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		<id>http://www.dandwiki.com/w/api.php?action=feedcontributions&amp;user=Marasmusine&amp;feedformat=atom</id>
		<title>D&amp;D Wiki - User contributions [en]</title>
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		<updated>2013-05-18T20:22:19Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.19.6</generator>

	<entry>
		<id>http://www.dandwiki.com/wiki/Zorm%27Kai_(4e_Deity)</id>
		<title>Zorm'Kai (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Zorm%27Kai_(4e_Deity)"/>
				<updated>2013-05-18T07:17:04Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|01:17, 18 May 2013 (MDT)|Yeah, not great.}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{4e Deity&lt;br /&gt;
|type=&amp;lt;!- d -&amp;gt;&lt;br /&gt;
|titles=&amp;lt;!- The Unfathomable One, King of Beholders. -&amp;gt;&lt;br /&gt;
|symbol=&amp;lt;!- Black Hole. --&amp;gt; &lt;br /&gt;
|plane=&amp;lt;!- The Far Realm. --&amp;gt;&lt;br /&gt;
|alignment=&amp;lt;!- Unaligned. -&amp;gt;&lt;br /&gt;
|worshipers=&amp;lt;!- The Aberrent creatures of the world worship Zorm'Kai, he strikes down all natural creatures he comes across. -&amp;gt;&lt;br /&gt;
|areasofinfluence=&amp;lt;!- Aberrent creatures, Space, Time, Pain. -&amp;gt;&lt;br /&gt;
|favoredweapon=&amp;lt;!- The Blade of Endless Space. -&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{ImageNeeded}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The Unfathomable Lord of the Far Realm. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;!-- Corrupt the natural creatures of the world. --&amp;gt;&lt;br /&gt;
* &amp;lt;!-- Kill the natural creatures of the world. --&amp;gt;&lt;br /&gt;
* &amp;lt;!-- Destroy the natural structure of the world. --&amp;gt;&lt;br /&gt;
* &amp;lt;!-- Rebel against the natural gods of the world. --&amp;gt;&lt;br /&gt;
* &amp;lt;!-- Bring Terror. --&amp;gt;&lt;br /&gt;
* &amp;lt;!-- Bring Pain. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Cleric Training ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The Clerics of Zorm'Kai are Beholder Zealots that receive visions from Zorm'Kai and have no formal training. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Turn humaniods into aberrent creatures. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prayers ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- No prayers are necessary for worshippers to commune with him. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Temples ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Beholder Zealots will often create temples in thier lairs. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rites ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Zealots are chosen by Zorm'Kai himself. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heralds and Allies ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Zorm'Kai has No allies or heralds. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e &amp;lt;!-Type (Greater, Hero, Lesser, etc.  When &amp;quot;Over&amp;quot; please use Overdeities and remove the next word)-&amp;gt; Deities Greater}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:Far Realm]]&lt;br /&gt;
[[Category:Deity]]&lt;br /&gt;
[[Category:&amp;lt;!-Type (Greater, Hero, Lesser, etc.  When &amp;quot;Over&amp;quot; or &amp;quot;Demi&amp;quot; please use Overdeity or Demigod and remove the next word)-&amp;gt; Deity]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Wildborn_(4e_Epic_Destiny)</id>
		<title>Wildborn (4e Epic Destiny)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Wildborn_(4e_Epic_Destiny)"/>
				<updated>2013-05-18T07:16:04Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: rv blanking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|prerequisite(s)=21st Level, [[Fenirborn (4e Race)|Fenirborn]]&lt;br /&gt;
|description=&amp;lt;!-Insert a short (25 words or so) advertising description of your class here.  This will not be displayed on this page.-&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
== Wildborn ==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|The moon is out, let us hunt&lt;br /&gt;
|orig=Erlking&lt;br /&gt;
|src=Book of Wilds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite:''' 21st Level, [[Fenirborn (4e Race)|Fenirborn]]&lt;br /&gt;
&lt;br /&gt;
Not only does the spirit of Fenir flow through you, but also the spirit of the wild.  Your beast form is even more dangerous, and your human side is even more versatile.  When the calls of battle are blown you will answer, and fight with tooth and claw...&lt;br /&gt;
&lt;br /&gt;
=== Immortality ===&lt;br /&gt;
&lt;br /&gt;
While not actually immortal, Wildborn are for ever remembered and can manifest them selves despite their flesh and bones decaying.  One of the most common forms of manifestation is reincarnation into other great heroes.  The greatest heroes and Jarls were Wildborn, and will still assist the generations that still live.  Fearless in battle, because they know that the side favored by nature will win, and the weak will die off.  If a Wildborn sounds the trumpets of advance, their enemies will fall back into a safer location, such as between two feuding red dragons.&lt;br /&gt;
&lt;br /&gt;
'''Found Something Else:'''  After an extensive career of fighting monsters and what not, you decided to do something completely different.  You have established a name for yourself and are respected by all of the Fenirborn and hated by Orcs.  Your new job is that of Jarl, leading all of the Fenirborn in even bigger campaigns against the Orcs, and Gnolls, maybe even Dwarves if you feel lucky.  When you feel like you've had enough with the fighting and the killing, you build a large tomb and make a shrine to Fenir hoping that your soul will not go to a far away paradise, but stay and start a new cycle of wild destruction, once you can find a suitable new body...&lt;br /&gt;
&lt;br /&gt;
=== Wildborn Features ===&lt;br /&gt;
&lt;br /&gt;
All Wildborn have the following features.&lt;br /&gt;
&lt;br /&gt;
:'''Dire Wolf Blood (21st Level):'''  You can use your Lycanthropy power up to three times each day.&lt;br /&gt;
:'''Wild Regeneration (24th Level):'''  You regain half your constitution modifier hit points at the start of every turn.  If you take Acid, Fire, Lightning, or Thunder damage, you loose this ability until you regenerate health without using this skill&lt;br /&gt;
:'''Pack Hunter (30th Level):'''  When you are adjacent to an ally or flanking a target, you gain half of your wisdom modifier bonus to attack rolls and deal an extra 1d 10 damage&lt;br /&gt;
&lt;br /&gt;
=== Wildborn Power ===&lt;br /&gt;
&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name=Wild Hunt&lt;br /&gt;
|type=Utility&lt;br /&gt;
|usage=Daily&lt;br /&gt;
|owner=Epic Destiny&lt;br /&gt;
|class=Wildborn&lt;br /&gt;
|level=26&lt;br /&gt;
|flavor=You call upon the Erlking and wreak havoc and destruction upon your foes&lt;br /&gt;
|keyword1=Beast Form&lt;br /&gt;
|actiontype=Minor Action&lt;br /&gt;
|range=Close Burst 10&lt;br /&gt;
|target=All allies in burst&lt;br /&gt;
|effect=Until the end of the encounter, all allies in burst gain a bonus of +2 to their attack rolls and deal an extra 1d10 damage.  This increases to 2d6 damage against bloodied foes.  This effect ends if an ally fail to attack a foe during their turn.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Epic Destinies Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Epic Destiny]]&lt;br /&gt;
[[Category:Striker]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/What_does_homebrew_mean%3F</id>
		<title>What does homebrew mean?</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/What_does_homebrew_mean%3F"/>
				<updated>2013-05-18T07:15:14Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well?&lt;br /&gt;
&lt;br /&gt;
:Something that's been brewed at home. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:15, 18 May 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
[[Category:Discussion]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Vampiric_embrace_(4e_Feat)</id>
		<title>Vampiric embrace (4e Feat)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Vampiric_embrace_(4e_Feat)"/>
				<updated>2013-05-18T07:14:04Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: propose deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|01:14, 18 May 2013 (MDT)|Doesn't really use 4e rules, and nothing the Vampire class can't do anyway.}}&lt;br /&gt;
===&amp;lt;!-- Vampiric Embrace --&amp;gt; [Vampires Feat]===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Brief description of feat. --&amp;gt;.&lt;br /&gt;
Vampires call upon their true nature and gain their natural abilities.&lt;br /&gt;
'''Tier:''' &amp;lt;!--Heroic, Paragon or Epic--&amp;gt;&lt;br /&gt;
Heroic&lt;br /&gt;
'''prerequisite:''' Vampire or Half-Vampire &amp;lt;!-- What the character must have to take the feat. Usual prerequisites are an odd score in an ability, other feats, a minimum base attack bonus, ranks in one or more skills, a class feature or levels in one class. Delete this entry if your feat has no prerequisites. &lt;br /&gt;
&lt;br /&gt;
For uniformity, ability scores should be abbreviated, but &amp;quot;base attack bonus&amp;quot; should not. --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Benefit: They gain a bite attack which does Con Vs Fort 1d6 + con mod dmg and you heal damage done. You also gain Mist form Bat form and Blood sense but in addition your radiant damage vulnerability goes up to 8 and you must consume a vial of blood once a week or lose the benefit of this feat until you feed again.''' &amp;lt;!-- What the feat enables the character (referred to as “you” in the feat description) to do. --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Mist form &lt;br /&gt;
|actiontype= Move Action&lt;br /&gt;
|usage= Encounter &lt;br /&gt;
|owner=Feat&lt;br /&gt;
|class= &lt;br /&gt;
|flavor= Your enemy laughs as he has you cornered until you turn into mist and disappear &lt;br /&gt;
|keyword1= polymorph &lt;br /&gt;
|range= &lt;br /&gt;
|rangemod=&lt;br /&gt;
|target= self&lt;br /&gt;
|attack=&lt;br /&gt;
|defense=&lt;br /&gt;
|hit=&lt;br /&gt;
|effect= you assume the form of mist you fly your speed and you are insubstantial. While in this form you can fit through small holes and cracks in the wall.&lt;br /&gt;
|special= Sustain minor can last up to 7 minutes.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Blood scent &lt;br /&gt;
|actiontype= No Action&lt;br /&gt;
|usage= At-Will&lt;br /&gt;
|owner=Feat&lt;br /&gt;
|class=&lt;br /&gt;
|flavor= You sense you prey coming closer &lt;br /&gt;
|keyword1= Sense &lt;br /&gt;
|range= 10 &lt;br /&gt;
|rangemod=&lt;br /&gt;
|target= &lt;br /&gt;
|attack=&lt;br /&gt;
|defense=&lt;br /&gt;
|hit=&lt;br /&gt;
|effect= you can sense creatures that have blood within 10 squares of you also you can sense through walls&lt;br /&gt;
|special= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name= Bat form&lt;br /&gt;
|actiontype= Minor Action&lt;br /&gt;
|usage= Encounter &lt;br /&gt;
|owner=Feat&lt;br /&gt;
|class=&lt;br /&gt;
|flavor= You shift into a bat and fly with the night letting your dark sense guide you&lt;br /&gt;
|keyword1= polymorph&lt;br /&gt;
|range= &lt;br /&gt;
|rangemod= &lt;br /&gt;
|target= self&lt;br /&gt;
|attack= &lt;br /&gt;
|defense=&lt;br /&gt;
|hit= you deal 1D10 + Int sonic and subject is dazed&lt;br /&gt;
|effect=  you assume the form of a bat while you are in this form you can fly your speed +2. You gain darkvison and gain the screech attack and can only use ranged attacks you cannot make melee attacks. in addition you gain one attack Schreech one creature range 5 Int vs Fort 1d10 + int mod sonic damage and target is dazed save ends &lt;br /&gt;
|special=This form will last up to 1 + 1/2 lvl hours&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Normal:''' &amp;lt;!-- What a character who does not have this feat is limited to or restricted from doing. Delete this section if not used. --&amp;gt;. Without this feat you do not gain the powers&lt;br /&gt;
&lt;br /&gt;
'''Special:''' &amp;lt;!-- Additional facts about the feat that may be helpful when players decide whether to acquire the feat. If this is a fighter bonus feat, add the phrase &amp;quot;A fighter may select this feat as one of his fighter bonus feats.&amp;quot; here. Delete this section if not used. --&amp;gt;. This feat gives you more of a vampire taste &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &amp;lt;!-- insert pages that link to this feat here --&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew|4e Homebrew]] &amp;amp;rarr; [[4e Character Options|Character Options]] &amp;amp;rarr; [[4e Feats|Feats]] &amp;amp;rarr; [[4e &amp;lt;!-- subcategory --&amp;gt; Feats|&amp;lt;!-- subcategory --&amp;gt; Racial Feats]].&lt;br /&gt;
&amp;lt;!-- Remove this line to add your feat to categories &lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Feat]]&lt;br /&gt;
[[Category:Heroic Feat]]&lt;br /&gt;
[[Category:Paragon Feat]]&lt;br /&gt;
[[Category:Epic Feat]]&lt;br /&gt;
[[Category:General Feat]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User_Epic_Rods</id>
		<title>User Epic Rods</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User_Epic_Rods"/>
				<updated>2013-05-18T07:12:18Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD Equipment|Equipment]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rods===&lt;br /&gt;
:&amp;lt;span style=&amp;quot;font-size: 0.8em;&amp;quot;&amp;gt;''[[Add New DnD Equipment|Add your own epic Magical Rod]] to D&amp;amp;D Wiki.''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;DPL&amp;gt;&lt;br /&gt;
debug=1&lt;br /&gt;
category=DnD&lt;br /&gt;
category=User&lt;br /&gt;
category=Equipment&lt;br /&gt;
category=Epic&lt;br /&gt;
category=Rod&lt;br /&gt;
notcategory=Mundane&lt;br /&gt;
notcategory=Artifact&lt;br /&gt;
notcategory=Magic&lt;br /&gt;
order=ascending&lt;br /&gt;
&amp;lt;/DPL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:List]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User_D20M_NPCs_by_CR</id>
		<title>User D20M NPCs by CR</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User_D20M_NPCs_by_CR"/>
				<updated>2013-05-18T07:12:10Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Back to [[D20 Modern]]-&amp;gt;[[D20 Modern NPCs]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To add your own D20M NPC to D&amp;amp;D Wiki, click '''[[Add a New D20M NPC|here.]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D&amp;amp;D Wiki's Homebrew D20M NPCs by CR:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;|+ '''Homebrew NPCs by CR'''&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|- style=&amp;quot;text-align: left; font-size: larger;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 20%; padding: 0.077em 0.385em;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;width: 20%; padding: 0.077em 0.385em;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;width: 20%; padding: 0.077em 0.385em;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;width: 20%; padding: 0.077em 0.385em;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
! style=&amp;quot;width: 20%; padding: 0.077em 0.385em;&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.077em 0.385em;&amp;quot; |&lt;br /&gt;
'''CR 1-5:'''&lt;br /&gt;
* [[D20M CR 1 or less NPCs|CR 1]]&lt;br /&gt;
* [[D20M CR 2 NPCs|CR 2]]&lt;br /&gt;
* [[D20M CR 3 NPCs|CR 3]]&lt;br /&gt;
* [[D20M CR 4 NPCs|CR 4]]&lt;br /&gt;
* [[D20M CR 5 NPCs|CR 5]]&lt;br /&gt;
| style=&amp;quot;padding: 0.077em 0.385em;&amp;quot; |&lt;br /&gt;
'''CR 6-10:'''&lt;br /&gt;
* [[D20M CR 6 NPCs|CR 6]]&lt;br /&gt;
* [[D20M CR 7 NPCs|CR 7]]&lt;br /&gt;
* [[D20M CR 8 NPCs|CR 8]]&lt;br /&gt;
* [[D20M CR 9 NPCs|CR 9]]&lt;br /&gt;
* [[D20M NPCs CR 10|CR 10]]&lt;br /&gt;
| style=&amp;quot;padding: 0.077em 0.385em;&amp;quot; |&lt;br /&gt;
'''CR 11-15:'''&lt;br /&gt;
* [[D20M CR 11 NPCs|CR 11]]&lt;br /&gt;
* [[D20M CR 12 NPCs|CR 12]]&lt;br /&gt;
* [[D20M CR 13 NPCs|CR 13]]&lt;br /&gt;
* [[D20M CR 14 NPCs|CR 14]]&lt;br /&gt;
* [[D20M CR 15 NPCs|CR 15]]&lt;br /&gt;
| style=&amp;quot;padding: 0.077em 0.385em;&amp;quot; |&lt;br /&gt;
'''CR 16-20:'''&lt;br /&gt;
* [[D20M CR 16 NPCs|CR 16]]&lt;br /&gt;
* [[D20M CR 17 NPCs|CR 17]]&lt;br /&gt;
* [[D20M CR 18 NPCs|CR 18]]&lt;br /&gt;
* [[D20M CR 19 NPCs|CR 19]]&lt;br /&gt;
* [[D20M CR 20 NPCs|CR 20]]&lt;br /&gt;
| style=&amp;quot;padding: 0.077em 0.385em;&amp;quot; |&lt;br /&gt;
'''CR 21+:'''&lt;br /&gt;
* [[D20M CR 25 NPCs|CR 25]]&lt;br /&gt;
* [[D20M CR 30 NPCs|CR 30]]&lt;br /&gt;
* [[D20M CR 39 NPCs|CR 39]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:List]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/UNSC_Spartan_(4e_Race)</id>
		<title>UNSC Spartan (4e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/UNSC_Spartan_(4e_Race)"/>
				<updated>2013-05-18T07:10:52Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: propose deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|01:10, 18 May 2013 (MDT)|Unusable, unimprovable.}}&lt;br /&gt;
== &amp;lt;!-Your race (plural)-&amp;gt; == UNSC Spartans&lt;br /&gt;
&lt;br /&gt;
'''''&amp;lt;!-short description.-&amp;gt;'''''&lt;br /&gt;
A super-soldier from a different dimension, the spartan is a military trained warrior.&lt;br /&gt;
{{4e Racial Traits&lt;br /&gt;
|height=&amp;lt;!-average height-&amp;gt; 4'9&amp;quot;-6'11&amp;quot; (4'11&amp;quot;-7'2&amp;quot; with power armor)&lt;br /&gt;
|weight=&amp;lt;!-average weight-&amp;gt; 140-240 lbs (1 ton - 1.5 tons with power armor)&lt;br /&gt;
|abilities=&amp;lt;!-Ability score adjustments this race entails-&amp;gt; +2 to charisma, acrobatics and strength&lt;br /&gt;
|size=&amp;lt;!-Size-&amp;gt; Medium&lt;br /&gt;
|speed=&amp;lt;!-Speed of this race in squares-&amp;gt; 10&lt;br /&gt;
|vision=&amp;lt;!-Vision types of this race (Normal, Darkvision, etc.)-&amp;gt; Dark vision, thermal, normal.&lt;br /&gt;
|languages=&amp;lt;!-Languages members of this race know-&amp;gt; Due to UNSC translator, the spartan can understand all languages. But can speak common plus one other.&lt;br /&gt;
|skills=&amp;lt;!-Skill bonuses this race receives. This entry is optional, so you can delete it if you don't use it.-&amp;gt;&lt;br /&gt;
|trait1=&amp;lt;!-A racial trait this race has. You can specify up to 6 racial traits. Delete any you don't need to use.-&amp;gt;&lt;br /&gt;
|description1=&lt;br /&gt;
|trait2=&lt;br /&gt;
|description2=&lt;br /&gt;
|trait3=&lt;br /&gt;
|description3=&lt;br /&gt;
|trait4=&lt;br /&gt;
|description4=&lt;br /&gt;
|trait5=&lt;br /&gt;
|description5=&lt;br /&gt;
|trait6=&lt;br /&gt;
|description6=&lt;br /&gt;
&amp;lt;!-Add as many traits and descriptions as you need.  REMOVE THIS ENTIRE LINE-&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-Add as many racial powers as you need.  After adding information to the power please remove the non-used parameters.  REMOVE THIS ENTIRE LINE-&amp;gt;&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name=&amp;lt;!-- The name of the power --&amp;gt;&lt;br /&gt;
|owner=Race&lt;br /&gt;
|class=&amp;lt;!-- The name of the race --&amp;gt;&lt;br /&gt;
|type=&amp;lt;!-- The type of this power (Utility, Attack, etc.). --&amp;gt;&lt;br /&gt;
|usage=&amp;lt;!-- At-Will, Encounter, or Daily --&amp;gt;&lt;br /&gt;
|flavor=&amp;lt;!-- The flavor text for this power --&amp;gt;&lt;br /&gt;
|keyword1=&amp;lt;!-- Keywords for this power. --&amp;gt;&lt;br /&gt;
|keyword2=&lt;br /&gt;
|keyword3=&lt;br /&gt;
|keyword4=&lt;br /&gt;
|keyword5=&lt;br /&gt;
|actiontype=&amp;lt;!-- Immediate Reaction, Immediate Interrupt, etc. --&amp;gt;&lt;br /&gt;
|trigger=&amp;lt;!-- The trigger for the power. --&amp;gt;&lt;br /&gt;
|range=&amp;lt;!-- Ranged, Close Burst, Melee, etc. --&amp;gt;&lt;br /&gt;
|rangemod=&amp;lt;!-- The range in squares this attack has. --&amp;gt;&lt;br /&gt;
|prerequisite=&amp;lt;!-- Prerequisites to use this attack. --&amp;gt;&lt;br /&gt;
|requirement=&amp;lt;!-- Requirements to use this attack. --&amp;gt;&lt;br /&gt;
|target=&amp;lt;!-- Primary target for the power. --&amp;gt;&lt;br /&gt;
|attack=&amp;lt;!-- Attack stat against the primary target. --&amp;gt;&lt;br /&gt;
|defense=&amp;lt;!-- Defense stat for the primary target. --&amp;gt;&lt;br /&gt;
|attackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|hit=&amp;lt;!-- What to do when the primary attack hits. --&amp;gt;&lt;br /&gt;
|miss=&amp;lt;!-- What to do when the primary attack misses. --&amp;gt;&lt;br /&gt;
|secondarytarget=&amp;lt;!-- Secondary target for the power. --&amp;gt;&lt;br /&gt;
|secondaryattack=&amp;lt;!-- Attack stat against the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|secondarydefense=&amp;lt;!-- Defense stat for the secondary target. --&amp;gt;&lt;br /&gt;
|secondaryhit=&amp;lt;!-- What to do when the secondary attack hits. --&amp;gt;&lt;br /&gt;
|secondarymiss=&amp;lt;!-- What to do when the secondary attack misses. --&amp;gt;&lt;br /&gt;
|tertiarytarget=&amp;lt;!-- Tertiary target for the power. --&amp;gt;&lt;br /&gt;
|tertiaryattack=&amp;lt;!-- Attack stat against the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryattackextra=&amp;lt;!-- Anything to add after &amp;quot;attack vs. defense&amp;quot; --&amp;gt;&lt;br /&gt;
|tertiarydefense=&amp;lt;!-- Defense stat for the tertiary target. --&amp;gt;&lt;br /&gt;
|tertiaryhit=&amp;lt;!-- What to do when the tertiary attack hits. --&amp;gt;&lt;br /&gt;
|tertiarymiss=&amp;lt;!-- What to do when the tertiary attack misses. --&amp;gt;&lt;br /&gt;
|effect=&amp;lt;!-- Effect for a Utility power. --&amp;gt;&lt;br /&gt;
|extra=&amp;lt;!-- Any extra text you want to add. --&amp;gt;&lt;br /&gt;
|sustain=&amp;lt;!-- How the power is sustained. --&amp;gt;&lt;br /&gt;
|special=&amp;lt;!-- Special text. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-fluff-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Play an &amp;lt;!-pluralized racial name-&amp;gt; if you want...&lt;br /&gt;
* &amp;lt;!--Description--&amp;gt;&lt;br /&gt;
* &amp;lt;!--Description--&amp;gt;&lt;br /&gt;
* &amp;lt;!--Description--&amp;gt;&lt;br /&gt;
&amp;lt;!--repeat as necessary--&amp;gt;&lt;br /&gt;
* To be a member of a race that favors the &amp;lt;!-classes-&amp;gt; classes.&lt;br /&gt;
&lt;br /&gt;
=== Physical Qualities ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-description-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Playing an &amp;lt;!-Pluralized race-&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-description-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;!-Your race-&amp;gt; Characteristics:'''  &amp;lt;!--racial characteristics--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Male Names:'''  &amp;lt;!--Male Names--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Female Names:'''  &amp;lt;!--Female Names--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;!-Your race-&amp;gt; Adventurers ===&lt;br /&gt;
&lt;br /&gt;
Three sample &amp;lt;!-your race-&amp;gt; adventurers are described below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Adventurers of your race.  Keep in mind one can add more adventurers and create NPCs out of the adventurers.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Races Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:&amp;lt;!-Type-&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-Subtype-&amp;gt; Subtype]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;!-REMOVE THIS ENTIRE LINE&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/The_little_Boy_who_cried_Krump_(4e_Feat)</id>
		<title>The little Boy who cried Krump (4e Feat)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/The_little_Boy_who_cried_Krump_(4e_Feat)"/>
				<updated>2013-05-18T07:09:56Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: propose deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|01:09, 18 May 2013 (MDT)|sure.}}&lt;br /&gt;
{{x0&lt;br /&gt;
|nbofbalance= -&lt;br /&gt;
|prereq=&lt;br /&gt;
|desc= }}&lt;br /&gt;
The little Boy who cried Krump [General]&lt;br /&gt;
&lt;br /&gt;
A common story told in Krump-ville&lt;br /&gt;
&lt;br /&gt;
'''Tier:''' Heroic&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite:''' Worship Krump&lt;br /&gt;
&lt;br /&gt;
'''Benefit:''' You learned the valuable lesson of the little Boy who Cried Krump ; When dealing with an annoying child, the best thing to do is too yell at him until he runs off.&lt;br /&gt;
&lt;br /&gt;
+8 to all Intimidate Rolls against anybody who is under 12 years old&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &amp;lt;!-- insert pages that link to this feat here --&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew|4e Homebrew]] &amp;amp;rarr; [[4e Character Options|Character Options]] &amp;amp;rarr; [[4e Feats|Feats]] &amp;amp;rarr; [[4e &amp;lt;!-- subcategory --&amp;gt; Feats|&amp;lt;!-- subcategory --&amp;gt; Feats]].&lt;br /&gt;
&amp;lt;!-- Remove this line to add your feat to categories &lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Feat]]&lt;br /&gt;
[[Category:Heroic Feat]]&lt;br /&gt;
[[Category:Paragon Feat]]&lt;br /&gt;
[[Category:Epic Feat]]&lt;br /&gt;
[[Category:General Feat]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/The_Scourge_(4e_Quest)</id>
		<title>The Scourge (4e Quest)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/The_Scourge_(4e_Quest)"/>
				<updated>2013-05-18T07:09:24Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: propose deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|01:09, 18 May 2013 (MDT)|Not enough information to run or improve}}&lt;br /&gt;
Note: I will be adding to this page as the story progress.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
The Scourge is a D&amp;amp;D campaign based loosely on the Scourge of Lordaeron events that took place in WC3, only, instead of playing the benevolent paladins, the characters play the part of the evil cult who is trying to kill everyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Music===&lt;br /&gt;
I like to have music in the background as we play, and I've been creating some music of my own. I will be adding to this list periodically. I'll have a key later of which music should be playing where.&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Malefic Waltz [http://www.youtube.com/watch?v=FydEbHne4qY]&lt;br /&gt;
&amp;lt;li&amp;gt;Vampiric Soiree [http://www.youtube.com/watch?v=xH7jLAyBLAg]&lt;br /&gt;
&amp;lt;li&amp;gt;Midnight Adventure [http://www.youtube.com/watch?v=XwjMgmYqbLY]&lt;br /&gt;
&lt;br /&gt;
===Map===&lt;br /&gt;
I'll add one here later&lt;br /&gt;
&lt;br /&gt;
===Session 1===&lt;br /&gt;
In the woods of Eastern Lordaeron. There, the cult of Ath'magrul grows and recruits members. They practice their necromantic magic and try to remain unseen to the Lordaeron army and the Paladin's order of The Silver Hand that commands it. It's late summer and that means that the Duke of Andorhal, in accordance with tradition, travels the region and blesses the crops with the powerful heirloom scepter of the Duchy of Andorhal. (duchy is to duke as kingdom is to king). The high necromancer, Ath'magrul has a plan, that he has been working on for a long time. He needs a highly trained, small group of individuals to go and ambush the Duke's caravan, and steal the scepter. With it, Ath'magrul plans to blight the soil and curse all of the crops. The PC's were all chosen to complete this task. If the PC's do well, they may be rewarded with a higher rank, and an appropriate level magic item.&lt;br /&gt;
&lt;br /&gt;
====Encounter 1====&lt;br /&gt;
After the group&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/The_Scarlet_Empress_(4e_Deity)</id>
		<title>The Scarlet Empress (4e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/The_Scarlet_Empress_(4e_Deity)"/>
				<updated>2013-05-18T07:08:37Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: templated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scarlet Empress==&lt;br /&gt;
&lt;br /&gt;
{{4e Deity&lt;br /&gt;
|file=&lt;br /&gt;
|symbol=A marble dragon-like serpent, mouth open, with a violet flame burning within it. &lt;br /&gt;
|alignment=Unaligned&lt;br /&gt;
|domains=[[Domains (4e Index)#Divine Domains|Magic]], [[Domains (4e Index)#Divine Domains|Vengeance]]&lt;br /&gt;
|warpriestdomain=&lt;br /&gt;
|channeldivinity=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Her Imperial Majesty, the Violet Flame of Vengeance, the Great Sorceress, Harbinger of the Spellplague''&lt;br /&gt;
&lt;br /&gt;
'''Home Dominion:''' The Nine Heavens of Ceres&lt;br /&gt;
&lt;br /&gt;
'''Worshipers:''' Arcanists, those of royal blood or lineage, explorers, and those who seek understanding beyond the 'truth' of the ancient tales; often so-called 'heretical' clerics and other such people. Those who seek true vengeance in their hearts, to be obtained at any price, very often call on her as well.  &lt;br /&gt;
&lt;br /&gt;
The Scarlet Empress is portrayed as a beautiful, slender young woman dressed all in scarlet cloth that wears a ornate crown, and is both the sister and consort to the divine Fou-Lu the God Emperor. Her original spheres of power in the beginning were Magic and Blood, but during the Dawn War against the ancient primordials, she gained power over Vengeance as well. It resulted from a forbidden event - her love of a great primordial of nothingness and darkness named Azoth, Sovereign of the Howling Dark. Legends say that this ancient being won her heart in an unknown manner, and Fou-Lu; enraged and shamed by this terrible affront to both his personal honor and the gods, personally killed Azoth and tore his essence from his body, casting it away and sealing his physical form within the prison of Carceri, unable to destroy it fully. The Scarlet Empress, in terrible grief and hatred, vowed revenge against her husband and the divines, unleashing upon their precious mortal creations the dreadful Spellplague. And now she sits, alone and waiting, waiting for someone or something to free her beloved from his prison and carry his essence, to awaken him once more. Her commands are the following:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;!-- A commandment. --&amp;gt; Seek vengeance where it is deserved.&lt;br /&gt;
* &amp;lt;!-- A commandment. --&amp;gt; Learn of all things arcane, that you may grow wiser and more blessed by the knowing.&lt;br /&gt;
* &amp;lt;!-- A commandment. --&amp;gt; Blood is sacred, a holy symbol of the Making. Spill it only in the name of the Divine.&lt;br /&gt;
* &amp;lt;!-- A commandment. --&amp;gt; The Spellplague is the fault of the Gods. With every warped breath, know their actions sealed your fate.&lt;br /&gt;
* &amp;lt;!-- A commandment. --&amp;gt; Seek what is lost, and earn your forgiveness. Fear not, for I am watchful.&lt;br /&gt;
&lt;br /&gt;
=== Cleric Training ===&lt;br /&gt;
&lt;br /&gt;
Clerics of the Scarlet Empress are few, as arcanists are more likely to revere her, and her doctrines are sometimes considered heresy by worshipers of other faiths. Those who consider both blood and vengeance sacred however often become avengers or invokers in her divine name.&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
&lt;br /&gt;
The main quest sought by the believers of the Scarlet Empress is the location of the ancient essence of the fallen primordial Azoth, and a way to free his physical shell from its prison within Carceri. This quest is often kept very secret however, as the servants of other gods would kill her followers if they found out. Usually, other quests such as finding lost magic items, consecrating battlefields and hospitals, and aiding the victims of the Spellplague are kept as fronts and minor objectives to cover up for their actual mission. &lt;br /&gt;
&lt;br /&gt;
=== Temples ===&lt;br /&gt;
&lt;br /&gt;
There is only one great temple dedicated to the Scarlet Empress, and its location is not widely known. However it is often sought by those who are victims or survivors of the Spellplague, as a place to go where they will be accepted and cared for, either as a home or a place of peace until their agonizing death.&lt;br /&gt;
&lt;br /&gt;
=== Heralds and Allies ===&lt;br /&gt;
&lt;br /&gt;
The Scarlet Empress has no allies except for her husband Fou-Lu, and that is tenuous at best. Her herald is typically a gold or silver dragon.&lt;br /&gt;
&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:Deity]]&lt;br /&gt;
[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Temporal_Walker_Powers_(4e_Power_List)</id>
		<title>Temporal Walker Powers (4e Power List)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Temporal_Walker_Powers_(4e_Power_List)"/>
				<updated>2013-05-18T07:04:23Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: propose deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|01:04, 18 May 2013 (MDT)|Class up for deletion.}}&lt;br /&gt;
Okay I suck at any form of scripting so please accept my apologies before hand as there will be none from me.&lt;br /&gt;
Also any help or suggestions are more than welcome. Thanks&lt;br /&gt;
&lt;br /&gt;
At Will Powers.&lt;br /&gt;
&lt;br /&gt;
Reality Jolt&lt;br /&gt;
Standard Action&lt;br /&gt;
Range 10&lt;br /&gt;
Attack Int vs. Will&lt;br /&gt;
Target takes damage equal to your Int Mod. Shift Target one Square.&lt;br /&gt;
&lt;br /&gt;
Spatial Bend&lt;br /&gt;
Standard Action&lt;br /&gt;
Range 10&lt;br /&gt;
Attack Int vs. Will&lt;br /&gt;
Target takes damage equal to your Int Mod. Target Fall Prone.&lt;br /&gt;
&lt;br /&gt;
Temporal Arrow&lt;br /&gt;
Standard Action&lt;br /&gt;
Range 10&lt;br /&gt;
Attack Int vs. Will&lt;br /&gt;
Target takes damage equal to your Int Mod. Adjacent allies gain combat advantage against target until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Encounter Powers&lt;br /&gt;
&lt;br /&gt;
Disrupt The Flow&lt;br /&gt;
Free Action&lt;br /&gt;
Use one Temporal Point&lt;br /&gt;
Effect: You may make a Standard Action as a free action. You take damage equal to your Int Mod.&lt;br /&gt;
&lt;br /&gt;
Time Syphon&lt;br /&gt;
Free Action&lt;br /&gt;
Range 5&lt;br /&gt;
You or one willing ally take damage equal to their Healing Surge Value. This damage cannot be reduced in any way. You gain a Temporal Point.&lt;br /&gt;
&lt;br /&gt;
Dimensional Twist&lt;br /&gt;
Standard Action&lt;br /&gt;
Range 10&lt;br /&gt;
Target: One Ally&lt;br /&gt;
Ally gains a bonus to one defense equal to you Int Mod until end of your next turn.&lt;br /&gt;
&lt;br /&gt;
Fates Reward&lt;br /&gt;
Standard Action&lt;br /&gt;
Range 10&lt;br /&gt;
Attack Int vs. Will&lt;br /&gt;
Target Takes damage equal to amount it last dealt.&lt;br /&gt;
&lt;br /&gt;
Spatial Shift&lt;br /&gt;
Standard Action&lt;br /&gt;
Range 10&lt;br /&gt;
Attack Int vs. Will&lt;br /&gt;
Target is teleported a number of squares equal to 2+ you Int Mod.&lt;br /&gt;
One adjacent ally to the targets ending location makes a Melee Basic attack as a free action.&lt;br /&gt;
&lt;br /&gt;
Temporal Slip&lt;br /&gt;
Standard Action&lt;br /&gt;
Range 10&lt;br /&gt;
Attack Int vs. Will&lt;br /&gt;
Target Loses it’s Standard Action During it’s next turn.&lt;br /&gt;
Special: Use a Temporal Point to have target also lose it’s Move Action during it’s turn.&lt;br /&gt;
&lt;br /&gt;
Change The Flow&lt;br /&gt;
Free Action&lt;br /&gt;
Roll initiative: You replace your order in the initiative to a place of your choice.&lt;br /&gt;
&lt;br /&gt;
Daily Powers&lt;br /&gt;
&lt;br /&gt;
Hide From The Grim&lt;br /&gt;
Immediate Interrupt&lt;br /&gt;
Range 10&lt;br /&gt;
Trigger: One Ally is Bloodied or Dies.&lt;br /&gt;
Effect: Ally spends a Healing surge with a bonus equal to your 4+Int Mod.&lt;br /&gt;
Use one Temporal Point.&lt;br /&gt;
&lt;br /&gt;
Rewrite The Flow&lt;br /&gt;
Immediate Interrupt&lt;br /&gt;
Range 10&lt;br /&gt;
Trigger: One Ally makes a Attack, Skill, or Saving Throw.&lt;br /&gt;
Effect: They are considered as have made a Natural 20 on their roll.&lt;br /&gt;
Use one Temporal Point.&lt;br /&gt;
&lt;br /&gt;
Times Depth&lt;br /&gt;
Minor Action&lt;br /&gt;
After the end of this turn you may make another Minor, Move, and Standard action. You take damage equal to your Int Mod.&lt;br /&gt;
Use one Temporal Point&lt;br /&gt;
Special: This ability may only be used once per 24 hour period.&lt;br /&gt;
&lt;br /&gt;
Hasten The End&lt;br /&gt;
Standard Action&lt;br /&gt;
Use one at will attack power.&lt;br /&gt;
After the first attack resolves use another at will attack power.&lt;br /&gt;
Use one Temporal Point.&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Wizard_(Temporal_Walker)</id>
		<title>Wizard (Temporal Walker)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Wizard_(Temporal_Walker)"/>
				<updated>2013-05-18T07:03:34Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: propose deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|In progress}}&lt;br /&gt;
{{abandoned|16:57, 16 February 2013 (MST)|Creator said in talk page that he wanted to finish by now. Over 4 months later and no new additions. May need to be put up for deletion soon.}}&lt;br /&gt;
{{delete|01:03, 18 May 2013 (MDT)|Nothing happening here. Conceptually more like a Paragon Path, anyway.}}&lt;br /&gt;
{{quote&lt;br /&gt;
|'''''Still In Progress'''''&lt;br /&gt;
|orig=Origin, Boredom&lt;br /&gt;
|src=Myself&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{4e Class Traits&lt;br /&gt;
|role=Controller&lt;br /&gt;
|role_fluff=Walking a most dangerous path you command time and space to your bidding. Not without cost though, the price is high.&lt;br /&gt;
|power_source=Arcane&lt;br /&gt;
|power_source_fluff=Harnessing Arcane Power to the very Fabric of Creation&lt;br /&gt;
|abilities=Intelligence;Constitution, Dexterity, or Wisdom&lt;br /&gt;
|armor=Cloth&lt;br /&gt;
|weapons=Dagger, quarterstaff.&lt;br /&gt;
|implements=Orbs, staffs, wands, tomes&lt;br /&gt;
|defense=+2 Will.&lt;br /&gt;
|level_1_hp=10+ Constitution Score.&lt;br /&gt;
|hp_per_level=4&lt;br /&gt;
|healing_per_day=6+ Constitution Modifier.&lt;br /&gt;
&lt;br /&gt;
|auto_skills=Arcana&lt;br /&gt;
|#_of_skills=3&lt;br /&gt;
|skills=Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int).&lt;br /&gt;
|builds==None yet only have a basic set of power's so far.&lt;br /&gt;
|features=&amp;lt;!-Have to work on it-&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control space/time.&lt;br /&gt;
&lt;br /&gt;
{{4e Class Overview&lt;br /&gt;
|name= Temporal Walker&lt;br /&gt;
|characteristics= Alt Wizard Build&lt;br /&gt;
|religion= Any&lt;br /&gt;
|races= Any&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Creating a Temporal Walker ===&lt;br /&gt;
&lt;br /&gt;
To come, only powers for now. Any suggestions or ideas are welcome. This will be a long work in progress, I put this together in the last hour and a half so it is still rough for now.&lt;br /&gt;
&lt;br /&gt;
===== 1st build =====&lt;br /&gt;
&lt;br /&gt;
tactics&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;!-2nd build-&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-tactics-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Suggested Feat:''' &amp;lt;!-suggested feat-&amp;gt; (Human Feat:&amp;lt;!-suggested bonus feat for humans-&amp;gt;)&lt;br /&gt;
:'''Suggested Skills:''' &amp;lt;!-suggested trained skills-&amp;gt;&lt;br /&gt;
:'''Suggested At-Will Powers:''' &amp;lt;!-suggested two at will powers-&amp;gt;&lt;br /&gt;
:'''Suggested Encounter Power:''' &amp;lt;!-suggested encounter power-&amp;gt;&lt;br /&gt;
:'''Suggested Daily Power:''' &amp;lt;!-suggested daily power-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Temporal Walker Class Features ===&lt;br /&gt;
&lt;br /&gt;
All Temporal Walkers share these class features.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Temporal Displacement}}:'''  A Temporal Walker uses Temporal Points (TP) to use their most powerful abilities. By taking slivers of time from themselves (or others) they can use this stored time to gain extra time when they need it most. An Action Point may be used instead as a Temporal Point. Also by forgoing a Minor Action they can gain a Temporal Sliver, a Move Action for two Temporal Slivers and a Standard for a full Temporal Point. It take four Temporal Slivers to equal a Temporal Point.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Class Feature Name}}:'''  &amp;lt;!- Game rules. -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--repeat as necessary--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
&lt;br /&gt;
A Temporal Walkers powers are called Temporal thingies.... they are fun and hopefully balanced.  A list can be found [[ Temporal Walker Powers (4e Power List)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{4e Classes Breadcrumb}}&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:&amp;lt;!--role--&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Soul_Bolster_(4e_Feat)</id>
		<title>Soul Bolster (4e Feat)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Soul_Bolster_(4e_Feat)"/>
				<updated>2013-05-18T07:02:39Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{4e Feat&lt;br /&gt;
|name=Soul Bolster&lt;br /&gt;
|summary=The closer your allies are to you, the surer they are in the safety of their eternal souls.  &lt;br /&gt;
|prerequisite(s)=[[Necromancer (4e Class)]], Wis 13&lt;br /&gt;
|benefit= Allies adjacent to you gain resist 3 necrotic.  The resistance increases to 5 at 11th level and 10 at 21st level.&lt;br /&gt;
}}&lt;br /&gt;
---- &amp;lt;!-- insert pages that link to this feat here --&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew|4e Homebrew]] &amp;amp;rarr; [[4e Character Options|Character Options]] &amp;amp;rarr; [[4e Feats|Feats]] &amp;amp;rarr; [[4e Class Feats|Class Feats]].&amp;lt;br&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew|4e Homebrew]] &amp;amp;rarr; [[4e Character Options|Character Options]] &amp;amp;rarr; [[4e Feats|Feats]] &amp;amp;rarr; [[4e Heroic Feats|Heroic Feats]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Heroic Tier]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Riseing_Dragon_Stance_(_4e_Power_)</id>
		<title>Riseing Dragon Stance ( 4e Power )</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Riseing_Dragon_Stance_(_4e_Power_)"/>
				<updated>2013-05-18T07:00:33Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: propose deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|01:00, 18 May 2013 (MDT)|I have no idea what class this is for.}}&lt;br /&gt;
{{4e Power/Sandbox&lt;br /&gt;
|name=Rising Dragon Attack&lt;br /&gt;
|usage=Daily&lt;br /&gt;
|flavor=Showing no signs of injury, you respond to any attack with a fiery uppercut&lt;br /&gt;
|class=Monk&lt;br /&gt;
|type=Attack&lt;br /&gt;
|keyword1=Martial&lt;br /&gt;
|keyword2=Fire&lt;br /&gt;
|keyword3=Stance&lt;br /&gt;
|keyword4=Melee Weapon&lt;br /&gt;
|level=1&lt;br /&gt;
|actiontype=Immediate Reaction&lt;br /&gt;
|range=Melee 1&lt;br /&gt;
|trigger=An enemy deals damage to you.&lt;br /&gt;
|target=The triggering enemy.&lt;br /&gt;
|attack=Dex&lt;br /&gt;
|defense=AC&lt;br /&gt;
|hit= 2[W] + Dexterity damage fire damage.&lt;br /&gt;
|effect= You enter the Rising Dragon Stance. Whenever an enemy attacks you in this stance, they take dex fire damage.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pick_of_the_Day_(4e_Feat)</id>
		<title>Pick of the Day (4e Feat)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pick_of_the_Day_(4e_Feat)"/>
				<updated>2013-05-18T06:58:15Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: propose deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|00:58, 18 May 2013 (MDT)|Daily powers should never, ever be Encounter; Encounter powers should never, ever be at-will. They are all designed differenty.}}&lt;br /&gt;
===Pick of the Day [General]===&lt;br /&gt;
&lt;br /&gt;
A general focus increases the rate of power/exploit usage.&lt;br /&gt;
&lt;br /&gt;
'''Tier:''' Paragon&lt;br /&gt;
&lt;br /&gt;
'''Prerequisite:''' Level 13.&lt;br /&gt;
&lt;br /&gt;
'''Benefit:''' Grants the &amp;quot;Pick of the Day&amp;quot; power&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name=Pick of the Day&lt;br /&gt;
|usage=Daily&lt;br /&gt;
|flavor=By focusing on a single ability, you gain the capacity to use it more frequently.&lt;br /&gt;
|owner=Feat&lt;br /&gt;
|type=Utility&lt;br /&gt;
|level=13&lt;br /&gt;
|keyword1=Psionic&lt;br /&gt;
|actiontype=Free Action&lt;br /&gt;
|range=Self&lt;br /&gt;
|prerequisite=&amp;quot;Pick of the Day&amp;quot; feat&lt;br /&gt;
|effect=After an extended rest, select any encounter or daily power.  The wait time is reduced one category for this power until your next extended rest (The encounter power becomes an at-will power, or the daily power becomes an encounter power).  As an additional cost, you must select one other power from the same category, which you will not be able to use until your next extended rest.&lt;br /&gt;
}}&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[4e Homebrew|4e Homebrew]] &amp;amp;rarr; [[4e Character Options|Character Options]] &amp;amp;rarr; [[4e Feats|Feats]] &amp;amp;rarr; [[4e &amp;lt;!-- subcategory --&amp;gt; Feats|&amp;lt;!-- subcategory --&amp;gt; Feats]]&lt;br /&gt;
&amp;lt;!-- Remove this line to add your feat to categories &lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Feat]]&lt;br /&gt;
&lt;br /&gt;
[[Category:General Feat]]&lt;br /&gt;
[[Category:Item Creation Feat]]&lt;br /&gt;
[[Category:Psionic Feat]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pick_of_Tiamat_(3.5e_Equipment)</id>
		<title>Pick of Tiamat (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pick_of_Tiamat_(3.5e_Equipment)"/>
				<updated>2013-05-18T06:56:20Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|Does not include the backstory appropriate for an artifact.}}&lt;br /&gt;
==Pick of Tiamat==&lt;br /&gt;
''&amp;quot;I killed him with a single swing. BANG. FALL. He was dead. I took up that blasted Great Sword and threw it into the pit of lava. I won. I killed Lord Owin Temnip. And now nothing stands in the way of my queen Tiamat! NOTHING!!&amp;quot;'' - A passage from the diary of Ramon Siaxis, the dark fiend.&lt;br /&gt;
&lt;br /&gt;
This +6 [[Srd:Bane|Bane]] (good dragons) Heavy Pick was forged from the fires of the nine Hells and with the hammers of the most skilled devil metal workers, it is a wicked looking Pick was created for the purpose of killing good dragons. Its said that if someone of evil dragon blood or an Evoil wields it then its true potential is realesed. This is true. If a evil Half-Dragon, an evil dragon in human form, or an Evoil wields it then it becomes a +8 Good dragon smiting  Heavy Pick. This works like this; once per a day the wielder can speak a key word, Tiamat, and for 4d4 rounds if they break the armor class of any one with good dragon blood, instead of dealing damage they instantly kill that person.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD Equipment|Equipment]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Artifact]]&lt;br /&gt;
[[Category:Artifact, Major]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Phlades</id>
		<title>Phlades</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Phlades"/>
				<updated>2013-05-18T06:54:53Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: propose deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|00:54, 18 May 2013 (MDT)|Boring and vague.}}&lt;br /&gt;
God of Retribution &lt;br /&gt;
&lt;br /&gt;
Lesser Deity&lt;br /&gt;
&lt;br /&gt;
Material Plane&lt;br /&gt;
&lt;br /&gt;
Chaotic Neutral &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Domains: Chaos, Death, Fire, Retribution &lt;br /&gt;
&lt;br /&gt;
Favored Weapon: Long Sword&lt;br /&gt;
&lt;br /&gt;
Phlades is the god of retribution. His followers do not have a formal church as they tend to be loners. Generally speaking,  his followers are seeking revenge against someone or something (an organization perhaps) that has wronged them in the past. Clerics of Phlades are must be of a chaotic alignment but there are no restrictions on the Good-Evil axis. In spite of this, most of Phlades clerics are neutral or evil because to become a cleric of his order you must swear to never show mercy where retribution is due. &lt;br /&gt;
&lt;br /&gt;
Although followers of Phlades have their own personal quest for vengeance, they must adventure like everyone else to gain the power to exact their revenge. They are often drawn into the quests of others seeking revenge and can sometimes be hired for such tasks as performing them honors their god. &lt;br /&gt;
&lt;br /&gt;
When a cleric of Phlades does kill someone against whom he was seeking vengeance, he performs the only ritual required by his god, the burning of the body. This burning must be performed with a special spell granted him by Phlades for such a purpose. The holy flames produced by this spell bind the essence of the burned to Phlades.&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Personal_Firearms_Proficiency</id>
		<title>Personal Firearms Proficiency</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Personal_Firearms_Proficiency"/>
				<updated>2013-05-18T06:54:06Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: Marasmusine moved page Personal Firearms Proficiency to Personal Firearms Proficiency (D20 Modern Feat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Personal Firearms Proficiency (D20 Modern Feat)]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Personal_Firearms_Proficiency_(D20_Modern_Feat)</id>
		<title>Personal Firearms Proficiency (D20 Modern Feat)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Personal_Firearms_Proficiency_(D20_Modern_Feat)"/>
				<updated>2013-05-18T06:53:51Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: Marasmusine moved page Personal Firearms Proficiency to Personal Firearms Proficiency (D20 Modern Feat)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Feat is what you need to unlock single handed weapons such as the M7/Caseless Submachine Gun, the Brute Plasma rifle, and the Mauler. All of these weapons that require the personal firearms proficiency may be able to dual wield if you get the [[Weapon Focus]] feat. You may also get the Weapon specialization feat after you have unlocked the [[Longarms proficiency]] feat, the [[personal firearms proficiency feat]],the [[Exotic Firearms Proficiency]], and the [[Tools level 1]] feats.&lt;br /&gt;
&lt;br /&gt;
[[Category:Halo Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Feat]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Personal_Firearms_Proficiency_(D20_Modern_Feat)</id>
		<title>Personal Firearms Proficiency (D20 Modern Feat)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Personal_Firearms_Proficiency_(D20_Modern_Feat)"/>
				<updated>2013-05-18T06:53:02Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Feat is what you need to unlock single handed weapons such as the M7/Caseless Submachine Gun, the Brute Plasma rifle, and the Mauler. All of these weapons that require the personal firearms proficiency may be able to dual wield if you get the [[Weapon Focus]] feat. You may also get the Weapon specialization feat after you have unlocked the [[Longarms proficiency]] feat, the [[personal firearms proficiency feat]],the [[Exotic Firearms Proficiency]], and the [[Tools level 1]] feats.&lt;br /&gt;
&lt;br /&gt;
[[Category:Halo Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Feat]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Category:Pathfinder</id>
		<title>Category:Pathfinder</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Category:Pathfinder"/>
				<updated>2013-05-18T06:45:33Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: Created page with &amp;quot;Category:Categories&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Categories]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pathfinder_Race:_Human</id>
		<title>Pathfinder Race: Human</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pathfinder_Race:_Human"/>
				<updated>2013-05-18T06:43:27Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Humans==&lt;br /&gt;
&lt;br /&gt;
Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.&lt;br /&gt;
&lt;br /&gt;
===Physical Description===&lt;br /&gt;
The physical characteristics of humans are as varied as the world's climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking, humans' skin color assumes a darker hue the closer to the equator they live.&lt;br /&gt;
&lt;br /&gt;
===Society===&lt;br /&gt;
Human society comprises a multitude of governments, attitudes, and lifestyles. Though the oldest human cultures trace their histories thousands of years into the past, when compared to the societies of common races like elves and dwarves, human society seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition.&lt;br /&gt;
&lt;br /&gt;
===Relations===&lt;br /&gt;
Humans are fecund, and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this leads to violence and war, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon dwarves as miserly drunkards, elves as flighty fops, halflings as craven thieves, gnomes as twisted maniacs, and half-elves and half-orcs as embarrassments—but the race's diversity among its own members also makes humans quite adept at accepting others for what they are.&lt;br /&gt;
&lt;br /&gt;
===Alignment and Religion===&lt;br /&gt;
Humanity is perhaps the most heterogeneous of all the common races, with a capacity for great evil and boundless good. Some assemble into vast barbaric hordes, while others build sprawling cities that cover miles. Taken as a whole, most humans are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments. Humans also have the widest range in gods and religion, lacking other races' ties to tradition and eager to turn to anyone offering them glory or protection.&lt;br /&gt;
&lt;br /&gt;
===Adventurers===&lt;br /&gt;
Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and backgrounds, and as such can fill any role within an adventuring party.&lt;br /&gt;
&lt;br /&gt;
===Names===&lt;br /&gt;
Unlike other races, who generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of a northern barbarian tribe have much different names than those hailing from a subtropical nation of sailors and tradesmen. Throughout most of the world humans speak Common, yet their names are as varied as their beliefs and appearances.&lt;br /&gt;
&lt;br /&gt;
===Human Racial Traits===&lt;br /&gt;
&lt;br /&gt;
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.&lt;br /&gt;
&lt;br /&gt;
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.&lt;br /&gt;
&lt;br /&gt;
Normal Speed: Humans have a base speed of 30 feet.&lt;br /&gt;
&lt;br /&gt;
Bonus Feat: Humans select one extra feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.&lt;br /&gt;
&lt;br /&gt;
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).&lt;br /&gt;
&lt;br /&gt;
{{Template:OGL Bottom|part of the Pathfinder Reference Document|Pathfinder}}&lt;br /&gt;
[[Category:Pathfinder]]&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pathfinder_Race:_Halfling</id>
		<title>Pathfinder Race: Halfling</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pathfinder_Race:_Halfling"/>
				<updated>2013-05-18T06:43:16Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
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&lt;div&gt;==Halflings==&lt;br /&gt;
&lt;br /&gt;
Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone as some of the more volatile races to violent or emotional outbursts. Even in the jaws of catastrophe, a halfling almost never loses his sense of humor.&lt;br /&gt;
&lt;br /&gt;
Halflings are inveterate opportunists. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet a halfling's curiosity often overwhelms his good sense, leading to poor decisions and narrow escapes.&lt;br /&gt;
&lt;br /&gt;
Though their curiosity drives them to travel and seek new places and experiences, halflings possess a strong sense of house and home, often spending above their means to enhance the comforts of home life.&lt;br /&gt;
&lt;br /&gt;
===Physical Description===&lt;br /&gt;
Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their skin tends toward a rich almond color and their hair toward light shades of brown. A halfling's ears are pointed, but proportionately not much larger than those of a human.&lt;br /&gt;
&lt;br /&gt;
===Society===&lt;br /&gt;
Halflings claim no cultural homeland and control no settlements larger than rural assemblies of free towns. Far more often, they dwell at the knees of their human cousins in human cities, eking out livings as they can from the scraps of larger societies. Many halflings lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more nomadic lives on the road, traveling the world and experiencing all it has to offer.&lt;br /&gt;
&lt;br /&gt;
===Relations===&lt;br /&gt;
A typical halfling prides himself on his ability to go unnoticed by other races—it is this trait that allows so many halflings to excel at thievery and trickery. Most halflings, knowing full well the stereotyped view other races take of them as a result, go out of their way to be forthcoming and friendly to the bigger races when they're not trying to go unnoticed. They get along fairly well with gnomes, although most halflings regard these eccentric creatures with a hefty dose of caution. Halflings coexist well with humans as a general rule, but since some of the more aggressive human societies value halflings as slaves, halflings try not to grow too complacent when dealing with them. Halflings respect elves and dwarves, but these races generally live in remote regions far from the comforts of civilization that halflings enjoy, thus limiting opportunities for interaction. Only half-orcs are generally shunned by halflings, for their great size and violent natures are a bit too intimidating for most halflings to cope with.&lt;br /&gt;
&lt;br /&gt;
===Alignment and Religion===&lt;br /&gt;
Halflings are loyal to their friends and families, but since they dwell in a world dominated by races twice as large as themselves, they've come to grips with the fact that sometimes they'll need to scrap and scrounge for survival. Most halflings are neutral as a result.&lt;br /&gt;
&lt;br /&gt;
===Adventurers===Their inherent luck coupled with their insatiable wanderlust makes halflings ideal for lives of adventure. Other such vagabonds tend to put up with the curious race in hopes that some of their mystical luck will rub off.&lt;br /&gt;
&lt;br /&gt;
===Halfling Racial Traits===&lt;br /&gt;
&lt;br /&gt;
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.&lt;br /&gt;
&lt;br /&gt;
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.&lt;br /&gt;
&lt;br /&gt;
Slow Speed: Halflings have a base speed of 20 feet.&lt;br /&gt;
&lt;br /&gt;
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.&lt;br /&gt;
&lt;br /&gt;
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.&lt;br /&gt;
&lt;br /&gt;
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.&lt;br /&gt;
&lt;br /&gt;
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.&lt;br /&gt;
&lt;br /&gt;
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.&lt;br /&gt;
&lt;br /&gt;
{{Template:OGL Bottom|part of the Pathfinder Reference Document|Pathfinder}}&lt;br /&gt;
[[Category:Pathfinder]]&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pathfinder_Race:_Half-Orc</id>
		<title>Pathfinder Race: Half-Orc</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pathfinder_Race:_Half-Orc"/>
				<updated>2013-05-18T06:43:06Z</updated>
		
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&lt;div&gt;==Half-Orcs==&lt;br /&gt;
Half-orcs are monstrosities, their tragic births the result of perversion and violence—or at least, that's how other races see them. It's true that half-orcs are rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Feared, distrusted, and spat upon, half-orcs still consistently manage to surprise their detractors with great deeds and unexpected wisdom—though sometimes it's easier just to crack a few skulls.&lt;br /&gt;
&lt;br /&gt;
===Physical Description===&lt;br /&gt;
Both genders of half-orc stand between 6 and 7 feet tall, with powerful builds and greenish or grayish skin. Their canines often grow long enough to protrude from their mouths, and these “tusks,” combined with heavy brows and slightly pointed ears, give them their notoriously bestial appearance. While half-orcs may be impressive, few ever describe them as beautiful.&lt;br /&gt;
&lt;br /&gt;
===Society===&lt;br /&gt;
Unlike half-elves, where at least part of society's discrimination is born out of jealousy or attraction, half-orcs get the worst of both worlds: physically weaker than their orc kin, they also tend to be feared or attacked outright by the legions of humans who don't bother making the distinction between full orcs and halfbloods. Still, while not exactly accepted, half-orcs in civilized societies tend to be valued for their martial prowess, and orc leaders have actually been known to spawn them intentionally, as the halfbreeds regularly make up for their lack of physical strength with increased cunning and aggression, making them natural chieftains and strategic advisors.&lt;br /&gt;
&lt;br /&gt;
===Relations===&lt;br /&gt;
A lifetime of persecution leaves the average half-orc wary and quick to anger, yet those who break through his savage exterior might find a well-hidden core of empathy. Elves and dwarves tend to be the least accepting of half-orcs, seeing in them too great a resemblance to their racial enemies, but other races aren't much more understanding. Human societies with few orc problems tend to be the most accommodating, and there half-orcs make natural mercenaries and enforcers.&lt;br /&gt;
&lt;br /&gt;
===Alignment &amp;amp; Religion===&lt;br /&gt;
Forced to live either among brutish orcs or as lonely outcasts in civilized lands, most half-orcs are bitter, violent, and reclusive. Evil comes easily to them, but they are not evil by nature—rather, most half-orcs are chaotic neutral, having been taught by long experience that there's no point doing anything but that which directly benefits themselves.&lt;br /&gt;
&lt;br /&gt;
===Adventurers===&lt;br /&gt;
Staunchly independent, many half-orcs take to lives of adventure out of necessity, seeking to escape their painful pasts or improve their lot through force of arms. Others, more optimistic or desperate for acceptance, take up the mantle of crusaders in order to prove their worth to the world.&lt;br /&gt;
&lt;br /&gt;
===Half-Orc Racial Traits===&lt;br /&gt;
&lt;br /&gt;
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.&lt;br /&gt;
&lt;br /&gt;
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.&lt;br /&gt;
&lt;br /&gt;
Normal Speed: Half-orcs have a base speed of 30 feet.&lt;br /&gt;
&lt;br /&gt;
Darkvision: Half-orcs can see in the dark up to 60 feet.&lt;br /&gt;
&lt;br /&gt;
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.&lt;br /&gt;
&lt;br /&gt;
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.&lt;br /&gt;
&lt;br /&gt;
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.&lt;br /&gt;
&lt;br /&gt;
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.&lt;br /&gt;
&lt;br /&gt;
{{Template:OGL Bottom|part of the Pathfinder Reference Document|Pathfinder}}&lt;br /&gt;
[[Category:Pathfinder]]&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pathfinder_Race:_Half-Elf</id>
		<title>Pathfinder Race: Half-Elf</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pathfinder_Race:_Half-Elf"/>
				<updated>2013-05-18T06:42:28Z</updated>
		
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&lt;div&gt;==Half-Elves==&lt;br /&gt;
&lt;br /&gt;
Elves have long drawn the covetous gazes of other races. Their generous life spans, magical affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races first came into contact with each other, the humans have held up elves as models of physical perfection, seeing in the fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the younger race play out their brief lives.&lt;br /&gt;
&lt;br /&gt;
Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-elves, a race descended of two cultures yet inheritor of neither. Half-elves can breed with one another, but even these “pureblood” half-elves tend to be viewed as bastards by humans and elves alike.&lt;br /&gt;
&lt;br /&gt;
===Physical Description===&lt;br /&gt;
Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. A half-elf's human-like eyes tend to range a spectrum of exotic colors running from amber or violet to emerald green and deep blue.&lt;br /&gt;
&lt;br /&gt;
===Society===&lt;br /&gt;
The lack of a unified homeland and culture forces half-elves to remain versatile, able to conform to nearly any environment. While often attractive to both races for the same reasons as their parents, half-elves rarely fit in with either humans or elves, as both races see too much evidence of the other in them. This lack of acceptance weighs heavily on many half-elves, yet others are bolstered by their unique status, seeing in their lack of a formalized culture the ultimate freedom. As a result, half-elves are incredibly adaptable, capable of adjusting their mindsets and talents to whatever societies they find themselves in.&lt;br /&gt;
&lt;br /&gt;
===Relations===&lt;br /&gt;
A half-elf understands loneliness, and knows that character is often less a product of race than of life experience. As such, half-elves are often open to friendships and alliances with other races, and less likely to rely on first impressions when forming opinions of new acquaintances.&lt;br /&gt;
&lt;br /&gt;
===Alignment and Religion===&lt;br /&gt;
Half-elves' isolation strongly influences their characters and philosophies. Cruelty does not come naturally to them, nor does blending in and bending to societal convention—as a result, most half-elves are chaotic good. Half-elves' lack of a unified culture makes them less likely to turn to religion, but those who do generally follow the common faiths of their homeland.&lt;br /&gt;
&lt;br /&gt;
===Adventurers===&lt;br /&gt;
Half-elves tend to be itinerants, wandering the lands in search of a place they might finally call home. The desire to prove oneself to the community and establish a personal identity—or even a legacy—drives many half-elf adventurers to lives of bravery.&lt;br /&gt;
&lt;br /&gt;
===Half-Elf Racial Traits===&lt;br /&gt;
&lt;br /&gt;
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.&lt;br /&gt;
&lt;br /&gt;
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.&lt;br /&gt;
&lt;br /&gt;
Normal Speed: Half-elves have a base speed of 30 feet.&lt;br /&gt;
&lt;br /&gt;
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.&lt;br /&gt;
&lt;br /&gt;
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.&lt;br /&gt;
&lt;br /&gt;
Elf Blood: Half-elves count as both elves and humans for any effect related to race.&lt;br /&gt;
&lt;br /&gt;
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.&lt;br /&gt;
&lt;br /&gt;
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.&lt;br /&gt;
&lt;br /&gt;
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.&lt;br /&gt;
&lt;br /&gt;
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).&lt;br /&gt;
&lt;br /&gt;
{{Template:OGL Bottom|part of the Pathfinder Reference Document|Pathfinder}}&lt;br /&gt;
[[Category:Pathfinder]]&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pathfinder_Race:_Gnome</id>
		<title>Pathfinder Race: Gnome</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pathfinder_Race:_Gnome"/>
				<updated>2013-05-18T06:42:11Z</updated>
		
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&lt;div&gt;=Gnomes=&lt;br /&gt;
&lt;br /&gt;
Gnomes trace their lineage back to the mysterious realm of the fey, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. As a result, gnomes are widely regarded by the other races as alien and strange.&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, frequently with little regard for heredity. Gnomes possess highly mutable facial characteristics, and many have overly large mouths and eyes, an effect which can be both disturbing and stunning, depending on the individual.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Unlike most races, gnomes do not generally organize themselves within classic societal structures. Whimsical creatures at heart, they typically travel alone or with temporary companions, ever seeking new and more exciting experiences. They rarely form enduring relationships among themselves or with members of other races, instead pursuing crafts, professions, or collections with a passion that borders on zealotry. Male gnomes have a strange fondness for unusual hats and headgear, while females often proudly wear elaborate and eccentric hairstyles.&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
Gnomes have difficulty interacting with the other races, on both emotional and physical levels. Gnome humor is hard to translate and often comes across as malicious or senseless to other races, while gnomes in turn tend to think of the taller races as dull and lumbering giants. They get along well with halflings and humans, but are overly fond of playing jokes on dwarves and half-orcs, whom most gnomes feel need to lighten up. They respect elves, but often grow frustrated with the comparatively slow pace at which members of the long-lived race make decisions. To the gnomes, action is always better than inaction, and many gnomes carry several highly involved projects with them at all times to keep themselves entertained during rest periods.&lt;br /&gt;
&lt;br /&gt;
==Alignment and Religion==&lt;br /&gt;
Although gnomes are impulsive tricksters, with sometimes inscrutable motives and equally confusing methods, their hearts are generally in the right place. They are prone to powerful fits of emotion, and find themselves most at peace within the natural world.&lt;br /&gt;
&lt;br /&gt;
==Adventurers==&lt;br /&gt;
Gnomes' propensity for wanderlust makes them natural adventurers. They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Gnomes make up for their weakness with a proclivity for sorcery or bardic music.&lt;br /&gt;
&lt;br /&gt;
==Gnome Racial Traits==&lt;br /&gt;
&lt;br /&gt;
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.&lt;br /&gt;
&lt;br /&gt;
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.&lt;br /&gt;
&lt;br /&gt;
Slow Speed: Gnomes have a base speed of 20 feet.&lt;br /&gt;
&lt;br /&gt;
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.&lt;br /&gt;
&lt;br /&gt;
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.&lt;br /&gt;
&lt;br /&gt;
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.&lt;br /&gt;
&lt;br /&gt;
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.&lt;br /&gt;
&lt;br /&gt;
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.&lt;br /&gt;
&lt;br /&gt;
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.&lt;br /&gt;
&lt;br /&gt;
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.&lt;br /&gt;
&lt;br /&gt;
{{Template:OGL Bottom|part of the Pathfinder Reference Document|Pathfinder}}&lt;br /&gt;
[[Category:Pathfinder]]&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pathfinder_Race:_Elf</id>
		<title>Pathfinder Race: Elf</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pathfinder_Race:_Elf"/>
				<updated>2013-05-18T06:41:14Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
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&lt;div&gt;=Elves=&lt;br /&gt;
&lt;br /&gt;
The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
Although generally taller than humans, elves possess a graceful, fragile physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. While elven clothing often plays off the beauty of the natural world, those elves that live in cities tend to bedeck themselves in the latest fashion.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf's skill at smithing. They regard gnomes as strange (and sometimes dangerous) curiosities, and halflings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard half-orcs with distrust and suspicion.&lt;br /&gt;
&lt;br /&gt;
==Alignment and Religion==&lt;br /&gt;
Elves are emotional and capricious, yet value kindness and beauty. Most elves are chaotic good.&lt;br /&gt;
&lt;br /&gt;
==Adventurers==&lt;br /&gt;
Many elves embark on adventures out of a desire to explore the world, leaving their secluded forest realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their forefathers. For those raised among humans, the ephemeral and unfettered life of an adventurer holds natural appeal. Elves generally eschew melee because of their frailty, preferring instead to pursue classes such as wizards and rangers.&lt;br /&gt;
&lt;br /&gt;
==Elf Racial Traits==&lt;br /&gt;
&lt;br /&gt;
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.&lt;br /&gt;
&lt;br /&gt;
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.&lt;br /&gt;
&lt;br /&gt;
Normal Speed: Elves have a base speed of 30 feet.&lt;br /&gt;
&lt;br /&gt;
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.&lt;br /&gt;
&lt;br /&gt;
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.&lt;br /&gt;
&lt;br /&gt;
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.&lt;br /&gt;
&lt;br /&gt;
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.&lt;br /&gt;
&lt;br /&gt;
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.&lt;br /&gt;
&lt;br /&gt;
{{Template:OGL Bottom|part of the Pathfinder Reference Document|Pathfinder}}&lt;br /&gt;
[[Category:Pathfinder]]&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pathfinder_Race:_Dwarf</id>
		<title>Pathfinder Race: Dwarf</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pathfinder_Race:_Dwarf"/>
				<updated>2013-05-18T06:40:58Z</updated>
		
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&lt;div&gt;==Dwarf==&lt;br /&gt;
&lt;br /&gt;
Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.&lt;br /&gt;
&lt;br /&gt;
===Physical Description ===&lt;br /&gt;
Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A clean-shaven male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarf.&lt;br /&gt;
&lt;br /&gt;
===Society===&lt;br /&gt;
The great distances between their mountain citadels account for many of the cultural differences that exist within dwarven society. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and a fierce hatred of giants, orcs, and goblinoids.&lt;br /&gt;
&lt;br /&gt;
===Relations===&lt;br /&gt;
Dwarves and orcs have long dwelt in proximity, theirs a history of violence as old as both their races. Dwarves generally distrust and shun half-orcs. They find halflings, elves, and gnomes to be too frail, flighty, or “pretty” to be worthy of proper respect. It is with humans that dwarves share the strongest link, for humans' industrious nature and hearty appetites come closest to matching those of the dwarven ideal.&lt;br /&gt;
&lt;br /&gt;
===Alignment and Religion===&lt;br /&gt;
Dwarves are driven by honor and tradition, and while they are often satirized as standoffish, they have a strong sense of friendship and justice, and those who win their trust understand that, while they work hard, they play even harder—especially when good ale is involved. Most dwarves are lawful good.&lt;br /&gt;
&lt;br /&gt;
===Adventurers===&lt;br /&gt;
Although dwarven adventurers are rare compared to humans, they can be found in most regions of the world. Dwarves often leave the confines of their redoubts to seek glory for their clans, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies. Dwarven warfare is often characterized by tunnel fighting and melee combat, and as such most dwarves tend toward classes such as fighters and barbarians.&lt;br /&gt;
&lt;br /&gt;
===Dwarf Racial Traits===&lt;br /&gt;
* +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.&lt;br /&gt;
* Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.&lt;br /&gt;
* Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.&lt;br /&gt;
* Darkvision: Dwarves can see in the dark up to 60 feet.&lt;br /&gt;
* Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.&lt;br /&gt;
* Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.&lt;br /&gt;
* Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.&lt;br /&gt;
* Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.&lt;br /&gt;
* Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.&lt;br /&gt;
* Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.&lt;br /&gt;
* Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.&lt;br /&gt;
* Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:OGL Bottom|part of the Pathfinder Reference Document|Pathfinder}}&lt;br /&gt;
[[Category:Pathfinder]]&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pathfinder_Monster:_Orc</id>
		<title>Pathfinder Monster: Orc</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pathfinder_Monster:_Orc"/>
				<updated>2013-05-18T06:40:39Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Orcs are defined by their class levels—they do not possess racial Hit Dice. All orcs have the following racial traits.&lt;br /&gt;
&lt;br /&gt;
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are brutal and savage.&lt;br /&gt;
&lt;br /&gt;
Darkvision: Orcs can see in the dark up to 60 feet.&lt;br /&gt;
&lt;br /&gt;
Ferocity&lt;br /&gt;
&lt;br /&gt;
Light Sensitivity&lt;br /&gt;
&lt;br /&gt;
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.&lt;br /&gt;
&lt;br /&gt;
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from among the following bonus languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.&lt;br /&gt;
&lt;br /&gt;
{{Template:OGL Bottom|part of the Pathfinder Reference Document|Pathfinder}}&lt;br /&gt;
[[Category:Pathfinder]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pathfinder_Class:_Barbarian</id>
		<title>Pathfinder Class: Barbarian</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pathfinder_Class:_Barbarian"/>
				<updated>2013-05-18T06:40:24Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Barbarian==&lt;br /&gt;
&lt;br /&gt;
For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage.&lt;br /&gt;
&lt;br /&gt;
===Role===&lt;br /&gt;
Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way.&lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
Any nonlawful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Barbarian}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d12&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Fast movement, rage&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rage power, uncanny dodge&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Trap sense +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rage power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved uncanny dodge&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rage power, Trap sense +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage reduction 1/—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rage power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Trap sense +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage reduction 2/—, Rage power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater rage&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rage power, Trap sense +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage reduction 3/—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Indomitable will, Rage power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Trap sense +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage reduction 4/—, Rage power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tireless rage&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rage power, Trap sense +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage reduction 5/—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mighty rage, Rage power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).&lt;br /&gt;
|}&lt;br /&gt;
===Class Features===&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the barbarian.&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).&lt;br /&gt;
&lt;br /&gt;
Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.&lt;br /&gt;
&lt;br /&gt;
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.&lt;br /&gt;
&lt;br /&gt;
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.&lt;br /&gt;
&lt;br /&gt;
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.&lt;br /&gt;
&lt;br /&gt;
Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.&lt;br /&gt;
&lt;br /&gt;
Animal Fury (Ex): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.&lt;br /&gt;
&lt;br /&gt;
Clear Mind (Ex): A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Fearless Rage (Ex): While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.&lt;br /&gt;
&lt;br /&gt;
Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.&lt;br /&gt;
&lt;br /&gt;
Internal Fortitude (Ex): While raging, the barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level before selecting this rage power.&lt;br /&gt;
&lt;br /&gt;
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.&lt;br /&gt;
&lt;br /&gt;
Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Low-Light Vision (Ex): The barbarian's senses sharpen and she gains low-light vision while raging.&lt;br /&gt;
&lt;br /&gt;
Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 12th level before selecting this power. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Night Vision (Ex): The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.&lt;br /&gt;
&lt;br /&gt;
No Escape (Ex): The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Powerful Blow (Ex): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Quick Reflexes (Ex): While raging, the barbarian can make one additional attack of opportunity per round.&lt;br /&gt;
&lt;br /&gt;
Raging Climber (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks.&lt;br /&gt;
&lt;br /&gt;
Raging Leaper (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.&lt;br /&gt;
&lt;br /&gt;
Raging Swimmer (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.&lt;br /&gt;
&lt;br /&gt;
Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.&lt;br /&gt;
&lt;br /&gt;
Rolling Dodge (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Roused Anger (Ex): The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.&lt;br /&gt;
&lt;br /&gt;
Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).&lt;br /&gt;
&lt;br /&gt;
Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.&lt;br /&gt;
&lt;br /&gt;
Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Swift Foot (Ex): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.&lt;br /&gt;
&lt;br /&gt;
Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power.&lt;br /&gt;
&lt;br /&gt;
Unexpected Strike (Ex): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power.&lt;br /&gt;
&lt;br /&gt;
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.&lt;br /&gt;
&lt;br /&gt;
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.&lt;br /&gt;
&lt;br /&gt;
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.&lt;br /&gt;
&lt;br /&gt;
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.&lt;br /&gt;
&lt;br /&gt;
Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.&lt;br /&gt;
&lt;br /&gt;
Greater Rage (Ex): At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.&lt;br /&gt;
&lt;br /&gt;
Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.&lt;br /&gt;
&lt;br /&gt;
Tireless Rage (Ex): Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.&lt;br /&gt;
&lt;br /&gt;
Mighty Rage (Ex): At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.&lt;br /&gt;
===Ex-Barbarians===&lt;br /&gt;
&lt;br /&gt;
A barbarian who becmes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Pathfinder]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
{{OGL Bottom|part of the Pathfinder Reference Document|Pathfinder}}&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pathfinder_Monster:_Drow</id>
		<title>Pathfinder Monster: Drow</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pathfinder_Monster:_Drow"/>
				<updated>2013-05-18T06:39:38Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drow are defined by their class levels—they do not possess racial Hit Dice. All drow have the following racial traits.&lt;br /&gt;
&lt;br /&gt;
+2 Dexterity, +2 Charisma, –2 Constitution: Drow are nimble and manipulative.&lt;br /&gt;
&lt;br /&gt;
Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.&lt;br /&gt;
&lt;br /&gt;
Normal Speed: Drow have a base speed of 30 feet.&lt;br /&gt;
&lt;br /&gt;
Darkvision: Drow can see in the dark up to 120 feet.&lt;br /&gt;
&lt;br /&gt;
Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.&lt;br /&gt;
&lt;br /&gt;
Keen Senses: Drow receive a +2 racial bonus on Perception checks.&lt;br /&gt;
&lt;br /&gt;
Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.&lt;br /&gt;
&lt;br /&gt;
Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire each once per day, using his total character level as his caster level.&lt;br /&gt;
&lt;br /&gt;
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.&lt;br /&gt;
&lt;br /&gt;
Poison Use: See Special Abilities, above.&lt;br /&gt;
&lt;br /&gt;
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.&lt;br /&gt;
&lt;br /&gt;
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.&lt;br /&gt;
&lt;br /&gt;
{{Template:OGL Bottom|part of the Pathfinder Reference Document|Pathfinder}}&lt;br /&gt;
[[Category:Pathfinder]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Template:OGL_Bottom</id>
		<title>Template:OGL Bottom</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Template:OGL_Bottom"/>
				<updated>2013-05-18T06:30:33Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;messagebox protected collapsible collapsed&amp;quot; align=center border=0 cellpadding=4 cellspacing=4 style=&amp;quot;background: #e6d88d; border:1px solid #663300;  padding:0px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | '''Open Game Content''' ([[Image:Padlock.png|15px]]place problems on the [[{{NAMESPACE}} talk:{{PAGENAME}}|discussion]] page).&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Stop hand.png|64px]] || colspan=2 | This is {{{1}}}. It is covered by the [[Open Game License v1.0a]], rather than the [[GNU Free Documentation License 1.3]]. To distinguish it, these items will have this notice. If you see any page that contains {{{2}}} material and does not show this license statement, please contact an [[Special:Listadmins|admin]] so that this license statement can be added.  It is our intent to work within this license in good faith.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:OGL]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pathfinder_Class:_Barbarian</id>
		<title>Pathfinder Class: Barbarian</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pathfinder_Class:_Barbarian"/>
				<updated>2013-05-18T06:29:53Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Barbarian==&lt;br /&gt;
&lt;br /&gt;
For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage.&lt;br /&gt;
&lt;br /&gt;
===Role===&lt;br /&gt;
Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way.&lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
Any nonlawful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Barbarian}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d12&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Fast movement, rage&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rage power, uncanny dodge&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Trap sense +1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rage power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Improved uncanny dodge&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rage power, Trap sense +2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage reduction 1/—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rage power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Trap sense +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage reduction 2/—, Rage power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Greater rage&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rage power, Trap sense +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage reduction 3/—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Indomitable will, Rage power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Trap sense +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage reduction 4/—, Rage power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tireless rage&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rage power, Trap sense +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Damage reduction 5/—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mighty rage, Rage power&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).&lt;br /&gt;
|}&lt;br /&gt;
===Class Features===&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the barbarian.&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).&lt;br /&gt;
&lt;br /&gt;
Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.&lt;br /&gt;
&lt;br /&gt;
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.&lt;br /&gt;
&lt;br /&gt;
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.&lt;br /&gt;
&lt;br /&gt;
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.&lt;br /&gt;
&lt;br /&gt;
Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.&lt;br /&gt;
&lt;br /&gt;
Animal Fury (Ex): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.&lt;br /&gt;
&lt;br /&gt;
Clear Mind (Ex): A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Fearless Rage (Ex): While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.&lt;br /&gt;
&lt;br /&gt;
Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.&lt;br /&gt;
&lt;br /&gt;
Internal Fortitude (Ex): While raging, the barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level before selecting this rage power.&lt;br /&gt;
&lt;br /&gt;
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.&lt;br /&gt;
&lt;br /&gt;
Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Low-Light Vision (Ex): The barbarian's senses sharpen and she gains low-light vision while raging.&lt;br /&gt;
&lt;br /&gt;
Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 12th level before selecting this power. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Night Vision (Ex): The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.&lt;br /&gt;
&lt;br /&gt;
No Escape (Ex): The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Powerful Blow (Ex): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Quick Reflexes (Ex): While raging, the barbarian can make one additional attack of opportunity per round.&lt;br /&gt;
&lt;br /&gt;
Raging Climber (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks.&lt;br /&gt;
&lt;br /&gt;
Raging Leaper (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.&lt;br /&gt;
&lt;br /&gt;
Raging Swimmer (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.&lt;br /&gt;
&lt;br /&gt;
Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per day and only while raging.&lt;br /&gt;
&lt;br /&gt;
Rolling Dodge (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
Roused Anger (Ex): The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.&lt;br /&gt;
&lt;br /&gt;
Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).&lt;br /&gt;
&lt;br /&gt;
Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.&lt;br /&gt;
&lt;br /&gt;
Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.&lt;br /&gt;
&lt;br /&gt;
Swift Foot (Ex): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.&lt;br /&gt;
&lt;br /&gt;
Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power.&lt;br /&gt;
&lt;br /&gt;
Unexpected Strike (Ex): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power.&lt;br /&gt;
&lt;br /&gt;
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.&lt;br /&gt;
&lt;br /&gt;
If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.&lt;br /&gt;
&lt;br /&gt;
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.&lt;br /&gt;
&lt;br /&gt;
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.&lt;br /&gt;
&lt;br /&gt;
Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.&lt;br /&gt;
&lt;br /&gt;
Greater Rage (Ex): At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.&lt;br /&gt;
&lt;br /&gt;
Indomitable Will (Ex): While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.&lt;br /&gt;
&lt;br /&gt;
Tireless Rage (Ex): Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.&lt;br /&gt;
&lt;br /&gt;
Mighty Rage (Ex): At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.&lt;br /&gt;
===Ex-Barbarians===&lt;br /&gt;
&lt;br /&gt;
A barbarian who becmes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.&lt;br /&gt;
&lt;br /&gt;
{{OGL Bottom|Pathfinder}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pathfinder]]&lt;br /&gt;
[[Category:Class]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Paralyzing_Touch_(3.5e_Spell)</id>
		<title>Paralyzing Touch (3.5e Spell)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Paralyzing_Touch_(3.5e_Spell)"/>
				<updated>2013-05-18T06:28:00Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
| name=Paralyzing Touch&lt;br /&gt;
| school=[[Electropath_(3.5_Class)|Electropath]] &lt;br /&gt;
| desc=[[SRD:Electricity Effect|Electricity]]&lt;br /&gt;
| lvl=[[Electropath_(3.5_Class)|Electropath]] 2&lt;br /&gt;
| comp=S&lt;br /&gt;
| casttime=1 [[SRD:Standard Actions|standard action]]&lt;br /&gt;
| range=Touch&lt;br /&gt;
| tsea=t &lt;br /&gt;
| subj=Creature or object touched&lt;br /&gt;
| dur=Instantaneous&lt;br /&gt;
| save=[[Fortitude|Fortitude]] partial&lt;br /&gt;
| sr=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''[[Technique Powers (3.5e Variant Rule)#Technique Points|Technique Points Required]]''': 3&lt;br /&gt;
&lt;br /&gt;
Your successful melee [[SRD:Touch Attack|touch attack]] deals 1d6 points of electricity damage and is [[SRD:Paralyzed|paralyzed]] for 1d4 rounds. A successful save still takes 1d6 points of electricity damage and is merely [[SRD:Stunned|stunned]] for 1 round. When delivering the shock, you gain a +4 bonus on [[SRD:Attack Roll|attack rolls]] if the opponent has a significant amount of metal on.&lt;br /&gt;
&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:Spell]]&lt;br /&gt;
[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Paper_Talisman_Caster_(3.5e_Prestige_Class)</id>
		<title>Paper Talisman Caster (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Paper_Talisman_Caster_(3.5e_Prestige_Class)"/>
				<updated>2013-05-18T06:27:37Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
 !!!REMOVE THE FIRST LINE OF THIS PAGE BEFORE YOU SAVE!!!&lt;br /&gt;
    (i.e. the &amp;quot;nowiki&amp;quot; tag)&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=In Playtesting&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Arcane Monk&lt;br /&gt;
|desc=During a campaign against the forces of darkness within the land of Morningstar, a monk was cast out of his order for studying the Arcane. Continuing this study, believing it to be a path of purity different then his brothers, he found it was best to tie his spells to paper talismans. As he gained wisdom he decided to create his own order, and teach his own path to his new brethren.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Paper Talisman Caster=&lt;br /&gt;
Paper Talisman casters are designed to allow a more combat oriented caster, without the issues of hit points or arcane spell failure checks. The down side is the monk lost his AC boost and flurry, but gained arcane spells like a sorcerer, and with the right equipment, can be a powerful addition to any group.&lt;br /&gt;
&lt;br /&gt;
===Making a Paper Talisman Caster===&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Wisdom is most useful for spells as is Constitution for hit points.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' All races are available for this class, but Elves who have many hours to be up crafting each day are epically good for it.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 1d10*10.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As Monk +10&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Paper Talisman Caster}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d6&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells Known]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| | 0 || 0 || 2 || 2&lt;br /&gt;
|4||2||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| | 1 || 0 || 3 || 3&lt;br /&gt;
|5||2||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| | 2 || 1 || 3 || 3&lt;br /&gt;
|5||3||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||| 3 || 1 || 4 || 4&lt;br /&gt;
|6||3||1||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||| 3 || 1 || 4 || 4&lt;br /&gt;
|6||4||2||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||| 4 || 2 || 5 || 5&lt;br /&gt;
|7||5||2||1||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||| 5 || 2 || 5 || 5&lt;br /&gt;
|7||5||3||2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||| 6 || 2 || 6 || 6&lt;br /&gt;
|8||5||3||2||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||| 6 || 3 || 2 || 2&lt;br /&gt;
|8||5||4||3||2||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||| 7 || 3 || 7 || 7&lt;br /&gt;
|9||5||4||3||2||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||| 8 || 3 || 7 || 7&lt;br /&gt;
|9||5||5||4||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||| 9 || 4 || 8 || 8&lt;br /&gt;
|9||5||5||4||3||2||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||| 9 || 4 || 8 || 8&lt;br /&gt;
|9||5||5||4||4||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||| 10 || 4 || 9 || 9&lt;br /&gt;
|9||5||5||4||4||3||2||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||| 11 || 5 || 9 || 9&lt;br /&gt;
|9||5||5||4||4||4||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||| 12 || 5 || 10 || 10&lt;br /&gt;
|9||5||5||4||4||4||3||2||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||| 12 || 5 || 10 || 10&lt;br /&gt;
|9||5||5||4||4||4||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||| 13 || 6 || 11 || 11&lt;br /&gt;
|9||5||5||4||4||4||3||3||2||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||| 14 || 6 || 11 || 11&lt;br /&gt;
|9||5||5||4||4||4||3||3||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||| 15 || 6 || 12 || 12&lt;br /&gt;
|9||5||5||4||4||4||3||3||3||3&lt;br /&gt;
|- &amp;lt;br&amp;gt;colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; &lt;br /&gt;
|-}&lt;br /&gt;
&lt;br /&gt;
'''Class Skills''' 4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&lt;br /&gt;
&amp;lt;br&amp;gt;Balance, Concentration, Craft, Diplomacy, Forgery, Gather Info, Knowledge Arcane, Listen, Sleight of Hand, Speak Language, Spell craft, Spot, Survival, Use Magic Device, Use Rope (In BESM D20, they also receive Thrown Weapon and Ranged Defense).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
Due to the nature of their spellcasting, the Paper Talisman Caster only has a finite set of abilities and their spells are automatically limited to things that only affect one creature, but no rays. All of the following are class features of the Paper Talisman Caster.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Paper Talisman Caster is proficient in All simple weapons and any Thrown weapon. They are also Proficient with light armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A Paper Talisman Caster can only cast spells that are touch based, or target a single person, but are not rays. They do this by placing a piece of paper upon the opponent. This is a standard action, and not needing concentration, however the spell goes off wherever it lands, so if it is thrown and hits an ally, it still goes off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Paper_Talisman_Caster_(3.5e_Prestige_Class)</id>
		<title>Paper Talisman Caster (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Paper_Talisman_Caster_(3.5e_Prestige_Class)"/>
				<updated>2013-05-18T06:26:43Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: Marasmusine moved page Paper Talisman Caster to Paper Talisman Caster (3.5e Prestige Class) without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
 !!!REMOVE THE FIRST LINE OF THIS PAGE BEFORE YOU SAVE!!!&lt;br /&gt;
    (i.e. the &amp;quot;nowiki&amp;quot; tag)&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=In Playtesting&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Arcane Monk&lt;br /&gt;
|desc=During a campaign against the forces of darkness within the land of Morningstar, a monk was cast out of his order for studying the Arcane. Continuing this study, believing it to be a path of purity different then his brothers, he found it was best to tie his spells to paper talismans. As he gained wisdom he decided to create his own order, and teach his own path to his new brethren.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Paper Talisman Caster=&lt;br /&gt;
Paper Talisman casters are designed to allow a more combat oriented caster, without the issues of hit points or arcane spell failure checks. The down side is the monk lost his AC boost and flurry, but gained arcane spells like a sorcerer, and with the right equipment, can be a powerful addition to any group.&lt;br /&gt;
&lt;br /&gt;
===Making a Paper Talisman Caster===&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Wisdom is most useful for spells as is Constitution for hit points.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' All races are available for this class, but Elves who have many hours to be up crafting each day are epically good for it.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 1d10*10.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As Monk +10&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Paper Talisman Caster}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d6&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells Known]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| | 0 || 0 || 2 || 2&lt;br /&gt;
|4||2||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| | 1 || 0 || 3 || 3&lt;br /&gt;
|5||2||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| | 2 || 1 || 3 || 3&lt;br /&gt;
|5||3||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||| 3 || 1 || 4 || 4&lt;br /&gt;
|6||3||1||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||| 3 || 1 || 4 || 4&lt;br /&gt;
|6||4||2||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||| 4 || 2 || 5 || 5&lt;br /&gt;
|7||5||2||1||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||| 5 || 2 || 5 || 5&lt;br /&gt;
|7||5||3||2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||| 6 || 2 || 6 || 6&lt;br /&gt;
|8||5||3||2||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||| 6 || 3 || 2 || 2&lt;br /&gt;
|8||5||4||3||2||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||| 7 || 3 || 7 || 7&lt;br /&gt;
|9||5||4||3||2||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||| 8 || 3 || 7 || 7&lt;br /&gt;
|9||5||5||4||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||| 9 || 4 || 8 || 8&lt;br /&gt;
|9||5||5||4||3||2||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||| 9 || 4 || 8 || 8&lt;br /&gt;
|9||5||5||4||4||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||| 10 || 4 || 9 || 9&lt;br /&gt;
|9||5||5||4||4||3||2||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||| 11 || 5 || 9 || 9&lt;br /&gt;
|9||5||5||4||4||4||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||| 12 || 5 || 10 || 10&lt;br /&gt;
|9||5||5||4||4||4||3||2||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||| 12 || 5 || 10 || 10&lt;br /&gt;
|9||5||5||4||4||4||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||| 13 || 6 || 11 || 11&lt;br /&gt;
|9||5||5||4||4||4||3||3||2||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||| 14 || 6 || 11 || 11&lt;br /&gt;
|9||5||5||4||4||4||3||3||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||| 15 || 6 || 12 || 12&lt;br /&gt;
|9||5||5||4||4||4||3||3||3||3&lt;br /&gt;
|- &amp;lt;br&amp;gt;colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; &lt;br /&gt;
|-}&lt;br /&gt;
&lt;br /&gt;
'''Class Skills''' 4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&lt;br /&gt;
&amp;lt;br&amp;gt;Balance, Concentration, Craft, Diplomacy, Forgery, Gather Info, Knowledge Arcane, Listen, Sleight of Hand, Speak Language, Spell craft, Spot, Survival, Use Magic Device, Use Rope (In BESM D20, they also receive Thrown Weapon and Ranged Defense).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
Due to the nature of their spellcasting, the Paper Talisman Caster only has a finite set of abilities and their spells are automatically limited to things that only affect one creature, but no rays. All of the following are class features of the Paper Talisman Caster.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Paper Talisman Caster is proficient in All simple weapons and any Thrown weapon. They are also Proficient with light armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A Paper Talisman Caster can only cast spells that are touch based, or target a single person, but are not rays. They do this by placing a piece of paper upon the opponent. This is a standard action, and not needing concentration, however the spell goes off wherever it lands, so if it is thrown and hits an ally, it still goes off.&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Panzerkampfwagen_VIE_Tiger_I_(WW2_Vehicle)</id>
		<title>Panzerkampfwagen VIE Tiger I (WW2 Vehicle)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Panzerkampfwagen_VIE_Tiger_I_(WW2_Vehicle)"/>
				<updated>2013-05-18T06:25:36Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Panzerkampfwagen VIE Tiger I'''&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; class=&amp;quot;d20&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Vehicle Statistics&lt;br /&gt;
|-&lt;br /&gt;
| '''Crew''' || 5 (Driver, Gunner, Loader, Radio Operator, Commander)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| '''Pass''' || 0 (No passenger capacity)&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo''' || 425 lbs.&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| '''Init.''' || -5&lt;br /&gt;
|- &lt;br /&gt;
| '''Maneuver''' || -5&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 30 (3)&lt;br /&gt;
|- &lt;br /&gt;
| '''Defense''' || 6&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| '''Hardness''' || 100/80/80&lt;br /&gt;
|- &lt;br /&gt;
| '''Hit Points''' || 64&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| '''Size''' || Gigantic&lt;br /&gt;
|- &lt;br /&gt;
| '''Purchase DC''' || 70&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| '''Restriction''' || Forbidden +10&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
&lt;br /&gt;
====Armament====&lt;br /&gt;
The Tiger I is armed with an [[88mm KwK36 L/56]] gun, and two 7.92mm [[MG34]] machine guns. The Tiger I is equipped with a total of 96 shells - 82 APCBC, 7 APCR and 7 HE. The Tiger's gun may only be fired once per every other round, and if the main gun fires at the same time the hull MG's fire, the MG's take a -5 to hit due to the added interference of the flash and noise of the main gun firing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
&lt;br /&gt;
Tiger I is the common name of a German heavy tank developed in 1942 and used in World War II. The final official German designation was Panzerkampfwagen Tiger Ausf. E, often shortened to Tiger. It was an answer to the unexpectedly formidable Soviet armour encountered in the initial months of the Axis invasion of the Soviet Union, particularly the T-34 and the KV-1. The Tiger I design gave the Wehrmacht its first tank mounting the 88 mm gun, in its initial armored fighting vehicle-dedicated version, which in its Flak version had previously demonstrated its effectiveness against both air and ground targets. During the course of the war, the Tiger I saw combat on all German battlefronts. It was usually deployed in independent tank battalions, which proved to be quite formidable.&lt;br /&gt;
&lt;br /&gt;
While the Tiger I was feared by many of its opponents, it was over-engineered, used expensive and labour intensive materials and production methods, and was time-consuming to produce. Only 1,347 were built between August 1942 and August 1944. The Tiger was prone to certain types of track failures and immobilizations, and limited in range by its huge fuel consumption. It was, however, generally mechanically reliable but expensive to maintain. It was also complicated to transport, and vulnerable to immobilization when mud, ice and snow froze between its overlapping and interleaved road wheels in winter weather conditions, often jamming them solid. In 1944, production was phased out in favour of the Tiger II.&lt;br /&gt;
&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:Vehicle]]&lt;br /&gt;
[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Panzerkampfwagen_I_(WW2_Vehicle)</id>
		<title>Panzerkampfwagen I (WW2 Vehicle)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Panzerkampfwagen_I_(WW2_Vehicle)"/>
				<updated>2013-05-18T06:25:24Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Panzerkampfwagen I'''&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; class=&amp;quot;d20&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Vehicle Statistics&lt;br /&gt;
|-&lt;br /&gt;
| '''Crew''' || 2 &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| '''Pass''' || 0&lt;br /&gt;
|-&lt;br /&gt;
| '''Cargo''' || 125 lbs.&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| '''Init.''' || -2&lt;br /&gt;
|- &lt;br /&gt;
| '''Maneuver''' || -2&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| '''Top Speed''' || 55 (5)&lt;br /&gt;
|- &lt;br /&gt;
| '''Defense''' || 8&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| '''Hardness''' || 13/13/7&lt;br /&gt;
|- &lt;br /&gt;
| '''Hit Points''' || 44&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| '''Size''' || Huge&lt;br /&gt;
|- &lt;br /&gt;
| '''Purchase DC''' || 40&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| '''Restriction''' || Forbidden +10&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Panzer I was a light tank produced in Germany in the 1930s. The name is short for the German Panzerkampfwagen I (armored fighting vehicle mark I), abbreviated PzKpfw I. The tank's official German ordnance inventory designation was SdKfz 101 (special purpose vehicle 101).&lt;br /&gt;
&lt;br /&gt;
Design of the Panzer I began in 1932 and mass production in 1934. Intended only as a training tank to introduce the concept of armored warfare to the German Army, the Panzer I saw combat in Spain during the Spanish Civil War, in Poland, France, the Soviet Union and North Africa during the Second World War, and in China during the Second Sino-Japanese War. Experiences with the Panzer I during the Spanish Civil War helped shape the German armored corps' invasion of Poland in 1939 and France in 1940. By 1941, the Panzer I chassis design was used for production of tank destroyers and assault guns. There were attempts to upgrade the Panzer I throughout its service history, including by foreign nations to extend the design lifespan. It continued to serve in the armed forces of Spain until 1954.&lt;br /&gt;
&lt;br /&gt;
The Panzer I's performance in combat was limited by its thin armor and light armament of two general purpose machine guns. As a design intended for training, the Panzer I was not as capable as other light tanks of the era, such as the Soviet T-26. Although weak in combat, it formed a large portion of Germany's tank strength in numbers and was used in all major campaigns between September 1939 and December 1941. The small, vulnerable light tank would be surpassed in importance by better-known German tanks such as the Panzer IV, Panther, and Tiger. Nevertheless, the Panzer I's contribution to the early victories of Nazi Germany during the Second World War was significant.&lt;br /&gt;
&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:Vehicle]]&lt;br /&gt;
[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pantheon_(The_Legend_of_Zelda_Supplement)</id>
		<title>Pantheon (The Legend of Zelda Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pantheon_(The_Legend_of_Zelda_Supplement)"/>
				<updated>2013-05-18T06:24:58Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Three Goddesses ==&lt;br /&gt;
http://i100.photobucket.com/albums/m33/ZeldaGamer21/Triforce.jpg&lt;br /&gt;
&lt;br /&gt;
Din&lt;br /&gt;
----&lt;br /&gt;
http://images3.wikia.nocookie.net/__cb20090311222754/zelda/images/1/1b/Din%27s_Pearl.png&lt;br /&gt;
----&lt;br /&gt;
''Greater Deity''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' Triforce of Power&lt;br /&gt;
&lt;br /&gt;
'''Alighment:''' Neutral Good&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:''' Creation, sculpture, landscape, power&lt;br /&gt;
&lt;br /&gt;
'''Worshipers:''' Hylians, Gorons&lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignments:''' LG, NG, CG, N&lt;br /&gt;
&lt;br /&gt;
'''Domains:''' Creation, Earth, Fire, Good, Power&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nayru&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
http://images3.wikia.nocookie.net/__cb20090311222827/zelda/images/2/28/Nayru%27s_Pearl.png&lt;br /&gt;
----&lt;br /&gt;
''Greater Deity''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' Triforce of Wisdom&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Lawful Good&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:''' Laws of the universe, time, wisdom&lt;br /&gt;
&lt;br /&gt;
'''Worshipers:''' Hylians, Zora&lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignments:''' LG, LN, NG&lt;br /&gt;
&lt;br /&gt;
'''Domains:''' Good, Knowledge, Law, Magic, Time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Farore&lt;br /&gt;
----&lt;br /&gt;
http://images4.wikia.nocookie.net/__cb20090311222740/zelda/images/5/5a/Farore%27s_Pearl.png&lt;br /&gt;
----&lt;br /&gt;
''Greater Deity''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' Triforce of Courage&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Chaotic Good&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:''' Life, wind, forests, courage&lt;br /&gt;
&lt;br /&gt;
'''Worshipers:''' Hylians, Kokiri, Koroks, Deku Scrubs&lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignments:''' CG, CN, NG&lt;br /&gt;
&lt;br /&gt;
'''Domains:''' Air, Chaos, Courage, Good, Plant&lt;br /&gt;
&lt;br /&gt;
== Saria, Sage of Forest ==&lt;br /&gt;
http://24.media.tumblr.com/tumblr_l5809xhhHO1qbscr0o1_250.png&lt;br /&gt;
----&lt;br /&gt;
''Minor Diety''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' Four curved lines in a circle&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:''' Forests, Children&lt;br /&gt;
&lt;br /&gt;
'''Worshipers:''' Kokiri&lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignments:''' LN, N, CN&lt;br /&gt;
&lt;br /&gt;
'''Domains:''' Animal, Healing, Magic, Plant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Darunia, Sage of Fire ==&lt;br /&gt;
http://media.giantbomb.com/uploads/1/15399/671383-daruniatww_thumb.png&lt;br /&gt;
----&lt;br /&gt;
''Minor deity''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' Dodongo's Footprint&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Chaotic Good&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:'''Fire, War&lt;br /&gt;
&lt;br /&gt;
'''Worshipers:''' Gorons&lt;br /&gt;
&lt;br /&gt;
'''Cleric, Alignments:''' CG&lt;br /&gt;
&lt;br /&gt;
'''Domains:'''Earth, Fire, Strength, Sun, War&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Princess Ruto, Sage of Water ==&lt;br /&gt;
http://images1.wikia.nocookie.net/__cb20091014052933/zelda/images/thumb/b/bb/Ruto_Window.png/185px-Ruto_Window.png&lt;br /&gt;
----&lt;br /&gt;
''Minor Deity''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' Zora's Sapphire&lt;br /&gt;
&lt;br /&gt;
'''Alignment:'''Chaotic Neutral&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:''' Water, Marriage&lt;br /&gt;
&lt;br /&gt;
'''Worshipers:''' Zora&lt;br /&gt;
&lt;br /&gt;
'''Cleric alignments:'''LG, NG, CG, CN, NG&lt;br /&gt;
&lt;br /&gt;
'''Domains:''' Luck, Magic, Water&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nabooru, Sage of Spirit ==&lt;br /&gt;
http://media.giantbomb.com/uploads/1/15399/671593-naboorutww_thumb.png&lt;br /&gt;
----&lt;br /&gt;
''Minor Deity''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' Yin and yang&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Neutral&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:''' Thievery, spirit, deserts&lt;br /&gt;
&lt;br /&gt;
'''Worshipers:''' Gerudo&lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignments:''' NG, LN, N, CN, NE&lt;br /&gt;
&lt;br /&gt;
'''Domains:''' Earth, Luck, Sun, Trickery, Wealth&lt;br /&gt;
&lt;br /&gt;
== Lord Jabu-Jabu ==&lt;br /&gt;
http://www.wintercount.com/images/1201.jpg&lt;br /&gt;
----&lt;br /&gt;
''Major Deity''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' giant whale&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Lawful Good&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:''' Sea Life, Ocean&lt;br /&gt;
&lt;br /&gt;
'''Worshipers:''' Zora, sailors&lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignments:''' LG, NG&lt;br /&gt;
&lt;br /&gt;
'''Domains:''' Travel, water&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== the Great Deku Tree ==&lt;br /&gt;
http://a1.ec-images.myspacecdn.com/profile01/152/6085e5868b924ffe970c34a08c498841/p.jpg&lt;br /&gt;
----&lt;br /&gt;
''Major Deity''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' Giant tree&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Lawful Good&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:''' Deku Forest, Kokiri&lt;br /&gt;
&lt;br /&gt;
'''Worshipers:''' Deku Shrubs, Kokiri, Koroks, Druids&lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignments:''' lG, NG&lt;br /&gt;
&lt;br /&gt;
'''Domains:''' Plant, Protection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== the Goddess of the Sand ==&lt;br /&gt;
http://www.zeldadungeon.net/images/Articles/GerudoMechanicsofLife/Desert-Colossus.jpg&lt;br /&gt;
----&lt;br /&gt;
''Major Deity''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' Stone Goddess with outstretched arms&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Neutral Evil&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:''' Desert, Sand&lt;br /&gt;
&lt;br /&gt;
'''Worshipers:''' Gerudo&lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignments:''' NE, CE&lt;br /&gt;
&lt;br /&gt;
'''Domains:''' Death, Sun&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Majora ==&lt;br /&gt;
http://27.media.tumblr.com/tumblr_ljtqlhBs9D1qhb4jjo1_500.jpg&lt;br /&gt;
----&lt;br /&gt;
''Major Deity''&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' Majora's Mask&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Chaotic Evil&lt;br /&gt;
&lt;br /&gt;
'''Portfolio:'''Darkness, Evil, shadows&lt;br /&gt;
&lt;br /&gt;
'''Worshipers:''' Blackgaurds, Anti-Paladins, Blighters&lt;br /&gt;
&lt;br /&gt;
'''Cleric Alignments:''' CE&lt;br /&gt;
&lt;br /&gt;
'''Domains:'''Chaos, Death, Destruction, Evil, trickery, War&lt;br /&gt;
&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:The Legend of Zelda]]&lt;br /&gt;
[[Category:Supplement]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Agoraphobia_(3.5e_Flaw)</id>
		<title>Agoraphobia (3.5e Flaw)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Agoraphobia_(3.5e_Flaw)"/>
				<updated>2013-05-17T16:45:02Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: Only thing is, agoraphobia isn't just about &amp;quot;open spaces&amp;quot;, it's more complex than that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{3.5e Flaw &lt;br /&gt;
|name=Agoraphobia (3.5e Flaw)&lt;br /&gt;
|summary=You have a fear of being outside or in wide open spaces&lt;br /&gt;
|effect=When traveling or adventuring outside, or in large expansive areas (such as in a huge castle hall, or sprawling dungeon area underground), if there are no landscape features around which could offer you at least a rudimentary form of shelter upon a given moment's notice (such as a tree, or a cave, or a rock or building to hide behind), then you are [[shaken]].&lt;br /&gt;
|roleplay=&amp;lt;!-- Roleplaying ideas for a character with this flaw --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
{{3.5e Flaws Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
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		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Smilodon_Maioribus_(4e_Elite_Character)</id>
		<title>Smilodon Maioribus (4e Elite Character)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Smilodon_Maioribus_(4e_Elite_Character)"/>
				<updated>2013-05-17T07:27:00Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: /* Level 1: Wilderness Talent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This Elite Character is based on [[User:Argent Fatalis]]'s [[Sentient, Smilodon Maioribus (4e Race)|Smilodon Maioribus]] and [[Apex Predator (4e Class)|Apex Predator]], using the [[Elite Characters (4e Variant Rule)|Elite Characters]] variant rule.''&lt;br /&gt;
&lt;br /&gt;
When you create a Smilodon Maioribus, do not select a race or class. Instead, you gain the following combined racial and class traits.&lt;br /&gt;
&lt;br /&gt;
==Smilodon Maioribus==&lt;br /&gt;
'''Primal Striker'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating a Smilodon Maioribus===&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
'''Speed''': 7 squares&amp;lt;br&amp;gt;&lt;br /&gt;
'''Vision''': Low-Light Vision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Languages''': Common&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability Score Bonuses''': +2 Strength, +2 Constitution or Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hit Points''': You start with hit points equal to 30 + twice your Constitution score. You gain 12 hit points each time you gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Bonus to Defenses''': +2 to Fortitude; +2 bonus to AC;  You are considered to be wearing leather armor for the purpose of qualifying for feats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill Bonuses''': +2 to Insight; +2 Intimidate; +2 Nature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Healing Surges''':8 + Constitution modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Class Skills''': Athletics (Str), Endurance (Con), Intimidate (Cha), Perception (Wis), Nature (Wis), Stealth (Dex)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Trained Skills''': Athletics and Intimidate. You are trained in two other skills from your class skills.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Proficiencies''': None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Large''': As a large creature, you occupy 2 x 2 squares. Your reach is 1 square.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Magical Beast''': You are a Magical Beast for the purpose of effects that relate to creature type. You cannot wear armor, wield weapons, or hold anything in your hands. You cannot wear or wield magic items, and instead receive inherent bonuses described below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|trait3= Thick Hide&lt;br /&gt;
|description3= The dense fur and flesh of a Greater Smilodon shrugs off even the most bitter cold, granting Cold resistance equal to 5 + one-half your level.&lt;br /&gt;
|trait4= Honed Tactics&lt;br /&gt;
|description4= Your experiences with your clan have taught you well, and while flanking an enemy you gain an additional +1 bonus to attack rolls.&lt;br /&gt;
|trait5= Reorientation&lt;br /&gt;
|description5= Whenever you are forcibly moved or fall more than 1 square you cannot be knocked prone by that movement or attack.&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heroic Smilodon Maioribus==&lt;br /&gt;
{|class=&amp;quot;4e&amp;quot; style=&amp;quot;text-align: left;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Level!!Feats Known!!Class Features and Powers&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1||1||Elite Saves&amp;lt;br&amp;gt;Charging Pounce&amp;lt;br&amp;gt;Heroic Retractable Claws&amp;lt;br&amp;gt;At-Will Powers&amp;lt;br&amp;gt;Saber Teeth&amp;lt;br&amp;gt;Wilderness Talent&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2||+1||Utility Power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3|| ||Heroic Hide&amp;lt;br&amp;gt;Improved Saber Teeth&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4||+1||Ability score increase&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5|| ||Improved Heroic Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6||+1||Utility Power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7|| || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8||+1||Ability score increase&amp;lt;br&amp;gt;Improved Heroic Hide&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9|| ||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10||+1||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 1: Elite Saves===&lt;br /&gt;
'''Benefit''': You gain a +2 bonus to saving throws.&lt;br /&gt;
&lt;br /&gt;
===Level 1: Charging Pounce===&lt;br /&gt;
'''Benefit''': You are not limited to taking only free actions immediately after a charge.&lt;br /&gt;
&lt;br /&gt;
===Level 1: Heroic Retractable Claws===&lt;br /&gt;
'''Benefit''': You have a pair of retractable claws that are weapons you are proficient with. They can be extended or retracted as a free action. When extended they are considered to be light blades with the off-hand property, with +3 proficiency and a [W] of 1d8 damage.&amp;lt;br&amp;gt;They cannot be enchanted. You gain a +1 bonus to attack and damage rolls with your claws. When you score a critical hit with your claws, you deal an additional 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 1: At-Will Powers===&lt;br /&gt;
'''Benefit''': You gain the ''seizing strike'' and ''rending claws'' powers.&lt;br /&gt;
{{4e Class Power&lt;br /&gt;
|name=Seizing Strike&lt;br /&gt;
|usage=At-Will&lt;br /&gt;
|flavor=After stalking your prey, you pounce and bear down on them.&lt;br /&gt;
|class=Smilodon Maioribus&lt;br /&gt;
|owner=Paragon Class&lt;br /&gt;
|type=Attack&lt;br /&gt;
|level=1&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|keyword2=Weapon&lt;br /&gt;
|actiontype=Standard Action&lt;br /&gt;
|target=One creature&lt;br /&gt;
|range=Melee&lt;br /&gt;
|rangemod=weapon&lt;br /&gt;
|attack=Strength&lt;br /&gt;
|defense=AC&lt;br /&gt;
|hit=1[W] + Strength modifier damage and the target is grabbed. If you make this attack as part of a charge, you deal an additional 1[W] damage.&amp;lt;br&amp;gt;''Level 21:'' 2[W] + Strength modifier damage.&lt;br /&gt;
|special=You may use this power in place of a melee basic attack&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{4e Class Power&lt;br /&gt;
|name=Rending Claws&lt;br /&gt;
|usage=At-Will&lt;br /&gt;
|flavor=Your powerful forelimbs and sharp claws can take on multiple foes with ease.&lt;br /&gt;
|class=Smilodon Maioribus&lt;br /&gt;
|owner=Paragon Class&lt;br /&gt;
|type=Attack&lt;br /&gt;
|level=1&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|keyword2=Weapon&lt;br /&gt;
|actiontype=Standard Action&lt;br /&gt;
|target=One or two creatures&lt;br /&gt;
|range=Melee&lt;br /&gt;
|rangemod=weapon&lt;br /&gt;
|attack=Strength&lt;br /&gt;
|defense=AC&lt;br /&gt;
|attackextra=(two attacks)&lt;br /&gt;
|hit=1[W] + Strength modifier damage per attack.&amp;lt;br&amp;gt;''Level 21:'' 2[W] + Strength modifier damage per attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Level 1: Saber Teeth===&lt;br /&gt;
One of the Smilodon's defining features are its huge maxillary canines. Too brittle to use as a primary attack, you use these sharp teeth to pierce the major blood vessels of foes you have subdued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You gain the ''saber teeth'' power.&lt;br /&gt;
{{4e Class Power&lt;br /&gt;
|name=Saber Teeth&lt;br /&gt;
|usage=Encounter&lt;br /&gt;
|flavor=Life's inevitability is swiftly met within your lethal jaws.&lt;br /&gt;
|class=Smilodon Maioribus&lt;br /&gt;
|owner=Class Feature&lt;br /&gt;
|type=Attack&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|actiontype=Standard Action&lt;br /&gt;
|target=One creature you have grabbed.&lt;br /&gt;
|range=Melee&lt;br /&gt;
|rangemod=1&lt;br /&gt;
|attack=Strength + 2&lt;br /&gt;
|defense=Fortitude&lt;br /&gt;
|hit=2d8 + Strength modifier damage. Reroll any damage die that show 1 or 2 until they show a value greater than 2.&amp;lt;br&amp;gt;''Level 17:'' Strength + 4 vs. Fortitude; 4d8 + Strength modifier damage.&amp;lt;br&amp;gt;''Level 27:'' Strength + 6 vs. Fortitude; 6d8 + Strength modifier damage.&lt;br /&gt;
|miss=Half damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Level 1: Wilderness Talent===&lt;br /&gt;
You instinctively know how to survive in your natural habitat.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You gain two of the following abilities of your choice.&lt;br /&gt;
====Mountain Hunter====&lt;br /&gt;
'''Benefit''': You reduce falling damage by your Wisdom modifier. You gain a +2 bonus to Athletics checks made to climb. &lt;br /&gt;
====Savanna Stalker====&lt;br /&gt;
'''Benefit''': The penalty you take to Stealth checks to remain hidden whilst moving is reduced by your Wisdom modifier. If you are in an area of tall grass or woodland, you gain a +2 bonus to Stealth checks. &lt;br /&gt;
====Tundra Master====&lt;br /&gt;
'''Benefit''': When making Endurance checks to avoid the effects of a cold environment, you roll twice and take the better result. If you are in a square of snow or ice and do not move, you are considered to have concealment.&lt;br /&gt;
&lt;br /&gt;
===Level 2: Utility Power===&lt;br /&gt;
&lt;br /&gt;
===Level 3: Heroic Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +3 You select either ''elusive hide'' or ''enduring hide''.&lt;br /&gt;
*'''Elusive Hide''': You gain a +1 bonus to Stealth checks.&lt;br /&gt;
*'''Enduring Hide''': You gain a +1 bonus to Endurance checks.&lt;br /&gt;
&lt;br /&gt;
===Level 3: Improved Saber Teeth===&lt;br /&gt;
With each successful combat, you refine your signature fighting style. Enemies that thought they had avoided your most potent attack learn their mistake the hard way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You gain one more use of ''saber teeth'' per encounter, but you can use it only once per turn. &lt;br /&gt;
&lt;br /&gt;
===Level 4: Ability Score Increase===&lt;br /&gt;
Your constant training hones your body and mind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1.&lt;br /&gt;
&lt;br /&gt;
===Level 5: Improved Heroic Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls improves to +2. You select either ''hemorrhaging wounds'' or ''vicious claws''.&lt;br /&gt;
*'''Hemorrhaging Wounds''': Once per round, when hit with one of your claws, you deal one wound to your target. You gain a cumulative +1 power bonus to damage rolls against the enemy for each of these wounds that you have inflicted on it. The wounds end on the enemy when you hit another enemy with your claws, or at the end of the encounter. Also, your critical hit bonus improves to +2d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus improves to +2d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 6: Utility Power===&lt;br /&gt;
'''Benefit''': You gain the ''puncturing bite'' power.&lt;br /&gt;
{{4e Class Power&lt;br /&gt;
|name=Puncturing Bite&lt;br /&gt;
|usage=Daily&lt;br /&gt;
|flavor=You sink your canine deeper into your victim's throat.&lt;br /&gt;
|class=Smilodon Maioribus&lt;br /&gt;
|owner=Paragon Class&lt;br /&gt;
|type=Utility&lt;br /&gt;
|level=6&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|actiontype=Free Action&lt;br /&gt;
|target=The target of your ''saber teeth''&lt;br /&gt;
|trigger=You hit a creature with your ''saber teeth''&lt;br /&gt;
|range=Personal&lt;br /&gt;
|effect=The target takes 5 ongoing damage, and a -5 penalty to escape your grab (escape ends).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Level 8: Improved Heroic Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +4.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +2&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +2&lt;br /&gt;
&lt;br /&gt;
===Level 8: Ability Score Increase===&lt;br /&gt;
You reap the reward of constant challenge by increasing your physical and mental well-being.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1.&lt;br /&gt;
&lt;br /&gt;
==Paragon Smilodon Maioribus==&lt;br /&gt;
At 11th level, you take the Paragon Smilodon Maioribus paragon path.&lt;br /&gt;
{|class=&amp;quot;4e&amp;quot; style=&amp;quot;text-align: left;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Level!!Feats Known!!Class Features and Powers&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11||+1||Ability score increase&amp;lt;br&amp;gt;Paragon Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13|| ||Paragon Hide&amp;lt;br&amp;gt;Enhanced Saber Teeth&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14||+1||Ability score increase&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15|| ||Improved Paragon Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17|| || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18||+1||Ability score increase&amp;lt;br&amp;gt;Improved Paragon Hide&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19|| ||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20||+1||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 11: Ability Score Increase===&lt;br /&gt;
Your improved physical and mental prowess highlights your entrance into the paragon tier. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': Each of your ability scores increases by 1.&lt;br /&gt;
&lt;br /&gt;
===Level 11: Paragon Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls increases to +3.&lt;br /&gt;
*'''Hemorrhaging Wounds''': Your critical hit bonus damage improves to +3d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus damage improves to +3d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 13: Paragon Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +5. You gain a power depending on what kind of hide you chose at level 3.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +3&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +3&lt;br /&gt;
&lt;br /&gt;
===Level 13: Enhanced Saber Teeth===&lt;br /&gt;
'''Benefit''': You gain one more use of ''saber teeth'' per encounter.&lt;br /&gt;
&lt;br /&gt;
===Level 14: Ability Score Increase===&lt;br /&gt;
Each new challenge only makes you stronger in body and mind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1. &lt;br /&gt;
&lt;br /&gt;
===Level 15: Improved Paragon Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls increases to +4&lt;br /&gt;
*'''Hemorrhaging Wounds''': The power bonus to damage caused by your wounds improves to +2 per wound. Your critical hit bonus damage improves to +4d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus damage improves to +4d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 18: Improved Paragon Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +7.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +4&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +4&lt;br /&gt;
&lt;br /&gt;
===Level 18: Ability Score Increase===&lt;br /&gt;
You are a true paragon of physical and mental perfection. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1. &lt;br /&gt;
&lt;br /&gt;
==Epic Smilodon Maioribus==&lt;br /&gt;
At 21st level, you take the Epic Smilodon Maioribus epic destiny.&lt;br /&gt;
{|class=&amp;quot;4e&amp;quot; style=&amp;quot;text-align: left;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Level!!Feats Known!!Class Features and Powers&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|21||+1||Ability score increase&amp;lt;br&amp;gt;Epic Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|22||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|23|| ||Epic Hide&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|24||+1||Ability score increase&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|25|| ||Improved Epic Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|26||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|27|| || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|28||+1||Ability score increase&amp;lt;br&amp;gt;Improved Epic Hide&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|29|| ||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|30||+1||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 21: Ability Score Increase===&lt;br /&gt;
You are an epic hero now, and your physical and mental acuity exceed all mortal limits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': Each of your ability scores increases by 1.&lt;br /&gt;
&lt;br /&gt;
===Level 21: Epic Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls increases to +5&lt;br /&gt;
*'''Hemorrhaging Wounds''':Your critical hit bonus damage improves to +5d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus damage improves to +5d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 23: Epic Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +8.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +5&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +5&lt;br /&gt;
&lt;br /&gt;
===Level 24: Ability Score Increase===&lt;br /&gt;
The threats of the epic challenges you face are countered by the perfection of your body and mind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1. &lt;br /&gt;
&lt;br /&gt;
===Level 25: Improved Epic Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls increases to +6&lt;br /&gt;
*'''Hemorrhaging Wounds''': The power bonus to damage caused by your wounds improves to +3 per wound. Your critical hit bonus damage improves to +5d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus damage improves to +5d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 28: Improved Epic Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +10.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +6&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +6&lt;br /&gt;
&lt;br /&gt;
===Level 28: Ability Score Increase===&lt;br /&gt;
Training, practice, and experience have molded your abilities. Even as you near your final destiny, you continue to hone your talents for the tests you will soon face.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1. &lt;br /&gt;
&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Elite Character]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Smilodon_Maioribus_(4e_Elite_Character)</id>
		<title>Smilodon Maioribus (4e Elite Character)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Smilodon_Maioribus_(4e_Elite_Character)"/>
				<updated>2013-05-17T06:45:40Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This Elite Character is based on [[User:Argent Fatalis]]'s [[Sentient, Smilodon Maioribus (4e Race)|Smilodon Maioribus]] and [[Apex Predator (4e Class)|Apex Predator]], using the [[Elite Characters (4e Variant Rule)|Elite Characters]] variant rule.''&lt;br /&gt;
&lt;br /&gt;
When you create a Smilodon Maioribus, do not select a race or class. Instead, you gain the following combined racial and class traits.&lt;br /&gt;
&lt;br /&gt;
==Smilodon Maioribus==&lt;br /&gt;
'''Primal Striker'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating a Smilodon Maioribus===&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
'''Speed''': 7 squares&amp;lt;br&amp;gt;&lt;br /&gt;
'''Vision''': Low-Light Vision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Languages''': Common&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability Score Bonuses''': +2 Strength, +2 Constitution or Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hit Points''': You start with hit points equal to 30 + twice your Constitution score. You gain 12 hit points each time you gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Bonus to Defenses''': +2 to Fortitude; +2 bonus to AC;  You are considered to be wearing leather armor for the purpose of qualifying for feats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill Bonuses''': +2 to Insight; +2 Intimidate; +2 Nature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Healing Surges''':8 + Constitution modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Class Skills''': Athletics (Str), Endurance (Con), Intimidate (Cha), Perception (Wis), Nature (Wis), Stealth (Dex)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Trained Skills''': Athletics and Intimidate. You are trained in two other skills from your class skills.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Proficiencies''': None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Large''': As a large creature, you occupy 2 x 2 squares. Your reach is 1 square.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Magical Beast''': You are a Magical Beast for the purpose of effects that relate to creature type. You cannot wear armor, wield weapons, or hold anything in your hands. You cannot wear or wield magic items, and instead receive inherent bonuses described below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|trait3= Thick Hide&lt;br /&gt;
|description3= The dense fur and flesh of a Greater Smilodon shrugs off even the most bitter cold, granting Cold resistance equal to 5 + one-half your level.&lt;br /&gt;
|trait4= Honed Tactics&lt;br /&gt;
|description4= Your experiences with your clan have taught you well, and while flanking an enemy you gain an additional +1 bonus to attack rolls.&lt;br /&gt;
|trait5= Reorientation&lt;br /&gt;
|description5= Whenever you are forcibly moved or fall more than 1 square you cannot be knocked prone by that movement or attack.&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heroic Smilodon Maioribus==&lt;br /&gt;
{|class=&amp;quot;4e&amp;quot; style=&amp;quot;text-align: left;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Level!!Feats Known!!Class Features and Powers&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1||1||Elite Saves&amp;lt;br&amp;gt;Charging Pounce&amp;lt;br&amp;gt;Heroic Retractable Claws&amp;lt;br&amp;gt;At-Will Powers&amp;lt;br&amp;gt;Saber Teeth&amp;lt;br&amp;gt;Wilderness Talent&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2||+1||Utility Power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3|| ||Heroic Hide&amp;lt;br&amp;gt;Improved Saber Teeth&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4||+1||Ability score increase&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5|| ||Improved Heroic Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6||+1||Utility Power&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7|| || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8||+1||Ability score increase&amp;lt;br&amp;gt;Improved Heroic Hide&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9|| ||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10||+1||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 1: Elite Saves===&lt;br /&gt;
'''Benefit''': You gain a +2 bonus to saving throws.&lt;br /&gt;
&lt;br /&gt;
===Level 1: Charging Pounce===&lt;br /&gt;
'''Benefit''': You are not limited to taking only free actions immediately after a charge.&lt;br /&gt;
&lt;br /&gt;
===Level 1: Heroic Retractable Claws===&lt;br /&gt;
'''Benefit''': You have a pair of retractable claws that are weapons you are proficient with. They can be extended or retracted as a free action. When extended they are considered to be light blades with the off-hand property, with +3 proficiency and a [W] of 1d8 damage.&amp;lt;br&amp;gt;They cannot be enchanted. You gain a +1 bonus to attack and damage rolls with your claws. When you score a critical hit with your claws, you deal an additional 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 1: At-Will Powers===&lt;br /&gt;
'''Benefit''': You gain the ''seizing strike'' and ''rending claws'' powers.&lt;br /&gt;
{{4e Class Power&lt;br /&gt;
|name=Seizing Strike&lt;br /&gt;
|usage=At-Will&lt;br /&gt;
|flavor=After stalking your prey, you pounce and bear down on them.&lt;br /&gt;
|class=Smilodon Maioribus&lt;br /&gt;
|owner=Paragon Class&lt;br /&gt;
|type=Attack&lt;br /&gt;
|level=1&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|keyword2=Weapon&lt;br /&gt;
|actiontype=Standard Action&lt;br /&gt;
|target=One creature&lt;br /&gt;
|range=Melee&lt;br /&gt;
|rangemod=weapon&lt;br /&gt;
|attack=Strength&lt;br /&gt;
|defense=AC&lt;br /&gt;
|hit=1[W] + Strength modifier damage and the target is grabbed. If you make this attack as part of a charge, you deal an additional 1[W] damage.&amp;lt;br&amp;gt;''Level 21:'' 2[W] + Strength modifier damage.&lt;br /&gt;
|special=You may use this power in place of a melee basic attack&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{4e Class Power&lt;br /&gt;
|name=Rending Claws&lt;br /&gt;
|usage=At-Will&lt;br /&gt;
|flavor=Your powerful forelimbs and sharp claws can take on multiple foes with ease.&lt;br /&gt;
|class=Smilodon Maioribus&lt;br /&gt;
|owner=Paragon Class&lt;br /&gt;
|type=Attack&lt;br /&gt;
|level=1&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|keyword2=Weapon&lt;br /&gt;
|actiontype=Standard Action&lt;br /&gt;
|target=One or two creatures&lt;br /&gt;
|range=Melee&lt;br /&gt;
|rangemod=weapon&lt;br /&gt;
|attack=Strength&lt;br /&gt;
|defense=AC&lt;br /&gt;
|attackextra=(two attacks)&lt;br /&gt;
|hit=1[W] + Strength modifier damage per attack.&amp;lt;br&amp;gt;''Level 21:'' 2[W] + Strength modifier damage per attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Level 1: Saber Teeth===&lt;br /&gt;
One of the Smilodon's defining features are its huge maxillary canines. Too brittle to use as a primary attack, you use these sharp teeth to pierce the major blood vessels of foes you have subdued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You gain the ''saber teeth'' power.&lt;br /&gt;
{{4e Class Power&lt;br /&gt;
|name=Saber Teeth&lt;br /&gt;
|usage=Encounter&lt;br /&gt;
|flavor=Life's inevitability is swiftly met within your lethal jaws.&lt;br /&gt;
|class=Smilodon Maioribus&lt;br /&gt;
|owner=Class Feature&lt;br /&gt;
|type=Attack&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|actiontype=Standard Action&lt;br /&gt;
|target=One creature you have grabbed.&lt;br /&gt;
|range=Melee&lt;br /&gt;
|rangemod=1&lt;br /&gt;
|attack=Strength + 2&lt;br /&gt;
|defense=Fortitude&lt;br /&gt;
|hit=2d8 + Strength modifier damage. Reroll any damage die that show 1 or 2 until they show a value greater than 2.&amp;lt;br&amp;gt;''Level 17:'' Strength + 4 vs. Fortitude; 4d8 + Strength modifier damage.&amp;lt;br&amp;gt;''Level 27:'' Strength + 6 vs. Fortitude; 6d8 + Strength modifier damage.&lt;br /&gt;
|miss=Half damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Level 1: Wilderness Talent===&lt;br /&gt;
You instinctively know how to survive in your natural habitat.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You gain two of the following abilities of your choice.&lt;br /&gt;
====Mountain Hunter====&lt;br /&gt;
'''Benefit''': You gain a +2 bonus to Athletics checks made to climb. You reduce falling damage by your Wisdom modifier.&lt;br /&gt;
====Savanna Stalker====&lt;br /&gt;
'''Benefit''': If you are in an area of tall grass or woodland, you gain a +2 bonus to Stealth checks, and you do not take a -5 penalty to Stealth check to remain hidden whilst moving in such an environment.&lt;br /&gt;
====Tundra Master====&lt;br /&gt;
'''Benefit''': When making Endurance checks to avoid the effects of a cold environment, you roll twice and take the better result. If you are in a square of snow or ice and do not move, you are considered to have concealment.&lt;br /&gt;
&lt;br /&gt;
===Level 2: Utility Power===&lt;br /&gt;
&lt;br /&gt;
===Level 3: Heroic Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +3 You select either ''elusive hide'' or ''enduring hide''.&lt;br /&gt;
*'''Elusive Hide''': You gain a +1 bonus to Stealth checks.&lt;br /&gt;
*'''Enduring Hide''': You gain a +1 bonus to Endurance checks.&lt;br /&gt;
&lt;br /&gt;
===Level 3: Improved Saber Teeth===&lt;br /&gt;
With each successful combat, you refine your signature fighting style. Enemies that thought they had avoided your most potent attack learn their mistake the hard way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You gain one more use of ''saber teeth'' per encounter, but you can use it only once per turn. &lt;br /&gt;
&lt;br /&gt;
===Level 4: Ability Score Increase===&lt;br /&gt;
Your constant training hones your body and mind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1.&lt;br /&gt;
&lt;br /&gt;
===Level 5: Improved Heroic Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls improves to +2. You select either ''hemorrhaging wounds'' or ''vicious claws''.&lt;br /&gt;
*'''Hemorrhaging Wounds''': Once per round, when hit with one of your claws, you deal one wound to your target. You gain a cumulative +1 power bonus to damage rolls against the enemy for each of these wounds that you have inflicted on it. The wounds end on the enemy when you hit another enemy with your claws, or at the end of the encounter. Also, your critical hit bonus improves to +2d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus improves to +2d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 6: Utility Power===&lt;br /&gt;
'''Benefit''': You gain the ''puncturing bite'' power.&lt;br /&gt;
{{4e Class Power&lt;br /&gt;
|name=Puncturing Bite&lt;br /&gt;
|usage=Daily&lt;br /&gt;
|flavor=You sink your canine deeper into your victim's throat.&lt;br /&gt;
|class=Smilodon Maioribus&lt;br /&gt;
|owner=Paragon Class&lt;br /&gt;
|type=Utility&lt;br /&gt;
|level=6&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|actiontype=Free Action&lt;br /&gt;
|target=The target of your ''saber teeth''&lt;br /&gt;
|trigger=You hit a creature with your ''saber teeth''&lt;br /&gt;
|range=Personal&lt;br /&gt;
|effect=The target takes 5 ongoing damage, and a -5 penalty to escape your grab (escape ends).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Level 8: Improved Heroic Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +4.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +2&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +2&lt;br /&gt;
&lt;br /&gt;
===Level 8: Ability Score Increase===&lt;br /&gt;
You reap the reward of constant challenge by increasing your physical and mental well-being.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1.&lt;br /&gt;
&lt;br /&gt;
==Paragon Smilodon Maioribus==&lt;br /&gt;
At 11th level, you take the Paragon Smilodon Maioribus paragon path.&lt;br /&gt;
{|class=&amp;quot;4e&amp;quot; style=&amp;quot;text-align: left;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Level!!Feats Known!!Class Features and Powers&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11||+1||Ability score increase&amp;lt;br&amp;gt;Paragon Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13|| ||Paragon Hide&amp;lt;br&amp;gt;Enhanced Saber Teeth&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14||+1||Ability score increase&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15|| ||Improved Paragon Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17|| || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18||+1||Ability score increase&amp;lt;br&amp;gt;Improved Paragon Hide&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19|| ||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20||+1||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 11: Ability Score Increase===&lt;br /&gt;
Your improved physical and mental prowess highlights your entrance into the paragon tier. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': Each of your ability scores increases by 1.&lt;br /&gt;
&lt;br /&gt;
===Level 11: Paragon Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls increases to +3.&lt;br /&gt;
*'''Hemorrhaging Wounds''': Your critical hit bonus damage improves to +3d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus damage improves to +3d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 13: Paragon Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +5. You gain a power depending on what kind of hide you chose at level 3.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +3&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +3&lt;br /&gt;
&lt;br /&gt;
===Level 13: Enhanced Saber Teeth===&lt;br /&gt;
'''Benefit''': You gain one more use of ''saber teeth'' per encounter.&lt;br /&gt;
&lt;br /&gt;
===Level 14: Ability Score Increase===&lt;br /&gt;
Each new challenge only makes you stronger in body and mind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1. &lt;br /&gt;
&lt;br /&gt;
===Level 15: Improved Paragon Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls increases to +4&lt;br /&gt;
*'''Hemorrhaging Wounds''': The power bonus to damage caused by your wounds improves to +2 per wound. Your critical hit bonus damage improves to +4d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus damage improves to +4d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 18: Improved Paragon Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +7.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +4&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +4&lt;br /&gt;
&lt;br /&gt;
===Level 18: Ability Score Increase===&lt;br /&gt;
You are a true paragon of physical and mental perfection. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1. &lt;br /&gt;
&lt;br /&gt;
==Epic Smilodon Maioribus==&lt;br /&gt;
At 21st level, you take the Epic Smilodon Maioribus epic destiny.&lt;br /&gt;
{|class=&amp;quot;4e&amp;quot; style=&amp;quot;text-align: left;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Level!!Feats Known!!Class Features and Powers&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|21||+1||Ability score increase&amp;lt;br&amp;gt;Epic Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|22||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|23|| ||Epic Hide&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|24||+1||Ability score increase&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|25|| ||Improved Epic Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|26||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|27|| || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|28||+1||Ability score increase&amp;lt;br&amp;gt;Improved Epic Hide&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|29|| ||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|30||+1||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 21: Ability Score Increase===&lt;br /&gt;
You are an epic hero now, and your physical and mental acuity exceed all mortal limits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': Each of your ability scores increases by 1.&lt;br /&gt;
&lt;br /&gt;
===Level 21: Epic Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls increases to +5&lt;br /&gt;
*'''Hemorrhaging Wounds''':Your critical hit bonus damage improves to +5d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus damage improves to +5d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 23: Epic Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +8.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +5&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +5&lt;br /&gt;
&lt;br /&gt;
===Level 24: Ability Score Increase===&lt;br /&gt;
The threats of the epic challenges you face are countered by the perfection of your body and mind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1. &lt;br /&gt;
&lt;br /&gt;
===Level 25: Improved Epic Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls increases to +6&lt;br /&gt;
*'''Hemorrhaging Wounds''': The power bonus to damage caused by your wounds improves to +3 per wound. Your critical hit bonus damage improves to +5d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus damage improves to +5d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 28: Improved Epic Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +10.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +6&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +6&lt;br /&gt;
&lt;br /&gt;
===Level 28: Ability Score Increase===&lt;br /&gt;
Training, practice, and experience have molded your abilities. Even as you near your final destiny, you continue to hone your talents for the tests you will soon face.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1. &lt;br /&gt;
&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Elite Character]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Smilodon_Maioribus_(4e_Elite_Character)</id>
		<title>Smilodon Maioribus (4e Elite Character)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Smilodon_Maioribus_(4e_Elite_Character)"/>
				<updated>2013-05-17T06:18:44Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: making room for utility powers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This Elite Character is based on [[User:Argent Fatalis]]'s [[Sentient, Smilodon Maioribus (4e Race)|Smilodon Maioribus]] and [[Apex Predator (4e Class)|Apex Predator]], using the [[Elite Characters (4e Variant Rule)|Elite Characters]] variant rule.''&lt;br /&gt;
&lt;br /&gt;
When you create a Smilodon Maioribus, do not select a race or class. Instead, you gain the following combined racial and class traits.&lt;br /&gt;
&lt;br /&gt;
==Smilodon Maioribus==&lt;br /&gt;
'''Primal Striker'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating a Smilodon Maioribus===&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
'''Speed''': 7 squares&amp;lt;br&amp;gt;&lt;br /&gt;
'''Vision''': Low-Light Vision&amp;lt;br&amp;gt;&lt;br /&gt;
'''Languages''': Common&amp;lt;br&amp;gt;&lt;br /&gt;
'''Ability Score Bonuses''': +2 Strength, +2 Constitution or Wisdom&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hit Points''': You start with hit points equal to 30 + twice your Constitution score. You gain 12 hit points each time you gain a level. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Bonus to Defenses''': +2 to Fortitude; +2 bonus to AC;  You are considered to be wearing leather armor for the purpose of qualifying for feats.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Skill Bonuses''': +2 to Insight; +2 Intimidate; +2 Nature&amp;lt;br&amp;gt;&lt;br /&gt;
'''Healing Surges''':8 + Constitution modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Class Skills''': Athletics (Str), Endurance (Con), Intimidate (Cha), Perception (Wis), Nature (Wis), Stealth (Dex)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Trained Skills''': Athletics and Intimidate. You are trained in two other skills from your class skills.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Proficiencies''': None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Large''': As a large creature, you occupy 2 x 2 squares. Your reach is 1 square.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Magical Beast''': You are a Magical Beast for the purpose of effects that relate to creature type. You cannot wear armor, wield weapons, or hold anything in your hands. You cannot wear or wield magic items, and instead receive inherent bonuses described below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|trait3= Thick Hide&lt;br /&gt;
|description3= The dense fur and flesh of a Greater Smilodon shrugs off even the most bitter cold, granting Cold resistance equal to 5 + one-half your level.&lt;br /&gt;
|trait4= Honed Tactics&lt;br /&gt;
|description4= Your experiences with your clan have taught you well, and while flanking an enemy you gain an additional +1 bonus to attack rolls.&lt;br /&gt;
|trait5= Reorientation&lt;br /&gt;
|description5= Whenever you are forcibly moved or fall more than 1 square you cannot be knocked prone by that movement or attack.&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heroic Smilodon Maioribus==&lt;br /&gt;
{|class=&amp;quot;4e&amp;quot; style=&amp;quot;text-align: left;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Level!!Feats Known!!Class Features and Powers&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1||1||Elite Saves&amp;lt;br&amp;gt;Charging Pounce&amp;lt;br&amp;gt;Heroic Retractable Claws&amp;lt;br&amp;gt;At-Will Powers&amp;lt;br&amp;gt;Saber Teeth&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3|| ||Heroic Hide&amp;lt;br&amp;gt;Improved Saber Teeth&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4||+1||Ability score increase&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5|| ||Improved Heroic Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7|| || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8||+1||Ability score increase&amp;lt;br&amp;gt;Improved Heroic Hide&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9|| ||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10||+1||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 1: Elite Saves===&lt;br /&gt;
'''Benefit''': You gain a +2 bonus to saving throws.&lt;br /&gt;
&lt;br /&gt;
===Level 1: Charging Pounce===&lt;br /&gt;
'''Benefit''': You are not limited to taking only free actions immediately after a charge.&lt;br /&gt;
&lt;br /&gt;
===Level 1: Heroic Retractable Claws===&lt;br /&gt;
'''Benefit''': You have a pair of retractable claws that are weapons you are proficient with. They can be extended or retracted as a free action. When extended they are considered to be light blades with the off-hand property, with +3 proficiency and a [W] of 1d8 damage.&amp;lt;br&amp;gt;They cannot be enchanted. You gain a +1 bonus to attack and damage rolls with your claws. When you score a critical hit with your claws, you deal an additional 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 1: At-Will Powers===&lt;br /&gt;
'''Benefit''': You gain the ''seizing strike'' and ''rending claws'' powers.&lt;br /&gt;
{{4e Class Power&lt;br /&gt;
|name=Seizing Strike&lt;br /&gt;
|usage=At-Will&lt;br /&gt;
|flavor=After stalking your prey, you pounce and bear down on them.&lt;br /&gt;
|class=Smilodon Maioribus&lt;br /&gt;
|owner=Paragon Class&lt;br /&gt;
|type=Attack&lt;br /&gt;
|level=1&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|keyword2=Weapon&lt;br /&gt;
|actiontype=Standard Action&lt;br /&gt;
|target=One creature&lt;br /&gt;
|range=Melee&lt;br /&gt;
|rangemod=weapon&lt;br /&gt;
|attack=Strength&lt;br /&gt;
|defense=AC&lt;br /&gt;
|hit=1[W] + Strength modifier damage and the target is grabbed. If you make this attack as part of a charge, you deal an additional 1[W] damage.&amp;lt;br&amp;gt;''Level 21:'' 2[W] + Strength modifier damage.&lt;br /&gt;
|special=You may use this power in place of a melee basic attack&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{4e Class Power&lt;br /&gt;
|name=Rending Claws&lt;br /&gt;
|usage=At-Will&lt;br /&gt;
|flavor=Your powerful forelimbs and sharp claws can take on multiple foes with ease.&lt;br /&gt;
|class=Smilodon Maioribus&lt;br /&gt;
|owner=Paragon Class&lt;br /&gt;
|type=Attack&lt;br /&gt;
|level=1&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|keyword2=Weapon&lt;br /&gt;
|actiontype=Standard Action&lt;br /&gt;
|target=One or two creatures&lt;br /&gt;
|range=Melee&lt;br /&gt;
|rangemod=weapon&lt;br /&gt;
|attack=Strength&lt;br /&gt;
|defense=AC&lt;br /&gt;
|attackextra=(two attacks)&lt;br /&gt;
|hit=1[W] + Strength modifier damage per attack.&amp;lt;br&amp;gt;''Level 21:'' 2[W] + Strength modifier damage per attack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Level 1: Saber Teeth===&lt;br /&gt;
One of the Smilodon's defining features are its huge maxillary canines. Too brittle to use as a primary attack, you use these sharp teeth to pierce the major blood vessels of foes you have subdued.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You gain the ''saber teeth'' power.&lt;br /&gt;
{{4e Class Power&lt;br /&gt;
|name=Saber Teeth&lt;br /&gt;
|usage=Encounter&lt;br /&gt;
|flavor=Life's inevitability is swiftly met within your lethal jaws.&lt;br /&gt;
|class=Smilodon Maioribus&lt;br /&gt;
|owner=Class Feature&lt;br /&gt;
|type=Attack&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|actiontype=Standard Action&lt;br /&gt;
|target=One creature you have grabbed.&lt;br /&gt;
|range=Melee&lt;br /&gt;
|rangemod=1&lt;br /&gt;
|attack=Strength + 2&lt;br /&gt;
|defense=Fortitude&lt;br /&gt;
|hit=2d8 + Strength modifier damage. Reroll any damage die that show 1 or 2 until they show a value greater than 2.&amp;lt;br&amp;gt;''Level 17:'' Strength + 4 vs. Fortitude; 4d8 + Strength modifier damage.&amp;lt;br&amp;gt;''Level 27:'' Strength + 6 vs. Fortitude; 6d8 + Strength modifier damage.&lt;br /&gt;
|miss=Half damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Level 3: Heroic Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +3 You select either ''elusive hide'' or ''enduring hide''.&lt;br /&gt;
*'''Elusive Hide''': You gain a +1 bonus to Stealth checks.&lt;br /&gt;
*'''Enduring Hide''': You gain a +1 bonus to Endurance checks.&lt;br /&gt;
&lt;br /&gt;
===Level 3: Improved Saber Teeth===&lt;br /&gt;
With each successful combat, you refine your signature fighting style. Enemies that thought they had avoided your most potent attack learn their mistake the hard way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You gain one more use of ''saber teeth'' per encounter, but you can use it only once per turn. &lt;br /&gt;
&lt;br /&gt;
===Level 4: Ability Score Increase===&lt;br /&gt;
Your constant training hones your body and mind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1.&lt;br /&gt;
&lt;br /&gt;
===Level 5: Improved Heroic Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls improves to +2. You select either ''hemorrhaging wounds'' or ''vicious claws''.&lt;br /&gt;
*'''Hemorrhaging Wounds''': Once per round, when hit with one of your claws, you deal one wound to your target. You gain a cumulative +1 power bonus to damage rolls against the enemy for each of these wounds that you have inflicted on it. The wounds end on the enemy when you hit another enemy with your claws, or at the end of the encounter. Also, your critical hit bonus improves to +2d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus improves to +2d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 6: Utility Power===&lt;br /&gt;
'''Benefit''': You gain the ''puncturing bite'' power.&lt;br /&gt;
{{4e Class Power&lt;br /&gt;
|name=Puncturing Bite&lt;br /&gt;
|usage=Daily&lt;br /&gt;
|flavor=You sink your canine deeper into your victim's throat.&lt;br /&gt;
|class=Smilodon Maioribus&lt;br /&gt;
|owner=Paragon Class&lt;br /&gt;
|type=Utility&lt;br /&gt;
|level=6&lt;br /&gt;
|keyword1=Primal&lt;br /&gt;
|actiontype=Free Action&lt;br /&gt;
|target=The target of your ''saber teeth''&lt;br /&gt;
|trigger=You hit a creature with your ''saber teeth''&lt;br /&gt;
|range=Personal&lt;br /&gt;
|effect=The target takes 5 ongoing damage, and a -5 penalty to escape your grab (escape ends).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Level 8: Improved Heroic Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +4.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +2&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +2&lt;br /&gt;
&lt;br /&gt;
===Level 8: Ability Score Increase===&lt;br /&gt;
You reap the reward of constant challenge by increasing your physical and mental well-being.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1.&lt;br /&gt;
&lt;br /&gt;
==Paragon Smilodon Maioribus==&lt;br /&gt;
At 11th level, you take the Paragon Smilodon Maioribus paragon path.&lt;br /&gt;
{|class=&amp;quot;4e&amp;quot; style=&amp;quot;text-align: left;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Level!!Feats Known!!Class Features and Powers&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11||+1||Ability score increase&amp;lt;br&amp;gt;Paragon Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13|| ||Paragon Hide&amp;lt;br&amp;gt;Enhanced Saber Teeth&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14||+1||Ability score increase&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15|| ||Improved Paragon Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17|| || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18||+1||Ability score increase&amp;lt;br&amp;gt;Improved Paragon Hide&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19|| ||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20||+1||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 11: Ability Score Increase===&lt;br /&gt;
Your improved physical and mental prowess highlights your entrance into the paragon tier. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': Each of your ability scores increases by 1.&lt;br /&gt;
&lt;br /&gt;
===Level 11: Paragon Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls increases to +3.&lt;br /&gt;
*'''Hemorrhaging Wounds''': Your critical hit bonus damage improves to +3d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus damage improves to +3d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 13: Paragon Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +5. You gain a power depending on what kind of hide you chose at level 3.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +3&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +3&lt;br /&gt;
&lt;br /&gt;
===Level 13: Enhanced Saber Teeth===&lt;br /&gt;
'''Benefit''': You gain one more use of ''saber teeth'' per encounter.&lt;br /&gt;
&lt;br /&gt;
===Level 14: Ability Score Increase===&lt;br /&gt;
Each new challenge only makes you stronger in body and mind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1. &lt;br /&gt;
&lt;br /&gt;
===Level 15: Improved Paragon Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls increases to +4&lt;br /&gt;
*'''Hemorrhaging Wounds''': The power bonus to damage caused by your wounds improves to +2 per wound. Your critical hit bonus damage improves to +4d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus damage improves to +4d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 18: Improved Paragon Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +7.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +4&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +4&lt;br /&gt;
&lt;br /&gt;
===Level 18: Ability Score Increase===&lt;br /&gt;
You are a true paragon of physical and mental perfection. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1. &lt;br /&gt;
&lt;br /&gt;
==Epic Smilodon Maioribus==&lt;br /&gt;
At 21st level, you take the Epic Smilodon Maioribus epic destiny.&lt;br /&gt;
{|class=&amp;quot;4e&amp;quot; style=&amp;quot;text-align: left;&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Level!!Feats Known!!Class Features and Powers&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|21||+1||Ability score increase&amp;lt;br&amp;gt;Epic Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|22||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|23|| ||Epic Hide&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|24||+1||Ability score increase&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|25|| ||Improved Epic Retractable Claws&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|26||+1||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|27|| || &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|28||+1||Ability score increase&amp;lt;br&amp;gt;Improved Epic Hide&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|29|| ||&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|30||+1||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level 21: Ability Score Increase===&lt;br /&gt;
You are an epic hero now, and your physical and mental acuity exceed all mortal limits.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': Each of your ability scores increases by 1.&lt;br /&gt;
&lt;br /&gt;
===Level 21: Epic Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls increases to +5&lt;br /&gt;
*'''Hemorrhaging Wounds''':Your critical hit bonus damage improves to +5d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus damage improves to +5d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 23: Epic Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +8.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +5&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +5&lt;br /&gt;
&lt;br /&gt;
===Level 24: Ability Score Increase===&lt;br /&gt;
The threats of the epic challenges you face are countered by the perfection of your body and mind.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1. &lt;br /&gt;
&lt;br /&gt;
===Level 25: Improved Epic Retractable Claws===&lt;br /&gt;
'''Benefit''': Your claw's bonus to attack and damage rolls increases to +6&lt;br /&gt;
*'''Hemorrhaging Wounds''': The power bonus to damage caused by your wounds improves to +3 per wound. Your critical hit bonus damage improves to +5d6 damage.&lt;br /&gt;
*'''Vicious Claws''': Your critical hit bonus damage improves to +5d12 damage.&lt;br /&gt;
&lt;br /&gt;
===Level 28: Improved Epic Hide===&lt;br /&gt;
'''Benefit''': Your AC bonus improves to +10.&lt;br /&gt;
*'''Elusive Hide''': Your Stealth check bonus improves to +6&lt;br /&gt;
*'''Enduring Hide''': Your Endurance check bonus improves to +6&lt;br /&gt;
&lt;br /&gt;
===Level 28: Ability Score Increase===&lt;br /&gt;
Training, practice, and experience have molded your abilities. Even as you near your final destiny, you continue to hone your talents for the tests you will soon face.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Benefit''': You increase two ability scores of your choice by 1. &lt;br /&gt;
&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Elite Character]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Race]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Sage_Powers_(4e_Power_List)</id>
		<title>Talk:Sage Powers (4e Power List)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Sage_Powers_(4e_Power_List)"/>
				<updated>2013-05-17T05:49:38Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: Created page with &amp;quot;Here's a tip then. If you change the &amp;quot;owner&amp;quot; field to &amp;quot;Paragon Class&amp;quot; it won't print the breadcrumb, which should make a better layout for the PDF. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's a tip then. If you change the &amp;quot;owner&amp;quot; field to &amp;quot;Paragon Class&amp;quot; it won't print the breadcrumb, which should make a better layout for the PDF. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 23:49, 16 May 2013 (MDT)&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Sage_(4e_Class)</id>
		<title>Talk:Sage (4e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Sage_(4e_Class)"/>
				<updated>2013-05-17T05:46:26Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: Created page with &amp;quot;Will you be making soul damage interact with existing damage-type-based feats, or will you be making a new set of feats to support it? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Will you be making soul damage interact with existing damage-type-based feats, or will you be making a new set of feats to support it? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 23:46, 16 May 2013 (MDT)&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Lancer_(3.5e_Class)</id>
		<title>Lancer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Lancer_(3.5e_Class)"/>
				<updated>2013-05-16T19:24:07Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;tocDepth3 supplement&amp;quot;&amp;gt;&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|rating_wording=&lt;br /&gt;
|rating_formatting=&lt;br /&gt;
|rating_flavor=&lt;br /&gt;
|raters_power=&lt;br /&gt;
|raters_wording=&lt;br /&gt;
|raters_formatting=&lt;br /&gt;
|raters_flavor=&lt;br /&gt;
|status=Complete, but advice is always welcome.&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Good Guy or Bad Guy, Combat-Focused&lt;br /&gt;
|desc=Knight that uses his skill in jumping and dragons as allies and specializes on slaying dragons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lancer==&lt;br /&gt;
&lt;br /&gt;
Knight that uses his/her skill in jumping and has dragons as allies and he/she specializes in slaying dragons of different alignment and type.&lt;br /&gt;
&lt;br /&gt;
===Making a Lancer===&lt;br /&gt;
 &lt;br /&gt;
Lancers are the defenders of good and the vile creators of evil, as they acquire a close relationship with the partnership they form with a dragon they become more like them. As the Lancer advances in training they become more like a dragon with the increase in resistances and battle capabilities. At one point in their training they acquire a dragon companion that brings them closer to the dragon they hold in high esteem.&lt;br /&gt;
&lt;br /&gt;
Combat oriented with low skill points, low reflex and will saves. They work great in a party.&lt;br /&gt;
&lt;br /&gt;
=====Abilities=====&lt;br /&gt;
&lt;br /&gt;
Strength is the most important stat for a lancer due to his role in combat and his ability to jump. Constitution is important to help strengthen the lancers breath weapon as well as increasing the length that a lancer can last in battle. Charisma helps with the lancers ability to smite dragons.&lt;br /&gt;
&lt;br /&gt;
=====Races=====&lt;br /&gt;
&lt;br /&gt;
All races are welcome and likely to train in the way of the Lancer to become closer to dragons.&lt;br /&gt;
&lt;br /&gt;
=====Alignment=====&lt;br /&gt;
&lt;br /&gt;
Alignment is limited to the alignment of the dragon chosen.&lt;br /&gt;
&lt;br /&gt;
=====Starting Gold=====&lt;br /&gt;
&lt;br /&gt;
5d6&amp;amp;times;10 gp ( 175 gp)&lt;br /&gt;
&lt;br /&gt;
=====Starting Age=====&lt;br /&gt;
&lt;br /&gt;
Moderate&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
=====Table: The Lancer=====&lt;br /&gt;
Hit Die: d10&lt;br /&gt;
|-&lt;br /&gt;
!  rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!  rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; | [[Saving Throws]]&lt;br /&gt;
!  rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|-&lt;br /&gt;
! [[Fort]] || [[Ref]] || [[Will]]&lt;br /&gt;
|-&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Detect Dragons, Smite Dragon 1/day&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +0 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump (10ft x 10ft)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Dragon Viscus (2d6; 15 ft. cone or 30 ft. line)&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Draconic Resilience +1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +1 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Smite Dragon 2/day&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Dragon Spirit 1/week, Dragon Loyalty, Jump (15ft x 15ft), Dragon Viscus (3d6)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Dragon Heart (disease)&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Draconic Resilience +2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Dragon Aura, Dragon Viscus (4d6)&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Dragon Senses, Smite Dragon 3/day, Jump (20ft x 20ft)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +7 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Double Jump, Dragon Heart (sleep and paralysis)&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Draconic Resilience +3, Dragon Spirit 2/week, Dragon Viscus (5d6)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +8 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump (25ft x 25ft)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +9 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Smite Dragon 4/day, Dragon Viscus (6d6), Dragon Heart (energy)&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Triple Jump, Draconic Resilience +4&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +10 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Dragon Spirit 3/week, Jump (30ft x 30ft), Dragon Viscus (7d6)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +11 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +12 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Draconic Resilience +5, Smite Dragon 5/day&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills ( 2 + [[Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis) plus the skills of the specific dragon you have chosen.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features: ====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Lancer&lt;br /&gt;
&lt;br /&gt;
=====Weapon and Armor Proficiency: =====&lt;br /&gt;
&lt;br /&gt;
Lancers are proficient with all simple weapons, and with all spears, polearms, lances, and with all types of armor (heavy, medium, and light), and with shields (except tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chosen Dragon}}:''' At first level a lancer chooses a dragon type (gold, red, yellow, etc). This dragon will determine the alignment and abilities of a lancer. This dragon does not have to be a true dragon, although this may make it a little more difficult to figure out some of the abilities, such as breath weapon or immunities. The choice of dragon is at your DM's discretion.&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Detect Dragons}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'''At will, a lancer can use the spell detect good, but only to detect the presence of dragons, this effect can see through any form of polymorph or other form of illusions.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Smite Dragon}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Once per day, a lancer may attempt to smite a dragon with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per lancer level. If the lancer accidentally smites a creature that is not of dragon blood, the smite has no effect, but the ability is still used up for that day. &lt;br /&gt;
&lt;br /&gt;
At 5th level, and at every five levels thereafter, the lancer may smite dragon one additional time per day, as indicated on Table: The Lancer, to a maximum of five times per day at 20th level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Jump}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Through great training and determination the lancer learns to jump at incredible heights and distances. The lancer can jump as though he had a running start, even while standing. He also ignores all armor check penalties to jump checks.&lt;br /&gt;
&lt;br /&gt;
The lancer can jump at a height and distance as that listed on Table: The Lancer of the corresponding level. This jump is for free and requires no jump check. A jump check can be used to add distance to this. &lt;br /&gt;
&lt;br /&gt;
This jump is counted as a charge for purposes of attacks, except that there is no penalty to AC and that all strength based damage done is doubled, tripled if using a spear, polearm, or lance. &lt;br /&gt;
&lt;br /&gt;
At 2nd level the height and distance the lancer can jump is 10ft (vertical) by 10ft (horizontal) and increases as listed on Table: The Lancer. All falling distance equal to the the lancers jump distance is negated as long as the lancer is conscious.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dragon Viscus}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The lancer, once reaching 3rd level, gains the breath weapon of his chosen dragon. The breath weapon regardless of type deals 2d6 points of damage, +1d6 for every three additional lancer levels. A successful reflex save halves the damage dealt. The save DC is equal to 10 + 1/2 your lancer level + your Con modifier. Just like a true dragon you must wait 1d4 rounds before you can use your breath weapon again.&lt;br /&gt;
&lt;br /&gt;
The shape of your breath weapon is the same as your chosen dragon. Cone-shaped breath weapons are 15 ft. and line-shaped breath weapons are 30 ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Draconic Resilience}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon reaching 4th level, the lancer gains the extraordinary ability to enhance his own combat prowess. The lancer gains the effects of a single draconic resilience from the list bellow. The resilience is always active and can be suppressed as a free action. The lancer may change the active resilience as a free action, but no more than once per round. The resilience can be expended as a move action to gain an additional bonus that lasts 5 rounds but the resilience remains inactive for 1 min, thus the lancer looses the normal bonus of the resilience. After this time the lancer can activate his resilience as a free action.&lt;br /&gt;
:''Armor:'' The lancer gains a natural armor bonus equal to his resilience bonus to his armor class. When expended the bonus is doubled against the attacks of a dragon.&lt;br /&gt;
:''Immunity:'' The lancer gains a bonus to his saving throws equal to twice his resilience bonus. When expended the lancer automatically passes all saving throws made to resist the effects of dragons.&lt;br /&gt;
:''Resistance:'' The lancer gains spell resistance equal to five times his resilience bonus. When expended the lancer automatically resists all spells cast by dragons.&lt;br /&gt;
:''Power:'' The lancer gains a bonus to damage equal to twice his resilience bonus. When expended the lancer deals double damage against dragons.&lt;br /&gt;
:''Health:'' The lancer gains fast healing equal to his resilience bonus. When expended the lancer gains regeneration equal to twice his resilience bonus, but with a minor difference, only damage dealt by dragons is converted, all other damage is treated as normal.&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Dragon Spirit}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 6th level, once per week when a lancer drops below 0 hit points he/she may call upon the spirit of a dragon and restore a number of hit points to bring him to half his total hit points. He can use this ability one additional time per week for every six levels after 6th (twice per week at 12th, three times at 18th, and so forth). Activating this ability is a swift action that can be activated at any time even when unconscious and even if the lancer would drop below -10 hit points.&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Dragon Loyalty}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'''Once per day, as a full-round action, a lancer may magically call his dragon from the realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the lancer’s level. The dragon immediately appears adjacent to the lancer and remains for 2 hours per lancer level; it may be dismissed at any time as a free action. The dragon is the same creature each time it is summoned, though the lancer may release a particular dragon from service. &lt;br /&gt;
&lt;br /&gt;
Each time the dragon is called, it appears in full health, regardless of any damage it may have taken previously. The dragon also appears wearing or carrying any gear it had when it was last dismissed. Calling a dragon is a conjuration (calling) effect. &lt;br /&gt;
&lt;br /&gt;
Should the lancer’s dragon die, it immediately disappears, leaving behind any equipment it was carrying. The lancer may not summon another dragon for thirty days or until he gains a lancer level, whichever comes first, even if the dragon is somehow returned from the dead. During this thirty-day period, the lancer takes a –1 penalty on attack and weapon damage rolls. &lt;br /&gt;
&lt;br /&gt;
Advancement of the dragon is the same as if the dragon was a cohort of the lancers. Treat the lancer as if it had the leadership feat and the necessary leadership score to attract the dragon as a cohort.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dragon Heart}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, the lancer gains the draconic subtype, as well as immunity to all diseases, including supernatural and magical diseases, at 11th level, immunity to sleep and paralysis effects, and at 15th the lancer gains the energy type immunities and vulnerabilities of the dragon of the lancers chosen type.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dragon Aura}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 9th level a lancer gains either an aura of courage, if good or frightful presence, if evil and is immune to the effect of the frightful presence of dragons. &lt;br /&gt;
&lt;br /&gt;
The aura of courage works as following: a lancer and each ally within 30 feet of him gains a +6 morale bonus on saving throws against fear effects. &lt;br /&gt;
&lt;br /&gt;
The frightful presence works as following: the ability takes effect automatically whenever the lancer attacks, charges, or jumps. All creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the lancer. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 lancer’s lancer level + lancer’s Cha modifier) remains immune to that lancer’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dragon Sense}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 10th level a lancer gains the Blindsense 60 ft. and Keen Senses as a dragon.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Double Jump}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A lancer can make a total of two attacks on up to two targets during a jump. All targets must be withing 5 ft. of each other and can only be made with lances, spears, pole arms, etc. The first attack is at your full attack bonus, the second at a -5 attack bonus.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Triple Jump}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A lancer can make a total of three attacks on up to three targets during a jump. All targets must be withing 5 ft. of each other and can only be made with lances, spears, pole arms, etc. The first attack is at your full attack bonus, the second at a -5 attack bonus, and the third a -10 attack bonus.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=====CODE OF CONDUCT: =====&lt;br /&gt;
&lt;br /&gt;
A lancer must be the alignment of the dragon whom he/she is loyal to. Also the lancer may not slay or harm any dragon that is of the type that he has sworn allegiance to, unless no other options are available, and only as a last resort.&lt;br /&gt;
&lt;br /&gt;
=====RULES ON DRAGONS: =====&lt;br /&gt;
&lt;br /&gt;
Any creature with dragon blood, the dragon subtype, or the dragon type is effected by any of the lancers abilities.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Ex-Lancer====&lt;br /&gt;
&lt;br /&gt;
A lancer who ceases to follow the alignment of the chosen dragon, who willfully commits an act that opposes the dragons alignment, or who grossly violates the code of conduct loses all lancer abilities (including the service of the dragon companion, but not weapon, armor, and shield proficiencies). You may not progress any farther in levels as a lancer. You regain all abilities and advancement potential if you atones for your violations (see the atonement spell description), as appropriate.&lt;br /&gt;
&lt;br /&gt;
Like a member of any other class, a lancer may be a multiclass character, but multiclass lancers face a special restriction. A lancer who gains a level in any class other than lancer may never again raise his lancer level, though he retains all his lancer abilities.&lt;br /&gt;
&lt;br /&gt;
====Human Lancer Starting Package====&lt;br /&gt;
&lt;br /&gt;
These are the basic starting equipment when I first thought of the Lancer, but please take in mind anything that the players make is probably better than the basic, generic idea of the Lancer (even by the creator of the class in the first place) and don't forget to choose the dragon for the basis of all the dragon abilities that you get as you advance in the Lancer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Armor=====&lt;br /&gt;
&lt;br /&gt;
Scale Mail +4 AC, speed 20ft, 30lbs&lt;br /&gt;
&lt;br /&gt;
=====Weapons=====&lt;br /&gt;
&lt;br /&gt;
Glaive  (1d10, crit x3, 10lbs, large, slashing),&lt;br /&gt;
5 javelins (1d6, crit x2, 30ft, medium, piecing)&lt;br /&gt;
&lt;br /&gt;
=====Skill Selection=====&lt;br /&gt;
&lt;br /&gt;
Pick a number of skills equal to 2 + [[Int]] modifier + 1 for human bonus skill point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; | Skill || Ranks || Ability || Armor&amp;lt;br/&amp;gt;Check&amp;lt;br/&amp;gt;Penalty&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Diplomacy || 4 || Cha || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;even&amp;quot; &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Heal || 4 || Wis || &amp;amp;mdash; &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump || 4 || Str || -6 &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Knowledge (arcana) || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ride || 4 || Dex || &amp;amp;mdash; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Feat=====&lt;br /&gt;
&lt;br /&gt;
Combat Reflexes&lt;br /&gt;
&lt;br /&gt;
=====Bonus Feats=====&lt;br /&gt;
&lt;br /&gt;
Weapon Focus (Glaive)&lt;br /&gt;
&lt;br /&gt;
=====Gear=====&lt;br /&gt;
&lt;br /&gt;
Any gear you feel is necessary to your campaign&lt;br /&gt;
&lt;br /&gt;
=====Gold=====&lt;br /&gt;
&lt;br /&gt;
5d6 gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Base Classes Breadcrumb}}&lt;br /&gt;
{{Copyright Disclaimer|franchise=Final Fantasy|owner=Square Enix}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Sarrow]]&lt;br /&gt;
[[Category:Final Fantasy]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Transcribed_Wizards_of_the_Coast_Online_Archives</id>
		<title>Transcribed Wizards of the Coast Online Archives</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Transcribed_Wizards_of_the_Coast_Online_Archives"/>
				<updated>2013-05-16T18:24:40Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: propose deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|12:24, 16 May 2013 (MDT)|Has no point as far as I can tell.}}&lt;br /&gt;
{{3.5e Wizards of the Coast Open Game Content Breadcrumb}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [http://www.wizards.com/default.asp?x=dnd/oa/20030530b Adventures]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Transcribed Wizards of the Coast Online Archives ==&lt;br /&gt;
&lt;br /&gt;
http://www.wizards.com/default.asp?x=dnd/arch/dnd&lt;br /&gt;
&lt;br /&gt;
[[Revenant (4e Creature)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wizards of the Coast]]&lt;br /&gt;
[[Category:Transcribed Online Archive]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Revenant_(4e_Creature)</id>
		<title>Revenant (4e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Revenant_(4e_Creature)"/>
				<updated>2013-05-16T16:39:33Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: propose deletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|10:39, 16 May 2013 (MDT)|Any point to this?}}&lt;br /&gt;
=== Revenant ===&lt;br /&gt;
&lt;br /&gt;
http://www.wizards.com/DnD/Article.aspx?x=dnd/4spot/20090515&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Transcribed Wizards of the Coast Online Archives Breadcrumb}}&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pantheon_(Sarosian_Supplement)</id>
		<title>Pantheon (Sarosian Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pantheon_(Sarosian_Supplement)"/>
				<updated>2013-05-16T16:35:53Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: cats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
{{:Sarosian_(DnD_Campaign_Setting)/Menu}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 87%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The gods and their interactions on Miriandis are unique.  In the cosmology of the universe the forces known as deities create aspects of themselves to watch over any given planet in their corner of the universe.  This isn't so say these aspects are a shadow of the creating force, in truth they are fully independent beings, being which when destroyed can't just be replaced by their original creating force.  This mean that throughout the history of Miriandis the planets cosmology has changed, some gods are dead while others have been bolstered or weakened, almost all of the deities who died or changed significantly in strength did so in the Second Age.&lt;br /&gt;
&lt;br /&gt;
=={{#anc:The Pantheons and their Gods}}==&lt;br /&gt;
&lt;br /&gt;
The vampire Pantheon presented here are the gods formed in the First Age after the formation of the Pureblood Houses.&lt;br /&gt;
&lt;br /&gt;
===='''Alternate vampire Pantheon'''====&lt;br /&gt;
&lt;br /&gt;
'''[[Burnsider (3.5e Deity)|Burnsider]]&lt;br /&gt;
&lt;br /&gt;
'''[[Hemor (3.5e Deity)|Hemor]]&lt;br /&gt;
&lt;br /&gt;
'''[[Chasul (3.5e Deity)|Chasul]]&lt;br /&gt;
&lt;br /&gt;
'''[[Michos (3.5e Deity)|Michos]]&lt;br /&gt;
&lt;br /&gt;
'''[[Evaldir (3.5e Deity)|Evaldir]]&lt;br /&gt;
&lt;br /&gt;
'''[[Hemtota (3.5e Deity)|Hemtota]]&lt;br /&gt;
&lt;br /&gt;
'''[[Gregorlaxis (3.5e Deity)|Gregorlaxis]]&lt;br /&gt;
&lt;br /&gt;
'''[[Memo (3.5e Deity)|Memo]]&lt;br /&gt;
&lt;br /&gt;
'''[[Calacatorsis (3.5e Deity)|Calacatorsis]]&lt;br /&gt;
&lt;br /&gt;
'''[[Zed (3.5e Deity)|Zed]]&lt;br /&gt;
&lt;br /&gt;
'''[[Ali Charum (3.5e Deity)|Ali Charum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{#anc:Houserules of the Gods}}==&lt;br /&gt;
&lt;br /&gt;
The list of active deities on Miriandis sits somewhere around 290.  Over time many of these deities have come into conflict over the years.  While conflicts rage to this day most of them are just for show, once an army reaches the divine plane of another god they are easily wiped out, resulting in most conflicts being nothing more than for bragging rights and to keep their followers busy.&lt;br /&gt;
&lt;br /&gt;
The list of major changes is actually quite short when considering how full the heavens are.&lt;br /&gt;
&lt;br /&gt;
'''Divine Alterations'''&lt;br /&gt;
&lt;br /&gt;
*'''Gruumsh''' currently serves '''Hextor''' as a slave, those who worship Gruumsh have their devotion siphoned by Hextor.&lt;br /&gt;
&lt;br /&gt;
*'''Corellon''' and the others in the Elven Pantheon are dead.&lt;br /&gt;
&lt;br /&gt;
*'''Yeenoghu''' captured '''Gorellik''', increasing his power leading to increased conflicts in the Blood War.&lt;br /&gt;
&lt;br /&gt;
*'''Tiamat''' is currently stuck on the prime material plane in a cave, while her powers and the devotion she collects are not effected by this she is more vulnerable and has lashed out against '''Kurtulmak''' in an attempt to free herself.&lt;br /&gt;
&lt;br /&gt;
*'''Kurtulmak''' is weakened due to a current unfavorable war with '''Tiamat'''.&lt;br /&gt;
&lt;br /&gt;
*'''Obad-Hai''' is weakened.&lt;br /&gt;
&lt;br /&gt;
*'''Olidammara''' has killed '''Mask'''.&lt;br /&gt;
&lt;br /&gt;
*'''Olidammara''' is represented as a female not a male, while she is capable of changing her appearance to either gender most of her followers recognize her as female.&lt;br /&gt;
&lt;br /&gt;
*'''Lathander''' died.&lt;br /&gt;
&lt;br /&gt;
*All members of the '''Orc Pantheon''' enjoy increased powers due to '''Gruumsh's''' current servitude as many orcs no longer worship Gruumsh in favor of a non-slave god.&lt;br /&gt;
&lt;br /&gt;
*'''The Lady of Pain''', ruler of Sigil is actually '''Wee Jas''', it was secret persona of Wee Jas until recently when it became common knowledge to planar travelers.&lt;br /&gt;
&lt;br /&gt;
*'''Mephistopheles''' is the current ruler of Baator and owner of the Pact Primeval, '''Asmodeus''' is still alive and ruler of the 9th layer, Mephistopheles came to power through a deal involving his ownership of the Pact.&lt;br /&gt;
&lt;br /&gt;
*'''Juiblex''' has subjugated '''Zuggtmoy''' and is lord of all Fungus, Spore and Ooze.&lt;br /&gt;
&lt;br /&gt;
[[Category:Sarosian Setting]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:Supplement]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Elemental_Force</id>
		<title>Elemental Force</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Elemental_Force"/>
				<updated>2013-05-16T16:34:48Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|Needs wikilinking to whatever uses this, categories, and mechanics, I guess.}}&lt;br /&gt;
Elemental Force is an ability used by the Nephilim. When a Nephilim is born, they are born with the ability to control one of the four elements(fire, water, earth and air), or an offshoot(ice or electricity).&lt;br /&gt;
&lt;br /&gt;
At first level, a Nephilim may choose 2 abilities, and 2 more at 5th, 10th, 15th, and 20th levels.&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Discover_Vestige_(4e_Feat)</id>
		<title>Discover Vestige (4e Feat)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Discover_Vestige_(4e_Feat)"/>
				<updated>2013-05-16T16:33:42Z</updated>
		
		<summary type="html">&lt;p&gt;Marasmusine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wikify|Needs to use the template}}&lt;br /&gt;
'''Discover Vestige'''&lt;br /&gt;
&lt;br /&gt;
'''Heroic Tier'''&lt;br /&gt;
'''Prerequisite: Warlock , Vestige pact'''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== '''Summary''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose one of the 5 basic vestiges available to starting vestige&lt;br /&gt;
warlocks that the character does not already have access to Add that vestige to the set of vestiges that the character&lt;br /&gt;
can choose between during each short and long rest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: The character can take this feat multiple times, this feat may also be used for adding a customized storyline/setting based Vestiges&lt;br /&gt;
&lt;br /&gt;
[[Category:4e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Feat]]&lt;/div&gt;</summary>
		<author><name>Marasmusine</name></author>	</entry>

	</feed>