[[Liamae Teslikaria (NPC)|Liamae Teslikaria]] - Jade Raven, Sorceress.&lt;br /&gt;
*[[Losabeth (NPC)|Losabeth]] - Thug in Sasserine.&lt;br /&gt;
* [[Maflus Fairwind (Savage Tide) | Maflus Fairwind]] - Innkeeper&lt;br /&gt;
* [[Manthalay Meravanchi (Savage Tide) | Manthalay Meravanchi]] - Council member, nominee for Lord Mayor &lt;br /&gt;
*Father [[Noltus Innersol (Savage Tide) | Noltus Innersol]] - Missionary, council member&lt;br /&gt;
*[[Rodara Adoss (NPC) | Rodara Adoss]] - sailor with tattooing skill.&lt;br /&gt;
* [[Ruby the Weaver (Savage Tide) | Ruby the Weaver]] - Weaver in Farshore&lt;br /&gt;
*Captain [[Sarim Pepper (NPC)|Sarim Pepper]] - Sea captain.&lt;br /&gt;
*[[Soller Vark (NPC)|Soller Vark]] - Smuggling thug.&lt;br /&gt;
*[[Tavey Nesk (NPC)|Tavey Nesk]] - Cabin boy.&lt;br /&gt;
*[[Teherik Arrelion (Savage Tide) | Teherik Arrelion]] - Tanner in Farshore.&lt;br /&gt;
* [[Telda Syren (Savage Tide) | Telda Syren]] - Apotechary in Farshore&lt;br /&gt;
*[[Tolin Kientai (NPC)|Tolin Kientai]] - Leader of the Jade Ravens, half elf ranger, brash and handsome.&lt;br /&gt;
* [[Vinkain Kabanja (SavageTide) | Vinkain Kabanja]] - Carpenter on the [[Sea Wyvern]]&lt;br /&gt;
*Captain [[Ulvar Kabbanja (Savage Tide) | Ulvar Kabbanja]] - Militia Captain, council member &lt;br /&gt;
*[[Urol Forol (NPC)|Urol Forol]] - Gnome scholar.&lt;br /&gt;
*Chaplain [[Vesserin Catherly (Savage Tide) | Vesserin Catherly]] - Farshore council member &lt;br /&gt;
*[[Zan Odalvin (NPC)|Zan Odalvin]] - Jade Raven, Dwarf Rogue. Fascinated by blades.&lt;br /&gt;
&lt;br /&gt;
==Adventure Hooks==&lt;br /&gt;
Roughly in order of inconvenience or distance.&lt;br /&gt;
&lt;br /&gt;
* Kawibusa, the lost tribe of Temute &lt;br /&gt;
* Wild folk of Temute (Depths of Rage map, D 83)&lt;br /&gt;
* Labor problems in Fort Alkor&lt;br /&gt;
* Alliance with the Olman  &lt;br /&gt;
* Investigating Rat&#039;s End&lt;br /&gt;
* The Throne of Huhueteotl hods some strange ruins. (D 103)&lt;br /&gt;
* The Zombie Master in the Fangs of Zothilla&lt;br /&gt;
* Emrag the Dragon Turtle lairs in a bay on the north side&lt;br /&gt;
* Mantru: legends speak of a lost Olman village in the caldera of the central volcano (D 145)&lt;br /&gt;
* The Lost Citadel: High in the peaks above the western shore lies this shining citadel, where it is said old Olman lords sleep, awaiting a new golden age.&lt;br /&gt;
&lt;br /&gt;
* Improve the smithy&lt;br /&gt;
* Hallow the cemetery&lt;br /&gt;
* Organize the miners (diamonds)&lt;br /&gt;
* Help the skinner find exotic skins&lt;br /&gt;
* Pottery&lt;br /&gt;
* Inventory of the infirmary&lt;br /&gt;
&lt;br /&gt;
==Ideas for defences==&lt;br /&gt;
&lt;br /&gt;
* Chain across harbour. Wall of Force?&lt;br /&gt;
* Stoneshape-cannons.&lt;br /&gt;
* Keep/barracs in harbour.&lt;br /&gt;
* Fireproofing roofs and houses.&lt;br /&gt;
* Additional watchtowers to waterfront.&lt;br /&gt;
* Stone Wall (spell) or palisade wall along harbour.&lt;br /&gt;
* Additional palisade walls for battlefield control.&lt;br /&gt;
* Ditch to be filled with oil to be lit.&lt;br /&gt;
* Force Wall in waterline to stop ships.&lt;br /&gt;
* Safe hide out for old and children or easily damaged goods.&lt;br /&gt;
* Evacuation routes.&lt;br /&gt;
* Cannon from Sea Wyvern.&lt;br /&gt;
* Using Hellfish as a [http://en.wikipedia.org/wiki/Fireship fireship] or  as a [http://en.wikipedia.org/wiki/Hellburners hellburner].&lt;br /&gt;
&lt;br /&gt;
Questions:&lt;br /&gt;
&lt;br /&gt;
* What to do with our ships?&lt;br /&gt;
* Can we learn more of the attacking force? What does lefty know? Use of scry?&lt;br /&gt;
&lt;br /&gt;
==Activities preparing for Pirate Invasion==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Week&#039;&#039;&#039;|||&#039;&#039;&#039;Lady Red&#039;&#039;&#039;|||&#039;&#039;&#039;Cinnamon&#039;&#039;&#039;|||&#039;&#039;&#039;Jennikki&#039;&#039;&#039; |||&#039;&#039;&#039;Aiken&#039;&#039;&#039;|||&#039;&#039;&#039;Peter Blood&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=right| 1 ||| Magic Items ||| Magic Items ||| Magic Items ||| Magic Items ||| Train the militia&lt;br /&gt;
|-&lt;br /&gt;
|align=right| 2 ||| Trip to Tar pits&amp;lt;br&amp;gt;Finding Phanatons&amp;lt;br&amp;gt;Weapons of the Rakasta ||| Trip to Tar pits&amp;lt;br&amp;gt;Finding Phanatons&amp;lt;br&amp;gt;Weapons of the Rakasta ||| Trip to Tar pits&amp;lt;br&amp;gt;Finding Phanatons&amp;lt;br&amp;gt;Weapons of the Rakasta ||| Trip to Tar pits&amp;lt;br&amp;gt;Finding Phanatons&amp;lt;br&amp;gt;Weapons of the Rakasta ||| Train the militia&lt;br /&gt;
|-&lt;br /&gt;
|align=right| 3 ||| Build &amp;quot;keep&amp;quot;&amp;lt;br&amp;gt;Northern waterfront palisade&amp;lt;br&amp;gt;Southern waterfront palisade ||| Charming the Olmans ||| Explore Temute&amp;lt;br&amp;gt;Collecting boulders ||| Work the election ||| Train the old kingdom troops&lt;br /&gt;
|-&lt;br /&gt;
|align=right| 4 ||| Improve rest of palisade&amp;lt;br&amp;gt;Build safe warehouse&amp;lt;br&amp;gt;Build cannon fort - Failed? ||| Campaigning&amp;lt;br&amp;gt;Raising stone circle |||  Campaigning |||  Campaigning ||| Build waterfront lookout&lt;br /&gt;
|-&lt;br /&gt;
|align=right| 5 ||| Reclaiming the Sea Wyvern ||| Reclaiming the Sea Wyvern ||| Reclaiming the Sea Wyvern ||| Reclaiming the Sea Wyvern ||| Reclaiming the Sea Wyvern&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Activities one-year intermission==&lt;br /&gt;
&lt;br /&gt;
* Sasserine:&lt;br /&gt;
** Cinnamon: Entertain Familiar&#039;s Club&lt;br /&gt;
** Jenniki: Talk with Church of Whirling Fury&lt;br /&gt;
** Report to Sun Lodge&lt;br /&gt;
*** Martyrdom of Innersol. Return holy symbol, equipment&lt;br /&gt;
*** Gift of Sunsword&lt;br /&gt;
** Cinnamon: collect parts for house&lt;br /&gt;
** Cinnamon: Exalted Arcanist&lt;br /&gt;
** Blood: Repair folding  boat (3000gp)&lt;br /&gt;
* Great kingdom. Research people, connections.&lt;br /&gt;
* Establish Olman fashion in Sasserine/Greyhawk&lt;br /&gt;
** Show works for fashion/pattern designers. sponsor pattern books&lt;br /&gt;
** make a splash in Greyhawk.&lt;br /&gt;
*** Show up as cool, exotic adventurers&lt;br /&gt;
*** Ride summoned T Rex&lt;br /&gt;
* Integration Olman/Farshore. Sponsor inter-marriage. &lt;br /&gt;
* Farshore: &lt;br /&gt;
** Jennikki: Light tree&lt;br /&gt;
* Continue Innersol&#039;s project&lt;br /&gt;
* Shifting gods for Olman: &lt;br /&gt;
** Tonatu -&amp;gt; Pelor. &lt;br /&gt;
** Quetzalcoatl -&amp;gt; Cuthbert.&lt;br /&gt;
* Spell research:&lt;br /&gt;
** Cinnamon: Aerie Alter&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Player_Characters_(Savage_Tide)&amp;diff=67899</id>
		<title>Player Characters (Savage Tide)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Player_Characters_(Savage_Tide)&amp;diff=67899"/>
		<updated>2008-02-03T11:52:18Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* XP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Savage Tide}}&lt;br /&gt;
=== Characters ===&lt;br /&gt;
* [[Lady Red (character)|Lady Red]], Human Wizard, Incantatrix&lt;br /&gt;
* [[Cinnamon (character)|Cinnamon]], Aerie Sorcerer, Spell Dancer&lt;br /&gt;
* [[Jennikki (character)|Jennikki]], Human Druid&lt;br /&gt;
* [[Aiken (character)|Aiken]], Half-elf Battle Domain Sorcerer, Swashbuckler&lt;br /&gt;
* [[Peter Blood (character)|Peter Blood]], Human Ranger&lt;br /&gt;
&lt;br /&gt;
=== XP ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Scenario&#039;&#039;&#039;|||&#039;&#039;&#039;Date&#039;&#039;&#039;|||&#039;&#039;&#039;Lady Red&#039;&#039;&#039;|||&#039;&#039;&#039;Cinnamon&#039;&#039;&#039;|||&#039;&#039;&#039;Jennikki&#039;&#039;&#039; |||&#039;&#039;&#039;Aiken&#039;&#039;&#039;|||&#039;&#039;&#039;Peter Blood&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Bogged Down 1            ||| 2007-01-06 ||align=right|   270 ||align=right|   270 ||align=right|   270 ||align=right|   270 ||align=right|  270&lt;br /&gt;
|-&lt;br /&gt;
|| Bogged Down 2            ||| 2007-01-13 ||align=right|   533 ||align=right|   533 ||align=right|   533 ||align=right|   533 ||align=right|  533&lt;br /&gt;
|-&lt;br /&gt;
|| There is no Honor        ||| 2007-01-20 ||align=right|   450 ||align=right|   450 ||align=right|   450 ||align=right|   450 ||align=right|  450&lt;br /&gt;
|-&lt;br /&gt;
|| Box full of Flumph       ||| 2007-01-27 ||align=right|   525 ||align=right|   525 ||align=right|   525 ||align=right|   525 ||align=right|  525&lt;br /&gt;
|-&lt;br /&gt;
|| Under Parrot Island      ||| 2007-02-03 ||align=right|     - ||align=right|   544 ||align=right|   544 ||align=right|   544 ||align=right|  544&lt;br /&gt;
|-&lt;br /&gt;
|| The Lotus and the Dragon ||| 2007-02-10 ||align=right|  1440 ||align=right|  1440 ||align=right|  1440 ||align=right|  1440 ||align=right| 1440&lt;br /&gt;
|-&lt;br /&gt;
|| Funeral Procession       ||| 2007-02-18 ||align=right|   750 ||align=right|   750 ||align=right|   750 ||align=right|   750 ||align=right|  750&lt;br /&gt;
|-&lt;br /&gt;
|| The Killing Floor        ||| 2007-02-24 ||align=right|   375 ||align=right|   375 ||align=right|  375  ||align=right|   375 ||align=right|  375&lt;br /&gt;
|-&lt;br /&gt;
|| The Excavation           ||| 2007-02-24 ||align=right|   270 ||align=right|   270 ||align=right|   270 ||align=right|   270 ||align=right|  270&lt;br /&gt;
|-&lt;br /&gt;
|| Storm Dancers            ||| 2007-03-03 ||align=right|  1005 ||align=right|  1005 ||align=right|  1005 ||align=right|  1005 ||align=right| 1005&lt;br /&gt;
|-&lt;br /&gt;
|| Mad Monkeys              ||| 2007-03-10 ||align=right|   960 ||align=right|   720 ||align=right|   720 ||align=right|   720 ||align=right|  720&lt;br /&gt;
|-&lt;br /&gt;
|| Cracken&#039;s Cowe           ||| 2007-03-10 ||align=right|  1460 ||align=right|  1460 ||align=right|  1460 ||align=right|  1460 ||align=right| 1460&lt;br /&gt;
|-&lt;br /&gt;
|| Bullywug Gambit          ||| 2007-03-17 ||align=right|  1330 ||align=right|  1330 ||align=right|  1330 ||align=right|  1330 ||align=right| 1330&lt;br /&gt;
|-&lt;br /&gt;
|| Into the Evermoors       ||| 2007-03-24 ||align=right|   744 ||align=right|   620 ||align=right|   620 ||align=right|   620 ||align=right|  620&lt;br /&gt;
|-&lt;br /&gt;
|| Mines of Baeniff Tor     ||| 2007-03-31 ||align=right|   653 ||align=right|   544 ||align=right|   544 ||align=right|   544 ||align=right|  544&lt;br /&gt;
|-&lt;br /&gt;
|| Siege of Nesmé           ||| 2007-03-31 ||align=right|   641 ||align=right|   570 ||align=right|   570 ||align=right|   570 ||align=right|  570&lt;br /&gt;
|-&lt;br /&gt;
|| The Sea-Wyverns Wake     ||| 2007-04-14 ||align=right|   594 ||align=right|   594 ||align=right|   594 ||align=right|   594 ||align=right|  594&lt;br /&gt;
|-&lt;br /&gt;
|| Life on the Ocean Waves  ||| 2007-05-05 ||align=right|  1725 ||align=right|  1725 ||align=right|     - ||align=right|  1725 ||align=right| 1725&lt;br /&gt;
|-&lt;br /&gt;
|| Rowyn&#039;s Revenge  ||| 2007-05-12 ||align=right|  900||align=right|  900 ||align=right| 1080 ||align=right|  900||align=right| 900&lt;br /&gt;
|-&lt;br /&gt;
|| Tamoachan  ||| 2007-05-12 ||align=right|  1125 ||align=right|  1125 ||align=right|    1350 ||align=right|  1125||align=right| 1125&lt;br /&gt;
|-&lt;br /&gt;
|| Hydra ||| 2007-06-02 ||align=right|  800 ||align=right|  800 ||align=right|    960 ||align=right|  800 ||align=right| -&lt;br /&gt;
|-&lt;br /&gt;
|| Starchaser ||| 2007-06-02 ||align=right|  600 ||align=right|  600 ||align=right|    720 ||align=right|  600 ||align=right| -&lt;br /&gt;
|-&lt;br /&gt;
|| The Temple and the Tiger ||| 2007-06-09 ||align=right|  - ||align=right|  1620 ||align=right| 1944   ||align=right|  1620 ||align=right| 1944&lt;br /&gt;
|-&lt;br /&gt;
|| Rana Mor ||| 2007-06-16 ||align=right|  - ||align=right|  2850 ||align=right| 3420 ||align=right|  2850 ||align=right| 3420&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|| Dragonhunters || 2007-06-30 || align=right|  2498 ||align=right|  2082 ||align=right| 2228 ||align=right|  2082 ||align=right| 2498&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Journey&#039;s End &lt;br /&gt;
| 2007-07-07 &lt;br /&gt;
|align=right|  2520 &lt;br /&gt;
|align=right|  2100 &lt;br /&gt;
|align=right| 2100 &lt;br /&gt;
|align=right|  2100 &lt;br /&gt;
|align=right| 2190 &lt;br /&gt;
|-&lt;br /&gt;
|Here There Be Monsters &lt;br /&gt;
| 2007-08-04 &lt;br /&gt;
|align=right|1680&lt;br /&gt;
|align=right|1400&lt;br /&gt;
|align=right|1400&lt;br /&gt;
|align=right|1400&lt;br /&gt;
|align=right|1400&lt;br /&gt;
|-&lt;br /&gt;
|Dark Mountain Pass&lt;br /&gt;
| 2007-08-11&lt;br /&gt;
|align=right|2100&lt;br /&gt;
|align=right|1750&lt;br /&gt;
|align=right|1750&lt;br /&gt;
|align=right|1750&lt;br /&gt;
|align=right|1750&lt;br /&gt;
|-&lt;br /&gt;
|Fog Mire&lt;br /&gt;
| 2007-08-18&lt;br /&gt;
|align=right|2208&lt;br /&gt;
|align=right|1840&lt;br /&gt;
|align=right|1840&lt;br /&gt;
|align=right|1840&lt;br /&gt;
|align=right|1840&lt;br /&gt;
|Abyss land claim on the way to Farshore&lt;br /&gt;
|-&lt;br /&gt;
|Shrine to Demorgorgon&lt;br /&gt;
| 2007-08-25&lt;br /&gt;
|align=right|1800&lt;br /&gt;
|align=right|1500&lt;br /&gt;
|align=right|1500&lt;br /&gt;
|align=right|1500&lt;br /&gt;
|align=right|1500&lt;br /&gt;
|Fog Mire II&lt;br /&gt;
|-&lt;br /&gt;
|Torrents of Dread&lt;br /&gt;
| 2007-09-01&lt;br /&gt;
|align=right|2214&lt;br /&gt;
|align=right|1845&lt;br /&gt;
|align=right|1845&lt;br /&gt;
|align=right|1845&lt;br /&gt;
|align=right|1845&lt;br /&gt;
|-&lt;br /&gt;
|Zotzilaha&#039;s Wrath&lt;br /&gt;
| 2007-09-08&lt;br /&gt;
|align=right|1860&lt;br /&gt;
|align=right|1550&lt;br /&gt;
|align=right|1550&lt;br /&gt;
|align=right|1152&lt;br /&gt;
|align=right|1150&lt;br /&gt;
|-&lt;br /&gt;
|Trip to the Tar Pits&lt;br /&gt;
| 2007-09-22&lt;br /&gt;
|align=right|2640&lt;br /&gt;
|align=right|2200&lt;br /&gt;
|align=right|2200&lt;br /&gt;
|align=right|2598&lt;br /&gt;
|align=right|0&lt;br /&gt;
|-&lt;br /&gt;
|Permanency&lt;br /&gt;
|2007-09-29&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|-1500&lt;br /&gt;
|align=right|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaiming the Wyvern&lt;br /&gt;
|2007-09-29&lt;br /&gt;
|align=right|900&lt;br /&gt;
|align=right|750&lt;br /&gt;
|align=right|750&lt;br /&gt;
|align=right|900&lt;br /&gt;
|align=right|900&lt;br /&gt;
|-&lt;br /&gt;
|Spell Cost&lt;br /&gt;
|2007-10-06&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|-200&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|&lt;br /&gt;
|-&lt;br /&gt;
|Depth of Rage&lt;br /&gt;
|2007-10-06&lt;br /&gt;
|align=right|1140&lt;br /&gt;
|align=right|950&lt;br /&gt;
|align=right|1140&lt;br /&gt;
|align=right|1140&lt;br /&gt;
|align=right|1140&lt;br /&gt;
|Kobold Kolony&lt;br /&gt;
|-&lt;br /&gt;
|Depth of Rage&lt;br /&gt;
|2007-10-13&lt;br /&gt;
|align=right|3552&lt;br /&gt;
|align=right|2960	&lt;br /&gt;
|align=right|2970	&lt;br /&gt;
|align=right|3552&lt;br /&gt;
|align=right|3552&lt;br /&gt;
|-&lt;br /&gt;
|Depth of Rage&lt;br /&gt;
|2007-10-13&lt;br /&gt;
|align=right|1188&lt;br /&gt;
|align=right|990&lt;br /&gt;
|align=right|990&lt;br /&gt;
|align=right|1188&lt;br /&gt;
|align=right|1188&lt;br /&gt;
|-&lt;br /&gt;
|Defending Farshore I&lt;br /&gt;
|2007-10-20&lt;br /&gt;
|align=right|5237&lt;br /&gt;
|align=right|5150&lt;br /&gt;
|align=right|5150&lt;br /&gt;
|align=right|5520&lt;br /&gt;
|align=right|6180&lt;br /&gt;
|-&lt;br /&gt;
|Defending Farshore II&lt;br /&gt;
|2007-10-27&lt;br /&gt;
|align=right|-2000&amp;lt;br&amp;gt;4620&lt;br /&gt;
|align=right|3850&lt;br /&gt;
|align=right|3850&lt;br /&gt;
|align=right|3850&lt;br /&gt;
|align=right|	&lt;br /&gt;
|-&lt;br /&gt;
|Scuttlecove&lt;br /&gt;
|2007-11-17&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|-152&amp;lt;br&amp;gt;2827&lt;br /&gt;
|align=right|-720&amp;lt;br&amp;gt;3210&lt;br /&gt;
|align=right|2675&lt;br /&gt;
|align=right|3210&lt;br /&gt;
|-&lt;br /&gt;
|Porfyri Horror&lt;br /&gt;
|2007-11-24&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	2900&lt;br /&gt;
|align=right|	3085&lt;br /&gt;
|align=right|	2900&lt;br /&gt;
|align=right|	3480&lt;br /&gt;
|-&lt;br /&gt;
|Palace of Plenty&lt;br /&gt;
|2007-12-01&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	3550	&lt;br /&gt;
|align=right|	3950	&lt;br /&gt;
|align=right|	3550	&lt;br /&gt;
|align=right|	4260&lt;br /&gt;
|Winter Pocket Realm&lt;br /&gt;
|-&lt;br /&gt;
|Emrag the Glutton&lt;br /&gt;
|2007-12-08&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	2760	&lt;br /&gt;
|align=right|	-400&amp;lt;br&amp;gt;3160&lt;br /&gt;
|align=right|	-1200&amp;lt;br&amp;gt;3312&lt;br /&gt;
|align=right|	-1040&amp;lt;br&amp;gt;3312&lt;br /&gt;
|-&lt;br /&gt;
|Cerulean Curtain&lt;br /&gt;
|2007-12-15&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	1040&lt;br /&gt;
|align=right|	1040&lt;br /&gt;
|align=right|	1248&lt;br /&gt;
|align=right|	1248&lt;br /&gt;
|-&lt;br /&gt;
|Barbas&lt;br /&gt;
|2008-01-05&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	1100&lt;br /&gt;
|align=right|	1100&lt;br /&gt;
|align=right|	1320&lt;br /&gt;
|align=right|	1320&lt;br /&gt;
|Mongrel Folk Village, Aboleth&lt;br /&gt;
|-&lt;br /&gt;
|Golis Morga&lt;br /&gt;
|2008-01-12&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	2500&lt;br /&gt;
|align=right|	2500&lt;br /&gt;
|align=right|	2720&lt;br /&gt;
|align=right|	3000&lt;br /&gt;
|Underground Korpus City&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|2008-01-19&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	-400&lt;br /&gt;
|align=right|	-560&lt;br /&gt;
|align=right|	-580&lt;br /&gt;
|align=right|	&lt;br /&gt;
|-&lt;br /&gt;
|Welcome to Thanaclan&lt;br /&gt;
|2008-01-19&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	2500&lt;br /&gt;
|align=right|	2660&lt;br /&gt;
|align=right|   2680&lt;br /&gt;
|align=right|	3000&lt;br /&gt;
|Arriving at crater, meetin lizardmen demonhunters, attaced by infiltrating demons&lt;br /&gt;
|-&lt;br /&gt;
|Mantru&lt;br /&gt;
|2008-01-26&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	3800&lt;br /&gt;
|align=right|	3800&lt;br /&gt;
|align=right|	3800&lt;br /&gt;
|align=right|	4525&lt;br /&gt;
|Abandoned willage, ghost of priest, battle outside the gates in the water.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|2008-00-00&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	&lt;br /&gt;
|align=right|	&lt;br /&gt;
|align=right|	&lt;br /&gt;
|align=right|	&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=right|&#039;&#039;&#039;Sum:&#039;&#039;&#039;                               &lt;br /&gt;
|align=right| 51307&lt;br /&gt;
|align=right| 74962&lt;br /&gt;
|align=right| 74962&lt;br /&gt;
|align=right| 74962&lt;br /&gt;
|align=right| 74962&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=right|Next Level:                          &lt;br /&gt;
|align=right| 55000&lt;br /&gt;
|align=right| 78000&lt;br /&gt;
|align=right| 78000&lt;br /&gt;
|align=right| 78000&lt;br /&gt;
|align=right| 78000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Party Cashbook ===&lt;br /&gt;
*[http://spreadsheets.google.com/pub?key=pKcClHu2bd8tiZ_sMQ2ZgXw Spreadsheet ]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Dawn_Council&amp;diff=5640</id>
		<title>Dawn Council</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Dawn_Council&amp;diff=5640"/>
		<updated>2008-02-03T11:48:52Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* Aiken&amp;#039;s Standing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Greyhawk}}&lt;br /&gt;
Basically the social hierarchy of the City of Sasserine. Become a noble of Sasserine and her colonies, such as Farshore. Any mention of Sasserine includes her tributaries (currently none) and colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Government&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;: The Dawn Council favors the Aristocrat NPC class and the Swashbuckler class. Contacts in the affiliation can teach the Duelist prestige class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scope&#039;&#039;&#039;: 11 (multiregional/duchy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 11 (gp limit 40,000, assets 440,000 gp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive powers&#039;&#039;&#039;: Holiday, Law, Mint&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Character level ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Inherent&#039;&#039;&#039; ||| 2&lt;br /&gt;
|-&lt;br /&gt;
|| Hereditary Scion of Sasserine ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||  Hereditary district council ||| +3&lt;br /&gt;
|-&lt;br /&gt;
|| Charisma 13 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; |||  3&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 10 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Knowledge (Local) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 10 or more ranks in Knowledge (Local) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Has the Steadfast Loyalty, Merchant&#039;s Tongue or Academy Graduate regional feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; ||| 3&lt;br /&gt;
|-&lt;br /&gt;
|| Married to someone with an affiliation score of 4 or greater. ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Per 40,000 gp (gp limit) of property in Sasserine or her colonies ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Landowner ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Spends one day/level conducting council affairs or socializing in high society ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||  Works full-time for the council ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| 2&lt;br /&gt;
|-&lt;br /&gt;
|| Win a power struggle against a social equal in the affiliation ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Lose a lot of face in the affiliation ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Exposes a plot to harm Sasserine ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Further City interests ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Sasserine from major setback ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Increase the overall wealth of the city ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Save the city from conquest ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|| Saves the life of a Lord/Lady of Sasserine or one who has a seat on the Dawn Council ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Penalty&#039;&#039;&#039; ||| 0&lt;br /&gt;
|-&lt;br /&gt;
|| Associates with known enemies of Sasserine: current list includes Sea Princes and Scarlet Brotherhood ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Found guilty of minor crime ||| -2&lt;br /&gt;
|-&lt;br /&gt;
||  Strongly suspected of major crime ||| -4&lt;br /&gt;
|-&lt;br /&gt;
||  Found guilty of major crime ||| -8&lt;br /&gt;
|-&lt;br /&gt;
||  Strongly suspected of treason ||| -15&lt;br /&gt;
|-&lt;br /&gt;
||  Found guilty of treason ||| -30&lt;br /&gt;
|}&lt;br /&gt;
 This bonus is not generally applicable to PCs. Does not count for balance purposes.&lt;br /&gt;
&lt;br /&gt;
 Bonus not cumulative with others in the group or with the line above the group.&lt;br /&gt;
&lt;br /&gt;
==== Benefits ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Citizen&#039;&#039;&#039;: no benefits&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;High Citizen&#039;&#039;&#039;: You are considered a valuable citizen of Sasserine. As long as you maintain this status or higher, your crimes will be pardoned in Sasserine. Note that getting convicted makes you lose this standing very quickly. +2 circumstance bonus Gather Information in respectable Sasserine society, +1 leadership score for reputation.&lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Scion of Sasserine&#039;&#039;&#039;: Considered a minor noble. Gain a +2 circumstance bonus on Diplomacy, Gather Information, and Intimidate in Sasserine or when representing Dawn Council interests, +2 leadership score for reputation.&lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;District Councilor&#039;&#039;&#039;: Take a seat on the dawn council; may bear a coat or arms. You and your descendants become Scions of Sasserine in perpetuity. Gain +2 circumstance bonus on Will saves made against enemies of Sasserine, +4 leadership score for reputation.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Lord/Lady of Sasserine&#039;&#039;&#039;: Earn hereditary position as District Council as per the level above. The Dawn Council provides you with a villa and plantation; gain a 500 gp/month income and a +2 bonus to leadership score as a base. Must either spend 1 day a week attending to this business or have a trusted servant do so.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Members===&lt;br /&gt;
==== [[Aiken (character)|Aiken&#039;s]] Standing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Character level ||| +6&lt;br /&gt;
|-&lt;br /&gt;
|| Charisma 13 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Landowner ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 10 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Spends one day/level conducting council affairs or socializing in high society ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Exposes a plot to harm Sasserine (The Lotus and the Dragon)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save the life of Lavina Vanderboren (Bullywyg gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Sasserine from major setback (The Muster of Morach Tor)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Expose plot against Sasserine (Tides of Dread)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Further City interests (Resupply Farshore)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Win a power struggle against a social equal in the affiliation (Farshore election) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Further City interests (Depths of Rage (kobolds)) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Sasserine from major setback (Farshore invasion) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Save Farshore Bonus (spend 5000gp)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Increase the overall wealth of the city (Farshore Invasion) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Further City interests (Barbas)||| +1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; ||| +28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Lady Red (character)|Lady Red&#039;s]] Standing ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Character level ||| +5&lt;br /&gt;
|-&lt;br /&gt;
|| Has the Academy Graduate regional feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Exposes a plot to harm Sasserine (The Lotus and the Dragon)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save the life of Lavinia Vanderboren (Bullywug gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||  Save Sasserine from major setback (The Muster of Morach Tor)||| +2&lt;br /&gt;
|-&lt;br /&gt;
||  Expose plot against Sasserine (Tides of Dread)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Further City interests (Resupply Farshore)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Further City interests (Depths of Rage (kobolds)) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Sasserine from major setback (Farshore invasion) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Increase the overall wealth of the city (Farshore Invasion) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; ||| +18&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Sun_Lodge_(Savage_Tide_Affiliation)&amp;diff=7868</id>
		<title>Sun Lodge (Savage Tide Affiliation)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Sun_Lodge_(Savage_Tide_Affiliation)&amp;diff=7868"/>
		<updated>2008-02-03T11:47:19Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Greyhawk}}&lt;br /&gt;
{{Savage Tide}}&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;: A sun circled by trees. Often symbolized with a single standing stone in a grove. As a badge it is a sun disc or symbol of Pelor surrounded by a wreath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background, Goals, and Dreams&#039;&#039;&#039;: A combination church of Pelor and druid lodge, the Sun Lodge is dedicated to the well-being of the City of Sasserine and to maintaining the city in harmony with nature and nearby tribes. Supported by the Knowlern family and the church of Pelor in the city, the center of the lodge is in Standing Stone Park in the Sunrise district, tough there are numerous other holy sites in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies and Allies&#039;&#039;&#039;: The Sun Lodge opposes irresponsible farming and logging and tries to make sure the concerns of the natives are taken seriously. Still, druids who find the city expands too fast and despoils the wilderness disdain the lodge as too soft, and expansive capitalists find them an obstacle to progress. Despite their otherwise humble demeanor, the Sun Lodge values  gold jewelry and ornamentation, this makes them seem richer than they are and makes them the victims of thieves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secrets&#039;&#039;&#039;: There is a natural conflict between druidic and clerical members of the lodge, which the lodge exists to bridge. Several times in its history the lodge has been very close to breaking apart. The current paladin-priest of Pelor has alienated some of the more radically chaotic members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Classes&#039;&#039;&#039;: Favors clerics and druids, but everyone is welcome. The lodge sponsors the Evangelist prestige class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Temple&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scale&#039;&#039;&#039;: 8, City, outliers, and nearby area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 8. Gp limit 18,800. Assets 150,400.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation Score Criteria&#039;&#039;&#039;: Almost anyone is welcomed at services, but regular membership requires either devotion or charitable work.&lt;br /&gt;
&lt;br /&gt;
=== Advancement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| 7&lt;br /&gt;
|-&lt;br /&gt;
|| Has the [[Student of Nature (Savage Tide feat)|Student of Nature]] feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Knowledge (Nature) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Able to cast &#039;&#039;body of the sun&#039;&#039;, &#039;&#039;fire shield&#039;&#039;, or &#039;&#039;flame strike&#039;&#039;  ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; ||| 3&lt;br /&gt;
|-&lt;br /&gt;
|| Continuously donates 1 day/week to lodge duties or charities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donate 100 gp/level to charity at each equinox or solstice ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Create a public work, such as a statue, park, shrine, or orphanage ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent the lodge from breaking up ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Penalties&#039;&#039;&#039; ||| 3&lt;br /&gt;
|-&lt;br /&gt;
|| Is evil ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Cause strife ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Wanton destruction ||| -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Titles, Benefits, and Duties===&lt;br /&gt;
As you progress in the lodge, you become more and more famous as a keeper of the peace and doer of good deeds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Lay Member&#039;&#039;&#039;: Can attend rituals and apply for charities&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;Initiate&#039;&#039;&#039;: As a recognized charitable worker you get a +2 bonus on Gather Information checks wherever the lodge is known.&lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Flamen&#039;&#039;&#039;: As a respected negotiator of peace, you gain a +2 bonus on Diplomacy and Gather Information checks wherever the lodge is known. You also gain a +2 bonus on Animal Empathy and turn undead checks everywhere.&lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;Gold Flamen&#039;&#039;&#039;: Expected to always dress ostentatiously. As a recognized philanthropist you get a +2 bonus on all Charisma checks and skills, including Animal Empathy and turn undead. You can purchase spell services and mundane goods at 3/4 price from members and sympathizers.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Sun Flamen&#039;&#039;&#039;:  Practically a living saint, you get a +4 bonus on all Charisma checks and skills, including Animal Empathy and turn undead.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Executive Powers&#039;&#039;&#039;: Beatify, harvest, holiday&lt;br /&gt;
&lt;br /&gt;
===Player Members===&lt;br /&gt;
&lt;br /&gt;
==== [[Jennikki (character)|Jenniki&#039;s]] Standing. ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6&lt;br /&gt;
|-&lt;br /&gt;
|| Has the [[Student of Nature (Savage Tide feat)|Student of Nature]] feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Knowledge (Nature) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Able to cast &#039;&#039;body of the sun&#039;&#039; or &#039;&#039;fire shield&#039;&#039;  ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Continuously donates 1 day/week to lodge duties or charities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Stormdancers)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Bullywug Gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Rana Mor) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Initiated cleansing of evil site ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 400 gp at new year&#039;s eve  Year 1 (C.Y. 593) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 700 gp at the Spring Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Dragonhunters) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Fogmire) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war in Mora (Torrents of Dread) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Farshore election) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature (Great Kingdom Exiles &amp;amp; Terror Birds) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Create a public work, such as a statue, park, shrine, or orphanage (Stone Circle at Farshore) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Farshore ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 1000 gp at the Midsummer Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Emrag the Glutton) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Barbas, Mongrel folk) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; |||&#039;&#039;&#039;31&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Cinnamon (character)|Cinnamon&#039;s]] Standing. ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Bullywug Gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Rana Mor) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Initiated cleansing of evil site ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 400 gp at new year&#039;s eve  C.Y. 593 ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 700 gp at the Spring Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Dragonhunters) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Fogmire) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war in Mora (Torrents of Dread) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Farshore election) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature (Great Kingdom Exiles &amp;amp; Terror Birds) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Cult of the Dead) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 1000gp, midsummer festivities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Farshore ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Emrag the Glutton) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Barbas, Mongrel folk) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; ||| &#039;&#039;&#039;27&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Dawn_Council&amp;diff=5639</id>
		<title>Dawn Council</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Dawn_Council&amp;diff=5639"/>
		<updated>2008-02-03T11:46:44Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* Aiken&amp;#039;s Standing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Greyhawk}}&lt;br /&gt;
Basically the social hierarchy of the City of Sasserine. Become a noble of Sasserine and her colonies, such as Farshore. Any mention of Sasserine includes her tributaries (currently none) and colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Government&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;: The Dawn Council favors the Aristocrat NPC class and the Swashbuckler class. Contacts in the affiliation can teach the Duelist prestige class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scope&#039;&#039;&#039;: 11 (multiregional/duchy)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 11 (gp limit 40,000, assets 440,000 gp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive powers&#039;&#039;&#039;: Holiday, Law, Mint&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Character level ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2| &#039;&#039;&#039;Inherent&#039;&#039;&#039; ||| 2&lt;br /&gt;
|-&lt;br /&gt;
|| Hereditary Scion of Sasserine ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||  Hereditary district council ||| +3&lt;br /&gt;
|-&lt;br /&gt;
|| Charisma 13 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; |||  3&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 10 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Knowledge (Local) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 10 or more ranks in Knowledge (Local) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Has the Steadfast Loyalty, Merchant&#039;s Tongue or Academy Graduate regional feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; ||| 3&lt;br /&gt;
|-&lt;br /&gt;
|| Married to someone with an affiliation score of 4 or greater. ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Per 40,000 gp (gp limit) of property in Sasserine or her colonies ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Landowner ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Spends one day/level conducting council affairs or socializing in high society ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||  Works full-time for the council ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| 2&lt;br /&gt;
|-&lt;br /&gt;
|| Win a power struggle against a social equal in the affiliation ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Lose a lot of face in the affiliation ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Exposes a plot to harm Sasserine ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Further City interests ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Sasserine from major setback ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Increase the overall wealth of the city ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Save the city from conquest ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|| Saves the life of a Lord/Lady of Sasserine or one who has a seat on the Dawn Council ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Penalty&#039;&#039;&#039; ||| 0&lt;br /&gt;
|-&lt;br /&gt;
|| Associates with known enemies of Sasserine: current list includes Sea Princes and Scarlet Brotherhood ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Found guilty of minor crime ||| -2&lt;br /&gt;
|-&lt;br /&gt;
||  Strongly suspected of major crime ||| -4&lt;br /&gt;
|-&lt;br /&gt;
||  Found guilty of major crime ||| -8&lt;br /&gt;
|-&lt;br /&gt;
||  Strongly suspected of treason ||| -15&lt;br /&gt;
|-&lt;br /&gt;
||  Found guilty of treason ||| -30&lt;br /&gt;
|}&lt;br /&gt;
 This bonus is not generally applicable to PCs. Does not count for balance purposes.&lt;br /&gt;
&lt;br /&gt;
 Bonus not cumulative with others in the group or with the line above the group.&lt;br /&gt;
&lt;br /&gt;
==== Benefits ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Citizen&#039;&#039;&#039;: no benefits&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;High Citizen&#039;&#039;&#039;: You are considered a valuable citizen of Sasserine. As long as you maintain this status or higher, your crimes will be pardoned in Sasserine. Note that getting convicted makes you lose this standing very quickly. +2 circumstance bonus Gather Information in respectable Sasserine society, +1 leadership score for reputation.&lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Scion of Sasserine&#039;&#039;&#039;: Considered a minor noble. Gain a +2 circumstance bonus on Diplomacy, Gather Information, and Intimidate in Sasserine or when representing Dawn Council interests, +2 leadership score for reputation.&lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;District Councilor&#039;&#039;&#039;: Take a seat on the dawn council; may bear a coat or arms. You and your descendants become Scions of Sasserine in perpetuity. Gain +2 circumstance bonus on Will saves made against enemies of Sasserine, +4 leadership score for reputation.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Lord/Lady of Sasserine&#039;&#039;&#039;: Earn hereditary position as District Council as per the level above. The Dawn Council provides you with a villa and plantation; gain a 500 gp/month income and a +2 bonus to leadership score as a base. Must either spend 1 day a week attending to this business or have a trusted servant do so.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player Members===&lt;br /&gt;
==== [[Aiken (character)|Aiken&#039;s]] Standing ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Character level ||| +6&lt;br /&gt;
|-&lt;br /&gt;
|| Charisma 13 or higher ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Landowner ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 10 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Spends one day/level conducting council affairs or socializing in high society ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Exposes a plot to harm Sasserine (The Lotus and the Dragon)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save the life of Lavina Vanderboren (Bullywyg gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Sasserine from major setback (The Muster of Morach Tor)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Expose plot against Sasserine (Tides of Dread)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Further City interests (Resupply Farshore)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Win a power struggle against a social equal in the affiliation (Farshore election) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Further City interests (Depths of Rage (kobolds)) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Sasserine from major setback (Farshore invasion) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Increase the overall wealth of the city (Farshore Invasion) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Further City interests (Barbas)||| +1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; ||| +22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Lady Red (character)|Lady Red&#039;s]] Standing ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Character level ||| +5&lt;br /&gt;
|-&lt;br /&gt;
|| Has the Academy Graduate regional feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Exposes a plot to harm Sasserine (The Lotus and the Dragon)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save the life of Lavinia Vanderboren (Bullywug gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||  Save Sasserine from major setback (The Muster of Morach Tor)||| +2&lt;br /&gt;
|-&lt;br /&gt;
||  Expose plot against Sasserine (Tides of Dread)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Further City interests (Resupply Farshore)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Further City interests (Depths of Rage (kobolds)) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Sasserine from major setback (Farshore invasion) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Increase the overall wealth of the city (Farshore Invasion) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; ||| +18&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Azure_Cathedral&amp;diff=5267</id>
		<title>Azure Cathedral</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Azure_Cathedral&amp;diff=5267"/>
		<updated>2008-02-03T11:11:30Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Greyhawk}}{{tocright}}&lt;br /&gt;
An affiliation for whalers, seamen and others who make their livelihood from the waters around the Azure sea and Nyv Dyr. There is a church, but it is a church that the gods and their clerics really didn&#039;t work to build. Seafaring lay people demanded that the churches of Procan, Osprem and Xerbo bury the hatchet and provide services to all seafarers, and the churches somewhat reluctantly agreed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;: A three-pointed azure trident. The points can be said to represent the three gods venerated by the church, or the three neighbors of the Azure Sea - Wooly Bay, Gulf of Gernat, and the Relmor Bay, as this is where the cult originated. The trident is used as the sacred weapon and holy symbol of by clerics deriving their power form the whole church.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background, Goals, and Dreams&#039;&#039;&#039;: The Azure Cathedral exists to provide services to sailors and fishermen. They dream of a sea where mariners can travel safely and in peace - yet they know this dream is impossible to achieve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies and Allies&#039;&#039;&#039;: The sea holds its own beauty and its own terrors. The Azure Cathedral does not concern itself much with the politics of land, but seeks to being people in harmony with the sea. There is a freedom and tranquility there, away from the conflicts of people. Yet, there are also dangers, and piracy and sea monsters are a constant threat. The Azure Cathedral is a staunch enemy of the Scarlet Corsairs and the various evil cults and races of the sea, such as Sahuagin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secrets&#039;&#039;&#039;: The three deities don&#039;t really get along well. Osprem is easy enough to deal with, but Procan&#039;s temper is as mercurial as the weather and Xerbo has a moody streak. Yet the three gods represent three common faces of the Azure sea - the calm and beautiful, the sudden storm, and the mysterious depths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;: The Azure Cathedral sponsors the Legendary Captain and Leviathan Hunter prestige classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Temple&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scale&#039;&#039;&#039;: 13 (Azure Sea, Densac Gulf, and neighboring waters)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 11 (Golf piece limit 42,000, assets 462,000 gp) The Azure Cathedral has high earnings, but it lacks dues of any kind and likes to overspend on parties and fine churches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation Score Criteria&#039;&#039;&#039;: The affiliation has an informal ranking system. Clerics of the sea gods tend to be ranking members, as do experienced sea captains, but sometimes a seemingly insignificant sailor can reach a position of prominence based on superstitious rumors of strange adventures.&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Effective character level. ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|Acquired ||| 6&lt;br /&gt;
|-&lt;br /&gt;
||Profession (Sailor) 5 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Balance, Climb, Swim, or Rope Use 5 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Balance, Climb, Swim, Profession (Sailor), or Rope Use 10 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Legendary Captain or Cleric of one or more of the Azure Cathedral patrons ||| +2&lt;br /&gt;
|-&lt;br /&gt;
||Old Salt, [[Sail Monkey (Savage Tide feat)|Sail Monkey]], or Sea Legs feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Has visible scars from a whipping or battle at sea ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|Work ||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Be a ship&#039;s officer or shipowner ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Captain a ship (replaces line above)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Practice the lore of the sea; get tattoos, talismans, and charms. No whistling aboard the ship, celebrate the passing of the meridian etc. Respect the omens of the sea. ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Make a habit of living the high life in port, then return to sea when the money runs out ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|Adventure||| 4&lt;br /&gt;
|-&lt;br /&gt;
|| Survive a sighting of a sea monster (CR +5 or more) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Sail a sea you never sailed before (including new parts of the Azure sea) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Harpoon your first whale ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save marooned or shipwrecked sailors ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Survive a shipwreck ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Clear a sea area of monsters and pirates ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Clear the Azure Sea of monsters and pirates, and keep it clean for a year ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|Penalties||| 0&lt;br /&gt;
|-&lt;br /&gt;
|| Aiding or abetting pirates  ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Spurning the wisdom of the sea; refusing to hold/participate in a ritual of luck or initiation ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Allowing ship morale to deteriorate by too hard or too soft discipline or by spreading dissent||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Abandoning faithful sailors to die by accident (such as losing a man overboard) ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Abandoning faithful sailors to die by design ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Lead a ship astray, for example by false charts or signals ||| -2&lt;br /&gt;
|-&lt;br /&gt;
|| Sinking and abandoning a ship with hands remaining on board to die ||| -8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
The church offers some perks, most of which are trade secrets and simple charms that give benefits at sea.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Landlubber&#039;&#039;&#039;: No benefits. Has a hard time being accepted among sailors.&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;Sailor&#039;&#039;&#039;: +2 affiliation bonus to Profession (sailor) checks. Can find a ship to take you on as crew with a Profession (sailor) roll. A roll of 10 turns up a ship to a major port, 15 finds a ship to a minor port, and 20 a small port or cove. Ports are always in the right general direction. One roll per hour; a small harbor allows only one roll, while a large one allows one roll per pier or section in the harbor. This allows you to earn money instead of spending money on voyages.&lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Old Salt&#039;&#039;&#039;: +2 affiliation bonus to Spot, Profession (sailor) and Rope Use checks. &lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;Seafarer&#039;&#039;&#039;: +2 affiliation bonus to Appraise, Balance, Climb, Craft (carpentry and sewing), Intimidate, Knowledge (nature and geography) checks.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Azure Legend&#039;&#039;&#039;: Use &#039;&#039;control weather&#039;&#039; as a spell-like ability once per month, with a caster level of affiliation score/2. Must make a pledge to the azure pantheon to use the power and fulfill the pledge before it can be used again. The pledge must be a promise of sacrifice of treasure worth a minimum of 2,000 gp or a specific adventure significant enough to increase affiliation score. Legends are full of members being late with this, then repenting in the face of some terrible storm.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Executive Powers&#039;&#039;&#039;: Holiday, Raid, Trade.&lt;br /&gt;
&lt;br /&gt;
===Player Standings===&lt;br /&gt;
==== Peter Blood ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Effective character level. ||| +5&lt;br /&gt;
|-&lt;br /&gt;
||Profession (Sailor) 5 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Balance, Climb, Swim, or Rope Use 5 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Balance, Climb, Swim, Profession (Sailor), or Rope Use 10 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Has visible scars from a whipping or battle at sea ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Practice the lore of the sea; get tattoos, talismans, and charms. No whistling aboard the ship, celebrate the passing of the meridian etc. Respect the omens of the sea. ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Captain a ship (replaces line above)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Sail a sea you never sailed before (including new parts of the Azure sea): Jeklea Bay, Azure Sea, Densac Gulf, Vohun Ocean, Sea of Dread ||| +5&lt;br /&gt;
|-&lt;br /&gt;
||Defeat Sea Monster (Mother of All)|||+1&lt;br /&gt;
|-&lt;br /&gt;
|| Survive a sighting of a sea monster (Emrag) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Survive a shipwreck ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Aiding or abetting pirates  ||| -1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Giant eels at wreck)||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Save Marroned Sailors (the march home) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Korpus in Torrents of Dread)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Korpus at Wreck)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Farshore round 1)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Farshore round 2)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Clear a sea area of monsters and pirates (Emrag the Glutton)||| +2&lt;br /&gt;
|-&lt;br /&gt;
|align=right|&#039;&#039;&#039;Sum&#039;&#039;&#039;: ||| +27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Jennikki ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Effective character level. ||| +5&lt;br /&gt;
|-&lt;br /&gt;
|| Aiding or abetting pirates  ||| -1&lt;br /&gt;
|-&lt;br /&gt;
||Balance, Climb, Swim, or Rope Use 5 ranks ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Sail a sea you never sailed before (including new parts of the Azure sea): Jeklea Bay, Azure Sea, Densac Gulf, Vohun Ocean, Sea of Dread ||| +5&lt;br /&gt;
|-&lt;br /&gt;
||Defeat Sea Monster (Mother of All)|||+1&lt;br /&gt;
|-&lt;br /&gt;
|| Survive a sighting of a sea monster (Emrag) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Survive a shipwreck ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Giant eels at wreck)||| +1&lt;br /&gt;
|-&lt;br /&gt;
||Save Marooned Sailors (the march home) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Korpus in Torrents of Dread)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Korpus at Wreck)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Defeat sea monsters or pirates (Farshore round 2)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Clear a sea area of monsters and pirates (Emrag the Glutton)||| +2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|align=right|&#039;&#039;&#039;Sum&#039;&#039;&#039;: ||| +21&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Sun_Lodge_(Savage_Tide_Affiliation)&amp;diff=7867</id>
		<title>Sun Lodge (Savage Tide Affiliation)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Sun_Lodge_(Savage_Tide_Affiliation)&amp;diff=7867"/>
		<updated>2008-02-03T11:06:43Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Greyhawk}}&lt;br /&gt;
{{Savage Tide}}&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;: A sun circled by trees. Often symbolized with a single standing stone in a grove. As a badge it is a sun disc or symbol of Pelor surrounded by a wreath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background, Goals, and Dreams&#039;&#039;&#039;: A combination church of Pelor and druid lodge, the Sun Lodge is dedicated to the well-being of the City of Sasserine and to maintaining the city in harmony with nature and nearby tribes. Supported by the Knowlern family and the church of Pelor in the city, the center of the lodge is in Standing Stone Park in the Sunrise district, tough there are numerous other holy sites in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies and Allies&#039;&#039;&#039;: The Sun Lodge opposes irresponsible farming and logging and tries to make sure the concerns of the natives are taken seriously. Still, druids who find the city expands too fast and despoils the wilderness disdain the lodge as too soft, and expansive capitalists find them an obstacle to progress. Despite their otherwise humble demeanor, the Sun Lodge values  gold jewelry and ornamentation, this makes them seem richer than they are and makes them the victims of thieves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secrets&#039;&#039;&#039;: There is a natural conflict between druidic and clerical members of the lodge, which the lodge exists to bridge. Several times in its history the lodge has been very close to breaking apart. The current paladin-priest of Pelor has alienated some of the more radically chaotic members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Classes&#039;&#039;&#039;: Favors clerics and druids, but everyone is welcome. The lodge sponsors the Evangelist prestige class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Temple&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scale&#039;&#039;&#039;: 8, City, outliers, and nearby area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 8. Gp limit 18,800. Assets 150,400.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation Score Criteria&#039;&#039;&#039;: Almost anyone is welcomed at services, but regular membership requires either devotion or charitable work.&lt;br /&gt;
&lt;br /&gt;
=== Advancement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| 7&lt;br /&gt;
|-&lt;br /&gt;
|| Has the [[Student of Nature (Savage Tide feat)|Student of Nature]] feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Knowledge (Nature) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Able to cast &#039;&#039;body of the sun&#039;&#039;, &#039;&#039;fire shield&#039;&#039;, or &#039;&#039;flame strike&#039;&#039;  ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; ||| 3&lt;br /&gt;
|-&lt;br /&gt;
|| Continuously donates 1 day/week to lodge duties or charities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donate 100 gp/level to charity at each equinox or solstice ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Create a public work, such as a statue, park, shrine, or orphanage ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent the lodge from breaking up ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Penalties&#039;&#039;&#039; ||| 3&lt;br /&gt;
|-&lt;br /&gt;
|| Is evil ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Cause strife ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Wanton destruction ||| -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Titles, Benefits, and Duties===&lt;br /&gt;
As you progress in the lodge, you become more and more famous as a keeper of the peace and doer of good deeds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Lay Member&#039;&#039;&#039;: Can attend rituals and apply for charities&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;Initiate&#039;&#039;&#039;: As a recognized charitable worker you get a +2 bonus on Gather Information checks wherever the lodge is known.&lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Flamen&#039;&#039;&#039;: As a respected negotiator of peace, you gain a +2 bonus on Diplomacy and Gather Information checks wherever the lodge is known. You also gain a +2 bonus on Animal Empathy and turn undead checks everywhere.&lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;Gold Flamen&#039;&#039;&#039;: Expected to always dress ostentatiously. As a recognized philanthropist you get a +2 bonus on all Charisma checks and skills, including Animal Empathy and turn undead. You can purchase spell services and mundane goods at 3/4 price from members and sympathizers.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Sun Flamen&#039;&#039;&#039;:  Practically a living saint, you get a +4 bonus on all Charisma checks and skills, including Animal Empathy and turn undead.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Executive Powers&#039;&#039;&#039;: Beatify, harvest, holiday&lt;br /&gt;
&lt;br /&gt;
===Player Members===&lt;br /&gt;
&lt;br /&gt;
==== [[Jennikki (character)|Jenniki&#039;s]] Standing. ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6&lt;br /&gt;
|-&lt;br /&gt;
|| Has the [[Student of Nature (Savage Tide feat)|Student of Nature]] feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Knowledge (Nature) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Able to cast &#039;&#039;body of the sun&#039;&#039; or &#039;&#039;fire shield&#039;&#039;  ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Continuously donates 1 day/week to lodge duties or charities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Stormdancers)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Bullywug Gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Rana Mor) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Initiated cleansing of evil site ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 400 gp at new year&#039;s eve  Year 1 (C.Y. 593) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 700 gp at the Spring Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Dragonhunters) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Fogmire) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war in Mora (Torrents of Dread) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Farshore election) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature (Great Kingdom Exiles &amp;amp; Terror Birds) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Create a public work, such as a statue, park, shrine, or orphanage (Stone Circle at Farshore) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Farshore ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 1000 gp at the Midsummer Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Emrag the Glutton) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; |||&#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Cinnamon (character)|Cinnamon&#039;s]] Standing. ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Bullywug Gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Rana Mor) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Initiated cleansing of evil site ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 400 gp at new year&#039;s eve  C.Y. 593 ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 700 gp at the Spring Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Dragonhunters) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Fogmire) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war in Mora (Torrents of Dread) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Farshore election) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature (Great Kingdom Exiles &amp;amp; Terror Birds) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Cult of the Dead) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 1000gp, midsummer festivities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Farshore ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Emrag the Glutton) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; ||| &#039;&#039;&#039;26&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Player_Characters_(Savage_Tide)&amp;diff=67898</id>
		<title>Player Characters (Savage Tide)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Player_Characters_(Savage_Tide)&amp;diff=67898"/>
		<updated>2008-02-03T11:00:00Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* XP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Savage Tide}}&lt;br /&gt;
=== Characters ===&lt;br /&gt;
* [[Lady Red (character)|Lady Red]], Human Wizard, Incantatrix&lt;br /&gt;
* [[Cinnamon (character)|Cinnamon]], Aerie Sorcerer, Spell Dancer&lt;br /&gt;
* [[Jennikki (character)|Jennikki]], Human Druid&lt;br /&gt;
* [[Aiken (character)|Aiken]], Half-elf Battle Domain Sorcerer, Swashbuckler&lt;br /&gt;
* [[Peter Blood (character)|Peter Blood]], Human Ranger&lt;br /&gt;
&lt;br /&gt;
=== XP ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Scenario&#039;&#039;&#039;|||&#039;&#039;&#039;Date&#039;&#039;&#039;|||&#039;&#039;&#039;Lady Red&#039;&#039;&#039;|||&#039;&#039;&#039;Cinnamon&#039;&#039;&#039;|||&#039;&#039;&#039;Jennikki&#039;&#039;&#039; |||&#039;&#039;&#039;Aiken&#039;&#039;&#039;|||&#039;&#039;&#039;Peter Blood&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Bogged Down 1            ||| 2007-01-06 ||align=right|   270 ||align=right|   270 ||align=right|   270 ||align=right|   270 ||align=right|  270&lt;br /&gt;
|-&lt;br /&gt;
|| Bogged Down 2            ||| 2007-01-13 ||align=right|   533 ||align=right|   533 ||align=right|   533 ||align=right|   533 ||align=right|  533&lt;br /&gt;
|-&lt;br /&gt;
|| There is no Honor        ||| 2007-01-20 ||align=right|   450 ||align=right|   450 ||align=right|   450 ||align=right|   450 ||align=right|  450&lt;br /&gt;
|-&lt;br /&gt;
|| Box full of Flumph       ||| 2007-01-27 ||align=right|   525 ||align=right|   525 ||align=right|   525 ||align=right|   525 ||align=right|  525&lt;br /&gt;
|-&lt;br /&gt;
|| Under Parrot Island      ||| 2007-02-03 ||align=right|     - ||align=right|   544 ||align=right|   544 ||align=right|   544 ||align=right|  544&lt;br /&gt;
|-&lt;br /&gt;
|| The Lotus and the Dragon ||| 2007-02-10 ||align=right|  1440 ||align=right|  1440 ||align=right|  1440 ||align=right|  1440 ||align=right| 1440&lt;br /&gt;
|-&lt;br /&gt;
|| Funeral Procession       ||| 2007-02-18 ||align=right|   750 ||align=right|   750 ||align=right|   750 ||align=right|   750 ||align=right|  750&lt;br /&gt;
|-&lt;br /&gt;
|| The Killing Floor        ||| 2007-02-24 ||align=right|   375 ||align=right|   375 ||align=right|  375  ||align=right|   375 ||align=right|  375&lt;br /&gt;
|-&lt;br /&gt;
|| The Excavation           ||| 2007-02-24 ||align=right|   270 ||align=right|   270 ||align=right|   270 ||align=right|   270 ||align=right|  270&lt;br /&gt;
|-&lt;br /&gt;
|| Storm Dancers            ||| 2007-03-03 ||align=right|  1005 ||align=right|  1005 ||align=right|  1005 ||align=right|  1005 ||align=right| 1005&lt;br /&gt;
|-&lt;br /&gt;
|| Mad Monkeys              ||| 2007-03-10 ||align=right|   960 ||align=right|   720 ||align=right|   720 ||align=right|   720 ||align=right|  720&lt;br /&gt;
|-&lt;br /&gt;
|| Cracken&#039;s Cowe           ||| 2007-03-10 ||align=right|  1460 ||align=right|  1460 ||align=right|  1460 ||align=right|  1460 ||align=right| 1460&lt;br /&gt;
|-&lt;br /&gt;
|| Bullywug Gambit          ||| 2007-03-17 ||align=right|  1330 ||align=right|  1330 ||align=right|  1330 ||align=right|  1330 ||align=right| 1330&lt;br /&gt;
|-&lt;br /&gt;
|| Into the Evermoors       ||| 2007-03-24 ||align=right|   744 ||align=right|   620 ||align=right|   620 ||align=right|   620 ||align=right|  620&lt;br /&gt;
|-&lt;br /&gt;
|| Mines of Baeniff Tor     ||| 2007-03-31 ||align=right|   653 ||align=right|   544 ||align=right|   544 ||align=right|   544 ||align=right|  544&lt;br /&gt;
|-&lt;br /&gt;
|| Siege of Nesmé           ||| 2007-03-31 ||align=right|   641 ||align=right|   570 ||align=right|   570 ||align=right|   570 ||align=right|  570&lt;br /&gt;
|-&lt;br /&gt;
|| The Sea-Wyverns Wake     ||| 2007-04-14 ||align=right|   594 ||align=right|   594 ||align=right|   594 ||align=right|   594 ||align=right|  594&lt;br /&gt;
|-&lt;br /&gt;
|| Life on the Ocean Waves  ||| 2007-05-05 ||align=right|  1725 ||align=right|  1725 ||align=right|     - ||align=right|  1725 ||align=right| 1725&lt;br /&gt;
|-&lt;br /&gt;
|| Rowyn&#039;s Revenge  ||| 2007-05-12 ||align=right|  900||align=right|  900 ||align=right| 1080 ||align=right|  900||align=right| 900&lt;br /&gt;
|-&lt;br /&gt;
|| Tamoachan  ||| 2007-05-12 ||align=right|  1125 ||align=right|  1125 ||align=right|    1350 ||align=right|  1125||align=right| 1125&lt;br /&gt;
|-&lt;br /&gt;
|| Hydra ||| 2007-06-02 ||align=right|  800 ||align=right|  800 ||align=right|    960 ||align=right|  800 ||align=right| -&lt;br /&gt;
|-&lt;br /&gt;
|| Starchaser ||| 2007-06-02 ||align=right|  600 ||align=right|  600 ||align=right|    720 ||align=right|  600 ||align=right| -&lt;br /&gt;
|-&lt;br /&gt;
|| The Temple and the Tiger ||| 2007-06-09 ||align=right|  - ||align=right|  1620 ||align=right| 1944   ||align=right|  1620 ||align=right| 1944&lt;br /&gt;
|-&lt;br /&gt;
|| Rana Mor ||| 2007-06-16 ||align=right|  - ||align=right|  2850 ||align=right| 3420 ||align=right|  2850 ||align=right| 3420&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|| Dragonhunters || 2007-06-30 || align=right|  2498 ||align=right|  2082 ||align=right| 2228 ||align=right|  2082 ||align=right| 2498&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Journey&#039;s End &lt;br /&gt;
| 2007-07-07 &lt;br /&gt;
|align=right|  2520 &lt;br /&gt;
|align=right|  2100 &lt;br /&gt;
|align=right| 2100 &lt;br /&gt;
|align=right|  2100 &lt;br /&gt;
|align=right| 2190 &lt;br /&gt;
|-&lt;br /&gt;
|Here There Be Monsters &lt;br /&gt;
| 2007-08-04 &lt;br /&gt;
|align=right|1680&lt;br /&gt;
|align=right|1400&lt;br /&gt;
|align=right|1400&lt;br /&gt;
|align=right|1400&lt;br /&gt;
|align=right|1400&lt;br /&gt;
|-&lt;br /&gt;
|Dark Mountain Pass&lt;br /&gt;
| 2007-08-11&lt;br /&gt;
|align=right|2100&lt;br /&gt;
|align=right|1750&lt;br /&gt;
|align=right|1750&lt;br /&gt;
|align=right|1750&lt;br /&gt;
|align=right|1750&lt;br /&gt;
|-&lt;br /&gt;
|Fog Mire&lt;br /&gt;
| 2007-08-18&lt;br /&gt;
|align=right|2208&lt;br /&gt;
|align=right|1840&lt;br /&gt;
|align=right|1840&lt;br /&gt;
|align=right|1840&lt;br /&gt;
|align=right|1840&lt;br /&gt;
|Abyss land claim on the way to Farshore&lt;br /&gt;
|-&lt;br /&gt;
|Shrine to Demorgorgon&lt;br /&gt;
| 2007-08-25&lt;br /&gt;
|align=right|1800&lt;br /&gt;
|align=right|1500&lt;br /&gt;
|align=right|1500&lt;br /&gt;
|align=right|1500&lt;br /&gt;
|align=right|1500&lt;br /&gt;
|Fog Mire II&lt;br /&gt;
|-&lt;br /&gt;
|Torrents of Dread&lt;br /&gt;
| 2007-09-01&lt;br /&gt;
|align=right|2214&lt;br /&gt;
|align=right|1845&lt;br /&gt;
|align=right|1845&lt;br /&gt;
|align=right|1845&lt;br /&gt;
|align=right|1845&lt;br /&gt;
|-&lt;br /&gt;
|Zotzilaha&#039;s Wrath&lt;br /&gt;
| 2007-09-08&lt;br /&gt;
|align=right|1860&lt;br /&gt;
|align=right|1550&lt;br /&gt;
|align=right|1550&lt;br /&gt;
|align=right|1152&lt;br /&gt;
|align=right|1150&lt;br /&gt;
|-&lt;br /&gt;
|Trip to the Tar Pits&lt;br /&gt;
| 2007-09-22&lt;br /&gt;
|align=right|2640&lt;br /&gt;
|align=right|2200&lt;br /&gt;
|align=right|2200&lt;br /&gt;
|align=right|2598&lt;br /&gt;
|align=right|0&lt;br /&gt;
|-&lt;br /&gt;
|Permanency&lt;br /&gt;
|2007-09-29&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|-1500&lt;br /&gt;
|align=right|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaiming the Wyvern&lt;br /&gt;
|2007-09-29&lt;br /&gt;
|align=right|900&lt;br /&gt;
|align=right|750&lt;br /&gt;
|align=right|750&lt;br /&gt;
|align=right|900&lt;br /&gt;
|align=right|900&lt;br /&gt;
|-&lt;br /&gt;
|Spell Cost&lt;br /&gt;
|2007-10-06&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|-200&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|&lt;br /&gt;
|-&lt;br /&gt;
|Depth of Rage&lt;br /&gt;
|2007-10-06&lt;br /&gt;
|align=right|1140&lt;br /&gt;
|align=right|950&lt;br /&gt;
|align=right|1140&lt;br /&gt;
|align=right|1140&lt;br /&gt;
|align=right|1140&lt;br /&gt;
|Kobold Kolony&lt;br /&gt;
|-&lt;br /&gt;
|Depth of Rage&lt;br /&gt;
|2007-10-13&lt;br /&gt;
|align=right|3552&lt;br /&gt;
|align=right|2960	&lt;br /&gt;
|align=right|2970	&lt;br /&gt;
|align=right|3552&lt;br /&gt;
|align=right|3552&lt;br /&gt;
|-&lt;br /&gt;
|Depth of Rage&lt;br /&gt;
|2007-10-13&lt;br /&gt;
|align=right|1188&lt;br /&gt;
|align=right|990&lt;br /&gt;
|align=right|990&lt;br /&gt;
|align=right|1188&lt;br /&gt;
|align=right|1188&lt;br /&gt;
|-&lt;br /&gt;
|Defending Farshore I&lt;br /&gt;
|2007-10-20&lt;br /&gt;
|align=right|5237&lt;br /&gt;
|align=right|5150&lt;br /&gt;
|align=right|5150&lt;br /&gt;
|align=right|5520&lt;br /&gt;
|align=right|6180&lt;br /&gt;
|-&lt;br /&gt;
|Defending Farshore II&lt;br /&gt;
|2007-10-27&lt;br /&gt;
|align=right|-2000&amp;lt;br&amp;gt;4620&lt;br /&gt;
|align=right|3850&lt;br /&gt;
|align=right|3850&lt;br /&gt;
|align=right|3850&lt;br /&gt;
|align=right|	&lt;br /&gt;
|-&lt;br /&gt;
|Scuttlecove&lt;br /&gt;
|2007-11-17&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|-152&amp;lt;br&amp;gt;2827&lt;br /&gt;
|align=right|-720&amp;lt;br&amp;gt;3210&lt;br /&gt;
|align=right|2675&lt;br /&gt;
|align=right|3210&lt;br /&gt;
|-&lt;br /&gt;
|Porfyri Horror&lt;br /&gt;
|2007-11-24&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	2900&lt;br /&gt;
|align=right|	3085&lt;br /&gt;
|align=right|	2900&lt;br /&gt;
|align=right|	3480&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|2007-12-01&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	3550	&lt;br /&gt;
|align=right|	3950	&lt;br /&gt;
|align=right|	3550	&lt;br /&gt;
|align=right|	4260&lt;br /&gt;
|-&lt;br /&gt;
|Emrag the Glutton&lt;br /&gt;
|2007-12-08&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	2760	&lt;br /&gt;
|align=right|	-400&amp;lt;br&amp;gt;3160&lt;br /&gt;
|align=right|	-1200&amp;lt;br&amp;gt;3312&lt;br /&gt;
|align=right|	-1040&amp;lt;br&amp;gt;3312&lt;br /&gt;
|-&lt;br /&gt;
|Cerulean Curtain&lt;br /&gt;
|2007-12-15&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	1040&lt;br /&gt;
|align=right|	1040&lt;br /&gt;
|align=right|	1248&lt;br /&gt;
|align=right|	1248&lt;br /&gt;
|-&lt;br /&gt;
|Barbas&lt;br /&gt;
|2008-01-05&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	1100&lt;br /&gt;
|align=right|	1100&lt;br /&gt;
|align=right|	1320&lt;br /&gt;
|align=right|	1320&lt;br /&gt;
|Mongrel Folk Village, Aboleth&lt;br /&gt;
|-&lt;br /&gt;
|Golis Morga&lt;br /&gt;
|2008-01-12&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	2500&lt;br /&gt;
|align=right|	2500&lt;br /&gt;
|align=right|	2720&lt;br /&gt;
|align=right|	3000&lt;br /&gt;
|Underground Korpus City&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|2008-01-19&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	-400&lt;br /&gt;
|align=right|	-560&lt;br /&gt;
|align=right|	-580&lt;br /&gt;
|align=right|	&lt;br /&gt;
|-&lt;br /&gt;
|Welcome to Thanaclan&lt;br /&gt;
|2008-01-19&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	2500&lt;br /&gt;
|align=right|	2660&lt;br /&gt;
|align=right|   2680&lt;br /&gt;
|align=right|	3000&lt;br /&gt;
|Arriving at crater, meetin lizardmen demonhunters, attaced by infiltrating demons&lt;br /&gt;
|-&lt;br /&gt;
|Mantru&lt;br /&gt;
|2008-01-26&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	3800&lt;br /&gt;
|align=right|	3800&lt;br /&gt;
|align=right|	3800&lt;br /&gt;
|align=right|	4525&lt;br /&gt;
|Abandoned willage, ghost of priest, battle outside the gates in the water.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|2008-00-00&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	&lt;br /&gt;
|align=right|	&lt;br /&gt;
|align=right|	&lt;br /&gt;
|align=right|	&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=right|&#039;&#039;&#039;Sum:&#039;&#039;&#039;                               &lt;br /&gt;
|align=right| 51307&lt;br /&gt;
|align=right| 74962&lt;br /&gt;
|align=right| 74962&lt;br /&gt;
|align=right| 74962&lt;br /&gt;
|align=right| 74962&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=right|Next Level:                          &lt;br /&gt;
|align=right| 55000&lt;br /&gt;
|align=right| 78000&lt;br /&gt;
|align=right| 78000&lt;br /&gt;
|align=right| 78000&lt;br /&gt;
|align=right| 78000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Party Cashbook ===&lt;br /&gt;
*[http://spreadsheets.google.com/pub?key=pKcClHu2bd8tiZ_sMQ2ZgXw Spreadsheet ]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Sun_Lodge_(Savage_Tide_Affiliation)&amp;diff=7866</id>
		<title>Sun Lodge (Savage Tide Affiliation)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Sun_Lodge_(Savage_Tide_Affiliation)&amp;diff=7866"/>
		<updated>2008-02-03T10:46:25Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* Cinnamon&amp;#039;s Standing. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Greyhawk}}&lt;br /&gt;
{{Savage Tide}}&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;: A sun circled by trees. Often symbolized with a single standing stone in a grove. As a badge it is a sun disc or symbol of Pelor surrounded by a wreath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background, Goals, and Dreams&#039;&#039;&#039;: A combination church of Pelor and druid lodge, the Sun Lodge is dedicated to the well-being of the City of Sasserine and to maintaining the city in harmony with nature and nearby tribes. Supported by the Knowlern family and the church of Pelor in the city, the center of the lodge is in Standing Stone Park in the Sunrise district, tough there are numerous other holy sites in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies and Allies&#039;&#039;&#039;: The Sun Lodge opposes irresponsible farming and logging and tries to make sure the concerns of the natives are taken seriously. Still, druids who find the city expands too fast and despoils the wilderness disdain the lodge as too soft, and expansive capitalists find them an obstacle to progress. Despite their otherwise humble demeanor, the Sun Lodge values  gold jewelry and ornamentation, this makes them seem richer than they are and makes them the victims of thieves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secrets&#039;&#039;&#039;: There is a natural conflict between druidic and clerical members of the lodge, which the lodge exists to bridge. Several times in its history the lodge has been very close to breaking apart. The current paladin-priest of Pelor has alienated some of the more radically chaotic members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Classes&#039;&#039;&#039;: Favors clerics and druids, but everyone is welcome. The lodge sponsors the Evangelist prestige class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Temple&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scale&#039;&#039;&#039;: 8, City, outliers, and nearby area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 8. Gp limit 18,800. Assets 150,400.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation Score Criteria&#039;&#039;&#039;: Almost anyone is welcomed at services, but regular membership requires either devotion or charitable work.&lt;br /&gt;
&lt;br /&gt;
=== Advancement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| 7&lt;br /&gt;
|-&lt;br /&gt;
|| Has the [[Student of Nature (Savage Tide feat)|Student of Nature]] feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Knowledge (Nature) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Able to cast &#039;&#039;body of the sun&#039;&#039;, &#039;&#039;fire shield&#039;&#039;, or &#039;&#039;flame strike&#039;&#039;  ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; ||| 3&lt;br /&gt;
|-&lt;br /&gt;
|| Continuously donates 1 day/week to lodge duties or charities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donate 100 gp/level to charity at each equinox or solstice ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Create a public work, such as a statue, park, shrine, or orphanage ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent the lodge from breaking up ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Penalties&#039;&#039;&#039; ||| 3&lt;br /&gt;
|-&lt;br /&gt;
|| Is evil ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Cause strife ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Wanton destruction ||| -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Titles, Benefits, and Duties===&lt;br /&gt;
As you progress in the lodge, you become more and more famous as a keeper of the peace and doer of good deeds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Lay Member&#039;&#039;&#039;: Can attend rituals and apply for charities&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;Initiate&#039;&#039;&#039;: As a recognized charitable worker you get a +2 bonus on Gather Information checks wherever the lodge is known.&lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Flamen&#039;&#039;&#039;: As a respected negotiator of peace, you gain a +2 bonus on Diplomacy and Gather Information checks wherever the lodge is known. You also gain a +2 bonus on Animal Empathy and turn undead checks everywhere.&lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;Gold Flamen&#039;&#039;&#039;: Expected to always dress ostentatiously. As a recognized philanthropist you get a +2 bonus on all Charisma checks and skills, including Animal Empathy and turn undead. You can purchase spell services and mundane goods at 3/4 price from members and sympathizers.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Sun Flamen&#039;&#039;&#039;:  Practically a living saint, you get a +4 bonus on all Charisma checks and skills, including Animal Empathy and turn undead.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Executive Powers&#039;&#039;&#039;: Beatify, harvest, holiday&lt;br /&gt;
&lt;br /&gt;
===Player Members===&lt;br /&gt;
&lt;br /&gt;
==== [[Jennikki (character)|Jenniki&#039;s]] Standing. ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6&lt;br /&gt;
|-&lt;br /&gt;
|| Has the [[Student of Nature (Savage Tide feat)|Student of Nature]] feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Knowledge (Nature) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Able to cast &#039;&#039;body of the sun&#039;&#039; or &#039;&#039;fire shield&#039;&#039;  ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Continuously donates 1 day/week to lodge duties or charities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Stormdancers)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Bullywug Gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Rana Mor) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Initiated cleansing of evil site ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 400 gp at new year&#039;s eve  Year 1 (C.Y. 593) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 700 gp at the Spring Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Dragonhunters) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Fogmire) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war in Mora (Torrents of Dread) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Farshore election) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature (Great Kingdom Exiles &amp;amp; Terror Birds) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Create a public work, such as a statue, park, shrine, or orphanage (Stone Circle at Farshore) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Farshore ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 1000 gp at the Midsummer Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; |||&#039;&#039;&#039;29&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Cinnamon (character)|Cinnamon&#039;s]] Standing. ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Bullywug Gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Rana Mor) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Initiated cleansing of evil site ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 400 gp at new year&#039;s eve  C.Y. 593 ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 700 gp at the Spring Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Dragonhunters) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Fogmire) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war in Mora (Torrents of Dread) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Farshore election) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature (Great Kingdom Exiles &amp;amp; Terror Birds) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Cult of the Dead) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 1000gp, midsummer festivities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Farshore ||| +2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; ||| &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Sun_Lodge_(Savage_Tide_Affiliation)&amp;diff=7865</id>
		<title>Sun Lodge (Savage Tide Affiliation)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Sun_Lodge_(Savage_Tide_Affiliation)&amp;diff=7865"/>
		<updated>2008-02-03T10:45:31Z</updated>

		<summary type="html">&lt;p&gt;Hack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Greyhawk}}&lt;br /&gt;
{{Savage Tide}}&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;: A sun circled by trees. Often symbolized with a single standing stone in a grove. As a badge it is a sun disc or symbol of Pelor surrounded by a wreath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background, Goals, and Dreams&#039;&#039;&#039;: A combination church of Pelor and druid lodge, the Sun Lodge is dedicated to the well-being of the City of Sasserine and to maintaining the city in harmony with nature and nearby tribes. Supported by the Knowlern family and the church of Pelor in the city, the center of the lodge is in Standing Stone Park in the Sunrise district, tough there are numerous other holy sites in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies and Allies&#039;&#039;&#039;: The Sun Lodge opposes irresponsible farming and logging and tries to make sure the concerns of the natives are taken seriously. Still, druids who find the city expands too fast and despoils the wilderness disdain the lodge as too soft, and expansive capitalists find them an obstacle to progress. Despite their otherwise humble demeanor, the Sun Lodge values  gold jewelry and ornamentation, this makes them seem richer than they are and makes them the victims of thieves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secrets&#039;&#039;&#039;: There is a natural conflict between druidic and clerical members of the lodge, which the lodge exists to bridge. Several times in its history the lodge has been very close to breaking apart. The current paladin-priest of Pelor has alienated some of the more radically chaotic members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Classes&#039;&#039;&#039;: Favors clerics and druids, but everyone is welcome. The lodge sponsors the Evangelist prestige class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Temple&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scale&#039;&#039;&#039;: 8, City, outliers, and nearby area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 8. Gp limit 18,800. Assets 150,400.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation Score Criteria&#039;&#039;&#039;: Almost anyone is welcomed at services, but regular membership requires either devotion or charitable work.&lt;br /&gt;
&lt;br /&gt;
=== Advancement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| 7&lt;br /&gt;
|-&lt;br /&gt;
|| Has the [[Student of Nature (Savage Tide feat)|Student of Nature]] feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Knowledge (Nature) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Able to cast &#039;&#039;body of the sun&#039;&#039;, &#039;&#039;fire shield&#039;&#039;, or &#039;&#039;flame strike&#039;&#039;  ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; ||| 3&lt;br /&gt;
|-&lt;br /&gt;
|| Continuously donates 1 day/week to lodge duties or charities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donate 100 gp/level to charity at each equinox or solstice ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Create a public work, such as a statue, park, shrine, or orphanage ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent the lodge from breaking up ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Penalties&#039;&#039;&#039; ||| 3&lt;br /&gt;
|-&lt;br /&gt;
|| Is evil ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Cause strife ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Wanton destruction ||| -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Titles, Benefits, and Duties===&lt;br /&gt;
As you progress in the lodge, you become more and more famous as a keeper of the peace and doer of good deeds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Lay Member&#039;&#039;&#039;: Can attend rituals and apply for charities&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;Initiate&#039;&#039;&#039;: As a recognized charitable worker you get a +2 bonus on Gather Information checks wherever the lodge is known.&lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Flamen&#039;&#039;&#039;: As a respected negotiator of peace, you gain a +2 bonus on Diplomacy and Gather Information checks wherever the lodge is known. You also gain a +2 bonus on Animal Empathy and turn undead checks everywhere.&lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;Gold Flamen&#039;&#039;&#039;: Expected to always dress ostentatiously. As a recognized philanthropist you get a +2 bonus on all Charisma checks and skills, including Animal Empathy and turn undead. You can purchase spell services and mundane goods at 3/4 price from members and sympathizers.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Sun Flamen&#039;&#039;&#039;:  Practically a living saint, you get a +4 bonus on all Charisma checks and skills, including Animal Empathy and turn undead.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Executive Powers&#039;&#039;&#039;: Beatify, harvest, holiday&lt;br /&gt;
&lt;br /&gt;
===Player Members===&lt;br /&gt;
&lt;br /&gt;
==== [[Jennikki (character)|Jenniki&#039;s]] Standing. ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6&lt;br /&gt;
|-&lt;br /&gt;
|| Has the [[Student of Nature (Savage Tide feat)|Student of Nature]] feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Knowledge (Nature) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Able to cast &#039;&#039;body of the sun&#039;&#039; or &#039;&#039;fire shield&#039;&#039;  ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Continuously donates 1 day/week to lodge duties or charities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Stormdancers)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Bullywug Gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Rana Mor) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Initiated cleansing of evil site ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 400 gp at new year&#039;s eve  Year 1 (C.Y. 593) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 700 gp at the Spring Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Dragonhunters) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Fogmire) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war in Mora (Torrents of Dread) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Farshore election) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature (Great Kingdom Exiles &amp;amp; Terror Birds) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Create a public work, such as a statue, park, shrine, or orphanage (Stone Circle at Farshore) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Farshore ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 1000 gp at the Midsummer Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; |||&#039;&#039;&#039;29&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Cinnamon (character)|Cinnamon&#039;s]] Standing. ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Bullywug Gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Rana Mor) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Initiated cleansing of evil site ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 400 gp at new year&#039;s eve  C.Y. 593 ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 700 gp at the Spring Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Dragonhunters) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Fogmire) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war in Mora (Torrents of Dread) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Farshore election) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature (Great Kingdom Exiles &amp;amp; Terror Birds) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Cult of the Dead) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 1000gp, midsummer festivities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save Farshore ||| +2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; ||| &#039;&#039;&#039;26&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Player_Characters_(Savage_Tide)&amp;diff=67897</id>
		<title>Player Characters (Savage Tide)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Player_Characters_(Savage_Tide)&amp;diff=67897"/>
		<updated>2008-02-03T10:25:58Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* XP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Savage Tide}}&lt;br /&gt;
=== Characters ===&lt;br /&gt;
* [[Lady Red (character)|Lady Red]], Human Wizard, Incantatrix&lt;br /&gt;
* [[Cinnamon (character)|Cinnamon]], Aerie Sorcerer, Spell Dancer&lt;br /&gt;
* [[Jennikki (character)|Jennikki]], Human Druid&lt;br /&gt;
* [[Aiken (character)|Aiken]], Half-elf Battle Domain Sorcerer, Swashbuckler&lt;br /&gt;
* [[Peter Blood (character)|Peter Blood]], Human Ranger&lt;br /&gt;
&lt;br /&gt;
=== XP ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Scenario&#039;&#039;&#039;|||&#039;&#039;&#039;Date&#039;&#039;&#039;|||&#039;&#039;&#039;Lady Red&#039;&#039;&#039;|||&#039;&#039;&#039;Cinnamon&#039;&#039;&#039;|||&#039;&#039;&#039;Jennikki&#039;&#039;&#039; |||&#039;&#039;&#039;Aiken&#039;&#039;&#039;|||&#039;&#039;&#039;Peter Blood&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| Bogged Down 1            ||| 2007-01-06 ||align=right|   270 ||align=right|   270 ||align=right|   270 ||align=right|   270 ||align=right|  270&lt;br /&gt;
|-&lt;br /&gt;
|| Bogged Down 2            ||| 2007-01-13 ||align=right|   533 ||align=right|   533 ||align=right|   533 ||align=right|   533 ||align=right|  533&lt;br /&gt;
|-&lt;br /&gt;
|| There is no Honor        ||| 2007-01-20 ||align=right|   450 ||align=right|   450 ||align=right|   450 ||align=right|   450 ||align=right|  450&lt;br /&gt;
|-&lt;br /&gt;
|| Box full of Flumph       ||| 2007-01-27 ||align=right|   525 ||align=right|   525 ||align=right|   525 ||align=right|   525 ||align=right|  525&lt;br /&gt;
|-&lt;br /&gt;
|| Under Parrot Island      ||| 2007-02-03 ||align=right|     - ||align=right|   544 ||align=right|   544 ||align=right|   544 ||align=right|  544&lt;br /&gt;
|-&lt;br /&gt;
|| The Lotus and the Dragon ||| 2007-02-10 ||align=right|  1440 ||align=right|  1440 ||align=right|  1440 ||align=right|  1440 ||align=right| 1440&lt;br /&gt;
|-&lt;br /&gt;
|| Funeral Procession       ||| 2007-02-18 ||align=right|   750 ||align=right|   750 ||align=right|   750 ||align=right|   750 ||align=right|  750&lt;br /&gt;
|-&lt;br /&gt;
|| The Killing Floor        ||| 2007-02-24 ||align=right|   375 ||align=right|   375 ||align=right|  375  ||align=right|   375 ||align=right|  375&lt;br /&gt;
|-&lt;br /&gt;
|| The Excavation           ||| 2007-02-24 ||align=right|   270 ||align=right|   270 ||align=right|   270 ||align=right|   270 ||align=right|  270&lt;br /&gt;
|-&lt;br /&gt;
|| Storm Dancers            ||| 2007-03-03 ||align=right|  1005 ||align=right|  1005 ||align=right|  1005 ||align=right|  1005 ||align=right| 1005&lt;br /&gt;
|-&lt;br /&gt;
|| Mad Monkeys              ||| 2007-03-10 ||align=right|   960 ||align=right|   720 ||align=right|   720 ||align=right|   720 ||align=right|  720&lt;br /&gt;
|-&lt;br /&gt;
|| Cracken&#039;s Cowe           ||| 2007-03-10 ||align=right|  1460 ||align=right|  1460 ||align=right|  1460 ||align=right|  1460 ||align=right| 1460&lt;br /&gt;
|-&lt;br /&gt;
|| Bullywug Gambit          ||| 2007-03-17 ||align=right|  1330 ||align=right|  1330 ||align=right|  1330 ||align=right|  1330 ||align=right| 1330&lt;br /&gt;
|-&lt;br /&gt;
|| Into the Evermoors       ||| 2007-03-24 ||align=right|   744 ||align=right|   620 ||align=right|   620 ||align=right|   620 ||align=right|  620&lt;br /&gt;
|-&lt;br /&gt;
|| Mines of Baeniff Tor     ||| 2007-03-31 ||align=right|   653 ||align=right|   544 ||align=right|   544 ||align=right|   544 ||align=right|  544&lt;br /&gt;
|-&lt;br /&gt;
|| Siege of Nesmé           ||| 2007-03-31 ||align=right|   641 ||align=right|   570 ||align=right|   570 ||align=right|   570 ||align=right|  570&lt;br /&gt;
|-&lt;br /&gt;
|| The Sea-Wyverns Wake     ||| 2007-04-14 ||align=right|   594 ||align=right|   594 ||align=right|   594 ||align=right|   594 ||align=right|  594&lt;br /&gt;
|-&lt;br /&gt;
|| Life on the Ocean Waves  ||| 2007-05-05 ||align=right|  1725 ||align=right|  1725 ||align=right|     - ||align=right|  1725 ||align=right| 1725&lt;br /&gt;
|-&lt;br /&gt;
|| Rowyn&#039;s Revenge  ||| 2007-05-12 ||align=right|  900||align=right|  900 ||align=right| 1080 ||align=right|  900||align=right| 900&lt;br /&gt;
|-&lt;br /&gt;
|| Tamoachan  ||| 2007-05-12 ||align=right|  1125 ||align=right|  1125 ||align=right|    1350 ||align=right|  1125||align=right| 1125&lt;br /&gt;
|-&lt;br /&gt;
|| Hydra ||| 2007-06-02 ||align=right|  800 ||align=right|  800 ||align=right|    960 ||align=right|  800 ||align=right| -&lt;br /&gt;
|-&lt;br /&gt;
|| Starchaser ||| 2007-06-02 ||align=right|  600 ||align=right|  600 ||align=right|    720 ||align=right|  600 ||align=right| -&lt;br /&gt;
|-&lt;br /&gt;
|| The Temple and the Tiger ||| 2007-06-09 ||align=right|  - ||align=right|  1620 ||align=right| 1944   ||align=right|  1620 ||align=right| 1944&lt;br /&gt;
|-&lt;br /&gt;
|| Rana Mor ||| 2007-06-16 ||align=right|  - ||align=right|  2850 ||align=right| 3420 ||align=right|  2850 ||align=right| 3420&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|| Dragonhunters || 2007-06-30 || align=right|  2498 ||align=right|  2082 ||align=right| 2228 ||align=right|  2082 ||align=right| 2498&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Journey&#039;s End &lt;br /&gt;
| 2007-07-07 &lt;br /&gt;
|align=right|  2520 &lt;br /&gt;
|align=right|  2100 &lt;br /&gt;
|align=right| 2100 &lt;br /&gt;
|align=right|  2100 &lt;br /&gt;
|align=right| 2190 &lt;br /&gt;
|-&lt;br /&gt;
|Here There Be Monsters &lt;br /&gt;
| 2007-08-04 &lt;br /&gt;
|align=right|1680&lt;br /&gt;
|align=right|1400&lt;br /&gt;
|align=right|1400&lt;br /&gt;
|align=right|1400&lt;br /&gt;
|align=right|1400&lt;br /&gt;
|-&lt;br /&gt;
|Dark Mountain Pass&lt;br /&gt;
| 2007-08-11&lt;br /&gt;
|align=right|2100&lt;br /&gt;
|align=right|1750&lt;br /&gt;
|align=right|1750&lt;br /&gt;
|align=right|1750&lt;br /&gt;
|align=right|1750&lt;br /&gt;
|-&lt;br /&gt;
|Fog Mire&lt;br /&gt;
| 2007-08-18&lt;br /&gt;
|align=right|2208&lt;br /&gt;
|align=right|1840&lt;br /&gt;
|align=right|1840&lt;br /&gt;
|align=right|1840&lt;br /&gt;
|align=right|1840&lt;br /&gt;
|Abyss land claim on the way to Farshore&lt;br /&gt;
|-&lt;br /&gt;
|Shrine to Demorgorgon&lt;br /&gt;
| 2007-08-25&lt;br /&gt;
|align=right|1800&lt;br /&gt;
|align=right|1500&lt;br /&gt;
|align=right|1500&lt;br /&gt;
|align=right|1500&lt;br /&gt;
|align=right|1500&lt;br /&gt;
|Fog Mire II&lt;br /&gt;
|-&lt;br /&gt;
|Torrents of Dread&lt;br /&gt;
| 2007-09-01&lt;br /&gt;
|align=right|2214&lt;br /&gt;
|align=right|1845&lt;br /&gt;
|align=right|1845&lt;br /&gt;
|align=right|1845&lt;br /&gt;
|align=right|1845&lt;br /&gt;
|-&lt;br /&gt;
|Zotzilaha&#039;s Wrath&lt;br /&gt;
| 2007-09-08&lt;br /&gt;
|align=right|1860&lt;br /&gt;
|align=right|1550&lt;br /&gt;
|align=right|1550&lt;br /&gt;
|align=right|1152&lt;br /&gt;
|align=right|1150&lt;br /&gt;
|-&lt;br /&gt;
|Trip to the Tar Pits&lt;br /&gt;
| 2007-09-22&lt;br /&gt;
|align=right|2640&lt;br /&gt;
|align=right|2200&lt;br /&gt;
|align=right|2200&lt;br /&gt;
|align=right|2598&lt;br /&gt;
|align=right|0&lt;br /&gt;
|-&lt;br /&gt;
|Permanency&lt;br /&gt;
|2007-09-29&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|-1500&lt;br /&gt;
|align=right|&lt;br /&gt;
|-&lt;br /&gt;
|Reclaiming the Wyvern&lt;br /&gt;
|2007-09-29&lt;br /&gt;
|align=right|900&lt;br /&gt;
|align=right|750&lt;br /&gt;
|align=right|750&lt;br /&gt;
|align=right|900&lt;br /&gt;
|align=right|900&lt;br /&gt;
|-&lt;br /&gt;
|Spell Cost&lt;br /&gt;
|2007-10-06&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|-200&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|&lt;br /&gt;
|-&lt;br /&gt;
|Depth of Rage&lt;br /&gt;
|2007-10-06&lt;br /&gt;
|align=right|1140&lt;br /&gt;
|align=right|950&lt;br /&gt;
|align=right|1140&lt;br /&gt;
|align=right|1140&lt;br /&gt;
|align=right|1140&lt;br /&gt;
|Kobold Kolony&lt;br /&gt;
|-&lt;br /&gt;
|Depth of Rage&lt;br /&gt;
|2007-10-13&lt;br /&gt;
|align=right|3552&lt;br /&gt;
|align=right|2960	&lt;br /&gt;
|align=right|2970	&lt;br /&gt;
|align=right|3552&lt;br /&gt;
|align=right|3552&lt;br /&gt;
|-&lt;br /&gt;
|Depth of Rage&lt;br /&gt;
|2007-10-13&lt;br /&gt;
|align=right|1188&lt;br /&gt;
|align=right|990&lt;br /&gt;
|align=right|990&lt;br /&gt;
|align=right|1188&lt;br /&gt;
|align=right|1188&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|2007-10-20&lt;br /&gt;
|align=right|5237&lt;br /&gt;
|align=right|5150&lt;br /&gt;
|align=right|5150&lt;br /&gt;
|align=right|5520&lt;br /&gt;
|align=right|6180&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|2007-10-27&lt;br /&gt;
|align=right|-2000&amp;lt;br&amp;gt;4620&lt;br /&gt;
|align=right|3850&lt;br /&gt;
|align=right|3850&lt;br /&gt;
|align=right|3850&lt;br /&gt;
|align=right|	&lt;br /&gt;
|-&lt;br /&gt;
|Scuttlecove&lt;br /&gt;
|2007-11-17&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|-152&amp;lt;br&amp;gt;2827&lt;br /&gt;
|align=right|-720&amp;lt;br&amp;gt;3210&lt;br /&gt;
|align=right|2675&lt;br /&gt;
|align=right|3210&lt;br /&gt;
|-&lt;br /&gt;
|Porfyri Horror&lt;br /&gt;
|2007-11-24&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	2900&lt;br /&gt;
|align=right|	3085&lt;br /&gt;
|align=right|	2900&lt;br /&gt;
|align=right|	3480&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|2007-12-01&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	3550	&lt;br /&gt;
|align=right|	3950	&lt;br /&gt;
|align=right|	3550	&lt;br /&gt;
|align=right|	4260&lt;br /&gt;
|-&lt;br /&gt;
|Emrag the Glutton&lt;br /&gt;
|2007-12-08&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	2760	&lt;br /&gt;
|align=right|	-400&amp;lt;br&amp;gt;3160&lt;br /&gt;
|align=right|	-1200&amp;lt;br&amp;gt;3312&lt;br /&gt;
|align=right|	-1040&amp;lt;br&amp;gt;3312&lt;br /&gt;
|-&lt;br /&gt;
|Cerulean Curtain&lt;br /&gt;
|2007-12-15&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	1040&lt;br /&gt;
|align=right|	1040&lt;br /&gt;
|align=right|	1248&lt;br /&gt;
|align=right|	1248&lt;br /&gt;
|-&lt;br /&gt;
|Barbas&lt;br /&gt;
|2008-01-05&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	1100&lt;br /&gt;
|align=right|	1100&lt;br /&gt;
|align=right|	1320&lt;br /&gt;
|align=right|	1320&lt;br /&gt;
|Mongrel Folk Village, Aboleth&lt;br /&gt;
|-&lt;br /&gt;
|Golis Morga&lt;br /&gt;
|2008-01-12&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	2500&lt;br /&gt;
|align=right|	2500&lt;br /&gt;
|align=right|	2720&lt;br /&gt;
|align=right|	3000&lt;br /&gt;
|Underground Korpus City&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|2008-01-19&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	-400&lt;br /&gt;
|align=right|	-560&lt;br /&gt;
|align=right|	-580&lt;br /&gt;
|align=right|	&lt;br /&gt;
|-&lt;br /&gt;
|Welcome to Thanaclan&lt;br /&gt;
|2008-01-19&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	2500&lt;br /&gt;
|align=right|	2660&lt;br /&gt;
|align=right|   2680&lt;br /&gt;
|align=right|	3000&lt;br /&gt;
|Arriving at crater, meetin lizardmen demonhunters, attaced by infiltrating demons&lt;br /&gt;
|-&lt;br /&gt;
|Mantru&lt;br /&gt;
|2008-01-26&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	3800&lt;br /&gt;
|align=right|	3800&lt;br /&gt;
|align=right|	3800&lt;br /&gt;
|align=right|	4525&lt;br /&gt;
|Abandoned willage, ghost of priest, battle outside the gates in the water.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|2008-00-00&lt;br /&gt;
|align=right|&lt;br /&gt;
|align=right|	&lt;br /&gt;
|align=right|	&lt;br /&gt;
|align=right|	&lt;br /&gt;
|align=right|	&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=right|&#039;&#039;&#039;Sum:&#039;&#039;&#039;                               &lt;br /&gt;
|align=right| 51307&lt;br /&gt;
|align=right| 74962&lt;br /&gt;
|align=right| 74962&lt;br /&gt;
|align=right| 74962&lt;br /&gt;
|align=right| 74962&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=right|Next Level:                          &lt;br /&gt;
|align=right| 55000&lt;br /&gt;
|align=right| 78000&lt;br /&gt;
|align=right| 78000&lt;br /&gt;
|align=right| 78000&lt;br /&gt;
|align=right| 78000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Party Cashbook ===&lt;br /&gt;
*[http://spreadsheets.google.com/pub?key=pKcClHu2bd8tiZ_sMQ2ZgXw Spreadsheet ]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Jennikki%27s_Log_(Savage_Tide)&amp;diff=67557</id>
		<title>Jennikki&#039;s Log (Savage Tide)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Jennikki%27s_Log_(Savage_Tide)&amp;diff=67557"/>
		<updated>2008-02-03T10:12:09Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* Day 218 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pirate Hunting ==&lt;br /&gt;
=== Day 162 - Scrying on Pirate Fleet ===&lt;br /&gt;
Jennikki&#039;s scrying revealed Yuan-Ti attack.&lt;br /&gt;
=== Day 163 - Set Sails! ===&lt;br /&gt;
Sailing towards Scuttlecove on the Sea Wyvern.&lt;br /&gt;
=== Day 167 - Monsters On Board Is Bad Luck ===&lt;br /&gt;
Found pirate shipwreck with monster on board. Possibly victim of a Yuan-Ti trap. Black pearls stolen.&lt;br /&gt;
=== Day 168 - Scuttlecove ===&lt;br /&gt;
Arrival. Met Harliss&lt;br /&gt;
=== Day 169 ===&lt;br /&gt;
Visited Porphyry House. &lt;br /&gt;
=== Day 170 ===&lt;br /&gt;
Attack on Porphyria House&lt;br /&gt;
=== Day 174 ===&lt;br /&gt;
Starting return trip&lt;br /&gt;
=== Day 179 ===&lt;br /&gt;
Back in Farshore&lt;br /&gt;
=== Day 179 ===&lt;br /&gt;
Sasserine&lt;br /&gt;
=== Day 186 ===&lt;br /&gt;
Farshore Making magic&lt;br /&gt;
=== Day 193 ===&lt;br /&gt;
Ready for Feast&lt;br /&gt;
=== Day 195 ===&lt;br /&gt;
Death Holiday&lt;br /&gt;
=== Day 197 ===&lt;br /&gt;
Sail North&lt;br /&gt;
=== Day 198 ===&lt;br /&gt;
Bribe Dragon, Enter Cave&lt;br /&gt;
=== Day 199 ===&lt;br /&gt;
Black Pudding&lt;br /&gt;
=== Day 200 ===&lt;br /&gt;
Roper&lt;br /&gt;
=== Day 202 ===&lt;br /&gt;
Giant Centipede. Screamcurtain, Barbas&lt;br /&gt;
=== Day 203 ===&lt;br /&gt;
Socializing&lt;br /&gt;
=== Day 204 ===&lt;br /&gt;
Studying the Culture&lt;br /&gt;
=== Day 205 ===&lt;br /&gt;
Studying the Aboleth&lt;br /&gt;
=== Day 206 ===&lt;br /&gt;
Off we go&lt;br /&gt;
=== Day 208 ===&lt;br /&gt;
Temple of the Ancient Ones, Aboleth&lt;br /&gt;
=== Day 207 ===&lt;br /&gt;
Corpus Patrol&lt;br /&gt;
=== Day 209 ===&lt;br /&gt;
Hall of the Dreamers&lt;br /&gt;
=== Day 211 ===&lt;br /&gt;
Strike against GolisMorga&lt;br /&gt;
=== Day 212 ===&lt;br /&gt;
Mushroom Teleport to Mongrel City&lt;br /&gt;
=== Day 216 ===&lt;br /&gt;
Arrived on the surface at bridge&lt;br /&gt;
=== Day 217 ===&lt;br /&gt;
Helped the settlement. commune with nature&lt;br /&gt;
=== Day 218 ===&lt;br /&gt;
Farshore&lt;br /&gt;
=== Day 225 ===&lt;br /&gt;
Set off looking for Innersol. Arrived at Ewok settlement&lt;br /&gt;
=== Day 226 ===&lt;br /&gt;
Set off for Mantru&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Sun_Lodge_(Savage_Tide_Affiliation)&amp;diff=7864</id>
		<title>Sun Lodge (Savage Tide Affiliation)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Sun_Lodge_(Savage_Tide_Affiliation)&amp;diff=7864"/>
		<updated>2008-02-03T09:39:54Z</updated>

		<summary type="html">&lt;p&gt;Hack: /* Jenniki&amp;#039;s Standing. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Greyhawk}}&lt;br /&gt;
{{Savage Tide}}&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;: A sun circled by trees. Often symbolized with a single standing stone in a grove. As a badge it is a sun disc or symbol of Pelor surrounded by a wreath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background, Goals, and Dreams&#039;&#039;&#039;: A combination church of Pelor and druid lodge, the Sun Lodge is dedicated to the well-being of the City of Sasserine and to maintaining the city in harmony with nature and nearby tribes. Supported by the Knowlern family and the church of Pelor in the city, the center of the lodge is in Standing Stone Park in the Sunrise district, tough there are numerous other holy sites in the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies and Allies&#039;&#039;&#039;: The Sun Lodge opposes irresponsible farming and logging and tries to make sure the concerns of the natives are taken seriously. Still, druids who find the city expands too fast and despoils the wilderness disdain the lodge as too soft, and expansive capitalists find them an obstacle to progress. Despite their otherwise humble demeanor, the Sun Lodge values  gold jewelry and ornamentation, this makes them seem richer than they are and makes them the victims of thieves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secrets&#039;&#039;&#039;: There is a natural conflict between druidic and clerical members of the lodge, which the lodge exists to bridge. Several times in its history the lodge has been very close to breaking apart. The current paladin-priest of Pelor has alienated some of the more radically chaotic members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Classes&#039;&#039;&#039;: Favors clerics and druids, but everyone is welcome. The lodge sponsors the Evangelist prestige class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: Temple&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scale&#039;&#039;&#039;: 8, City, outliers, and nearby area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital&#039;&#039;&#039;: 8. Gp limit 18,800. Assets 150,400.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation Score Criteria&#039;&#039;&#039;: Almost anyone is welcomed at services, but regular membership requires either devotion or charitable work.&lt;br /&gt;
&lt;br /&gt;
=== Advancement ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Criterion&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +1/2 levels&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Acquired&#039;&#039;&#039; ||| 7&lt;br /&gt;
|-&lt;br /&gt;
|| Has the [[Student of Nature (Savage Tide feat)|Student of Nature]] feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Knowledge (Nature) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Able to cast &#039;&#039;body of the sun&#039;&#039;, &#039;&#039;fire shield&#039;&#039;, or &#039;&#039;flame strike&#039;&#039;  ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Work&#039;&#039;&#039; ||| 3&lt;br /&gt;
|-&lt;br /&gt;
|| Continuously donates 1 day/week to lodge duties or charities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donate 100 gp/level to charity at each equinox or solstice ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Create a public work, such as a statue, park, shrine, or orphanage ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Adventure&#039;&#039;&#039; ||| 1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent the lodge from breaking up ||| +4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|&#039;&#039;&#039;Penalties&#039;&#039;&#039; ||| 3&lt;br /&gt;
|-&lt;br /&gt;
|| Is evil ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Cause strife ||| -4&lt;br /&gt;
|-&lt;br /&gt;
|| Wanton destruction ||| -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Titles, Benefits, and Duties===&lt;br /&gt;
As you progress in the lodge, you become more and more famous as a keeper of the peace and doer of good deeds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Affiliation Score&#039;&#039;&#039; |||&#039;&#039;&#039; Title: Benefits and Duties&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|| 3 or lower ||| &#039;&#039;&#039;Lay Member&#039;&#039;&#039;: Can attend rituals and apply for charities&lt;br /&gt;
|-&lt;br /&gt;
|| 4-10 ||| &#039;&#039;&#039;Initiate&#039;&#039;&#039;: As a recognized charitable worker you get a +2 bonus on Gather Information checks wherever the lodge is known.&lt;br /&gt;
|-&lt;br /&gt;
|| 11-20 ||| &#039;&#039;&#039;Flamen&#039;&#039;&#039;: As a respected negotiator of peace, you gain a +2 bonus on Diplomacy and Gather Information checks wherever the lodge is known. You also gain a +2 bonus on Animal Empathy and turn undead checks everywhere.&lt;br /&gt;
|-&lt;br /&gt;
|| 21-29 ||| &#039;&#039;&#039;Gold Flamen&#039;&#039;&#039;: Expected to always dress ostentatiously. As a recognized philanthropist you get a +2 bonus on all Charisma checks and skills, including Animal Empathy and turn undead. You can purchase spell services and mundane goods at 3/4 price from members and sympathizers.&lt;br /&gt;
|-&lt;br /&gt;
|| 30 or higher ||| &#039;&#039;&#039;Sun Flamen&#039;&#039;&#039;:  Practically a living saint, you get a +4 bonus on all Charisma checks and skills, including Animal Empathy and turn undead.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Executive Powers&#039;&#039;&#039;: Beatify, harvest, holiday&lt;br /&gt;
&lt;br /&gt;
===Player Members===&lt;br /&gt;
&lt;br /&gt;
==== [[Jennikki (character)|Jenniki&#039;s]] Standing. ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +6&lt;br /&gt;
|-&lt;br /&gt;
|| Has the [[Student of Nature (Savage Tide feat)|Student of Nature]] feat ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Knowledge (Nature) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Able to cast &#039;&#039;body of the sun&#039;&#039; or &#039;&#039;fire shield&#039;&#039;  ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Continuously donates 1 day/week to lodge duties or charities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Stormdancers)||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Bullywug Gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Rana Mor) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Initiated cleansing of evil site ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 400 gp at new year&#039;s eve  Year 1 (C.Y. 593) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 700 gp at the Spring Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Dragonhunters) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Fogmire) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war in Mora (Torrents of Dread) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Farshore election) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature (Great Kingdom Exiles &amp;amp; Terror Birds) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Create a public work, such as a statue, park, shrine, or orphanage (Stone Circle at Farshore) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 1000 gp at the Midsummer Festival Year 2 (C.Y. 594) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; |||&#039;&#039;&#039;27&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Cinnamon (character)|Cinnamon&#039;s]] Standing. ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Critereon&#039;&#039;&#039; |||&#039;&#039;&#039;Affiliation Score Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Character level ||| +5&lt;br /&gt;
|-&lt;br /&gt;
|| 5 or more ranks in Diplomacy ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Bullywug Gambit) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Rana Mor) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Initiated cleansing of evil site ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 400 gp at new year&#039;s eve  C.Y. 593 ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Dragonhunters) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Knows three of these languages: Celestial, Common, Draconic, Olman, Suel, Sylvan ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Save a druidic site, pristine wilderness, or sun shrine from harm (Fogmire) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Prevent civil war in Mora (Torrents of Dread) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Farshore election) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Find a way for people to prosper in harmony with nature (Great Kingdom Exiles &amp;amp; Terror Birds) ||| +2&lt;br /&gt;
|-&lt;br /&gt;
|| Resolve a conflict through diplomacy and negotiation (Cult of the Dead) ||| +1&lt;br /&gt;
|-&lt;br /&gt;
|| Donated 1000gp, midsummer festivities ||| +1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|align=right| &#039;&#039;&#039;Sum&#039;&#039;&#039; ||| &#039;&#039;&#039;21&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Greyhawk affiliations]]&lt;/div&gt;</summary>
		<author><name>Hack</name></author>
	</entry>
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