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	<id>http://hastur.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Urban</id>
	<title>Action - User contributions [en-gb]</title>
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	<link rel="alternate" type="text/html" href="http://hastur.net/action/wiki/Special:Contributions/Urban"/>
	<updated>2026-04-07T23:09:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://hastur.net/action/w/index.php?title=Pathfinder&amp;diff=69291</id>
		<title>Pathfinder</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Pathfinder&amp;diff=69291"/>
		<updated>2022-01-17T18:56:51Z</updated>

		<summary type="html">&lt;p&gt;Urban: Removed links to campaigns on Hastur&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinder}}&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
The Pathfinder Roleplaying Game (abbreviated as PFRPG) is a fantasy role-playing game (RPG) first published in 2009 by Paizo Publishing. It extends and modifies the Revised 3rd Edition Dungeons &amp;amp; Dragons&#039; game rules published by Wizards of the Coast under the Open Game License.&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
* [[Skull &amp;amp; Shackles]]&lt;br /&gt;
* [[Greyhawk|World of Greyhawk]]&lt;br /&gt;
** [[Skulls and Shackles|Skull and Shackles]]&lt;br /&gt;
** [[Savage Tide|Savage Tide]]&lt;br /&gt;
** [[Wrath of the Righteous]]&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
* [[Golarion]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Apath | Abbe&#039;s Pathfinder]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.d20pfsrd.com/ Pathfinder SRD]&lt;br /&gt;
* [http://paizo.com/pathfinderRPG Pathfinder RPG] at Paizo&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Pathfinder_RPG Pathfinder RPG] at Wikipedia&lt;br /&gt;
* [https://docs.google.com/document/d/1dVQA-uI740Hh8vq-zsnbHV6UwJg-4QKlpmkxBEmCdhA/edit A Guide to Pathfinder Traits] &lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:5A&amp;diff=123</id>
		<title>Template:5A</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:5A&amp;diff=123"/>
		<updated>2022-01-09T11:40:59Z</updated>

		<summary type="html">&lt;p&gt;Urban: Use 5A logo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;position:relative; float: right; 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:5A_logo.png|250px|5A logo&lt;br /&gt;
rect 0 0 2500 852  [[5A]]&lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|[[User:Starfox|Starfox]]&#039;s 5th Edition Fan Page&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:5A]][[Category:5E]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
For use on [[5A]] pages. The image links to the start page. Pages with this template are added to the [[:Category:5A|5A]] and [[:Category:5E|5E]] categories.&lt;br /&gt;
[[Category:Game templates|5A]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{tocright}}&lt;br /&gt;
[[Category:5A]]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=5E&amp;diff=65919</id>
		<title>5E</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=5E&amp;diff=65919"/>
		<updated>2021-05-09T19:30:47Z</updated>

		<summary type="html">&lt;p&gt;Urban: Links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{5E}}&lt;br /&gt;
Sketches and ideas for Dungeons and Dragons Fifth Edition. Since we may have several game masters for this, each of us have our own namespace. &lt;br /&gt;
&lt;br /&gt;
* [[5A]] - [[User:Starfox|Starfox]]&#039; 5th edition pages&lt;br /&gt;
* [[5E (Urban)|Urban&#039;s]] 5th edition pages&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [https://dnd.wizards.com/ Offical website ]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=MediaWiki:Common.css&amp;diff=66488</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=MediaWiki:Common.css&amp;diff=66488"/>
		<updated>2014-08-23T15:52:41Z</updated>

		<summary type="html">&lt;p&gt;Urban: Smaller footnotes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/*&amp;lt;pre&amp;gt;&lt;br /&gt;
 *******************&lt;br /&gt;
 * CSS for all skins&lt;br /&gt;
 *******************/&lt;br /&gt;
&lt;br /&gt;
/* make the Cite extension list of references look smaller and highlight clicked reference in blue */&lt;br /&gt;
ol.references { font-size: 90%; }&lt;br /&gt;
ol.references li:target { background-color: #ddeeff; }&lt;br /&gt;
sup.reference:target { background-color: #ddeeff; }&lt;br /&gt;
&lt;br /&gt;
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/* Line height fix for &amp;lt;sup&amp;gt; */&lt;br /&gt;
sup &lt;br /&gt;
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/* d20 tables */&lt;br /&gt;
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table.d20 tr.even td&lt;br /&gt;
{&lt;br /&gt;
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table.d20 tr td&lt;br /&gt;
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/* Codex: cleanup changed to info */ &lt;br /&gt;
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.messagebox.small-talk {&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
/* wikitable/prettytable class for skinning normal tables */&lt;br /&gt;
/* includes some formatting for d20 tables */&lt;br /&gt;
&lt;br /&gt;
table.d20,&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
/* default skin for navigation boxes - Copied from wikipedia 2008-04-22 */&lt;br /&gt;
&lt;br /&gt;
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   there are no =headings= on the page, which there shouldn&#039;t be according to the MoS). */&lt;br /&gt;
.toclimit-2 .toclevel-2 {display:none;}&lt;br /&gt;
.toclimit-3 .toclevel-3 {display:none;}&lt;br /&gt;
.toclimit-4 .toclevel-4 {display:none;}&lt;br /&gt;
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&lt;br /&gt;
/* When &amp;lt;div class=&amp;quot;nonumtoc&amp;quot;&amp;gt; is used on the table of contents, the ToC will display without numbers */&lt;br /&gt;
.nonumtoc .tocnumber { display:none; }&lt;br /&gt;
.nonumtoc #toc ul,&lt;br /&gt;
.nonumtoc .toc ul {&lt;br /&gt;
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.nonumtoc #toc ul ul, &lt;br /&gt;
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&lt;br /&gt;
/*&amp;lt;/pre&amp;gt;*/&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:OGL&amp;diff=8336</id>
		<title>Template:OGL</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:OGL&amp;diff=8336"/>
		<updated>2014-08-04T20:31:46Z</updated>

		<summary type="html">&lt;p&gt;Urban: Text alignment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This template can be used to indicate Open Game Content. Please place it at the bottom of the page. All pages with this category will be tagged with the [[:Category:OGL]] category. &lt;br /&gt;
&lt;br /&gt;
[[Category:Copyright templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{| align=center border=0 cellpadding=6 cellspacing=6 style=&amp;quot;border: 1px solid #aaa; background-color: #f9f9f9; text-align: center; margin-top: 20px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:OGL logo.png|120px|link=OGL]] || colspan=2 style=&amp;quot;text-align: left;&amp;quot; | The text in this article is &#039;&#039;&#039;{{{1|Open Game Content}}}&#039;&#039;&#039;. It is covered by the &#039;&#039;&#039;[[Open Game License v1.0a]]&#039;&#039;&#039;, rather than the {{SITENAME}} [[{{SITENAME}}:Copyright|copyright]]. To distinguish it, these items will have this notice. If you see any page that contains {{{2|OGL}}} material and does not show this license statement, please contact one of the {{SITENAME}} [[Project:Administrators|administrators]]. Please note that images used in article may have different copyright than the text.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:OGL]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:OGL&amp;diff=8335</id>
		<title>Template:OGL</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:OGL&amp;diff=8335"/>
		<updated>2014-08-04T18:59:42Z</updated>

		<summary type="html">&lt;p&gt;Urban: OGL logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This template can be used to indicate Open Game Content. Please place it at the bottom of the page. All pages with this category will be tagged with the [[:Category:OGL]] category. &lt;br /&gt;
&lt;br /&gt;
[[Category:Copyright templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{| align=center border=0 cellpadding=6 cellspacing=6 style=&amp;quot;border: 1px solid #aaa; background-color: #f9f9f9; text-align: center; margin-top: 20px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:OGL logo.png|120px|link=OGL]] || colspan=2 style=&amp;quot;text-align: justify;&amp;quot; | The text in this article is &#039;&#039;&#039;{{{1|Open Game Content}}}&#039;&#039;&#039;. It is covered by the &#039;&#039;&#039;[[Open Game License v1.0a]]&#039;&#039;&#039;, rather than the {{SITENAME}} [[{{SITENAME}}:Copyright|copyright]]. To distinguish it, these items will have this notice. If you see any page that contains {{{2|OGL}}} material and does not show this license statement, please contact one of the {{SITENAME}} [[Project:Administrators|administrators]]. Please note that images used in article may have different copyright than the text.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:OGL]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:OGL&amp;diff=8334</id>
		<title>Template:OGL</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:OGL&amp;diff=8334"/>
		<updated>2014-08-04T11:11:29Z</updated>

		<summary type="html">&lt;p&gt;Urban: Removed redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
This template can be used to indicate Open Game Content. Please place it at the bottom of the page. All pages with this category will be tagged with the [[:Category:OGL]] category. &lt;br /&gt;
&lt;br /&gt;
[[Category:Copyright templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{| align=center border=0 cellpadding=4 cellspacing=4 style=&amp;quot;border: 1px solid #aaa; background-color: #f9f9f9; text-align: center; margin-top: 20px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Stop hand.png]] || colspan=2 | The text in this article is {{{1|Open Game Content}}}. It is covered by the [[Open Game License v1.0a]], rather than the {{SITENAME}} [[{{SITENAME}}:Copyright|copyright]]. To distinguish it, these items will have this notice. If you see any page that contains {{{2|OGL}}} material and does not show this license statement, please contact one of the {{SITENAME}} [[Project:Administrators|administrators]]. Please note that images used in article may have different copyright than the text.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:OGL]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:D%26D&amp;diff=8469</id>
		<title>Template:D&amp;D</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:D%26D&amp;diff=8469"/>
		<updated>2014-08-04T11:10:37Z</updated>

		<summary type="html">&lt;p&gt;Urban: Removed OGL template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;position:relative; float: right; 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;
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&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
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|align=&amp;quot;center&amp;quot;|&#039;&#039;Unofficial rules compendium&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|{{tocright}}&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:D&amp;amp;D]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
For use on [[D&amp;amp;D]] pages. The image links to the start page. Pages with this template are added to the [[:Category:D&amp;amp;D|D&amp;amp;D]] category.&lt;br /&gt;
[[Category:Game templates|D&amp;amp;D]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Apath&amp;diff=8423</id>
		<title>Template:Apath</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Apath&amp;diff=8423"/>
		<updated>2014-08-04T11:10:00Z</updated>

		<summary type="html">&lt;p&gt;Urban: Removed OGL template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;position:relative; float: right; 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;
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rect 0 0 500 141  [[Apath ]]&lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&#039;&#039;Unofficial rules compendium&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|{{tocright}}&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:Apath]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
For use on [[Apath]] pages. The image links to the start page. Pages with this template are added to the [[:Apath|Apath]] category.&lt;br /&gt;
[[Category:Game templates|Apath]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{tocright}}&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Prestige_Archetypes_(Apath)&amp;diff=43806</id>
		<title>Prestige Archetypes (Apath)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Prestige_Archetypes_(Apath)&amp;diff=43806"/>
		<updated>2014-05-25T14:24:37Z</updated>

		<summary type="html">&lt;p&gt;Urban: Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Apath}}&lt;br /&gt;
&lt;br /&gt;
A prestige archetype is a prestige class turned into a normal 20-level class, similar to an archetype. &lt;br /&gt;
&lt;br /&gt;
The goal when making these prestige archetypes has been to capture the flavor of the prestige class rather than to build a character according to the original rules. Attack bonuses, hit dice, class skills, spells, and class features have been unified and spread evenly over levels. Most prestige archetypes also have their prestige abilities spread over the entire 20 levels. Unlike how prestige classes normally work, these archetypes have a few complete class abilities rather than a mix of many abilities limited to a low level. &lt;br /&gt;
&lt;br /&gt;
A prestige archetype generally has elements of one or more regular character classes. Sometimes there is more than one class that naturally leads itself to a particular prestige class, which can lead to several different prestige archetypes from a single prestige class. A few prestige archetypes are not built on a regular class at all, instead expanding the idea behind the prestige class to a full 20 levels.&lt;br /&gt;
&lt;br /&gt;
One thing about prestige classes is that you grow into them - they can represent special training  opportunities that the character did not know existed. Prestige archetypes don&#039;t do this; you play a prestige archetype from level one. In this case I&#039;d suggest using the retraining rules - the character retrains those abilities that differ between his old class and the new prestige archetype. Or, if this feels cumbersome, simply change the class abilities and say the sudden change is a result of special training. This should generally work fine at lower levels, the more experienced the character is and the more abilities it has, the greater the disconnect when those abilities change. GMs wanting this kind of plot are advised to present such options early on in a campaign.&lt;br /&gt;
&lt;br /&gt;
== Prestige Archetypes by Class ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|valign=top width=&amp;quot;19%&amp;quot;|&#039;&#039;&#039;Full Base Attack Bonus&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Barbarian (Apath)|Barbarian]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/core-classes/barbarian SRD] [http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers Rage powers]&lt;br /&gt;
* [[Frenzied Liberator (Apath)|Frenzied Liberator]]&lt;br /&gt;
* [[Living Monolith (Apath)|Living Monolith]]&lt;br /&gt;
* [[Pit Fighter (Apath) | Pit Fighter]]&lt;br /&gt;
* [[Stalwart Defender (Apath)|Stalwart Defender]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Cavalier (Apath)|Cavalier]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/base-classes/cavalier SRD]&lt;br /&gt;
* [[Celestial Knight (Apath)|Celestial Knight]]&lt;br /&gt;
* [[Chevalier (Apath)|Chevalier]]&lt;br /&gt;
* [[Hell Knight Charger (Apath)|Hell Knight Charger]]&lt;br /&gt;
* [[Mammoth Lord (Apath)|Mammoth Lord]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Figher (Apath)|Figher]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/core-classes/fighter SRD]&lt;br /&gt;
* [[Duelist (Apath) |Duelist]]&amp;lt;ref name=&amp;quot;MA&amp;quot;/&amp;gt;&lt;br /&gt;
* [[Golden Legionnaire (Apath)|Golden Legionnaire]]&lt;br /&gt;
* [[Student of War (Apath)|Student of War]]&lt;br /&gt;
* [[Swordlord (Apath)|Swordlord]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gunslinger (Apath)|Gunslinger]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/base-classes/gunslinger SRD]&lt;br /&gt;
* [[Grand Marshal (Apath) | Grand Marshal]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Paladin (Apath)|Paladin]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/core-classes/paladin SRD] [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---paladin Spells]&lt;br /&gt;
* [[Hell Knight (Apath)|Hell Knight]]&lt;br /&gt;
* [[Holy Vindicator (Apath)|Holy Vindicator]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ranger (Apath)|Ranger]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/core-classes/ranger SRD] [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---ranger Spells] [http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps Traps]&lt;br /&gt;
* [[Crimson Claw (Apath)|Crimson Claw]]&lt;br /&gt;
* [[Horizon Walker (Apath)|Horizon Walker]]&amp;lt;ref name=&amp;quot;NS&amp;quot;/&amp;gt;&lt;br /&gt;
* [[Lantern Bearer (Apath) | Lantern Bearer]]&lt;br /&gt;
* [[Low Templar (Apath)|Low Templar]]&amp;lt;ref name=&amp;quot;NS&amp;quot;/&amp;gt;&lt;br /&gt;
* [[Mammoth Rider (Apath)|Mammoth Rider]]&amp;lt;ref name=&amp;quot;NS&amp;quot;/&amp;gt;&lt;br /&gt;
* [[Nature Warden (Apath)|Nature Warden]]&lt;br /&gt;
* [[Shadow Ranger (Apath)|Shadow Ranger]]&lt;br /&gt;
* [[Smuggler Guide (Apath)|Smuggler Guide]]&lt;br /&gt;
* [[Steel Falcon (Apath)|Steel Falcon]]&amp;lt;ref name=&amp;quot;NS&amp;quot;/&amp;gt;&lt;br /&gt;
* [[Sun Seeker (Apath)|Sun Seeker]]&lt;br /&gt;
|valign=top width=&amp;quot;19%&amp;quot;|&#039;&#039;&#039;¾ Base Attack Bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Alchemist (Apath)|Alchemist]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/base-classes/alchemist SRD] [http://www.d20pfsrd.com/magic/spell-lists-and-domains/formulae-lists---alchemist Spells] [http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries Discoveries]&lt;br /&gt;
* [[Master Chymist (Apath) | Master Chymist]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bard (Apath)|Bard]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/core-classes/bard SRD] [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---bard Spells]&lt;br /&gt;
* [[Battle Herald (Apath)|Battle Herald]]&lt;br /&gt;
* [[Chronicler (Apath)|Chronicler]]&lt;br /&gt;
* [[Maestro Spy (Apath)| Maestro Spy]]&lt;br /&gt;
* [[Mystic Spy (Apath)| Mystic Spy]]&lt;br /&gt;
* [[Noble Virtuoso (Apath)| Noble Virtuoso]]&lt;br /&gt;
* [[Sanctified Prophet (Apath) | Sanctified Prophet]]&lt;br /&gt;
* [[Syndicate Provocateur (Apath)| Syndicate Provocateur]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Cleric (Apath)|Cleric]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/core-classes/cleric SRD] [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---cleric Spells] [[Domains (Apath) | Domains]]&lt;br /&gt;
* [[Dissident of Dawn (Apath)|Dissident of Dawn]]&lt;br /&gt;
* [[Divine Scion (Apath)|Divine Scion]]&lt;br /&gt;
* [[Demoniac (Apath)|Demoniac]]&lt;br /&gt;
* [[Hell Knight Chaplain(Apath)|Hell Knight Chaplain]]&lt;br /&gt;
* [[Hierarch Cleric (Apath)|Hierarch Cleric]]&lt;br /&gt;
* [[Ib Monolith (Apath)|Ib Monolith]]&lt;br /&gt;
* [[Sacred Vindicator (Apath)|Sacred Vindicator]]&lt;br /&gt;
* [[Temple Merchant (Apath)|Temple Merchant]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Druid (Apath)|Druid]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/core-classes/druid SRD] [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---druid Spells]* [[Master of Storms (Apath)|Master of Storms]]&lt;br /&gt;
* [[Green Faith Acolyte (Apath) |Green Faith Acolyte]]&lt;br /&gt;
* [[Mystic Archer (Apath) |Mystic Archer]]&amp;lt;ref name=&amp;quot;MCA&amp;quot;/&amp;gt;&lt;br /&gt;
* [[Nature Companion (Apath)|Nature Companion]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Inquisitor (Apath)|Inquisitor]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/base-classes/inquisitor SRD] [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---inquisitor Spells]&lt;br /&gt;
* [[Eye of Dawn (Apath) | Eye of Dawn ]]&lt;br /&gt;
* [[Gray Warden (Apath)|Gray Warden]]&lt;br /&gt;
* [[Hell Knight Inquisitor (Apath)|Hell Knight Inquisitor]]&lt;br /&gt;
* [[Market Inspector (Apath)|Market Inspector]]&lt;br /&gt;
* [[Syndicate Inquisitor (Apath)|Syndicate Inquisitor]]&lt;br /&gt;
* [[Undercover Inquisitor (Apath)|Undercover Inquisitor]]&lt;br /&gt;
&lt;br /&gt;
|valign=top width=&amp;quot;19%&amp;quot;|&#039;&#039;&#039;¾ Base Attack Bonus&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;[[Magus (Apath)|Magus]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/base-classes/magus SRD] [http://www.d20pfsrd.com/magic/spell-lists-and-domains/magus-spell-list Spells] [http://www.d20pfsrd.com/classes/base-classes/magus/magus-arcana Arcana]&lt;br /&gt;
* [[Arcane Archer (Apath)|Arcane Archer]]&lt;br /&gt;
* [[Dragon Disciple (Apath)|Dragon Disciple]]&lt;br /&gt;
* [[Naked Dragon (Apath)|Naked Dragon]]&amp;lt;ref name=&amp;quot;FA&amp;quot;/&amp;gt;&lt;br /&gt;
* [[Noble Magus (Apath)|Noble Magus]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Monk (Apath)|Monk]]&#039;&#039;&#039;&amp;lt;ref name=&amp;quot;MA&amp;quot;/&amp;gt; - [http://www.d20pfsrd.com/classes/core-classes/monk SRD]&lt;br /&gt;
* [[Master Spy (Apath)|Master Spy]]&lt;br /&gt;
* [[Shadow Monk (Apath)|Shadow Monk]]&lt;br /&gt;
* [[Syndicate Lord (Apath)|Syndicate Lord]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Oracle (Apath)|Oracle]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/base-classes/oracle SRD] [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---cleric Spells]&lt;br /&gt;
* [[Divine Assessor (Apath)|Divine Assessor]]&lt;br /&gt;
* [[Hell Knight Visionary (Apath)|Hell Knight Visionary]]&lt;br /&gt;
* [[Planar Warden (Apath)|Planar Warden]]&lt;br /&gt;
* [[Umbral Agent (Apath)|Umbral Agent]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rogue (Apath)|Rogue]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/core-classes/rogue SRD] [http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents Talents]&lt;br /&gt;
* [[Assassin (Apath)|Assassin]]&lt;br /&gt;
* [[Backstabbing Noble (Apath)|Backstabbing Noble]]&lt;br /&gt;
* [[Cell Leader (Apath)|Cell Leader]]&lt;br /&gt;
* [[Crafty Liberator (Apath)|Crafty Liberator]]&lt;br /&gt;
* [[Crimson Assassin (Apath)|Crimson Assassin]]&lt;br /&gt;
* [[Deadly Spy (Apath)|Deadly Spy]]&lt;br /&gt;
* [[Delver (Apath)|Delver]]&lt;br /&gt;
* [[Guild Poisoner (Apath)|Guild Poisoner]]&lt;br /&gt;
* [[Halfling Opportunist (Apath)|Halfling Opportunist]]&lt;br /&gt;
* [[Lion Blade (Apath)|Lion Blade]]&lt;br /&gt;
* [[Maelstrom Pirate (Apath)|Maelstrom Pirate]] &lt;br /&gt;
* [[Poison Tongue (Apath) | Poison Tongue]]&lt;br /&gt;
* [[Sea Pirate (Apath)|Sea Pirate]] &lt;br /&gt;
* [[Shadowdancer (Apath)|Shadowdancer]]&lt;br /&gt;
* [[Syndicate Agent (Apath)|Syndicate Agent]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Summoner (Apath)|Summoner]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/base-classes/summoner SRD] [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---summoner Spells]&lt;br /&gt;
* [[Monster Scion (Apath)|Monster Scion]]&lt;br /&gt;
* [[Planar Custodian (Apath)|Planar Custodian]]&lt;br /&gt;
|valign=top width=&amp;quot;19%&amp;quot;|&#039;&#039;&#039;½ Base Attack Bonus&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Sorcerer (Apath)|Sorcerer]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/core-classes/sorcerer SRD] [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---sorcerer-and-wizard Spells]&lt;br /&gt;
* [[Bloodmage (Apath)|Bloodmage]]&lt;br /&gt;
* [[Diabolist (Apath)|Diabolist]] &lt;br /&gt;
* [[False Priest (Apath)|False Priest]] &lt;br /&gt;
* [[Stormblood (Apath)|Stormblood]]&lt;br /&gt;
* [[Veiled Illusionist (Apath)|Veiled Illusionist]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Witch (Apath)|Witch]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/base-classes/witch SRD] [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-list---witch Spells]&lt;br /&gt;
* [[Noble Magician (Apath)|Noble Magician]]&lt;br /&gt;
* [[Winter Witch (Apath)|Winter Witch]]&lt;br /&gt;
* [[Witch Infiltrator (Apath)|Witch Infiltrator]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wizard (Apath)|Wizard]]&#039;&#039;&#039; - [http://www.d20pfsrd.com/classes/core-classes/wizard SRD] [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---sorcerer-and-wizard Spells]&lt;br /&gt;
* [[Arcane Savant (Apath)|Arcane Savant]]&lt;br /&gt;
* [[Collegiate Arcanist (Apath)|Collegiate Arcanist]]&lt;br /&gt;
* [[Cyphermage (Apath)|Cyphermage]]&lt;br /&gt;
* [[Davirat (Apath)|Davirat]]&lt;br /&gt;
* [[Hell Knight Notary (Apath)|Hell Knight Notary]]&lt;br /&gt;
* [[Loremaster (Apath)|Loremaster]]&lt;br /&gt;
* [[Mage of the Third Eye (Apath) | Mage of the Third Eye]]&lt;br /&gt;
* [[Ren Monolith (Apath)|Ren Monolith]]&lt;br /&gt;
* [[Sanguine Wizard (Apath) | Sanguine Wizard]]&lt;br /&gt;
* [[Tattooed Mystic (Apath) | Tattooed Mystic]]&lt;br /&gt;
|valign=top width=&amp;quot;19%&amp;quot;|&#039;&#039;&#039;Multiclass ATs&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[Arcane Trickster (Apath)|Arcane Trickster]]&#039;&#039;&#039; Rogue/Wizard&lt;br /&gt;
* &#039;&#039;&#039;[[Blood Mystic (Apath)|Blood Mystic]]&#039;&#039;&#039; Oracle/Sorcerer&lt;br /&gt;
* &#039;&#039;&#039;[[Champion of the Enlightened (Apath)|Champion of the Enlightened]]&#039;&#039;&#039; Monk/Paladin&lt;br /&gt;
* &#039;&#039;&#039;[[Eldritch Hunter (Apath)|Eldritch Hunter]]&#039;&#039;&#039; Ranger/Sorcerer&lt;br /&gt;
* &#039;&#039;&#039;[[Eldritch Knight (Apath)|Eldritch Knight]]&#039;&#039;&#039; Fighter/Wizard&lt;br /&gt;
** [[Eldritch Robe (Apath)|Eldritch Robe]]&amp;lt;ref name=&amp;quot;FA&amp;quot;/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[Mystic Theurge (Apath)|Mystic Theurge]]&#039;&#039;&#039; Cleric/Wizard&lt;br /&gt;
* &#039;&#039;&#039;[[Rage Druid (Apath)|Rage Druid]]&#039;&#039;&#039; Barbarian/Druid&lt;br /&gt;
* &#039;&#039;&#039;[[Rage Prophet (Apath)|Rage Prophet]]&#039;&#039;&#039; Barbarian/Oracle&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;ref name=&amp;quot;MA&amp;quot;&amp;gt;[[Martial Arts (Apath)|Martial arts]]&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;FIX&amp;quot;&amp;gt;Revision of an existing archetype.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;FA&amp;quot;&amp;gt;[[Martial_Arts_(Apath)#Way_of_Force|Force armor]] class.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;CO&amp;quot;&amp;gt;Alternate companion/familiar.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;NS&amp;quot;&amp;gt;Spell-less variant.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;VS&amp;quot;&amp;gt;Variant spellcaster.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;MCA&amp;quot;&amp;gt;[http://mcarchetype.wikispaces.com/New+Home+Page Multi Class Archetype].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prospective Merged Prestige Classes ==&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/green-faith-acolyte&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/lantern-bearer&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/pit-fighter&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/prophet-of-kalistrade&lt;br /&gt;
* http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/steel-falcon&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Student_of_War_(Apath)&amp;diff=51845</id>
		<title>Student of War (Apath)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Student_of_War_(Apath)&amp;diff=51845"/>
		<updated>2014-05-25T14:24:03Z</updated>

		<summary type="html">&lt;p&gt;Urban: Urban moved page Student of War (Aptah) to Student of War (Apath): Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Apath}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To hear most warriors talk, battles are won by heart and grit, by sharp iron and mighty thews. Yet the student of war knows that the key to victory is the mind behind the mettle, the training that guides the blade, and the knowledge of when and where to strike.&lt;br /&gt;
&lt;br /&gt;
== Class Information ==&lt;br /&gt;
This is a [[Prestige Archetypes (Apath)|prestige archetype]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prestige Class: &#039;&#039;&#039; [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/student-of-war Student of war].  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build Classes: &#039;&#039;&#039; [http://www.d20pfsrd.com/classes/core-classes/fighter Fighter].  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Armed with knowledge and&lt;br /&gt;
hardened by constant drill and practice, the student of war fills&lt;br /&gt;
her repertoire with tricks and techniques designed to exploit&lt;br /&gt;
every weakness and negate every advantage of her studied foes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d10.&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
The student of war&#039;s class skills (and the key ability for each) are &lt;br /&gt;
Climb (Str),&lt;br /&gt;
Craft (Int),&lt;br /&gt;
Disable Device (Dex),&lt;br /&gt;
Handle Animal (Cha),&lt;br /&gt;
Intimidate (Cha),&lt;br /&gt;
Knowledge (all) (Int),&lt;br /&gt;
Linguistics (Int),&lt;br /&gt;
Perception (Wis),&lt;br /&gt;
Profession (Wis),&lt;br /&gt;
Ride (Dex),&lt;br /&gt;
Sense Motive (Wis),&lt;br /&gt;
Spellcraft (Int),&lt;br /&gt;
Survival (Wis), and&lt;br /&gt;
Swim (Str).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Ranks Per Level:&#039;&#039;&#039; 4 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
The following are class features of the student of war prestige archetype.&lt;br /&gt;
&lt;br /&gt;
=== Weapon and Armor Proficiency ===&lt;br /&gt;
A student of war is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (not including tower shields).&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feats ===&lt;br /&gt;
At 1st level, 2nd level, and every four levels thereafter, a student of war gains a bonus feat in addition to those gained from normal advancement (meaning that the student of war gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats or tactical feats. A student of war can select fighter-only feats, counting her student of war levels as fighter levels.&lt;br /&gt;
&lt;br /&gt;
Upon reaching 6th level, and every eight levels thereafter (14th, 18th), a student of war can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the student of war loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A student of war can only change one feat at any given level and must choose whether or not to swap the feat at the time she gains a new bonus feat for the lev&lt;br /&gt;
&lt;br /&gt;
===Mind Over Metal (Ex)  ===&lt;br /&gt;
A 2nd-level student of war is skilled at taking blows such that her armor or shield deflects them harmlessly. When using armor or a shield, she can use her Intelligence modifier in place of her Dexterity modifier for determining her Armor Class. The armor’s normal maximum Dexterity bonus still applies (limiting how much of the character’s Intelligence bonus she can apply to her AC) and she loses this bonus if flat-footed or denied her dexterity bonus to armor class. This replaces bravery.&lt;br /&gt;
&lt;br /&gt;
===  Know Your Enemy (Ex)  ===&lt;br /&gt;
A 4th level student of war can study her foes to gain insight into their weaknesses. When she makes a Knowledge check appropriate to the creature’s type (DC 10 + the target’s CR, but might vary for certain monsters, see the Knowledge skill). A student of war can retry a check to identify enemies by taking a move action to do so. At 13th level, the student can reroll a failed identification roll as a swift action. &lt;br /&gt;
&lt;br /&gt;
Success grants her a +1 insight bonus against her enemy. This is in addition to the normal results of a knowledge roll. The bonus increases to +2 at 9th level, +3 at 13th level, and +4 at 17th level and applies against all enemies the student has identified. &lt;br /&gt;
&lt;br /&gt;
This insight bonus may be applied to one of the following stances, chosen when the check is made:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial stance:&#039;&#039;&#039; Attack and damage rolls against the target. At 4th level, the student is treated as having the Critical Focus feat for the purpose of attacks against a studied foe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive stance:&#039;&#039;&#039; Armor Class and saving throws against the target’s attacks. At 6th level, the student is treated as having the Mobility feat when provoking attacks of opportunity from a studied foe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical stance:&#039;&#039;&#039; CMB and CMD when initiating or defending against bull rush, disarm, grapple, overrun, and trip combat maneuvers. At 8th level, the student  using this stance gains the ability to react to danger from studied enemies before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A student of war with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.&lt;br /&gt;
&lt;br /&gt;
The A student of war may change her stance as a move action. At 9th level, the student can change stance as a swift action. This replaces weapon training.&lt;br /&gt;
&lt;br /&gt;
=== Armor Training (Ex)  ===&lt;br /&gt;
Starting at 3rd level, a student of war learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.&lt;br /&gt;
&lt;br /&gt;
In addition, a student of war can also move at her normal speed while wearing medium armor. At 7th level, a student of war can move at her normal speed while wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
=== Anticipate (Ex)  ===&lt;br /&gt;
A 4th-level student of war can anticipate her enemy’s moves. She can ignore any damage and effects of a spell or ability she successfully saved against, such as the entangling effect of a web spell or the half damage from an inflict serious wounds spell. This ability has no effect against effects that do not allow saving throws (such as darkness, Difficulty Class (DC), etc.). This ability replaces the bonus feat gained at 4th level.&lt;br /&gt;
&lt;br /&gt;
=== Telling Blow (Ex)  ===&lt;br /&gt;
At 8th level, a student of war can aim her blows at the weakest point in a studied foe’s defense, ignoring up to 3 points of damage reduction. This does not apply to damage reduction without a type (such as DR 10/—). This ability cannot be used against creatures that are immune to critical hits or otherwise lack discernible weak points. This ability stacks with the Penetrating Strike feat. This replaces the bonus feat at 8th level.&lt;br /&gt;
&lt;br /&gt;
=== Nemesis (Su)  ===&lt;br /&gt;
Once per day at 12th level, a student of war can focus upon a held weapon as a swift action, rendering it anathema to one of her studied creatures. The weapon gains the &#039;&#039;bane&#039;&#039; property against the creature for one minute. This replaces the bonus feat at 12th level.&lt;br /&gt;
&lt;br /&gt;
=== Deadly Blow (Su)  ===&lt;br /&gt;
At 16th level, the student’s awareness of her studied foe allows her to find weak spots where none should exist. A student of war who uses her know your enemy ability may ignore the target’s natural damage reduction and immunity to critical hits and sneak attacks. This replaces the bonus feat at 16th level.&lt;br /&gt;
&lt;br /&gt;
=== Armor Mastery (Ex)  ===&lt;br /&gt;
At 19th level, a student of war gains Damage Reduction 5/— whenever she is wearing armor or using a shield.&lt;br /&gt;
&lt;br /&gt;
===Target Mastery (Ex)  ===&lt;br /&gt;
At 20th level, a student of war striking a studied enemy gains several advantages. Any attacks made against an identified target automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). This replaces weapon mastery.&lt;br /&gt;
&lt;br /&gt;
== Table: Student of War ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Level&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Base Attack Bonus&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Fort Save&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Ref Save&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Will Save&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|  1st ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| +0 ||valign=&amp;quot;top&amp;quot;| +0 ||valign=&amp;quot;top&amp;quot;| Bonus feat&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;| +3 ||valign=&amp;quot;top&amp;quot;| +0 ||valign=&amp;quot;top&amp;quot;| +0 ||valign=&amp;quot;top&amp;quot;| Bonus feat, mind over metal &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 3rd ||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;| +1 ||valign=&amp;quot;top&amp;quot;| Armor training&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 4th ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| Anticipate &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 5th ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| Know your enemy +1&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 6th ||valign=&amp;quot;top&amp;quot;| +6/+1 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 7th ||valign=&amp;quot;top&amp;quot;| +7/+2 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| Armor training&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 8th ||valign=&amp;quot;top&amp;quot;| +8/+3 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| Telling blow &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 9th ||valign=&amp;quot;top&amp;quot;| +9/+4 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| Know your enemy +2 (swift stance)&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 10th ||valign=&amp;quot;top&amp;quot;| +10/+5 ||valign=&amp;quot;top&amp;quot;| +7 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 11th ||valign=&amp;quot;top&amp;quot;| +11/+6/+1 ||valign=&amp;quot;top&amp;quot;| +7 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| Armor training&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 12th ||valign=&amp;quot;top&amp;quot;| +12/+7/+2 ||valign=&amp;quot;top&amp;quot;| +8 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| Nemesis &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 13th ||valign=&amp;quot;top&amp;quot;| +13/+8/+3 ||valign=&amp;quot;top&amp;quot;| +8 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| Know your enemy +3 (swift identify)&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 14th ||valign=&amp;quot;top&amp;quot;| +14/+9/+4 ||valign=&amp;quot;top&amp;quot;| +9 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 15th ||valign=&amp;quot;top&amp;quot;| +15/+10/+5 ||valign=&amp;quot;top&amp;quot;| +9 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| Armor training&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 16th ||valign=&amp;quot;top&amp;quot;| +16/+11/+6/+1 ||valign=&amp;quot;top&amp;quot;| +10 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| Deadly blow &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 17th ||valign=&amp;quot;top&amp;quot;| +17/+12/+7/+2 ||valign=&amp;quot;top&amp;quot;| +10 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| Know your enemy +4 &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 18th ||valign=&amp;quot;top&amp;quot;| +18/+13/+8/+3 ||valign=&amp;quot;top&amp;quot;| +11 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 19th ||valign=&amp;quot;top&amp;quot;| +19/+14/+9/+4 ||valign=&amp;quot;top&amp;quot;| +11 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| Armor mastery&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 20th ||valign=&amp;quot;top&amp;quot;| +20/+15/+10/+5 ||valign=&amp;quot;top&amp;quot;| +12 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| Target Mastery &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary of Changed Class Abilities ==&lt;br /&gt;
These abilities of the original class are lost or modified in this archetype:&lt;br /&gt;
* Bravery (all)&lt;br /&gt;
* Bonus feats at level 4, 8, 12, 16, 20.&lt;br /&gt;
* Weapon Training (all)&lt;br /&gt;
* Weapon Mastery&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Golden_Legionnaire_(Apath)&amp;diff=35906</id>
		<title>Golden Legionnaire (Apath)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Golden_Legionnaire_(Apath)&amp;diff=35906"/>
		<updated>2014-05-25T14:23:16Z</updated>

		<summary type="html">&lt;p&gt;Urban: Urban moved page Golden Legionnaire (Aptah) to Golden Legionnaire (Apath): Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Apath}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Golden legionaries are the heroes and exemplars of a young nation full of hope. Expressing the hope and will of their country, the golden legionnaire shapes any group she leads or joins into a coherent force for good.&lt;br /&gt;
&lt;br /&gt;
== Class Information ==&lt;br /&gt;
This is a [[Prestige Archetypes (Apath)|prestige archetype]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prestige Class: &#039;&#039;&#039; [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/golden-legionnaire golden legionnaire].  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build Classes: &#039;&#039;&#039; fighter.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Above all else, the Golden Legion’s duty is domestic security; the Legion extensively trains its soldiers in defensive tactics and strategies that ensure the protection of both the people and other members of the Legion. That said, a typical Golden Legionnaire exhibits audacious courage, and unflinchingly puts herself between those she protects and possible threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d12.&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
Climb (Str),&lt;br /&gt;
Craft (Int),&lt;br /&gt;
Diplomacy (Cha),&lt;br /&gt;
Handle Animal (Cha),&lt;br /&gt;
Heal (Wis),&lt;br /&gt;
Intimidate (Cha),&lt;br /&gt;
Profession (Wis),&lt;br /&gt;
Ride (Dex),&lt;br /&gt;
Survival (Wis), and&lt;br /&gt;
Swim (Str).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Ranks Per Level:&#039;&#039;&#039; 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
The following are class features of the Golden Legionnaire.&lt;br /&gt;
&lt;br /&gt;
=== Weapon and Armor Proficiency ===&lt;br /&gt;
A Golden Legionnaire is proficient with all simple weapons and all martial weapons, and is proficient with all forms of armor and shields.&lt;br /&gt;
&lt;br /&gt;
=== Defy Danger (Ex) ===&lt;br /&gt;
A Golden Legionnaire gains a +2 bonus on saving throws against one of the following dangers: &lt;br /&gt;
* Charms and compulsions&lt;br /&gt;
* Curses&lt;br /&gt;
* Diseases&lt;br /&gt;
* Fear&lt;br /&gt;
* Poisons&lt;br /&gt;
* Traps&lt;br /&gt;
* Innate magical powers (spell-like abilities and supernatural abilities not gained from class levels) of one creature type (and subtype for humanoids and outsiders) chosen from the ranger favored enemy list. &lt;br /&gt;
At 4th level, and every 4 levels after level 4, a Golden Legionnaire gains an additional +2 bonus against a different danger; alternatively, she may increase the bonus against a previously selected danger by +2.&lt;br /&gt;
&lt;br /&gt;
=== Intercept (Ex) ===&lt;br /&gt;
At 2nd level, a Golden Legionnaire gains a bonus equal to 1/2 her class level to her CMD when an opponent attempts an Acrobatics check to move through a square she threatens, and gains the same bonus on combat maneuver checks when using the Stand Still feat.&lt;br /&gt;
&lt;br /&gt;
=== Armor Training (Ex) ===&lt;br /&gt;
Starting at 3rd level, a golden legionnaire learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.&lt;br /&gt;
&lt;br /&gt;
In addition, a golden legionnaire can also move at his normal speed while wearing medium armor. At 7th level, a golden legionnaire can move at his normal speed while wearing heavy armor.&lt;br /&gt;
&lt;br /&gt;
=== Legion Feats ===&lt;br /&gt;
A Golden Legionnaire gains the following bonus feats at the prescribed levels, even if she doesn&#039;t meet the prerequisites:&lt;br /&gt;
&lt;br /&gt;
4th—Stand Still &amp;lt;br&amp;gt;&lt;br /&gt;
8th—Bodyguard &amp;lt;br&amp;gt;&lt;br /&gt;
12th—In Harm&#039;s Way &amp;lt;br&amp;gt;&lt;br /&gt;
16th—Swift Aid &lt;br /&gt;
&lt;br /&gt;
If she already possesses a listed feat, she can instead take any other combat feat she meets the prerequisites for.&lt;br /&gt;
&lt;br /&gt;
=== Allied Retribution (Ex) ===&lt;br /&gt;
At 5th level, if a Golden Legionnaire sees a creature within 60 feet of her attack an ally or any friendly creature, including herself, she can select that attacker as a designated adversary. When a Golden Legionnaire does this, she gains a +1 bonus on attack rolls and weapon damage rolls against the designated adversary for a number of minutes equal to her class level. A Golden Legionnaire can have a number of designated adversaries up to 1/3 her Diplomacy skill bonus. If she already has her maximum number of designated adversaries selected, she can end the effects of her allied retribution against one of her previously designated adversaries when she selects a new one. The Golden Legionnaire can reselect a creature that is already a designated adversary if it attacks an ally or a friendly creature again, allowing her to restart the effect&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
At 9th level and every 4 levels thereafter, the bonus from allied retribution increases by +1.&lt;br /&gt;
&lt;br /&gt;
=== Gung Ho (Ex) ===&lt;br /&gt;
At 5th level, a golden legionnaire improves his ability to respond to enemy action and protect his allies. She may make a number of additional attacks of opportunity per round equal to her Charisma bonus.&lt;br /&gt;
&lt;br /&gt;
=== Authoritative Command (Ex) ===&lt;br /&gt;
At 6th level, as a move action, a Golden Legionnaire can issue orders to a number of allies up to 1/3 her Intimidate skill bonus who are within 30 feet and can see, hear, and understand her. As long as at least one selected ally obeys the Golden Legionnaire&#039;s orders during that round, the Golden Legionnaire and each compliant ally all gain a +1 competence bonus on attack rolls, weapon damage rolls, and saving throws and to Armor Class for 1 round. Affected allies are not under any obligation to obey these commands, but do not gain the bonuses if they choose to ignore the commands. At 11th level, this bonus increases to +2. At 13th level, a Golden Legionnaire can use authoritative command as a swift action. At 15t level, the bonus increases to +3.&lt;br /&gt;
&lt;br /&gt;
=== United Defense (Ex) ===&lt;br /&gt;
At 7th level, a Golden Legionnaire can select one ally as a swift action. While she is adjacent to this ally, the Golden Legionnaire takes a –1 penalty to her Armor Class and the selected ally receives a +2 dodge bonus to Armor Class for 1 round. At 11th level, and again at 15th and 19th level, the Golden Legionnaire&#039;s AC takes an additional –1 penalty and the dodge bonus increases by an additional +2.&lt;br /&gt;
&lt;br /&gt;
=== Improved Aid (Ex) ===&lt;br /&gt;
At 8th level, when a Golden Legionnaire successfully uses the aid another action in combat, the bonus on the ally&#039;s attack roll or to its Armor Class increases by +1. At 14th and 20th level, the bonus increases by an additional +1.&lt;br /&gt;
&lt;br /&gt;
=== Hold the Line (Ex) ===&lt;br /&gt;
At 10th level, if a creature takes a 5-foot step out of an area both adjacent to and threatened by a Golden Legionnaire, or if the creature withdraws out of that area, it provokes an attack of opportunity from her.&lt;br /&gt;
&lt;br /&gt;
=== Preemptive Strike (Ex) ===&lt;br /&gt;
At 12th level, a Golden Legionnaire can make an attack of opportunity against a foe that moves into any square she threatens, regardless of whether or not this movement would normally provoke an attack of opportunity. She can use this ability against each opponent once per day, and no more than once per round.&lt;br /&gt;
&lt;br /&gt;
=== Retaliate (Ex) ===&lt;br /&gt;
At 17th level, once per round when a creature threatened by a Golden Legionnaire attacks and hits an ally adjacent to the Legionnaire, she may make an attack of opportunity against that creature.&lt;br /&gt;
&lt;br /&gt;
=== Guardian of Liberty (Ex) ===&lt;br /&gt;
At 18th level, once per day as an immediate action a Golden Legionnaire can reroll a single attack roll or saving throw, or force an enemy to reroll an attack roll made against the Legionnaire or an adjacent ally after the result of the attack roll is revealed. At 20th level, the golden legionnaire can use this ability once per minute.&lt;br /&gt;
&lt;br /&gt;
== Table: Golden Legionnaire ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Level&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Base Attack Bonus&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Fort Save&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Ref Save&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Will Save&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 1st ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| +0 ||valign=&amp;quot;top&amp;quot;| +0 ||valign=&amp;quot;top&amp;quot;| Defy danger&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;| +3 ||valign=&amp;quot;top&amp;quot;| +0 ||valign=&amp;quot;top&amp;quot;| +0 ||valign=&amp;quot;top&amp;quot;| Intercept&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 3rd ||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;| +1 ||valign=&amp;quot;top&amp;quot;| Armor training&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 4th ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| Defy danger, Stand Still&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 5th ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| Allied retribution +1, gung ho&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 6th ||valign=&amp;quot;top&amp;quot;| +6/+1 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| Authoritative command +1&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 7th ||valign=&amp;quot;top&amp;quot;| +7/+2 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| Armor training, united defense +2&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 8th ||valign=&amp;quot;top&amp;quot;| +8/+3 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| Bodyguard, defy danger, improved aid +1&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 9th ||valign=&amp;quot;top&amp;quot;| +9/+4 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| Allied retribution +2&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 10th ||valign=&amp;quot;top&amp;quot;| +10/+5 ||valign=&amp;quot;top&amp;quot;| +7 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| Hold the line&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 11th ||valign=&amp;quot;top&amp;quot;| +11/+6/+1 ||valign=&amp;quot;top&amp;quot;| +7 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| Armor training, authoritative command +2, united defense +4&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 12th ||valign=&amp;quot;top&amp;quot;| +12/+7/+2 ||valign=&amp;quot;top&amp;quot;| +8 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| Defy danger, In Harm&#039;s Way, preemptive strike&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 13th ||valign=&amp;quot;top&amp;quot;| +13/+8/+3 ||valign=&amp;quot;top&amp;quot;| +8 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| Allied retribution +3, authoritative command (Swift)&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 14th ||valign=&amp;quot;top&amp;quot;| +14/+9/+4 ||valign=&amp;quot;top&amp;quot;| +9 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| Improved aid +2&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 15th ||valign=&amp;quot;top&amp;quot;| +15/+10/+5 ||valign=&amp;quot;top&amp;quot;| +9 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| Armor training, authoritative command +3, united defense +6&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 16th ||valign=&amp;quot;top&amp;quot;| +16/+11/+6/+1 ||valign=&amp;quot;top&amp;quot;| +10 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| Defy danger, Swift Aid&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 17th ||valign=&amp;quot;top&amp;quot;| +17/+12/+7/+2 ||valign=&amp;quot;top&amp;quot;| +10 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| Allied retribution +4, retaliate&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 18th ||valign=&amp;quot;top&amp;quot;| +18/+13/+8/+3 ||valign=&amp;quot;top&amp;quot;| +11 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| Guardian of liberty (1/day)&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 19th ||valign=&amp;quot;top&amp;quot;| +19/+14/+9/+4 ||valign=&amp;quot;top&amp;quot;| +11 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| United defense +8&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 20th ||valign=&amp;quot;top&amp;quot;| +20/+15/+10/+5 ||valign=&amp;quot;top&amp;quot;| +12 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| Guardian of liberty (1/minute), improved aid +3&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Swordlord_(Apath)&amp;diff=52467</id>
		<title>Swordlord (Apath)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Swordlord_(Apath)&amp;diff=52467"/>
		<updated>2014-05-25T14:23:03Z</updated>

		<summary type="html">&lt;p&gt;Urban: Urban moved page Swordlord (Aptah) to Swordlord (Apath): Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Apath}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The swordlords are among the deadliest and most feared fighters of the world. They have spent long years mastering the dueling sword, against both other dueling swords and all manner of other weaponry. Their speed and reflexes weave a net of impenetrable steel around them, from which they strike and harry their unfortunate opponents. This variant focuses on avoiding damage and disarming foes; swordlords prefer wearing light or no armor, trusting their skill with their blades for protection.&lt;br /&gt;
&lt;br /&gt;
== Class Information ==&lt;br /&gt;
This is a [[Prestige Archetypes (Apath)|prestige archetype]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prestige Class: &#039;&#039;&#039; [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/aldori-swordlord Swordlord]. Also incorporates features of the [http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/aldori-swordlord-brevoy swordlord] fighter archetype.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Build Classes: &#039;&#039;&#039; [http://www.d20pfsrd.com/classes/core-classes/fighter Fighter].&lt;br /&gt;
&lt;br /&gt;
The swordlord fights with a defensive, static style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Swordlords are highly talented melee combatants, and while their true mastery shows itself in dueling situations or whenever flashy combat is called for, they can still carry their weight in more conventional battles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Die:&#039;&#039;&#039; d10.&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
The swordlord&#039;s class skills (and the key ability for each) are &lt;br /&gt;
Acrobatics (Dex),&lt;br /&gt;
Bluff (Cha),&lt;br /&gt;
Climb (Str),&lt;br /&gt;
Craft (Int),&lt;br /&gt;
Diplomacy (Cha),&lt;br /&gt;
Intimidate (Cha),&lt;br /&gt;
Knowledge (nobility) (Int),&lt;br /&gt;
Perform (Cha),&lt;br /&gt;
Profession (Wis),&lt;br /&gt;
Ride (Dex),&lt;br /&gt;
Sense Motive (Wis)&lt;br /&gt;
Swim (Str).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Ranks Per Level:&#039;&#039;&#039; 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
The following are class features of the swordlord prestige archetype.&lt;br /&gt;
&lt;br /&gt;
===  Weapon and Armor Proficiency  ===&lt;br /&gt;
A swordlord is proficient with all simple weapons, with martial melee weapons, and with light armor, but not with any kind of shield. &lt;br /&gt;
&lt;br /&gt;
=== Dueling Mastery ===&lt;br /&gt;
A swordlord gains Dazzling Display, Dueling Mastery, Exotic Weapon Proficiency (dueling sword), Weapon Finesse, and Weapon Focus (dueling sword) as a bonus feats, ignoring the prerequisites.&lt;br /&gt;
&lt;br /&gt;
=== Deft Strike (Ex)  ===&lt;br /&gt;
A swordlord can add his Dexterity bonus (if any) on damage rolls made with a dueling sword instead of his Strength bonus. This bonus on damage rolls applies whether the swordlord is wielding a dueling sword one-handed or two-handed, though the swordlord does not apply 1-1/2 times his Dexterity bonus on damage rolls while fighting two-handed. A swordlord cannot use this ability if he is wielding a shield or an off-hand weapon, including armor spikes, unarmed strikes, or natural weapons.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Feats ===&lt;br /&gt;
The swordlord can take fighter-only feats, counting swordlord levels as fighter levels for feat prerequisites. At level 2, and every 6 levels thereafter (level 8, 14, 20), the swordlord gains a combat feat as a bonus feat. The swordlord needs to fulfil all prerequisites for this feat. &lt;br /&gt;
&lt;br /&gt;
=== Bravery (Ex) ===&lt;br /&gt;
Starting at 2nd level, a swordlord gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.&lt;br /&gt;
&lt;br /&gt;
===Steel Net(Ex)  ===&lt;br /&gt;
At 3rd level, when a swordlord makes a full attack with a dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd. &lt;br /&gt;
&lt;br /&gt;
=== Display Weapon Prowess (Ex)  ===&lt;br /&gt;
At 4th level, a swordlord adds a bonus equal to ¼ his class level on Intimidate checks made while using Dazzling Display with a dueling sword. He also gains a +1 competence bonus on these Intimidate checks for each of the following feats he possesses with the dueling sword: Greater Greater Weapon Specialization, Improved Critical, Weapon Specialization.&lt;br /&gt;
&lt;br /&gt;
When involved in a duel, a swordlord&#039;s mastery of elaborate strokes and stances grants a bonus equal to 1/2 his class level on performance combat checks. These tricks are not merely for show, however, and are of great help in countering an enemy during a duel, granting a bonus equal to 1/2 his class level on rolls to make a dueling parry or use dueling resolve. For rules on duels, see Pathfinder Roleplaying Game Ultimate Combat.&lt;br /&gt;
&lt;br /&gt;
===  Duel Training (Ex)  ===&lt;br /&gt;
While a swordlord focuses on the dueling sword, there are also other dueling weapons to consider. Starting at 5th level, a swordlord gains additional benefits when fighting with a dueling sword, or with a specific weapon demanded by the rules of a duel or other rules of a fight he participates in. Whenever he attacks with such a weapon, he gains a +1 bonus on attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
Every four levels thereafter (9th, 13th, and 17th), the bonus increases by +1. A swordlord  also adds this bonus to any combat maneuver checks made with such weapons. This bonus also applies to the swordlord &#039;s Combat Maneuver Defense when defending against disarm and sunder attempts made against such weapons.&lt;br /&gt;
&lt;br /&gt;
At 9th level, the non-proficiency penalty penalty of a dueling weapon is reduced by 2. At 13th level the swordlord is considered proficient in all dueling weapons.&lt;br /&gt;
&lt;br /&gt;
=== Disarming Strike (Ex)  ===&lt;br /&gt;
At 6th level, when a swordlord successfully disarms an opponent using a dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage. &lt;br /&gt;
&lt;br /&gt;
=== Aggressive Defense (Ex)  ===&lt;br /&gt;
A swordlord reduces the attack roll penalty for fighting defensively and/or using Combat Expertise by 2 at 7th level.  &lt;br /&gt;
&lt;br /&gt;
=== Shatter Confidence (Ex)  ===&lt;br /&gt;
At 9th level, a swordlord can make an Intimidate check to demoralize his target as a swift action after he confirms a critical hit or succeeds at a disarm, reposition, or sunder combat maneuver with a dueling sword. If his target is already shaken, he can attempt an Intimidate check to demoralize as a swift action after any successful melee attack or combat maneuver. If this check is successful, any morale bonuses the target possesses are suppressed for a number of rounds equal to the swordlord&#039;s class level. Suppressed effects are not dispelled, and resume after this time elapses if their duration has not expired. Suppressed morale bonuses include those gained from a barbarian&#039;s rage ability; however, this ability does not actually end rage or suppress any other effects of rage or rage powers that do not provide morale bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Saving Slash (Ex)  ===&lt;br /&gt;
At 10th level, when wielding a dueling sword, a swordlord can use an immediate action to try deflecting a melee critical hit targeting him, reducing its damage to that of a normal hit, with a 25% chance of success. This does not stack with the fortification special ability of magical armor or similar effects.&lt;br /&gt;
&lt;br /&gt;
=== Dexterous Duelist (Ex)  ===&lt;br /&gt;
At 11th level, a swordlord with at least one free hand is not denied his Dexterity bonus when making Acrobatics or Climb checks. In addition, if he stands from prone he does not provoke attacks of opportunity from any creatures he hit while he was prone earlier on the same turn.&lt;br /&gt;
&lt;br /&gt;
=== Adaptive Tactics (Ex)  ===&lt;br /&gt;
A swordlord learns to adapt his fighting style to counter his enemy&#039;s strengths. At level 12, after a swordlord declares an attack with his dueling sword against a creature he attacked during the previous round, as a swift action he can attempt a Sense Motive check (with a DC equal to 10 + the opponent&#039;s base attack bonus). If the check is successful, the swordlord can choose to gain a +2 circumstance bonus either on attack rolls or to AC against that creature until the beginning of his next turn. At level 17, this becomes a free action that can be used any number of times in a round.&lt;br /&gt;
&lt;br /&gt;
=== Counterattack (Ex)  ===&lt;br /&gt;
At 15th level, a swordlord can make an attack as an immediate action against an opponent who hits him with a melee attack, so long as the attacking creature is within the swordlord’s reach. &lt;br /&gt;
&lt;br /&gt;
=== Greater Saving Slash (Ex)  ===&lt;br /&gt;
At 16th level, a swordlord&#039;s saving slash has a 50% chance of reducing a melee critical hit to a normal hit. In addition, he can attempt a saving slash against a ranged critical hit, including those by rays and other ranged touch effects, with a 25% chance of success.&lt;br /&gt;
&lt;br /&gt;
=== Confounding Duelist (Ex)  ===&lt;br /&gt;
At 18th level, a swordlord who successfully uses shatter confidence also suppresses any competence or insight bonuses the target possesses.&lt;br /&gt;
&lt;br /&gt;
=== Duel Mastery (Ex) ===&lt;br /&gt;
At 19th level, a swordlord gains Damage Reduction 5/— whenever he is wielding a dueling sword or a dueling weapon (see the duel training ability).&lt;br /&gt;
&lt;br /&gt;
=== Dueling Sword Mastery (Ex) ===&lt;br /&gt;
At 20th level, a swordlord masters the dueling sword. Any attacks made with a dueling sword automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a dueling sword.&lt;br /&gt;
&lt;br /&gt;
== Table: Swordlord ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Level&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Base Attack Bonus&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Fort Save&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Ref Save&#039;&#039;&#039;||valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Will Save&#039;&#039;&#039; ||valign=&amp;quot;top&amp;quot;| &#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 1st ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| +0 ||valign=&amp;quot;top&amp;quot;| +0 ||valign=&amp;quot;top&amp;quot;| Dueling mastery, deft strike&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;| +3 ||valign=&amp;quot;top&amp;quot;| +0 ||valign=&amp;quot;top&amp;quot;| +0 ||valign=&amp;quot;top&amp;quot;| Bonus feat, bravery +1&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 3rd ||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;| +1 ||valign=&amp;quot;top&amp;quot;| Steel net &lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 4th ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| Display weapon prowess&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 5th ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| +1 ||valign=&amp;quot;top&amp;quot;| Duel training&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 6th ||valign=&amp;quot;top&amp;quot;| +6/+1 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| disarming strike&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 7th ||valign=&amp;quot;top&amp;quot;| +7/+2 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| Bravery +2, aggressive defense&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 8th ||valign=&amp;quot;top&amp;quot;| +8/+3 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| +2 ||valign=&amp;quot;top&amp;quot;| Bonus feat&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 9th ||valign=&amp;quot;top&amp;quot;| +9/+4 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| Shatter confidence&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 10th ||valign=&amp;quot;top&amp;quot;| +10/+5 ||valign=&amp;quot;top&amp;quot;| +7 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| Bravery +3, saving slash&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 11th ||valign=&amp;quot;top&amp;quot;| +11/+6/+1 ||valign=&amp;quot;top&amp;quot;| +7 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| +3 ||valign=&amp;quot;top&amp;quot;| Dexterous duelist&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 12th ||valign=&amp;quot;top&amp;quot;| +12/+7/+2 ||valign=&amp;quot;top&amp;quot;| +8 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| Adaptive tactics (swift)&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 13th ||valign=&amp;quot;top&amp;quot;| +13/+8/+3 ||valign=&amp;quot;top&amp;quot;| +8 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| Duel training (proficiency)&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 14th ||valign=&amp;quot;top&amp;quot;| +14/+9/+4 ||valign=&amp;quot;top&amp;quot;| +9 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| +4 ||valign=&amp;quot;top&amp;quot;| Bonus feat, bravery +4&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 15th ||valign=&amp;quot;top&amp;quot;| +15/+10/+5 ||valign=&amp;quot;top&amp;quot;| +9 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| Counterattack&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 16th ||valign=&amp;quot;top&amp;quot;| +16/+11/+6/+1 ||valign=&amp;quot;top&amp;quot;| +10 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| Greater saving slash&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 17th ||valign=&amp;quot;top&amp;quot;| +17/+12/+7/+2 ||valign=&amp;quot;top&amp;quot;| +10 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| +5 ||valign=&amp;quot;top&amp;quot;| Adaptive tactics (free)&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 18th ||valign=&amp;quot;top&amp;quot;| +18/+13/+8/+3 ||valign=&amp;quot;top&amp;quot;| +11 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| Bravery +5, confounding duelist&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 19th ||valign=&amp;quot;top&amp;quot;| +19/+14/+9/+4 ||valign=&amp;quot;top&amp;quot;| +11 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| Duel mastery&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| 20th ||valign=&amp;quot;top&amp;quot;| +20/+15/+10/+5 ||valign=&amp;quot;top&amp;quot;| +12 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| +6 ||valign=&amp;quot;top&amp;quot;| Bonus feat, dueling sword mastery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alternate Dueling Weapons ==&lt;br /&gt;
The swordlord as described favors the dueling sword, but other cultures have developed dueling traditions based on other weapons. Simply replace all references to the dueling sword with the culturally appropriate weapon. Here are some examples of alternate dueling weapons: &lt;br /&gt;
bastard sword,&lt;br /&gt;
butterfly knife,&lt;br /&gt;
dagger,&lt;br /&gt;
elven curve blade,&lt;br /&gt;
falchion,&lt;br /&gt;
flambard,&lt;br /&gt;
great terbutje ,&lt;br /&gt;
greatsword,&lt;br /&gt;
katana,&lt;br /&gt;
katar,&lt;br /&gt;
khopesh,&lt;br /&gt;
klar,&lt;br /&gt;
longsword,&lt;br /&gt;
nine-ring broadsword,&lt;br /&gt;
nodachi,&lt;br /&gt;
pata,&lt;br /&gt;
quadrens,&lt;br /&gt;
rapier,&lt;br /&gt;
scimitar,&lt;br /&gt;
scizore,&lt;br /&gt;
sica,&lt;br /&gt;
starknife,&lt;br /&gt;
sword cane,&lt;br /&gt;
swordbreaker dagger,&lt;br /&gt;
temple sword,&lt;br /&gt;
terbutje,&lt;br /&gt;
two-bladed sword&lt;br /&gt;
wakizashi,&lt;br /&gt;
war razor.&lt;br /&gt;
&lt;br /&gt;
== Duels ==&lt;br /&gt;
&#039;&#039;These rules are from Pathfinder Roleplaying Game Ultimate Combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is no form of combat more civilized than the duel. Be it with steel or spells, duels are used to settle disputes in situations where a chaotic melee would be disruptive or even illegal. Although duels are often considered honorable, this does not necessarily make them any less deadly. Duels often permit combatants to engage in more even fights than the fracas of the battlefield, allowing the true skill, power, and wit of each to determine the victor.&lt;br /&gt;
&lt;br /&gt;
=== Starting a Duel ===&lt;br /&gt;
A duel is a form of combat, but unlike ordinary combat, the participants must all agree to willingly enter the duel and abide by its rules. If either side breaks the rules, that side is considered the loser of the duel, regardless of any other outcome, and if its members continue aggressive action, the fight continues using the standard rules for combat.&lt;br /&gt;
&lt;br /&gt;
The rules for a duel are usually quite simple, but might vary if all of the participants are of a particular class or if all of the participants agree on specific restrictions or guidelines. Such discussions typically happen before the duel, allowing both sides to properly prepare, but as with all elements of a duel, this is not always the case. Most duels utilize the following simple rules.&lt;br /&gt;
&lt;br /&gt;
* Each participant must fight alone and can receive no help from outside sources, with the exception of other creatures who are taking part in the duel, such as familiars, animal companions, or other bonded creatures. If the duel consists of more than one participant on a side, those fighting alongside one another are free to aid each other.&lt;br /&gt;
* The types of weapons that can be used in the duel are agreed upon before the duel begins. Typical restrictions include only using melee weapons, ranged weapons, unarmed (or natural) weapons, magic, or any combination of these. The rules of a duel may require all duel participants to use the same weapon or types of attacks. This is especially the case in duels that require swords, spells, or firearms. Absent any such rules, any type of weapon is permissible.&lt;br /&gt;
* The duel usually lasts until one of the combatants has been knocked unconscious or otherwise prevented from continuing. Spells such as hold person do not end duels, but flesh to stone certainly does, assuming the target fails her saving throw. Some duels go to the death and are only ended when one duelist or team is cut to pieces or reduced to a pile of smoking ashes. Other duels last until first blood, first strike, or a number of successful attacks. These latter types of duels are usually intended to settle disputes where a creature’s death is not the required end result.&lt;br /&gt;
* In the case of duels that exclusively use magic, additional rules might prohibit the use of summoned or conjured creatures, unless the duel is performed by such creatures at the behest of the spellcasters involved (as is common among druids and summoners).&lt;br /&gt;
* In the case of duels exclusively among warriors, additional rules typically prohibit the use of poison or even entire types of attacks (such as prohibiting ranged attacks, or requiring the use of firearms). In addition, most such duels prohibit the use of magic that affects other participants, although spells that enhance the caster are sometimes allowed.&lt;br /&gt;
&lt;br /&gt;
=== Duel Combat ===&lt;br /&gt;
A duel functions much like ordinary combat, with a few notable exceptions. At the start of the duel, each participant makes an initiative check, just like in standard combat. Because duels are always planned and expected, there is never a surprise round. Alternatively, some duels start off with each side facing off, waiting for the other to flinch or break resolve. In such cases, substitute a Bluff, Intimidate, or Sense Motive check in place of the standard initiative check. The skill used is decided by the individual participants and is reflective of their approach to the duel.&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, the participants check the status of the duel (the GM may want to mark the beginning of each round in some way during initiative tracking as a reminder to check this status). So long as all participants agree to continue dueling, the duel goes on. If any one of the participants withdraws from the duel, the duel immediately ends for all participants, even those who would see it continue. The participant or side that ended the duel is considered the loser of the duel. The duel’s remaining participants can, among themselves, agree to resume the duel, but this is considered a separate duel from the previous one and does not involve those who withdrew from the duel.&lt;br /&gt;
&lt;br /&gt;
Each participant in a duel can act normally on his turn, but his actions must target or affect either himself or one of the other duel participants (either an ally or an opponent). For example, a warrior might make an attack with his bow against anyone participating in the duel, or he might administer a potion to a wounded ally also involved in the duel, but he could not attack anyone other than a participant. Similarly a dueling wizard could not cast haste on allies outside the duel while excluding himself, but he could cast it on his allies if he was among the targets. The same goes for offensive spells, such as fireball—the dueling caster must include one of his opponents in the duel among the targets of the spell, and could not affect some nearby creatures to the exclusion of his opponent.&lt;br /&gt;
&lt;br /&gt;
In addition to his normal actions, each participant in a duel may use one of a number of special immediate actions, available only to characters participating in a duel. They may take dueling counters, dueling dodges, dueling parries, or dueling resolve actions, each of which is described below.&lt;br /&gt;
&lt;br /&gt;
==== Dueling Counter ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|+&#039;&#039;&#039; Table: Dueling Counter Modifiers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=left|&#039;&#039;&#039;Circumstance&#039;&#039;&#039; ||align=center| &#039;&#039;&#039;Check Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=left|Spell is of a different school ||align=center| -2&lt;br /&gt;
|-&lt;br /&gt;
|align=left|Spell is of the same school, but not the same spell ||align=center| +2&lt;br /&gt;
|-&lt;br /&gt;
|align=left|Spell is of a higher level than the spell being countered ||align=center| +1/level above&lt;br /&gt;
|-&lt;br /&gt;
|align=left|Spell is the same as the spell being countered ||align=center| +10&lt;br /&gt;
|}&lt;br /&gt;
Each participant in a duel can take a special action called a dueling counter. A dueling counter is similar to a counterspell, but is easier to use.&lt;br /&gt;
&lt;br /&gt;
When a dueling opponent tries to cast a spell, the targeted spellcaster can make a Spellcraft check (DC 15 + the spell’s level) as a free action. If the check succeeds, she can identify her opponent’s spell and can attempt a dueling counter. If it fails, she cannot attempt a dueling counter against that spell (although special actions are still available to her).&lt;br /&gt;
&lt;br /&gt;
A dueling counter is an immediate action that does not provoke attacks of opportunity. To attempt a dueling counter, the countering duelist must expend a spell or spell slot of a level equal to or higher than that of the spell being cast. Note that characters who cast spells spontaneously (such as bards, oracles, and sorcerers) must choose which exact spell they are using to counterspell in addition to the slot being used. The countering duelist must then make a caster level check against a DC of 15 + the spell’s caster level. Unlike when using a true counterspell action (which requires a readied action), even expending an exact copy of the spell being cast does not guarantee success. The caster attempting the counterspell receives a bonus or penalty on her check depending upon the level of the spell slot being expended and the exact spell used, as noted in Table: Dueling Counter Modifiers. If the check is successful, the spell is countered—it is negated and the spell is lost. If not, the spell takes effect as normal and the duelist attempting to counter the spell takes a –2 penalty on any saving throws made against the spell’s effect.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a spellcaster can use dispel magic or greater dispel magic as a dueling counter. When a duelist spellcaster does so, he does not need to identify the spell being cast, can counter a spell of any level, and must succeed at a caster level check against a DC of 11 + the spell’s caster level. When dispel magic is used as a dueling counter, it is not modified by any of the circumstances in Table: Dueling Counter Modifiers.&lt;br /&gt;
&lt;br /&gt;
Because readying a counterspell is its own action, a dueling spellcaster can prepare to counterspell and make a dueling counter in the same round. This is only useful if the participant is facing multiple opponents, or someone with access to the Quicken Spell feat or other abilities that allow casting two spells in the same round.&lt;br /&gt;
&lt;br /&gt;
==== Dueling Dodge ====&lt;br /&gt;
Each participant in a duel can take a special action called a dueling dodge. This special maneuver gives a duelist a temporary bonus to his AC and on Reflex saves, but leaves him vulnerable to other attacks until the start of his next turn.&lt;br /&gt;
&lt;br /&gt;
Whenever a character participating in a duel is the target of a melee attack, a ranged attack, a supernatural ability, or a spell or spell-like ability from another participant of the duel, he can declare that he is making a dueling dodge as an immediate action. This grants him a +4 circumstance bonus to his AC and on any Reflex saving throws he must make as a result of the attack. This bonus only applies until the attack that triggered the immediate action is resolved. If the attacker can make more than one such attack, all subsequent attacks are resolved as normal. This immediate action must be declared before the attack is resolved. If the attack does not require an attack roll or a Reflex saving throw, the immediate action is still spent, but with no effect.&lt;br /&gt;
&lt;br /&gt;
Once the attack is resolved, the creature that attempted a dueling dodge takes a –2 penalty to his AC and on all Reflex saving throws until the start of his next turn (even if the duel ends).&lt;br /&gt;
&lt;br /&gt;
==== Dueling Parry ====&lt;br /&gt;
Each participant in a duel can take a special action called a dueling parry. This special action allows the duelist to deflect a blow from a melee or ranged attack directed at her. A dueling parry cannot deflect spell or firearm ranged attacks.&lt;br /&gt;
&lt;br /&gt;
Whenever a character participating in a duel is the target of a melee or ranged attack from another participant of the duel, she can declare that she is attempting to parry the attack as an immediate action. She must then make an attack roll with whatever weapon she is currently wielding, using her full base attack bonus but with a –5 penalty. If this attack roll is equal to or greater than the attack roll being made against her, she parries the attack and it is considered a miss. If the duelist attempting the parry is unarmed, she takes a further –2 on the attempt. If the duelist possesses the parry class feature, she can attempt this dueling parry once per round without spending an immediate action if she is using her parry class feature.&lt;br /&gt;
&lt;br /&gt;
This dueling parry only applies to one attack. Other attacks made by the same attacker are resolved normally. If the attack is a hit and a critical threat, but would be parried by the duelist, it is still a hit, but no confirmation roll is made and damage is rolled normally.&lt;br /&gt;
&lt;br /&gt;
==== Dueling Resolve ====&lt;br /&gt;
Once per duel, a character can use a special action called dueling resolve. This special action allows a duelist to keep on fighting despite a crippling spell or terrible injury.&lt;br /&gt;
&lt;br /&gt;
Whenever a character participating in a duel fails a Fortitude or Will saving throw, or is reduced to fewer than 0 hit points, he can use dueling resolve as an immediate action. If he failed a Fortitude or Will saving throw, he can attempt another saving throw, using the same bonus. If this second saving throw is a success, the spell or effect prompting the saving throw does not take effect until the end of his next turn (even though its duration begins immediately). If he is reduced to fewer than 0 hit points (but not slain), he does not fall unconscious or gain the staggered condition, and can act normally until the end of his next turn, at which point he becomes staggered or unconscious based on his current hit points.&lt;br /&gt;
If, by the end of the character’s next turn, the spell or effect ends or he is brought to above 0 hit points, he is fatigued, but otherwise suffers no ill effect. A character can only use this ability once per duel.&lt;br /&gt;
&lt;br /&gt;
=== Duels and Performance Combat ===&lt;br /&gt;
If you are using the duel rules within a performance combat, successfully performing a dueling counter, dueling dodge, or dueling resolve all allow the combatant to make a performance combat check as a free action. Since the dueling counter, dueling dodge, and dueling resolve action are all immediate actions, and are usually not done on the character’s turn, this means that the combatant using one of these dueling actions must spend a victory point to make the performance combat check (not an action).&lt;br /&gt;
&lt;br /&gt;
=== Duel Results ===&lt;br /&gt;
While duels can be treated as another form of combat, they are usually undertaken to resolve a dispute between colleagues or rivals and are not usually intended to end in death. As a result, duels are usually fought with a specific prize in mind. Arcane academies are known for having duels to determine important faculty positions and as competitions between students for social standing and prizes. In some places, duels are so common that special areas are constructed specifically for duels. Such dueling yards are sometimes made with special enchantments that can be turned on for dueling competitions. Such fields typically convert all damage to nonlethal damage and prevent magic that instantly slays a foe or does permanent harm. That is not to say that accidents don’t happen, and more than one student has lost a limb or even her life while within such “safe” fields.&lt;br /&gt;
&lt;br /&gt;
Fighters, paladins, cavaliers, and other characters that primarily rely on weapon attacks usually engage in duels to settle points of honor, but can also be rather particular in choosing their dueling space.&lt;br /&gt;
&lt;br /&gt;
Regardless of the conditions, most duels are serious affairs, with each side putting pride, honor, treasure, and even their lives on the line to win the day. While villains might try to cheat the rules and exploit every advantage, nobler duelists see the competition as a chance to prove their superiority on the field of battle using only their skills and wits, rather than chance or superior numbers.&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Character_Creation_(Wrath_of_the_Righteous)&amp;diff=64664</id>
		<title>Character Creation (Wrath of the Righteous)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Character_Creation_(Wrath_of_the_Righteous)&amp;diff=64664"/>
		<updated>2013-11-27T10:57:31Z</updated>

		<summary type="html">&lt;p&gt;Urban: Spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wrath of the Righteous}}&lt;br /&gt;
&amp;lt;!-- Stuff --&amp;gt;&lt;br /&gt;
Characters in Wrath of the Righteous are supposed to be heroes, and will be allowed advance in mythic tiers along with regular levels. The basic character is also suitably heroic.&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
* Character ability scores are made from 25 build points.&lt;br /&gt;
&lt;br /&gt;
* Characters receive an additional two skill points per level and one bonus feat at first level.&lt;br /&gt;
&lt;br /&gt;
* All characters begin with one campaign-specific trait of their choice, as well as two regular (regional, religious, magical) traits from my [[Greyhawk]] campaign.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
Humans are the favored race for the campaign, but the regular elves, dwarfs, gnomes, half-elves, and half-orcs are all available. &lt;br /&gt;
* Humans of several cultures are possible.&lt;br /&gt;
** [[Common_(Greyhawk)|Common]] humans either come from the mercantile lands of the south, from previous generations of crusaders in the Shield Lands, or from the distant Keoland area. They are here by choice, but always looking for opportunities.&lt;br /&gt;
** [[Oerdian_(Greyhawk)|Oerdians]] mostly come from nearby Furyondy, a powerful is somewhat archaic feudal kingdom. They consider this their war and accept outside help with some reluctance. A few come from the far west, their self-important attitudes can grate on the locals.&lt;br /&gt;
** [[Flan_(Greyhawk)|Flan]] come from the Bandit Kingdoms or even further away to the north and east; mostly they are refugees from Iuz wars that simply want a place to settle. They are more likely to be in support roles, such as scouts.&lt;br /&gt;
** [[Rhenne_(Greyhawk)|Rhenne]] do not join join the crusade as a group. A few might join individually, most likely as hangers-on or camp followers.&lt;br /&gt;
** [[Baklunish_(Greyhawk)|Baklunish]] from the far west are few in the crusade, but some exist and see the crusade as a path to righteousness.&lt;br /&gt;
* [[Dwarves_(Greyhawk)|Dwarfs]] come from Highfolk or Lormil Mountains - they have so far been little involved with Iuz.&lt;br /&gt;
* [[Elves_(Greyhawk)|Elves]] come either from the courts of Celene, from Highfolk, or from the elven enclaves in the Vesve forest. Some elves from the feywild have also joined the crusade. Almost any kind of elven clan or tribe makes a reasonable origin. High elves from the feywild have been fighting Iuz for generations.&lt;br /&gt;
* [[Gnomes_(Greyhawk)|Gnomes]] come from the Kron Hills, Highfolk, or from the borders of the Vesve, but many also live among humans in other lands. Individual gnomes join the crusade for their own purposes.&lt;br /&gt;
* [[Halflings_(Greyhawk)|Halflings]] sometimes join the crusade, often as hangers-on or servants to others but sometimes in their own units. Such units generally focus on scouting and skirmishing roles.&lt;br /&gt;
* [[Half-Elves_(Greyhawk)|Half-Elves]] usually are the children of traveling elven adventurers or merchants. It is common for elves to settle in human lands for a longer or shorter period, and this sometimes leaves progeny. Very few half-elves grew up in the strictly elven nation of Celene, but Highfolk with its mixed population has many half-elves, some even the children of half-elves in turn.&lt;br /&gt;
* [[Half-orcs_(Greyhawk)|Half-Orcs]] are common in all the lands affected by the invasion, as orcs are the mainstay of Ius&#039; armies. Often raised in military orders or by raid survivors who taught them to be enemies of Iuz.&lt;br /&gt;
&lt;br /&gt;
==== Exotic Races ====&lt;br /&gt;
If someone wants to play an unusual race not listed above, I might allow it on an individual basis, subtracting starting traits or feats or even the extra skill points for balance. Basically, any racial point cost of 12 or more has to be compensated back down to 11 or less. Characters can only sell of their extras; traits, bonus feats, and bonus skill points. The campaign trait cannot be traded out.&lt;br /&gt;
&lt;br /&gt;
Giving up a starting trait is worth 1 points, giving up a starting feat is worth 4 points, giving up the bonus skill points per level is worth 2 points each.&lt;br /&gt;
&lt;br /&gt;
=== Alignment and Faith ===&lt;br /&gt;
This crusade is a lawful good endeavor, lawful good is the recommended alignment. Chaotic Good, Neutral Good and Lawful Neutral can certainly work, tough they might have to play second fiddle in some instances. Chaotic Neutral, True Neutral, and Lawful Evil are possible but not really recommended.&lt;br /&gt;
&lt;br /&gt;
The Golarion dieties most closely affiliated with the crusade are Abadar, Iomedae, Sarenrae, Shelyn, and Torag. Greyhawk gods are divided by culture, so which Greyhawk god which corresponds to each Golarion god depends on where you come from.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Golarion&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Domain&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Common&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Flan&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Oerdian&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Abadar   |||Civilization |||[[St._Cuthbert_(Greyhawk_Action)|St Cuthbert]]  ||| [[Allitur_(Greyhawk_Action)|Alitur]] ||| [[Pholtus_(Greyhawk_Action)|Pholtus]] |||Baklunish: [[Baklunish_(Greyhawk)#Al.27Akbar|Al-Akbar]]&lt;br /&gt;
|-&lt;br /&gt;
||Iomedae  |||Chivalry ||| [[Bahamut_(Greyhawk_Action)|Bahamut]] ||| [[Zodal_(Greyhawk_Action)|Zoldal]] |||  [[Heironeous_(Greyhawk_Action)|Hieroneous]] |||  Baklunish: [[Baklunish_(Greyhawk)#Zuoken| Zuoken]]&lt;br /&gt;
|-&lt;br /&gt;
||Sarenrae  |||Sun ||| [[Mayaheine_(Greyhawk_Action) |Mayaheine]] ||| [[Pelor_(Greyhawk_Action)|Pelor]] ||| [[Rao_(Greyhawk_Action)|Rao]] ||| Elf: [[Corellon_(Greyhawk_Action)|Corellon]]&lt;br /&gt;
|-&lt;br /&gt;
||Shelyn  |||Beauty |||[[Honey_(Greyhawk_Action)|Honey]] ||| [[Myhriss_(Greyhawk_Action)|Myrhiss]] |||[[Lirr_(Greyhawk_Action)|Lirr]] ||| Baklunish: [[Baklunish_(Greyhawk)#Xan_Yae| Xan Yae]]&lt;br /&gt;
|-&lt;br /&gt;
||Torag  |||Fortification||| [[Daern_(Greyhawk_Action)|Daern]]||| [[Moradin_(Greyhawk_Action)|Moradin]] ||| [[Bleredd_(Greyhawk_Action)|Blered]] |||Dwarf: [[Moradin_(Greyhawk_Action)|Moradin]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Note that this does not match the general [[Greyhawk_%26_Golarion_Gods_(Greyhawk)|table of divine correspondences between Golarion and Greyhawk]] precisely.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
Like in all adventure paths, characters begin at first level, but in [[Wrath of the Righteous]] you can expect to advance fast and also gain mythic tiers. This is a campaign with the direct support of mythic forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin&#039;&#039;&#039; is the recommended class, and the adventures are written with paladins in mind. The more similar to a paladin a class is, the better it will do. &#039;&#039;&#039;Cavaliers&#039;&#039;&#039; and &#039;&#039;&#039;fighters&#039;&#039;&#039; will do very well, as will &#039;&#039;&#039;clerics, inquisitors&#039;&#039;&#039;, and &#039;&#039;&#039;oracles&#039;&#039;&#039;. Alchemists, barbarians, bards, druids, gunslingers, monks, rangers, rogues, and summoners will find little content specific to them and might sometimes play second fiddle becasue of that, but all their class abilities will be relevant. Direct spellcasters like wizards, sorcerers, witches and magi will find that many opponents have spell resistance to one degree or another, but that their divination and support abilities are useful. [[Ranger_(Apath)|Rangers]] and [[Rogue_(Apath)|rogues]] have had modifications done to the class, changes to other classes are all optional or just rulings. &lt;br /&gt;
&lt;br /&gt;
Most Paizo archetypes will work out, but check in each case. Of [[Apath|my archetypes]], those marked as martial arts or force armor generally don&#039;t fit well. Elves are known to produce force armor warriors, while common humans produce fencers and baklunish martial artists.&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Pathfinder&amp;diff=65451</id>
		<title>Pathfinder</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Pathfinder&amp;diff=65451"/>
		<updated>2013-11-23T19:33:31Z</updated>

		<summary type="html">&lt;p&gt;Urban: /* Campaigns */ Linkage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinder}}&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
The Pathfinder Roleplaying Game (abbreviated as PFRPG) is a fantasy role-playing game (RPG) first published in 2009 by Paizo Publishing. It extends and modifies the Revised 3rd Edition Dungeons &amp;amp; Dragons&#039; game rules published by Wizards of the Coast under the Open Game License.&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* [[Rise of the Dragon]]&lt;br /&gt;
* [[Skull &amp;amp; Shackles]]&lt;br /&gt;
* [[Way of the Wicked]]&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
* [[Golarion]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Apath | Abbe&#039;s Pathfinder]]&lt;br /&gt;
* [[User:urban/Pathfinder | Urban&#039;s Pathfinder]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.d20pfsrd.com/ Pathfinder SRD]&lt;br /&gt;
* [http://paizo.com/pathfinderRPG Pathfinder RPG] at Paizo&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Pathfinder_RPG Pathfinder RPG] at Wikipedia&lt;br /&gt;
* [https://docs.google.com/document/d/1dVQA-uI740Hh8vq-zsnbHV6UwJg-4QKlpmkxBEmCdhA/edit A Guide to Pathfinder Traits] &lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Pathfinder&amp;diff=65450</id>
		<title>Pathfinder</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Pathfinder&amp;diff=65450"/>
		<updated>2013-11-23T17:07:48Z</updated>

		<summary type="html">&lt;p&gt;Urban: Golarion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinder}}&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
The Pathfinder Roleplaying Game (abbreviated as PFRPG) is a fantasy role-playing game (RPG) first published in 2009 by Paizo Publishing. It extends and modifies the Revised 3rd Edition Dungeons &amp;amp; Dragons&#039; game rules published by Wizards of the Coast under the Open Game License.&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* [[Rise of the Dragon]]&lt;br /&gt;
* [[Skulls and Shackles]]&lt;br /&gt;
* [[Way of the Wicked]]&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
* [[Golarion]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Apath | Abbe&#039;s Pathfinder]]&lt;br /&gt;
* [[User:urban/Pathfinder | Urban&#039;s Pathfinder]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.d20pfsrd.com/ Pathfinder SRD]&lt;br /&gt;
* [http://paizo.com/pathfinderRPG Pathfinder RPG] at Paizo&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Pathfinder_RPG Pathfinder RPG] at Wikipedia&lt;br /&gt;
* [https://docs.google.com/document/d/1dVQA-uI740Hh8vq-zsnbHV6UwJg-4QKlpmkxBEmCdhA/edit A Guide to Pathfinder Traits] &lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Character_Creation_(Wrath_of_the_Righteous)&amp;diff=64643</id>
		<title>Character Creation (Wrath of the Righteous)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Character_Creation_(Wrath_of_the_Righteous)&amp;diff=64643"/>
		<updated>2013-11-16T19:10:28Z</updated>

		<summary type="html">&lt;p&gt;Urban: Table header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wrath of the Righteous}}&lt;br /&gt;
&lt;br /&gt;
Characters in Wrath of the Righteous are supposed to be heroes, and will be allowed advance in mythic tiers along with regular levels. The basic character is also suitably heroic.&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
Character ability scores are made from 25 build points.&lt;br /&gt;
&lt;br /&gt;
Characters receive an additional two skill points per level and one bonus feat at first level.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
Humans are the majorly favored race, but the regular elves, dwarfs, gnomes, half-elves, and half-orcs are all available. &lt;br /&gt;
* Humans of several cultures are possible.&lt;br /&gt;
** Common humans either come from the mercantile lands of the south, from previous generations of crusaders in the Shield Lands, or from the distant Keoland area. They are here by choice, but always looking for opportunities.&lt;br /&gt;
** Oerdians mostly come from nearby Furyondy, a powerful is somewhat archaic feudal kingdom. They consider this their war and accept outside help with some reluctance.&lt;br /&gt;
** Flan come from the Bandit Kingdoms or even further away to the north and east; mostly they are refugees from Iuz wars that simply want a place to settle. They are more likely to be in support roles, such as scouts.&lt;br /&gt;
** Rhenne do not join join the crusade as a group. A few might join individually, most likely as hangers-on or camp followers.&lt;br /&gt;
** Baklunish from the far west are few in the crusade, but some exist and see the crusade as a path to righteousness.&lt;br /&gt;
* Dwarfs come from Highfolk or Lormil Mountains - like elves, they have so far been little involved with Iuz.&lt;br /&gt;
* Elves come either from the courts of Celene, from Higfolk, or from the elven enclaves in the Vesve forest. Almost any kind of elven clan or tribe makes a reasonable origin. Elves have had little direct conflict with Iuz&lt;br /&gt;
* Gnomes from the Kron Hills, Highfolk, or from the borders of the Vesve, but many also live among humans in other lands. &lt;br /&gt;
* Halflings sometimes join the crusade, often as hangers-on or servants to others but sometimes in their own units. Such units generally focus on scouting and skirmishing roles.&lt;br /&gt;
* Half-Elves usually are the children of traveling elven adventurers or merchants. It is common for elves to settle in human lands for a longer or shorter period, and this sometimes leaves progeny. Very few half-elves grew up in the strictly elven nation of Celene, but Highfolk with its mixed population has many half-elves, some even the children of half-elves in turn.&lt;br /&gt;
* Half-Orcs are common in all the lands affected by the invasion, as orcs are the mainstay of Ius&#039; armies. Often raised in military orders or by raid survivors who taught them to be enemies of Iuz.&lt;br /&gt;
&lt;br /&gt;
If someone wants to play an unusual race not listed above, I might allow it on an individual basis, subtract starting traits or feats.&lt;br /&gt;
&lt;br /&gt;
=== Alignment and Faith ===&lt;br /&gt;
This crusade is a lawful good endeavor, lawful good is the recommended alignment and paladin the recommended class. That said, most classes and archetypes can work as long as they do not conflict with lawful goodness. Chaotic Good, Neutral Good and Lawful Neutral can certainly work, tough they might have to play second fiddle in some instances. Chaotic Neutral, True Neutral, and Lawful Evil are possible but not really recommended.&lt;br /&gt;
&lt;br /&gt;
The Golarion dieties most closely affiliated with the crusade are Abadar, Iomedae, Sarenrae, Shelyn, and Torag. Greyhawk gods are divided by culture, so which Greyhawk god which corresponds to each Golarion god depends on where you come from.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Golarion&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Domain&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Common&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Flan&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Oerdian&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Abadar   |||Civilization |||St Cuthbert  ||| Alitur ||| Pholtus |||Baklunish: [[Baklunish_(Greyhawk)#Al.27Akbar|Al-Akbar]]&lt;br /&gt;
|-&lt;br /&gt;
||Iomedae  |||Chivalry ||| Bahamut ||| Zoldal |||  Hieroneous |||  Baklunish: [[Baklunish_(Greyhawk)#Zuoken| Zuoken]]&lt;br /&gt;
|-&lt;br /&gt;
||Sarenrae  |||Sun ||| Pelor ||| Pelor ||| Rao ||| Elf: Corellon&lt;br /&gt;
|-&lt;br /&gt;
||Shelyn  |||Art |||- ||| Myrhiss |||Lirr ||| Baklunish: [[Baklunish_(Greyhawk)#Xan_Yae| Xan Yae]]&lt;br /&gt;
|-&lt;br /&gt;
||Torag  |||Fortification||| Daern||| Moradin ||| Blered |||Dwarf: Moradin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Note that this table does not match the general one precisely.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
Like in all adventure paths, characters begin at first level, but in [[Wrath of the Righteous]] you can expect to advance fast and also gain mythic tiers. This is a campaign with the direct support of mythic forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin&#039;&#039;&#039; is the recommended class, and the adventures are written with paladins in mind. The more similar to a paladin a class is, the better it will do. &#039;&#039;&#039;Cavaliers&#039;&#039;&#039; and &#039;&#039;&#039;fighters&#039;&#039;&#039; will do very well, as will &#039;&#039;&#039;clerics, inquisitors&#039;&#039;&#039;, and &#039;&#039;&#039;oracles&#039;&#039;&#039;. Alchemists, barbarians, bards, druids, gunslingers, monks, rangers, rogues, and summoners will find little content specific to them, but all their class abilities will be relevant. Direct spellcasters like wizards, sorcerers, witches and magi will find that many opponents have spell resistance to one degree or another, but that their divination and support abilities are useful.&lt;br /&gt;
&lt;br /&gt;
Most Pazio archetypes will work out, but check in each case. Of [[Apath|my archetypes]], those marked as martial arts or force armor are unthematic.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
All characters begin with one campaign-specific trait of their choice, as well as two regular (regional, religious, magical) traits from my [[Greyhawk]] campaign.&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Character_Creation_(Wrath_of_the_Righteous)&amp;diff=64642</id>
		<title>Character Creation (Wrath of the Righteous)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Character_Creation_(Wrath_of_the_Righteous)&amp;diff=64642"/>
		<updated>2013-11-16T19:09:42Z</updated>

		<summary type="html">&lt;p&gt;Urban: Table style, spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wrath of the Righteous}}&lt;br /&gt;
&lt;br /&gt;
Characters in Wrath of the Righteous are supposed to be heroes, and will be allowed advance in mythic tiers along with regular levels. The basic character is also suitably heroic.&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
Character ability scores are made from 25 build points.&lt;br /&gt;
&lt;br /&gt;
Characters receive an additional two skill points per level and one bonus feat at first level.&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
Humans are the majorly favored race, but the regular elves, dwarfs, gnomes, half-elves, and half-orcs are all available. &lt;br /&gt;
* Humans of several cultures are possible.&lt;br /&gt;
** Common humans either come from the mercantile lands of the south, from previous generations of crusaders in the Shield Lands, or from the distant Keoland area. They are here by choice, but always looking for opportunities.&lt;br /&gt;
** Oerdians mostly come from nearby Furyondy, a powerful is somewhat archaic feudal kingdom. They consider this their war and accept outside help with some reluctance.&lt;br /&gt;
** Flan come from the Bandit Kingdoms or even further away to the north and east; mostly they are refugees from Iuz wars that simply want a place to settle. They are more likely to be in support roles, such as scouts.&lt;br /&gt;
** Rhenne do not join join the crusade as a group. A few might join individually, most likely as hangers-on or camp followers.&lt;br /&gt;
** Baklunish from the far west are few in the crusade, but some exist and see the crusade as a path to righteousness.&lt;br /&gt;
* Dwarfs come from Highfolk or Lormil Mountains - like elves, they have so far been little involved with Iuz.&lt;br /&gt;
* Elves come either from the courts of Celene, from Higfolk, or from the elven enclaves in the Vesve forest. Almost any kind of elven clan or tribe makes a reasonable origin. Elves have had little direct conflict with Iuz&lt;br /&gt;
* Gnomes from the Kron Hills, Highfolk, or from the borders of the Vesve, but many also live among humans in other lands. &lt;br /&gt;
* Halflings sometimes join the crusade, often as hangers-on or servants to others but sometimes in their own units. Such units generally focus on scouting and skirmishing roles.&lt;br /&gt;
* Half-Elves usually are the children of traveling elven adventurers or merchants. It is common for elves to settle in human lands for a longer or shorter period, and this sometimes leaves progeny. Very few half-elves grew up in the strictly elven nation of Celene, but Highfolk with its mixed population has many half-elves, some even the children of half-elves in turn.&lt;br /&gt;
* Half-Orcs are common in all the lands affected by the invasion, as orcs are the mainstay of Ius&#039; armies. Often raised in military orders or by raid survivors who taught them to be enemies of Iuz.&lt;br /&gt;
&lt;br /&gt;
If someone wants to play an unusual race not listed above, I might allow it on an individual basis, subtract starting traits or feats.&lt;br /&gt;
&lt;br /&gt;
=== Alignment and Faith ===&lt;br /&gt;
This crusade is a lawful good endeavor, lawful good is the recommended alignment and paladin the recommended class. That said, most classes and archetypes can work as long as they do not conflict with lawful goodness. Chaotic Good, Neutral Good and Lawful Neutral can certainly work, tough they might have to play second fiddle in some instances. Chaotic Neutral, True Neutral, and Lawful Evil are possible but not really recommended.&lt;br /&gt;
&lt;br /&gt;
The Golarion dieties most closely affiliated with the crusade are Abadar, Iomedae, Sarenrae, Shelyn, and Torag. Greyhawk gods are divided by culture, so which Greyhawk god which corresponds to each Golarion god depends on where you come from.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Golarion&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Domain&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Common&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Flan&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Oerdian&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;text-align:left;width:10em&amp;quot;|&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Abadar   |||Civilization |||St Cuthbert  ||| Alitur ||| Pholtus |||Baklunish: [[Baklunish_(Greyhawk)#Al.27Akbar|Al-Akbar]]&lt;br /&gt;
|-&lt;br /&gt;
||Iomedae  |||Chivalry ||| Bahamut ||| Zoldal |||  Hieroneous |||  Baklunish: [[Baklunish_(Greyhawk)#Zuoken| Zuoken]]&lt;br /&gt;
|-&lt;br /&gt;
||Sarenrae  |||Sun ||| Pelor ||| Pelor ||| Rao ||| Elf: Corellon&lt;br /&gt;
|-&lt;br /&gt;
||Shelyn  |||Art |||- ||| Myrhiss |||Lirr ||| Baklunish: [[Baklunish_(Greyhawk)#Xan_Yae| Xan Yae]]&lt;br /&gt;
|-&lt;br /&gt;
||Torag  |||Fortification||| Daern||| Moradin ||| Blered |||Dwarf: Moradin&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Note that this table does not match the general one precisely.&lt;br /&gt;
&lt;br /&gt;
=== Class ===&lt;br /&gt;
Like in all adventure paths, characters begin at first level, but in [[Wrath of the Righteous]] you can expect to advance fast and also gain mythic tiers. This is a campaign with the direct support of mythic forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin&#039;&#039;&#039; is the recommended class, and the adventures are written with paladins in mind. The more similar to a paladin a class is, the better it will do. &#039;&#039;&#039;Cavaliers&#039;&#039;&#039; and &#039;&#039;&#039;fighters&#039;&#039;&#039; will do very well, as will &#039;&#039;&#039;clerics, inquisitors&#039;&#039;&#039;, and &#039;&#039;&#039;oracles&#039;&#039;&#039;. Alchemists, barbarians, bards, druids, gunslingers, monks, rangers, rogues, and summoners will find little content specific to them, but all their class abilities will be relevant. Direct spellcasters like wizards, sorcerers, witches and magi will find that many opponents have spell resistance to one degree or another, but that their divination and support abilities are useful.&lt;br /&gt;
&lt;br /&gt;
Most Pazio archetypes will work out, but check in each case. Of [[Apath|my archetypes]], those marked as martial arts or force armor are unthematic.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
All characters begin with one campaign-specific trait of their choice, as well as two regular (regional, religious, magical) traits from my [[Greyhawk]] campaign.&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Arcane_Avenger_(Apath)&amp;diff=26706</id>
		<title>Arcane Avenger (Apath)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Arcane_Avenger_(Apath)&amp;diff=26706"/>
		<updated>2013-11-13T14:46:47Z</updated>

		<summary type="html">&lt;p&gt;Urban: Spelling.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Apath}}&lt;br /&gt;
&#039;&#039;The arcane avenger is not really an inquisitor at all - he has borrowed their techniques to fuel his own personal vendetta. Replacing divine inspiration with arcane abilities, the arcane avenger is even more remorseless than an inquisitor, his mission unhampered by any considerations for divine justice. Despite having similar methods and objectives to inquisitors, they often feel betrayed by religion. An arcane avenger might be a failed inquisitor who turned to other sources of power or a student of the arcane motivated by a desperate cause.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
This archetype has all normal class features, except as noted. &lt;br /&gt;
&lt;br /&gt;
=== Arcane Bond (Ex or Sp) ===&lt;br /&gt;
At 1st level, arcane avengers form a powerful bond with an object or a creature. This bond can take one of two forms: a [http://www.d20pfsrd.com/classes/core-classes/wizard/familiar familiar] or a [http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp- bonded object]. A familiar is a magical pet that enhances the arcane avenger&#039;s skills and senses and can aid him in magic, while a bonded object is an item a arcane avenger can use to cast additional spells and to serve as a magical item. Once a arcane avenger makes this choice, it is permanent and cannot be changed.&lt;br /&gt;
&lt;br /&gt;
Unlike a witch, an arcane avenger does not learn spells from his arcane bond.&lt;br /&gt;
&lt;br /&gt;
=== Armored Caster ===&lt;br /&gt;
A arcane avenger can cast arcane spells from the inquisitor spell list while wearing light or medium armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane avenger wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane avenger still incurs the normal arcane spell failure chance for arcane spells received from other classes.&lt;br /&gt;
&lt;br /&gt;
=== Patron Spells === &lt;br /&gt;
An arcane avenger has a [http://www.d20pfsrd.com/classes/base-classes/witch/witch-patrons patron] like that of a witch. At 1st level he must select a patron. This patron is a vague and mysterious force, granting the arcane avenger power for reasons that he might not entirely understand. These forces need not be named, each patron is listed only by its theme. Its actual name is up to the GM and the arcane avenger to decide, and might not even be known.&lt;br /&gt;
&lt;br /&gt;
At 2nd level, and every three levels thereafter, an arcane avenger&#039;s patron adds new spells to the arcane avenger&#039;s list of spells known and to his spell list if the spell is not normally an inquisitor spell. The spells gained depend upon the patron chosen. Note that the rate an arcane avenger receives patron spells differs from that of a witch, and he never receives spells of 7th or higher level.&lt;br /&gt;
&lt;br /&gt;
All the arcane avenger&#039;s inquisitor spells that refer to a patron deity are instead related to this patron.&lt;br /&gt;
&lt;br /&gt;
This replaces domain.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
An arcane avenger is an arcane spellcaster, and would normally suffer from arcane spell failure when casting spells in armor or while using a shield, but see the armored caster ability above. He needs to rest 8 hours before preparing spells, but can do so at any time of day. Unlike a normal inquisitor, he is not subject to divine censure of any kind. An arcane avenger can ignore any divine focus component noted for his spells. This is a modification to the inquisitor&#039;s spells ability.&lt;br /&gt;
&lt;br /&gt;
=== Spell List ===&lt;br /&gt;
Remove the following spells from the arcane avenger&#039;s spell list:&lt;br /&gt;
&lt;br /&gt;
1st level - &lt;br /&gt;
&#039;&#039;cure light wounds&#039;&#039;,&lt;br /&gt;
&#039;&#039;inflict light wounds&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
2nd level -&lt;br /&gt;
&#039;&#039;cure moderate wounds&#039;&#039;,&lt;br /&gt;
&#039;&#039;inflict moderate wounds&#039;&#039;,&lt;br /&gt;
&#039;&#039;lesser restoration&#039;&#039;,&lt;br /&gt;
&#039;&#039;remove paralysis&#039;&#039;,&lt;br /&gt;
&#039;&#039;sacred bond&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
3rd level -&lt;br /&gt;
&#039;&#039;cure serious wounds&#039;&#039;,&lt;br /&gt;
&#039;&#039;inflict serious wounds&#039;&#039;,&lt;br /&gt;
&#039;&#039;remove disease&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
4th level -&lt;br /&gt;
&#039;&#039;cure critical wounds&#039;&#039;,&lt;br /&gt;
&#039;&#039;inflict critical wounds&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
5th level -&lt;br /&gt;
&#039;&#039;atonement&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
6th level -&lt;br /&gt;
&#039;&#039;heal&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Certain patrons might restore some or all of these spells to the arcane avenger&#039;s spell list.&lt;br /&gt;
&lt;br /&gt;
== Ex Inquisitors ==&lt;br /&gt;
At the gamemaster&#039;s option, an inquisitor that has fallen out of grace with his religion can turn into an arcane avenger. This does not apply to an inquisitor that has fallen out of favor with his church - those become [http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/paizo---inquisitor-archetypes/heretic heretics] - but only to one who has broken the most sacred tenets of his religion and abandoned his religious patron without converting to another faith.&lt;br /&gt;
&lt;br /&gt;
== Summary of Changed Class Abilities ==&lt;br /&gt;
* Spells&lt;br /&gt;
* Domain&lt;br /&gt;
&lt;br /&gt;
Despite both modifying spells, the [[Arcane_Avenger_(Apath)|arcane avenger]] and [[Learned_Inquisitor_(Apath)|learned inquisitor]] archetypes can be combined.&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Pathfinder&amp;diff=65449</id>
		<title>Pathfinder</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Pathfinder&amp;diff=65449"/>
		<updated>2013-10-18T11:29:45Z</updated>

		<summary type="html">&lt;p&gt;Urban: See also&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinder}}&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
The Pathfinder Roleplaying Game (abbreviated as PFRPG) is a fantasy role-playing game (RPG) first published in 2009 by Paizo Publishing. It extends and modifies the Revised 3rd Edition Dungeons &amp;amp; Dragons&#039; game rules published by Wizards of the Coast under the Open Game License.&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* [[Rise of the Dragon]]&lt;br /&gt;
* [[Skulls and Shackles]]&lt;br /&gt;
* [[Way of the Wicked]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Apath | Abbe&#039;s Pathfinder]]&lt;br /&gt;
* [[User:urban/Pathfinder | Urban&#039;s Pathfinder]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.d20pfsrd.com/ Pathfinder SRD]&lt;br /&gt;
* [http://paizo.com/pathfinderRPG Pathfinder RPG] at Paizo&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Pathfinder_RPG Pathfinder RPG] at Wikipedia&lt;br /&gt;
* [https://docs.google.com/document/d/1dVQA-uI740Hh8vq-zsnbHV6UwJg-4QKlpmkxBEmCdhA/edit A Guide to Pathfinder Traits] &lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Apath&amp;diff=25672</id>
		<title>Apath</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Apath&amp;diff=25672"/>
		<updated>2013-10-05T16:39:32Z</updated>

		<summary type="html">&lt;p&gt;Urban: Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Apath}}&lt;br /&gt;
[[Apath]] is [[User:Starfox|Abbe&#039;s]] sandbox for [[Pathfinder]] rules and ideas. &lt;br /&gt;
&lt;br /&gt;
== Rules==&lt;br /&gt;
* [[Feats (Apath)|Feats]]&lt;br /&gt;
* [[Rules (Apath)|Rules]] - [[Abstract Skill Resolution (Apath)|Abstract Skill Resolution]]&lt;br /&gt;
* [[Technology (Greyhawk)|Technology and firearms]]&lt;br /&gt;
* [[Ship Combat (Apath)|Ship Combat]] - [[Abstract Ship Combat (Apath)|Abstract Ship Combat]]&lt;br /&gt;
* [[Spells (Apath)|Spells]] - [[Spell Lists (Apath)|Spell Lists]]&lt;br /&gt;
&lt;br /&gt;
== Classes and Archetypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;Full Base Attack Bonus&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Barbarian (Apath)|Barbarian]] - [http://www.d20pfsrd.com/classes/core-classes/barbarian SRD]&lt;br /&gt;
** [[Brave (Apath) | Brave]]&lt;br /&gt;
** [[Brute (Apath) | Brute]]&lt;br /&gt;
** [[Frustration Rager (Apath) | Frustration Rager]]&lt;br /&gt;
** [[Naked Barbarian (Apath)|Naked Barbarian]]&lt;br /&gt;
** [[Noble Savage (Apath)|Noble Savage]]&lt;br /&gt;
** [[Savage Barbarian (Apath)|Savage Barbarian]] (fix)&lt;br /&gt;
*[[Cavalier (Apath)|Cavalier]] - [http://www.d20pfsrd.com/classes/base-classes/cavalier SRD]&lt;br /&gt;
** [[Foot Knight (Apath)|Foot Knight]]&lt;br /&gt;
** [[Force Knight (Apath)|Force Knight]]&lt;br /&gt;
** [[Heart of Oak (Apath)|Heart of Oak]]&lt;br /&gt;
** [[Ghost Knight (Apath)| Ghost Knight]]&lt;br /&gt;
** [[Officer (Apath)|Officer]]&lt;br /&gt;
** [[Pack Master (Apath)|Pack Master]]&lt;br /&gt;
* [[Figher (Apath)|Figher]] - [http://www.d20pfsrd.com/classes/core-classes/fighter SRD]&lt;br /&gt;
** [[Bravo (Apath)|Bravo]]&lt;br /&gt;
** [[Mounted Fighter (Apath)|Mounted Fighter]]&lt;br /&gt;
** [[Craftmaster (Apath)|Craftmaster]]&lt;br /&gt;
** [[Fencer (Apath)|Fencer]]&lt;br /&gt;
** [[Iron Man (Apath)| Iron Man]]&lt;br /&gt;
** [[Militant (Apathy)|Militant]]&lt;br /&gt;
** [[Void Fighter (Apath)|Void Fighter]]&lt;br /&gt;
* [[Gunslinger (Apath)|Gunslinger]]- [http://www.d20pfsrd.com/classes/base-classes/gunslinger SRD]&lt;br /&gt;
* [[Monk (Apath)|Monk]] - [http://www.d20pfsrd.com/classes/core-classes/monk SRD]&lt;br /&gt;
** [[Animal Fu (Apath)|Animal Fu]]&lt;br /&gt;
** [[Uncanny Monk (Apath)|Uncanny Monk]]&lt;br /&gt;
** [[Wild Monk (Apath)|Wild Monk]]&lt;br /&gt;
* [[Paladin (Apath)|Paladin]]- [http://www.d20pfsrd.com/classes/core-classes/paladin SRD]&lt;br /&gt;
** [[Divine Liberator (Apath)|Divine Liberator]]&lt;br /&gt;
** [[Guard Maid (Apath) | Guard Maid]]&lt;br /&gt;
** [[Shield Maiden (Apath) | Shield Maiden]]&lt;br /&gt;
** [[Tyrant (Apath)|Tyrant]]&lt;br /&gt;
* [[Ranger (Apath)|Ranger]] - [http://www.d20pfsrd.com/classes/core-classes/ranger SRD]&lt;br /&gt;
** [[Bow Lord (Apath)|Bow Lord]]&lt;br /&gt;
** [[Canny Ranger (Apath)|Canny Ranger]]&lt;br /&gt;
** [[Child of the Wild (Apath) | Child of the Wild]]&lt;br /&gt;
** [[Courier (Apath)|Courier]]&lt;br /&gt;
** [[Domain Champion (Apath)|Domain Champion]]&lt;br /&gt;
** [[Favored Weapon Ranger (Apath)|Favored Weapon Ranger ]]&lt;br /&gt;
** [[Grizzled Ranger (Apath)|Grizzled Ranger]]&lt;br /&gt;
** [[Nomad (Apath)|Nomad]]&lt;br /&gt;
** [[Target Profiler (Apath)|Target Profiler]]&lt;br /&gt;
** [[Warrior Poet (Apath)|Warrior Poet]]&lt;br /&gt;
** [[Wild Ranger (Apath)|Wild Ranger]]&lt;br /&gt;
* [[Spellsword (Apath)|Spellsword]]&lt;br /&gt;
** [[Bloodline Knight (Apath)|Bloodline Knight]]&lt;br /&gt;
** [[Spacesword_(Apath)|Spacesword]]&lt;br /&gt;
** [[Swordmage_(Apath)|Swordmage]]&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;¾ Base Attack Bonus&#039;&#039;&#039;&lt;br /&gt;
* [[Alchemist (Apath)|Alchemist]]- [http://www.d20pfsrd.com/classes/base-classes/alchemist SRD]&lt;br /&gt;
** [[Bomber (Apath)|Bomber]]&lt;br /&gt;
* [[Bard (Apath)|Bard]] - [http://www.d20pfsrd.com/classes/core-classes/bard SRD]&lt;br /&gt;
** [[Animal Tamer (Apath)|Animal Tamer]]&lt;br /&gt;
** [[Artiste (Apath)|Artiste]]&lt;br /&gt;
** [[Cantor (Apath)|Cantor]]&lt;br /&gt;
** [[Dandy (Apath) | Dandy]]&lt;br /&gt;
** [[Fili (Apath) | Fili]]&lt;br /&gt;
** [[Lettered Bard (Apath)|Lettered Bard]]&lt;br /&gt;
** [[Mystic Dancer (Apath)|Mystic Dancer]]&lt;br /&gt;
** [[Savage Bard (Apath)|Savage Bard]]&lt;br /&gt;
* [[Cleric (Apath)|Cleric]]- [http://www.d20pfsrd.com/classes/core-classes/cleric SRD]&lt;br /&gt;
** [[Bozu (Apath)|Bozu]]&lt;br /&gt;
** [[Domain Cleric (Apath)|Domain Cleric]]&lt;br /&gt;
** [[Path of Spirit Cleric (Apath)|Path of Spirit Cleric]]&lt;br /&gt;
** [[Shining Cleric (Apath)|Shining Cleric]]&lt;br /&gt;
** [[Skilled Cleric (Apath)|Skilled Cleric]]&lt;br /&gt;
* [[Druid (Apath)|Druid]] - [http://www.d20pfsrd.com/classes/core-classes/druid SRD]&lt;br /&gt;
** [[Animal Mystic (Apath)|Animal Mystic]]&lt;br /&gt;
** [[Transforming Beast (Apath)|Transforming Beast]]&lt;br /&gt;
* [[Inquisitor (Apath)|Inquisitor]]- [http://www.d20pfsrd.com/classes/base-classes/inquisitor SRD]&lt;br /&gt;
* [[Magus (Apath)|Magus]] - [http://www.d20pfsrd.com/classes/base-classes/magus SRD]&lt;br /&gt;
** [[Battle Sorcerer (Apath)|Battle Sorcerer]]&lt;br /&gt;
** [[Canny Magus (Apath)|Canny Magus ]]&lt;br /&gt;
** [[Crafty Magus (Apath)|Crafty Magus ]]&lt;br /&gt;
** [[Magus of the Mind (Apath)|Magus of the Mind]]&lt;br /&gt;
** [[Rage Magus (Apath) | Rage Magus]]&lt;br /&gt;
** [[Robe Magus (Apath) | Robe Magus]]&lt;br /&gt;
*[[Oracle (Apath)|Oracle]] - [http://www.d20pfsrd.com/classes/base-classes/oracle SRD]&lt;br /&gt;
** [[Domain Oracle (Apath)|Domain Oracle]]&lt;br /&gt;
** [[Oracle of the Way (Apath)|Oracle of the Way]]&lt;br /&gt;
** [[Spirit Oracle (Apath)|Spirit Oracle]]&lt;br /&gt;
** [[Theosophist (Apath)|Theosophist]]&lt;br /&gt;
*[[Rogue (Apath)|Rogue]] - [http://www.d20pfsrd.com/classes/core-classes/rogue SRD]&lt;br /&gt;
** [[Canny Rogue (Apath) | Canny Rogue]]&lt;br /&gt;
** [[Daredevil (Apath)|Daredevil]]&lt;br /&gt;
** [[Ghost Hunter (Apath) | Ghost Hunter]]&lt;br /&gt;
** [[Mountebank (Apath) | Mountebank]]&lt;br /&gt;
** [[Sapper (Apath) | Sapper]]&lt;br /&gt;
** [[Wandering Craftsman (Apath) | Wandering Craftsman]]&lt;br /&gt;
* [[Shaman (Apath)|Shaman]]&lt;br /&gt;
** [[Familiar Shaman (Apath)|Familiar Shaman]]&lt;br /&gt;
** [[Miko (Apath)|Miko]]&lt;br /&gt;
** [[Medicine Man (Apath)|Medicine Man]]&lt;br /&gt;
** [[Planar Shaman (Apath)|Planar Shaman]]&lt;br /&gt;
* [[Summoner (Apath)|Summoner]] - [http://www.d20pfsrd.com/classes/base-classes/summoner SRD]&lt;br /&gt;
** [[Divine Summoner (Apath) | Divine Summoner]]&lt;br /&gt;
** [[Eidolon Clan (Apath)|Eidolon Clan]]&lt;br /&gt;
** [[Golem Builder (Apath)|Golem Builder]]&lt;br /&gt;
** [[Medium (Apath)|Medium]]&lt;br /&gt;
** [[Robed Summoner (Apath) | Robed Summoner]]&lt;br /&gt;
** [[Shape Dancer (Apath) | Shape Dancer]]&lt;br /&gt;
** [[Spellbook Summoner (Apath) | Spellbook Summoner]]&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;½ Base Attack Bonus&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Shugenja (Apath)|Shugenja]]&lt;br /&gt;
** [[Maven_(Apath)| Maven]]&lt;br /&gt;
* [[Sorcerer (Apath)|Sorcerer]] - [http://www.d20pfsrd.com/classes/core-classes/sorcerer SRD]&lt;br /&gt;
** [[Spellbook Sorcerer (Apath)|Spellbook Sorcerer]]&lt;br /&gt;
* [[Theurge (Apath)|Theurge]]&lt;br /&gt;
** [[Astral_Magician (Apath)|Astral Magician]]&lt;br /&gt;
** [[Cloistered Theurge (Apath)|Cloistered Theurge]]&lt;br /&gt;
** [[Crusading Preacher (Apath)|Crusading Preacher]]&lt;br /&gt;
** [[Druidic Theurge_(Apath)|Druidic Teurge]]&lt;br /&gt;
** [[Healing Theurge (Apath)|Healing Theurge]]&lt;br /&gt;
** [[Spirit Theurge (Apath)|Spirit Theurge]]&lt;br /&gt;
* [[Witch (Apath)|Witch]] - [http://www.d20pfsrd.com/classes/base-classes/witch SRD]&lt;br /&gt;
** [[Molting Witch (Apath)|Molting Witch]]&lt;br /&gt;
** [[Spell Charm Witch (Apath)|Spell Charm Witch]]&lt;br /&gt;
** [[Spirit Witch (Apath)|Spirit Witch]]&lt;br /&gt;
** [[Pact Witch (Apath)|Pact Witch]]&lt;br /&gt;
** [[Triple-Faced Witch (Apath)|Triple-Faced Witch]]&lt;br /&gt;
** [[Void Witch (Apath)|Void Witch]]&lt;br /&gt;
* [[Wizard (Apath)|Wizard]] - [http://www.d20pfsrd.com/classes/core-classes/wizard SRD]&lt;br /&gt;
** [[Bloodline Wizard (Apath)|Bloodline Wizard]]&lt;br /&gt;
** [[Diligent Universalist (Apath)| Diligent Universalist]]&lt;br /&gt;
** [[Doll Mage (Apath)|Doll Mage]]&lt;br /&gt;
** [[Magic User (Apath)|Magic User]]&lt;br /&gt;
** [[Sin Mage (Apath)|Sin Mage]]&lt;br /&gt;
** [[Specialist Wizard (Apath)|Specialist Wizard]]&lt;br /&gt;
** [[Spontaneous Wizard (Apath)|Spontaneous Wizard]]&lt;br /&gt;
** [[Tantrist (Apath)|Tantrist]]&lt;br /&gt;
** [[Wu-Jen (Apath)|Wu Jen]]&lt;br /&gt;
|}&lt;br /&gt;
* [[Martial Arts (Apath)|Martial Arts]]&lt;br /&gt;
* [[Monster Rider (Apath)|Monster Rider]] - AT for anyone with companion/familiar etc.&lt;br /&gt;
&lt;br /&gt;
=== Prestige Classes ===&lt;br /&gt;
* [[Ruin Explorer (Apath)|Ruin Explorer]]&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
* [[Gnomes (Apath)|Gnomes]]&lt;br /&gt;
* [[Tieflings (Apath)|Tieflings]]&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
*[[Greyhawk|World of Greyhawk]]&lt;br /&gt;
*[[Skulls and Shackles| Skull and Shackles]]&lt;br /&gt;
*[[Savage Tide|Savage Tide]]&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
* [[Philosopher (Apath)|Philosopher]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[D%26D|D&amp;amp;D 3.5]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.d20pfsrd.com/ Pathfinder SRD]&lt;br /&gt;
* [http://paizo.com/pathfinderRPG Pathfinder RPG] at Paizo&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Pathfinder_RPG Pathfinder RPG] at Wikipedia&lt;br /&gt;
* [http://paizo.com/forums/dmtz3shy?Guide-to-the-Class-Guides Guide to class guides] at Paizo Messageboard &lt;br /&gt;
* [http://mcarchetype.wikispaces.com/Multiclass+Archetypes+Master+List Multiclass Archetypes]&lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Triple-Faced_Witch_(Apath)&amp;diff=53333</id>
		<title>Triple-Faced Witch (Apath)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Triple-Faced_Witch_(Apath)&amp;diff=53333"/>
		<updated>2013-10-05T16:38:40Z</updated>

		<summary type="html">&lt;p&gt;Urban: Urban moved page Tripple-Faced Witch (Apath) to Triple-Faced Witch (Apath) without leaving a redirect: Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Improved age shifting&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Character_Generation_(Action)&amp;diff=10231</id>
		<title>Character Generation (Action)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Character_Generation_(Action)&amp;diff=10231"/>
		<updated>2013-09-22T11:52:47Z</updated>

		<summary type="html">&lt;p&gt;Urban: /* Point Costs */ Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action}}{{tocright|limit=3}}&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
Player characters in [[Action]] are built using &#039;&#039;&#039;character&#039;s points&#039;&#039;&#039;. The point value gives an estimate of their overall competence. More points are earned during play, these are called &#039;&#039;&#039;experience points&#039;&#039;&#039; (xp). They are used in exactly the same way as character points. A character starting with 50 character points that earned 15 experience points is identical to one that began with 65 character points in game terms.&lt;br /&gt;
&lt;br /&gt;
=== Maximum Value ===&lt;br /&gt;
&lt;br /&gt;
The game has various limitations built into it to prevent characters from specializing too much. The most important one is the skill limitation that depends strictly on the total point value of the character. No [[Attributes_%26_Skills_(Action)|Attribute or Skill]] can have a higher value than this limit. As experience points are earned, the skill limitation increases, allowing character even more heroic action.&lt;br /&gt;
&lt;br /&gt;
In addition to this, there are attribute limits - normally a character can have an attribute ranging from 4 to 10, tough this can vary if the [[Folk_(Action)#Fantasy_Races|Race]] rules are used. There are also schticks that increase the maximum allowed attributes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Points&#039;&#039;&#039;|||&#039;&#039;&#039;Skill&#039;&#039;&#039;|||&#039;&#039;&#039;Level of heroism&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||15|||10|||&lt;br /&gt;
|-&lt;br /&gt;
||30|||11|||Nonheroic&lt;br /&gt;
|-&lt;br /&gt;
||45|||12|||&lt;br /&gt;
|-&lt;br /&gt;
||60|||13|||Everyday heroes&lt;br /&gt;
|-&lt;br /&gt;
||75|||14|||&lt;br /&gt;
|-&lt;br /&gt;
||90|||15|||Action heroes&lt;br /&gt;
|-&lt;br /&gt;
||105|||16|||&lt;br /&gt;
|-&lt;br /&gt;
||120|||17|||Major Heroes&lt;br /&gt;
|-&lt;br /&gt;
||135|||18|||&lt;br /&gt;
|-&lt;br /&gt;
||150|||19|||Legendary heroes&lt;br /&gt;
|-&lt;br /&gt;
||165|||20|||&lt;br /&gt;
|-&lt;br /&gt;
||180|||21|||Godlings&lt;br /&gt;
|-&lt;br /&gt;
||195|||22|||&lt;br /&gt;
|-&lt;br /&gt;
||210|||23|||Lesser gods&lt;br /&gt;
|-&lt;br /&gt;
||225|||24|||&lt;br /&gt;
|-&lt;br /&gt;
||240|||25|||Greater gods&lt;br /&gt;
|-&lt;br /&gt;
||+15|||+1|||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Point Costs ===&lt;br /&gt;
Most things in [[Action]] cost one point to buy, but some have special rules. Attributes are the obvious exception, at 4 points each. Each game trait has a base value that you get for free. Base values in skills cannot be traded back, they have a minimum of 8. Attributes can be traded back to gain more points. Human heroes can have attributes in the 4-10 range. Higher than that and you need a schtick to increase your maximum.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||&#039;&#039;&#039;Thing to purchase&#039;&#039;&#039;|||&#039;&#039;&#039;Base Value&#039;&#039;&#039;|||&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Attribute (Body, Mind, Reflexes, Move)|||6|||4&lt;br /&gt;
|-&lt;br /&gt;
||Skill|||8|||1&lt;br /&gt;
|-&lt;br /&gt;
||Attribute Schtick|||0|||1&lt;br /&gt;
|-&lt;br /&gt;
||Neutral Schtick|||0|||1&lt;br /&gt;
|-&lt;br /&gt;
||Skill Schtick|||0|||1&lt;br /&gt;
|-&lt;br /&gt;
||Race Schtick|||0|||1&lt;br /&gt;
|-&lt;br /&gt;
||Form (Including the Cantrip)|||0|||1&lt;br /&gt;
|-&lt;br /&gt;
||Power|||0|||1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Experience in Play ===&lt;br /&gt;
&#039;&#039;Experience points in [[Action]] are not primarily a reward-you normally assign each character the same number of experience points. Rather, it is a vehicle to slowly change the story and allow character growth, exploring new venues of rule-playing. In principle, you can play characters unchanged through a long story, but in practice is it generally more fun to see your characters grow through their adventures. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Experience points measure character growth. They are used exactly as in character creation above. Points can be saved up or spent immediately. When a character has earned enough experience to qualify for the next rating in their skills, the player can improve all skills to the new limit. It can thus be wise to save up some experience points for this.&lt;br /&gt;
&lt;br /&gt;
In general, all the characters in an [[Action]] campaign have the same number of experience points. Players absent from a session still earn experience points for their characters, and if a player decides to change character or replace one that has died or retired, the new character enters the game at the same points as everyone else. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is possible to be partial about experience point rewards, to use it as a reward for good play or as a punishment for absence or other perceived sins, but this is generally a bad idea. The players who are most active and come up with the most ideas will dominate the game regardless, and giving them more xp only pushes the other players more into the background. And if the game is enjoyable, missing a session is punishment in itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal Progression:&#039;&#039;&#039; The &amp;quot;normal&amp;quot; experience progression of [[Action]] is one experience point per session. If you manage to play 15 sessions per semester, the maximum value will increase by one. This is abut the same as a season in a TV series and generally sufficient to feel the characters have matured and experienced enough for a major improvement to make sense. If you end up slightly short of 15 session per semester, you may with to hand out the remainder as a special season award to create a feeling of achievement as the game moves into a new season. Or you may not have seasons as such in your game, and just give out straight session awards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Custom Progression:&#039;&#039;&#039; Decide how long your campaign is going to be - an approximate number of sessions. Then decide how many points you want your characters to progress - how powerful do you think they should be by the end of the story? Divine these total points by the number of sessions, this becomes the reward per session. If you have any fractions remaining, it is often a good idea to hand out bonus points at the conclusion of each story, in addition to session awards. If you decide to hand out less than one experience point per session on average, you should probably only hand out these adventure bonuses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claire is a [[GM]] planning out a campaign. This will be a cop drama set in a blue-collar neighborhood turning into a slum. She does not want the story to be particularly heroic, so a low progression seems justified. Characters will begin at a skill value of 12 and end at 13, gaining 15 points over the life of the campaign. She thinks it will run for about a year real time and thinks that 20 sessions over this period it realistic. 15/20 is 0.75 xp per session. Claire can either hand out the standard 1 xp per session and overshoot her goal a little, or she can give out adventure awards and possibly extra series awards.&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Wizard_(Apath)&amp;diff=65522</id>
		<title>Wizard (Apath)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Wizard_(Apath)&amp;diff=65522"/>
		<updated>2013-09-15T17:33:36Z</updated>

		<summary type="html">&lt;p&gt;Urban: Header levels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Apath}}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
Only cantrips from the basic rulebook are considered common spells; the rest have to be learned during play.&lt;br /&gt;
&lt;br /&gt;
* [[Spell_Lists_(Apath)#Sorcerer.2FWizard|Spell List Additions]]&lt;br /&gt;
&lt;br /&gt;
== Elemental Arcane School Spell Lists ==&lt;br /&gt;
The Pathfinder SRD has missed out on the spell list for some elemental arcane schools. They are listed here for convenience.&lt;br /&gt;
&lt;br /&gt;
=== Air ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level  0 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Message:&#039;&#039;&#039; Whisper conversation at distance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Alter Winds:&#039;&#039;&#039; Increases/decreases natural wind strength.&lt;br /&gt;
* &#039;&#039;&#039;Feather Fall:&#039;&#039;&#039; Objects or creatures fall slowly.&lt;br /&gt;
* &#039;&#039;&#039;Shocking Grasp:&#039;&#039;&#039; Touch delivers 1d6/level electricity damage (max 5d6).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 2 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Speech:&#039;&#039;&#039; Enables you to speak to elementals and some creatures.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Touch:&#039;&#039;&#039; Gain energy damage touch attack.&lt;br /&gt;
* &#039;&#039;&#039;Glide:&#039;&#039;&#039; No fall damage, move 60 ft./round while falling.&lt;br /&gt;
* &#039;&#039;&#039;Gust of Wind:&#039;&#039;&#039; Blast of wind blows away or knocks down creatures.&lt;br /&gt;
* &#039;&#039;&#039;Levitate:&#039;&#039;&#039; Subject moves up and down at your direction.&lt;br /&gt;
* &#039;&#039;&#039;Resist Energy:&#039;&#039;&#039; Ignores first 10 (or more) points of damage per attack from specified energy type.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster II:&#039;&#039;&#039; Summons elemental creature.&lt;br /&gt;
* &#039;&#039;&#039;Whispering Wind:&#039;&#039;&#039; Sends a short message 1 mile/level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 3 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cloak of Winds:&#039;&#039;&#039; A screen of strong wind around you.&lt;br /&gt;
* &#039;&#039;&#039;Draconic Reservoir:&#039;&#039;&#039; Subject can absorb energy damage, and enhance melee attacks with it.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Aura:&#039;&#039;&#039; Creates an aura of energy around you.&lt;br /&gt;
* &#039;&#039;&#039;Fly:&#039;&#039;&#039; Subject f lies at a speed of 60 ft.&lt;br /&gt;
* &#039;&#039;&#039;Gaseous Form:&#039;&#039;&#039; Become insubstantial and f ly slowly.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Bolt:&#039;&#039;&#039; Electricity deals 1d6/level damage.&lt;br /&gt;
* &#039;&#039;&#039;Protection From Energy:&#039;&#039;&#039; Absorbs 12 points/level of damage from one kind of energy.&lt;br /&gt;
* &#039;&#039;&#039;Wind Wall:&#039;&#039;&#039; Def lects arrows, smaller creatures, gasses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 4 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ball Lightning:&#039;&#039;&#039; Flying balls of lightning deal 3d6 electricity damage each.&lt;br /&gt;
* &#039;&#039;&#039;Detonate:&#039;&#039;&#039; 1d8/level energy damage to nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Dragon’s Breath:&#039;&#039;&#039; Gives you a dragon’s breath weapon.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body I:&#039;&#039;&#039; Turns you into a Small elemental.&lt;br /&gt;
* &#039;&#039;&#039;River of Wind:&#039;&#039;&#039; A stream of wind causes nonlethal damage and can knock down or push creatures.&lt;br /&gt;
* &#039;&#039;&#039;Shout:&#039;&#039;&#039; Deafens all within cone, 5d6 sonic damage.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster IV:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body II:&#039;&#039;&#039; You become a Medium elemental.&lt;br /&gt;
* &#039;&#039;&#039;Overland Flight:&#039;&#039;&#039; You fly at a speed of 40 ft. and can hustle over long distances.&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation:&#039;&#039;&#039; Resist harmful effects of a plane.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Lesser:&#039;&#039;&#039; Traps elemental creature of 6 HD or less until it performs a task.&lt;br /&gt;
* &#039;&#039;&#039;Suffocation:&#039;&#039;&#039; Target quickly suffocates to death.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster V:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 6 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; 1d6/level damage, 1 more bolt/level.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body III:&#039;&#039;&#039; Turns you into a Large elemental.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding:&#039;&#039;&#039; As lesser planar binding but up to 12 HD.&lt;br /&gt;
* &#039;&#039;&#039;Sirocco:&#039;&#039;&#039; Hot wind does 4d6 damage, fatigues those, damaged. and knocks creatures prone.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VI:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 7 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control Weather:&#039;&#039;&#039; Changes weather in local area.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body IV:&#039;&#039;&#039; Turns you into a Huge elemental.&lt;br /&gt;
* &#039;&#039;&#039;Fly, Mass:&#039;&#039;&#039; One creature/level gains ability to f ly.&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation, Mass:&#039;&#039;&#039; As planar adaptation, but affects multiple creatures.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Greater:&#039;&#039;&#039; As lesser planar binding, but up to 18 HD.&lt;br /&gt;
* &#039;&#039;&#039;Shout, Greater:&#039;&#039;&#039; Devastating yell deals 10d6 sonic, damage; stuns creatures.&lt;br /&gt;
* &#039;&#039;&#039;Stormbolts:&#039;&#039;&#039; 1d8 damage/level (max 20d8) to targets.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VIII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Gate:&#039;&#039;&#039; Connects two planes for travel or summoning.&lt;br /&gt;
* &#039;&#039;&#039;Suffocation, Mass:&#039;&#039;&#039; One creature/level suffocates.&lt;br /&gt;
* &#039;&#039;&#039;Winds of Vengeance:&#039;&#039;&#039; Gives you the ability to fly and attack with wind.&lt;br /&gt;
&lt;br /&gt;
=== Earth ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Acid Splash:&#039;&#039;&#039; Orb deals 1d3 acid damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Expeditious Excavation:&#039;&#039;&#039; Moves 5-ft. cubes of earth.&lt;br /&gt;
* &#039;&#039;&#039;Grease:&#039;&#039;&#039; Makes 10-ft. square or one object slippery.&lt;br /&gt;
* &#039;&#039;&#039;Stone Fist:&#039;&#039;&#039; Your unarmed strikes are lethal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 2 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Create Pit:&#039;&#039;&#039; Creates an extradimensional pit.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Speech:&#039;&#039;&#039; Enables you to speak to elementals and some creatures.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Touch:&#039;&#039;&#039; Gain energy damage touch attack.&lt;br /&gt;
* &#039;&#039;&#039;Glitterdust:&#039;&#039;&#039; Blinds targets, outlines invisible things.&lt;br /&gt;
* &#039;&#039;&#039;Resist Energy:&#039;&#039;&#039; Ignores first 10 (or more) points of damage per attack from specified energy type.&lt;br /&gt;
* &#039;&#039;&#039;Shatter:&#039;&#039;&#039; Sonic energy damages objects or creatures composed of crystal.&lt;br /&gt;
* &#039;&#039;&#039;Stone Call:&#039;&#039;&#039; 2d6 damage to all creatures in area.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster II:&#039;&#039;&#039; Summons elemental creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 3 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Draconic Reservoir:&#039;&#039;&#039; Subject can absorb energy damage and enhance melee attacks with it.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Aura:&#039;&#039;&#039; Creates an aura of energy around you.&lt;br /&gt;
* &#039;&#039;&#039;Protection From Energy:&#039;&#039;&#039; Absorbs 12 points/level of damage from one kind of energy.&lt;br /&gt;
* &#039;&#039;&#039;Shifting Sand:&#039;&#039;&#039; Creates difficult terrain, erases tracks.&lt;br /&gt;
* &#039;&#039;&#039;Spiked Pit:&#039;&#039;&#039; As create pit, but filled with spikes.&lt;br /&gt;
* &#039;&#039;&#039;Stinking Cloud:&#039;&#039;&#039; Nauseating vapors, 1 round/level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 4 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Acid Pit:&#039;&#039;&#039; Creates a pit with acid at the bottom.&lt;br /&gt;
* &#039;&#039;&#039;Calcific Touch:&#039;&#039;&#039; Touch slows target, 1d4 Dex damage.&lt;br /&gt;
* &#039;&#039;&#039;Detonate:&#039;&#039;&#039; 1d8/level energy damage to nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Dragon’s Breath:&#039;&#039;&#039; Gives you a dragon’s breath weapon.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body I:&#039;&#039;&#039; Turns you into a Small elemental.&lt;br /&gt;
* &#039;&#039;&#039;Stone Shape:&#039;&#039;&#039; Sculpts stone into any shape.&lt;br /&gt;
* &#039;&#039;&#039;Stoneskin:&#039;&#039;&#039; Grants DR 10/adamantine.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster IV:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body II:&#039;&#039;&#039; You become a Medium elemental.&lt;br /&gt;
* &#039;&#039;&#039;Hungry Pit:&#039;&#039;&#039; As create pit but dealing 4d6 damage to those in it as it closes.&lt;br /&gt;
* &#039;&#039;&#039;Passwall:&#039;&#039;&#039; Creates passage through wood or stone wall.&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation:&#039;&#039;&#039; Resist harmful effects of a plane.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Lesser:&#039;&#039;&#039; Traps elemental creature of 6 HD or less until it performs a task.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster V:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Transmute Mud to Rock:&#039;&#039;&#039; Two 10-ft. cubes per level.&lt;br /&gt;
* &#039;&#039;&#039;Transmute Rock to Mud:&#039;&#039;&#039; Two 10-ft. cubes per level.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Stone:&#039;&#039;&#039; Creates a stone wall that can be shaped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 6 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Acid Fog:&#039;&#039;&#039; Fog deals acid damage.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body III:&#039;&#039;&#039; Turns you into a Large elemental.&lt;br /&gt;
* &#039;&#039;&#039;Flesh to Stone:&#039;&#039;&#039; Turns subject creature into statue.&lt;br /&gt;
* &#039;&#039;&#039;Move Earth:&#039;&#039;&#039; Digs trenches and builds hills.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding:&#039;&#039;&#039; As lesser planar binding, but up to 12 HD.&lt;br /&gt;
* &#039;&#039;&#039;Stone to Flesh:&#039;&#039;&#039; Restores petrified creature.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VI:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Iron:&#039;&#039;&#039; 30 hp/four levels; can topple onto foes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 7 &#039;&#039;&#039;, but affects multiple creatures.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body IV:&#039;&#039;&#039; Turns you into a Huge elemental., Mass:’’’ As planar adaptation&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation&lt;br /&gt;
* &#039;&#039;&#039;Rampart:&#039;&#039;&#039; Creates 5-ft. thick earthen barrier.&lt;br /&gt;
* &#039;&#039;&#039;Reverse Gravity:&#039;&#039;&#039; Objects and creatures fall upward.&lt;br /&gt;
* &#039;&#039;&#039;Statue:&#039;&#039;&#039; Subject can become a statue at will.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Body:&#039;&#039;&#039; Your body becomes living iron.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Greater:’’’ As lesser planar binding, but up to 18 HD.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VIII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Lava:&#039;&#039;&#039; Wall damages foes that try to enter, periodically launches lava at nearby targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Clashing Rocks:&#039;&#039;&#039; 20d6 damage to target creature.&lt;br /&gt;
* &#039;&#039;&#039;Gate:&#039;&#039;&#039; Connects two planes for travel or summoning.&lt;br /&gt;
* &#039;&#039;&#039;World Wave:&#039;&#039;&#039; Earth moves you across distances.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spark:&#039;&#039;&#039; Ignites flammable objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Burning Hands:&#039;&#039;&#039; 1d4/level fire damage (max 5d4).&lt;br /&gt;
* &#039;&#039;&#039;Dancing Lantern:&#039;&#039;&#039; Animates a lantern that follows you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 2 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Burning Gaze:&#039;&#039;&#039; 1d6 fire damage to target by looking at it.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Speech:&#039;&#039;&#039; Enables you to speak to elementals and some creatures.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Touch:&#039;&#039;&#039; Gain energy damage touch attack.&lt;br /&gt;
* &#039;&#039;&#039;Fire Breath:&#039;&#039;&#039; Exhale a cone of f lame at will.&lt;br /&gt;
* &#039;&#039;&#039;Flaming Sphere:&#039;&#039;&#039; Ball of fire deals 3d6 fire damage.&lt;br /&gt;
* &#039;&#039;&#039;Pyrotechnics:&#039;&#039;&#039; Turns fire into light or thick smoke.&lt;br /&gt;
* &#039;&#039;&#039;Resist Energy:&#039;&#039;&#039; Ignores first 10 (or more) points of damage per attack from specified energy type.&lt;br /&gt;
* &#039;&#039;&#039;Scorching Ray:&#039;&#039;&#039; Ranged touch attack deals 4d6 fire damage, 1 ray/four levels (max 3).&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster II:&#039;&#039;&#039; Summons elemental creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 3 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Campfire Wall:&#039;&#039;&#039; Creates a shelter around a campfire.&lt;br /&gt;
* &#039;&#039;&#039;Draconic Reservoir:&#039;&#039;&#039; Subject can absorb energy damage and enhance melee attacks with it.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Aura:&#039;&#039;&#039; Creates an aura of energy around you.&lt;br /&gt;
* &#039;&#039;&#039;Fireball:&#039;&#039;&#039; 1d6 fire damage per level, 20-ft. radius.&lt;br /&gt;
* &#039;&#039;&#039;Flame Arrow:&#039;&#039;&#039; Arrows deal +1d6 fire damage.&lt;br /&gt;
* &#039;&#039;&#039;Protection From Energy:&#039;&#039;&#039; Absorbs 12 points/level of damage from one kind of energy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 4 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Detonate:&#039;&#039;&#039; 1d8/level energy damage to nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Dragon’s Breath:&#039;&#039;&#039; Gives you a dragon’s breath weapon.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body I:&#039;&#039;&#039; Turns you into a Small elemental.&lt;br /&gt;
* &#039;&#039;&#039;Fire Shield:&#039;&#039;&#039; Creatures attacking you take fire damage;&lt;br /&gt;
* &#039;&#039;&#039;Fire Trap:&#039;&#039;&#039; Opened object deals 1d4 damage +1/level.&lt;br /&gt;
* &#039;&#039;&#039;Firefall:&#039;&#039;&#039; Fire bursts upward, dealing 2d6 fire damage.&lt;br /&gt;
* &#039;&#039;&#039;Passing through wall deals 2d6 damage +1/level.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster IV:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Fire:&#039;&#039;&#039; 2d4 fire damage to 10 ft. and 1d4 to 20 ft.&lt;br /&gt;
* &#039;&#039;&#039;you’re protected from heat or cold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body II:&#039;&#039;&#039; You become a Medium elemental.&lt;br /&gt;
* &#039;&#039;&#039;Fire Snake:&#039;&#039;&#039; Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.&lt;br /&gt;
* &#039;&#039;&#039;Geyser:&#039;&#039;&#039; Creates a geyser of boiling water.&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation:&#039;&#039;&#039; Resist harmful effects of a plane.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Lesser:&#039;&#039;&#039; Traps elemental creature of 6 HD or less until it performs a task.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster V:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 6 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Contagious Flame:&#039;&#039;&#039; Rays do 4d6 fire damage, then move on to new targets.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body III:&#039;&#039;&#039; Turns you into a Large elemental.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding:&#039;&#039;&#039; As lesser planar binding, but up to 12 HD.&lt;br /&gt;
* &#039;&#039;&#039;Sirocco:&#039;&#039;&#039; Hot wind does 4d6 damage, fatigues those damaged and knocks creatures prone.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VI:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 7 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Delayed Blast Fireball:&#039;&#039;&#039; 1d6/level fire damage; you can postpone blast for up to 5 rounds.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body IV:&#039;&#039;&#039; Turns you into a Huge elemental.&lt;br /&gt;
* &#039;&#039;&#039;Firebrand:&#039;&#039;&#039; Allies gain f laming weapons, immunity to your fire spells, and a one-use ray of fire attack.&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation, Mass:’’’ As planar adaptation, but affects multiple creatures.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Incendiary Cloud:&#039;&#039;&#039; Deals 6d6 fire damage/round.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Greater:’’’ As lesser planar binding, but up to 18 HD.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VIII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Lava:&#039;&#039;&#039; Wall damages foes that try to enter, periodically launches lava at nearby targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fiery Body:&#039;&#039;&#039; You gain various fire-related powers.&lt;br /&gt;
* &#039;&#039;&#039;Gate:&#039;&#039;&#039; Connects two planes for travel or summoning.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm:&#039;&#039;&#039; Four meteors each deal 6d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
=== Water===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ray of Frost:&#039;&#039;&#039; Ray deals 1d3 cold damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hydraulic Push:&#039;&#039;&#039; Sudden and powerful wave of water, bull rushes an enemy.&lt;br /&gt;
* &#039;&#039;&#039;Obscuring Mist:&#039;&#039;&#039; Fog surrounds you.&lt;br /&gt;
* &#039;&#039;&#039;Touch of the Sea:&#039;&#039;&#039; Swim speed becomes 30 ft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 2 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Accelerate Poison:&#039;&#039;&#039; Hastens targeted poison’s onset.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Speech:&#039;&#039;&#039; Enables you to speak to elementals and some creatures.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Touch:&#039;&#039;&#039; Gain energy damage touch attack.&lt;br /&gt;
* &#039;&#039;&#039;Fog Cloud:&#039;&#039;&#039; Fog obscures vision.&lt;br /&gt;
* &#039;&#039;&#039;Resist Energy:&#039;&#039;&#039; Ignores first 10 (or more) points of damage per attack from specified energy type.&lt;br /&gt;
* &#039;&#039;&#039;Slipstream:&#039;&#039;&#039; Wave boosts creature’s speed.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster II:&#039;&#039;&#039; Summons elemental creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 3 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aqueous Orb:&#039;&#039;&#039; Creates rolling sphere of water.&lt;br /&gt;
* &#039;&#039;&#039;Draconic Reservoir:&#039;&#039;&#039; Subject can absorb energy damage and enhance melee attacks with it.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Aura:&#039;&#039;&#039; Creates an aura of energy around you.&lt;br /&gt;
* &#039;&#039;&#039;Hydraulic Torrent:&#039;&#039;&#039; Creates torrent of water that bull rushes any creature in its path.&lt;br /&gt;
* &#039;&#039;&#039;Protection From Energy:&#039;&#039;&#039; Absorbs 12 points/level of damage from one kind of energy.&lt;br /&gt;
* &#039;&#039;&#039;Sleet Storm:&#039;&#039;&#039; Hampers vision and movement.&lt;br /&gt;
* &#039;&#039;&#039;Water Breathing:&#039;&#039;&#039; Subjects can breathe underwater.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 4 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Detonate:&#039;&#039;&#039; 1d8/level energy damage to nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Dragon’s Breath:&#039;&#039;&#039; Gives you a dragon’s breath weapon.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body I:&#039;&#039;&#039; Turns you into a Small elemental.&lt;br /&gt;
* &#039;&#039;&#039;Ice Storm:&#039;&#039;&#039; Hail deals 5d6 damage in area 40 ft. across.&lt;br /&gt;
* &#039;&#039;&#039;Solid Fog:&#039;&#039;&#039; Blocks vision and slows movement.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster IV:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Ice:&#039;&#039;&#039; Ice plane creates wall or hemisphere creates dome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cloudkill:&#039;&#039;&#039; Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage.&lt;br /&gt;
* &#039;&#039;&#039;Cone of Cold:&#039;&#039;&#039; 1d6/level cold damage.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body II:&#039;&#039;&#039; You become a Medium elemental.&lt;br /&gt;
* &#039;&#039;&#039;Geyser:&#039;&#039;&#039; Creates a geyser of boiling water.&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation:&#039;&#039;&#039; Resist harmful effects of a plane.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Lesser:&#039;&#039;&#039; Traps elemental creature of 6 HD or less until it performs a task.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster V:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 6 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body III:&#039;&#039;&#039; Turns you into a Large elemental.&lt;br /&gt;
* &#039;&#039;&#039;Fluid Form:&#039;&#039;&#039; Gain DR 10/slashing, increases reach 10 ft., and breathe water.&lt;br /&gt;
* &#039;&#039;&#039;Freezing Sphere:&#039;&#039;&#039; Freezes water or deals cold damage.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding:&#039;&#039;&#039; As lesser planar binding, but up to 12 HD.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VI:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 7 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control Weather:&#039;&#039;&#039; Changes weather in local area.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body IV:&#039;&#039;&#039; Turns you into a Huge elemental.&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation, Mass:’’’ As planar adaptation, but affects multiple creatures.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Vortex:&#039;&#039;&#039; Creates a whirlpool in water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Horrid Wilting:&#039;&#039;&#039; Deals 1d6/level damage within 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Greater:’’’ As lesser planar binding, but up to 18 HD.&lt;br /&gt;
* &#039;&#039;&#039;Polar Ray:&#039;&#039;&#039; Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.&lt;br /&gt;
* &#039;&#039;&#039;Seamantle:&#039;&#039;&#039; Sheathes you in protective water.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VIII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Gate:&#039;&#039;&#039; Connects two planes for travel or summoning.&lt;br /&gt;
* &#039;&#039;&#039;Tsunami:&#039;&#039;&#039; Wave damages and sweeps up all in its path.&lt;br /&gt;
* &#039;&#039;&#039;World Wave:&#039;&#039;&#039; Earth moves you across distances.&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mending&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Gravity Bow &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magic Weapon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Shocking Grasp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 2 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defensive Shock&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Speech:&#039;&#039;&#039; Enables you to speak to elementals and some creatures.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Touch:&#039;&#039;&#039; Gain energy damage touch attack.&lt;br /&gt;
* &#039;&#039;&#039;Glitterdust&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Make Whole&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Resist Energy:&#039;&#039;&#039; Ignores first 10 (or more) points of damage per attack from specified energy type.&lt;br /&gt;
* &#039;&#039;&#039;Shatter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silk To Steel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster II:&#039;&#039;&#039; Summons elemental creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 3 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chill metal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Draconic Reservoir:&#039;&#039;&#039; Subject can absorb energy damage and enhance melee attacks with it.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Aura:&#039;&#039;&#039; Creates an aura of energy around you.&lt;br /&gt;
* &#039;&#039;&#039;Heat metal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Keen edge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Lightning bolt&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magic weapon (greater)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Protection From Energy:&#039;&#039;&#039; Absorbs 12 points/level of damage from one kind of energy.&lt;br /&gt;
* &#039;&#039;&#039;Versatile weapon ‘‘‘&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 4 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Detonate:&#039;&#039;&#039; 1d8/level energy damage to nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Dragon’s Breath:&#039;&#039;&#039; Gives you a dragon’s breath weapon.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body I:&#039;&#039;&#039; Turns you into a Small elemental.&lt;br /&gt;
* &#039;&#039;&#039;Malfunction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Shout&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stoneskin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster IV:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body II:&#039;&#039;&#039; You become a Medium elemental.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Arc&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Major Creation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation:&#039;&#039;&#039; Resist harmful effects of a plane.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Lesser:&#039;&#039;&#039; Traps elemental creature of 6 HD or less until it performs a task.&lt;br /&gt;
* &#039;&#039;&#039;Rapid Repair&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rusting Grasp&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Soothe Construct&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster V:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Unbreakable Construct&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 6 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Chain Lightning&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Disintegrate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body III:&#039;&#039;&#039; Turns you into a Large elemental.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding:&#039;&#039;&#039; As lesser planar binding, but up to 12 HD.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VI:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Wall Of Iron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 7 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control Construct&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body IV:&#039;&#039;&#039; Turns you into a Huge elemental.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Rod&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation, Mass:&#039;&#039;&#039; As planar adaptation, but affects multiple creatures.&lt;br /&gt;
* &#039;&#039;&#039;Statue&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Call Construct [UM]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Greater Shout&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Iron Body&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Greater:&#039;&#039;&#039; As lesser planar binding, but up to 18 HD.&lt;br /&gt;
* &#039;&#039;&#039;Stormbolts &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VIII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Gate:&#039;&#039;&#039; Connects two planes for travel or summoning.&lt;br /&gt;
* &#039;&#039;&#039;Meteor Swarm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Repel Metal Or Stone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ride The Lightning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Wood ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Light&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Alter Winds &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Animate Rope&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Charm Person&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 2 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cat’s Grace&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Speech:&#039;&#039;&#039; Enables you to speak to elementals and some creatures.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Touch:&#039;&#039;&#039; Gain energy damage touch attack.&lt;br /&gt;
* &#039;&#039;&#039;Entangle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Protection From Arrows&lt;br /&gt;
* &#039;&#039;&#039;Resist Energy:&#039;&#039;&#039; Ignores first 10 (or more) points of damage per attack from specified energy type.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster II:&#039;&#039;&#039; Summons elemental creature.&lt;br /&gt;
* &#039;&#039;&#039;Web&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Whispering Wind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 3 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cloak Of Winds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Draconic Reservoir:&#039;&#039;&#039; Subject can absorb energy damage and enhance melee attacks with it.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Aura:&#039;&#039;&#039; Creates an aura of energy around you.&lt;br /&gt;
* &#039;&#039;&#039;Protection From Energy:&#039;&#039;&#039; Absorbs 12 points/level of damage from one kind of energy.&lt;br /&gt;
* &#039;&#039;&#039;Tongues&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Tree Shape&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wind Wall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 4 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Charm Monster&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Detonate:&#039;&#039;&#039; 1d8/level energy damage to nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Dragon’s Breath:&#039;&#039;&#039; Gives you a dragon’s breath weapon.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body I:&#039;&#039;&#039; Turns you into a Small elemental.&lt;br /&gt;
* &#039;&#039;&#039;Hallucinatory Terrain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Minor Creation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Plant Growth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;River Of Wind &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Secure Shelter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sirocco &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster IV:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Command Plants&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body II:&#039;&#039;&#039; You become a Medium elemental.&lt;br /&gt;
* &#039;&#039;&#039;Fabricate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fickle Winds [Um]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mirage Arcana&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation:&#039;&#039;&#039; Resist harmful effects of a plane.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Lesser:&#039;&#039;&#039; Traps elemental creature of 6 HD or less until it performs a task.&lt;br /&gt;
* &#039;&#039;&#039;Sending&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster V:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Telepathic Bond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 6 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battlemind Link [UM]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cat’s Grace (Mass)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body III:&#039;&#039;&#039; Turns you into a Large elemental.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding:&#039;&#039;&#039; As lesser planar binding, but up to 12 HD.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VI:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Tree Stride&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 7 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control Weather&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body IV:&#039;&#039;&#039; Turns you into a Huge elemental.&lt;br /&gt;
* &#039;&#039;&#039;Liveoak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation, Mass:&#039;&#039;&#039; As planar adaptation, but affects multiple creatures.&lt;br /&gt;
* &#039;&#039;&#039;Scouring Winds &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Charm Monster (Mass)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Euphoric Tranquility ‘‘‘&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Greater:&#039;&#039;&#039; As lesser planar binding, but up to 18 HD.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VIII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Transmute Metal To Wood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Control Plants&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Gate:&#039;&#039;&#039; Connects two planes for travel or summoning.&lt;br /&gt;
* &#039;&#039;&#039;Refuge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Winds of Vengeance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Void===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 0 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Guidance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 1 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Gravity Bow&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Keen Senses&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;True Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 2 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Continual Flame&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Speech:&#039;&#039;&#039; Enables you to speak to elementals and some creatures.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Touch:&#039;&#039;&#039; Gain energy damage touch attack.&lt;br /&gt;
* &#039;&#039;&#039;Haunting Mists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Invisibility&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Masterwork Transformation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Resist Energy:&#039;&#039;&#039; Ignores first 10 (or more) points of damage per attack from specified energy type.&lt;br /&gt;
* &#039;&#039;&#039;See Invisibility&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Share Memory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster II:&#039;&#039;&#039; Summons elemental creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 3 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Arcane Sight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Clairaudience/Clairvoyance&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dispel Magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Draconic Reservoir:&#039;&#039;&#039; Subject can absorb energy damage and enhance melee attacks with it.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Aura:&#039;&#039;&#039; Creates an aura of energy around you.&lt;br /&gt;
* &#039;&#039;&#039;Nondetection&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Protection From Energy:&#039;&#039;&#039; Absorbs 12 points/level of damage from one kind of energy.&lt;br /&gt;
* &#039;&#039;&#039;Seek Thoughts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Tapestry’s Embrace&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Twilight Knife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 4 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Detonate:&#039;&#039;&#039; 1d8/level energy damage to nearby creatures.&lt;br /&gt;
* &#039;&#039;&#039;Dragon’s Breath:&#039;&#039;&#039; Gives you a dragon’s breath weapon.&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body I:&#039;&#039;&#039; Turns you into a Small elemental.&lt;br /&gt;
* &#039;&#039;&#039;Minor Creation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moonstruck&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster IV:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Wandering Star Motes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body II:&#039;&#039;&#039; You become a Medium elemental.&lt;br /&gt;
* &#039;&#039;&#039;Fabricate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Major Creation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mind Fog&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation:&#039;&#039;&#039; Resist harmful effects of a plane.&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Lesser:&#039;&#039;&#039; Traps elemental creature of 6 HD or less until it performs a task.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster V:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Telepathic Bond&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Teleport&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 6 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body III:&#039;&#039;&#039; Turns you into a Large elemental.&lt;br /&gt;
* &#039;&#039;&#039;Greater Dispel Magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Legend Lore&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mage’s Lucubration&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding:&#039;&#039;&#039; As lesser planar binding, but up to 12 HD.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VI:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;True Seeing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 7 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Elemental Body IV:&#039;&#039;&#039; Turns you into a Huge elemental.&lt;br /&gt;
* &#039;&#039;&#039;Greater Teleport&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Planar Adaptation, Mass:&#039;&#039;&#039; As planar adaptation, but affects multiple creatures.&lt;br /&gt;
* &#039;&#039;&#039;Simulacrum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Vision&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 8 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mind Blank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moment Of Prescience&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orb Of The Void&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Planar Binding, Greater:&#039;&#039;&#039; As lesser planar binding, but up to 18 HD.&lt;br /&gt;
* &#039;&#039;&#039;Summon Monster VIII:&#039;&#039;&#039; Summons elemental creature to fight for you.&lt;br /&gt;
* &#039;&#039;&#039;Whirlwind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 9 &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Foresight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Gate:&#039;&#039;&#039; Connects two planes for travel or summoning.&lt;br /&gt;
* &#039;&#039;&#039;Mage’s Disjunction&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Time Stop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://docs.google.com/document/d/1xjPIOH8F8a0l74BdDF7Q23nCfZ-YX68Xr6JmmtznMw4/edit Treantmonk&#039;s Guide to Pathfinder Wizards: Being a God] - Core content control guide&lt;br /&gt;
* [https://www.dropbox.com/s/5t2af1cwekhnrkj/BlockWiz.pdf Brewer&#039;s Guide to the Blockbuster Wizard] - Blaster guide&lt;br /&gt;
* [https://docs.google.com/document/d/13IZTV59ItNsK63RHQo2XGkjMKiU8LfRu5PCaE3R5lco/edit?pli=1 Professor Q&#039;s Guide to the Pathfinder Wizard] - Control guide. Nice familiar section.&lt;br /&gt;
{{ : Spellcaster Guides (Apath)}}&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Witch_(Apath)&amp;diff=55061</id>
		<title>Witch (Apath)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Witch_(Apath)&amp;diff=55061"/>
		<updated>2013-09-15T17:27:07Z</updated>

		<summary type="html">&lt;p&gt;Urban: Header levels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Apath}}&lt;br /&gt;
Witchery expanded.&lt;br /&gt;
&lt;br /&gt;
== Feats ==&lt;br /&gt;
A witch can learn the Spell Mastery feat, just like a wizard.&lt;br /&gt;
&lt;br /&gt;
== Hex ==&lt;br /&gt;
Hexes that lack a range in their description (such as &#039;&#039;peacebond&#039;&#039;) have a range of 30 ft.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Command objects (sp):&#039;&#039; You can animate one Tiny object (as &#039;&#039;animate objects&#039;&#039;) at will. At level 2 you can animate a Small object, at level 4 a Medium object, at level 8 a Large object and at level 16 a Huge object. An object animated with this ability lasts until you animate a new object. You control all animated objects under your control better than normal, commanding them to perform tasks other than attacking as if they were as intelligent as your familiar is. They have no other of your familiar&#039;s abilities, and don&#039;t really have an Intelligence score; your familiar directs them subconsciously.&lt;br /&gt;
* &#039;&#039;Improved Familiar (ex)&#039;&#039;: The witch gains the Improved Familiar feat but must meet any prerequisites.&lt;br /&gt;
* &#039;&#039;Potion trap (su)&#039;&#039;: The witch can cast a hex over a potion or other container of drink, while casting a spell that affects one or more creatures. The casting and hex together take a full-round action. The next creature that drinks from this liquid suffers from the indicated spell as if cast by the witch. The saving throw for this spell is that of a hex, rather than a spell. The witch decides all the details of the spell when using the hex. When using this with a spell like &#039;&#039;charm person&#039;&#039; that gives the witch special advantage against the target, the witch can select another creature present when the hex is used as the beneficiary of that part of the spell. The hex is considered a magic trap, with a detection and disable difficulty equal to 10 + the saving throw DC. If not consumed within 24 hours, it loses its potency.&lt;br /&gt;
* &#039;&#039;Poison nails (ex)&#039;&#039;: The witch&#039;s unarmed attacks inflict a poison. This poison deals 1d3 Dexterity damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction - save Dc is the same as for other hexes.&lt;br /&gt;
* &#039;&#039;Skyclad Witch (su)&#039;&#039;: The witch is constantly under the effects of &#039;&#039;endure elements&#039;&#039; and learns the Eschew Material Components feat.&lt;br /&gt;
* &#039;&#039;Spirit familiar (Su):&#039;&#039; Your familiar can become [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Incorporeal-Ex- incorporeal] for one round at will as a standard action as long as it is within line-of-sight of you. &lt;br /&gt;
&lt;br /&gt;
== Major Hex ==&lt;br /&gt;
* &#039;&#039;Extend terrain (Su):&#039;&#039; You can cause a terrain feature to grow in size, making a glacier, wood, swamp, desert, grassland or other type of terrain expand to replace other types of terrain. This cannot change bedrock or stone, but otherwise shapes the landcape. The select type of terrain within 300 ft. of you expands by 20 ft. from any point it covered before. If a creature is on the land you are trying to change, it gets a saving throw to negate the hex (DC 10 + 1/2 Witch level + Int modifier). You can only use this ability once per hour on any particular area, successfully or not. If you die, the terrain rapidly shrinks back to its old limits.&lt;br /&gt;
* &#039;&#039;Ride tool (Su)&#039;&#039;: The witch enchants a broom or a piece of equipment or tool of approximately the same size and shape, including most two-handed weapons. The tool confers &#039;&#039;overland flight&#039;&#039; for a number of hours per day equal to her level. These hours do not need to be consecutive, but they must be spent in 1-hour increments. The witch can share this effect with another, spending hours of duration on tools for them to ride. The tool can still be used normally while under this hex, the witch only actually rides it when hustling, but if it is lost or packed the ability is suppressed until it is held in hand again.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Only cantrips from the basic rulebook are considered common spells; the rest have to be learned during play.&lt;br /&gt;
&lt;br /&gt;
* [[Spell_Lists_(Apath)#Witch|Spell List Additions]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.d20pfsrd.com/classes/base-classes/witch Witch] at www.d20pfsrd.com&lt;br /&gt;
* [http://www.minmaxboards.com/index.php?topic=480.0 Witch Handbook by StreamOfTheSky]&lt;br /&gt;
* [https://docs.google.com/document/d/1YkARuboGbaCVdOpcgoA0epQFqBlCygzzUsgaBdba9BE/edit#heading=h.ar3ok2puvgjn A Witch’s Guide to Shutting Down Enemies]&lt;br /&gt;
* [https://docs.google.com/document/pub?id=1SZl8EKYeB_NAmb_wdhIs4MN2D8pya_Y-v4Hs-ZB_M3s&amp;amp;pli=1 Something Wicked This Way Comes - The Viking Irishman’s Guide to Witches]&lt;br /&gt;
{{ : Spellcaster Guides (Apath)}}&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=MediaWiki:Common.css&amp;diff=66487</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=MediaWiki:Common.css&amp;diff=66487"/>
		<updated>2013-09-13T22:51:23Z</updated>

		<summary type="html">&lt;p&gt;Urban: Bigger superscripts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/*&amp;lt;pre&amp;gt;&lt;br /&gt;
 *******************&lt;br /&gt;
 * CSS for all skins&lt;br /&gt;
 *******************/&lt;br /&gt;
&lt;br /&gt;
/* Line height fix for &amp;lt;sup&amp;gt; */&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
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/* d20 tables */&lt;br /&gt;
&lt;br /&gt;
table.d20 tr.even td&lt;br /&gt;
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}&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
/* Messagebox templates */&lt;br /&gt;
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/* wikitable/prettytable class for skinning normal tables */&lt;br /&gt;
/* includes some formatting for d20 tables */&lt;br /&gt;
&lt;br /&gt;
table.d20,&lt;br /&gt;
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table.d20 th, table.d20 td,&lt;br /&gt;
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/* default skin for navigation boxes - Copied from wikipedia 2008-04-22 */&lt;br /&gt;
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  background:#f7f7f7;     /* Even row striping */&lt;br /&gt;
}&lt;br /&gt;
.navbox-odd {&lt;br /&gt;
  background:transparent; /* Odd row striping */&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
@media print {&lt;br /&gt;
    .navbox {&lt;br /&gt;
        display: none;&lt;br /&gt;
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}&lt;br /&gt;
/* Infobox template style */&lt;br /&gt;
&lt;br /&gt;
.infobox {&lt;br /&gt;
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&lt;br /&gt;
/* When &amp;lt;div class=&amp;quot;nonumtoc&amp;quot;&amp;gt; is used on the table of contents, the ToC will display without numbers */&lt;br /&gt;
.nonumtoc .tocnumber { display:none; }&lt;br /&gt;
.nonumtoc #toc ul,&lt;br /&gt;
.nonumtoc .toc ul {&lt;br /&gt;
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.nonumtoc #toc ul ul, &lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
/*&amp;lt;/pre&amp;gt;*/&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=MediaWiki:Common.css&amp;diff=66486</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=MediaWiki:Common.css&amp;diff=66486"/>
		<updated>2013-09-13T22:47:30Z</updated>

		<summary type="html">&lt;p&gt;Urban: Superscript size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/*&amp;lt;pre&amp;gt;&lt;br /&gt;
 *******************&lt;br /&gt;
 * CSS for all skins&lt;br /&gt;
 *******************/&lt;br /&gt;
&lt;br /&gt;
/* Line height fix for &amp;lt;sup&amp;gt; */&lt;br /&gt;
sup &lt;br /&gt;
{ &lt;br /&gt;
  vertical-align: top; font-size: 0.75em; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* d20 tables */&lt;br /&gt;
&lt;br /&gt;
table.d20 tr.even td&lt;br /&gt;
{&lt;br /&gt;
  background: #f9f9f9;&lt;br /&gt;
}&lt;br /&gt;
table.d20 tr td&lt;br /&gt;
{&lt;br /&gt;
  background: #fff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Messagebox templates */&lt;br /&gt;
&lt;br /&gt;
.messagebox {&lt;br /&gt;
   border: 1px solid #aaa;&lt;br /&gt;
   background-color: #f9f9f9;&lt;br /&gt;
   width: 80%;&lt;br /&gt;
   margin: 0 auto 1em auto;&lt;br /&gt;
   padding: .2em;&lt;br /&gt;
}&lt;br /&gt;
.messagebox.merge {&lt;br /&gt;
   border: 1px solid #c0b8cc;&lt;br /&gt;
   background-color: #f0e5ff;&lt;br /&gt;
   text-align: center;&lt;br /&gt;
}&lt;br /&gt;
/* Codex: cleanup changed to info */ &lt;br /&gt;
.messagebox.info {&lt;br /&gt;
   border: 1px solid #9f9fff;&lt;br /&gt;
   background-color: #efefff;&lt;br /&gt;
   text-align: center;&lt;br /&gt;
}&lt;br /&gt;
.messagebox.standard-talk {&lt;br /&gt;
   border: 1px solid #c0c090;&lt;br /&gt;
   background-color: #f8eaba;&lt;br /&gt;
}&lt;br /&gt;
.messagebox.nested-talk {&lt;br /&gt;
   border: 1px solid #c0c090;&lt;br /&gt;
   background-color: #f8eaba;&lt;br /&gt;
   width: 100%;&lt;br /&gt;
   margin: 2px 4px 2px 4px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.messagebox.small-talk {&lt;br /&gt;
  width: 238px;&lt;br /&gt;
  font-size: 85%;&lt;br /&gt;
  float: right;&lt;br /&gt;
  clear: both;&lt;br /&gt;
  margin: 0 0 1em 1em;&lt;br /&gt;
  line-height: 1.25em; &lt;br /&gt;
  background: #F8EABA;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* wikitable/prettytable class for skinning normal tables */&lt;br /&gt;
/* includes some formatting for d20 tables */&lt;br /&gt;
&lt;br /&gt;
table.d20,&lt;br /&gt;
table.wikitable,&lt;br /&gt;
table.prettytable {&lt;br /&gt;
  margin: 1em 1em 1em 0;&lt;br /&gt;
  background: #f9f9f9;&lt;br /&gt;
  border: 1px #aaa solid;&lt;br /&gt;
  border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.d20 th, table.d20 td,&lt;br /&gt;
table.wikitable th, table.wikitable td,&lt;br /&gt;
table.prettytable th, table.prettytable td {&lt;br /&gt;
  border: 1px #aaa solid;&lt;br /&gt;
  padding: 0.2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.d20 th,&lt;br /&gt;
table.wikitable th,&lt;br /&gt;
table.prettytable th {&lt;br /&gt;
  background: #f2f2f2;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.d20 caption,&lt;br /&gt;
table.wikitable caption,&lt;br /&gt;
table.prettytable caption {&lt;br /&gt;
  margin-left: inherit;&lt;br /&gt;
  margin-right: inherit;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* default skin for navigation boxes - Copied from wikipedia 2008-04-22 */&lt;br /&gt;
&lt;br /&gt;
/* default skin for navigation boxes */&lt;br /&gt;
table.navbox {            /* navbox container style */&lt;br /&gt;
  border:1px solid #aaa;&lt;br /&gt;
  width:100%; &lt;br /&gt;
  margin:auto;&lt;br /&gt;
  clear:both;&lt;br /&gt;
/*  font-size:88%; */&lt;br /&gt;
  text-align:center;&lt;br /&gt;
  padding:2px;&lt;br /&gt;
}&lt;br /&gt;
table.navbox + table.navbox {&lt;br /&gt;
  margin-top:-1px;        /* single pixel border between adjacent navboxes (doesn&#039;t work for IE6, but that&#039;s okay) */&lt;br /&gt;
}&lt;br /&gt;
.navbox-title, .navbox-abovebelow, table.navbox th {&lt;br /&gt;
  text-align:center;      /* title and above/below styles */&lt;br /&gt;
  padding-left:1em;&lt;br /&gt;
  padding-right:1em;&lt;br /&gt;
}&lt;br /&gt;
.navbox-group {           /* group style */&lt;br /&gt;
  white-space:nowrap;&lt;br /&gt;
  text-align:right;&lt;br /&gt;
  font-weight:bold;&lt;br /&gt;
  padding-left:1em;&lt;br /&gt;
  padding-right:1em;&lt;br /&gt;
}&lt;br /&gt;
.navbox, .navbox-subgroup {&lt;br /&gt;
  background:#fdfdfd;     /* Background color */&lt;br /&gt;
}&lt;br /&gt;
.navbox-title, table.navbox th {&lt;br /&gt;
  background:#ccccff;     /* Level 1 color */&lt;br /&gt;
}&lt;br /&gt;
.navbox-abovebelow, .navbox-group, .navbox-subgroup .navbox-title {&lt;br /&gt;
  background:#ddddff;     /* Level 2 color */&lt;br /&gt;
}&lt;br /&gt;
.navbox-subgroup .navbox-group, .navbox-subgroup .navbox-abovebelow {&lt;br /&gt;
  background:#e6e6ff;     /* Level 3 color */&lt;br /&gt;
}&lt;br /&gt;
.navbox-even {&lt;br /&gt;
  background:#f7f7f7;     /* Even row striping */&lt;br /&gt;
}&lt;br /&gt;
.navbox-odd {&lt;br /&gt;
  background:transparent; /* Odd row striping */&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
@media print {&lt;br /&gt;
    .navbox {&lt;br /&gt;
        display: none;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
/* Infobox template style */&lt;br /&gt;
&lt;br /&gt;
.infobox {&lt;br /&gt;
   border: 1px solid #aaa;&lt;br /&gt;
   background-color: #f9f9f9;&lt;br /&gt;
   color: black;&lt;br /&gt;
   margin-bottom: 0.5em;&lt;br /&gt;
   margin-left: 1em;&lt;br /&gt;
   padding: 0.2em;&lt;br /&gt;
   float: right;&lt;br /&gt;
   clear: right;&lt;br /&gt;
}&lt;br /&gt;
.infobox td,&lt;br /&gt;
.infobox th {&lt;br /&gt;
   vertical-align: top;&lt;br /&gt;
}&lt;br /&gt;
.infobox caption {&lt;br /&gt;
   font-size: larger;&lt;br /&gt;
   margin-left: inherit;&lt;br /&gt;
}&lt;br /&gt;
.infobox.bordered {&lt;br /&gt;
   border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
.infobox.bordered td,&lt;br /&gt;
.infobox.bordered th {&lt;br /&gt;
   border: 1px solid #aaa;&lt;br /&gt;
}&lt;br /&gt;
.infobox.bordered .borderless td,&lt;br /&gt;
.infobox.bordered .borderless th {&lt;br /&gt;
   border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox.sisterproject {&lt;br /&gt;
   width: 20em;&lt;br /&gt;
   font-size: 90%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media print {&lt;br /&gt;
    .infobox.sisterproject {&lt;br /&gt;
        display: none;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Allow limiting of which header levels are shown in a TOC; &amp;lt;div class=&amp;quot;toclimit-3&amp;quot;&amp;gt;, for&lt;br /&gt;
   instance, will limit to showing ==headings== and ===headings=== but no further (as long as&lt;br /&gt;
   there are no =headings= on the page, which there shouldn&#039;t be according to the MoS). */&lt;br /&gt;
.toclimit-2 .toclevel-2 {display:none;}&lt;br /&gt;
.toclimit-3 .toclevel-3 {display:none;}&lt;br /&gt;
.toclimit-4 .toclevel-4 {display:none;}&lt;br /&gt;
.toclimit-5 .toclevel-5 {display:none;}&lt;br /&gt;
.toclimit-6 .toclevel-6 {display:none;}&lt;br /&gt;
.toclimit-7 .toclevel-7 {display:none;}&lt;br /&gt;
&lt;br /&gt;
/* When &amp;lt;div class=&amp;quot;nonumtoc&amp;quot;&amp;gt; is used on the table of contents, the ToC will display without numbers */&lt;br /&gt;
.nonumtoc .tocnumber { display:none; }&lt;br /&gt;
.nonumtoc #toc ul,&lt;br /&gt;
.nonumtoc .toc ul {&lt;br /&gt;
    line-height: 1.5em;&lt;br /&gt;
    list-style: none;&lt;br /&gt;
    margin: .3em 0 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
}&lt;br /&gt;
.nonumtoc #toc ul ul, &lt;br /&gt;
.nonumtoc .toc ul ul { &lt;br /&gt;
    margin: 0 0 0 2em; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*&amp;lt;/pre&amp;gt;*/&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=MediaWiki:Common.css&amp;diff=66485</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=MediaWiki:Common.css&amp;diff=66485"/>
		<updated>2013-09-13T22:46:44Z</updated>

		<summary type="html">&lt;p&gt;Urban: Line height fix for sup tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/*&amp;lt;pre&amp;gt;&lt;br /&gt;
 *******************&lt;br /&gt;
 * CSS for all skins&lt;br /&gt;
 *******************/&lt;br /&gt;
&lt;br /&gt;
/* Line height fix for &amp;lt;sup&amp;gt; */&lt;br /&gt;
sup &lt;br /&gt;
{ &lt;br /&gt;
  vertical-align: top; font-size: 0.6em; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* d20 tables */&lt;br /&gt;
&lt;br /&gt;
table.d20 tr.even td&lt;br /&gt;
{&lt;br /&gt;
  background: #f9f9f9;&lt;br /&gt;
}&lt;br /&gt;
table.d20 tr td&lt;br /&gt;
{&lt;br /&gt;
  background: #fff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Messagebox templates */&lt;br /&gt;
&lt;br /&gt;
.messagebox {&lt;br /&gt;
   border: 1px solid #aaa;&lt;br /&gt;
   background-color: #f9f9f9;&lt;br /&gt;
   width: 80%;&lt;br /&gt;
   margin: 0 auto 1em auto;&lt;br /&gt;
   padding: .2em;&lt;br /&gt;
}&lt;br /&gt;
.messagebox.merge {&lt;br /&gt;
   border: 1px solid #c0b8cc;&lt;br /&gt;
   background-color: #f0e5ff;&lt;br /&gt;
   text-align: center;&lt;br /&gt;
}&lt;br /&gt;
/* Codex: cleanup changed to info */ &lt;br /&gt;
.messagebox.info {&lt;br /&gt;
   border: 1px solid #9f9fff;&lt;br /&gt;
   background-color: #efefff;&lt;br /&gt;
   text-align: center;&lt;br /&gt;
}&lt;br /&gt;
.messagebox.standard-talk {&lt;br /&gt;
   border: 1px solid #c0c090;&lt;br /&gt;
   background-color: #f8eaba;&lt;br /&gt;
}&lt;br /&gt;
.messagebox.nested-talk {&lt;br /&gt;
   border: 1px solid #c0c090;&lt;br /&gt;
   background-color: #f8eaba;&lt;br /&gt;
   width: 100%;&lt;br /&gt;
   margin: 2px 4px 2px 4px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.messagebox.small-talk {&lt;br /&gt;
  width: 238px;&lt;br /&gt;
  font-size: 85%;&lt;br /&gt;
  float: right;&lt;br /&gt;
  clear: both;&lt;br /&gt;
  margin: 0 0 1em 1em;&lt;br /&gt;
  line-height: 1.25em; &lt;br /&gt;
  background: #F8EABA;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* wikitable/prettytable class for skinning normal tables */&lt;br /&gt;
/* includes some formatting for d20 tables */&lt;br /&gt;
&lt;br /&gt;
table.d20,&lt;br /&gt;
table.wikitable,&lt;br /&gt;
table.prettytable {&lt;br /&gt;
  margin: 1em 1em 1em 0;&lt;br /&gt;
  background: #f9f9f9;&lt;br /&gt;
  border: 1px #aaa solid;&lt;br /&gt;
  border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.d20 th, table.d20 td,&lt;br /&gt;
table.wikitable th, table.wikitable td,&lt;br /&gt;
table.prettytable th, table.prettytable td {&lt;br /&gt;
  border: 1px #aaa solid;&lt;br /&gt;
  padding: 0.2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.d20 th,&lt;br /&gt;
table.wikitable th,&lt;br /&gt;
table.prettytable th {&lt;br /&gt;
  background: #f2f2f2;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.d20 caption,&lt;br /&gt;
table.wikitable caption,&lt;br /&gt;
table.prettytable caption {&lt;br /&gt;
  margin-left: inherit;&lt;br /&gt;
  margin-right: inherit;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* default skin for navigation boxes - Copied from wikipedia 2008-04-22 */&lt;br /&gt;
&lt;br /&gt;
/* default skin for navigation boxes */&lt;br /&gt;
table.navbox {            /* navbox container style */&lt;br /&gt;
  border:1px solid #aaa;&lt;br /&gt;
  width:100%; &lt;br /&gt;
  margin:auto;&lt;br /&gt;
  clear:both;&lt;br /&gt;
/*  font-size:88%; */&lt;br /&gt;
  text-align:center;&lt;br /&gt;
  padding:2px;&lt;br /&gt;
}&lt;br /&gt;
table.navbox + table.navbox {&lt;br /&gt;
  margin-top:-1px;        /* single pixel border between adjacent navboxes (doesn&#039;t work for IE6, but that&#039;s okay) */&lt;br /&gt;
}&lt;br /&gt;
.navbox-title, .navbox-abovebelow, table.navbox th {&lt;br /&gt;
  text-align:center;      /* title and above/below styles */&lt;br /&gt;
  padding-left:1em;&lt;br /&gt;
  padding-right:1em;&lt;br /&gt;
}&lt;br /&gt;
.navbox-group {           /* group style */&lt;br /&gt;
  white-space:nowrap;&lt;br /&gt;
  text-align:right;&lt;br /&gt;
  font-weight:bold;&lt;br /&gt;
  padding-left:1em;&lt;br /&gt;
  padding-right:1em;&lt;br /&gt;
}&lt;br /&gt;
.navbox, .navbox-subgroup {&lt;br /&gt;
  background:#fdfdfd;     /* Background color */&lt;br /&gt;
}&lt;br /&gt;
.navbox-title, table.navbox th {&lt;br /&gt;
  background:#ccccff;     /* Level 1 color */&lt;br /&gt;
}&lt;br /&gt;
.navbox-abovebelow, .navbox-group, .navbox-subgroup .navbox-title {&lt;br /&gt;
  background:#ddddff;     /* Level 2 color */&lt;br /&gt;
}&lt;br /&gt;
.navbox-subgroup .navbox-group, .navbox-subgroup .navbox-abovebelow {&lt;br /&gt;
  background:#e6e6ff;     /* Level 3 color */&lt;br /&gt;
}&lt;br /&gt;
.navbox-even {&lt;br /&gt;
  background:#f7f7f7;     /* Even row striping */&lt;br /&gt;
}&lt;br /&gt;
.navbox-odd {&lt;br /&gt;
  background:transparent; /* Odd row striping */&lt;br /&gt;
}&lt;br /&gt;
 &lt;br /&gt;
@media print {&lt;br /&gt;
    .navbox {&lt;br /&gt;
        display: none;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
/* Infobox template style */&lt;br /&gt;
&lt;br /&gt;
.infobox {&lt;br /&gt;
   border: 1px solid #aaa;&lt;br /&gt;
   background-color: #f9f9f9;&lt;br /&gt;
   color: black;&lt;br /&gt;
   margin-bottom: 0.5em;&lt;br /&gt;
   margin-left: 1em;&lt;br /&gt;
   padding: 0.2em;&lt;br /&gt;
   float: right;&lt;br /&gt;
   clear: right;&lt;br /&gt;
}&lt;br /&gt;
.infobox td,&lt;br /&gt;
.infobox th {&lt;br /&gt;
   vertical-align: top;&lt;br /&gt;
}&lt;br /&gt;
.infobox caption {&lt;br /&gt;
   font-size: larger;&lt;br /&gt;
   margin-left: inherit;&lt;br /&gt;
}&lt;br /&gt;
.infobox.bordered {&lt;br /&gt;
   border-collapse: collapse;&lt;br /&gt;
}&lt;br /&gt;
.infobox.bordered td,&lt;br /&gt;
.infobox.bordered th {&lt;br /&gt;
   border: 1px solid #aaa;&lt;br /&gt;
}&lt;br /&gt;
.infobox.bordered .borderless td,&lt;br /&gt;
.infobox.bordered .borderless th {&lt;br /&gt;
   border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox.sisterproject {&lt;br /&gt;
   width: 20em;&lt;br /&gt;
   font-size: 90%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media print {&lt;br /&gt;
    .infobox.sisterproject {&lt;br /&gt;
        display: none;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Allow limiting of which header levels are shown in a TOC; &amp;lt;div class=&amp;quot;toclimit-3&amp;quot;&amp;gt;, for&lt;br /&gt;
   instance, will limit to showing ==headings== and ===headings=== but no further (as long as&lt;br /&gt;
   there are no =headings= on the page, which there shouldn&#039;t be according to the MoS). */&lt;br /&gt;
.toclimit-2 .toclevel-2 {display:none;}&lt;br /&gt;
.toclimit-3 .toclevel-3 {display:none;}&lt;br /&gt;
.toclimit-4 .toclevel-4 {display:none;}&lt;br /&gt;
.toclimit-5 .toclevel-5 {display:none;}&lt;br /&gt;
.toclimit-6 .toclevel-6 {display:none;}&lt;br /&gt;
.toclimit-7 .toclevel-7 {display:none;}&lt;br /&gt;
&lt;br /&gt;
/* When &amp;lt;div class=&amp;quot;nonumtoc&amp;quot;&amp;gt; is used on the table of contents, the ToC will display without numbers */&lt;br /&gt;
.nonumtoc .tocnumber { display:none; }&lt;br /&gt;
.nonumtoc #toc ul,&lt;br /&gt;
.nonumtoc .toc ul {&lt;br /&gt;
    line-height: 1.5em;&lt;br /&gt;
    list-style: none;&lt;br /&gt;
    margin: .3em 0 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
}&lt;br /&gt;
.nonumtoc #toc ul ul, &lt;br /&gt;
.nonumtoc .toc ul ul { &lt;br /&gt;
    margin: 0 0 0 2em; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*&amp;lt;/pre&amp;gt;*/&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:TOC&amp;diff=64707</id>
		<title>Template:TOC</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:TOC&amp;diff=64707"/>
		<updated>2013-09-12T14:04:10Z</updated>

		<summary type="html">&lt;p&gt;Urban: New template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;clear: {{{clear|both}}}; margin-bottom: .5em; float: {{{align|none}}}; {{#ifeq: {{lc:{{{align|}}}}} | right | margin-left:2.5em; | {{#ifeq: {{lc:{{{align|}}}}} | left | margin-right:2.5em; | &amp;lt;!-- align=none --&amp;gt; }} }} width: {{{width|auto}}};&amp;quot; {{#if:{{{limit|}}}|class=&amp;quot;toclimit-{{{limit|}}}&amp;quot;}}&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
TOC template imported from Wikipedia.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Template:TOC Template:TOC] on Wikipedia&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Pathfinder&amp;diff=65448</id>
		<title>Pathfinder</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Pathfinder&amp;diff=65448"/>
		<updated>2013-09-12T10:19:45Z</updated>

		<summary type="html">&lt;p&gt;Urban: /* External links */ Guide to Pathfinder Traits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pathfinder}}&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
The Pathfinder Roleplaying Game (abbreviated as PFRPG) is a fantasy role-playing game (RPG) first published in 2009 by Paizo Publishing. It extends and modifies the Revised 3rd Edition Dungeons &amp;amp; Dragons&#039; game rules published by Wizards of the Coast under the Open Game License.&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* [[Rise of the Dragon]]&lt;br /&gt;
* [[Skulls and Shackles]]&lt;br /&gt;
* [[Way of the Wicked]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Apath | Abbe&#039;s Pathfinder]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.d20pfsrd.com/ Pathfinder SRD]&lt;br /&gt;
* [http://paizo.com/pathfinderRPG Pathfinder RPG] at Paizo&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Pathfinder_RPG Pathfinder RPG] at Wikipedia&lt;br /&gt;
* [https://docs.google.com/document/d/1dVQA-uI740Hh8vq-zsnbHV6UwJg-4QKlpmkxBEmCdhA/edit A Guide to Pathfinder Traits] &lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Sorcerer_(Apath)&amp;diff=49508</id>
		<title>Sorcerer (Apath)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Sorcerer_(Apath)&amp;diff=49508"/>
		<updated>2013-09-10T13:18:00Z</updated>

		<summary type="html">&lt;p&gt;Urban: Template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Apath}}&lt;br /&gt;
&amp;lt;!-- Contents --&amp;gt;&lt;br /&gt;
{{tocright|limit=3}}&lt;br /&gt;
&lt;br /&gt;
= Spells =&lt;br /&gt;
* [[Spell_Lists_(Apath)#Sorcerer.2FWizard|Spell List Additions]]&lt;br /&gt;
&lt;br /&gt;
= Bloodlines =&lt;br /&gt;
Sorcerers get their bloodline bonus spells one level earlier than normal, at even levels. This means sorcerers never have only a single spell to choose from at a certain level.&lt;br /&gt;
&lt;br /&gt;
[[Battle_Sorcerer_(Apath)|Battle sorcerers]] and [[Bloodline_Knight_(Apath)|bloodline knights]] with bloodlines that add new spells to the sorcerer spell list instead add those spells to the magus spell list. See those articles for details.&lt;br /&gt;
&lt;br /&gt;
== Aether Bloodline ==&lt;br /&gt;
&#039;&#039;Your life and powers are tied to the transitive planes, the astral and ethereal. Perhaps your powers come from a merger with an incorporeal astral spirit, or you became partially ethereal at some time in the past. Regardless, it has left you with a predisposition for force effects that pierce the barrier between the planes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Aether  Class Skills ===&lt;br /&gt;
Knowledge (Dungeoneering) (Int),&lt;br /&gt;
Knowledge (Religion) (Int).&lt;br /&gt;
&lt;br /&gt;
=== Aether Bonus Spells ===&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/s/shield Shield] (3rd),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/s/see-invisibility see invisible] (5th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/d/diamond-spray diamond spray] (7th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor dimensional anchor] (9th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/w/wall-of-force wall of force] (11th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/m/mage-s-sword mage&#039;s sword] (13th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/e/ethereal-jaunt ethereal jaunt] (15th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/e/etherealness etherealness] (17th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/a/astral-projection astral projection] (19th).&lt;br /&gt;
&lt;br /&gt;
=== Aether Bonus Feats ===&lt;br /&gt;
Dimensional Agility, Disruptive Spell, Ectoplasmic Spell, Heighten Spell, Intensified Spell, Reach Spell, Selective Spell, Toppling Spell&lt;br /&gt;
&lt;br /&gt;
=== Aether Bloodline Arcana ===&lt;br /&gt;
Any time you use a spell with the Force descriptor or a spell affected by the  Ectoplasmic spell metamagic feat, you ignore any cover or concealment a target may have against your attack. You still cannot attack a target with total cover. You must guess in what square an unseen target is before attacking.&lt;br /&gt;
&lt;br /&gt;
=== Aether Bloodline Powers ===&lt;br /&gt;
Your bloodline expands your power into the astral and ethereal realms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force bolt (Sp):&#039;&#039; Starting at 1st level, you can fire an force ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The force ray deals 1d6 points of force damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ghost touch (Su):&#039;&#039; At 3rd level, the aether sorcerer can touch a piece of gear (usually a weapon or set of armor) and grant it the ghost touch property. This ability can be used a number of times each day equal to the sorcerer&#039;s Charisma modifier, and each use lasts for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Focus (Su):&#039;&#039; At 9th  level, any spell with the [Force] descriptor has it&#039;s save DC increased by +1 and gains a +2 bonus on any attack roll made with it, as appropriate to each spell. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pierce the Veil (Sp):&#039;&#039; At 15th level, an aether sorcerer can use &#039;&#039;[http://www.d20pfsrd.com/magic/all-spells/t/true-seeing true seeing]&#039;&#039; as a spell-like ability for one minute per level per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fade to Grey (Su):&#039;&#039; At 20th level, an aether sorcerer can fade from the world. The sorcerer becomes incorporeal for 1 minute per sorcerer level. He gains the incorporeal subtype and take only half damage from corporeal magical attacks (no damage from nonmagical weapons and objects). The aether sorcerer&#039;s spells and magical attacks deal only half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration need not be continuous, but it must be used in 1-minute increments. Force effects and ectoplasmic spells still function normally.&lt;br /&gt;
&lt;br /&gt;
== Arcane Bloodline ==&lt;br /&gt;
If using the [[Rules_(Apath)#Metamagic|Metamagic]] house rules from Apath, much of the Arcane bloodline&#039;s abilities become redundant and needs to be updated.&lt;br /&gt;
&lt;br /&gt;
=== Modified Arcane Bloodline Abilities ===&lt;br /&gt;
&#039;&#039;Metamagic Adept (Ex):&#039;&#039; At 3rd level, you become skilled at modifying spells with metamagic. When a you apply a metamagic feat, you reduce the metamagic feat’s spell level adjustment by 1. Thus, applying a Metamagic feat like Still Spell to a spell does not change its effective spell level at all, while applying Quicken Spell only increases the spell’s effective spell level by 3 instead of by 4. This reduction to the spell level adjustment for Metamagic feats does not stack with similar reductions from other abilities. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. You can only apply it once to any given spell. At 20th level, this ability is replaced by arcane apotheosis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Arcane Apotheosis (Ex):&#039;&#039; At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells, always using the &#039;&#039;Metamagic Adept&#039;&#039; ability. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.&lt;br /&gt;
&lt;br /&gt;
== Adventuring Bloodline ==&lt;br /&gt;
&#039;&#039;You come from a long line of adventurers, survivors of monster attacks and strange magical events. Like your forebears, you strive to survive by your own skill and wit, but the mystical events of the past have put an undeniable mark of power on you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Adventuring Bloodline Class Skills ===&lt;br /&gt;
&#039;&#039;Acrobatics&#039;&#039; (Dex),&lt;br /&gt;
Appraise (Int),&lt;br /&gt;
Bluff (Cha),&lt;br /&gt;
Craft (Int),&lt;br /&gt;
&#039;&#039;Diplomacy&#039;&#039; (Cha),&lt;br /&gt;
&#039;&#039;Disable Device&#039;&#039; (Int),&lt;br /&gt;
&#039;&#039;Disguise&#039;&#039; (Cha),&lt;br /&gt;
&#039;&#039;Escape Artist&#039;&#039; (Dex),&lt;br /&gt;
Fly (Dex),&lt;br /&gt;
&#039;&#039;Forgery&#039;&#039; (Int),&lt;br /&gt;
&#039;&#039;Handle Animal&#039;&#039; (Cha),&lt;br /&gt;
Intimidate (Cha),&lt;br /&gt;
&#039;&#039;Knowledge (any)&#039;&#039; (Int),&lt;br /&gt;
&#039;&#039;Linguistics&#039;&#039; (Int),&lt;br /&gt;
&#039;&#039;Perception&#039;&#039; (Wis),&lt;br /&gt;
&#039;&#039;Perform&#039;&#039; (Cha),&lt;br /&gt;
Profession (Wis),&lt;br /&gt;
&#039;&#039;Sense Motive&#039;&#039; (Wis),&lt;br /&gt;
&#039;&#039;Sleight of Hand&#039;&#039; (Dex),&lt;br /&gt;
Spellcraft (Int),&lt;br /&gt;
&#039;&#039;Stealth&#039;&#039; (Dex),&lt;br /&gt;
&#039;&#039;Survival&#039;&#039; (Wis), and&lt;br /&gt;
Use Magic Device (Cha).&lt;br /&gt;
&lt;br /&gt;
Skills in &#039;&#039;italics&#039;&#039; are new class skills to this bloodline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Points at each level&#039;&#039;&#039;: 6 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
=== Adventuring Bloodline Bonus Spells ===&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/m/mage-armor Mage armor] (3rd), &lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/f/find-traps find traps] (as a 2nd level sorcerer spell) (5th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/h/haste haste] (7th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/a/arcane-eye arcane eye] (9th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/t/telepathic-bond telepathic bond] (11th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/g/getaway getaway] (13th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/m/mage-s-magnificent-mansion mage&#039;s magnificent mansion] (15th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/b/binding binding] (17th), &lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/f/freedom freedom] (19th).&lt;br /&gt;
&lt;br /&gt;
=== Adventuring Bloodline Bonus Feats ===&lt;br /&gt;
Adventurer bloodline sorcerers have no bloodline feats, gaining more class skills instead.&lt;br /&gt;
&lt;br /&gt;
=== Adventuring Bloodline Arcana ===&lt;br /&gt;
Adventurer bloodline sorcerers have no bloodline arcana, gaining more class skills instead.&lt;br /&gt;
&lt;br /&gt;
=== Adventuring Bloodline Powers ===&lt;br /&gt;
Adventurer bloodline sorcerers have no bloodline powers, gaining more class skills instead.&lt;br /&gt;
&lt;br /&gt;
== Artifice Bloodline ==&lt;br /&gt;
&#039;&#039;Your powers derive from your understanding of the world, physics, and mechanisms. You might have some gnome blood, come from a long line of engineers, or traps played an important part in the fate of you or your family.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Artifice Class Skills ===&lt;br /&gt;
Appraise (Int),&lt;br /&gt;
Bluff (Cha),&lt;br /&gt;
Craft (Int),&lt;br /&gt;
&#039;&#039;Disable Device&#039;&#039; (Int),&lt;br /&gt;
&#039;&#039;Escape Artist&#039;&#039; (Dex),&lt;br /&gt;
Fly (Dex),&lt;br /&gt;
Intimidate (Cha),&lt;br /&gt;
Knowledge (arcana) (Int),&lt;br /&gt;
&#039;&#039;Knowledge (engineering)&#039;&#039; (Int),&lt;br /&gt;
&#039;&#039;Linguistics&#039;&#039; (Int),&lt;br /&gt;
Profession (Wis),&lt;br /&gt;
&#039;&#039;Sleight of Hand&#039;&#039; (Dex),&lt;br /&gt;
Spellcraft (Int),&lt;br /&gt;
Use Magic Device (Cha).&lt;br /&gt;
&lt;br /&gt;
Skills in &#039;&#039;italics&#039;&#039; are added to the artificer&#039;s list of class skills. Artifice sorcerers gain 4 skill points per level.&lt;br /&gt;
&lt;br /&gt;
=== Artifice Bonus Spells ===&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/g/gravity-bow Gravity bow] (3rd),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/a/acid-arrow acid arrow] (5th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/r/rusting-grasp rusting grasp] (as a 3rd level Sorcerer spell) (7th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/n/named-bullet named bullet] (9th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/a/animate-objects animate object] (as a 5th level sorcerer spell) (11th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/m/major-creation major creation] (13th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/s/simulacrum simulacrum] (15th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/i/iron-body iron body] (17th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/w/wooden-phalanx wooden phalanx] (19th).&lt;br /&gt;
&lt;br /&gt;
=== Artifice Bonus Feats ===&lt;br /&gt;
Artifice bloodline sorcerers have no bloodline feats, gaining more class skills instead.&lt;br /&gt;
&lt;br /&gt;
=== Artifice Bloodline Arcana ===&lt;br /&gt;
The two extra skill points per level noted under class skills replaces the artifice sorcerer&#039;s bloodline arcana.&lt;br /&gt;
&lt;br /&gt;
=== Artifice Bloodline Powers ===&lt;br /&gt;
Your bloodline is tied to skill more than power, enabling you to work magic with traps, locks, and devices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trapfinding (Su):&#039;&#039; A artifice sorcerer adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A artifice sorcerer can use Disable Device to disarm magic traps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Telekinetic Tinkering (Sp):&#039;&#039; At 3rd level, an artifice sorcerer can use the Disable Device skill at close range (25 ft. + 5 ft./2 levels), and no longer need tools - this ability replaces masterwork tools and provides the +2 bonus given by masterwork tools. This ability can also be used with an immediate action to set off any known trap within range. Against a trap that the artifice sorcerer has set herself or bypassed using Disable Device, this is automatic. Against a trap which is known but not bypassed, including one the artifice sorcerer has disabled herself, it requires a Disable Device check against the disarm difficulty of the trap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trap Sense (Su):&#039;&#039; At 9th  level, an artifice sorcerer gains an magical sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the artifice sorcerer reaches 12th level, to +3 when she reaches 15th level, and to +4 at 18th level. Trap sense bonuses gained from multiple classes stack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At 15th level (Su):&#039;&#039; At 15th level, XXX.{{wip}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Immune to Traps (Su):&#039;&#039; At 20th level, A artifice sorcerer never triggers traps-it is as if she did not exist as far as the trap is concerned. When she normally would, she can instead make a Perception check to notice the trap. She can still deliberately trigger a trap. She gains an SR of 11 + sorcerer level against the effects of magical traps triggered deliberately or by others.&lt;br /&gt;
&lt;br /&gt;
== Divine Bloodline ==&lt;br /&gt;
&#039;&#039;You carry the power of the divine in your blood-perhaps you are the result of a divine indiscretion, or perhaps your ancestors have been longstanding servants of the divine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline Class Skill ===&lt;br /&gt;
Knowledge (religion) (Int)&lt;br /&gt;
&lt;br /&gt;
=== Bonus Spells ===&lt;br /&gt;
You gain the spells of your chosen domain, see bloodline arcana below. These become sorcerer spells for you, of the same level they would have been as domain spells. You gain the 1st level domain spell at level 3, and another domain spell for every two levels after level 3. You must satisfy any divine focus requirement of these spells, but you can use a personal symbol as a divine focus if you prefer.&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline Bonus Feats ===&lt;br /&gt;
Alignment Channel,&lt;br /&gt;
Command Undead,&lt;br /&gt;
Concussive spell,&lt;br /&gt;
Consecrated Spell,&lt;br /&gt;
Dazing Spell,&lt;br /&gt;
Ectoplasmic Spell,&lt;br /&gt;
Martial Weapon Proficiency,&lt;br /&gt;
Turn Undead.&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline Arcana ===&lt;br /&gt;
Pick one domain among those available to clerics. You gain the 1st level domain power of this domain, replacing any reference to Wisdom in the domain power with Charisma. The chosen domain also determines your bonus spells and many of your bloodline powers.&lt;br /&gt;
&lt;br /&gt;
You can only choose an alignment domain if you share that alignment. If you later change your alignment so that you no longer qualify, you may then select another alignment domain.&lt;br /&gt;
&lt;br /&gt;
=== Divine Bloodline Powers ===&lt;br /&gt;
&#039;&#039;Channeling Touch (Su):&#039;&#039; You can release energy by channeling the power of your divine ancestry by touch. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.&lt;br /&gt;
&lt;br /&gt;
A good divine bloodline sorcerer channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil divine bloodline sorcerer channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral divine bloodline sorcerer must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed unless you change alignment.  Unlike the cleric’s channel energy ability, this only affects a single touched target, but there is no saving throw.&lt;br /&gt;
&lt;br /&gt;
Channeling touch only affects one creature touched and requires a touch attack against an unwilling target. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two divine bloodline sorcerer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A divine bloodline sorcerer may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A divine bloodline sorcerer can affect herself with this power.&lt;br /&gt;
&lt;br /&gt;
A divine bloodline sorcerer must be able to present her divine focus to use this ability, and can use the ability with channeling feats, but only affect a single target touched when using channeling touch with channel feats. Channeling feats that allow saving throws have a saving thow DC of 10 + ½ your sorcerer level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Divine Spell Gift:&#039;&#039; At 2nd level, and every two levels after second level, you can add one cleric spell to your spell list and to your list of known spells. This becomes a sorcerer spell for you of the same level as it&#039;s normal cleric spell level. This must be a spell you can currently cast. These spells cannot be of an alignment opposite to your own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Domain Power:&#039;&#039; At 9th level, you learn the second domain power of your chosen domain. You use this as outlined for your first domain power in your bloodline arcana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quickened Channeling Touch (Su):&#039;&#039; At 15th level, you can use your channeling touch bloodline power as a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Apotheosis (Su):&#039;&#039; At 20th level, you are imbued with divine essence. Your type changes to outsider (native) and you get to choose a subtype of outsider appropriate to your alignment, gaining the abilities typical of all creatures of this subtype.&lt;br /&gt;
&lt;br /&gt;
== Nature&#039;s Wrath Bloodline ==&lt;br /&gt;
&#039;&#039;You experienced some dramatic event, when you were completely at the mercy of nature but survived. Perhaps you grew up under the care of wild animals. This taught you about nature&#039;s wrath.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Wrath Bloodline Class Skills ===&lt;br /&gt;
Handle Animal (Cha) and Survival (Wis).&lt;br /&gt;
&lt;br /&gt;
=== Bonus Spells ===&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/m/magic-fang Magic fang] (as a 1st level sorcerer spell) (3rd), &lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/c/call-lightning call Lightning] (as a 2nd level sorcerer spell) (5th), &lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/m/magic-fang greater magic fang] (as a 3rd level sorcerer spell) (7th), &lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/c/call-lightning call lightning storm] (as a 4th level sorcerer spell) (9th), [http://www.d20pfsrd.com/magic/all-spells/f/fire-snake fire snake] (11th), &lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/t/tar-pool tar pool] (13th), &lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/c/control-weather control weather] (15th), &lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/w/wall-of-lava wall of lava] (17th), &lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/t/tsunami tsunami] (19th).&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Wrath Bloodline Bonus Feats ===&lt;br /&gt;
Augment Summoning, Diehard, Empower Spell, Endurance, Reach Spell, Skill Focus (Intimidate), Toughness, Widen Spell.&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Wrath Bloodline Arcana ===&lt;br /&gt;
Add &#039;&#039;summon nature&#039;s ally I&#039;&#039; to &#039;&#039;IX&#039;&#039; to your spell list as sorcerer spells of their druid spell level. You do not automatically know these spells, they are just added to your spell list but must be learned like any other sorcerer spell. You also gain low-light vision.&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Wrath Bloodline Powers ===&lt;br /&gt;
Magic is as natural to you as the lightning bolt or the forest fire, and you also have a certain affinity for nature&#039;s creatures - as hunting partners and as prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Companion Bond (Ex):&#039;&#039; At 1st level, you gain an animal companion, like the one gained from the druid&#039;s nature bond of a druid equal to your sorcerer level. Your sorcerer levels stack with any druid levels you possess when determining the powers of your animal companion. You cannot choose to pick a domain instead of an animal companion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Primal Power (Ex):&#039;&#039; At 3rd level, you can add any one spell from the druid spell list to your list of spells known as a sorcerer spell of its druid spell level. This spell must be of a level that you are capable of casting, and you cannot pick spells of the healing subtype. You can also add one additional spell at 7th, 11th, 15th level and 19th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nature&#039;s Aloftness (Su):&#039;&#039; At 9thlevel, you and your animal companion are immune to damage from your own spells. You and your animal companion can stand in a &#039;&#039;firball&#039;&#039; or &#039;&#039;wall of fire&#039;&#039; of your own making without harm. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Natural Wrath (Ex):&#039;&#039; At 15th level, your powers become even more a part of nature. You gain a +4 bonus on caster level checks to penetrate spell resistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Untouchable by Nature (Su):&#039;&#039; At 20th level, you and your animal companion gain resistance 20 to electricity, fire, and cold. Any spell you cast doing damage of these types do an additional point of damage per die. You ignore difficult terrain and wind effects.&lt;br /&gt;
&lt;br /&gt;
== Saher Bloodline ==&lt;br /&gt;
The saher bloodline carries a birthright of lordship over genies, and to a lesser degree other outsiders. Not a genie yourself, your instead carry great respect with such creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This was previously the [[Sha&#039;ir (Apath)|Sha&#039;ir]] archetype, which is now obsolete. It is also similar to the [[Shugenja_(Apath)|Shugenja]] and [[Shaman_(Apath)|Shaman]] classes as well as the [[#Spirit Bloodline|Spirit Bloodline]] below - each is an expression of a magic heritage with spirits.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Saher Bloodline Class Skill ===&lt;br /&gt;
Knowledge (Planes) (Int)&lt;br /&gt;
&lt;br /&gt;
=== Saher Bloodline Bonus Spells ===&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/m/mount Mount] (3rd),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/s/see-invisibility see invisible] (5th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/d/dismissal dismissal] (7th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding lesser planar binding] (9th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/b/banishment banishment] (11th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding planar binding] (13th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/l/limited-wish limited wish] (15th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding greater planar binding] (17th),&lt;br /&gt;
[http://www.d20pfsrd.com/magic/all-spells/w/wish wish] (19th).&lt;br /&gt;
&lt;br /&gt;
=== Saher Bloodline Bonus Feats ===&lt;br /&gt;
[http://www.d20pfsrd.com/feats/item-creation-feats/craft-wondrous-item-item-creation---final Craft Wondrous Item],&lt;br /&gt;
[http://www.d20pfsrd.com/feats/metamagic-feats/dazing-spell-metamagic Dazing Spell], &lt;br /&gt;
[http://www.d20pfsrd.com/feats/metamagic-feats/elemental-spell-metamagic Elemental Spell],&lt;br /&gt;
[http://www.d20pfsrd.com/feats/metamagic-feats/extend-spell-metamagic---final Extend Spell],&lt;br /&gt;
[http://www.d20pfsrd.com/feats/metamagic-feats/heighten-spell-metamagic---final Heighten Spell],&lt;br /&gt;
[http://www.d20pfsrd.com/feats/metamagic-feats/lingering-spell-metamagic Lingering Spell],&lt;br /&gt;
[http://www.d20pfsrd.com/feats/metamagic-feats/quicken-spell-metamagic---final Quicken Spell],&lt;br /&gt;
[http://www.d20pfsrd.com/feats/metamagic-feats/selective-spell-metamagic Selective Sepll],&lt;br /&gt;
[http://www.d20pfsrd.com/feats/metamagic-feats/widen-spell-metamagic---final Widden Spell].&lt;br /&gt;
&lt;br /&gt;
=== Saher Bloodline Arcana ===&lt;br /&gt;
The saher can detect genies and the works of genies at will. This works like &#039;&#039;[http://www.d20pfsrd.com/magic/all-spells/d/detect-undead detect undead]&#039;&#039; except that it detects genies or the lingering aura of places they have been or had an effect on. A saher can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is a genie or has been in contact with genies, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the saher does not detect genies in any other object or individual within range.&lt;br /&gt;
&lt;br /&gt;
=== Saher Bloodline Powers ===&lt;br /&gt;
&#039;&#039;&#039;Zhyen Familiar (Ex)&#039;&#039;&#039;: At 1st level all saher can call upon elemental [http://www.d20pfsrd.com/classes/core-classes/wizard/familiar familiars], known as a [http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/zhyen zhyen]. Summoning a zhyen is a 1-hour ritual and each saher can only have one zhyen at a time. If a zhyen is slain or dismissed, a new one can immediately be summoned, but a saher must wait one week before summoning a zhyen of the same type as one who died. If several zhyens die in quick succession, it is possible for the saher to run out of options.&lt;br /&gt;
&lt;br /&gt;
There are four kinds of zhyen, each tied to one of the classic four elements. All are neutral in alignment, but have alignment tendencies. Dinnlings (air zhyens) are pale blue and white, playful and mischievous and tend towards chaos and good. Ifri (fire zhyens) are reddish, brick red to bright orange, energetic and aggressive and tend toward law and evil. Maridans (water zhyens) are are deep sea greens and blues, with dark green or white details, humorous and eloquent and tend towards chaos. Geno (earth zhyens) are have earth colors, ranging from pale dun sand to various gaily colored semiprecious stones. They are artistic but greedy and tend towards law. A zhyen&#039;s appearance is decided when it is bound; either the standard miniature genie form or as tiny animals, always with a color scheme appropriate to their element. &lt;br /&gt;
&lt;br /&gt;
Zhyens do not provide the Alertness feat or any skill bonuses to their masters like normal familiars do. Instead, while in in the same space as their master, zhyens provide a +2 bonus on saving throws of the zhyen&#039;s type and the save DC of the sahers own spells of the same type increase by +2. Dinnlings give this bonus against spells of the air subtype or that deal electricity damage. Ifri provide this bonus against spells of the fire subtype or effects that deal fire damage. Madidans provide this bonus against spells of the water subtype or effects that deal cold damage. Geno provide this bonus against spells of the earth subtype or effects that deal acid damage. Finally, a Sha&#039;ir gets a +2 bonus on Charisma skills and Charisma (including [http://www.d20pfsrd.com/magic/all-spells/p/planar-binding planar binding]) against genies tied to the same element as his zhyen. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhyen Spells (Ex)&#039;&#039;&#039;: At 3rd level the zhyen can provide the saher with spell knowledge of one spell on the sorcerer/wizard spell list. Ordering the zhyen to find a spell is a standard action for the Sha&#039;ir and a full-round action for the zhyen, which immediately disappears into the elemental planes as if using &#039;&#039;plane shift&#039;&#039; only to return on the saher&#039;s next turn, ideally with the requested spell. If the &#039;&#039;plane shift&#039;&#039; is prevented, the ability fails. Each round the zhyen is attempting to find a spell the saher makes a Concentration check (normally d20 + class level + Cha modifier) against a DC depending on the spell sought.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
||&#039;&#039;&#039;Condition&#039;&#039;&#039;|||&#039;&#039;&#039;DC&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||Each level of spell |||5&lt;br /&gt;
|-&lt;br /&gt;
||Spell is not of the zhyen&#039;s element (or damage type)|||+5&lt;br /&gt;
|-&lt;br /&gt;
||Each earlier spell retrieved since the last spell preparation |||+5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the roll succeeds, the zhyen returns with the desired spell. If this roll fails, the zhyen returns empty-handed. If this roll fails by a margin of 10, the zhyen is killed looking for the spell, and never returns. &lt;br /&gt;
&lt;br /&gt;
After a zhyen successfully retrieves a spell, the saher can cast this spell as if it was a known spell as long as the zhyen is in the sha&#039;iir&#039;s space. A zhyen sent after a new spell immediately loses any spell it had previously retrieved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Genie Prison (Sp)&#039;&#039;&#039;: At level 9, sahers can use &#039;&#039;[http://www.d20pfsrd.com/magic/all-spells/b/binding binding]&#039;&#039; at will, but only against genies. Each attempt is a full-round action and the save DC is 10 + ½ the saher&#039;s class level + the saher&#039;s Charisma modifier. Note that this save DC is reduced for the more portable kinds of binding, as per the spell. A genie the saher attempts to bind automatically becomes hostile, but once bound its willingness to serve increases; add +4 to the saher&#039;s Charisma checks to [http://www.d20pfsrd.com/magic/outsider-categories negotiate] with a bound genie. A genie prison also eliminates the genie&#039;s daily chance to escape inherent in a &#039;&#039;planar binding&#039;&#039;-type spell. &lt;br /&gt;
&lt;br /&gt;
Using this power affects your standing among genies; for each genie of a particular element you have ever imprisoned this way, you suffer a -1 modifier on Charisma rolls to [http://www.d20pfsrd.com/magic/outsider-categories bind] all other genies tied to that element. This modifier does not apply to negotiations with imprisoned genies, who are desperate for release and anyway cut off from the rumor mill. The count of bound genies can only be reset by using the genie ruler audience ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task Genie &#039;&#039;&#039;: At 15th level, when using a &#039;&#039; planar binding&#039;&#039; spell to compel the services of a genie, the service can be permanent. A genie in permanent service must always have an escape clause, but this can be something that never happens, like &amp;quot;when the sun sets in the east&amp;quot;. Genies are very good at ferreting out situations where such impossible conditions come to pass, and enjoy this kind of challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Genie Ruler Audience (Sp):&#039;&#039;&#039; At 20th level, a saher can seek and receive an audience with the rulers of jann, djinn, shaitan, marid, or efreet — truly a great honor. A saher can seek an audience once per day, whether the reason is great or small. The saher (and any comanions) is whisked into the genie lord&#039;s presence as if by a &#039;&#039;gate&#039;&#039; spell, and returns to the same spot after the audience in the same way. It is possible to return under your own power, using the audience as a convenient escape from a dangerous situation.&lt;br /&gt;
&lt;br /&gt;
Genie rulers can answer questions with a Knowledge (Planes) skill of +40, focused on their elemental plane and are glad to advise those who are seeking to deal with genies. They can issue rulings on the actions of other genies of their element, including issuing pardons for genie binding. If the saher reports a crime committed by a lesser genie, a genie ruler can summon that creature for immediate judgment, provided the lesser genie’s name or description is known. Genie rulers bargain about these favors, and might demand wealth or services in return, especially if the saher has a poor reputation.&lt;br /&gt;
&lt;br /&gt;
== Spirit Bloodline ==&lt;br /&gt;
&#039;&#039;As a sorcerer of the spirit bloodline you hail from one of a myriad of mischievous spirits. Your magic comes from the uncountable entities of the spirit world - as a result your magic is very flexible, but you lack the bloodline gifts of a normal sorcerer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Spirit Bloodline Class Skills ===&lt;br /&gt;
Knowledge (Nature) (Int) and Knowledge (Planes) (Int).&lt;br /&gt;
&lt;br /&gt;
=== Spirit Bloodline Bonus Spells ===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
=== Spirit Bloodline Bonus Feats ===&lt;br /&gt;
Bouncing Spell, Coaxing Spell, Dazing Spell, Disruptive Spell, Ectoplasmic Spell, Heighten Spell, Lingering Spell, Rime Spell, Selective Spell, Threnodic Spell.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Bloodline Arcana ===&lt;br /&gt;
A you can change the spells you know each day. You retrieve her spells ahead of time by getting 8 hours of sleep and spending 1 hour bargaining with the spirits. When you bargain with spirits you retrieve knowledge of the specific sorcerer spells you will be able to use that day. Once this is done you can cast any spell you have retrieved at any time, assuming you has not yet used up your spells per day for that spell level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3rd-level spirit bloodline sorcerer can retrieve three 0-level, two 1st-level, and one 2nd-level sorcerer spells. She can cast 0-level spells five limes, 1st-level spells four times, and her 2nd-level spell two times in the course of the day. She might end up using the same 0-level spell five times, or one 0-level spell two times and another 0-level spell three times, or any combination that adds up to five uses of any of her 0-level spells.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Metamagic ====&lt;br /&gt;
If a you know any metamagic feats, you apply them to your spells when you retrieve them for the day. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A spirit sorcerer might choose to retrieve an empowered fireball by using a 5th-level spell retrieved slot. Any time she uses &#039;&#039;fireball&#039;&#039; during the ensuing day, she must use a 5th-level spell slot to cast it, and it is always empowered. A spirit sorcerer  could use a 3rd-level spell slot and a 5th-level spell slot to retrieve &#039;&#039;fireball&#039;&#039; and empowered &#039;&#039;fireball&#039;&#039; if she wanted to have both spells available to her in a day. &lt;br /&gt;
&lt;br /&gt;
You can&#039;t choose to alter your spells with metamagic feats on the fly, as other spontaneous casters do. When using metamagic feats you do not have an increased casting time as other sorcerers do.&lt;br /&gt;
&lt;br /&gt;
=== Spirit Bloodline Powers ===&lt;br /&gt;
You have no bloodline powers.&lt;br /&gt;
&lt;br /&gt;
== Wildcard Bloodline ==&lt;br /&gt;
&#039;&#039;Your very existence relies on chance. That you were even conceived is a freak accident, and your life has been a long line of strange coincidences. You have learned to stack the deck in your favor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Wildcard Bloodline Class Skill ===&lt;br /&gt;
Sleight of Hand (Dex).&lt;br /&gt;
&lt;br /&gt;
=== Wildcard Bloodline Bonus Spells ===&lt;br /&gt;
A wildcard sorcerer does not learn any bonus spells.&lt;br /&gt;
&lt;br /&gt;
=== Wildcard Bloodline Bonus Feats ===&lt;br /&gt;
Bouncing Spell,&lt;br /&gt;
Greater Spell Focus,&lt;br /&gt;
Greater Spell Penetration,&lt;br /&gt;
Persistent Spell,&lt;br /&gt;
Selective Spell,&lt;br /&gt;
Spell Focus,&lt;br /&gt;
Spell Penetration.&lt;br /&gt;
&lt;br /&gt;
=== Wildcard Bloodline Arcana ===&lt;br /&gt;
Each day when preparing spells, the wildcard sorcerer may exchange one of his current known spells for another. All normal rules apply to what spells he can learn and the spell must be of the same level as the one it replaces and from the sorcerer spell list.&lt;br /&gt;
&lt;br /&gt;
=== Wildcard Bloodline Powers ===&lt;br /&gt;
&#039;&#039;You trust your luck and have tied your powers to the draw of cards. And you learn to cheat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You make a deck of spells that you can cast randomly. These are sorcerer spells, but need not be spells known to you. Actually writing the names and pertinent details of the spells of your deck makes a handy prop for this  ability. When preparing the deck, you follow these rules.&lt;br /&gt;
* Pick one spell of the highest level you can cast.&lt;br /&gt;
* Pick two spells of the next-highest level of spells you can cast.&lt;br /&gt;
* Pick three spells of two levels lower than the highest you can cast.&lt;br /&gt;
* No spell can be on this list more than once. &lt;br /&gt;
* All spells in the deck must have a casting time of one standard action and may not have a costly material component. Any other components the spell has are ignored. The spell instead has a somatic components (drawing the card) and a focus component (the card itself).&lt;br /&gt;
* As you gain the ability to cast spells of new spell levels, you remove spells who are now of too low level to qualify and add new spells to fill out the deck.&lt;br /&gt;
* When you gain a level as a wildcard sorcerer without learning a new level of spells, you can rebuild your deck at will, following the above rules.&lt;br /&gt;
* The deck contains spells of level zero and up. You can&#039;t add spells of a negative level, so you don&#039;t get your full deck of 6 spells until you can cast second level spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Luck of the Draw (Sp)&#039;&#039;: At 1st level, as a standard action, you can pull a card from this deck. Before the end of your current turn, you can cast the spell on the card once as a free action. Do not return the card to the deck. You can continue to use this ability until you are out of cards. Return all used spells when you prepare spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Double Draw (Sp):&#039;&#039; At 3rd level, as a standard action, your can draw two cards from your deck and select one of them to use. Return the other card. &#039;&#039;It is traditional to draw one card from the top of the pile, and the other from the bottom, but this is not required.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Quick Card (Sp):&#039;&#039; At 9th level, you can draw a card from your deck as a swift action and then have the option to use it as a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jack in the Hole (Ex):&#039;&#039; At 15th level, you can make an informed selection of any one card from your power deck and use it as a standard action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shuffle Deck (Su):&#039;&#039; At 20th level, you can return all used cards to your deck of power cards and shuffle the deck. This is a full-round action.&lt;br /&gt;
&lt;br /&gt;
= Old Versions =&lt;br /&gt;
* [[Crafty_Sorcerer_%28Apath%29 | Crafty Sorcerer]]&lt;br /&gt;
* [[Wildcard Sorcerer (Apath)|Wildcard Sorcerer]]&lt;br /&gt;
= External Links =&lt;br /&gt;
* [http://www.d20pfsrd.com/classes/core-classes/sorcerer Sorcerer] at www.d20pfsrd.com&lt;br /&gt;
* [https://docs.google.com/document/d/1qUkVlonpJHQhy9jqicCuJDw-kmc1S3eY98GANjIlDkI/edit Sorcerer Guide]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Talk:Traits_(4E)&amp;diff=56867</id>
		<title>Talk:Traits (4E)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Talk:Traits_(4E)&amp;diff=56867"/>
		<updated>2013-09-04T16:47:41Z</updated>

		<summary type="html">&lt;p&gt;Urban: No level 1 headers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{4E}}{{TOCright}}&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This version is being prepared for publication and has major edits compared to the main page&#039;&#039; --[[User:Starfox|Starfox]] 13:25, 28 May 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Characters in Dungeons and Dragons, 4th editions, are very focused on adventuring. Players are free to role-play any skills or traits related to daily life outside the adventuring career. This article presents a system to learn and use noncombat abilities without affecting the rest of the game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
Traits are an optional set of rules that give characters more options out of combat. They are purchased separately from the skills, feats and powers described in the &#039;&#039;Player&#039;s Handbook&#039;&#039;. The talent rules can be added to the game without retrofitting existing characters, merely adding more depth on top of the normal rules.&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
Traits are non-combat versions of feats. They give special abilities that are used to define a characters background and are used to represent your character’s livelihood outside of adventuring. This includes role-playing gimmicks and background options. They are also used to purchase [[#Talents|talents]] (non-combat skills). &lt;br /&gt;
&lt;br /&gt;
All characters start with three traits at level 1. After that, you gain traits at the same rate as you get new feats; at level 11, 21, and every even level. You can retrain one talent at each new level, in addition to normal retraining limits.&lt;br /&gt;
&lt;br /&gt;
There are three types of traits. Like so much else about traits, these classifications are a general guide and not hard and fast rules. &#039;&#039;Personal&#039;&#039; traits are innate abilities, similar to feats. Almost all campaigns can use these. &#039;&#039;Perks&#039;&#039; are social advantages or privileges. &#039;&#039;Subplots&#039;&#039; are recurring events that comes up again and again in your character&#039;s life and are often a hindrance; the advantage with them is that you get more screen time. &lt;br /&gt;
&lt;br /&gt;
Some DMs might ban some or all perks and subplots as too invasive, or just say that a particular plot or perk does not fit the situation in the game. You should ask each time you want to take one. This also serves to inform the DM that you have such a trait, allowing him to use it in the game.&lt;br /&gt;
&lt;br /&gt;
=== How to Use Traits ===&lt;br /&gt;
Traits are a way to flesh out character without adding substantial benefits. They help define a role, background, and interests outside adventuring. Unlike feats, there are few perquisites to fulfill and little need to plan ahead. &lt;br /&gt;
&lt;br /&gt;
You generally don&#039;t chose traits in advance; instead you let circumstances in the campaign dictate how your character develops. [[#Contacts|Contacts]], [[#Romance|Romances]], and [[#Nemesis|Nemisis]] are good examples of this - traits you choose after encountering a situation or person in-game that is interesting enough to associate your character with on the log term.&lt;br /&gt;
&lt;br /&gt;
Traits are used to learn [[#Talents|Talents]], non-combat skills that define your interests and gives you an occupation outside your life as an adventurer. &lt;br /&gt;
&lt;br /&gt;
Some traits naturally evolve into others and should be retained to reflect this. A [[#Heir|Hier]] that comes into his inheritance might retrain as a [[#Baron|Baron]], an [[#Influential_Friend|Influential Friend]] might become a [[#Contacts|Contact]] as you catch up to them socially. But these are exceptions, generally you are not expected to retrain old traits as you achieve new ones that are similar but more powerful, as explained in the introduction to [[#Paragon_Traits|Paragon Traits]]. Likewise, you have great freedom to assign traits as you please, but you should strive to pick ones that make sense; for certain rogues it might make sense to be the [[#Sheriff|Sheriff]], but if you want to play a freewheeling thief, another perk might be a more reasonable option.&lt;br /&gt;
&lt;br /&gt;
Many campaigns have a theme, and include ways for characters to interact with this theme. For example, a police story might track contacts, ranks in the police, and your reputation on the street. Players choosing police work as their focus have opportunities to shine. Traits gives the DM a way to handle such themes, and also provides an equal opportunity for characters to shine in other fields, outside the main scope of the story. In the police campaign mentioned above, one player character might be a cleric assigned to aid the police force. Besides being a cop, he is also an [[#Ordained_Priest|Ordained Priest]] and might advance to become a [[#High_Priest|High Priest]]. The character&#039;s dealings with his church might never be the focus of the campaign or be played out in detail, yet the character has a career, builds his own clout, and develops socially just as those who focus their lives on the main theme. In fact, it is often easier to advance in a hierarchy that is not in the limelight; the DM might make the position of [[#Lord_Justice|Lord Justice]] something the players have to work hard to earn but which also has a direct impact on the game. In comparison, the role of [[#High_Priest|High Priest]] is easier to get because you do not have to achieve in-game goals to earn it, but it naturally has much less effect on the game.&lt;br /&gt;
&lt;br /&gt;
=== Heroic Traits ===&lt;br /&gt;
These deal with personal abilities and subplots and relationships on the local level.&lt;br /&gt;
&lt;br /&gt;
==== Adopted Race ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have very good relations with a race other than your own, to the point that you are considered a member of this race for social purposes. You are considered to be as honorable as any other member of this race, accepted as one of their own. If you choose humans as your adopted race, this only applies to one human culture; humans are too diverse for any one nonhuman to become accepted among all of humanity. The same could apply to other widespread and diverse races in your campaign.&lt;br /&gt;
&lt;br /&gt;
==== Agent ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Level 4&lt;br /&gt;
&lt;br /&gt;
You have an agent who will act on your behalf and represent you. While unwilling to risk his or her life, the agent will carry out instructions to the best of his ability, and look out for your interests when you are otherwise occupied. He will also travel to represent you in other places and can be sent on missions on his own. In return, the agent expects advice, patronage, and that you use your contacts on his behalf. &lt;br /&gt;
&lt;br /&gt;
An agent is an NPC two levels lower than yours of a class and race agreed upon with the DM. If your agent is killed, you will want to retrain this talent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; The agent is and NPC and is thus designed by the DM. You can take this talent several times, each time gaining a separate new agent.&lt;br /&gt;
&lt;br /&gt;
==== Artiste ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You get a +3 feat bonus to &lt;br /&gt;
[[#Actor|Actor]], &lt;br /&gt;
[[#Dancer|Dancer]], &lt;br /&gt;
[[#Lover|Lover]], &lt;br /&gt;
[[#Musician|Musician]], &lt;br /&gt;
[[#Orator|Orator]], and &lt;br /&gt;
[[#Singer|Singer]].&lt;br /&gt;
&lt;br /&gt;
=== Authority===&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You get a +3 feat bonus to &lt;br /&gt;
[[#Lawman|Lawman]], &lt;br /&gt;
[[#Merchant|Merchant]], &lt;br /&gt;
[[#Sailor|Sailor]], &lt;br /&gt;
[[#Soldier|Soldier]], and&lt;br /&gt;
[[#Valet|Valet]].&lt;br /&gt;
&lt;br /&gt;
==== Blue Blood ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your family is old and recognized for its nobility, one of the most prestigious in the land. In a campaign where most everyone is a noble (a chivalry campaign, for example) you may even be of royal blood.&lt;br /&gt;
&lt;br /&gt;
Those who care about such things will see you as a born leader, and your career often benefits. It is easy for you to be invited to parties and social functions, and you have relatives in high places. Your word is given due consideration, you are considered a valuable and reliable witness, and you will mostly be assumed to have a good reason to be where you are and doing what you&#039;re doing, even if it might seem fishy. Even those who don&#039;t respect nobility find it hard to ignore your manners and bearing, it is clear that you are a person not to be trifled with.&lt;br /&gt;
&lt;br /&gt;
You&#039;re not automatically wealthy, some nobles are dirt poor. If you get caught with your hands dirty, Blue Blood may backfire; everyone loves a good scandal.&lt;br /&gt;
&lt;br /&gt;
==== Cause ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a champion for a certain cause, and know among others dedicated to and against this cause. This gives you a set of friends and enemies depending on the exact cause you choose when taking this talent. Causes can be religious, political, or focused on some kind of activity, such as charities. They always have an element of idealism about them; a thieves guild is not a cause.&lt;br /&gt;
&lt;br /&gt;
==== Charming ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is easy for you to get into social events, make acquaintances, and generally be very popular in a non-domineering sort of way. There is something about you that makes others care for you if you succeed on a Charisma roll against Will defense. People would ordinarily be hostile might kidnap you instead of kill you.&lt;br /&gt;
&lt;br /&gt;
==== Clan ====&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a member of a clan or brotherhood, usually an extended family but sometimes a small tribe or very close-knit group of sworn friends. You do not live your everyday life with your clan (pick [[#Family|Family]] for that), but you keep in constant touch, sharing joys, sorrows, and information as well as intervening to help each other.&lt;br /&gt;
&lt;br /&gt;
==== Contacts ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Contacts are persons you know and who are friendly to you and sympathetic to the same ideals as you, but not your direct servants or allies. They will gladly supply information, acting as your eyes and ears. They also willingly perform services for you at normal cost, which can be a boon if they deal in something that is outlawed, rare, or otherwise hard to come by. Over time, your network of contacts grows, you gain new ones while some of your old contacts become obsolete. &lt;br /&gt;
&lt;br /&gt;
This talent gives you a number of contacts equal to half your level, with a minimum of one contact. You generally acquire a new contact once per level, replacing an old one at odd levels and gaining a new one at even levels. Sometimes, your contacts change slower or quicker than this, but can never have more contacts than your level indicates.&lt;br /&gt;
&lt;br /&gt;
A contact should ideally be someone you met and befriended during play. In this way, you can gain influential contacts; kings, courtiers, important heroes and other famous individuals. You can flesh out your stable of contacts with NPCs of your own invention, but these are generally not as important or influential as the ones you meet during play; typical examples are city guardsmen, traders, shopkeepers, local clergy, or minor mystics.&lt;br /&gt;
&lt;br /&gt;
==== Deduction ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per day when you are speculating as to the intricacies of the plot, the best course of action, or about the motivations of a given character, you can have the GM tell you whether your speculation is correct or incorrect.&lt;br /&gt;
&lt;br /&gt;
===Disguise===&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Trained in Bluff.&lt;br /&gt;
&lt;br /&gt;
With a few minutes of work you can disguise yourself as another person of your approximate size and same basic body shape. Imitating a specific individual is also possible, but takes a day of preparation and you need to find appropriate clothes, wigs etc which can be costly, especially if impersonating someone rich. Make a Bluff check opposed by passive Insight to pass inspection. Others inspecting you closely (a minor action) can make an Insight roll against 10 + your Bluff skill modifier to sense something is wrong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Normal&#039;&#039;&#039;: Anyone with Bluff can don a disguise, but it takes longer to put on and needs more special materials.&lt;br /&gt;
&lt;br /&gt;
==== Drifter ====&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You spend a lot of time on the road, and have a tendency to just happen to be there when it happens. Any time another character is alone and needs help, you can show up if it&#039;s at all plausible. Even in non-dangerous scenes you have a tendency to just be there. &lt;br /&gt;
&lt;br /&gt;
==== Eerie ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is something odd and unusual about you, that makes others leave you alone. This might be a mannerism, such as talking to yourself or staring vacantly into space, or an indefinable aura. The end result is that people expect odd tings from you and around you, and will pay no heed to such occurrences unless they cause some kind of direct harm. They might think you a harmless eccentric or leave you alone out of fear. If there is a witch-hunt in the area, this can backfire; people too cowardly or reserved to do something themselves might still report on you.&lt;br /&gt;
&lt;br /&gt;
==== Fame ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Trained in the [[#Celebrity|Celebrity]] talent.&lt;br /&gt;
&lt;br /&gt;
Gain a +3 feat bonus to the [[#Celebrity|Celebrity]] talent.&lt;br /&gt;
&lt;br /&gt;
==== Family ====&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You live with your family, usually either parents and siblings or spouse and children. Your family has a home appropriate to your station and gives you a base of security and respectability. The DM can involve some or all of your family in the plot.&lt;br /&gt;
&lt;br /&gt;
=== Fans===&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Trained in the [[#Celebrity|Celebrity]] talent.&lt;br /&gt;
&lt;br /&gt;
You have a group of followers who look up to you, but who do not work for you. On many occasions, they will turn up and offer to help, fawn over you, or just hang around. This is often helpful, but sometimes annoying. Fans will not accompany you on adventures and never enter dungeons. &lt;br /&gt;
&lt;br /&gt;
At any time, you have a number of fans equal to your Charisma score hanging around. All your followers are NPC minions no higher than two levels lower than you. All details are determined by the DM. Rarely, a powerful person or even a monster might turn out to be a fan, in which case he or she is likely to be extra pushy and demanding.&lt;br /&gt;
&lt;br /&gt;
==== Fashion Sense ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have good taste, knowledge of fashions, and an understanding of what to wear to provoke a reaction. This lets you dress well for every occasion, and gives you the savvy to dress oddly without causing a scandal.&lt;br /&gt;
&lt;br /&gt;
=== Fixer===&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have market connections, and can sell or bye almost anything, even contraband, illegal items, loot that needs to be fenced, and other goods that are normally hard to trade in. You still pay market prices; this is mainly useful if you want to trade in prescribed goods or keep a very low profile.&lt;br /&gt;
&lt;br /&gt;
==== Followers ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have a group of followers who work for you. They serve in some capacity; for example as a garrison, police force, ship’s crew, caravan drivers, or guild thieves. They report to you, and you can give them orders slightly outside the scope of their normal activity, but they will not accompany you on adventures and never enter dungeons. &lt;br /&gt;
&lt;br /&gt;
You have a number of followers equal to your Charisma score, and it they take losses they return to this number as soon as plausible - either because you get new followers, or because defeated ones return to action.&lt;br /&gt;
&lt;br /&gt;
All your followers are identical NPC minions two levels lower than you of a class and race agreed upon with the DM.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;: You can take this talent several times, each time getting a separate group of followers.&lt;br /&gt;
&lt;br /&gt;
==== Gold Digger ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are good at ingraining yourself with rich and powerful people. Having you around and spending money on you makes people feel rich and successful. This makes it easy for you to live off others and join parties and social occasions as a hanger-on. Actually gaining riches or influence will require more effort.&lt;br /&gt;
&lt;br /&gt;
==== Guild Member ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a member of an established guild; a conservative organization that exists to further the professional interests of its members. Heroes tend to join artists&#039;, mages&#039;, mercenaries&#039;, and thieves&#039; guilds, but there are many other guilds organizing all kinds of occupations. A guild provides little direct help, but has facilities you can use with skills, martial practices, and rituals and can provide access to markets. Guilds are a great source of trainers, aides, and expertise. They also have medical resources, act as insurers and advocates, and have a pension fund, but such services are generally of little interest to adventurers.&lt;br /&gt;
&lt;br /&gt;
==== Handyman ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You get a +3 feat bonus to &lt;br /&gt;
[[#Jeweler |Jeweler]],&lt;br /&gt;
[[#Leatherworker|Leatherworker]],&lt;br /&gt;
[[#Mechanic|Mechanic]],&lt;br /&gt;
[[#Smith|Smith]],&lt;br /&gt;
[[#Stoneworker|Stoneworker]], and &lt;br /&gt;
[[#Tailor|Tailor]].&lt;br /&gt;
&lt;br /&gt;
==== Heir ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m his daughter-in-law elect! - He&#039;ll marry his son - (He&#039;s only got one) - To his daughter-in-law elect!&amp;lt;br&amp;gt;- The Mikado by William S. Gilbert&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is well known that Something Marvelous is coming your way. Typically, you pick a paragon perk you are about to inherit (or an epic perk if you are of paragon level). People will know you are the heir apparent and fawn over you accordingly, tough there are no direct benefits whatsoever.&lt;br /&gt;
&lt;br /&gt;
==== Integrity ====&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Good or Lawful Good alignment&lt;br /&gt;
&lt;br /&gt;
You have a great deal of integrity, and it shows. People find you to be a fair arbiter, an impartial witness, and a trustworthy leader; even if you never strive for positions of responsibility people tend to put their trust in you and turn to you when they need someone to assume responsibility. &lt;br /&gt;
&lt;br /&gt;
==== Influential Friend ====&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have a friend in a high position, corresponding to a perk talent one tier above your own. This can be a childhood friend, an accidental acquaintance, a lover, or otherwise someone in an official capacity who you know privately. For example, at the heroic tier, you might have an influential friend with an [[#Army|Army]] or who is a [[#Minster|Minister]], while at the paragon level your influential friend can even be a [[#King|King]]. At the epic level, you can potentially have a divine being as your influential friend.&lt;br /&gt;
&lt;br /&gt;
Inclined to act in your favor, an influential friend has many other obligations and this makes him unreliable. An influential friends likes you and wants to correspond with you or spend time with you, but is aware that showing you preferential treatment is somewhat irresponsible and thus does not provide the full support of a [[#Mentor|Mentor]]. Pressuring an influential friend can produce grand results in the short term, but may easily backlash.&lt;br /&gt;
&lt;br /&gt;
==== Knight ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are an acknowledged member of a warrior caste with a code to uphold. This is not nobility, but close to it. In many cultures, knighthood is a martial archetype, but it need not be; Chinese knights were martial artists and a fantasy world can easily have supernatural guardians with a similar creed. As a knight (or local equivalent) you are known to follow a code, which makes you trusted and respected. Your word is held in high regard. You can expect free room and board almost anywhere you go. People turn to you with their troubles and expect you to help.&lt;br /&gt;
&lt;br /&gt;
==== Lackey ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Level 4&lt;br /&gt;
&lt;br /&gt;
You have a lackey who will provide for and serve you as long as it involves little personal risk. The lackey will travel with you, take care of your mounts or carriage, arrange for food and lodging, set up camp, stand guard, and do other domestic duties. A lackey avoids combat and only fights if sorely pressed. Sometimes, a lackey might provide more exiting services, such as opening a locked chest you bring back to camp, scouting, or acting as a foil, but never in competition with another player character. A lackey can have an interesting background or personal relationship with you.&lt;br /&gt;
&lt;br /&gt;
The lackey is and NPC two levels lower than you, of a class and race agreed upon with the DM, and designed by the DM. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;. You can take this talent several times, each time gaining a separate lackey. If your lackey is killed, you will want to retrain this talent.&lt;br /&gt;
&lt;br /&gt;
==== Language ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Choose a language. You can now speak, read, and write this language fluently.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You can take this talent more than once. Each time you select this talent, choose a new language to learn. Unlike the Linguist feat, this has no prerequisite.&lt;br /&gt;
&lt;br /&gt;
==== Lip Reading ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Training in Insight.&lt;br /&gt;
&lt;br /&gt;
You have the ability to decipher what people are saying merely from looking at their lips moving, as long as you can get a reasonably good view of a speaker&#039;s lips and know the language. Certain parts may be obscure or missing or require an Insight roll to understand correctly. If they have reason to be careful, an Insight roll against their Bluff is required.&lt;br /&gt;
&lt;br /&gt;
==== Medium ====&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you take this trait, select one type of spirit from the table below. You are aligned that particular type of spirits, who sometimes give you visions and advice. Each type of spirit is associated with a particular skill; you can use that skill to seek information. Thich is much the same as asking around using the Streetwise skill, only the answers are colored by the nature of the spirits you commune with. No-one but you or another medium can sense or interact with these spirits in any way.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Skill!!Origin!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Ghosts&lt;br /&gt;
|Religion&lt;br /&gt;
|Shadowfell&lt;br /&gt;
|Individualistic. Wants to carry out unfulfilled desires from their lives.&lt;br /&gt;
|-&lt;br /&gt;
|Nature spirits&lt;br /&gt;
|Nature&lt;br /&gt;
|Natural world&lt;br /&gt;
|Care about environmental issues, the daily life of animals, and primal rituals.  &lt;br /&gt;
|-&lt;br /&gt;
|Elementals&lt;br /&gt;
|Arcana&lt;br /&gt;
|Elemental Chaos&lt;br /&gt;
|Wild. Sometimes out to right a perceived wrong, many just want to vent their rage&lt;br /&gt;
|-&lt;br /&gt;
|Fey Spirits&lt;br /&gt;
|Arcana&lt;br /&gt;
|Feywild&lt;br /&gt;
|Mischievous. Wants to bring magic into the world, for good or ill. Loves riddles and tricks.&lt;br /&gt;
|-&lt;br /&gt;
|Abberant Spirits&lt;br /&gt;
|Dungeoneering&lt;br /&gt;
|Far Realm&lt;br /&gt;
|Incomprehensible. Give visions both hard to decipher and profoundly disquieting. &lt;br /&gt;
|-&lt;br /&gt;
|Virtues&lt;br /&gt;
|Religion&lt;br /&gt;
|Astral Sea&lt;br /&gt;
|Idealistic; some are benign, others infernal. Visions have to do with morals and ideals.  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Mentor ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have mentor or employer that sees you as a trusted agent. The mentor is a constant source of information, employment opportunities, and often useless advice. &lt;br /&gt;
&lt;br /&gt;
The DM is encouraged to use the mentor as an adventure hook and patron, and might tailor benefits and rewards to the mentor’s outlook on you. You can also turn to the mentor for help and advice, but a mentor will not accept being used and will avoid becoming directly involved in the action. The mentor is a powerful figure, which might or might not mean that he is a high-level character. A rich merchant, influential queen, or behind-the-scenes monster can function as a mentor just as well as the classic warrior lord or wizard sage. &lt;br /&gt;
&lt;br /&gt;
The exact details of your mentor are up to the DM and unknown to you. A mentor might have a secret agenda and use you as a pawn in it, but is rarely hostile to your ideals.&lt;br /&gt;
&lt;br /&gt;
=== Mistaken Identity===&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your identity are commonly mistaken; either for a specific person or for a role other than your own. You are known for traits and abilities you do not possess, based on misinterpretation, rumors, or just plain lies. A commoner fighter could be known as a magical prince, a holy man, or a demon summoner. People influenced by your [[#Celebrity|Celebrity]] status will have heard of this false repute, and react accordingly. Others gathering information about you will only find the mistaken identity information unless they pass the check with a margin of 10 or more.&lt;br /&gt;
&lt;br /&gt;
==== Nemesis ====&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your fate and purpose is linked to a particular enemy. You and this enemy are bound to run across each other again and again, and you have a mysterious way of ending up in one-on-one encounters with this enemy. In addition, your nemesis advances in power as you do, and has an amazing ability to survive and return to fight another day. And should he die, there is always someone else on the sidelines, ready to step in.&lt;br /&gt;
&lt;br /&gt;
The DM has to approve your choice of nemesis; it is generally best to pick a nemesis you&#039;ve met during play and that proved particularly interesting, memorable, and loathsome.&lt;br /&gt;
&lt;br /&gt;
==== Ordained Priest ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are an ordained and recognized member of the official clergy of an important religious order. You can officiate at ceremonies and perform religious functions; this makes you a trusted individual and makes sure you are aware of the local gossip. People will naturally turn to you with spiritual and supernatural problems.&lt;br /&gt;
&lt;br /&gt;
Note that not all divine characters need to have this talent. Many clerics have internal duties within their churches and almost never meet lay people, others are free wanderers with no official sanction or responsibilities. Some churches do not have the formal structure this feat implies at all.&lt;br /&gt;
&lt;br /&gt;
==== Perfect Recall ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have perfect recall; years afterward, you can call up the precise words of a conversation or recall details of a room seen only at a glance. This allows you to analyze as scene from memory as though you were actually present there. You can retroactively use the Perception skill to notice things you didn&#039;t to look for when you were actually there, which in turn might give more information from knowledge skills.&lt;br /&gt;
&lt;br /&gt;
==== Player ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are never seen in social circles without a beautiful companion on your arm and is known as a man or woman of the world. You are well known at night spots and get VIP treatment in most establishments. Depending on your style, your companions might be lovers, friends, artists you patronize, or just about anything else you can come up with. Your relationship with these people is congenial and warm, but never very serious; you neither expect nor give exclusive attention to any one of them.&lt;br /&gt;
&lt;br /&gt;
==== Power Signature ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is something special about the way you use powers. This is a purely visual effect and does not change what the powers actually do, but it makes your power-use distinctive and noticeable. Choose one visual effect for your powers; this can be something like flaming skulls, psychic shock waves, or celestial light. A martial character would usually have a more mundane power signature, such as carving your initials or leaving a signature item behind, tough some actually leave traces of ephemeral energy when they perform their amazing moves.&lt;br /&gt;
&lt;br /&gt;
A power signature generally makes it easier for others to recognize your handiwork. If you succeed at a [[#Celebrity|Celebrity]] roll, people will recognize your power signature even from a distance and react accordingly. It can serve as an alibi (I could never have done that; everyone knows my magic is green) or as a lead for an investigator. It is possible to fake your power signature, so it is not enough to count as evidence against you.&lt;br /&gt;
&lt;br /&gt;
===Presence===&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Trained in Intimidation.&lt;br /&gt;
&lt;br /&gt;
You are very good at projecting your image, be it scary or dazzling. This is great for becoming the center of attention. You can make an Intimidate roll as a free action when someone first spots you, on a success they take note of you. They do not become friendly or hostile; they merely focus some of their attention on you.&lt;br /&gt;
&lt;br /&gt;
==== Professional Fame ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Trained as a [[#Celebrity|Celebrity]].&lt;br /&gt;
&lt;br /&gt;
Your fame is based on your professional abilities, not on your magnetism and presence. Select any one ability except Charisma; your modifier in the [[#Celebrity|Celebrity]] in now based on that ability rather than on Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Romance===&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have a complex and troubled romance that enhances your role in the campaign. This is not just any relationship, but one involving someone you cannot easily get together with; your king and sovereign or the daughter of an arch enemy, perhaps even a nemesis. There are usually other complications as well; unrequited love, duty, racial differences, and other hindrances. Alternatively your romance is trouble-prone, and needs constant help and attention.&lt;br /&gt;
&lt;br /&gt;
Having a quiet relationship does not need this trait; this is for a romance that takes up some actual screen time. Still, you might want to pick it for a normal relationship, just to pin it down and make it a more definite part of the game world.&lt;br /&gt;
&lt;br /&gt;
==== Romance-Prone  ====&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You constantly tend to get romantically entangled, but these romances rarely last.&lt;br /&gt;
&lt;br /&gt;
==== Scholar ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You get a +3 feat bonus to &lt;br /&gt;
[[#Architect|Architect]],&lt;br /&gt;
[[#Apothecary|Apothecary]],&lt;br /&gt;
[[#Governor |Governor]],&lt;br /&gt;
[[#Painter |Painter]],&lt;br /&gt;
[[#Scribe|Scribe]], &lt;br /&gt;
and&lt;br /&gt;
[[#Stargazer|Stargazer]].&lt;br /&gt;
&lt;br /&gt;
==== Scrounging ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have a tendency to pick stuff up and keep it around for no clear reason, and an ability to find uses all this junk. This lets you improvise and scrounge for food and gear in trash bins and ruins. Use your Dungeoneering, Nature, or Streetwise for this, depending on the environment. You can come up with improvised weapons like staves, clubs and daggers, as well as makeshift tools that negate the penalty for lack of a toolkit. You do not need to exactly specify your equipment list. You can specify items that are in your pack, without specifying them ahead of time. Such an item must be reasonably common in the area, the DM can veto items he considers outrageous. It can neither weight more than 1 lb per point of Strength you have nor cost more than 5% of a magic item of your level. When you specify an item like this, you immediately pay its normal cost.&lt;br /&gt;
&lt;br /&gt;
==== Secret Agent ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the member of a secret society, a fanatic group with a specific agenda. As long as you obey all orders with enthusiasm and devote yourself to the organization, you can expect their support. Fail them even a little and things can turn sour. In general, a player character secret agent will not be given suicidal orders, but of you don&#039;t live up to the expectations of the organization, you can expect very stern reprisals indeed. You can expect the full support of the organization; this can range from payment for special missions, information, fencing your loot and other trivial services to a suicide assault against your enemies by fanatic brothers in the cult.  Typical secret societies are cults, spy rings, cabals, mystic orders, and the most close-knit of criminal gangs.&lt;br /&gt;
&lt;br /&gt;
==== Secret Identity ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You know how to keep a low profile. Your personal life is your own, and people in general do not know who you are or what you can do. This might be because you have a secret identity or simply stand back and let your companions take the limelight. Streetwise rolls to find out things about your personal life suffer a +10 difficulty modifier. &lt;br /&gt;
&lt;br /&gt;
If you are a [[#Celebrity|Celebrity]], you are a mysterious adventurer who’s true identity no-one knows. Regardless of how famous you are, you won’t be generally recognized unless in your heroic identity.&lt;br /&gt;
&lt;br /&gt;
==== Sheriff ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have law enforcement powers and can make arrests, repossess goods, hand out fines, and otherwise disperse justice. You can deputize others to act under your supervision. You have a limited area of jurisdiction, but even outside this area, a sheriff is accorded much more respect from other law-enforcement officials than a civilian. If you are ever caught with your hands dirty, you can expect the full force of the law to strike down on your errand behavior.&lt;br /&gt;
&lt;br /&gt;
==== Signature Item ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You possess an item that has a great potential as a magic item. You know a special ritual to transfer the power of other magic items into your signature item. &lt;br /&gt;
&lt;br /&gt;
Choose one specific type of magic item to be your signature item. This must be a weapon, implement, suit of armor, or neck slot item. Your signature item does not start out with this enchantment, but you know a special variant of the Create Magic Item ritual that only works on your signature item. You can only enchant your signature item with the one enchantment you choose when you selected the item, or with a generic “plus only” enchantment if your level is too low to create an item of your chosen type. You can use another magic item to power the ritual, using its full value to pay all or part of the enchantment cost.&lt;br /&gt;
&lt;br /&gt;
If your signature item is lost or destroyed, you will want to retrain this talent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You can take this talent several times. Each time you do, it applies to a different item.&lt;br /&gt;
&lt;br /&gt;
==== Signature Mount ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; [[#Special Mount|Special Mount]], Mounted Combat&lt;br /&gt;
&lt;br /&gt;
Your Special Mount will advance in level as you do, using the normal rules for increasing monster levels.&lt;br /&gt;
&lt;br /&gt;
=== Special Mount===&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Mounted Combat&lt;br /&gt;
&lt;br /&gt;
You have acquired the services of a special mount, often of a type not easily found. Choose a creature of your level or lower. The mounts from Adventurer’s Vault are generally available, and the DM might allow you to select a truly exotic creature if it makes sense in play. Elite, Leader, and Solo monsters are generally too strong to be special mounts. The mount will carry you in combat and allow you to use its Mount ability, but will not otherwise partake in adventures or fight except to defend itself.&lt;br /&gt;
&lt;br /&gt;
==== Talented ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You gain training in one [[#Talents|talent]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You can take this talent more than once. Each time you select this talent, choose a [[Talents (4E)|talent]] in which you are not trained.&lt;br /&gt;
&lt;br /&gt;
==== True Identity ====&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You have a secret but significant identity, and this identity is destined to become known and/or play a part in upcoming events. You can be such magnificent things as the long-lost child of the old king, the destined savior of all lizardfolk, or a dragon bound to human form and abilities by a curse. The DM has to approve your choice, and its usually best to pick your true identity in play, once you know what the campaign is all about.&lt;br /&gt;
&lt;br /&gt;
==== Victim ====&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You have a tendency to end up as a victim; when someone is to be captured, mugged, or otherwise fall victim to a subplot, it tends to be you. Taking this trait means you&#039;ll accept that the DM hand-waves situations where you fall into peril and have to be rescued or work to escape, but DMs are of course encouraged to try and make this as fun and non-disruptive as possible.&lt;br /&gt;
&lt;br /&gt;
==== Unusual Background ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefit&#039;&#039;&#039;: You have an unusual or incredible background, such as having been teleported across half the world by a crazed wizard. While this does not allow you to take options the DM does not want in his game, it can serve as an excuse to play something odd or unusual. Obviously, you have to take this talent before you pick the odd option, usually at level 1. You can only respecify it if the campaign changes so that your background is no longer unusual.&lt;br /&gt;
&lt;br /&gt;
=== Paragon Traits ===&lt;br /&gt;
These traits become available at level 11. At this level, character can assume social obligations and responsibilities, gaining power and influence thereby, but also assuming responsibilities. The practical benefits of such a position rarely applies to adventuring, but are reward in itself as it gives you prestige, social status, and gives you a role in the campaign. It is generally a good idea to have an [[#Agent|Agent]] to run the practical side of such a position of responsibility, leaving you free to adventure.&lt;br /&gt;
&lt;br /&gt;
In many cases, paragon traits build on heroic traits, but they generally do not replace them, nor have them as prerequisites. Instead, paragon traits build on and expand upon heroic traits. For example, it is possible to be a [[#Baron|Baron]] without having [[#Blue Blood|Blue Blood]], but if you have both you get the additional respect due a true blue-blooded scion of an ancient lineage. You can retrain Blue Blood to take Baron, but in this case this means you have advanced beyond your origin; your family is ancient but not originally baronial, and you are still seen as an upstart when you become a full baron. The effect of lacking relevant heroic traits has been explained in the description of some paragon traits. Even when it is not explicitly said, paragon traits expand upon but do not supersede similar heroic traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peerage&#039;&#039;&#039;: Some paragon traits elevate you to the peerage; the ruling class. Not all peers are formal nobility, but as a peer you do have regional influence and wide-ranging respect. A peer has access to government and court, can arrange to be invited to almost any social event, and is generally considered to be a part of the ruling elite. &lt;br /&gt;
&lt;br /&gt;
Paragon feats gives you access to great prestige and recognition, and you should choose such a position sensibly. While it is certainly possible for a rogue to be a [[#High Priest|High Priest]] in church that has gone political, such a position is generally more appropriate to a divine class character. The DM has final say on what traits you can pick. If your area of expertise is the focus of the campaign, you should expect to have to work for your advancement; becoming a [[#Baron|baron]] might be the focus of a feudal campaign and something you have to do great deeds to accomplish. In other games, being a baron is just a backdrop, a wayside honor largely irrelevant to your adventuring activities. In this case it is usually easier to gain, but the impact on the campaign is much less. &lt;br /&gt;
&lt;br /&gt;
==== Army ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have a horde or army of low-level followers to call upon. When in active service, these followers take time and money to maintain, tough a successful campaign generally pays its own expenses and you can have them employed to patrol or as a garrison to defray costs. The army has a comprehensive look-and-feel; an infantry force, engineering corps, barbarian horde, or cavalry squadron. You build it like an encounter, with an XP budget equal to the gp cost of a magic item of your level. No member of your army has a higher level than half your own level. An army can be used for military campaigns, as guards, and for other tasks that need a lot of people; they are not very useful on adventures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; This feat can be taken several times, each time with a different army, often different in style.&lt;br /&gt;
&lt;br /&gt;
==== Baron ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a regional landowner of considerable power, controlling a town or several villages. Benefits include a corps of guards similar to half an [[#Army|Army]] and a castle, but these guards are needed in the area and cannot range far or take part in adventures. You are also a political figure of importance, and your voice will be heard on most matters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you lack the [[#Blue Blood|Blue Blood]] talent, you are newly ennobled; while admired for your prowess, you do not gain the full respect due ancestral peers of the realm.&lt;br /&gt;
&lt;br /&gt;
==== Courtier ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a well-known hanger-on at court. Tough you have no official capacity, your wit, grace, and many friends assures that you are always welcome on high-class society, without any responsibilities.&lt;br /&gt;
&lt;br /&gt;
==== Genius ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; [[#Celebrity|Celebrity]]&lt;br /&gt;
&lt;br /&gt;
You are recognized as especially gifted, your works are given the highest regard. This is usually applicable to artists, but activists, muckrakers, priests, scholars, and philosophers can also qualify. Whatever you say or do is news, and your opinion weights heavily on public opinion. This gives you little direct power, but access to the highest circles. And if you are insulted or express your dislike of something, it can cause social chaos.&lt;br /&gt;
&lt;br /&gt;
==== Guild Master ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a master of a guild, or in the case of very large and powerful guilds, a ranking official and regional leader. A guild is a professional organization as outlined under [[#Guild Member|Guild Member]] above. You can call on your subordinates for support and professional services; this allows you to delegate work related to your organization. The guild also reports to you, which gives you a great deal of information. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; Unless you are also a [[#Guild Member|Guild Member]], you do not gain access to guild resources like a guild member does; you are assumed to lead the guild from above, not be a working member.&lt;br /&gt;
&lt;br /&gt;
==== Haunted ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a magnet for spirits and poltergeist events. Odd but minor things happen near you; milk goes sour, animals walk on their hind legs, apparitions appear, and ghostly voices bemoan their fate. This gives you a solid  reputation as a spooky person whose interests are not to be crossed; ordinary people dare not oppose your interest, tough they might petition lords and heroes to help them if you become an acute threat. Even persons of import show you a mix of fear and respect, but more guardedly. Overusing respect earned this way can backfire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; This makes you a part of the peerage but as a feared outsider; you are the wicked stepmother type who has to crash the party, but who no-one dares throw out once you get there.&lt;br /&gt;
&lt;br /&gt;
==== High Priest ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a a regional leader of a religious order, comparable to a bishop in rank. You can set the policy of the local church, and learn a lot of information about religious and magical events. You can declare holidays and feast days, and are expected to officiate at important ceremonies; if you do not it is seen as divine censure and can have political and divine repercussions. Unless you are also an [[#Ordained Priest | Ordained Priest]], you do not have the grassroots contacts that position brings.&lt;br /&gt;
&lt;br /&gt;
==== Lord Justice ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are in a high judiciary position; depending on the locale, this can be a barbarian law-speaker, a chief of police, or a robed and bewigged judge. In either case, your voice is given high regard on matters judiciary, and you are expected to resolve conflicts and settle disputes. Though it is not mandatory to be a skilled [[#Governor|Governor]] to take this position, it is generally very hard to be a respected judge without such expertise.&lt;br /&gt;
&lt;br /&gt;
==== Magical Warden ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the guardian of a magical site; this can be a gateway to another world or a place of power. It is best to choose a place of power that has already appeared in the campaign, so that it has an already established magical effect. Typical effects of such sites are to aid certain rituals or allow travel to other planes. They also act as monster magnets; your presence influences what kinds of monsters appear, generally insuring they are amenable to your cause. A site with a responsible warden is an asset to its neighbors, and this position gives you social standing approximately equal to that of a baron or bishop.&lt;br /&gt;
&lt;br /&gt;
==== Mastermind ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the regional master of an organization of  [[#Secret Agent| Secret Agents]]. Your word is law to your lesser brothers. They are willing to do anything for you, but their fanaticism makes the society frail; it is easy to carelessly throw away the lives of your followers if you are not careful. This is best used for infiltration, surveillance, and to provide services and market contacts. None of your agents have a level higher than half your own level.&lt;br /&gt;
&lt;br /&gt;
====  Minister ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have made a political career and won access to important political venues; as a royal council, minister, or otherwise close to the seat of power. In this way you are a power behind the throne, with insight in and influence over policy.&lt;br /&gt;
&lt;br /&gt;
=== Mole===&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Trained in Bluff.&lt;br /&gt;
&lt;br /&gt;
You are a master of disguise and infiltration. You often turn up to help your comrades at the most unexpected times, disguised as one of the bad guys. This can make an alternate entrance for you in a scenario, or it can be a way to turn up in a scene were you wouldn&#039;t ordinarily be, able to help another character in a split party situation.&lt;br /&gt;
&lt;br /&gt;
=== Navy===&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have one or more ships at your command. The vessels are worth as much as a magic item of your level, and the crew is an [[#Army|Army]] with an XP budget of half that. You might not own these ships - it can be a merchant flotilla, part of a navy, or pirates - but you can use it on adventures and the crews are loyal to you; for all practical purposes it is yours. The crews stay with the ship and will never enter a dungeon.&lt;br /&gt;
&lt;br /&gt;
==== Oracle ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You claim to have visions, and these are generally recognized as true and valid; people believe you speak with the voice of supernatural authority. They might not agree, but they certainly take note of what you say. A true oracle is also a [[#Medium|Medium]], and for a Medium-Oracle spiritual visitations are everyday events; your fame has spread both in the spirit world and the mundane world. If you are not a [[#Medium|Medium]], you are a fake (but still respected) oracle and can invent your own mystic revelations.&lt;br /&gt;
&lt;br /&gt;
==== Paragon of Power ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your association with an element or force is strong enough that the effect goes with you wherever you go. Decide on an effect related to the powers you have, typical examples include elements, times of day, seasons, and so on. Wherever you go, the effect you are related to grows stronger. If you are related to winter, it is always cold where you are, if you are related to spring flowers bloom in tour path, and so on. While this has no direct game effect, it establishes you as a personage of power and importance.&lt;br /&gt;
&lt;br /&gt;
====  Patron of the Arts ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have arranged to support artists in your name, either by spending money directly or (more commonly) through the channels you gain from other social paragon traits. As a result, you are seen in a good light in the artist community, which helps you create a good public image, portraying yourself in the best possible light. This serves to enhance any fame or titles you already have, letting you affect how others see you and talk about you. You gain a +2 bonus to the [[#Celebrity|Celebrity]] talent.&lt;br /&gt;
&lt;br /&gt;
==== Representative ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a political representative on the ruling body of your country. If your country has a parliament, you can be a member. You might also be an ambassador from a foreign country or people, a spokesman for a major noble family, free city, judicial council, or otherwise represent a powerful independent interest. This makes you something of an outsider, you don&#039;t have access to government (choose [[#Minster|Minster]] for that), but you can make political appeals and have them respected and your opinion is given due weight. You can add power and prestige to whatever side you support. If you are mistreated or ignored, there might be unrest in the group you represent.&lt;br /&gt;
&lt;br /&gt;
==== Paragon Adventurer ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are recognized for your superior abilities as an adventurer and the power of you class. You might be known as a magus, master thief, dragon-slaying warrior. Whatever your abilities, they have given you wide recognition. You can freely associate with nobility as an equal, and your advice is sought on matters great and small. If you are also a [[#Celebrity|Celebrity]], this extends to the general populace, otherwise you are mainly recognized among other [[#Paragon_Traits |peers]].&lt;br /&gt;
&lt;br /&gt;
==== Paragon Companion ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the recognized companion of persons of power. While your own powers are not recognized, no-one denies your right to mingle in the peerage. You gain respect not for your own position or abilities but because of the status of those you associate with. Most commonly because you are the known hanger-on to a [[#Paragon Adventurer|Paragon Adventurer]] or closely associated with a personage of the [[#Paragon_Traits|peerage]]. You can be a heroic sidekick, the first lady, high priestess&#039; consort, or the younger scion of a great noble. &lt;br /&gt;
&lt;br /&gt;
This can be good way into the [[#Paragon_Traits |peerage]] if you have a [[Secret Identity|Secret Identity]] or otherwise don&#039;t want to draw attention to yourself while still having access to the highest circles of society. You do not have the respect due a true [[#Paragon_Traits|peer]] or [[#Paragon Adventurer|Paragon Adventurer]], but neither do you have the notoriety; people tend to underestimate you and your abilities.&lt;br /&gt;
&lt;br /&gt;
==== Paragon Talent ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select one [[#Talents|talent]] you are trained in. You gain a +4 bonus with this talent. You can select this trait several times, each time selecting a different talent.&lt;br /&gt;
&lt;br /&gt;
==== Sage ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;, &#039;&#039;[[#Paragon_Traits |Peer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Trained in History.&lt;br /&gt;
&lt;br /&gt;
You are an established academic authority, the recognized voice of truth, knowledge and reason. You are called on to resolve disputes and pronounce the truth about history and law. While you have no direct power, your opinion carries great weight and only a fool would refuse you access to their inner council.&lt;br /&gt;
&lt;br /&gt;
==== Trendsetter ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Trained as a [[#Celebrity|Celebrity]].&lt;br /&gt;
&lt;br /&gt;
You have the presence and fame to create fashion trends. If you also have [[#Fashion Sense|Fashion Sense]], the trends you create are in good taste and become successful. Otherwise, it is very hit-and-miss; people imitate your style, but often do not win acclaim for it, which tends to create cliques and subcultures. Either way, you are notorious in fashionable circles.&lt;br /&gt;
&lt;br /&gt;
Being a trendsetter can apply to other areas as well. If you are either a great patron of something, or a skilled professional working in the field, you can create trends outside of fashion. Such fields include [[#Architect|Architecture]],&lt;br /&gt;
[[#Writer|Litterature]],&lt;br /&gt;
[[#Musician|Music]],&lt;br /&gt;
[[#Painter_.28Int.29|Fine Arts]],&lt;br /&gt;
[[#Dancer|Professional Dance]],&lt;br /&gt;
[[#Stoneworker|Sculpture]], and&lt;br /&gt;
[[#Actor|Theatre]].&lt;br /&gt;
&lt;br /&gt;
=== Epic Traits ===&lt;br /&gt;
At this level you approach absolute power as an independent monarch or other great leader. Epic traits often give worldwide influence, but this influence is vague. If you want direct influence in a smaller area, it is generally wise to hold on to your paragon traits. If you retrain your old traits, you are assumed to have retired from such low-status jobs in order to enjoy the benefits of your new exalted position, leaving day-to-day activities (and the influence they bring) to someone new.&lt;br /&gt;
&lt;br /&gt;
==== Archpriest ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the titular head of your religion, and can give orders to [[#High Priest|high priests]]. Your word is law in religious matters, tough it takes tact and diplomacy to get the law implemented across the world.&lt;br /&gt;
&lt;br /&gt;
==== Chancellor ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the prime minister or president of a major power, responsible for day-to-day policy decisions and in charge of the judicial, financial, and diplomatic corps.&lt;br /&gt;
&lt;br /&gt;
==== Epic  Adventurer ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are recognized for your superior class abilities, known as an archmage, legendary  thief, or master of dragons. Whatever your abilities they have given you world-wide recognition. You can associate with royalty as an equal, and your personal influence is that of a small nation.&lt;br /&gt;
&lt;br /&gt;
==== Epic Aura ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Somehow, your epic status is obvious to all you meet. This might be an actual physical aura, or it might be your bearing or some unidentifiable quality about you. Either way, you will always be treated with the respect due your legendary status. People will not recognize what epic hero you are unless you pass a [[#Celebrity|Celebrity]] roll, but they will know you are epic. Their exact behavior depends on their own status and attitude, but they will accept and respect you as an epic presence.&lt;br /&gt;
&lt;br /&gt;
==== Epic Ideal ====&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are an inspiration and rallying point for others who share your ideals. Heroes wander far and wide to meet you, nations build their national identity around your presence, and pilgrims visit your home and places where you have performed epic deeds. This makes you a topic of devotion and conversation even in your absence. When you are around, people who support your ideal flock to your banner, making it much easier to start a political movement, rebellion, or to gather a crusade.&lt;br /&gt;
&lt;br /&gt;
==== Epic Talent ====&lt;br /&gt;
&#039;&#039;Personal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select one talent you have the Paragon Talent trait for. You gain a +3 bonus with this talent. You can select this trait several times, each time selecting a different trait.&lt;br /&gt;
&lt;br /&gt;
==== Icon of Art ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are beyond famous; one of the icons of the world of culture. Tough there is no way you can perform for all who want to see you, your works are carried on by others; imitators and those inspired by you or performing your works before new audiences. Whenever your presence becomes known in civilized areas, fans are likely to gather, in the faint hope of hearing you perform.&lt;br /&gt;
&lt;br /&gt;
==== King ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are the lord of a county. You might bear a different title and your powers might not be absolute, but you are the final executive authority of a nation, if not a major power.&lt;br /&gt;
&lt;br /&gt;
==== Legend ====&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a legend in your own time. The tales told of your exploits makes you seem larger-than-life, so fantastic that people barely believe you exist. They talk about you in hushed voices, and might not recognize you on sight - unless you project an awesome aura of power. Once they understand who you are, they will be awed by meeting a legend - but also become able to form their own opinion.&lt;br /&gt;
&lt;br /&gt;
This trait gives you no recognition value; you have clout from the results of your actions and people respect you as a hidden force in the world, but your person remains unrecognized and your identity can remain secret.&lt;br /&gt;
&lt;br /&gt;
==== Magical Locus ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mark of a saint or archmage, you embody a magical phenomena to such a degree that supernatural effects happen spontaneously up to a mile away from you. Choose one type of effect such as plants growing in barren soil, the dead reanimating, the sick getting cured, or supernatural creatures of a certain type manifesting. You have no direct control over this, but effects are generally benign to you and your interests. The level of such events is on the heroic scale and around 20 levels below your own.&lt;br /&gt;
&lt;br /&gt;
==== Marshal ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You command the military forces of a major power; a large nation or military alliance. You can call a levy and demand armies from regional lords and allies. &lt;br /&gt;
&lt;br /&gt;
==== Mogul ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a master of professional and commercial ventures, a merchant lord or guilder of worldwide repute. Wherever you go, members of your profession come out to greet you and seek your aid and advice. You do not hold direct authority, but your influence can drive nations bankrupt.&lt;br /&gt;
&lt;br /&gt;
==== Shadow Lord ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are a master of plots and secrets; aware of and in a position to manipulate several [[#Mastermind|Masterminds]], either because you are their shadow mentor, or because you have infiltrated their organizations. Your information network is vast, and you can cause all kinds of events all over the world, but you have little direct control over what your minions do; such control would jeopardize security.&lt;br /&gt;
&lt;br /&gt;
==== Persona of Power ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are an established presence in the highest circles of epic power. This includes the presence of such august personages as gods, archdevils, demon lords, primordials, elder dragons, fey archons, and elemental lords. You might not strictly be related to any of these groups, but you are accepted among them, if not as an equal so at least as someone worth respect and civility, someone to be talked to.&lt;br /&gt;
&lt;br /&gt;
==== Prophet ====&lt;br /&gt;
&#039;&#039;Perk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You receive direct guidance from a supernatural source - or at least people believe you do. Strangers treat you as the emissary of a god - or demon lord. If you are also a [[#Medium|Medium]], your visions are genuine, and the power level of the spirits guiding you has increased manifold; you now hear the voice of past kings, primordials and demon princes, archfey, or gods. If you are also an [[#Oracle|Oracle]] your visions are frequent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; There is a danger in playing a genuine prophet; you are a tool of fate and lose some control over your character. In many cases, it is more interesting to play a false prophet or one at odds with his visions, who sees but does not fully believe. In other cases, the DM might simply let you decide what your visions are; it all depends on the needs of the campaign.&lt;br /&gt;
&lt;br /&gt;
==== Visionary ====&lt;br /&gt;
&#039;&#039;Subplot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your ideas run like wildfire trough the world. Whether the listener knows who spoke them or not, your views and ideas spread rapidly, possibly changing the life of millions. If you express dislike for something, it comes under immediate public scrutiny. If you express a preference for something, it is likely to garner followers and grow into a popular movement.&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
&lt;br /&gt;
Talents are the non-combat equivalents of skills, and rules that apply to skills apply to talents as well. Talents are considered skills for abilities that affect the use of skills, such as the Jack of All Trades feat. Characters do not start with training any talents; they must be mastered by taking the [[#Talented|Talented]] trait.  &lt;br /&gt;
&lt;br /&gt;
== Background and Profession == &lt;br /&gt;
Talents are useful in defining and fleshing out character backgrounds. Talents are not a complete inventory of medieval occupations. Many vocations lack a corresponding talent. Some people who make their living that way are unskilled, using abilities directly, such as Strength for manual labor. Others use regular skills such as Nature for farming, hunting and fishing, or Dungeoneering for mining.&lt;br /&gt;
&lt;br /&gt;
=== Gaining Training ===&lt;br /&gt;
A character use the [[Traits (4E)#Talented|Talented]] trait to become trained in a talent. There are many talents, and they are much more specialized than skills. There are traits that gives you a bonus to several talents at once, indicating an interest in a wide but related field. Unless you have decided on a particular talent to learn, these traits are often a good place to start. You can further improve a talent by training it, and specialize further at the paragon and epic levels, for you a total bonus of +15 to any particular talent This gives talents the same range of values skills have, allowing DMs to use the same range of difficulties. Keeping a talent at the maximum value requires the investment of 5 traits and is thus an expensive proposition; DMs should players with high values in their talents shine.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
* {{a|Actor}} &lt;br /&gt;
* {{a|Architect}} &lt;br /&gt;
* {{a|Alchemist}} &lt;br /&gt;
* {{a|Celebrity}} &lt;br /&gt;
* {{a|Dancer}} &lt;br /&gt;
* {{a|Governor}} &lt;br /&gt;
* {{a|Jeweler}}&lt;br /&gt;
* {{a|Lawman}} &lt;br /&gt;
* {{a|Leatherworker}} &lt;br /&gt;
|width=&amp;quot;20px&amp;quot;|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &lt;br /&gt;
* {{a|Lover}} &lt;br /&gt;
* {{a|Mechanic}} &lt;br /&gt;
* {{a|Merchant}} &lt;br /&gt;
* {{a|Musician}} &lt;br /&gt;
* {{a|Orator}} &lt;br /&gt;
* {{a|Painter}} &lt;br /&gt;
* {{a|Sailor}} &lt;br /&gt;
* {{a|Singer}}&lt;br /&gt;
* {{a|Scribe}}&lt;br /&gt;
|width=&amp;quot;20px&amp;quot;|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|  &lt;br /&gt;
* {{a|Soldier}} &lt;br /&gt;
* {{a|Smith}} &lt;br /&gt;
* {{a|Stargazer}} &lt;br /&gt;
* {{a|Stoneworker}} &lt;br /&gt;
* {{a|Tailor}} &lt;br /&gt;
* {{a|Valet}} &lt;br /&gt;
* {{a|Writer}} &lt;br /&gt;
* {{a|Woodworker}} &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Using Talents ===&lt;br /&gt;
Talents generally have no application in combat or action scenes. Using them takes time; from several minutes to several months. Their usefulness is in downtime and in skill challenges that take longer than rounds. &lt;br /&gt;
&lt;br /&gt;
Each talent can be used in several ways to provide different benefits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Income&#039;&#039;&#039;: You can use talent skills to make a living between adventures. For simplicity&#039;s sake, this income is generally equal to your living expenses. Having a good rating in an an attractive profession means you can have a high standard of living and not pay for it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;: Being trained in a talent means you know others in your profession, and can be used to find fellow professionals within your chosen field. It works similarly to the Streetwise skill, but only in regards to the profession in question.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge&#039;&#039;&#039;:&lt;br /&gt;
Being trained in a talent means you know many things pertaining to the field or profession. This works much like monster lore for your talent’s field of expertise. This allows craftsmen to know about the kinds of items they make, performers to know songs and sagas, and everyone to know of famous masters in their profession.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft&#039;&#039;&#039;:&lt;br /&gt;
Some talents are crafts, and can be used to create mundane items. For a heroic character crafts come easily, and you will often surpass ordinary craftsmen in proficiency and diversity. Thus, the craft fields given here are very broad. Most professional craftsmen are much more specialized that this.&lt;br /&gt;
&lt;br /&gt;
A trained craftsman can make magic items appropriate to his craft. A smith makes swords, a leather worker leather armor and so on. This works like the Enchant Magic Item or Brew Potion rituals, but only for items relevant to your craft. The item must be crafted as part of the enhancement ritual, which will usually require more time than the ritual itself.&lt;br /&gt;
&lt;br /&gt;
Craft skills can also be used to create suitable presents meant for particular people; a well-crafted and suitable present can give a +2 bonus on social interaction rolls against the recipient for one scene. The DC of making a fitting present is the Will defense of the target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform&#039;&#039;&#039;:&lt;br /&gt;
Perform talents are used to impress and change the mood of others. Each performance takes from one minute up to an hour. In a game context it is more often used as a preliminary to social interaction, helping to set the mood. Used this way, the perform talent can be used do the Aid Other action for any social interaction, and you can even help yourself this way by performing before your start to interact. &lt;br /&gt;
&lt;br /&gt;
Another way to use a perform skill is as a way to attract attention and stand out in a crowd; make an roll against the passive Insight of the target to attract favorable attention without fawning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals&#039;&#039;&#039;&lt;br /&gt;
Many talents can be used to ritual casters using the Aid Other rules. Different talents have an affinity for different types of rituals. Where a talent is relevant for rituals, this is noted in the description of the talent.&lt;br /&gt;
&lt;br /&gt;
=== Talent Descriptions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Actor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Actor (Cha) ====&lt;br /&gt;
You can bring stories to life and portray a wide array of emotions by use of voice or gesture. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039; comedy, drama, mime&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform:&#039;&#039;&#039; Acting is a [[#Perform|perform]] skill and can aid social interaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; Acting can aid deception rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Architect&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Architect (Int) ====&lt;br /&gt;
An architect understands geometry and design, making drawings used to build houses, gardens, bridges, fortifications and other large-scale projects. It is generally impossible to make a large building (more than 30 ft. tall or 150 ft. long) without the help of an architect. An architect is also good at making maps. During a short break, an architect can make a rough draft of a map of an indoor area, and can find possible locations for hidden doors or chambers by the empty space they leave on the map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; An architect can aid creation rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Apothecary&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Apothecary (Int) ====&lt;br /&gt;
You refine small quantities of precious substances, like medicines, potions, or the creation of ritual components. You can brew, recognize, and identify a great variety of substances and know how they react. You can make glassware such as retorts and tubes as well as mirrors and lenses. You can brew magical potions. In some settings, you can make gunpowder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft:&#039;&#039;&#039; You can make potions and poisons. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; An apothecary can can aid all restoration rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Celebrity&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Celebrity (Cha) ====&lt;br /&gt;
A celebrity is well-known for whatever reason, and can expect recognition and to be fawned upon.&lt;br /&gt;
&lt;br /&gt;
Make a Celebrity roll to see whether people have heard of you and what their impression is, to find fans and admirers, to gauge your popularity and to check the loyalty of your followers. &lt;br /&gt;
&lt;br /&gt;
Finding admirers has a DC of 20 if you made a dramatic entrance and let people know you are in the area, 30 if you reveal yourself after being incognito. On a success, people have a previous impression of you. You won’t need to introduce yourself, and if their basic values mesh with yours they will start out friendly. &lt;br /&gt;
&lt;br /&gt;
Fame can also be used to check the morale and enthusiasm of followers. Make a Celebrity check with a DC of 15 + half the NPC follower&#039;s level to see if they will take risks or resist temptations for you&lt;br /&gt;
&lt;br /&gt;
Fame is not static. When you move about you lose contact with your fan base, and even a temporary setback can make you a has-been or at least make you temporarily out of fashion. Apply the following modifiers:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Situation&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Modifier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Outside your regular area &lt;br /&gt;
| -5 (or more)	&lt;br /&gt;
|-&lt;br /&gt;
|Last adventure was a failure &lt;br /&gt;
| -5&lt;br /&gt;
|-&lt;br /&gt;
|An adventure the last week was a resounding and public success&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fame has something of a drawback in that it makes it easier to hear rumors of your exploits. Such rumors tend to be exaggerated, almost urban legends, so while it is easy to get people to talk about you, it is no easier to actually find solid information on your whereabouts. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Dancer&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dancer (Cha) ====&lt;br /&gt;
Dance is the art of bodily expression, to convey meaning through stance, posture, and movement. A dance performance is often supported by a musician, or the dancer can accompany himself using the shuffling of feet or with instruments such as tambourines and castanets. You do not need this talent in order to take part in public dancing, but stage dancing or leading a public dance requires a talent roll. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform:&#039;&#039;&#039; Dancing is a [[#Perform|perform]] skill and can aid social interaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; Dancing be used to aid all divination rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Governor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Governor (Wis) ====&lt;br /&gt;
A governor understands the nuisances of civilian administration and can balance a budget, keep a bureaucracy running, resolve conflicts, act as a judge, and serve as an administrator.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; A governor can aid binding rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Jeweler&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Jeweler (Dex) ====&lt;br /&gt;
You can work with precious stones and materials such as gold, ivory and mother of pearl to create jewelry, sculpture and other art objects. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft:&#039;&#039;&#039; You can craft rings, amulets and some wondrous items. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Lawman&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Lawman (Int) ====&lt;br /&gt;
You are familiar with law enforcement methods and procedures. You know how to make an arrest, secure evidence, repossess goods, hand out fines, book prisoners, and otherwise run a smooth law enforcement operation. You could be an investigative judge, sheriff, bounty-hunter, city guardsman or tax-collector; police as we think of them today rarely exist in fantasy worlds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; A lawman can aid warding rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Leatherworker&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Leatherworker (Wis) ====&lt;br /&gt;
You can work with leather and hide, making clothes, leather and hide armor, and slings. Leather is also used as raw material in many other crafts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft:&#039;&#039;&#039; You can craft leather and hide armor, boots, gloves and some wondrous items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Lover&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Lover (Cha) ====&lt;br /&gt;
Anyone who puts their mind to it can have a satisfying love-life with a familiar partner; this is the ability to sexually stimulate strangers. This is not only lovemaking, but flirtation, romantic conversation, and by being an attractive and complimentary companion as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform:&#039;&#039;&#039; Lover is a [[#Perform|perform]] skill and can aid social interaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; A lover can aid scrying rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Mechanic&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Mechanic (Int) ====&lt;br /&gt;
You can build mechanical devices, such as crossbows, clocks, traps, and locks. Compared to other crafts, the mechanic is not self-sufficient, needing parts made by a smith, founder and even jeweler to practice the craft. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft:&#039;&#039;&#039; You can craft mechanical devices, crossbows, and mechanical traps. In some settings, you can craft firearms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Merchant&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Merchant (Int) ====&lt;br /&gt;
A merchant understands the laws of supply and demand and is able to move and market goods while maintaining a steady profit. You know how to load a ship or organize a caravan. Scrupulous traders insure goods come to the right buyers in a timely and efficient manner, to the benefit of everyone. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;: You can find someone willing to sell almost anything, including magical items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; A merchant can aid travel rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Musician&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Musician (Cha) ====&lt;br /&gt;
You can play instruments of all sorts, from  flutes and drums to harpsichords and organs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform:&#039;&#039;&#039; Musician is a [[#Perform|perform]] skill and can aid social interaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; A musician can aid any exploration ritual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Orator&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Orator (Cha) ====&lt;br /&gt;
A speaker is a performer using words, presenting a story or script in a clear, audible, and enjoyable way. It is used in public speaking, storytelling, and other verbal presentation. A speaker is not inherently skilled in social skills; the talent concerns the presentation of a script, not choosing the right words for an occasion. Still, this talent can be highly useful if you wish to use social skills against many people at once or in a noisy setting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform:&#039;&#039;&#039; Oratory is a [[#Perform|perform]] skill and can aid social interaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; Oratory can be used to aid binding rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Painter&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Painter (Int) ====&lt;br /&gt;
A painter makes pictures on a flat surface, paper, wooden board, canvas, or walls. This can be used to make works or art, but also simple sketches that serve as notes or to aid memorization. It is possible to make a fairly detailed sketch of a scene during a short rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft:&#039;&#039;&#039; Painting is a craft skill and can create some wondrous items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; Painting can be used to aid deception rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Sailor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Sailor (Wis) ====&lt;br /&gt;
You are comfortable on ships and boats and know how to operate ships and boats of any size. You can navigate coastal waters in reasonable safety as long as you only sail by day. You cannot navigate at sea using this talent, see [[#Stargazer|Stargazer]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Scribe&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Scribe (Int) ====&lt;br /&gt;
Being literate is one thing; being a trained scribe something else entirely. Scribes are craftsmen working with writings; copyists, librarians, illustrators, and bookbinders. A scribe is a master of calligraphy and bookbinding, able to make easily readable books and manuscripts. If the setting has printing presses or other means of easily reproducing text, scribes are proficient with them. A scribe is also familiar with various archivist systems, and is more able to find books in a library or archive than most people. This allows the Scribe talent to substitute for all knowledge rolls as long as the documents are available, but each roll takes an hour. &lt;br /&gt;
&lt;br /&gt;
The scribe skill is not a substitute for the [[#Writer|Writer]] or [[#Painter|Painter]] talents, scribes are not concerned with the contents of the text or images reproduced, only with presentation. Nor can it replace the Bluff or Diplomacy skills, scribes are concerned with reproduction of writings and illustrations, not with original writing. However, an attractive presentation using calligraphy and proper paper has a better chance of ever being presented than something scribbled in haste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft:&#039;&#039;&#039; Can be used to copy rituals, making ritual scrolls and books.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; A scribe can aid divination rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Singer&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Singer (Cha) ====&lt;br /&gt;
You can use your voice as an instrument. Your voice can enthrall an audience and be audible in a wide area. A professional singer has a wide repertoire and can vary volume and timbre, and can also act as a chanter, leading other less skilled singers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perform:&#039;&#039;&#039; Singer is a [[#Perform|perform]] skill and can aid social interaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; Singing can aid exploration rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Soldier&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Soldier (Wis) ====&lt;br /&gt;
You know how to work as part of a disciplined military unit. A soldier knows how to forage, maintain equipment, understand orders, make camp, organize guards and patrols, march without losing coherency, fight in formation, and other military tasks. This is the sign of a veteran and usually means you are at least a sergeant.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; A soldier can aid warding rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Smith&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Smith (Str) ====&lt;br /&gt;
You can shape all kinds of metal and make armor and weapons, tools, and other useful objects such as horseshoes and nails.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft:&#039;&#039;&#039; You can craft metal items such as weapons and armor, shields, helmets, bracers, greaves and some wondrous items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Stargazer&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Stargazer (Int) ====&lt;br /&gt;
You know the position of celestial bodies in the sky, and can use them to tell the time and to orient yourself. This main use it for navigation without landmarks, such as at sea, on rolling plains, or in the deep desert. It can also be used to mark time and for astrological and astronomical observations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; This talent can be used to aid scrying and travel rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Stoneworker&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Stoneworker (Str) ====&lt;br /&gt;
You can work stone, adobe, clay and the like, to build smaller buildings or to realize the plans of an architect. A trained stoneworker can also do sculpting and decorative work in stone, plaster, and clay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft:&#039;&#039;&#039; You can craft items from stone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; Can  aid all creation rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Tailor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Tailor (Dex) ====&lt;br /&gt;
You can makes clothes and cloth armor, along with tents and tarpaulins. You understand weaving and other fabric-making techniques, such as felt making and carpet knitting. A good tailor can make and repair these things quickly and efficiently; an excellent tailor can make them beautiful and attractive, often using expensive imported materials. Tailored objects make excellent gifts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft:&#039;&#039;&#039; You can craft cloth armor, capes, shoes, gloves and some magic wondrous items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Valet&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Valet (Wis) ====&lt;br /&gt;
You are good at caring for the creature comforts of others. This includes maintaining clothes, cooking, providing basics such as light, food, and warmth, hygiene and grooming, handling personal expenses efficiently, and knowing when you are needed or not. A novice valet is a servant or maid, as you progress in skill you might move on to become an innkeeper, major-domo, or master of a large household. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contacts&#039;&#039;&#039;: Important people often have their own valets, who can be surprisingly free with gossip when with others of their profession.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; A valet can  aid restoration rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Writer&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
==== Writer (Wis) ====&lt;br /&gt;
A writer uses the written word, presenting a story or discourse in a clear, intelligible, and enjoyable way. It is used to record things for perpetuity and give them a wider spread than simple stories. A writer is not inherently skilled in social skills; the talent concerns putting words into writing in a legible and understandable way, not the contents of the message. Knowledge skills are needed to fill the words with content, social skills such as Bluff, Diplomacy, or Intimidation are needed to influence a reader. Still, this talent can be highly useful if you wish to use social skills against many people at once to spread ideas over a large area, limited by the reproduction techniques of the setting and the speed of news. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft:&#039;&#039;&#039; Can be used to make magic books and scrolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; Writing can be used to aid binding rituals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Woodworker&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Woodworker (Wis) ====&lt;br /&gt;
You can work wood, building smaller buildings, furniture, and interiors or to realize the plans of an architect. You can make carts, wagons, tools, shafts, arrows, bows, and wooden weapons such as staves and clubs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craft:&#039;&#039;&#039; You can craft items from wood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rituals:&#039;&#039;&#039; Can  aid creation rituals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Navbox --&amp;gt;&lt;br /&gt;
{{4E navbox}}&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Apath&amp;diff=25607</id>
		<title>Apath</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Apath&amp;diff=25607"/>
		<updated>2013-06-09T17:44:05Z</updated>

		<summary type="html">&lt;p&gt;Urban: Removed link to deleted page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Apath}}&lt;br /&gt;
[[Apath]] is [[User:Starfox|Abbe&#039;s]] sandbox for [[Pathfinder]] rules and ideas. Based mainly on my experiences of 3.5 so far. This is not decided upon, merely a first inventory.&lt;br /&gt;
&lt;br /&gt;
== Rules==&lt;br /&gt;
* [[Feats (Apath)|Feats]]&lt;br /&gt;
* [[Rules (Apath)|Rules]]&lt;br /&gt;
* [[Technology (Greyhawk)|Technology and firearms]]&lt;br /&gt;
* [[Ship Combat (Apath)|Ship Combat]] - [[Abstract Ship Combat (Apath)|Abstract Ship Combat]]&lt;br /&gt;
* [[Spells (Apath)|Spells]]&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
* [[Gnomes (Apath)|Gnomes]]&lt;br /&gt;
* [[Tieflings (Apath)|Tieflings]]&lt;br /&gt;
&lt;br /&gt;
== Classes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;Full Base Attack Bonus&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Barbarian (Apath)|Barbarian]] - [http://www.d20pfsrd.com/classes/core-classes/barbarian SRD]&lt;br /&gt;
** [[Brave (Apath) | Brave]]&lt;br /&gt;
** [[Frustration Rager (Apath) | Frustration Rager]]&lt;br /&gt;
** [[Naked Barbarian (Apath)|Naked Barbarian]]&lt;br /&gt;
** [[Noble Savage (Apath)|Noble Savage]]&lt;br /&gt;
** [[Savage Barbarian (Apath)|Savage Barbarian]] (fix)&lt;br /&gt;
*[[Cavalier (Apath)|Cavalier]] - [http://www.d20pfsrd.com/classes/base-classes/cavalier SRD]&lt;br /&gt;
** [[Foot Knight (Apath)|Foot Knight]]&lt;br /&gt;
** [[Force Knight (Apath)|Force Knight]]&lt;br /&gt;
** [[Heart of Oak (Apath)|Heart of Oak]]&lt;br /&gt;
** [[Ghost Knight (Apath)| Ghost Knight]]&lt;br /&gt;
** [[Monster Rider (Apath)|Monster Rider]]&lt;br /&gt;
** [[Officer (Apath)|Officer]]&lt;br /&gt;
* Figher - [http://www.d20pfsrd.com/classes/core-classes/fighter SRD]&lt;br /&gt;
** [[Bravo (Apath)|Bravo]]&lt;br /&gt;
** [[Mounted Fighter (Apath)|Mounted Fighter]]&lt;br /&gt;
** [[Craftmaster (Apath)|Craftmaster]]&lt;br /&gt;
** [[Fencer (Apath)|Fencer]]&lt;br /&gt;
** [[Iron Man (Apath)| Iron Man]]&lt;br /&gt;
** [[Militant (Apathy)|Militant]]&lt;br /&gt;
** [[Void Fighter (Apath)|Void Fighter]]&lt;br /&gt;
* Gunslinger - [http://www.d20pfsrd.com/classes/base-classes/gunslinger SRD]&lt;br /&gt;
* [[Monk (Apath)|Monk]] - [http://www.d20pfsrd.com/classes/core-classes/monk SRD]&lt;br /&gt;
** [[Uncanny Monk (Apath)|Uncanny Monk]]&lt;br /&gt;
** [[Wild Monk (Apath)|Wild Monk]]&lt;br /&gt;
* Paladin - [http://www.d20pfsrd.com/classes/core-classes/paladin SRD]&lt;br /&gt;
** [[Divine Liberator (Apath)|Divine Liberator]]&lt;br /&gt;
** [[Guard Maid (Apath) | Guard Maid]]&lt;br /&gt;
** [[Monster Rider (Apath)|Monster Rider]]&lt;br /&gt;
** [[Shield Maiden (Apath) | Shield Maiden]]&lt;br /&gt;
** [[Tyrant (Apath)|Tyrant]]&lt;br /&gt;
* [[Ranger (Apath)|Ranger]] - [http://www.d20pfsrd.com/classes/core-classes/ranger SRD]&lt;br /&gt;
** [[Bow Lord (Apath)|Bow Lord]]&lt;br /&gt;
** [[Canny Ranger (Apath)|Canny Ranger]]&lt;br /&gt;
** [[Child of the Wild (Apath) | Child of the Wild]]&lt;br /&gt;
** [[Courier (Apath)|Courier]]&lt;br /&gt;
** [[Favored Weapon Ranger (Apath)|Favored Weapon Ranger ]]&lt;br /&gt;
** [[Grizzled Ranger (Apath)|Grizzled Ranger]]&lt;br /&gt;
** [[Monster Rider (Apath)|Monster Rider]]&lt;br /&gt;
** [[Nomad (Apath)|Nomad]]&lt;br /&gt;
** [[Target Profiler (Apath)|Target Profiler]]&lt;br /&gt;
** [[Wild Ranger (Apath)|Wild Ranger]]&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;¾ Base Attack Bonus&#039;&#039;&#039;&lt;br /&gt;
* Alchemist - [http://www.d20pfsrd.com/classes/base-classes/alchemist SRD]&lt;br /&gt;
** [[Bomber (Apath)|Bomber]]&lt;br /&gt;
* [[Bard (Apath)|Bard]] - [http://www.d20pfsrd.com/classes/core-classes/bard SRD]&lt;br /&gt;
** [[Dandy (Apath) | Dandy]]&lt;br /&gt;
** [[Divine Bard (Apath)|Divine Bard]]&lt;br /&gt;
** [[Fili (Apath) | Fili]]&lt;br /&gt;
** [[Lettered Bard (Apath)|Lettered Bard]]&lt;br /&gt;
** [[Mystic Dancer (Apath)|Mystic Dancer]]&lt;br /&gt;
** [[Savage Bard (Apath)|Savage Bard]]&lt;br /&gt;
* Cleric - [http://www.d20pfsrd.com/classes/core-classes/cleric SRD]&lt;br /&gt;
** [[Path of Spirit Cleric (Apath)|Path of Spirit Cleric]]&lt;br /&gt;
** [[Shining Cleric (Apath)|Shining Cleric]]&lt;br /&gt;
** [[Skilled Cleric (Apath)|Skilled Cleric]]&lt;br /&gt;
* [[Druid (Apath)|Druid]] - [http://www.d20pfsrd.com/classes/core-classes/druid SRD]&lt;br /&gt;
** [[Animal Mystic (Apath)|Animal Mystic]]&lt;br /&gt;
** [[Monster Rider (Apath)|Monster Rider]]&lt;br /&gt;
** [[Transforming Beast (Apath)|Transforming Beast]]&lt;br /&gt;
* Inquisitor - [http://www.d20pfsrd.com/classes/base-classes/inquisitor SRD]&lt;br /&gt;
* Magus - [http://www.d20pfsrd.com/classes/base-classes/magus SRD]&lt;br /&gt;
** [[Battle Sorcerer (Apath)|Battle Sorcerer]]&lt;br /&gt;
** [[Canny Magus (Apath)|Canny Magus ]]&lt;br /&gt;
** [[Magus of the Mind (Apath)|Magus of the Mind]]&lt;br /&gt;
** [[Robe Magus (Apath) | Robe Magus]]&lt;br /&gt;
*[[Oracle (Apath)|Oracle]] - [http://www.d20pfsrd.com/classes/base-classes/oracle SRD]&lt;br /&gt;
** [[Domain Oracle (Apath)|Domain Oracle]]&lt;br /&gt;
*[[Rogue (Apath)|Rogue]] - [http://www.d20pfsrd.com/classes/core-classes/rogue SRD]&lt;br /&gt;
** [[Canny Rogue (Apath) | Canny Rogue]]&lt;br /&gt;
** [[Ghost Hunter (Apath) | Ghost Hunter]]&lt;br /&gt;
** [[Mountebank (Apath) | Mountebank]]&lt;br /&gt;
** [[Wandering Craftsman (Apath) | Wandering Craftsman]]&lt;br /&gt;
* [[Shaman (Apath)|Shaman]]&lt;br /&gt;
* [[Summoner (Apath)|Summoner]] - [http://www.d20pfsrd.com/classes/base-classes/summoner SRD]&lt;br /&gt;
** [[Divine Summoner (Apath) | Divine Summoner]]&lt;br /&gt;
** [[Eidolon Clan (Apath)|Eidolon Clan]]&lt;br /&gt;
** [[Golem Builder (Apath)|Golem Builder]]&lt;br /&gt;
** [[Medium (Apath)|Medium]]&lt;br /&gt;
** [[Robed Summoner (Apath) | Robed Summoner]]&lt;br /&gt;
** [[Shape Dancer (Apath) | Shape Dancer]]&lt;br /&gt;
** [[Spellbook Summoner (Apath) | Spellbook Summoner]]&lt;br /&gt;
|valign=top width=&amp;quot;24%&amp;quot;|&#039;&#039;&#039;½ Base Attack Bonus&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Shugenja (Apath)|Shugenja]]&lt;br /&gt;
** [[Shugenja_(Apath)#Maven | Maven]]&lt;br /&gt;
* [[Sorcerer (Apath)|Sorcerer]] - [http://www.d20pfsrd.com/classes/core-classes/sorcerer SRD]&lt;br /&gt;
** [[Sha&#039;ir (Apath)|Sha&#039;ir]]&lt;br /&gt;
** [[Spellbook Sorcerer (Apath)|Spellbook Sorcerer]]&lt;br /&gt;
* [[Theurge (Apath)|Theurge]]&lt;br /&gt;
** [[Astral_Magician (Apath)|Astral Magician]]&lt;br /&gt;
** [[Cloistered Theurge (Apath)|Cloistered Theurge]]&lt;br /&gt;
** [[Crusading Preacher (Apath)|Crusading Preacher]]&lt;br /&gt;
** [[Druidic Theurge_(Apath)|Druidic Teurge]]&lt;br /&gt;
** [[Healing Theurge (Apath)|Healing Theurge]]&lt;br /&gt;
* Witch - [http://www.d20pfsrd.com/classes/base-classes/witch SRD]&lt;br /&gt;
** [[Monster Rider (Apath)|Monster Rider]]&lt;br /&gt;
* [[Wizard (Apath)|Wizard]] - [http://www.d20pfsrd.com/classes/core-classes/wizard SRD]&lt;br /&gt;
** [[Magic User (Apath)|Magic User]]&lt;br /&gt;
** [[Monster Rider (Apath)|Monster Rider]]&lt;br /&gt;
** [[Specialist Wizard (Apath)|Specialist Wizard]]&lt;br /&gt;
** [[Tantrist (Apath)|Tantrist]]&lt;br /&gt;
** [[Thassilonian Specialist (Apath)|Thassilonian Specialist]]&lt;br /&gt;
** [[Wu-Jen (Apath)|Wu Jen]]&lt;br /&gt;
|}&lt;br /&gt;
* [[Martial Arts (Apath)|Martial Arts]]&lt;br /&gt;
&lt;br /&gt;
=== Prestige Classes ===&lt;br /&gt;
* [[Ruin Explorer (Apath)|Ruin Explorer]]&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
*[[Greyhawk|World of Greyhawk]]&lt;br /&gt;
*[[Skulls and Shackles| Skull and Shackles]]&lt;br /&gt;
*[[Savage Tide|Savage Tide]]&lt;br /&gt;
&lt;br /&gt;
== Projects ==&lt;br /&gt;
* [[Scout (Apath) | Scout]]&lt;br /&gt;
* [[Philosopher (Apath)|Philosopher]]&lt;br /&gt;
* [[Spellsword (Apath)|Spellsword]]&lt;br /&gt;
** [[Swordmage_(Apath)|Swordmage]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[D%26D|D&amp;amp;D 3.5]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.d20pfsrd.com/ Pathfinder SRD]&lt;br /&gt;
* [http://paizo.com/pathfinderRPG Pathfinder RPG] at Paizo&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Pathfinder_RPG Pathfinder RPG] at Wikipedia&lt;br /&gt;
* [http://paizo.com/forums/dmtz3shy?Guide-to-the-Class-Guides Guide to class guides] at Paizo Messageboard &lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Greyhawk&amp;diff=6026</id>
		<title>Greyhawk</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Greyhawk&amp;diff=6026"/>
		<updated>2013-06-09T17:43:49Z</updated>

		<summary type="html">&lt;p&gt;Urban: Removed link to deleted page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Greyhawk}}&lt;br /&gt;
{{Apath}}&lt;br /&gt;
&amp;lt;!-- Content--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This page is slowly and gradually being moved from 3.5 to [[Pathfinder]]&lt;br /&gt;
* The default setting of [[D&amp;amp;D]] 3.0 and 3.5. &lt;br /&gt;
* The setting of the [[Savage Tide]] and [[Skulls and Shackles]] adventure paths.&lt;br /&gt;
* Some pages are shared with Grayhawk Action and do not backlink properly.&lt;br /&gt;
&lt;br /&gt;
== Races &amp;amp; Traits ==&lt;br /&gt;
&lt;br /&gt;
These racial descriptions fill in the holes and connect to Earth stereotypes.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039;&lt;br /&gt;
*[[All Humans (Greyhawk)|All Human Traits]]&lt;br /&gt;
*[[Common (Greyhawk)|Common]]&lt;br /&gt;
*[[Baklunish (Greyhawk)|Baklunish]]&lt;br /&gt;
*[[Suel (Greyhawk)|Suel]]&lt;br /&gt;
*[[Flan (Greyhawk)|Flan]]&lt;br /&gt;
*[[Oerdian (Greyhawk)|Oerdian]]&lt;br /&gt;
*[[Olman (Greyhawk)|Olman]]&lt;br /&gt;
*[[Rhenne (Greyhawk)|Rhenne]]&lt;br /&gt;
|width=&amp;quot;30px&amp;quot;|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Nonhumans&#039;&#039;&#039;&lt;br /&gt;
*[[Dwarves (Greyhawk)|Dwarves]]&lt;br /&gt;
*[[Elves (Greyhawk)|Elves]]&lt;br /&gt;
**[[Half-Elves (Greyhawk)|Half-Elves]]&lt;br /&gt;
*[[Gnomes (Greyhawk)|Gnomes]]&lt;br /&gt;
*[[Goblinoids (Greyhawk)|Goblinoids]]&lt;br /&gt;
*[[Orcs (Greyhawk)|Orcs]]&lt;br /&gt;
**[[Half-orcs (Greyhawk)|Half-orcs]]&lt;br /&gt;
* [[Half-Ogre (Action)|Half-Ogre]]&lt;br /&gt;
*[[Halflings (Greyhawk)|Halflings]]&lt;br /&gt;
|width=&amp;quot;30px&amp;quot;|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Furries&amp;quot;&#039;&#039;&#039;&amp;lt;br&amp;gt;These are native to [[Regional_Traits_(Greyhawk)#Nippon| Nippon]]&lt;br /&gt;
* [[Anumus (Apath)|Anumus]] - Other animals&lt;br /&gt;
* [[Grippli (Greyhawk)|Grippli]] - Frog&lt;br /&gt;
* [[Kitsune (Greyhawk)|Kitsune]] - Fox&lt;br /&gt;
* [[Nagai (Greyhawk)|Nagai]] - Snake&lt;br /&gt;
* [[Netsumi (Greyhawk)|Netsumi]] - Rat&lt;br /&gt;
* [[Rakasta (Greyhawk)|Rakasta]] - Cat&lt;br /&gt;
* [[Shibaten (Apath)|Shibaten]] - Duck&lt;br /&gt;
* [[Tengu (Greyhawk)|Tengu]] - Crow&lt;br /&gt;
* [[Vanara (Greyhawk)|Vanara]] - Monkey&lt;br /&gt;
|width=&amp;quot;30px&amp;quot;|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Monsters&amp;quot;&lt;br /&gt;
* [[Atomie (Apath)|Atomie]]&lt;br /&gt;
* [[Awakened Animal (Apath)|Awakened Animal]]&lt;br /&gt;
* [[Faun (Apath)|Faun]]&lt;br /&gt;
|width=&amp;quot;30px&amp;quot;|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Pre-Pathfinder&#039;&#039;&#039;&lt;br /&gt;
*[[Pixie (D&amp;amp;D creature)|Pixies]]&lt;br /&gt;
*[[Aerie (D&amp;amp;D creature)|Aerie]]&lt;br /&gt;
*[[Coure Eladrin (D&amp;amp;D)|Coure Eladrin]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Cultural/Political Map (Greyhawk)|Cultural/Political Map]] - [[Regional Traits (Greyhawk)|Regional Traits]] - [[Religious Traits (Greyhawk)|Religious Traits]]&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* [[Technology (Greyhawk)|Technology and Firearms]]&lt;br /&gt;
* [[Timeline (Greyhawk)|Timeline]]&lt;br /&gt;
* The [[Arena (Greyhawk)|Arena]]&lt;br /&gt;
*[[Regional Traits (Greyhawk)|Regional Traits]]&lt;br /&gt;
*[[Affiliations (Greyhawk)|Affiliations]]&lt;br /&gt;
*[[Name lists (Greyhawk)|Name Lists]]&lt;br /&gt;
*[[Greyhawk calendar|Calendar]]&lt;br /&gt;
* [[: Category : Greyhawk Gods (Action Greyhawk)|Greyhawk Gods ]]&lt;br /&gt;
** [[Greyhawk Synchretism (Action Greyhawk)|Greyhawk Synchretism]]&lt;br /&gt;
** [[Greyhawk &amp;amp; Golarion Gods (Greyhawk)| Mapping Golarion gods in Greyhawk]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[D&amp;amp;D|3E]]&lt;br /&gt;
* [[Pathfinder]]&lt;br /&gt;
* [[Apath | Abbe&#039;s Pathfinder musings (Apath)]]&lt;br /&gt;
* [[Greyhawk (4E)|Greyhawk (4E)]]&lt;br /&gt;
* [[Greyhawk (Action)|Greyhawk]] for [[Action]]&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
*[[Skull &amp;amp; Shackles]]&lt;br /&gt;
*[[Savage Tide|Savage Tide]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://www.canonfire.com/wiki/index.php?title=Main_Page Greywiki]&lt;br /&gt;
* [http://www.oerthjournal.com/oerthjournals.html The Oerth Journal ]&lt;br /&gt;
* [http://www.enworld.org/forum/general-rpg-discussion/296532-greyhawk-collectors-guide.html Greyhawk Collector&#039;s Guide] on ENworld.&lt;br /&gt;
* [http://www.nwnravenloft.com/forum/index.php?topic=26536.0 Greyhawk] at http://www.nwnravenloft.com, A Newerwiner Nights page&lt;br /&gt;
* [http://ghmaps.net/ Flamaess Maps] by Anna B Meyer&lt;br /&gt;
* [http://admundfortgeographer.deviantart.com/ Flanaess Maps] by Eric Anondson&lt;br /&gt;
* [http://greyhawkgrognard.blogspot.se/search/label/Cartography Oerth Maps] by Jerry Gretzinger @ greyhawkgrognard.blogspot&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[category:Settings]]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=D%26D&amp;diff=61706</id>
		<title>D&amp;D</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=D%26D&amp;diff=61706"/>
		<updated>2013-06-09T17:43:32Z</updated>

		<summary type="html">&lt;p&gt;Urban: Removed link to deleted page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D&amp;amp;D}}{{tocright}}&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
This page is a collection of optional and unofficial material for the &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; game.&lt;br /&gt;
&lt;br /&gt;
*[[Rulebooks (D&amp;amp;D)|Rulebooks]]&lt;br /&gt;
*[[Abilities (D&amp;amp;D)|Abilities]]&lt;br /&gt;
*[[Rules (D&amp;amp;D)|Rules]]&lt;br /&gt;
*[[Classes (D&amp;amp;D)|Classes]]&lt;br /&gt;
**[[Class Balance (D&amp;amp;D class)|Class Balance]]&lt;br /&gt;
*[[Feat List (D&amp;amp;D)|Feat List]]&lt;br /&gt;
** [[Feats (D&amp;amp;D)|Feats]]&lt;br /&gt;
** [[Feats in Development (D&amp;amp;D)|Feats in Development]]&lt;br /&gt;
*[[Skills (D&amp;amp;D)|Skills]]&lt;br /&gt;
*[[Spells (D&amp;amp;D)|Spells]]&lt;br /&gt;
** [[Spell List Changes (D&amp;amp;D)|Spell List Changes]]&lt;br /&gt;
**[[Spells in Development (D&amp;amp;D)|Spells in Development]]&lt;br /&gt;
*[[Gear (D&amp;amp;D)|Gear]]&lt;br /&gt;
*[[Creatures (D&amp;amp;D)|Creatures]]&lt;br /&gt;
*[[Experience (D&amp;amp;D)|Experience]]&lt;br /&gt;
**[[Alternate Experience Table (D&amp;amp;D)|Alternate Experience Table]]&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*[[Greyhawk|World of Greyhawk]]&lt;br /&gt;
*[[Savage Tide|Savage Tide]]&lt;br /&gt;
*[[Crown of Traldara|Crown of Traldara]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[d20 System]]&lt;br /&gt;
* [[Pathfinder]]&lt;br /&gt;
* [[Apath]] - Pathfinder Sandbox&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.d20srd.org/ Online SRD ]&lt;br /&gt;
* [http://www.wizards.com/default.asp?x=dnd/lists/feats Official Feat Index ]&lt;br /&gt;
* [http://www.wizards.com/default.asp?x=dnd/lists/class Official Class Index ]&lt;br /&gt;
* [http://www.wizards.com/default.asp?x=dnd/lists/prc Official Prestige Class Index]&lt;br /&gt;
* [http://www.wizards.com/default.asp?x=dnd/oa/20030530b Official Adventure Archive]&lt;br /&gt;
&lt;br /&gt;
=== Restricted External Links ===&lt;br /&gt;
*[http://vwa.spreadsheets.google.com/ccc?id=o14550491725481820844.8570350141550155724.00647155198542918063.402152747927404600 Spell Lists ] &lt;br /&gt;
* [http://spreadsheets.google.com/ccc?key=prMKa7CG77cn201cFD0rpfA&amp;amp;hl=en Dungeon Adventures Index] - Scenarios from Dungeon Magazine&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Categories--&amp;gt;&lt;br /&gt;
[[Category:Games]] [[Category:D&amp;amp;D]]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=D%26D&amp;diff=58066</id>
		<title>D&amp;D</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=D%26D&amp;diff=58066"/>
		<updated>2013-06-09T17:43:32Z</updated>

		<summary type="html">&lt;p&gt;Urban: Removed link to deleted page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D&amp;amp;D}}{{tocright}}&lt;br /&gt;
&amp;lt;!-- Content --&amp;gt;&lt;br /&gt;
This page is a collection of optional and unofficial material for the &#039;&#039;Dungeons &amp;amp; Dragons&#039;&#039; game.&lt;br /&gt;
&lt;br /&gt;
*[[Rulebooks (D&amp;amp;D)|Rulebooks]]&lt;br /&gt;
*[[Abilities (D&amp;amp;D)|Abilities]]&lt;br /&gt;
*[[Rules (D&amp;amp;D)|Rules]]&lt;br /&gt;
*[[Classes (D&amp;amp;D)|Classes]]&lt;br /&gt;
**[[Class Balance (D&amp;amp;D class)|Class Balance]]&lt;br /&gt;
*[[Feat List (D&amp;amp;D)|Feat List]]&lt;br /&gt;
** [[Feats (D&amp;amp;D)|Feats]]&lt;br /&gt;
** [[Feats in Development (D&amp;amp;D)|Feats in Development]]&lt;br /&gt;
*[[Skills (D&amp;amp;D)|Skills]]&lt;br /&gt;
*[[Spells (D&amp;amp;D)|Spells]]&lt;br /&gt;
** [[Spell List Changes (D&amp;amp;D)|Spell List Changes]]&lt;br /&gt;
**[[Spells in Development (D&amp;amp;D)|Spells in Development]]&lt;br /&gt;
*[[Gear (D&amp;amp;D)|Gear]]&lt;br /&gt;
*[[Creatures (D&amp;amp;D)|Creatures]]&lt;br /&gt;
*[[Experience (D&amp;amp;D)|Experience]]&lt;br /&gt;
**[[Alternate Experience Table (D&amp;amp;D)|Alternate Experience Table]]&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*[[Greyhawk|World of Greyhawk]]&lt;br /&gt;
*[[Savage Tide|Savage Tide]]&lt;br /&gt;
*[[Crown of Traldara|Crown of Traldara]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[d20 System]]&lt;br /&gt;
* [[Pathfinder]]&lt;br /&gt;
* [[Apath]] - Pathfinder Sandbox&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.d20srd.org/ Online SRD ]&lt;br /&gt;
* [http://www.wizards.com/default.asp?x=dnd/lists/feats Official Feat Index ]&lt;br /&gt;
* [http://www.wizards.com/default.asp?x=dnd/lists/class Official Class Index ]&lt;br /&gt;
* [http://www.wizards.com/default.asp?x=dnd/lists/prc Official Prestige Class Index]&lt;br /&gt;
* [http://www.wizards.com/default.asp?x=dnd/oa/20030530b Official Adventure Archive]&lt;br /&gt;
&lt;br /&gt;
=== Restricted External Links ===&lt;br /&gt;
*[http://vwa.spreadsheets.google.com/ccc?id=o14550491725481820844.8570350141550155724.00647155198542918063.402152747927404600 Spell Lists ] &lt;br /&gt;
* [http://spreadsheets.google.com/ccc?key=prMKa7CG77cn201cFD0rpfA&amp;amp;hl=en Dungeon Adventures Index] - Scenarios from Dungeon Magazine&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Categories--&amp;gt;&lt;br /&gt;
[[Category:Games]] [[Category:D&amp;amp;D]]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Polymorphism_(D%26D)&amp;diff=65659</id>
		<title>Polymorphism (D&amp;D)</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Polymorphism_(D%26D)&amp;diff=65659"/>
		<updated>2013-06-09T11:00:19Z</updated>

		<summary type="html">&lt;p&gt;Urban: Redirect ignores other stuff on page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Magic (D&amp;amp;D)#Polymorphism]]&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Delete&amp;diff=64310</id>
		<title>Template:Delete</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Delete&amp;diff=64310"/>
		<updated>2013-06-09T10:52:09Z</updated>

		<summary type="html">&lt;p&gt;Urban: Orphaned pages only!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Use this template on top of pages that should be deleted. Pages with this template are added to the [[:Category:Delete|Delete]] category.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{delete}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preview ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;{{Warning|This page is &#039;&#039;&#039;scheduled for deletion.&#039;&#039;&#039; Please remove all links to this page (check &amp;quot;Backlinks&amp;quot; or &amp;quot;What links here&amp;quot; in the Toolbox). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only orphaned pages will be deleted automatically!&#039;&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Delete]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Delete&amp;diff=60721</id>
		<title>Template:Delete</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Delete&amp;diff=60721"/>
		<updated>2013-06-09T10:52:09Z</updated>

		<summary type="html">&lt;p&gt;Urban: Orphaned pages only!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Use this template on top of pages that should be deleted. Pages with this template are added to the [[:Category:Delete|Delete]] category.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{delete}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preview ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;{{Warning|This page is &#039;&#039;&#039;scheduled for deletion.&#039;&#039;&#039; Please remove all links to this page (check &amp;quot;Backlinks&amp;quot; or &amp;quot;What links here&amp;quot; in the Toolbox). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only orphaned pages will be deleted automatically!&#039;&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Delete]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Delete&amp;diff=55423</id>
		<title>Template:Delete</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Delete&amp;diff=55423"/>
		<updated>2013-06-09T10:52:09Z</updated>

		<summary type="html">&lt;p&gt;Urban: Orphaned pages only!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Use this template on top of pages that should be deleted. Pages with this template are added to the [[:Category:Delete|Delete]] category.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{delete}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preview ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;{{Warning|This page is &#039;&#039;&#039;scheduled for deletion.&#039;&#039;&#039; Please remove all links to this page (check &amp;quot;Backlinks&amp;quot; or &amp;quot;What links here&amp;quot; in the Toolbox). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only orphaned pages will be deleted automatically!&#039;&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Delete]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Delete&amp;diff=22268</id>
		<title>Template:Delete</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Delete&amp;diff=22268"/>
		<updated>2013-06-09T10:52:09Z</updated>

		<summary type="html">&lt;p&gt;Urban: Orphaned pages only!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Use this template on top of pages that should be deleted. Pages with this template are added to the [[:Category:Delete|Delete]] category.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{delete}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preview ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;{{Warning|This page is &#039;&#039;&#039;scheduled for deletion.&#039;&#039;&#039; Please remove all links to this page (check &amp;quot;Backlinks&amp;quot; or &amp;quot;What links here&amp;quot; in the Toolbox). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only orphaned pages will be deleted automatically!&#039;&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Delete]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Delete&amp;diff=5125</id>
		<title>Template:Delete</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Delete&amp;diff=5125"/>
		<updated>2013-06-09T10:52:09Z</updated>

		<summary type="html">&lt;p&gt;Urban: Orphaned pages only!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Use this template on top of pages that should be deleted. Pages with this template are added to the [[:Category:Delete|Delete]] category.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{delete}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preview ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;{{Warning|This page is &#039;&#039;&#039;scheduled for deletion.&#039;&#039;&#039; Please remove all links to this page (check &amp;quot;Backlinks&amp;quot; or &amp;quot;What links here&amp;quot; in the Toolbox). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only orphaned pages will be deleted automatically!&#039;&#039;&#039;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Delete]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=64298</id>
		<title>Template:Warning</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=64298"/>
		<updated>2013-06-09T10:43:21Z</updated>

		<summary type="html">&lt;p&gt;Urban: Smaller width to work better with stuff at top of page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #aaa;background-color:#f9f9f9;margin:0 1em ;padding:.2em;&amp;quot;&lt;br /&gt;
|width=60px|[[Image:Important.svg|40px]]&lt;br /&gt;
|{{{1|Put message here.}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=60709</id>
		<title>Template:Warning</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=60709"/>
		<updated>2013-06-09T10:43:21Z</updated>

		<summary type="html">&lt;p&gt;Urban: Smaller width to work better with stuff at top of page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #aaa;background-color:#f9f9f9;margin:0 1em ;padding:.2em;&amp;quot;&lt;br /&gt;
|width=60px|[[Image:Important.svg|40px]]&lt;br /&gt;
|{{{1|Put message here.}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=55426</id>
		<title>Template:Warning</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=55426"/>
		<updated>2013-06-09T10:43:21Z</updated>

		<summary type="html">&lt;p&gt;Urban: Smaller width to work better with stuff at top of page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #aaa;background-color:#f9f9f9;margin:0 1em ;padding:.2em;&amp;quot;&lt;br /&gt;
|width=60px|[[Image:Important.svg|40px]]&lt;br /&gt;
|{{{1|Put message here.}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=22271</id>
		<title>Template:Warning</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=22271"/>
		<updated>2013-06-09T10:43:21Z</updated>

		<summary type="html">&lt;p&gt;Urban: Smaller width to work better with stuff at top of page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #aaa;background-color:#f9f9f9;margin:0 1em ;padding:.2em;&amp;quot;&lt;br /&gt;
|width=60px|[[Image:Important.svg|40px]]&lt;br /&gt;
|{{{1|Put message here.}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=5128</id>
		<title>Template:Warning</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=5128"/>
		<updated>2013-06-09T10:43:21Z</updated>

		<summary type="html">&lt;p&gt;Urban: Smaller width to work better with stuff at top of page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:1px solid #aaa;background-color:#f9f9f9;margin:0 1em ;padding:.2em;&amp;quot;&lt;br /&gt;
|width=60px|[[Image:Important.svg|40px]]&lt;br /&gt;
|{{{1|Put message here.}}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=64297</id>
		<title>Template:Warning</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=64297"/>
		<updated>2013-06-09T10:36:31Z</updated>

		<summary type="html">&lt;p&gt;Urban: Changed to auto width,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;messagebox&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: auto;background:none;&amp;quot;&lt;br /&gt;
|width=60px|[[Image:Important.svg|40px]]&lt;br /&gt;
|{{{1|Put message here.}}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=60708</id>
		<title>Template:Warning</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=60708"/>
		<updated>2013-06-09T10:36:31Z</updated>

		<summary type="html">&lt;p&gt;Urban: Changed to auto width,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;messagebox&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: auto;background:none;&amp;quot;&lt;br /&gt;
|width=60px|[[Image:Important.svg|40px]]&lt;br /&gt;
|{{{1|Put message here.}}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
	<entry>
		<id>http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=55425</id>
		<title>Template:Warning</title>
		<link rel="alternate" type="text/html" href="http://hastur.net/action/w/index.php?title=Template:Warning&amp;diff=55425"/>
		<updated>2013-06-09T10:36:31Z</updated>

		<summary type="html">&lt;p&gt;Urban: Changed to auto width,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;messagebox&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: auto;background:none;&amp;quot;&lt;br /&gt;
|width=60px|[[Image:Important.svg|40px]]&lt;br /&gt;
|{{{1|Put message here.}}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- Categories --&amp;gt;&lt;br /&gt;
[[Category:Infrastructure]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Urban</name></author>
	</entry>
</feed>