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		<id>http://www.dandwiki.com/w/api.php?action=feedcontributions&amp;user=Milo+v3&amp;feedformat=atom</id>
		<title>D&amp;D Wiki - User contributions [en]</title>
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		<updated>2013-06-20T05:44:04Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.dandwiki.com/wiki/User:Milo_v3</id>
		<title>User:Milo v3</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User:Milo_v3"/>
				<updated>2013-04-23T11:59:31Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: /* My Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the page in honour of Milo High-hill, the greatest druid of all time.&lt;br /&gt;
&lt;br /&gt;
'''Race''': Half-Elf&lt;br /&gt;
&lt;br /&gt;
'''Class''': Rogue 5/ Druid 20/ Cleric 10(Obad-Hai)/ Ranger 5&lt;br /&gt;
&lt;br /&gt;
He is decendant of the evil warlord Draco who can command dragons will thought and Drains the souls of his most powerful soldier each year. Thus making him Immortal and more powerful each year.&lt;br /&gt;
&lt;br /&gt;
He is destined to slay him with the help of the Master of the Ancient Ways. A sorceror of great power and seeker of knowledge. &lt;br /&gt;
&lt;br /&gt;
He has slain the emperor of Sumra for attacking his family. He has crafted a second Material Plane only to cut it off from the original. &lt;br /&gt;
&lt;br /&gt;
He is one of the most powerful mortals in existance.&lt;br /&gt;
&lt;br /&gt;
Now with my favourite character out of the way.&lt;br /&gt;
&lt;br /&gt;
I also play a Chaotic Evil Wizard named Naïlo. He is the creator of most of my spells. Each of my spells has a roleplaying reason for being developed (Especially the Repressed memory &amp;amp; Repulsion).&lt;br /&gt;
&lt;br /&gt;
== My Campaign ==&lt;br /&gt;
* [[Blades Of Keran (3.5e Campaign Setting)|Title Page]] &lt;br /&gt;
&lt;br /&gt;
== My Finished Contributions ==&lt;br /&gt;
Most of my Homebrew is part of my campaign setting and isn't posted on this list.&lt;br /&gt;
#[[Naïlo's Match (3.5e Spell)|Naïlo's Match]]&lt;br /&gt;
#[[Naïlo's Cyclone (3.5e Spell)|Naïlo's Cyclone]]&lt;br /&gt;
#[[Return Of The Dead Soul (3.5e Spell)|Return Of The Dead Soul]]&lt;br /&gt;
#[[Animate Dead, Greater (3.5e Spell)|Animate Dead, Greater]]&lt;br /&gt;
#[[Corrupt Water|Corrupt Water]]&lt;br /&gt;
#[[Mark Of Failure|Mark Of Failure]]&lt;br /&gt;
#[[Naïlo's Repressed Memory (3.5e Spell)|Naïlo's Repressed Memory]]&lt;br /&gt;
#[[Naïlo's Repulsion (3.5e Spell)|Naïlo's Repulsion]]&lt;br /&gt;
#[[Paladin, Variant (3.5e Class)|Paladin, Variant]]&lt;br /&gt;
#[[Armor Of Flesh (3.5e Spell)|Armor Of Flesh]]&lt;br /&gt;
#[[Naïlo's Bolt (3.5e Spell)|Naïlo's Bolt]]&lt;br /&gt;
#[[Naïlo's Anger (3.5e Spell)|Naïlo's Anger]]&lt;br /&gt;
#[[Naïlo's Swarm (3.5e Spell)|Naïlo's Swarm]]&lt;br /&gt;
#[[Naïlo's Security Beacon (3.5e Spell)|Naïlo's Security Beacon]]&lt;br /&gt;
#[[Maxim's Escape Dummy (3.5e Spell)|Maxim's Escape Dummy]]&lt;br /&gt;
#[[Acrosapien (3.5e Creature)|Acrosapien]]&lt;br /&gt;
#[[Naïlo's Murder (3.5e Spell)|Naïlo's Murder]]&lt;br /&gt;
&lt;br /&gt;
== To Be Finished ==&lt;br /&gt;
#[[Disciple of the Royal Blood (3.5e Prestige Class)|Disciple of the Royal Blood]]&lt;br /&gt;
#[[Bender of the Sanguine (3.5 Class)|Bender of the Sanguine]]&lt;br /&gt;
#[[Binder (3.5e Class)|Binder]]&lt;br /&gt;
#[[BoneClaw Vindicator (3.5e Prestige Class)|BoneClaw Vindicator]]&lt;br /&gt;
#[[Blades Of Keran (3.5e Campaign Setting)|Blades of Keran]]&lt;br /&gt;
&lt;br /&gt;
== I also moved the following ==&lt;br /&gt;
#[[Boneshifter (3.5e Class)|Boneshifter (Class)]]&lt;br /&gt;
#[[Book Of Gears (3.5e Sourcebook)|Book Of Gears (Frank &amp;amp; K Tome)]]&lt;br /&gt;
#[[Congealing Consumption (3.5e Spell)|Congealing Consumption (Tome of Necromancy)]]&lt;br /&gt;
#[[Air (3.5e Sphere)|Air (Sphere)]]&lt;br /&gt;
&lt;br /&gt;
== My Resources ==&lt;br /&gt;
#Players Handbook&lt;br /&gt;
#Monster Mannual (1,2,3,4,5)&lt;br /&gt;
#Dungeon Masters Guide (1,2)&lt;br /&gt;
#Dragonlance Campaign Setting&lt;br /&gt;
#Sandstorm&lt;br /&gt;
#Races of the Dragon&lt;br /&gt;
#City of Splendor:Waterdeep&lt;br /&gt;
#Complete Mage&lt;br /&gt;
#Arms &amp;amp; Equipment&lt;br /&gt;
#Book Of Exalted Deeds&lt;br /&gt;
#Book Of Vile Darkness&lt;br /&gt;
#Cityscape&lt;br /&gt;
#Complete Arcane&lt;br /&gt;
#Complete Divine&lt;br /&gt;
#Frostburn&lt;br /&gt;
#Ghostwalk&lt;br /&gt;
#Hero's Of Horror&lt;br /&gt;
#Hordes Of The Abyss&lt;br /&gt;
#Libris Mortis&lt;br /&gt;
#Magic Of Faerun&lt;br /&gt;
#Miniatures Handbook&lt;br /&gt;
#Monsters Of Faerun&lt;br /&gt;
#Planar Handbook&lt;br /&gt;
#Races Of The Wild&lt;br /&gt;
#Spell Compendium&lt;br /&gt;
#Stormwrack&lt;br /&gt;
#Stronghold Builders Guidebook&lt;br /&gt;
#Tyrants Of The Nine Hells&lt;br /&gt;
#Unapprochable East&lt;br /&gt;
#Weapons Of Legacy&lt;br /&gt;
&lt;br /&gt;
== My Maps ==&lt;br /&gt;
[[File:Keran Map.jpg|thumb|left]]&lt;br /&gt;
[[File:National_Map.jpg|thumb|left]]&lt;br /&gt;
[[File:Coloured_Map.jpg|thumb|left]]&lt;br /&gt;
[[File:Terrain_Map.jpg|thumb|left]]&lt;br /&gt;
[[File:Kratoa Map.png|thumb|left]]&lt;br /&gt;
[[File:World Keran.jpg|thumb|left]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blades_Of_Keran_(3.5e_Campaign_Setting)</id>
		<title>Blades Of Keran (3.5e Campaign Setting)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blades_Of_Keran_(3.5e_Campaign_Setting)"/>
				<updated>2013-03-14T23:00:29Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Campaign Setting Rating|5}}&lt;br /&gt;
= Blades Of Keran =&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The World of Keran&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''The details of this setting, races, and class are outdated on this site. Please view other sources for the correct information.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;column&amp;quot; style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; |&lt;br /&gt;
'''&amp;lt;BIG&amp;gt;Player Info&amp;lt;/BIG&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Races (Keran Supplement)|Races]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The races found in the world of Keran.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Classes (Keran Supplement)|Classes]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;A list of classes available to players.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Gear and Equipment (Keran Supplement)|Gear and Equipment]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;All the miscellaneous stuff you'll ever need.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Player Magic (Keran Supplement)|Magic]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;New Spells unique to this setting and changes to core spells.&amp;lt;/div&amp;gt;&lt;br /&gt;
*[[Player Magic (Keran Supplement)#New Spells|New Spells]]&lt;br /&gt;
*[[Player Magic (Keran Supplement)#Spell Changes|Spell Changes]]&lt;br /&gt;
&lt;br /&gt;
;[[Feats (Keran Supplement)|Feats]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;General, Metamagic, Racial, ect. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; |&lt;br /&gt;
'''&amp;lt;big&amp;gt;World Reference&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
;[[History (Keran Supplement)|History]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;How Keran came to be.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[History (Keran Supplement)#The First Era: The Dawn|The First Era: The Dawn]]&lt;br /&gt;
* [[History (Keran Supplement)#The Seconded Era: The War of Sands|The Second Era: The War of Sands]]&lt;br /&gt;
* [[History (Keran Supplement)#The Third Era: Time of Blades|The Third Era: The Time Of Blades]]&lt;br /&gt;
&lt;br /&gt;
;[[Geography and Environment (Keran Supplement)|Geography of the World]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Places and locations of interest in the world of Keran.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Geography and Environment (Keran Supplement)#Geography|Geography]]&lt;br /&gt;
* [[Cities and Sites (Keran Supplement)|Cities &amp;amp; Sites]]&lt;br /&gt;
&lt;br /&gt;
;[[Pantheon (Keran Supplement)|Deities]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The Keran Pantheon, and religion&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Pantheon (Keran Supplement)#Keepers of the Elements|Primordials]]&lt;br /&gt;
* [[Pantheon (Keran Supplement)#Keepers of Virtue and Vice|Divines]]&lt;br /&gt;
&lt;br /&gt;
;[[Cosmology (Keran Supplement)|Cosmology and the Planes]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The layout of the cosmos.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Cosmology (Keran Supplement)#Inner Planes|Inner Planes]]&lt;br /&gt;
* [[Cosmology (Keran Supplement)#Outer Planes|Outer Planes]]&lt;br /&gt;
&lt;br /&gt;
;[[Organizations (Keran Supplement)|Organizations]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The organizations of people in Keran.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Organizations (Keran Supplement)#Orders|Orders]]&lt;br /&gt;
* [[Organizations (Keran Supplement)#Guilds|Guilds]]&lt;br /&gt;
&lt;br /&gt;
;[[Magic (Keran Supplement)|Magic]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Magic in the world of Keran.&amp;lt;/div&amp;gt;&lt;br /&gt;
*[[Magic (Keran Supplement)#Arcane Magic|Arcane Magic]]&lt;br /&gt;
*[[Magic (Keran Supplement)#Divine Magic|Divine Magic]]&lt;br /&gt;
*[[Magic (Keran Supplement)#Pact Magic|Pact Magic]]&lt;br /&gt;
*[[Magic (Keran Supplement)#Sphere Magic|Sphere Magic]]&lt;br /&gt;
&lt;br /&gt;
;[[Economy (Keran Supplement)|Economy]]&lt;br /&gt;
&lt;br /&gt;
;[[Crime &amp;amp; Punishment (Keran Supplement)|Crime &amp;amp; Punishment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 34%;&amp;quot; |&lt;br /&gt;
'''&amp;lt;BIG&amp;gt;DM Info&amp;lt;/BIG&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[About (Keran Supplement)|About]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;What the setting is all about, and why I made it.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Bestiary (Keran Supplement)|Bestiary and Monster Races]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The vile beasts, horrid creatures, and savage species.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Bestiary (Keran Supplement)#Creatures Removed or Changed|Creatures Removed or Changed]]&lt;br /&gt;
* [[Bestiary (Keran Supplement)#Creature Types Changed|Creature Types Changed]]&lt;br /&gt;
* [[Bestiary (Keran Supplement)#New Creatures|New Creatures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Adventure Hooks (Keran Supplement)|Adventures and Quests]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Things to do in Keran.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[All NPCs (Keran Supplement)|NPCs, Minions, and Notables]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The people your players may see, talk to, or kill.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[All NPCs (Keran Supplement)#Notable NPCs|Notable People]]&lt;br /&gt;
* [[All NPCs (Keran Supplement)#Generic NPCs|Generic People]]&lt;br /&gt;
* [[All NPCs (Keran Supplement)#Sample Adventurers|Sample Adventurers]]&lt;br /&gt;
&lt;br /&gt;
;[[Variant Rules (Keran Supplement)|Variant Rules]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;These are rules for playing in Keran that override the Core Rules.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [[Rule Books (Keran Supplement)|Books Of Keran]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;These are supplements writen for the Blades Of Keran Setting.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Magic Items (Keran Supplement)|Magic Items]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;A list of magic items and how to make them.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Back to DnD Campaign Settings&lt;br /&gt;
|category=Blades Of Keran}}&lt;br /&gt;
[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User_talk:Milo_v3</id>
		<title>User talk:Milo v3</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User_talk:Milo_v3"/>
				<updated>2013-02-21T11:04:48Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: /* a thought on vampires */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to D&amp;amp;D Wiki! == &lt;br /&gt;
&lt;br /&gt;
;Welcome!&lt;br /&gt;
Hello {{PAGENAME}} and welcome to D&amp;amp;D Wiki.  I hope you have been enjoying this site, and I hope you have been finding the information here on D&amp;amp;D Wiki useful.  I am an admin (and, actually, the owner as well) here on D&amp;amp;D Wiki along with a couple other people who make up &amp;quot;The Face&amp;quot; of D&amp;amp;D Wiki.  An entire list of admins can be found [[D&amp;amp;D Wiki:Administrators|here]].&lt;br /&gt;
;Questions:&lt;br /&gt;
If you have any question about D&amp;amp;D Wiki, D&amp;amp;D, formatting on D&amp;amp;D Wiki, what day today is, what our purpose here on earth is, or whatever, an admin will, many times, give the best answer.  Please feel free to ask any admin any question ([http://www.dandwiki.com/wiki/index.php?title=User_talk:Green_Dragon&amp;amp;action=edit&amp;amp;section=new ask me a question!]).&lt;br /&gt;
;Formatting&lt;br /&gt;
Formatting on D&amp;amp;D Wiki (or any wiki for that matter) can be very difficult, and if you need help a good place to start is [http://en.wikipedia.org/wiki/Help:Editing Help:Editing] on Wikipedia (or even their [http://en.wikipedia.org/wiki/Wikipedia:Introduction Introduction] page).  This will explain the basic wiki formatting and should provide quite a few useful links that explain more specific areas of wiki formatting.  Again, if you have any questions about formatting on D&amp;amp;D Wiki please ask them as, I imagine, anybody will be more than happy to help you get them answered.&lt;br /&gt;
;Community&lt;br /&gt;
A strong and welcoming community exists on D&amp;amp;D Wiki, and I am sure you will find it rather nice.  Most discussions take place on content talk pages, however please feel free to walk into [[Special:TheTavern|The Tavern]] (our local chat room) and talk to some fellow D&amp;amp;D Wikians.  Anyway, on D&amp;amp;D Wiki, possibly since discussions are never deleted, people try to be nice.  This means please follow Wikipedia's guidlines on [http://en.wikipedia.org/wiki/Wikipedia:Civility Civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette Etiquette] when discussing anything.  And, if an argument does arise, please use Wikipedia's [http://en.wikipedia.org/wiki/Wikipedia:Dispute_resolution Dispute Resolution] to make sure everyone comes out happy.  Also, on a pretty different note, to ensure people know who posted what, please sign your name after a post with four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) or by clicking on the signature icon. [[Image:Signature_icon.png]] This will automatically produce your name and the date (by the way, it's kinda a pet peeve of mine when people don't sign posts...  arrg...).  Anyway, I hope you come to love the close-knit D&amp;amp;D Wiki community and welcome again, you are now a D&amp;amp;D Wikian.  --[[User:Green Dragon|Green Dragon]] 18:40, 10 March 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Sorry for the muck up. ==&lt;br /&gt;
&lt;br /&gt;
On the page &amp;quot;Summon Cow(Spell)&amp;quot; I accidently added to the talk page without loging in. Sorry.&lt;br /&gt;
&lt;br /&gt;
Add yes 115.64.121.210 was acsully me. Sorry.--[[User:Milo v3|Milo High-Hill]] 14:20, 22 October 2010 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Contributions ==&lt;br /&gt;
&lt;br /&gt;
How to I put my &amp;quot;New Page&amp;quot; contributions on to my User Page?--[[User:Milo v3|Milo High-Hill]] 14:54, 16 December 2010 (MST)&lt;br /&gt;
&lt;br /&gt;
== Questionable Contributions ==&lt;br /&gt;
&lt;br /&gt;
Hey.  As you found some questionable contributions, do you have information on the pages which  [[Special:Contributions/67.142.130.16|67.142.130.16]], [[Special:Contributions/67.142.130.36|67.142.130.36]], and [[Special:Contributions/67.142.130.43|67.142.130.43]] worked on, if you do not mind?  --[[User:Green Dragon|Green Dragon]] 16:10, 2 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:I'm unsure what you mean? Are you aking me to check if thier OGL material is actually OGL? None the less, I'd be happy to help in what ever way I can.--[[User:Milo v3|Milo High-Hill]] 22:32, 2 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
::For example, is [[Divine Disciple (3.5e Prestige Class)]] really from [[Champions of Ruin]]?  --[[User:Green Dragon|Green Dragon]] 22:39, 2 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:::For that specific example I can't help you. As I don't own [[Champions of Ruin]]. Also many of the pages are &amp;quot;supposedly' OGL  from [[Player’s Guide to Faerûn]]. But I lack that book as well. I will search the pages and see if I have any of the books.--[[User:Milo v3|Milo High-Hill]] 22:44, 2 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
::::I checked out the [[Solar Flare (weapon)|Solar Flare]] page and saw it doesn't follow OGL is that what you wanted? I mentioned it on the Talk Page.--[[User:Milo v3|Milo High-Hill]] 22:51, 2 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:::::Sorry but basically all of it is [[Races Of Faerun]]. Saddly I don't own it. I wish I could help.--[[User:Milo v3|Milo High-Hill]] 23:02, 2 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
== Keran Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
You have been using (Keran Race) as an identifier for your Keran-specific races. As far as I know, policy is to have everything (Races, classes, equipment, etc) identified as it is, rather than by which campaign setting it belongs to. Because of this, you'll want to go through and move all your pages from &amp;quot;Kobold (Keran Supplement)&amp;quot; to &amp;quot;Kobold, Variant (3.5e Race)&amp;quot;. I see you have already discussed this on Green Dragon's talk page. If you'd like, you can name all the pages something like &amp;quot;Kobold, Keran Variant (3.5e Race)&amp;quot;, whether or not there are original races with the same name. I can help with this, if you'd like. --[[User:Badger|Badger]] 21:16, 22 June 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for reminding me I'll start on renaming them as soon as possible.--[[User:Milo v3|Milo High-Hill]] 21:37, 22 June 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Minor Edits ==&lt;br /&gt;
&lt;br /&gt;
Hi Milo, [http://en.wikipedia.org/w/index.php?title=Help:Editing&amp;amp;oldid=55026298#Minor_edits here's] some information about the &amp;quot;minor edit&amp;quot; checkbox. I've noticed you use the checkbox with fairly significant changes. Thanks, [[User:Marasmusine|Marasmusine]] 07:12, 16 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:In my opinion none of the Minor edits I have made were significant changes. Could you give me an example so such so I can be aware of not doing similar examples in the future.--[[User:Milo v3|Milo High-Hill]] 07:41, 16 April 2012 (MDT)&lt;br /&gt;
::Sure. There's some removal and addition of text at your Keran Kobold article [http://www.dandwiki.com/w/index.php?title=Kobold,_Keran_(3.5e_Race)&amp;amp;diff=prev&amp;amp;oldid=559766][http://www.dandwiki.com/w/index.php?title=Kobold%2C_Keran_%283.5e_Race%29&amp;amp;action=historysubmit&amp;amp;diff=560071&amp;amp;oldid=559766] and changing statistics[http://www.dandwiki.com/w/index.php?title=High_calibur_rifle_(3.5e_Equipment)&amp;amp;diff=prev&amp;amp;oldid=560020][http://www.dandwiki.com/w/index.php?title=Necromaster_(3.5e_Class)&amp;amp;diff=prev&amp;amp;oldid=559274]. These are more significant than &amp;quot;typographical corrections, formatting and presentational changes, and rearrangements of text without modification of its content.&amp;quot; It's not a big deal, though. [[User:Marasmusine|Marasmusine]] 08:32, 16 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Two of those (specifically the kobold weapons proficieny and the High Calibur Rifle weren't ment to have been minor edits, a mistake on my part. From now on I'll be more careful of using the minor edits checkbox. --[[User:Milo v3|Milo High-Hill]] 08:52, 16 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Homebrew Template ==&lt;br /&gt;
&lt;br /&gt;
So you made one and started slapping it on pages eh?  Initiative.  I like it.  Go get'em kid.  Only two zillion more pages to go.  I know GD was talking about namespaces and such.  But it looks like you outsmarted him eh?  Good for you.  Also, I had a friend say he didn't know what a 'Wiki' was.  Could you make a template for what a Wiki is too?  Just something we could put at the top of every page.  Ya know.  For the new people.  Thanks.  --[[User:Jay Freedman|Jay Freedman]] 03:09, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I realize you may not have agreed with Milo's idea, but that doesn't make the snipes any more justified. I suggest if you have concerns, that you take them through the proper channels; the initial discussion or to administrators, for example. [[User:Jwguy|Jwguy]] 03:32, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Now now.  The boys are talking Jwguy.  Let's not butt in again.  That didn't go well for you last time.  Remember.  Besides, I'm not being snippy.  Just making sure Milo knows how long the road is ahead of him.  Solving the whole Internet's problems of Ignorance and Laziness is a big deal.  He needs as much positive reinforcement as he can get.  I don't see you encouraging him.  Tsk tsk.  --[[User:Jay Freedman|Jay Freedman]] 04:05, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::It is better to help the site slowly, than to be apathetic and never add anything to society. If you disagree that is your own opinion, but don't spam my page with trash simply so you can get a laugh.--[[User:Milo v3|Milo High-Hill]] 04:24, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::The Template darling.  Did you get the okay from Administration?  Or was placing that on pages already your idea?  Cause in the official discussion, I didn't see any responses about it.  So I came to you directly.  --[[User:Jay Freedman|Jay Freedman]] 04:26, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::Do you have a problem with me adding a template I've made, to a page I made, already full of content I made. Strangely I thought it would be okay. Can you name a rule I broke? Or is this just good old Jay Freedman trying to look out for someone.--[[User:Milo v3|Milo High-Hill]] 04:32, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::So?  Why ask GD if you can do something, if your just going to do it anyway?  I thought you had the whole site in mind Milo.  Not just 'Your' work.  Oh wait...  We don't have 'Our' work anymore.  We're just 'contributers' to GD's wiki.  Sorry I forgot.  My aim was to impress upon your mind the futility of your most recent actions.  Namely, adding the template to articles 'before' the discussion had reached a 'resolution'.  Who provoked who?  Hmm?  --[[User:Jay Freedman|Jay Freedman]] 04:38, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::I asked because I wanted a disclaimer on every page. Even if the Disclaimer is in still discussion, there is no reason for me to not place a disclaimer on a small number of pages in my setting.--[[User:Milo v3|Milo High-Hill]] 04:44, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::Deal.  You stick your template on a few of 'your' articles and we don't have a problem.  And once GD gives you the okay to place it on all the articles, we're cool.  All good.  Because I'm sure he will.  But slap that puppy on anybody else's work and I won't be happy.  You fella's might dislike me, but I'm looking out for many, many peoples work around here.  Edit: Oh, and it's &amp;quot;GD's setting&amp;quot;.  Not yours.  Remember, we are just 'contributors' to GD's wiki.  We avoid the term 'author' or 'ours'.  --[[User:Jay Freedman|Jay Freedman]] 04:51, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::It doesn't matter if you choose to avoid the Word Author. An Author is the person who originates or gives existence to something. Made that setting. GD would probably be fine with me saying I'm the Author as I am the author. If he disagree's then he doesn't understand the meaning behind the word. And if you were &amp;quot;looking out for many, many peoples work&amp;quot; your way for communication wouldn't be as crude.--[[User:Milo v3|Milo High-Hill]] 05:12, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::GD and Authors.  That is a whole other chicken to climb.  I'm gonna let that go for now.  You can learn that lesson the hard way too.  And yes, I am that crude.  This is the Internet.  The wild west.  The good, the bad, and the ugly.  The man with the gun wins.  (Gun=Admin Privileges.)  Nevermind.  You don't care.  I'm talking to a wall.  Sigh...  We made our deal.  I'll just be going now.  ''*strides off into the sunset*''  --[[User:Jay Freedman|Jay Freedman]] 05:21, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::::Jay, I don't really care how witty or sharp or even godly you think you and your comments are. Once more, this is the internet, and it is a public site: Flailing wildly and pretending to know some martial art in text form has the same effect that it does in real life, as no-one buys it and it only makes the display more dumbfounding. What happened, last time? You tried the same tired routine and tried to act like a big guy, and got warned for being discourteous and rude. That, and you're a bit of a wall, yourself.&lt;br /&gt;
&lt;br /&gt;
:::::::::::The truth of the matter is, it's a damn template that can really only be used to help the site, as a whole; Does it matter if you think people should ''need'' it? Does it ''do'' anything besides assisting only the people who need it? Is it a gigantic, irreversible mistake for Milo to have put a test case on his pages? The truth of all these questions is a resounding '''no'''. Our duty as editors isn't to try and enforce our beliefs and attack those who don't believe the same; That's just an extremist. Our duty is to maintain the wiki, and do our best to facilitate its growth. Our opinions regarding what the experience or intelligence of the user base is ''ultimately'' does not matter. [[User:Jwguy|Jwguy]] 05:26, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::::Because I'm stuck here Jw.  Because I made the mistake of submitting work to this site, only to have my ability to delete it revoked.  Because my right to being an 'Author' was taken away and now I must maintain the integrity of my articles from Spammers, Vandalism, Bots, Idiots, and Advertisers.  I am in despair.  And men in despair are hard to talk to.  I can't believe how an intelligent person like you Jw even found this place.  What are you still doing here!  This place is for the moppets and trolls.  It's got rust on the edges and the wheels squeak and the head is stagnate like a rock.  Run away, run away.  Save yourselves!  --[[User:Jay Freedman|Jay Freedman]] 05:35, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::::::Oh poor Jay, forced to ... um ... Actually if you hate this site, you don't have to stay. So please for the sake of saving your and everyone elses time, just leave as you are simply being a bitter troll.--[[User:Milo v3|Milo High-Hill]] 05:42, 20 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::::::Your right.  These are just the death throws of a crying wraith.  The moans of prisoner never to escape.  I must surrender my amazing, godlike, infallible, winning articles to the universe and die like a man.  I bid you adieu gentlemen.  Go with honor.  Do not become like me.  Do not succumb to bitter pettiness in your old age.  Free yourself of pride and learn to let go of this world.  *grunts in pain.*  I die Horatio.  *crumples to the floor*  --[[User:Jay Freedman|Jay Freedman]] 05:53, 20 April 2012 (MDT)(&amp;lt;--Dead)&lt;br /&gt;
&lt;br /&gt;
Hi Milo, just want to thank you for the feedback you're giving the community at GitP forums regarding dandwiki. Whilst I'm ambivalent about the homebrew disclaimer issue, I hope they'll eventually notice that efforts are being made into the signal-to-noise ratio (Tivanir has been more than helpful in his recent review of 3.5e classes). Edit: Wow, I've deleted over 500 pages this month alone. [[User:Marasmusine|Marasmusine]] 13:44, 22 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Your welcome. And thank you for increasing this sites equality so quickly.--[[User:Milo v3|Milo High-Hill]] 17:18, 22 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
== a thought on vampires ==&lt;br /&gt;
&lt;br /&gt;
i was brousing info on undead and vampirism and quite a few of them i saw your name, i dont really think the question is worth a page in the discussion board and you seem to have many of the same books i do so i thought we may share an interest in the undead and macabre aspects of dnd, my question is: if a vampire is sticking to a wall and you try to slap him off the wall, due to him needing no climb check to climb up the wall in the first place, is it a climb check to stay on the wall? i was kindof thinking it might be a dex check to catch the wall and stay on it but i am unsure and can find no rules or discussions that say anything on the matter. also if im just bothering you feel free to just erase this and accept my apology for being a bother.--[[User:Jintoya|Jintoya]] ([[User talk:Jintoya|talk]]) 18:03, 20 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
:Dex would help catching the wall, but I think that the force of the assault might be the main antagonist. So I'd say a Climb check opposed by a strength check from the attacker or opposed by the damage dealt by the attacker, would probably work best for that example. --[[User:Milo v3|Milo High-Hill]] ([[User talk:Milo v3|talk]]) 04:04, 21 February 2013 (MST)&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blades_Of_Keran_(3.5e_Campaign_Setting)</id>
		<title>Blades Of Keran (3.5e Campaign Setting)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blades_Of_Keran_(3.5e_Campaign_Setting)"/>
				<updated>2013-02-19T08:33:18Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Campaign Setting Rating|5}}&lt;br /&gt;
= Blades Of Keran =&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The World of Keran&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''The details of this setting are outdated on this site. Please view other sources for the correct information.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;column&amp;quot; style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; |&lt;br /&gt;
'''&amp;lt;BIG&amp;gt;Player Info&amp;lt;/BIG&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Races (Keran Supplement)|Races]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The races found in the world of Keran.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Classes (Keran Supplement)|Classes]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;A list of classes available to players.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Gear and Equipment (Keran Supplement)|Gear and Equipment]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;All the miscellaneous stuff you'll ever need.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Player Magic (Keran Supplement)|Magic]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;New Spells unique to this setting and changes to core spells.&amp;lt;/div&amp;gt;&lt;br /&gt;
*[[Player Magic (Keran Supplement)#New Spells|New Spells]]&lt;br /&gt;
*[[Player Magic (Keran Supplement)#Spell Changes|Spell Changes]]&lt;br /&gt;
&lt;br /&gt;
;[[Feats (Keran Supplement)|Feats]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;General, Metamagic, Racial, ect. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; |&lt;br /&gt;
'''&amp;lt;big&amp;gt;World Reference&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
;[[History (Keran Supplement)|History]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;How Keran came to be.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[History (Keran Supplement)#The First Era: The Dawn|The First Era: The Dawn]]&lt;br /&gt;
* [[History (Keran Supplement)#The Seconded Era: The War of Sands|The Second Era: The War of Sands]]&lt;br /&gt;
* [[History (Keran Supplement)#The Third Era: Time of Blades|The Third Era: The Time Of Blades]]&lt;br /&gt;
&lt;br /&gt;
;[[Geography and Environment (Keran Supplement)|Geography of the World]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Places and locations of interest in the world of Keran.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Geography and Environment (Keran Supplement)#Geography|Geography]]&lt;br /&gt;
* [[Cities and Sites (Keran Supplement)|Cities &amp;amp; Sites]]&lt;br /&gt;
&lt;br /&gt;
;[[Pantheon (Keran Supplement)|Deities]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The Keran Pantheon, and religion&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Pantheon (Keran Supplement)#Keepers of the Elements|Primordials]]&lt;br /&gt;
* [[Pantheon (Keran Supplement)#Keepers of Virtue and Vice|Divines]]&lt;br /&gt;
&lt;br /&gt;
;[[Cosmology (Keran Supplement)|Cosmology and the Planes]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The layout of the cosmos.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Cosmology (Keran Supplement)#Inner Planes|Inner Planes]]&lt;br /&gt;
* [[Cosmology (Keran Supplement)#Outer Planes|Outer Planes]]&lt;br /&gt;
&lt;br /&gt;
;[[Organizations (Keran Supplement)|Organizations]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The organizations of people in Keran.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Organizations (Keran Supplement)#Orders|Orders]]&lt;br /&gt;
* [[Organizations (Keran Supplement)#Guilds|Guilds]]&lt;br /&gt;
&lt;br /&gt;
;[[Magic (Keran Supplement)|Magic]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Magic in the world of Keran.&amp;lt;/div&amp;gt;&lt;br /&gt;
*[[Magic (Keran Supplement)#Arcane Magic|Arcane Magic]]&lt;br /&gt;
*[[Magic (Keran Supplement)#Divine Magic|Divine Magic]]&lt;br /&gt;
*[[Magic (Keran Supplement)#Pact Magic|Pact Magic]]&lt;br /&gt;
*[[Magic (Keran Supplement)#Sphere Magic|Sphere Magic]]&lt;br /&gt;
&lt;br /&gt;
;[[Economy (Keran Supplement)|Economy]]&lt;br /&gt;
&lt;br /&gt;
;[[Crime &amp;amp; Punishment (Keran Supplement)|Crime &amp;amp; Punishment]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 34%;&amp;quot; |&lt;br /&gt;
'''&amp;lt;BIG&amp;gt;DM Info&amp;lt;/BIG&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[About (Keran Supplement)|About]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;What the setting is all about, and why I made it.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Bestiary (Keran Supplement)|Bestiary and Monster Races]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The vile beasts, horrid creatures, and savage species.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Bestiary (Keran Supplement)#Creatures Removed or Changed|Creatures Removed or Changed]]&lt;br /&gt;
* [[Bestiary (Keran Supplement)#Creature Types Changed|Creature Types Changed]]&lt;br /&gt;
* [[Bestiary (Keran Supplement)#New Creatures|New Creatures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Adventure Hooks (Keran Supplement)|Adventures and Quests]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Things to do in Keran.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[All NPCs (Keran Supplement)|NPCs, Minions, and Notables]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The people your players may see, talk to, or kill.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[All NPCs (Keran Supplement)#Notable NPCs|Notable People]]&lt;br /&gt;
* [[All NPCs (Keran Supplement)#Generic NPCs|Generic People]]&lt;br /&gt;
* [[All NPCs (Keran Supplement)#Sample Adventurers|Sample Adventurers]]&lt;br /&gt;
&lt;br /&gt;
;[[Variant Rules (Keran Supplement)|Variant Rules]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;These are rules for playing in Keran that override the Core Rules.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; [[Rule Books (Keran Supplement)|Books Of Keran]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;These are supplements writen for the Blades Of Keran Setting.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Magic Items (Keran Supplement)|Magic Items]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;A list of magic items and how to make them.&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Back to DnD Campaign Settings&lt;br /&gt;
|category=Blades Of Keran}}&lt;br /&gt;
[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aberrant_Binding_(3.5e_Feat)</id>
		<title>Aberrant Binding (3.5e Feat)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aberrant_Binding_(3.5e_Feat)"/>
				<updated>2013-02-16T07:29:32Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3.5e Feat&lt;br /&gt;
|name=Aberrant Binder&lt;br /&gt;
|types=Binding&lt;br /&gt;
|summary=Allows a Binder to bind Aberrations.&lt;br /&gt;
|prereqs=[[SRD:Knowledge Skill|Knowledge]] (Dungeoneering) 5, Outsider Binding Class Feature &lt;br /&gt;
|benefit=At level three a Binder can bind Aberrations with less than 1 HD. At level five, Aberrations of 1 HD or less. Level eight, Aberrations of 5 HD or Less. Level twelve, Aberrations of 10 HD or Less. Level 18, Aberrations of 15 HD or Less.&lt;br /&gt;
&lt;br /&gt;
An aberration gains the [[Sunken Soul (3.5e Template)|Sunken Soul Template]] if their soul is used in the following class features: Apparatus Binding, Constructive Binding, Soul Merge, or Aura Binding.&lt;br /&gt;
|normal=Normally a binder can't bind Aberrations.&lt;br /&gt;
|special=Can be taken by a [[Binder (Keran)|Binder]] as a Bonus Feat.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
{{3.5e Feats Breadcrumb}} &amp;amp;rarr; [[DnD Magical Feats|Magical Feats]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Feat]]&lt;br /&gt;
[[Category:Blades Of Keran]]&lt;br /&gt;
[[Category:General Feat]]&lt;br /&gt;
[[Category:Special Feat]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Bard,_Keran_(3.5e_Class)</id>
		<title>Bard, Keran (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Bard,_Keran_(3.5e_Class)"/>
				<updated>2013-01-13T03:05:58Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&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=Crunch is done&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Skilled, Spontaneous Caster, Moderate Caster&lt;br /&gt;
|desc=A performer who can weave magic through their art&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bard ==&lt;br /&gt;
Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.&lt;br /&gt;
=== Making a Bard ===&lt;br /&gt;
A Bard fills the support role, being a jack of all trade he can fill the shoes of several roles a party could require. They can function as a healer, a fighter, thief, or mage all at once. &lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Charisma is the most used ability for a Bard as most of their features are based on their charismatic nature. Dexterity is useful as they often wear light armour. Intelligence is also often high to allow them to learn as many skills as possible.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Bard’s come from nearly average sentient and civilised race, but are very common in Elven culture.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' A Bard can be of any alignment.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 4d4&amp;amp;times;10 gp (100 gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate&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 Bard}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|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;
!  rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
!  colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 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;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bardic Music|Bardic Music]], [[#Bardic Knowledge|Bardic Knowledge]], [[#Cantrips|Cantrips]], [[#Countersong|Countersong]], ''[[#Fascinate|Fascinate]]'', [[#Inspire Courage|Inspire Courage]] +1&lt;br /&gt;
|—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Canny Defence|Canny Defence]]&lt;br /&gt;
|0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Inspire Competence|Inspire Competence]]&lt;br /&gt;
|1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ''[[#Charming Act|Charming Act]]''&lt;br /&gt;
|2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ''[[#Read the Audience|Read the Audience]]''&lt;br /&gt;
|3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ''[[#Suggestion|Suggestion]]''&lt;br /&gt;
|3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ''[[#Dooming Performance|Dooming Performance]]''&lt;br /&gt;
|3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Inspire Courage|Inspire Courage]] +2&lt;br /&gt;
|3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Inspire Greatness|Inspire Greatness]]&lt;br /&gt;
|3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Echo|Echo]], [[#Song of Hope|Song of Hope]]&lt;br /&gt;
|3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Poet of Life|Poet of Life]]&lt;br /&gt;
|3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ''[[#Song of Freedom|Song of Freedom]]''&lt;br /&gt;
|3||3||3||2||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Inspire Courage|Inspire Courage]] +3&lt;br /&gt;
|3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Inspire Heroics|Inspire Heroics]]&lt;br /&gt;
|4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master of Charm|Master of Charm]]&lt;br /&gt;
|4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ''[[#Mass Suggestion|Mass Suggestion]]''&lt;br /&gt;
|4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +6 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Inspire Courage|Inspire Courage]] +4, [[#Jack of All Trades|Jack of All Trades]]&lt;br /&gt;
|4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Speak Language Skill|Speak Language]] (n/a), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]).&lt;br /&gt;
|}&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
All of the following are [[SRD:Class|class]] features of the bard.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A bard is proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with [[SRD:Armor Proficiency (Light)|light armor]] and [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]). A bard can cast bard spells while wearing light armor without incurring the normal [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]]. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A [[SRD:Multiclass Characters|multiclass]] bard still incurs the normal [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]] for arcane spells received from other [[SRD:Classes|classes]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A bard casts arcane spells, which are drawn from the [[SRD:Bard Spell List|bard spell list]]. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a bard’s spell is 10 + the [[SRD:Spell Level|spell level]] + the bard’s [[SRD:Charisma|Charisma]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a bard can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: The Bard|Table: The Bard]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Bard Spells Known|Table: Bard Spells Known]] indicates that the bard gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].&lt;br /&gt;
&lt;br /&gt;
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Bard Spells Known|Table: Bard Spells Known]]. (Unlike spells per day, the number of spells a bard knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Bard Spells Known|Table: Bard Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.&lt;br /&gt;
&lt;br /&gt;
As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Bard Spells Known}}&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|- {{#vardefine:odd|0}}&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;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 4||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || 5||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || 6||3||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || 6||3||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || 6||4||3||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || 6||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 6||4||4||3||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 6||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 6||4||4||4||3||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 6||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 6||4||4||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 6||5||4||4||4||4||2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 6||5||5||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 6||5||5||5||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 6||5||5||5||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th ||^||5||5||5||5||5||4&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the bard has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
^ See ''Jack of All Trades'' feature for information. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bardic [[SRD:Knowledge Skill|Knowledge]]}}:''' A bard may make a special bardic knowledge check with a bonus equal to his bard level + his [[SRD:Intelligence|Intelligence]] modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in [[SRD:Knowledge Skill|Knowledge]] (history), he gains a +2 bonus on this check.)&lt;br /&gt;
&lt;br /&gt;
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[SRD:DC|DC]] !! align=&amp;quot;left&amp;quot; | Type of [[SRD:Knowledge Skill|Knowledge]]&lt;br /&gt;
|-&lt;br /&gt;
|10 || align=&amp;quot;left&amp;quot; | Common, known by at least a substantial minority drinking; common legends of the local population.&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
|20 || align=&amp;quot;left&amp;quot; | Uncommon but available, known by only a few people in the area.&lt;br /&gt;
|-&lt;br /&gt;
|25 || align=&amp;quot;left&amp;quot; | Obscure, known by few, hard to come by.&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
|30 || align=&amp;quot;left&amp;quot; | Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bardic Music}}:''' Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the [[SRD:Perform Skill|Perform]] skill to qualify; if a bard does not have the required number of ranks in at least one [[SRD:Perform Skill|Perform]] skill, he does not gain the bardic music ability until he acquires the needed ranks.&lt;br /&gt;
&lt;br /&gt;
Starting a bardic music effect is a [[SRD:Standard Actions|standard action]]. Some bardic music abilities require concentration, which means the bard must take a [[SRD:Standard Actions|standard action]] each [[SRD:Round|round]] to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as [[SRD:Scrolls|scrolls]]), or activate magic items by magic word (such as [[SRD:Wands|wands]]). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Countersong}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' A bard with 3 or more ranks in a [[SRD:Perform Skill|Perform]] skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each [[SRD:Round|round]] of the countersong, he makes a [[SRD:Perform Skill|Perform]] check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or [[SRD:Language-Dependent Effect|language-dependent]] magical attack may use the bard’s [[SRD:Perform Skill|Perform]] check result in place of its [[SRD:Saving Throw|saving throw]] if, after the [[SRD:Saving Throw|saving throw]] is rolled, the [[SRD:Perform Skill|Perform]] check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another [[SRD:Saving Throw|saving throw]] against the effect each [[SRD:Round|round]] it hears the countersong, but it must use the bard’s [[SRD:Perform Skill|Perform]] check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Fascinate}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A bard with 3 or more ranks in a [[SRD:Perform Skill|Perform]] skill can use his music or poetics to cause one or more creatures to become [[SRD:Fascinated|fascinated]] with him. Each creature to be [[SRD:Fascinated|fascinated]] must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.&lt;br /&gt;
&lt;br /&gt;
To use the ability, a bard makes a [[SRD:Perform Skill|Perform]] check. His check result is the [[SRD:DC|DC]] for each affected creature’s [[SRD:Saving Throw|Will]] save against the effect. If a creature’s [[SRD:Saving Throw|saving throw]] succeeds, the bard cannot attempt to [[SRD:Fascinated|fascinate]] that creature again for 24 hours. If its [[SRD:Saving Throw|saving throw]] fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 [[SRD:Round|round]] per bard level). While [[SRD:Fascinated|fascinated]], a target takes a –4 penalty on [[SRD:Skill Check|skill checks]] made as reactions, such as [[SRD:Listen Skill|Listen]] and [[SRD:Spot Skill|Spot]] checks. Any potential threat requires the bard to make another [[SRD:Perform Skill|Perform]] check and allows the creature a new [[SRD:Saving Throw|saving throw]] against a [[SRD:DC|DC]] equal to the new [[SRD:Perform Skill|Perform]] check result.&lt;br /&gt;
&lt;br /&gt;
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a [[SRD:Ranged Weapon|ranged weapon]] at the target, automatically breaks the effect. ''[[SRD:Fascinated|Fascinate]]'' is an enchantment (compulsion), mind-affecting ability. &lt;br /&gt;
&lt;br /&gt;
''{{#anc:Inspire Courage}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' A bard with 3 or more ranks in a [[SRD:Perform Skill|Perform]] skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on [[SRD:Saving Throw|saving throws]] against charm and fear effects and a +1 morale bonus on attack and weapon [[SRD:Attack Damage|damage rolls]]. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Inspire Competence}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' A bard of 3rd level or higher with 6 or more ranks in a [[SRD:Perform Skill|Perform]] skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.&lt;br /&gt;
&lt;br /&gt;
The ally gets a +2 competence bonus on [[SRD:Skill Check|skill checks]] with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Charming Act}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A bard of 4th level or higher with 6 or more ranks in a [[SRD:Perform Skill|Perform]] skill can [[SRD:Charm Person|charm a person]] (as the spell) to a creature that he has already [[SRD:Fascinated|fascinated]] (see above). Using this ability does not break the bard’s concentration on the ''[[SRD:Fascinated|fascinate]]'' effect, nor does it allow a second [[SRD:Saving Throw|saving throw]] against the ''[[SRD:Fascinated|fascinate]]'' effect.&lt;br /&gt;
&lt;br /&gt;
[[SRD:Charm Person|Charming Act]] doesn’t count against a bard’s daily limit on bardic music performances. A [[SRD:Saving Throw|Will]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 bard’s level + bard’s [[SRD:Charisma|Cha]] modifier) negates the effect. This ability affects only a single creature (but see ''Master of Charm'', below). ''Charming Act'' is an enchantment (Charm), mind-affecting ability.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Read the Audience}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A bard of 5th level or higher with 6 or more ranks in a [[SRD:Perform Skill|Perform]] skill can [[SRD:Detect Thoughts|Detect the Thoughts]] (as the spell) of a creature that he has already [[SRD:Fascinated|fascinated]] (see above). Using this ability does not break the bard’s concentration on the ''[[SRD:Fascinated|fascinate]]'' effect, nor does it allow a second [[SRD:Saving Throw|saving throw]] against the ''[[SRD:Fascinated|fascinate]]'' effect.&lt;br /&gt;
&lt;br /&gt;
[[SRD:Detect Thoughts|Read the Audience]] doesn’t count against a bard’s daily limit on bardic music performances. A [[SRD:Saving Throw|Will]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 bard’s level + bard’s [[SRD:Charisma|Cha]] modifier) negates the effect. This ability affects only a single creature per round, but focus can be changed to a new target at the start of the next round. ''Read the Audience'' is an Divination, mind-affecting ability.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Suggestion}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A bard of 6th level or higher with 9 or more ranks in a [[SRD:Perform Skill|Perform]] skill can make a [[SRD:Suggestion|suggestion]] (as the spell) to a creature that he has already [[SRD:Fascinated|fascinated]] (see above). Using this ability does not break the bard’s concentration on the ''[[SRD:Fascinated|fascinate]]'' effect, nor does it allow a second [[SRD:Saving Throw|saving throw]] against the ''[[SRD:Fascinated|fascinate]]'' effect.&lt;br /&gt;
&lt;br /&gt;
Making a [[SRD:Suggestion|suggestion]] doesn’t count against a bard’s daily limit on bardic music performances. A [[SRD:Saving Throw|Will]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 bard’s level + bard’s [[SRD:Charisma|Cha]] modifier) negates the effect. This ability affects only a single creature (but see ''mass suggestion'', below). ''Suggestion'' is an enchantment (compulsion), mind-affecting, language dependent ability.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dooming Performance}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A bard of 7th level or higher with 10 or more ranks in a [[SRD:Perform Skill|Perform]] skill can [[SRD:Scare|Scare]] (as the spell) a creature that he has already [[SRD:Fascinated|fascinated]] (see above). Using this ability does not break the bard’s concentration on the ''[[SRD:Fascinated|fascinate]]'' effect, nor does it allow a second [[SRD:Saving Throw|saving throw]] against the ''[[SRD:Fascinated|fascinate]]'' effect.&lt;br /&gt;
&lt;br /&gt;
Making a [[SRD:Scare|Dooming Performance]] doesn’t count against a bard’s daily limit on bardic music performances. A [[SRD:Saving Throw|Will]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 bard’s level + bard’s [[SRD:Charisma|Cha]] modifier) negates the effect. This ability affects only a single creature. ''Dooming Performance'' is a necromancy, mind-affecting, fear ability.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Inspire Greatness}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' A bard of 9th level or higher with 12 or more ranks in a [[SRD:Perform Skill|Perform]] skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus [[SRD:Hit Dice|Hit Dice]] (d10s), the commensurate number of temporary [[SRD:Hit Points|hit points]] (apply the target’s [[SRD:Constitution|Consitution]] modifier, if any, to these bonus [[SRD:Hit Dice|Hit Dice]]), a +2 competence bonus on [[SRD:Attack Roll|attack rolls]], and a +1 competence bonus on [[SRD:Saving Throw|Fortitude]] saves. The bonus [[SRD:Hit Dice|Hit Dice]] count as regular [[SRD:Hit Dice|Hit Dice]] for determining the effect of spells that are [[SRD:Hit Dice|Hit Dice]] dependant. Inspire greatness is a mind-affecting ability.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Song of Hope}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A bard of 10th level or higher with 12 or more ranks in a [[SRD:Perform Skill|Perform]] skill can use music or poetics to create an effect equivalent to the [[SRD:Good Hope|good hope]] spell ([[SRD:Caster Level|caster level]] equals the character’s bard level). Using this ability requires a full-round of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use ''song of hope'' on himself. You can't affect the same target more than once with this effect per day.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Song of Freedom}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' A bard of 12th level or higher with 15 or more ranks in a [[SRD:Perform Skill|Perform]] skill can use music or poetics to create an effect equivalent to the [[SRD:Break Enchantment|break enchantment]] spell ([[SRD:Caster Level|caster level]] equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use ''song of freedom'' on himself.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Inspire Heroics}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' A bard of 15th level or higher with 18 or more ranks in a [[SRD:Perform Skill|Perform]] skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full [[SRD:Round|round]]. A creature so inspired gains a +4 morale bonus on [[SRD:Saving Throw|saving throws]] and a +4 dodge bonus to [[SRD:AC|AC]]. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Master of Charm}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' This ability functions like ''[[#Charming Act|Charming Act]],'' above, except that a bard of 16th level or higher with 19 or more ranks in a [[SRD:Perform Skill|Perform]] skill can make the [[SRD:Charm Person|Charm Person]] simultaneously to any number of creatures that he has already [[SRD:Fascinated|fascinated]] (see above). ''master of charm'' is an enchantment (Charm), mind-affecting ability.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Mass Suggestion}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' This ability functions like ''[[SRD:Suggestion|suggestion]],'' above, except that a bard of 18th level or higher with 21 or more ranks in a [[SRD:Perform Skill|Perform]] skill can make the [[SRD:Suggestion|suggestion]] simultaneously to any number of creatures that he has already [[SRD:Fascinated|fascinated]] (see above). ''mass suggestion'' is an enchantment (compulsion), mind-affecting, language-dependent ability.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Cantrips}}:''' Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Canny Defence}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level when wearing light or no armor and not using a shield, a Bard adds 1 point of [[SRD:Intelligence|Intelligence]] bonus (if any) per bard [[SRD:Class|class]] level to her [[SRD:Dexterity|Dexterity]] bonus to modify [[SRD:Armor Class|Armor Class]] while wielding a [[SRD:Melee Weapon|melee weapon]]. If a bard is caught [[SRD:Flat-Footed|flat-footed]] or otherwise denied her [[SRD:Dexterity|Dexterity]] bonus, she also loses this bonus.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Echo}}:''' At 10th level when using a Bardic Music ability, if the Bard continues the effect for at least five rounds, when the effect would normally end, the effect lasts an extra five rounds.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Poet of Life}} ([[SRD:Special Abilities Overview#Extraordinary|Su]]):''' At 11th level when casting a spell of the Healing subschool, the bard cast the spell at +1 caster level. Also if this spell has a Duration other than instantaneous, the duration is doubled.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Jack of All Trades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level all skills are considered class skills for a Bard, and he can attempt to use any skill (even if he lacks ranks in a skill which requires training). Also a Bard gains +1 competence bonus on all of a Bard's orginal class skills.&lt;br /&gt;
&lt;br /&gt;
Lastly a Bard gains knowledge of all Cantrips from all arcane casters lists and can cast them at-will as if they were level zero bard spells.&lt;br /&gt;
&lt;br /&gt;
====Epic Bard====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Bard}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d6&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
!Level!! Special  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|21st|| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|22nd|| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|23rd|| class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|24th|| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|25th|| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|26th|| class=&amp;quot;left&amp;quot; | [[#Inspire Courage|Inspire Courage]] +5, [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|27th|| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|28th|| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|29th|| class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|30th|| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
6 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Spells:''' The bard’s [[SRD:Caster Level|caster level]] is equal to his or her [[SRD:Class|class]] level. The bard’s number of spells per day does not increase after 20th level. The bard does not learn additional spells unless he or she selects the [[SRD:Spell Knowledge|Spell Knowledge]] [[SRD:Feats|feat]].&lt;br /&gt;
&lt;br /&gt;
'''Bardic Music:''' The bard gains no new bardic music effects from his or her [[SRD:Perform Skill|Perform]] ranks. However, he or she may select epic [[SRD:Feats|feats]] that grant new bardic music effects&lt;br /&gt;
&lt;br /&gt;
''Inspire Courage ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' The epic bard’s bonus when this ability is used increases by +1 every six levels higher than 20th.&lt;br /&gt;
&lt;br /&gt;
'''Bardic [[SRD:Knowledge Skill|Knowledge]]:''' Add the bard’s [[SRD:Class|class]] level + Intelligence modifier to all bardic knowledge checks, as normal.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feats}}:''' The epic bard gains a bonus [[SRD:Feats|feat]] (selected from the list of epic bard bonus [[SRD:Feats|feats]]) every three levels after 20th.  &lt;br /&gt;
&lt;br /&gt;
''Epic Bard Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Deafening Song|Deafening Song]], [[SRD:Epic Inspiration|Epic Inspiration]], [[SRD:Epic Leadership|Epic Leadership]], [[SRD:Epic Reputation|Epic Reputation]], [[SRD:Epic Skill Focus|Epic Skill Focus]], [[SRD:Group Inspiration|Group Inspiration]], [[SRD:Hindering Song|Hindering Song]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Inspire Excellence|Inspire Excellence]], [[SRD:Lasting Inspiration|Lasting Inspiration]], [[SRD:Master Staff|Master Staff]], [[SRD:Master Wand|Master Wand]], [[SRD:Music of the Gods|Music of the Gods]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Polyglot|Polyglot]], [[SRD:Ranged Inspiration|Ranged Inspiration]], [[SRD:Rapid Inspiration|Rapid Inspiration]], [[SRD:Reactive Countersong|Reactive Countersong]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]], [[SRD:Tenacious Magic|Tenacious Magic]].  &lt;br /&gt;
&lt;br /&gt;
==== Alumaril Bard Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Armor:''' Studded Leather (+3 AC, armpr check penalty -1, arcane spell failure chance n/a, speed 20ft, 10 lb.).&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19-20/x2, 2 lb., one-handed, slashing).&lt;br /&gt;
:Light Crossbow (1d6, crit 19-20/x2, range inc. 80ft., 2 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.&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;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Perform (String Instruments) || 4 || Cha || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spellcraft || 4 || Int || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Use Magic Device || 4 || Cha || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Gather Information || 4 || Cha || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Listen || 4 || Wis || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Decipher Script || 4 || Int || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Diplomacy || 4 || Cha || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Knowledge (Any One) || 4 || Int || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Sleight of Hand || 4 || Cha || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Disguise || 4 || Cha || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded Armor, Longsword, Light Crossbow, Lute, Flint &amp;amp; Steel, Torches (5), Tent.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 8 gold pieces, 9 silver pieces, and 5 copper pieces.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Bard ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Bard's often worship gods that are patrons of art, dance, and music.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Martial classes often enjoy the company of a Bard as they are skilled supporters in combat, while not stealing their thunder like other Arcane Classes. Daring Outlaws generally find them useful distractions, despite this they often make Daring Outlaws useful as skilled characters. Other casters generally look down on Bard's seeing them as mere dabblers treading into things they do not understand.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Bard's often take a support role in combat. They can improve the abilities of those around them with their Bardic Music.&lt;br /&gt;
&lt;br /&gt;
==== Bard's in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|In days of old in a kingdom bold, there lived a fearsome dragon.&lt;br /&gt;
And the King he was in great distress and the countries spirits flagoned.&lt;br /&gt;
Until one day there came a knight, he was handsome, bold, and charming.&lt;br /&gt;
And he slew the dragon with his sword with a smile that was so disarming.&lt;br /&gt;
With a hey and a ho and a hey nany no, a smile that was so disarming.|orig=Elan, Human Bard}}&lt;br /&gt;
&lt;br /&gt;
Bard are usually performers who use their talents to entertain others, generally for coin. A small amount of bards though go off on adventures themselves, hoping to either create an epic on their journey, become an epic, or simply searching for inspiration.&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' For most bards they simply work inside cities, performing in various Inns, Taverns, and other establishments. Sometimes though they travel from city to city, often hiring a mercenary to kept them company.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' ''Ambur:'' The goddess love &amp;amp; beauty, was actually a bard while mortal, her voice was said to make demon's weep.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' There are a small number of Bardic colleges in Keran, in these colleges Bards can learn various skills from each other. Their are also several guilds for entertainers; such as the Dancers Guild, and the Musicians guild. These guilds manage how the bards operate in cities.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' Most people simply see Bard's as entertainers and nothing more.&lt;br /&gt;
&lt;br /&gt;
==== Bard Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (Local) can research Bard's to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge (Local)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | Bards are performers who can cast spells.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Bards can manipulate audiances and sometimes even invade their minds.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Bard's can implant thoughts into your mind while you are distracted.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | With a check of 20 or above you can find information about a specific bard.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bard's in the Game ====&lt;br /&gt;
&lt;br /&gt;
Bards in civilisation are performers and entertainers. They are the generalist, and support for adventurers.&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL &amp;lt;!-- EL Number --&amp;gt;:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&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:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Blades Of Keran]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Barbarian,_Keran_(3.5e_Class)</id>
		<title>Barbarian, Keran (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Barbarian,_Keran_(3.5e_Class)"/>
				<updated>2013-01-13T03:02:11Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: No alignment restriction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|missing epic information}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
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|status=To be updated&lt;br /&gt;
|editing=Please don't edit.&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=A wild warrior who has a spiritual bond with an animal&lt;br /&gt;
}}&lt;br /&gt;
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{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&lt;br /&gt;
&lt;br /&gt;
== Barbarian ==&lt;br /&gt;
&lt;br /&gt;
A Barbarian is a wild and destructive warrior who through his connection to the wilds has formed a bond with a totem animal.&lt;br /&gt;
&lt;br /&gt;
=== Making a Barbarian ===&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any Alignment&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 4d4&amp;amp;times;10 gp (100 gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.&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; | Rage, Illiteracy, Totem Animal&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; | Nature Sense, Totem Rage&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; | Totem Power&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; | Totem Companion&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; | Totem Shape 1/day&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; | Totem Power&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; | DR 2/Silver&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; | Greater Rage&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; | Totem Power&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; | Totem Shape 2/day, DR 4/Silver&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; | Totem Empathy&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; | Totem Power&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; | DR 6/Silver&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; | Primitive Mind&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; | Totem Power, Totem Shape 3/day&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; | DR 8/Silver&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; | Mighty 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; | Totem Power&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; | DR 10/Silver&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; | Master of the Wild&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;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The barbarian's class skills are Balance, Climb, Craft, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Ride, Spot, Survival, Swim, and Tumble.&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 Barbarian.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Barbarians are proficient with all simple and martial weapons, as well as the double-sword and the lynxpaw (Races of the Wild). A barbarian is proficient with light and medium armor, and all shields (except tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Illiteracy}}:''' A barbarian does not automatically know how to read and write. He may, at any point, spend 2 skill points to learn to read and write every language he can speak. A character who multiclasses to barbarian does not lose the ability to read or write, and a barbarian who gains levels in any non-illiterate class automatically gains literacy.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Rage}} ([[SRD:Special Abilities Overview#Extraordinary|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 for Balance, Escape Artist, Intimidate, or Ride), the Concentration skill, 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;
'''{{#anc:Totem Animal}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a barbarian chooses a single animal from the following list to be his &amp;quot;totem animal&amp;quot;, a creature which he draws power from throughout his career. Once he makes this selection, he may not change it. At 1st level, he gains a bonus feat based on the animal he chose. He need not meet the prerequisites for this feat.&lt;br /&gt;
&lt;br /&gt;
* ''Ape:'' An ape totem barbarian gains the Toughness feat as a bonus feat.&lt;br /&gt;
* ''Bear:'' The bear totem barbarian gains the Great Fortitude feat as a bonus feat.&lt;br /&gt;
* ''Boar:'' The boar totem barbarian gains the Diehard feat as a bonus feat.&lt;br /&gt;
* ''Eagle:'' The eagle totem barbarian gains the Born Flyer feat (Races of the Wild) as a bonus feat.&lt;br /&gt;
* ''Horse:'' The horse totem barbarian gains the Run feat as a bonus feat.&lt;br /&gt;
* ''Lion:'' The lion totem barbarian gains the Lightning Reflexes feat as a bonus feat.&lt;br /&gt;
* ''Serpent:'' A Serpent totem barbarian gains the Improved Grapple feat as a bonus feat.&lt;br /&gt;
* ''Wolf:'' The wolf totem barbarian gains the Track feat as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Nature Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A barbarian is in tune with nature, and his understanding of nature allows him to easily identify its many inhabitants through instinct rather than research. Starting at 2nd level, a barbarian treats the Knowledge (Nature) skill as if it were a Wisdom-based skill, rather than an Intelligence-based skill. He adds his Wisdom modifier to all Knowledge (Nature) checks rather than his Intelligence modifier, and may make Knowledge (Nature) checks while raging. Additionally, he receives a +2 bonus to all Knowledge (Nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Totem Rage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Also starting at 2nd level, a barbarian is able to take on the features of his chosen totem while he rages. He gains one of the following effects for the duration of his rage.&lt;br /&gt;
&lt;br /&gt;
All natural weapons gained as part of this class feature are treated as primary natural weapons for the Barbarian. The damage listed is for a Medium Barbarian.&lt;br /&gt;
&lt;br /&gt;
* ''Ape Totem'': While raging, you receive an additional +2 to your Strength score, and grow a pair of claws that deal 1d4 damage.&lt;br /&gt;
* ''Bear Totem'': While raging, you receive an additional +2 to your Strength score, and grow a pair of claws that deal 1d4 damage.&lt;br /&gt;
* ''Boar Totem'': While raging, you receive an additional +2 to your Constitution score, and you grow a pair of tusks. These tusks can be used as a gore attack, and deal 1d6 damage.&lt;br /&gt;
* ''Eagle Totem'': While raging, you receive an additional +2 to your Dexterity score, and you grow a pair of sharp talons on your feet. You gain two natural talon attacks that deal 1d4 points of damage.&lt;br /&gt;
* ''Horse Totem'': While raging, you receive an additional +2 to your Constitution score, and your feet harden together to make a pair of hooves. You gain 2 natural hoof attacks that deal 1d4 damage.&lt;br /&gt;
* ''Lion Totem'': While raging, you receive an additional +2 to your Dexterity score and you grow a pair of claws. Your claws deal 1d4 damage.&lt;br /&gt;
* ''Serpent Totem'': While raging, you receive an additional +2 to your Constitution score and you grow two sharp, small fangs. Your natural bite attack deals 1d4 points of damage.&lt;br /&gt;
* ''Wolf Totem'': While raging, you receive an additional +2 to your Dexterity score and you grow some powerful canine teeth. Your natural bite attack deals 1d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Totem Power}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, and every 3 levels after that, a barbarian gains a single special bonus from his totem animal.&lt;br /&gt;
&lt;br /&gt;
''Ape Totem'': &lt;br /&gt;
:At 3rd level, an ape totem barbarian gains a natural climb speed, equal to one half his natural land speed, rounded down. He may always take 10 on Climb checks, even when threatened or under stress, retains his Dexterity modifier to his Armor Class while climbing, and receives a +8 racial bonus on all Climb checks.&lt;br /&gt;
&lt;br /&gt;
:At 6th level, an ape totem barbarian gains the Powerful Build ability, which lets him treat himself as if he were one Size category larger than he is whenever it would be beneficial to him. He may use weapons one size category larger than himself without penalty, and gains an increased Size bonus to his opposed Strength checks. This bonus is lost when the barbarian becomes an ape through the Totem Shape ability.&lt;br /&gt;
&lt;br /&gt;
:At 9th level, while an ape totem barbarian is raging, he gains a natural rend attack (in all forms). If he hits with both of his claws in a single full attack action, he immediately latches on to his target and rips them apart. The creature takes damage equal to twice his natural claw damage plus 1 1/2 times his Strength modifier (no attack roll needed). If the ape totem barbarian is raging while in dire ape form, his rend attack's damage is doubled. (4d6+3x his Strength modifier)&lt;br /&gt;
&lt;br /&gt;
:At 12th level, the ape totem barbarian adds 1 1/2 times his Strength modifier to his damage rolls with one-handed weapons (including natural weapons), and twice his Strength modifier to damage rolls with two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
:At 15th level, while the ape totem barbarian is raging, he gains the benefits of the Rapidstrike feat (Draconomicon) as a bonus feat. He applies this feat to his natural claw attack in all forms.&lt;br /&gt;
&lt;br /&gt;
:At 18th level, while an ape totem barbarian is raging, he grows one Size category. His gear grows with him unless it is already oversized. He receives a +2 Size bonus to his Strength score, and a -2 Size penalty to Dexterity. The ape totem barbarian cannot grow larger than Colossal with this feature. This is a non-magical extraordinary size increase that stacks with magical or psionic Size increases. An ape totem barbarian who has grown in Size does not gain the benefits of Powerful Build.&lt;br /&gt;
&lt;br /&gt;
''Bear Totem'':&lt;br /&gt;
:A 3rd level bear totem barbarian gains a natural swim speed equal to his land speed. He can take 10 on all Swim checks even when under stress or threatened, and gains a +8 racial bonus on Swim checks. This does not give him the aquatic subtype or allow him to breathe water.&lt;br /&gt;
&lt;br /&gt;
:A 6th level bear totem barbarian gains the Improved Grab ability. To use this ability, a bear totem barbarian must successfully strike a creature up to one Size category larger than himself with a melee attack. He may then start a grapple as a free action without a touch attack or provoking an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
:A 9th level bear totem barbarian gains advantages against a pinned foe. He receives a cumulative +2 bonus on his grapple checks made against a creature every round he maintains the pin, but if the pin is broken this bonus is lost. He receives the same bonus to any melee damage he deals to a creature he has pinned (the melee bonus damage is also cumulative)&lt;br /&gt;
&lt;br /&gt;
:A 12th level bear totem barbarian gains the Improved Multiattack feat as a bonus feat. He need not meet the prerequisites for this feat.&lt;br /&gt;
&lt;br /&gt;
:A 15th level bear totem barbarian can easily dispatch his opponents. Whenever he strikes the same opponent at least twice in one round, the creature must immediately make a Reflex save (DC 10+1/2 the bear totem barbarian's class level+the bear totem barbarian's Strength modifier) or be knocked prone. The bear totem barbarian receives a +2 bonus to the DC of this saving throw if he is raging.&lt;br /&gt;
&lt;br /&gt;
:An 18th level bear totem barbarian finishes opponents quickly. While he is raging, whenever he starts a grapple against a prone creature (even through his Improved Grab ability) the bear totem barbarian receives a +4 bonus on all grapple checks made against that creature for 1 minute, and can immediately attempt to pin the creature that round (rather than having to successfully grapple it first)&lt;br /&gt;
&lt;br /&gt;
''Boar Totem'': &lt;br /&gt;
:A 3rd level boar totem barbarian gains 2 bonus hit points per class level. (This bonus is retroactive)&lt;br /&gt;
&lt;br /&gt;
:A 6th level boar totem barbarian delivers powerful attacks at the end of a charge. The boar totem barbarian deals an extra +1d6 points of damage at the end of a charge if he is Medium or smaller, or 1d6 points of damage per Size category the creature is larger than Small if Large or larger.&lt;br /&gt;
&lt;br /&gt;
:A 9th level boar totem barbarian grows thick hide all over his body. He receives a natural armor bonus in both his true form and his boar form equal to his amount of DR/Silver. This bonus stacks with the boar totem barbarian's animal form's natural armor (but it is not an enhancement bonus) but does not stack with any natural armor the boar totem barbarian might have in his true form.&lt;br /&gt;
&lt;br /&gt;
:A 12th level boar totem barbarian never goes down. He gains Fast Healing equal to 1/4th his class level, or 1/2 his class level while raging. &lt;br /&gt;
&lt;br /&gt;
:At 15th level, the boar totem barbarian's charge attack is even deadlier. While the boar totem barbarian is raging, when he successfully strikes an enemy at the end of a charge, that creature must make a Fortitude save (DC 10+1/2 the boar totem barbarian's class level+his Strength modifier) or be stunned for 1 round.&lt;br /&gt;
&lt;br /&gt;
:At 18th level, the boar totem barbarian's defensive power improves. His Fast Healing ability becomes Regeneration instead. The boar totem barbarian takes normal damage from silver weapons.&lt;br /&gt;
&lt;br /&gt;
''Eagle Totem'': &lt;br /&gt;
:A 3rd level eagle totem barbarian receives a +2 bonus on his Spot checks. This bonus increases by +2 every time the eagle totem barbarian gains another Totem Power class feature (this bonus is in addition to the actual Totem Powers), to a maximum of +12 at level 18.&lt;br /&gt;
&lt;br /&gt;
:A 6th level eagle totem barbarian can grow wings once per day. This process takes one minute, and lasts for 30 minutes per class level. These wings grant the eagle totem barbarian an extraordinary flight speed equal to the eagle totem barbarian's land speed, with average maneuverability.&lt;br /&gt;
&lt;br /&gt;
:A 9th level eagle totem barbarian gains the Flyby Attack and Hover feats as bonus feats. He need not meet the prerequisites.&lt;br /&gt;
&lt;br /&gt;
:A 12th level eagle totem barbarian can swoop down from the sky in a devastating attack that will crush his opponents. This is similar to a charge, except the eagle totem barbarian must descend at least 10 feet and move forward at least 30 feet in order to gain the benefits. If the eagle totem barbarian makes a dive attack while wielding a piercing weapon, he deals double damage with that attack.&lt;br /&gt;
&lt;br /&gt;
:A 15th level eagle totem barbarian's dive attack is even more ferocious than it was before. When the eagle totem barbarian successfully strikes a creature with his dive attack while raging, that creature must make a Will save (DC 10+1/2 the eagle totem barbarian's class level+his Strength modifier) or be dazed for 1 round.&lt;br /&gt;
&lt;br /&gt;
:An 18th level eagle totem barbarian's wings become permanent. His fly speed is now equal to twice his base land speed, and his maneuverability improves to good.&lt;br /&gt;
&lt;br /&gt;
''Horse Totem'': &lt;br /&gt;
:A 3rd level horse totem barbarian gains the Mounted Combat feat as a bonus feat. He need not qualify for the prerequisites. Every time he gains the Totem Power class feature after that, he gains an additional feat as a bonus feat. He need not meet any prerequisites. (The bonus feat will be listed in paranthises after the ability)&lt;br /&gt;
&lt;br /&gt;
:A 6th level horse totem barbarian can use the Mounted Combat feat when he is struck while mounted, in addition to when his mount is struck. The feat works the same way, allowing the horse totem barbarian to substitute his Armor Class with a Ride check. (Ride-By Attack)&lt;br /&gt;
&lt;br /&gt;
:A 9th level horse totem barbarian deals double damage with a lance while using his Ride-By Attack feat. (Spirited Charge)&lt;br /&gt;
&lt;br /&gt;
:A 12th level horse totem barbarian who strikes a creature with his lance at the end of a mounted charge shocks every creature who sees his brutality. All enemies within 30 feet who can see him must make a Will save (DC 10+1/2 class level+Str mod) or be shaken for the duration of the encounter. If he is raging when he makes the attack, he receives a +2 bonus to the DC, which improves to +4 if his mount is also raging via the Share Rage class feature. (Improved Overrun)&lt;br /&gt;
&lt;br /&gt;
:While a 15th level horse totem barbarian is raging, he treats his mount as if it were a Gargantuan creature for the purposes of Overrun checks. If he is raging, the mount is instead treated as if it were a Colossal creature. (Trample)&lt;br /&gt;
&lt;br /&gt;
:An 18th level horse totem barbarian is able to finish off any creature with a single charge. If he successfully strikes a creature at the end of a mounted charge during a rage, his mount may make an Overrun attempt against the creature as a free action without provoking an attack of opportunity. If it succeeds, the mount's free attack from the Trample feat automatically threatens a critical hit (if the mount's attack is successful).&lt;br /&gt;
&lt;br /&gt;
''Lion Totem'': &lt;br /&gt;
:A 3rd level lion totem barbarian retains his ability to make Dexterity-based skill checks while enraged. Additionally, his base land speed improves by 10 feet.&lt;br /&gt;
&lt;br /&gt;
:A 6th level lion totem barbarian gains the Pounce ability, allowing him to make a full attack at the end of a charge. Additionally, while raging, his fangs sharpen and transform into a natural bite attack. This is a secondary natural weapon that deals 1d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
:A 9th level lion totem barbarian gains the Camouflage and Hide in Plain Sight class features, as a ranger, while in forested or jungle terrain.&lt;br /&gt;
&lt;br /&gt;
:A 12th level lion totem barbarian is able to work together with his allies, or when he is hunting his prey alone, and finish them off more quickly. He gains the Sneak Attack extraordinary ability, and deals an additional +1d6 points of damage per 4 class levels (max +5d6 at 20th) when the appropriate conditions are met (this ability stacks with Sneak Attack he has from other classes). A lion totem barbarian may only use his Sneak Attack ability with melee attacks.&lt;br /&gt;
&lt;br /&gt;
:A 15th level lion totem barbarian may sacrifice any number of Sneak Attack dice when it successfully Sneak Attacks a creature. If he does so, that creature instead takes a -2 penalty per dice sacrificed to its checks made to resist grapple, for a number of rounds equal to twice the number of dice sacrificed. This penalty stacks with itself.&lt;br /&gt;
&lt;br /&gt;
:An 18th level lion totem barbarian is a deadly hunter who can finish his foes off in a single pounce. While he is raging, when he Sneak Attacks a creature at the end of a Pounce, if he successfully grapples the creature and establishes a hold, his rake attacks all automatically add his Sneak Attack damage for the duration of the grapple or his rage, whichever ends first.&lt;br /&gt;
&lt;br /&gt;
''Serpent Totem'': &lt;br /&gt;
:A 3rd level serpent totem barbarian gains a +2 bonus to all grapple checks. This bonus increases by +2 every time the serpent totem barbarian gains the Totem Power class feature, to a maximum of +12 at 18th level.&lt;br /&gt;
&lt;br /&gt;
:A 6th level serpent totem barbarian gains a constrict attack. This attack deals 1d8 points of bludgeoning damage (for a Medium serpent totem barbarian) plus 1 1/2 times the serpent totem barbarian's Strength modifier with a successful grapple check. If the serpent totem barbarian already has a constrict attack (such as by being in constrictor snake form), his constrict attack deals damage as if he were one Size category larger (no maximum, stacks with similar effects) and adds twice his Strength modifier to the constrict's damage instead of 1 1/2 times.&lt;br /&gt;
&lt;br /&gt;
:A 9th level serpent totem barbarian gains a natural bite attack. This attack deals 1d6 points of piercing, bludgeoning, and slashing damage (for a Medium barbarian) plus the serpent totem barbarian's Strength modifier. While he is raging, a serpent totem barbarian's natural bite attack (in all forms) has a venomous toxin that deals 1d6 points of Constitution damage, and repeats in 1 minute. The DC to negate the damage is 10+1/2 the barbarian's class level+his Constitution modifier. While a serpent totem barbarian is raging, his bite attack deals 1d8 damage (if Medium) instead, and this overlaps the Totem Rage natural bite.&lt;br /&gt;
&lt;br /&gt;
:A 12th level serpent totem barbarian is able to slowly squeeze the life out of his prey. A creature who is constricted by the barbarian for 2 consecutive rounds begins to suffocate. A creature who is constricted by the barbarian for 3 consecutive rounds must make a Fortitude save or be dazed for 1 round. A creature who is constricted by the barbarian for 4 or more consecutive rounds must make a Fortitude save (each round) or fall unconscious for 1 hour.&lt;br /&gt;
&lt;br /&gt;
:A 15th level serpent totem barbarian becomes even more venomous. While he is raging, his natural bite attack (in all forms) forces three different Fortitude saves against three different venoms. One deals 1d6 Con/1d6 Con, one deals 1d6 Dex/1d6 Dex, and one deals 1d6 Str/1d6 Str. The DC for each poison is equal to 10+1/2 the barbarian's class level+his Constitution modifier. (These poisons replace the 9th level poison).&lt;br /&gt;
&lt;br /&gt;
:An 18th level serpent totem barbarian goes right in for the kill. He gains the Improved Grab special attack in all forms, which allows him to immediately start a grapple whenever he strikes a creature with his natural bite attack as a free action without requiring a touch attack or provoking an attack of opportunity. Additionally, when the serpent totem barbarian is in snake form, his natural bite attack overcomes all forms of damage reduction.&lt;br /&gt;
&lt;br /&gt;
''Wolf Totem'': &lt;br /&gt;
:A 3rd level wolf gains the scent extraordinary quality. He also gains a +2 bonus on all Survival checks, which increases by an additional +2 every time he gains the Totem Power class feature, to a maximum of +12 at 18th level.&lt;br /&gt;
&lt;br /&gt;
:A 6th level wolf totem barbarian gains a natural bite attack, which deals 1d6 points of bludgeoning, piercing and slashing damage (if the wolf totem barbarian is Medium) plus his Strength modifier (or 1 1/2 times his Strength modifier if it his only natural weapon). Additionally, a wolf totem barbarian's natural bite attack (in all forms) receives a +1 enhancement bonus to attack and damage rolls per 4 class levels (maximum of +5 at level 20) and is treated as magical for the purposes of overcoming damage reduction. While the wolf totem barbarian is raging, his natural bite attack deals damage as if it were one Size category larger, and this benefit overlaps the Totem Rage feature.&lt;br /&gt;
&lt;br /&gt;
:A 9th level wolf totem barbarian gains the Trip extraordinary special attack in all forms. When the wolf totem barbarian hits a creature with his natural bite attack, he may make a Trip attempt against the creature as a free action without a touch attack or provoking an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
:A 12th level wolf totem barbarian can severely weaken a creature who is already down. When the wolf totem barbarian successfully attacks a creature who is prone, that creature must make a Fortitude save (DC 10+1/2 the wolf totem barbarian's class level+his Strength modifier) or be slowed, as the spell, for 1 round per 2 class levels. This is an extraordinary ability, and is not considered a spell or a transmutation effect.&lt;br /&gt;
&lt;br /&gt;
:A 15th level wolf totem barbarian can maul his enemies to death, especially when he comes out of nowhere. A wolf totem barbarian receives a +4 bonus to Trip checks made at the end of a charge in all forms, and is also treated as one Size category larger than he actually is for the purposes of Trip checks (to a maximum of Colossal).&lt;br /&gt;
&lt;br /&gt;
:An 18th level wolf totem barbarian is a mighty creature. Any creature it trips with its Trip extraordinary special attack must spend a full-round action in order to stand up from being prone.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Totem Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  Starting at 4th level, a barbarian may gain an animal companion, similar to a druid's animal companion. The companion must be the same type of animal as his totem animal. A barbarian selects his totem companion from the druid's animal companion list. A barbarian treats his druid level as if it were equal to his barbarian level+3 for the purposes of his animal companion's statistics and his options for higher level companions. (So a 4th level wolf totem barbarian could get a wolf as a 7th level druid, or a dire wolf as a 1st level druid, while a 4th level lion totem barbarian would be forced to take a lion as a 1st level druid)&lt;br /&gt;
&lt;br /&gt;
The barbarian's totem companion improves as his druid level improves.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Totem Shape}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at 5th level, a barbarian finds that not only can he fight similarly to his totem animal, he can actually transform his body into his totem animal. This ability functions like the alternate form supernatural ability, except as noted here.&lt;br /&gt;
&lt;br /&gt;
The effect lasts for 1 hour per barbarian level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time he uses totem shape, the barbarian regain lost hit points as if he had rested for a night.&lt;br /&gt;
&lt;br /&gt;
Any gear worn or carried by the barbarian melds into the new form and becomes nonfunctional. When the barbarian reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the barbarian's feet.&lt;br /&gt;
&lt;br /&gt;
The form chosen must be that of the barbarian's totem animal. This includes the ability to change into the dire or legendary forms of that animal.&lt;br /&gt;
&lt;br /&gt;
A barbarian loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form.&lt;br /&gt;
&lt;br /&gt;
The new form’s Hit Dice can’t exceed the barbarian's class level.&lt;br /&gt;
&lt;br /&gt;
A barbarian is able to Totem Shape once per day at 5th level, and one additional time per day at 10th and 15th level. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Reduction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level, the barbarian's true nature begins to show through. His wounds start healing almost instantly, and yet...for some odd reason...he cries out in true pain when struck with a silver weapon. A 7th level barbarian gains Damage Reduction 2. This damage reduction is overcome by silver weapons. At 10th level, and every 3 levels after that, the damage reduction increases by another 2, to a maximum of DR 10/Silver at 19th level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Greater Rage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 8th level, a barbarian's bonuses to Strength and Constitution from his rage increase to +6 each. His bonus to Will saves increases to +3. The penalty to his AC remains at -2.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Totem Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 11th level, the barbarian is able to communicate with his totem animals and their dire forms as if he shared a language with them. Additionally, the barbarian receives a +4 bonus on Charisma-based skill checks made when interacting with his totem animals and their dire forms.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Primative Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 14th level, a barbarian is treated as an animal while raging or when using the Totem Shape ability. This prevents him from being affected by spells that target humanoids such as dominate person or hold person, however, it makes him vulnerable to spells that target animals, such as charm animal. However, his inner animal also is able to meld with his fury, and so when the barbarian is simultaneously Totem Shaped and raging, his morale bonus to Will saves granted by his rage doubles.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Mighty Rage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 17th level, the barbarian's bonuses to Strength and Constitution while raging increase to +8 each, and his morale bonus to Will saves increases to +4. His AC penalty remains at -2.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Master of the Wild}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level, the barbarian has finally gotten in complete touch with his true animal self, and awakened powers that lay dormant within him. If the barbarian is a humanoid or giant, he gains the lycanthropy template for his totem animal (he may choose to either be a lycanthrope or a lycanthrope lord, as long as he meets the appropriate size requirements [A lycanthrope lord is a lycanthrope with the dire version of an animal used as the base animal]). Unlike the normal lycanthrope template, a barbarian receives no Level Adjustment, nor does he gain any racial hit dice. He gains all other bonuses the natural lycanthrope template grants, including an additional 10 damage reduction/silver when in animal or hybrid form, that stacks with his class-based damage reduction. A barbarian is able to control his shape perfectly as a natural lycanthrope, and is never at risk of changing his alignment due to his lycanthropy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
{{Blades Of Keran Footer}}&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:Combat-Focused]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Classes_(Keran_Supplement)</id>
		<title>Talk:Classes (Keran Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Classes_(Keran_Supplement)"/>
				<updated>2013-01-13T02:53:30Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: /* I found some classes for you campaign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== I found for you source for Daring Outlaw class ==&lt;br /&gt;
&lt;br /&gt;
[http://www.giantitp.com/forums/showthread.php?t=188150 Daring Outlaw]&lt;br /&gt;
&lt;br /&gt;
== Suggestion for your campign: ==&lt;br /&gt;
&lt;br /&gt;
*I suggest that the [[Binder_(3.5e_Class)|binder]] class will be instead of [[SRD:Wizard|wizard]] class.&lt;br /&gt;
*I suggest that the [[Daring Outlaw_(3.5e_Class)|daring outlaw]] will be instead of [[SRD:Rogue|rogue]] class.&lt;br /&gt;
*I suggest that [[Necromaster_(3.5e_Class)|necromaster]] class will be instead of [[SRD:Cleric|cleric]] class. ''(Only for PC)''&lt;br /&gt;
*I suggest to make [[SRD:Ranger|Ranger]] class have arcane source instead of divine source.&lt;br /&gt;
*I suggest to cancel the [[SRD:Druid|Druid]] class.&lt;br /&gt;
*I suggest that NPCs can use [[SRD:Classes|SRD Classes]] and [[UA:Variant_Character_Classes|UA Classes]].&lt;br /&gt;
&lt;br /&gt;
:* Wizard's are required in the setting ''Sumran Mages''.&lt;br /&gt;
:* Daring Outlaw was instead of Rogue, but someone changed rogue back to a PC class.&lt;br /&gt;
:* Cleric's are required in the setting, ''Clerics of Dylian''.&lt;br /&gt;
:* Rangers don't make sense as an arcane class in this setting as they aren't focused towards knowledge.&lt;br /&gt;
:* Druids are a staple class.&lt;br /&gt;
:* NPC's can take levels in any base class.&lt;br /&gt;
&lt;br /&gt;
::* You can use '''give''' Wizards' ''role'' in the setting ''Sumran Mages'' to [[Binder_(3.5e_Class)|binders]].&lt;br /&gt;
::* [[Adventurer (3.5e Class)|True Adventurer]] class can '''replace''' both [[Daring Outlaw_(3.5e_Class)|daring outlaw]] and both [[SRD:Sorcerer|sorcerer]].&lt;br /&gt;
::* I just suggest that players cannot be [[SRD:Cleric|clerics]].&lt;br /&gt;
::* They can make sense as ''hunters'' '''instead of''' ''nature's guards''&lt;br /&gt;
::* What you mean when you say '''staple class'''?&lt;br /&gt;
::* Great&lt;br /&gt;
&lt;br /&gt;
:::* Wouldn't fit. The Sumran warmages are not summoners. They are Wizards. That's why they rule a large portion of the world. As wizards are much more powerful then other classes.&lt;br /&gt;
:::*I don't like that class. And it's flavor doesn't fit the world. Sorcerers are required because of one of the major event of the fourth era are completed by a Sorcerer, who definitely isn't part of that class.&lt;br /&gt;
:::* Except I want players to be allowed to be clerics.&lt;br /&gt;
:::* Except the Moon of Arcane magic wouldn't grant them magic. Also if it was arcane they would actually be weaker as a class, as their casting stat would change to Int or Cha. Divine Magic allows for Wis to be their casting stat, which is their primary stat for a decent amount of their skills.&lt;br /&gt;
:::* They are an archetype of the genre that I don't want to loose.&lt;br /&gt;
&lt;br /&gt;
::::* Arcane Ranger that his casting stat is [[Int]] get more skill points and can use this skill points for [[Wis]] based skills&lt;br /&gt;
::::* At least don't give much freedom to your [[Druid, Keran (3.5e Class)|druid class]]&lt;br /&gt;
&lt;br /&gt;
:::::* Strangely, after creating my Fighter Fix, I have actually removed Ranger as a playable class. &lt;br /&gt;
:::::* That class is tier one, I'm going to have to weaken it.&lt;br /&gt;
&lt;br /&gt;
== I found some classes for you campaign ==&lt;br /&gt;
&lt;br /&gt;
*[[Zuan Codex (3.5e Sourcebook)/Vanguard|Vanguard]]&lt;br /&gt;
*[[Zuan Codex (3.5e Sourcebook)/Corsair|Corsair]] (he and ''Vanguard'' can replace your fighter fix and [[SRD:Fighter|SRD Fighter]] will appears as NPC Class)&lt;br /&gt;
*[[Mystic Blade (3.5e Class)|Mystic Blade]]&lt;br /&gt;
*[[Biomancer (3.5e Class)|Biomancer]](I suggest that your [[Druid]] cannot use spellcasting but '''instead''' he gets special abilities in ''Wild Shape Form''.)&lt;br /&gt;
&lt;br /&gt;
:None of those classes fit my campaign. [http://www.giantitp.com/forums/showpost.php?p=14481796&amp;amp;postcount=20 These are the base classes for my campaign.]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Classes_(Keran_Supplement)</id>
		<title>Talk:Classes (Keran Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Classes_(Keran_Supplement)"/>
				<updated>2013-01-13T02:49:23Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: /* I found some classes for you campaign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== I found for you source for Daring Outlaw class ==&lt;br /&gt;
&lt;br /&gt;
[http://www.giantitp.com/forums/showthread.php?t=188150 Daring Outlaw]&lt;br /&gt;
&lt;br /&gt;
== Suggestion for your campign: ==&lt;br /&gt;
&lt;br /&gt;
*I suggest that the [[Binder_(3.5e_Class)|binder]] class will be instead of [[SRD:Wizard|wizard]] class.&lt;br /&gt;
*I suggest that the [[Daring Outlaw_(3.5e_Class)|daring outlaw]] will be instead of [[SRD:Rogue|rogue]] class.&lt;br /&gt;
*I suggest that [[Necromaster_(3.5e_Class)|necromaster]] class will be instead of [[SRD:Cleric|cleric]] class. ''(Only for PC)''&lt;br /&gt;
*I suggest to make [[SRD:Ranger|Ranger]] class have arcane source instead of divine source.&lt;br /&gt;
*I suggest to cancel the [[SRD:Druid|Druid]] class.&lt;br /&gt;
*I suggest that NPCs can use [[SRD:Classes|SRD Classes]] and [[UA:Variant_Character_Classes|UA Classes]].&lt;br /&gt;
&lt;br /&gt;
:* Wizard's are required in the setting ''Sumran Mages''.&lt;br /&gt;
:* Daring Outlaw was instead of Rogue, but someone changed rogue back to a PC class.&lt;br /&gt;
:* Cleric's are required in the setting, ''Clerics of Dylian''.&lt;br /&gt;
:* Rangers don't make sense as an arcane class in this setting as they aren't focused towards knowledge.&lt;br /&gt;
:* Druids are a staple class.&lt;br /&gt;
:* NPC's can take levels in any base class.&lt;br /&gt;
&lt;br /&gt;
::* You can use '''give''' Wizards' ''role'' in the setting ''Sumran Mages'' to [[Binder_(3.5e_Class)|binders]].&lt;br /&gt;
::* [[Adventurer (3.5e Class)|True Adventurer]] class can '''replace''' both [[Daring Outlaw_(3.5e_Class)|daring outlaw]] and both [[SRD:Sorcerer|sorcerer]].&lt;br /&gt;
::* I just suggest that players cannot be [[SRD:Cleric|clerics]].&lt;br /&gt;
::* They can make sense as ''hunters'' '''instead of''' ''nature's guards''&lt;br /&gt;
::* What you mean when you say '''staple class'''?&lt;br /&gt;
::* Great&lt;br /&gt;
&lt;br /&gt;
:::* Wouldn't fit. The Sumran warmages are not summoners. They are Wizards. That's why they rule a large portion of the world. As wizards are much more powerful then other classes.&lt;br /&gt;
:::*I don't like that class. And it's flavor doesn't fit the world. Sorcerers are required because of one of the major event of the fourth era are completed by a Sorcerer, who definitely isn't part of that class.&lt;br /&gt;
:::* Except I want players to be allowed to be clerics.&lt;br /&gt;
:::* Except the Moon of Arcane magic wouldn't grant them magic. Also if it was arcane they would actually be weaker as a class, as their casting stat would change to Int or Cha. Divine Magic allows for Wis to be their casting stat, which is their primary stat for a decent amount of their skills.&lt;br /&gt;
:::* They are an archetype of the genre that I don't want to loose.&lt;br /&gt;
&lt;br /&gt;
::::* Arcane Ranger that his casting stat is [[Int]] get more skill points and can use this skill points for [[Wis]] based skills&lt;br /&gt;
::::* At least don't give much freedom to your [[Druid, Keran (3.5e Class)|druid class]]&lt;br /&gt;
&lt;br /&gt;
:::::* Strangely, after creating my Fighter Fix, I have actually removed Ranger as a playable class. &lt;br /&gt;
:::::* That class is tier one, I'm going to have to weaken it.&lt;br /&gt;
&lt;br /&gt;
== I found some classes for you campaign ==&lt;br /&gt;
&lt;br /&gt;
*[[Zuan Codex (3.5e Sourcebook)/Vanguard|Vanguard]]&lt;br /&gt;
*[[Zuan Codex (3.5e Sourcebook)/Corsair|Corsair]] (he and ''Vanguard'' can replace your fighter fix and [[SRD:Fighter|SRD Fighter]] will appears as NPC Class)&lt;br /&gt;
*[[Mystic Blade (3.5e Class)|Mystic Blade]]&lt;br /&gt;
*[[Biomancer (3.5e Class)|Biomancer]](I suggest that your [[Druid]] cannot use spellcasting but '''instead''' he gets special abilities in ''Wild Shape Form''.)&lt;br /&gt;
&lt;br /&gt;
:None of those classes fit my campaign. [http://www.giantitp.com/forums/showpost.php?p=14481796&amp;amp;postcount=20|These are the base classes for my campaign.]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Classes_(Keran_Supplement)</id>
		<title>Classes (Keran Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Classes_(Keran_Supplement)"/>
				<updated>2013-01-07T11:04:31Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 87%&amp;quot;&amp;gt;&lt;br /&gt;
==Class Selection==&lt;br /&gt;
&lt;br /&gt;
Only the classes listed here are found within the world of Keran. &lt;br /&gt;
&lt;br /&gt;
===Base {{#anc:Classes}}===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Description&lt;br /&gt;
!Homebrew or SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[Barbarian, Keran (3.5e Class)|Barbarian]] || A wild warrior who has a spiritual bond with an animal|| Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard, Keran (3.5e Class)|Bard]] || A  performer who can weave magic through thier art || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Binder (Keran)|Binder]] || A mage who can warp souls to his will || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric, Keran (3.5e Class)|Cleric]] || A priest who channels divine power || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Daring Outlaw (3.5e Class)|Daring Outlaw]] || A lucky and stealthy trickster || Homebrew (Not by [[User:Milo v3|Milo v3]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid, Keran (3.5e Class)|Druid]] || A priest who channels primal energy || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter, Keran (3.5e Class)|Fighter]] || Fully Martial Warrior || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Paladin (Keran)|Paladin]] || A Divine warrior || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Necromaster (3.5e Class)|Necromaster]] || A necromancer who commands the dead || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Sorcerer, Keran (3.5e Class)|Sorcerer]] || A mage who gains power from their blood || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Threat (3.5e Class)|Threat]] || A powerful warrior who is tougher than steel || Homebrew (Not by [[User:Milo v3|Milo v3]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock (Keran)|Warlock]] || A mage who gained power through a pact with Outsiders || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Wizard, Keran (3.5e Class)|Wizard]] || An intelligent mage who understands magic || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NPC Classes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Description&lt;br /&gt;
!Homebrew or SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Adept|Adept]] || A Mage who merely dabbles in magic || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Aristocrat|Aristocrat]] || A Noble of society || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Commoner|Commoner]] || A peasant || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Expert|Expert]] || A skilled person || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranger, Keran (3.5e Class)|Ranger]] || A swift warrior of the wilds || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Rogue|Rogue]] || A stealthy thief || SRD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prestige Selection==&lt;br /&gt;
&lt;br /&gt;
All the Prestige classes listed here are found within the world of Keran and represent part of Organizations. &lt;br /&gt;
&lt;br /&gt;
==={{#anc:Classes}}===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Animancer of Matic (3.5e Prestige Class)|Animancer of Matic]] || A group of Necromancer's which try to master Positive Energy under Matic's Teachings&lt;br /&gt;
|- &lt;br /&gt;
| [[Assassin, Keran (3.5e Prestige Class)|Assassin, Keran]] || A cold killer of the night who uses stealth to assassinate his quarry&lt;br /&gt;
|-&lt;br /&gt;
| [[Blackguard, Keran (3.5e Prestie Class)|Blackguard, Keran]] || A divine warrior of the gods of Evil.&lt;br /&gt;
|-&lt;br /&gt;
| [[Boneclaw Vindicator (3.5e Prestige Class)|Boneclaw Vindicator]] || Bone Manipulating Guardians Of Boneclaw&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown Arcanist (3.5e Prestige Class)|Crown Arcanist]] || Mages which have conjurgated in search of knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple of the Royal Blood (3.5e Prestige Class)|Disciple of the Royal Blood]] || People which tap into their Blood to manifest as a powerful being&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Dwarven Defender|Dwarven Defender]] || Dwarves which are masters at holding the line&lt;br /&gt;
|-&lt;br /&gt;
| [[Eldritch Knight, Keran (3.5e Prestige Class)|Eldritch Knight]] || A warrior with magical skill you combines his powers to great effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Estikarn Seeker (3.5e Prestige Class)|Estikarn Seeker]] || Elven Rider's of Monstrous Spiders which search for rogue [[Elves, True (3.5e Race)|Newesti]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Golem Forger of the Duzites (3.5e Prestige Class)|Golem Forger of the Durzites]] || An Order dedicated to the Binding of Souls into Constructs&lt;br /&gt;
|-&lt;br /&gt;
| [[Hands Of Nihlus (3.5e Prestige Class)|Hands of Nihlus]] || A Order of Assassin's that do the binding of the Divines of Death&lt;br /&gt;
|-&lt;br /&gt;
| [[Karmainian Knight (3.5e Prestige Class)|Karmainian Knight]] ||A Noble Knight of North Karma&lt;br /&gt;
|-&lt;br /&gt;
| [[Master Of The Old Ways (3.5e Prestige Class)|Master Of The Old Ways]] ||A mage the learns and casts ancient Kylanth Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanist Of the Lost City (3.5e Prestige Class)|Mechanist Of the Lost City]] ||An organisation dedicated to the making of inventions&lt;br /&gt;
|-&lt;br /&gt;
| [[Sumran Dune Mage(3.5e Prestige Class)|Sumran Shaper]] || A warrior mage from Sumra which is a master of Sand Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Walker's of the Pale (3.5e Prestige Class)|Walker's Of the Pale]] || A group of Necromancer's which try to master Negative Energy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Classes_(Keran_Supplement)</id>
		<title>Talk:Classes (Keran Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Classes_(Keran_Supplement)"/>
				<updated>2013-01-05T22:50:06Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== I found for you source for Daring Outlaw class ==&lt;br /&gt;
&lt;br /&gt;
[http://www.giantitp.com/forums/showthread.php?t=188150 Daring Outlaw]&lt;br /&gt;
&lt;br /&gt;
== Suggestion for your campign: ==&lt;br /&gt;
&lt;br /&gt;
*I suggest that the [[Binder_(3.5e_Class)|binder]] class will be instead of [[SRD:Wizard|wizard]] class.&lt;br /&gt;
*I suggest that the [[Daring Outlaw_(3.5e_Class)|daring outlaw]] will be instead of [[SRD:Rogue|rogue]] class.&lt;br /&gt;
*I suggest that [[Necromaster_(3.5e_Class)|necromaster]] class will be instead of [[SRD:Cleric|cleric]] class. ''(Only for PC)''&lt;br /&gt;
*I suggest to make [[SRD:Ranger|Ranger]] class have arcane source instead of divine source.&lt;br /&gt;
*I suggest to cancel the [[SRD:Druid|Druid]] class.&lt;br /&gt;
*I suggest that NPCs can use [[SRD:Classes|SRD Classes]] and [[UA:Variant_Character_Classes|UA Classes]].&lt;br /&gt;
&lt;br /&gt;
:* Wizard's are required in the setting ''Sumran Mages''.&lt;br /&gt;
:* Daring Outlaw was instead of Rogue, but someone changed rogue back to a PC class.&lt;br /&gt;
:* Cleric's are required in the setting, ''Clerics of Dylian''.&lt;br /&gt;
:* Rangers don't make sense as an arcane class in this setting as they aren't focused towards knowledge.&lt;br /&gt;
:* Druids are a staple class.&lt;br /&gt;
:* NPC's can take levels in any base class.&lt;br /&gt;
&lt;br /&gt;
::* You can use '''give''' Wizards' ''role'' in the setting ''Sumran Mages'' to [[Binder_(3.5e_Class)|binders]].&lt;br /&gt;
::* [[Adventurer (3.5e Class)|True Adventurer]] class can '''replace''' both [[Daring Outlaw_(3.5e_Class)|daring outlaw]] and both [[SRD:Sorcerer|sorcerer]].&lt;br /&gt;
::* I just suggest that players cannot be [[SRD:Cleric|clerics]].&lt;br /&gt;
::* They can make sense as ''hunters'' '''instead of''' ''nature's guards''&lt;br /&gt;
::* What you mean when you say '''staple class'''?&lt;br /&gt;
::* Great&lt;br /&gt;
&lt;br /&gt;
:::* Wouldn't fit. The Sumran warmages are not summoners. They are Wizards. That's why they rule a large portion of the world. As wizards are much more powerful then other classes.&lt;br /&gt;
:::*I don't like that class. And it's flavor doesn't fit the world. Sorcerers are required because of one of the major event of the fourth era are completed by a Sorcerer, who definitely isn't part of that class.&lt;br /&gt;
:::* Except I want players to be allowed to be clerics.&lt;br /&gt;
:::* Except the Moon of Arcane magic wouldn't grant them magic. Also if it was arcane they would actually be weaker as a class, as their casting stat would change to Int or Cha. Divine Magic allows for Wis to be their casting stat, which is their primary stat for a decent amount of their skills.&lt;br /&gt;
:::* They are an archetype of the genre that I don't want to loose.&lt;br /&gt;
&lt;br /&gt;
::::* Arcane Ranger that his casting stat is [[Int]] get more skill points and can use this skill points for [[Wis]] based skills&lt;br /&gt;
::::* At least don't give much freedom to your [[Druid, Keran (3.5e Class)|druid class]]&lt;br /&gt;
&lt;br /&gt;
:::::* Strangely, after creating my Fighter Fix, I have actually removed Ranger as a playable class. &lt;br /&gt;
:::::* That class is tier one, I'm going to have to weaken it.&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Classes_(Keran_Supplement)</id>
		<title>Talk:Classes (Keran Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Classes_(Keran_Supplement)"/>
				<updated>2013-01-05T13:43:51Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== I found for you source for Daring Outlaw class ==&lt;br /&gt;
&lt;br /&gt;
[http://www.giantitp.com/forums/showthread.php?t=188150 Daring Outlaw]&lt;br /&gt;
&lt;br /&gt;
== Suggestion for your campign: ==&lt;br /&gt;
&lt;br /&gt;
*I suggest that the [[Binder_(3.5e_Class)|binder]] class will be instead of [[SRD:Wizard|wizard]] class.&lt;br /&gt;
*I suggest that the [[Daring Outlaw_(3.5e_Class)|daring outlaw]] will be instead of [[SRD:Rogue|rogue]] class.&lt;br /&gt;
*I suggest that [[Necromaster_(3.5e_Class)|necromaster]] class will be instead of [[SRD:Cleric|cleric]] class. ''(Only for PC)''&lt;br /&gt;
*I suggest to make [[SRD:Ranger|Ranger]] class have arcane source instead of divine source.&lt;br /&gt;
*I suggest to cancel the [[SRD:Druid|Druid]] class.&lt;br /&gt;
*I suggest that NPCs can use [[SRD:Classes|SRD Classes]] and [[UA:Variant_Character_Classes|UA Classes]].&lt;br /&gt;
&lt;br /&gt;
:* Wizard's are required in the setting ''Sumran Mages''.&lt;br /&gt;
:* Daring Outlaw was instead of Rogue, but someone changed rogue back to a PC class.&lt;br /&gt;
:* Cleric's are required in the setting, ''Clerics of Dylian''.&lt;br /&gt;
:* Rangers don't make sense as an arcane class in this setting as they aren't focused towards knowledge.&lt;br /&gt;
:* Druids are a staple class.&lt;br /&gt;
:* NPC's can take levels in any base class.&lt;br /&gt;
&lt;br /&gt;
::* You can use '''give''' Wizards' ''role'' in the setting ''Sumran Mages'' to [[Binder_(3.5e_Class)|binders]].&lt;br /&gt;
::* [[Adventurer (3.5e Class)|True Adventurer]] class can '''replace''' both [[Daring Outlaw_(3.5e_Class)|daring outlaw]] and both [[SRD:Sorcerer|sorcerer]].&lt;br /&gt;
::* I just suggest that players cannot be [[SRD:Cleric|clerics]].&lt;br /&gt;
::* They can make sense as ''hunters'' '''instead of''' ''nature's guards''&lt;br /&gt;
::* What you mean when you say '''staple class'''?&lt;br /&gt;
::* Great&lt;br /&gt;
&lt;br /&gt;
:::* Wouldn't fit. The Sumran warmages are not summoners. They are Wizards. That's why they rule a large portion of the world. As wizards are much more powerful then other classes.&lt;br /&gt;
:::*I don't like that class. And it's flavor doesn't fit the world. Sorcerers are required because of one of the major event of the fourth era are completed by a Sorcerer, who definitely isn't part of that class.&lt;br /&gt;
:::* Except I want players to be allowed to be clerics.&lt;br /&gt;
:::* Except the Moon of Arcane magic wouldn't grant them magic. Also if it was arcane they would actually be weaker as a class, as their casting stat would change to Int or Cha. Divine Magic allows for Wis to be their casting stat, which is their primary stat for a decent amount of their skills.&lt;br /&gt;
:::* They are an archetype of the genre that I don't want to loose.&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Classes_(Keran_Supplement)</id>
		<title>Classes (Keran Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Classes_(Keran_Supplement)"/>
				<updated>2013-01-05T13:36:57Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: That isn't what I meant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 87%&amp;quot;&amp;gt;&lt;br /&gt;
==Class Selection==&lt;br /&gt;
&lt;br /&gt;
Only the classes listed here are found within the world of Keran. &lt;br /&gt;
&lt;br /&gt;
===Base {{#anc:Classes}}===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Description&lt;br /&gt;
!available for players&lt;br /&gt;
!Homebrew or SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[Barbarian, Keran (3.5e Class)|Barbarian]] || A wild warrior who has a spiritual bond with an animal|| Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard, Keran (3.5e Class)|Bard]] || A  performer who can weave magic through thier art|| Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Binder (Keran)|Binder]] || A mage who can warp souls to his will || Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric, Keran (3.5e Class)|Cleric]] || A priest who channels divine power || Yes || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Daring Outlaw (3.5e Class)|Daring Outlaw]] || A lucky and stealthy trickster || Yes || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid, Keran (3.5e Class)|Druid]] || A priest who channels primal energy || Yes || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Paladin (Keran)|Paladin]] || A Divine warrior || Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Necromaster (3.5e Class)|Necromaster]] || A necromancer who commands the dead || Yes || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranger, Keran (3.5e Class)|Ranger]] || A swift warrior of the wilds || Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Sorcerer, Keran (3.5e Class)|Sorcerer]] || A mage who gains power from their blood || Yes || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Threat (3.5e Class)|Threat]] || A powerful warrior who is tougher than steel || Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock (Keran)|Warlock]] || A mage who gained power through a pact with Outsiders || Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Wizard, Keran (3.5e Class)|Wizard]] || An intelligent mage who understands magic || Yes || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NPC Classes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Description&lt;br /&gt;
!Homebrew or SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Adept|Adept]] || A Mage who merely dabbles in magic || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Aristocrat|Aristocrat]] || A Noble of society || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Commoner|Commoner]] || A peasant || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Expert|Expert]] || A skilled person || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Fighter|Fighter]] || A Fully Martial Warrior|| SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Rogue|Rogue]] || A stealthy thief || SRD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prestige Selection==&lt;br /&gt;
&lt;br /&gt;
All the Prestige classes listed here are found within the world of Keran and represent part of Organizations. &lt;br /&gt;
&lt;br /&gt;
==={{#anc:Classes}}===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Animancer of Matic (3.5e Prestige Class)|Animancer of Matic]] || A group of Necromancer's which try to master Positive Energy under Matic's Teachings&lt;br /&gt;
|- &lt;br /&gt;
| [[Assassin, Keran (3.5e Prestige Class)|Assassin, Keran]] || A cold killer of the night who uses stealth to assassinate his quarry&lt;br /&gt;
|-&lt;br /&gt;
| [[Blackguard, Keran (3.5e Prestie Class)|Blackguard, Keran]] || A divine warrior of the gods of Evil.&lt;br /&gt;
|-&lt;br /&gt;
| [[Boneclaw Vindicator (3.5e Prestige Class)|Boneclaw Vindicator]] || Bone Manipulating Guardians Of Boneclaw&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown Arcanist (3.5e Prestige Class)|Crown Arcanist]] || Mages which have conjurgated in search of knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple of the Royal Blood (3.5e Prestige Class)|Disciple of the Royal Blood]] || People which tap into their Blood to manifest as a powerful being&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Dwarven Defender|Dwarven Defender]] || Dwarves which are masters at holding the line&lt;br /&gt;
|-&lt;br /&gt;
| [[Eldritch Knight, Keran (3.5e Prestige Class)|Eldritch Knight]] || A warrior with magical skill you combines his powers to great effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Estikarn Seeker (3.5e Prestige Class)|Estikarn Seeker]] || Elven Rider's of Monstrous Spiders which search for rogue [[Elves, True (3.5e Race)|Newesti]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Golem Forger of the Duzites (3.5e Prestige Class)|Golem Forger of the Durzites]] || An Order dedicated to the Binding of Souls into Constructs&lt;br /&gt;
|-&lt;br /&gt;
| [[Hands Of Nihlus (3.5e Prestige Class)|Hands of Nihlus]] || A Order of Assassin's that do the binding of the Divines of Death&lt;br /&gt;
|-&lt;br /&gt;
| [[Karmainian Knight (3.5e Prestige Class)|Karmainian Knight]] ||A Noble Knight of North Karma&lt;br /&gt;
|-&lt;br /&gt;
| [[Master Of The Old Ways (3.5e Prestige Class)|Master Of The Old Ways]] ||A mage the learns and casts ancient Kylanth Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanist Of the Lost City (3.5e Prestige Class)|Mechanist Of the Lost City]] ||An organisation dedicated to the making of inventions&lt;br /&gt;
|-&lt;br /&gt;
| [[Sumran Dune Mage(3.5e Prestige Class)|Sumran Shaper]] || A warrior mage from Sumra which is a master of Sand Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Walker's of the Pale (3.5e Prestige Class)|Walker's Of the Pale]] || A group of Necromancer's which try to master Negative Energy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Blades_Of_Keran_(3.5e_Campaign_Setting)</id>
		<title>Talk:Blades Of Keran (3.5e Campaign Setting)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Blades_Of_Keran_(3.5e_Campaign_Setting)"/>
				<updated>2013-01-05T12:52:12Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: /* Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Notes ==&lt;br /&gt;
&lt;br /&gt;
I'm haven't finised posting so right now I'm using &amp;quot;Cora&amp;quot; as the template of what is needed. This is the setting of the novel I'm currently writting. A small amount of the material here is actually on the site but changed to suit the campaign setting.--[[User:Milo v3|Milo High-Hill]] 23:45, 22 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
: Also I would be happy to hear feedback about any material in the campaign.--[[User:Milo v3|Milo High-Hill]] 00:14, 26 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
::Seemed a little similar to [http://www.dnd-wiki.org/wiki/Shattered_Haven_(3.5e_Campaign_Setting) this] campaign setting as far as the grim, desert environment, and general tone of the setting went. Perhaps you and the person who wrote that setting could help bounce ideas off of each other?&lt;br /&gt;
&lt;br /&gt;
:::I can't access that website for some reason so I can't be sure about that campaign. The Sumran Wastes are only a 35/100 of my setting world. It was the first to be created so I have a good amount of info on it. Theirs also the Moonshadow Islands (Jungles), Kratoa (Varying terrains), North Karma (Plains), South Karma (Marsh), Turvarn (Mountains), Plains of Dusk (Tundra). So their are lots of other terrains.--[[User:Milo v3|Milo High-Hill]] 15:07, 27 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:::: I think the above person might have meant [http://www.dnd-wiki.org/wiki/Shattered_Haven_%283.5e_Campaign_Setting%29 this], does that work better?&lt;br /&gt;
&lt;br /&gt;
:::::This is a little embarrassing. I have to use my school laptop. And the other DnD Wiki site is blocked for me, because it relates to gaming. The only reason I'm able to go on this site is because my schools IT guy is a D&amp;amp;D player and sometimes use stuff from this site.--[[User:Milo v3|Milo High-Hill]] 19:50, 27 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
::::::Have you tried a proxy server? Just google &amp;quot;proxy server list&amp;quot; and you should find enough of them. That or just try at home.&lt;br /&gt;
&lt;br /&gt;
:Can't download anything as they are blocked. And my home computer is broken.--[[User:Milo v3|Milo High-Hill]] 03:36, 28 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
::It's not actually a download. The biggest downside is that it can be really slow.&lt;br /&gt;
&lt;br /&gt;
:::Just checked a good amount of sites. All blocked, the reason was &amp;quot;Proxy Avoidance&amp;quot;--[[User:Milo v3|Milo High-Hill]] 03:53, 28 February 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
== Questions ==&lt;br /&gt;
&lt;br /&gt;
If their are any questions about my campaign I will answer the question. This is because it will take sometime to upload all the info onto the site. If I say something here I've missed in the pages, tell me and I'll put it in.--[[User:Milo v3|Milo High-Hill]] 17:06, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
== Contributors ==&lt;br /&gt;
&lt;br /&gt;
This is a list of people who helped with the setting. I would like thank the following people for their help in the setting and sorry if I miss anyone.&lt;br /&gt;
&lt;br /&gt;
* DND Wiki: I take a good amount of information from this site and it would take to long to write down all those I used in the campaign so thank you to the whole community.&lt;br /&gt;
* My co-designer RogueSpyder (From Gitpg and Real-life)&lt;br /&gt;
* Mayhem (From Gitpg): Helped Balancing Races&lt;br /&gt;
* Lyndworm (From Gitpg): Helped Balance Races&lt;br /&gt;
* Bhu (From Gitpg): His Critters (Specifically the Acrosapien and Displacer Eels)&lt;br /&gt;
* Zaydos (From Gitpg): New True Dragons&lt;br /&gt;
* Milo v3: The Designer of the setting&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
&lt;br /&gt;
I think that this whole [[Blades Of Keran (3.5e Campaign Setting)|Blades Of Keran]] are more suitable to ''Another Game'' with similar '''d20 System''' mechanics than Campaign Setting in D&amp;amp;D (exp: [[D20_Modern|D20 Modern]], [[Pathfinder_RPG|Pathfinder]]). at least 90% of this rules and material are your own&lt;br /&gt;
&lt;br /&gt;
:My material is more modifications than complete rule changes. I haven't changed the combat rules, or anything. Just added races, modified the classes, added a few monster, then added some flavour. This site barely even has my work on it. With most of this Campaigns material being posted on a different site. --[[User:Milo v3|Milo High-Hill]] ([[User talk:Milo v3|talk]]) 05:52, 5 January 2013 (MST)&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Jaccob_(3.5e_Deity)</id>
		<title>Jaccob (3.5e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Jaccob_(3.5e_Deity)"/>
				<updated>2013-01-05T12:47:45Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Undo revision 602785 by 79.183.105.198 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&lt;br /&gt;
=Jaccob=&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=o&lt;br /&gt;
|sym=An Humanoid Skull&lt;br /&gt;
|plane=The Waste&lt;br /&gt;
|align=Neutral Evil&lt;br /&gt;
|port=Evil, Knowledge, Magic&lt;br /&gt;
|calign=Any&lt;br /&gt;
|dom=Deathbound, Evil, Knowledge, Magic, Mind, Trickery, Suffering&lt;br /&gt;
|favweap=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Jaccob was orginally Jaccian, Divine of Perfection, then when his father killed him he rose as two beings Dylian &amp;amp; Jaccob. He is the god of Evil and the Mind and the father to the Divines of Magic and the Mistress of Night.&lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
&lt;br /&gt;
He sends his followers out to corrupt the world to the side of evil to give himself more souls in his afterlife. He then uses these souls to fuel himself and make himself stronger. He tells his followers that those which &amp;quot;Collect&amp;quot; the most souls shall be rewarded greatly in the afterlife, and lets them &amp;quot;collect&amp;quot; in any way they please.&lt;br /&gt;
&lt;br /&gt;
===Aasimar===&lt;br /&gt;
&lt;br /&gt;
An Aasimar of Jaccob has pale white skin and a thin body, which normally looks anorexic.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD Deities|Deities]] &amp;amp;rarr; [[3.5e Overdeities|Overdeity]]&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Kithu_(3.5e_Deity)</id>
		<title>Kithu (3.5e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Kithu_(3.5e_Deity)"/>
				<updated>2013-01-05T12:46:17Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Undo revision 602783 by 79.183.105.198 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&lt;br /&gt;
=Kithu=&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=o&lt;br /&gt;
|sym=An Open Palm&lt;br /&gt;
|plane=Astral Sea&lt;br /&gt;
|align=Neutral Good&lt;br /&gt;
|port=Creation, Life, Fertilisation&lt;br /&gt;
|calign=Any&lt;br /&gt;
|dom=Creation, Nobility, Protection&lt;br /&gt;
|favweap=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Kithu was one of the first beings in existance and she is the mother of creation. She is what allowed Primus to create other beings. She then allowed the other gods to use her power until every god had the power to create. She is commonly refered to as the True Mother, as she is the Mother of the Gods. &lt;br /&gt;
&lt;br /&gt;
===Dogma===&lt;br /&gt;
&lt;br /&gt;
She tells her worshipers to teach the ways of Peace. She tells them to care for all creatures from Demons, to ants, to trees, to Karmainians. If they harm a creature they are disbanded from the Clerg, but redemption isn't uncommon.&lt;br /&gt;
&lt;br /&gt;
===Aasimar===&lt;br /&gt;
&lt;br /&gt;
An Aasimar of Kithu has light blue skin and larger eyes than most humanoids. Their hands are also generally more dextrous and are better at building things than most. Also if they are female their femine features are more pronounced. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD Deities|Deities]] &amp;amp;rarr; [[3.5e Overdeities|Overdeity]]&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Classes_(Keran_Supplement)</id>
		<title>Classes (Keran Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Classes_(Keran_Supplement)"/>
				<updated>2013-01-05T12:45:12Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 87%&amp;quot;&amp;gt;&lt;br /&gt;
==Class Selection==&lt;br /&gt;
&lt;br /&gt;
Only the classes listed here are found within the world of Keran. &lt;br /&gt;
&lt;br /&gt;
===Base {{#anc:Classes}}===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Description&lt;br /&gt;
!available for players&lt;br /&gt;
!Homebrew or SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[Barbarian, Keran (3.5e Class)|Barbarian]] || A wild warrior who has a spiritual bond with an animal|| Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard, Keran (3.5e Class)|Bard]] || A  performer who can weave magic through thier art|| Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Binder (Keran)|Binder]] || A mage who can warp souls to his will || Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric, Keran (3.5e Class)|Cleric]] || A priest who channels divine power || Yes || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Daring Outlaw (3.5e Class)|Daring Outlaw]] || A lucky and stealthy trickster || Yes || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid, Keran (3.5e Class)|Druid]] || A priest who channels primal energy || Yes || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Paladin (Keran)|Paladin]] || A Divine warrior || Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Necromaster (3.5e Class)|Necromaster]] || A necromancer who commands the dead || Yes || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranger, Keran (3.5e Class)|Ranger]] || A swift warrior of the wilds || Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Sorcerer, Keran (3.5e Class)|Sorcerer]] || A mage who gains power from their blood || Yes || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Threat (3.5e Class)|Threat]] || A powerful warrior who is tougher than steel || Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock (Keran)|Warlock]] || A mage who gained power through a pact with Outsiders || Yes || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Wizard, Keran (3.5e Class)|Wizard]] || An intelligent mage who understands magic || Yes || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==NPC Classes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Description&lt;br /&gt;
!Homebrew or SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Adept|Adept]] || A Mage who merely dabbles in magic || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Aristocrat|Aristocrat]] || A Noble of society || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Commoner|Commoner]] || A peasant || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Expert|Expert]] || A skilled person || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Fighter|Fighter]] || A Fully Martial Warrior|| SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Rogue|Rogue]] || A stealthy thief || SRD&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prestige Selection==&lt;br /&gt;
&lt;br /&gt;
All the Prestige classes listed here are found within the world of Keran and represent part of Organizations. &lt;br /&gt;
&lt;br /&gt;
==={{#anc:Classes}}===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Animancer of Matic (3.5e Prestige Class)|Animancer of Matic]] || A group of Necromancer's which try to master Positive Energy under Matic's Teachings&lt;br /&gt;
|- &lt;br /&gt;
| [[Assassin, Keran (3.5e Prestige Class)|Assassin, Keran]] || A cold killer of the night who uses stealth to assassinate his quarry&lt;br /&gt;
|-&lt;br /&gt;
| [[Blackguard, Keran (3.5e Prestie Class)|Blackguard, Keran]] || A divine warrior of the gods of Evil.&lt;br /&gt;
|-&lt;br /&gt;
| [[Boneclaw Vindicator (3.5e Prestige Class)|Boneclaw Vindicator]] || Bone Manipulating Guardians Of Boneclaw&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown Arcanist (3.5e Prestige Class)|Crown Arcanist]] || Mages which have conjurgated in search of knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple of the Royal Blood (3.5e Prestige Class)|Disciple of the Royal Blood]] || People which tap into their Blood to manifest as a powerful being&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Dwarven Defender|Dwarven Defender]] || Dwarves which are masters at holding the line&lt;br /&gt;
|-&lt;br /&gt;
| [[Eldritch Knight, Keran (3.5e Prestige Class)|Eldritch Knight]] || A warrior with magical skill you combines his powers to great effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Estikarn Seeker (3.5e Prestige Class)|Estikarn Seeker]] || Elven Rider's of Monstrous Spiders which search for rogue [[Elves, True (3.5e Race)|Newesti]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Golem Forger of the Duzites (3.5e Prestige Class)|Golem Forger of the Durzites]] || An Order dedicated to the Binding of Souls into Constructs&lt;br /&gt;
|-&lt;br /&gt;
| [[Hands Of Nihlus (3.5e Prestige Class)|Hands of Nihlus]] || A Order of Assassin's that do the binding of the Divines of Death&lt;br /&gt;
|-&lt;br /&gt;
| [[Karmainian Knight (3.5e Prestige Class)|Karmainian Knight]] ||A Noble Knight of North Karma&lt;br /&gt;
|-&lt;br /&gt;
| [[Master Of The Old Ways (3.5e Prestige Class)|Master Of The Old Ways]] ||A mage the learns and casts ancient Kylanth Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanist Of the Lost City (3.5e Prestige Class)|Mechanist Of the Lost City]] ||An organisation dedicated to the making of inventions&lt;br /&gt;
|-&lt;br /&gt;
| [[Sumran Dune Mage(3.5e Prestige Class)|Sumran Shaper]] || A warrior mage from Sumra which is a master of Sand Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Walker's of the Pale (3.5e Prestige Class)|Walker's Of the Pale]] || A group of Necromancer's which try to master Negative Energy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Bender_of_the_Sanguine_(3.5_Class)</id>
		<title>Bender of the Sanguine (3.5 Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Bender_of_the_Sanguine_(3.5_Class)"/>
				<updated>2013-01-05T02:08:02Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=Darker Than Black Wei.png&lt;br /&gt;
|imgloc=bottom&lt;br /&gt;
|imgsize=350&lt;br /&gt;
|imgcaption=Prepare to be Eviserated.&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=To Be Finished&lt;br /&gt;
|editing=Please put edits on the Talk Page&lt;br /&gt;
|type=Combat Focused, Moderate Caster&lt;br /&gt;
|desc=Constant motion, a single entity made of millions of smaller ones, fluid grace that could only be described as an art-form perfected by nature itself; these things and more describe a Heart, a Body, and a Bender of the Sanguine. Those unobservant, those who do not keep moving, and those which underestimate Blood Bender's will simply be Eviserated by them.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Bender of the Sanguine ==&lt;br /&gt;
&lt;br /&gt;
These rare masters of the element of blood have a naturally attuned ability to make blood move as if it were an extension of its body. This opens up many possibilities in combat as well as supportive skills and talents. Blood Benders depend on blood for all of their abilities and are thus powerless without it. To make up for this, blood benders keep with them at all times an ever increasing amount of specially attuned blood that is easier than normal blood to control.&lt;br /&gt;
&lt;br /&gt;
Benders of the Sanguine are also known as Blood Bender's.&lt;br /&gt;
&lt;br /&gt;
=== Making a Blood Bender===&lt;br /&gt;
&lt;br /&gt;
Blood benders are versatile [[technicians]] able to affect nearly the whole battlefield from any one position. While far away, a Blood Benders can focus completely on offensive power. If a Blood Bender instead wishes to wade directly into the fray it can rely on its defensive [[techniques]] to make up for its naturally low [[AC]]. A blood bender greatest downfall, though, is that it has low saves and needs to have blood on hand to use there powers. But if an enemy gets caught up in the Blood Benders [[Attuned Blood(3.5e Equipment)|attuned blood]], they will soon be slashed to shreds.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[Cha]] is the most important thing a blood bender could have. This is because they use there own presence and ego to control blood. Afterwords a blood bender can be taken in many directions. [[Intelligence]] is good for a skill-based blood bender. [[Dexterity]] would help with the blood benders low [[AC]]. [[Constitution]], [[wis]], and [[strength]] don't do much for a blood bender at all.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any Sentient race that has a circulatory System can become a Bender of the Sanguine.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Blood Benders are normally chaotic and head towards evil more than good. This is because they are normally sadistic individuals which enjoy inflicting pain.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 2d10 x 10 gp, around 110 gp&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple&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 Bender of the Sanguine}}&amp;lt;/div&amp;gt;&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; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Technique_Powers#Technique_Points|Technique Points]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Techniques Known|Techniques Known]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Highest Level Technique Usable|Highest Level Technique Usable]]&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; | +0 || +0 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Legion of Blood|Legion of Blood]], [[#Bloody Hands|Bloody Hands]], [[#Attuned Blood|Attuned Blood]], [[#Bloody Jar|Bloody Jar]]&lt;br /&gt;
|1||1||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||2||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +1 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Natural Techniques|Natural Techniques]]&lt;br /&gt;
|11||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +2 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|17||5||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +2 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|25||6||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Natural Techniques|Natural Techniques]]&lt;br /&gt;
|33||7||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|42||8||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +4 || +2 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Supreme Concentration|Supreme Concentration]]&lt;br /&gt;
|51||10||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +4 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Natural Techniques|Natural Techniques]]&lt;br /&gt;
|62||11||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +5 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Greater Control|Greater Control]]&lt;br /&gt;
|74||12||5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +5 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|86||13||5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +6/+1 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Natural Techniques|Natural Techniques]]&lt;br /&gt;
|98||15||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +6/+1 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|113||16||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +7/+2 || +4 || +4 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|128||17||7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +5 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Natural Techniques|Natural Techniques]]&lt;br /&gt;
|143||18||7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +8/+3 || +5 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|159||20||8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +8/+3 || +5 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|177||21||8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Natural Techniques|Natural Techniques]]&lt;br /&gt;
|195||22||9&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|214||23||9&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +10/+5 || +6 || +6 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Greater Control|Greater Control]]&lt;br /&gt;
|233||25||9&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills 2 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Disguise Skill|Disguise]]([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Knowledge|Knowledge (Any)]] ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]).&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 Bender of the Sanguine.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Blood Benders completely depend on their blood [[techniques]] to protect themselves in combat and for offense. As such, they have no weapon or armor proficiencies.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Technique Points/Encounter}}:''' A Blood Benders ability to use [[techniques]] is limited by the [[Technique Powers (3.5e Variant Rule)#Technique Points|technique points]] he has available. His base  allotment of [[Technique Powers (3.5e Variant Rule)#Technique Points|technique points]] that he can use per encounter is given on [[#Table: The Bender of the Sanguine|Table: The Bender of the Sanguine]]. In addition, he receives bonus [[Technique Powers (3.5e Variant Rule)#Technique Points|technique points]] per day if he has a high [[SRD:Charisma|charisma]] score (see [[Technique Powers (3.5e Variant Rule)#How To Determine Bonus Technique Points|Table: Ability Modifiers and Bonus Technique Points]] ). His race may also provide bonus [[Technique Powers (3.5e Variant Rule)#Technique Points|technique points]] per encounter, as may certain feats and items. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Highest Level Technique Usable}}:''' This column shows the highest level technique a Blood Bender may use at each level. To learn or use a [[techniques|technique]], a Blood Bender must have a [[SRD:Charisma|charisma]] score of at least 10 + the [[techniques|technique's]] level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Techniques Known}}:''' Blood Benders spend time figuring out new tricks to use with their blood. As such, Blood Benders choose their [[techniques]] from the list below and gain new techniques to use each level. Save DC's are based on [[SRD:Charisma|charisma]]. See [[#Table: The Bender of the Sanguine|Table: The Bender of the Sanguine]] for the highest level [[techniques|technique]] that can be used by a Blood Bender as well as the number of [[Technique Powers (3.5e Variant Rule)#Technique Points|technique points]] available at the start of each day. &lt;br /&gt;
&lt;br /&gt;
Sandbender's choose their [[techniques]] from the following list :&lt;br /&gt;
&lt;br /&gt;
1st&amp;amp;mdash;[[Blood Trap (3.5e Spell)|Blood Trap]], [[Sanguine Knives (3.5e Spell)|Sanguine Knives]], [[Iron Palm (3.5e Spell)|Iron Palm]], [[Blood Mist (3.5e Spell)|Blood Mist]], [[Sanguine Shield (3.5e Spell)|Sanguine Shield]]&lt;br /&gt;
&lt;br /&gt;
2nd&amp;amp;mdash;[[Spear Of Blood (3.5e_Spell)|Spear of Blood]], [[Bloody Replica (3.5e Spell)|Bloody Replica]], [[Blood Rain (3.5e Spell)|Blood Rain]], [[Claret Thorns (3.5e Spell)|Claret Thorns]]&lt;br /&gt;
&lt;br /&gt;
3rd&amp;amp;mdash;[[Third Eye (Blood) (3.5e Spell)|Third Eye (Blood)]], [[Vampires Coffin (3.5e Spell)|Vampires Coffin]], [[Sanguine Eviseration (3.5e Spell)|Sanguine Eviseration]], [[Crystal of Slashing Blood (3.5e Spell)|Crystal of Slashing Blood]]&lt;br /&gt;
&lt;br /&gt;
4th&amp;amp;mdash;[[Sanguine Web (3.5e Spell)|Sanguine Web]], [[Blood Stain (3.5e Spell)|Blood Stain]], [[Sanguine Step(3.5e Spell)|Sanguine Step]], [[Bloody Platform (3.5e Spell)|Bloody Platform]]&lt;br /&gt;
&lt;br /&gt;
5th&amp;amp;mdash;[[Sanguine Whirlpool(3.5e Spell)|Sanguine Whirlpool]], [[Serrated Winds (3.5e Spell)|Serrated Winds]], [[Sanguine Wall (3.5e Spell)|Sanguine Wall]]&lt;br /&gt;
&lt;br /&gt;
6th&amp;amp;mdash;[[Stain the Earth (3.5e Spell)|Stain the Earth]], [[Vampires Prison (3.5e Spell)|Vampires Prison]], [[Eyes of the Vampire King (3.5e Spell)|Eyes of the Vampire King]]&lt;br /&gt;
&lt;br /&gt;
7th&amp;amp;mdash;[[Vampires Coffin, Mass (3.5e Spell)|Mass Vampires Coffin]], [[Sanguine Web, Greater (3.5e Spell)|Greater Sanguine Web]]&lt;br /&gt;
&lt;br /&gt;
8th&amp;amp;mdash;[[Sanguine Storm (3.5e Spell)|Sanguine Storm]], [[Sanguine Scythe (3.5e Spell)|Sanguine Scythe]], [[Vampiric Claw (3.5e Spell)|Vampiric Claw]]&lt;br /&gt;
&lt;br /&gt;
9th&amp;amp;mdash;[[Sea Of Blood(3.5e Spell)|Sea of Blood]], [[Sanguine Legion (3.5e Spell)|Sanguine Legion]]&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Legion of Blood}}:''' The Blood Bender is so skilled at multi-tasking (seeing as a Blood Bender needs to control thousands of individual drops at once) that instead of being a [[SRD:Constitution|Con]] based skill, [[SRD:Concentration Skill|Concentration]] is a [[SRD:Charisma|Cha]] based skill. This means you add your [[SRD:Charisma|Cha]] modifier to your [[SRD:Concentration Skill|Concentration]] for [[SRD:Concentration Skill|Concentration]] checks, instead of [[SRD:Wisdom|Wis]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bloody Hands}}:''' A Blood Bender has the ability to drawout the blood of creatures. This is normally used to create [[Attuned Blood(3.5e Equipment)|attuned blood]] by drawing forth the blood from the veins of a Creature. This may either be used as a touch attack to deal 1d6 damage to anything that has a circulatory system. They can also use this power on themselves, dealing 1d4 damage (This damage can't be reduced by any means). &lt;br /&gt;
&lt;br /&gt;
Each use draws out a Gallon of blood.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Attuned Blood}}:''' Blood Benders always carry a certain amount of blood with them called [[Attuned Blood(3.5e Equipment)|attuned blood]]. This is blood made by the Blood Bender by using Bloody Hands on a creature for 1d10 turns or using Bloody hands until you have 8 gallons of blood. This process creates a cubic foot of blood (roughly 60 pounds of blood). A Blood Bender may have 2 cubic feet of [[Attuned Blood(3.5e Equipment)|attuned blood]] per level in the Bender of the Sanguine class. Any additional [[Attuned Blood(3.5e Equipment)|attuned blood]] made causes the oldest [[Attuned blood(3.5e Equipment)|attuned blood]] to revert to normal blood. Because of the length of details that are required for describing the uses of [[Attuned Blood(3.5e Equipment)|attuned blood]], it has been made into a wondrous item with its own page. &lt;br /&gt;
&lt;br /&gt;
Attuned blood can move at a rate equal to a Bender of the Sanguine's Class level * 5ft per round.&lt;br /&gt;
&lt;br /&gt;
The range on a Blood Benders[[techniques|technique]] determines how far away the Blood Bender can use that technique on his [[Attuned Blood(3.5e Equipment)|attuned blood]]. All the [[Attuned Blood(3.5e Equipment)|attuned blood]] required must be within the [[techniques|technique's]] range. The target for each [[techniques|technique]] must be within the range of the [[techniques|technique]] as well. If any [[Attuned Blood(3.5e Equipment)|attuned blood]] leaves the range of the technique then the technique ends.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bloody Jar}}:''' At 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; level a Blood Bender keeps all his Attuned Blood inside himself when it isn't used (No matter the amount of blood attuned). With a swift action you can make any attuned blood within 5ft radius return to your body. With a standard action, this radius increases to 30ft. With a move action, 60ft. With a full round action you can draw in all blood within 100ft. &lt;br /&gt;
&lt;br /&gt;
You can draw blood out of you similarly. As a standard action you can draw out 1 cubic foot of attuned blood which appears within 1/2 your level (Rounded Down) times 5 feet away from you. With a move action you can draw out 3 cubic feet of attuned blood. With a full round action you can draw out 5 cubic feet of attuned blood. With three consecutive Full Round Actions you can draw out all your attuned blood.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Natural Techniques}}:''' Some [[technicians]] have such an affinity for what they manipulate through their [[techniques]] that they gain some natural abilities. The Blood Bender is one such [[technicians|technician]]. Every 3 levels, the character chooses one of the following abilities that can be used as described in their text:&lt;br /&gt;
&lt;br /&gt;
:'''''{{#anc:Bloody Dodge}}:''''' When this technique is taken, the bloodbender learns how they can use their telekinetic and transmutative powers over blood to keep themselves safe: they take unconsciously focus a roving area of the blood within their body, ready to jerk themselves out of harm's way on a moment's notice or harden the blood in the area in question to deflect incoming attacks. While the shield is active, the bloodbender gains a +2 dodge bonus to AC, and a +1 bonus to Reflex saves/5 levels in the class. &lt;br /&gt;
&lt;br /&gt;
This technique is automatically activated at the beginning of the bender's first turn in an encounter. If an attack breaks through their defenses and the bloodbender's focus is interrupted (an attack beats his AC or he fails a Reflex or Fortitude save), the Bloody Dodge goes away until the bender takes a swift action to reactivate it.&lt;br /&gt;
&lt;br /&gt;
Each additional time this technique is taken, the dodge bonus to AC increases by +2, and the bonuses to Reflex and Fortitude saves are both increased by +1. Additionally, the bloody dodge no longer dissipates after the bender is damaged by an attack. Instead, the bonuses it provides are all decreased by 1 and the bloody dodge isn't eliminated until the bonuses reach 0. At the beginning of a bender's turn, if the bonuses are below their maximum but not yet 0 (the sanguine shield is damaged still intact), the bonuses regenerate by 1 (and obviously will not go above their maximum value).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''{{#anc:Boil the Blood}}:''''' When this ability is taken, the Bloodbender gains the ability to influence the blood within his foes. With a ranged touch attack, he may target one foe within close range he has line of effect to. If the attack hits, the target must make a fortitude against the bloodbender's save DC. On a successful save, the target is sickened (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) until the end of its next turn. On a failed save, the target is nauseated (unable to attack, concentrate, or otherwise perform actions that require serious attention) for 1 round/5 levels in the class.&lt;br /&gt;
&lt;br /&gt;
By taking this technique again, the bloodbender grows more skilled at stirring up his foes. The bender may spend a full round action to target 1 additional foe with the unbalancing ranged touch attack for each rank in this technique after the first (additionally, each enemy targeted beyond the first confers a -1 penalty to each attack roll made as a part of the full action). His skill against single enemies is likewise enhanced -when he uses the standard action option to target a single enemy, he gains a +1 bonus to the attack roll and save DC for each rank the bender has in this technique beyond the first.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
:'''''{{#anc:Veins of Steel}}:''''' When this ability is taken, the Bloodbender gains better control over the iron in the blood. The bloodbender now can convert his atuned blood into weapons and armor. As a swift action a bloodbender can turn atuned blood with 5ft into a weapon, which is made of metal. This functions as a normal weapon of its kind. It can reverted back into blood as a free action. Atuned blood can also be converted into armor as a move action. This functions as normal armor of its kind. It can be converted back into blood as a free action. The weapons and armor the blood is formed into must be made of metal. The Bloodbender is automatically proficient with this blood weapon or armor. Also if the blood bender has higher [[SRD:Dexterity|Dexterity]] than [[SRD:Strength|Strength]], then they are classes as having the Weapon Finesse feat while using the blood weapon.&lt;br /&gt;
&lt;br /&gt;
By taking this technique again, the bloodbender gains more control and can make the blood harder and sharper than before. Each time it is choosen again an object created by this ability wil get a +1 enchantment upon it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''{{#anc:Draw forth Essence}}:''''' Upon taking this ability, the bloodbender can touch a creature's flesh and cause it to obey his painful biddings: spontaneous cuts across the arm, tender bruises across the ribcage, deep piercings from inside the gut- not only are all three possible, they're some of the most common attacks employed by melee-oriented practitioner of the sanguine arts. By spending a swift action to coax the blood from his opponent's body, the bender sets his foe up for massive damage. The bender can make a melee touch attack using his [[SRD:Charisma|Charisma]] in place of his [[SRD:Strength|Strength]] or [[SRD:Dexterity|Dexterity]] to hit (if his Charisma is higher) with an unarmed attack (Or weapon if he is wielding a weapon created by the Veins of Steel abiltity) holds against a foe with a Constitution score. In addition to the weapon's normal damage, this touch attack deals 1d10 damage of the slashing damage for every 4 class levels the binder has. If any die in the damage roll lands on a 1, reroll it until it is no longer a 1. In addition to this new special attack, the bender adds his current [[SRD:Charisma|Charisma]] modifier to his health.&lt;br /&gt;
&lt;br /&gt;
If taken again the BloodBender can use this ability at a distance. His melee touch attack may now be made as a ranged touch attack if the character so chooses and is for all other intents and purposes the same. This ranged version has a range of 30ft.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Supreme Concentration}}:''' At 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; level a sandbender may always take 10 on [[SRD:Concentration Skill|concentration]] checks in any circumstance.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Greater Control}}:'''  Every 10 levels in the Blood Bender class, the Blood Bender chooses one of the greater abilities from the list below. If the Blood Bender doesn't meet the requirements, this ability simply remains dormant until the requirements are met:&lt;br /&gt;
&lt;br /&gt;
:'''''{{#anc:Bloody Dash}}:''''' &lt;br /&gt;
:*'''Prerequisite:''' Chose [[#Bloody Dodge|Bloody Dodge]] three times for [[#Natural Techniques|Natural Techniques]]. &lt;br /&gt;
:*'''Benefit:''' When you take this ability, your telekinetic control over the blood in your body as risen to levels so high you can move your body by using your blood. As an immediate action you can you can move yourself 60ft in one direction. Also you can manipulate the blood to make you move as a mental action and thus you can move at your base land speed as a move action while paralysed.&lt;br /&gt;
&lt;br /&gt;
:'''''{{#anc:Sanguine Pain}}:''''' &lt;br /&gt;
:*'''Prerequisite:''' Chose [[#Draw forth Essence|Draw forth Essence]] twice for [[#Natural Techniques|Natural Techniques]]. &lt;br /&gt;
:*'''Benefit:''' When you take this ability, you can draw out the blood of enemies in a very agresive way, through the targets pores. Once per day you can choose a target within 50ft. The target must then succeed on a fortitude save (DC is equal to your Half of your Charisma + half your Bender of the Sanguine levels) or be damaged by your charisma score + half your Bender of the Sanguine levels. The blood expelled from the targets body are also automatically as atunned.&lt;br /&gt;
&lt;br /&gt;
:'''''{{#anc:Wielder of the Entropic Blood}}:'''''&lt;br /&gt;
:*'''Prerequisite:''' Choose [[#Boil the Blood|Boil the Blood]] twice for [[#Natural Techniques|Natural Techniques]].&lt;br /&gt;
:*'''Benefit:''' Your attuned blood is now made to effect the bodies of others and will enter the bodies of other. If you move your attuned blood into the square of an enemy who has been damaged and lost blood (Ask your DM) you can make your blood enter the targets blood stream by the cut. &lt;br /&gt;
This also gives access to the following techniques that may be used only if the Bloodbender could use a technique of its level:&lt;br /&gt;
 &lt;br /&gt;
*[[Pressure Stream (3.5e Spell)|Pressure Stream]] [[Builds up pressure in one area|  ]]&lt;br /&gt;
*[[Choke the Body (3.5e Spell)|Choke the Body]] [[Stops blood from entering certain parts of the body|  ]]&lt;br /&gt;
*[[Blood Like Knives (3.5e Spell)|Blood Like Knives]] [[This turns the blood of the the target into iron cutting them from the inside out|  ]]&lt;br /&gt;
*[[Sanguine Marionette (3.5e Spell)|Sanguine Marionette]] [[Controls the targets blood making them move how you want them to move|  ]]&lt;br /&gt;
&lt;br /&gt;
:'''''{{#anc:Sanguine Beast}}:'''''&lt;br /&gt;
:*'''Prerequisite:''' Choose [[#Veins of Steel|Veins of Steel]] thrice for [[#Natural Techniques|Natural Techniques]].&lt;br /&gt;
:*'''Benefit:''' You can now cover yourself in your blood. Allowing you to gain different forms. This gives access to the following techniques that may be used only if the Bloodbender could use a technique of its level:&lt;br /&gt;
&lt;br /&gt;
*[[Sanguine Claw (3.5e Spell)|Sanguine Claw]][[Claw Damage| ]]&lt;br /&gt;
*[[Sanguine Hunter (3.5e Spell)|Sanguine Hunter]][[Increases athletic abilities, grants climb speed, and claw attack| ]]&lt;br /&gt;
*[[Blood Titan (3.5e Spell)|Blood Titan]][[Increases size, grants slam attack| ]]&lt;br /&gt;
&lt;br /&gt;
==== Epic Bender of the Sanguine ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Bender of the Sanguine}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d6&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | [[#Natural Techniques|Natural Techniques]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | [[#Natural Techniques|Natural Techniques]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | [[#Natural Techniques|Natural Techniques]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]], [[#Natural Techniques|Natural Techniques]], [[#Greater Control|Greater Control]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
3 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Human Bender of the Sanguine Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' [[Quarterstaff]]&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.&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;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Concentration Skill|Concentration]] || 4 || [[SRD:Wisdom|Wis]] (due to class skill) || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Spot Skill|Spot]] || 4 || [[Wisdom|Wis]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Listen Skill|Listen]] || 4 || [[Wisdom|Wis]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Hide Skill|Hide]] || 4 || [[Dexterity|Dex]] || &amp;amp;mdash;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' [[Advanced Natural Techniques (3.5e Feat)|Advanced Natural Techniques]]&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' [[Improved Technique Forming (3.5e Feat)|Improved Technique Forming]]&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' 2 cubic feet of [[Attuned Blood(3.5e Equipment)|attuned blood]], Bedroll, 10 [[SRD:Candle|Candles]], [[SRD:Ink|Ink]] (5 oz.), Inkpen, [[SRD:Hooded Lantern|Hooded Lantern]], [[SRD:Oil|Oil]] (2 pint flask), Paper (40 sheets), Belt Pouch, Sealing Wax, Signet Ring, Small Steel Mirror, Waterskin, Winter Blanket.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 40 gp.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Blood Bender====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Blood benders are not inclined to worship any deity. They simply move with the flow of nature and try to meld with the world, not trying to stick out too much from the rest of society unless absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Any class is acceptable to a Blood Bender for they simply go with the flow. As long as their allies don't get in his way, the Blood bender is fine with whomever he is with. This goes for all but other Bloodbender. There is a certain disconcerting feeling when you don't know whether you're actually controlling your blood or if it's about to slice you.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Blood Benders typically stay medium range from opponents. Their large number of offenisve skills allow them to move into combat if needed to help support an ally or get one out of danger but other than that they remain immobile, outside of combat in order to better control their sanguine allies.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A Blood bender wishes to further his control over blood and thus usually sticks to the Bender of the Sanguine class. But, depending on which attributes you increased, it may be beneficial to multiclass into another casting class such as sorcerer to amplify your usefulness outside of combat as well as in. (4 short prestige classes will be in the works for this class shortly)&lt;br /&gt;
&lt;br /&gt;
==== Blood Benders in the World ====&lt;br /&gt;
&lt;br /&gt;
Rarely staying in one place for long times, Blood Bender are found all over. They will try to find capable companions to keep them company for traveling alone is a lonely thing. But some very few, and very powerful, Blood Benders have settled down and quickly taken seats of power where they have due to their great powers. But no matter what a Blood bender is doing, he will always have a longing for travel and adventure. &lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Blood Benders like to keep moving, but don't like to move quickly. Some will stay in a town for no more than a day before feeling the need to keep moving. During their spare time, though, a Blood Benders enjoys watching how events unfold and the final result. They also seem amazingly attached to there family, none know why this but if you ask a Blood Bender they will probably reply &amp;quot;Blood is thicker than Water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' (To Be Finished)&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Their are no organizations as they dislike being near each other. &lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' Those who meet a Blood Bender are normally afraid. Barely anyone can see a non-violent approach to using there powers and are fearfull that they might be used as materials for their wicked ways. &lt;br /&gt;
&lt;br /&gt;
==== Blood Benders Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (Technicians) can research Blood Benders to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge (Technicians)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | Benders of the Sanguine manipulate a type of blood called attuned blood that is capable of great feats of power.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | Attuned Blood is normally made from the blood of the bender but sometimes it is made using others blood. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Blood Benders rarely stay in any one location for very long, often trying to make sure they aren't noticed.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Characters who get this result can know the names and locations of specific BloodBenders and items related to them including where they are most likely headed next.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Benders Of the Sanguine in the Game ====&lt;br /&gt;
&lt;br /&gt;
Blood Benders are rarely found in cities because of the stigma attached to there abilities. Most adventurers may come across them out in the wild where they can openly practice their abilities. If you ever see random patches of bloodsprayed across a wall then a Bloodbender probably isn't far away.&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &lt;br /&gt;
&lt;br /&gt;
''EL 17:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''''Stat block under construction.'''''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&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:Combat-Focused]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Variant_Rules_(Keran_Supplement)</id>
		<title>Variant Rules (Keran Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Variant_Rules_(Keran_Supplement)"/>
				<updated>2013-01-05T02:05:21Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Undo revision 602639 by 79.183.105.198 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (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;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Variant Rules ==&lt;br /&gt;
&lt;br /&gt;
Blades Of Keran uses the standard 3.5 rules &amp;quot;Normally&amp;quot; but there are exceptions. These are rules that are used instead of the normal ones. Note: Spell Changes are to be found of the Players Section Of Magic.&lt;br /&gt;
&lt;br /&gt;
=== Rule Changes ===&lt;br /&gt;
&lt;br /&gt;
* Barbarians and Bards do not require a Non-Lawful Alignment.&lt;br /&gt;
* Cleircs can choose which energy (Positive, Negative, or Wood) they want to channel at level one and it isn't based of Alignment.&lt;br /&gt;
* Druids do not need to have a Neutral Alignment.&lt;br /&gt;
* Blades Of Keran doesn't have Monks.&lt;br /&gt;
* Instead Of Standard Paladins, Blades Of Keran has its own version of the Paladin. The Keran version can channel any energy, worship any god, and have any alignment.&lt;br /&gt;
* Multiclass penalities are Halved.&lt;br /&gt;
* If you choose Divination as a Wizard Specialization you must take two Prohibited Schools.&lt;br /&gt;
* You can choose Divination as a Wizard Prohibited School.&lt;br /&gt;
* Each Spell takes one page in a Spellbook. &lt;br /&gt;
* Writing a spell into a spellbook doesn't require any special ink.&lt;br /&gt;
* When crafting a magic item a non-binder caster can choose to use someone else's experience points inplace of their own, via Binding Magic. The craft must still give up at least 10 experience points simply for using a different type of magic.&lt;br /&gt;
* When crafting a magic item a binder can choose to use someone else's experience points inplace of their own, via Binding Magic.&lt;br /&gt;
* An item with limited charges (like a wand) can be recharged once every night if the circumstances are right. If the moon which fits the magic items type (A wand which casts an arcane spell requires Aratarv) is out on a clear night. The magic item must then bath in the moons light. For every hour it baths in the moons light it regains one charge. Please note that a magical device can't gain more changes then what it was designed to hold with this method.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Barbarian,_Keran_(3.5e_Class)</id>
		<title>Barbarian, Keran (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Barbarian,_Keran_(3.5e_Class)"/>
				<updated>2013-01-05T02:04:57Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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=To be updated&lt;br /&gt;
|editing=Please don't edit.&lt;br /&gt;
|type=Combat-Focused&lt;br /&gt;
|desc=A wild warrior who has a spiritual bond with an animal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Barbarian ==&lt;br /&gt;
&lt;br /&gt;
A Barbarian is a wild and destructive warrior who through his connection to the wilds has formed a bond with a totem animal.&lt;br /&gt;
&lt;br /&gt;
=== Making a Barbarian ===&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any Alignment&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 4d4&amp;amp;times;10 gp (100 gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.&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; | Rage, Illiteracy, Totem Animal&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; | Nature Sense, Totem Rage&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; | Totem Power&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; | Totem Companion&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; | Totem Shape 1/day&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; | Totem Power&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; | DR 2/Silver&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; | Greater Rage&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; | Totem Power&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; | Totem Shape 2/day, DR 4/Silver&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; | Totem Empathy&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; | Totem Power&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; | DR 6/Silver&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; | Primitive Mind&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; | Totem Power, Totem Shape 3/day&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; | DR 8/Silver&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; | Mighty 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; | Totem Power&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; | DR 10/Silver&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; | Master of the Wild&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;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The barbarian's class skills are Balance, Climb, Craft, Escape Artist, Handle Animal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Ride, Spot, Survival, Swim, and Tumble.&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 Barbarian.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Barbarians are proficient with all simple and martial weapons, as well as the double-sword and the lynxpaw (Races of the Wild). A barbarian is proficient with light and medium armor, and all shields (except tower shields).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Illiteracy}}:''' A barbarian does not automatically know how to read and write. He may, at any point, spend 2 skill points to learn to read and write every language he can speak. A character who multiclasses to barbarian does not lose the ability to read or write, and a barbarian who gains levels in any non-illiterate class automatically gains literacy.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Rage}} ([[SRD:Special Abilities Overview#Extraordinary|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 for Balance, Escape Artist, Intimidate, or Ride), the Concentration skill, 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;
'''{{#anc:Totem Animal}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a barbarian chooses a single animal from the following list to be his &amp;quot;totem animal&amp;quot;, a creature which he draws power from throughout his career. Once he makes this selection, he may not change it. At 1st level, he gains a bonus feat based on the animal he chose. He need not meet the prerequisites for this feat.&lt;br /&gt;
&lt;br /&gt;
* ''Ape:'' An ape totem barbarian gains the Toughness feat as a bonus feat.&lt;br /&gt;
* ''Bear:'' The bear totem barbarian gains the Great Fortitude feat as a bonus feat.&lt;br /&gt;
* ''Boar:'' The boar totem barbarian gains the Diehard feat as a bonus feat.&lt;br /&gt;
* ''Eagle:'' The eagle totem barbarian gains the Born Flyer feat (Races of the Wild) as a bonus feat.&lt;br /&gt;
* ''Horse:'' The horse totem barbarian gains the Run feat as a bonus feat.&lt;br /&gt;
* ''Lion:'' The lion totem barbarian gains the Lightning Reflexes feat as a bonus feat.&lt;br /&gt;
* ''Serpent:'' A Serpent totem barbarian gains the Improved Grapple feat as a bonus feat.&lt;br /&gt;
* ''Wolf:'' The wolf totem barbarian gains the Track feat as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Nature Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A barbarian is in tune with nature, and his understanding of nature allows him to easily identify its many inhabitants through instinct rather than research. Starting at 2nd level, a barbarian treats the Knowledge (Nature) skill as if it were a Wisdom-based skill, rather than an Intelligence-based skill. He adds his Wisdom modifier to all Knowledge (Nature) checks rather than his Intelligence modifier, and may make Knowledge (Nature) checks while raging. Additionally, he receives a +2 bonus to all Knowledge (Nature) and Survival checks.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Totem Rage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Also starting at 2nd level, a barbarian is able to take on the features of his chosen totem while he rages. He gains one of the following effects for the duration of his rage.&lt;br /&gt;
&lt;br /&gt;
All natural weapons gained as part of this class feature are treated as primary natural weapons for the Barbarian. The damage listed is for a Medium Barbarian.&lt;br /&gt;
&lt;br /&gt;
* ''Ape Totem'': While raging, you receive an additional +2 to your Strength score, and grow a pair of claws that deal 1d4 damage.&lt;br /&gt;
* ''Bear Totem'': While raging, you receive an additional +2 to your Strength score, and grow a pair of claws that deal 1d4 damage.&lt;br /&gt;
* ''Boar Totem'': While raging, you receive an additional +2 to your Constitution score, and you grow a pair of tusks. These tusks can be used as a gore attack, and deal 1d6 damage.&lt;br /&gt;
* ''Eagle Totem'': While raging, you receive an additional +2 to your Dexterity score, and you grow a pair of sharp talons on your feet. You gain two natural talon attacks that deal 1d4 points of damage.&lt;br /&gt;
* ''Horse Totem'': While raging, you receive an additional +2 to your Constitution score, and your feet harden together to make a pair of hooves. You gain 2 natural hoof attacks that deal 1d4 damage.&lt;br /&gt;
* ''Lion Totem'': While raging, you receive an additional +2 to your Dexterity score and you grow a pair of claws. Your claws deal 1d4 damage.&lt;br /&gt;
* ''Serpent Totem'': While raging, you receive an additional +2 to your Constitution score and you grow two sharp, small fangs. Your natural bite attack deals 1d4 points of damage.&lt;br /&gt;
* ''Wolf Totem'': While raging, you receive an additional +2 to your Dexterity score and you grow some powerful canine teeth. Your natural bite attack deals 1d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Totem Power}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, and every 3 levels after that, a barbarian gains a single special bonus from his totem animal.&lt;br /&gt;
&lt;br /&gt;
''Ape Totem'': &lt;br /&gt;
:At 3rd level, an ape totem barbarian gains a natural climb speed, equal to one half his natural land speed, rounded down. He may always take 10 on Climb checks, even when threatened or under stress, retains his Dexterity modifier to his Armor Class while climbing, and receives a +8 racial bonus on all Climb checks.&lt;br /&gt;
&lt;br /&gt;
:At 6th level, an ape totem barbarian gains the Powerful Build ability, which lets him treat himself as if he were one Size category larger than he is whenever it would be beneficial to him. He may use weapons one size category larger than himself without penalty, and gains an increased Size bonus to his opposed Strength checks. This bonus is lost when the barbarian becomes an ape through the Totem Shape ability.&lt;br /&gt;
&lt;br /&gt;
:At 9th level, while an ape totem barbarian is raging, he gains a natural rend attack (in all forms). If he hits with both of his claws in a single full attack action, he immediately latches on to his target and rips them apart. The creature takes damage equal to twice his natural claw damage plus 1 1/2 times his Strength modifier (no attack roll needed). If the ape totem barbarian is raging while in dire ape form, his rend attack's damage is doubled. (4d6+3x his Strength modifier)&lt;br /&gt;
&lt;br /&gt;
:At 12th level, the ape totem barbarian adds 1 1/2 times his Strength modifier to his damage rolls with one-handed weapons (including natural weapons), and twice his Strength modifier to damage rolls with two-handed weapons.&lt;br /&gt;
&lt;br /&gt;
:At 15th level, while the ape totem barbarian is raging, he gains the benefits of the Rapidstrike feat (Draconomicon) as a bonus feat. He applies this feat to his natural claw attack in all forms.&lt;br /&gt;
&lt;br /&gt;
:At 18th level, while an ape totem barbarian is raging, he grows one Size category. His gear grows with him unless it is already oversized. He receives a +2 Size bonus to his Strength score, and a -2 Size penalty to Dexterity. The ape totem barbarian cannot grow larger than Colossal with this feature. This is a non-magical extraordinary size increase that stacks with magical or psionic Size increases. An ape totem barbarian who has grown in Size does not gain the benefits of Powerful Build.&lt;br /&gt;
&lt;br /&gt;
''Bear Totem'':&lt;br /&gt;
:A 3rd level bear totem barbarian gains a natural swim speed equal to his land speed. He can take 10 on all Swim checks even when under stress or threatened, and gains a +8 racial bonus on Swim checks. This does not give him the aquatic subtype or allow him to breathe water.&lt;br /&gt;
&lt;br /&gt;
:A 6th level bear totem barbarian gains the Improved Grab ability. To use this ability, a bear totem barbarian must successfully strike a creature up to one Size category larger than himself with a melee attack. He may then start a grapple as a free action without a touch attack or provoking an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
:A 9th level bear totem barbarian gains advantages against a pinned foe. He receives a cumulative +2 bonus on his grapple checks made against a creature every round he maintains the pin, but if the pin is broken this bonus is lost. He receives the same bonus to any melee damage he deals to a creature he has pinned (the melee bonus damage is also cumulative)&lt;br /&gt;
&lt;br /&gt;
:A 12th level bear totem barbarian gains the Improved Multiattack feat as a bonus feat. He need not meet the prerequisites for this feat.&lt;br /&gt;
&lt;br /&gt;
:A 15th level bear totem barbarian can easily dispatch his opponents. Whenever he strikes the same opponent at least twice in one round, the creature must immediately make a Reflex save (DC 10+1/2 the bear totem barbarian's class level+the bear totem barbarian's Strength modifier) or be knocked prone. The bear totem barbarian receives a +2 bonus to the DC of this saving throw if he is raging.&lt;br /&gt;
&lt;br /&gt;
:An 18th level bear totem barbarian finishes opponents quickly. While he is raging, whenever he starts a grapple against a prone creature (even through his Improved Grab ability) the bear totem barbarian receives a +4 bonus on all grapple checks made against that creature for 1 minute, and can immediately attempt to pin the creature that round (rather than having to successfully grapple it first)&lt;br /&gt;
&lt;br /&gt;
''Boar Totem'': &lt;br /&gt;
:A 3rd level boar totem barbarian gains 2 bonus hit points per class level. (This bonus is retroactive)&lt;br /&gt;
&lt;br /&gt;
:A 6th level boar totem barbarian delivers powerful attacks at the end of a charge. The boar totem barbarian deals an extra +1d6 points of damage at the end of a charge if he is Medium or smaller, or 1d6 points of damage per Size category the creature is larger than Small if Large or larger.&lt;br /&gt;
&lt;br /&gt;
:A 9th level boar totem barbarian grows thick hide all over his body. He receives a natural armor bonus in both his true form and his boar form equal to his amount of DR/Silver. This bonus stacks with the boar totem barbarian's animal form's natural armor (but it is not an enhancement bonus) but does not stack with any natural armor the boar totem barbarian might have in his true form.&lt;br /&gt;
&lt;br /&gt;
:A 12th level boar totem barbarian never goes down. He gains Fast Healing equal to 1/4th his class level, or 1/2 his class level while raging. &lt;br /&gt;
&lt;br /&gt;
:At 15th level, the boar totem barbarian's charge attack is even deadlier. While the boar totem barbarian is raging, when he successfully strikes an enemy at the end of a charge, that creature must make a Fortitude save (DC 10+1/2 the boar totem barbarian's class level+his Strength modifier) or be stunned for 1 round.&lt;br /&gt;
&lt;br /&gt;
:At 18th level, the boar totem barbarian's defensive power improves. His Fast Healing ability becomes Regeneration instead. The boar totem barbarian takes normal damage from silver weapons.&lt;br /&gt;
&lt;br /&gt;
''Eagle Totem'': &lt;br /&gt;
:A 3rd level eagle totem barbarian receives a +2 bonus on his Spot checks. This bonus increases by +2 every time the eagle totem barbarian gains another Totem Power class feature (this bonus is in addition to the actual Totem Powers), to a maximum of +12 at level 18.&lt;br /&gt;
&lt;br /&gt;
:A 6th level eagle totem barbarian can grow wings once per day. This process takes one minute, and lasts for 30 minutes per class level. These wings grant the eagle totem barbarian an extraordinary flight speed equal to the eagle totem barbarian's land speed, with average maneuverability.&lt;br /&gt;
&lt;br /&gt;
:A 9th level eagle totem barbarian gains the Flyby Attack and Hover feats as bonus feats. He need not meet the prerequisites.&lt;br /&gt;
&lt;br /&gt;
:A 12th level eagle totem barbarian can swoop down from the sky in a devastating attack that will crush his opponents. This is similar to a charge, except the eagle totem barbarian must descend at least 10 feet and move forward at least 30 feet in order to gain the benefits. If the eagle totem barbarian makes a dive attack while wielding a piercing weapon, he deals double damage with that attack.&lt;br /&gt;
&lt;br /&gt;
:A 15th level eagle totem barbarian's dive attack is even more ferocious than it was before. When the eagle totem barbarian successfully strikes a creature with his dive attack while raging, that creature must make a Will save (DC 10+1/2 the eagle totem barbarian's class level+his Strength modifier) or be dazed for 1 round.&lt;br /&gt;
&lt;br /&gt;
:An 18th level eagle totem barbarian's wings become permanent. His fly speed is now equal to twice his base land speed, and his maneuverability improves to good.&lt;br /&gt;
&lt;br /&gt;
''Horse Totem'': &lt;br /&gt;
:A 3rd level horse totem barbarian gains the Mounted Combat feat as a bonus feat. He need not qualify for the prerequisites. Every time he gains the Totem Power class feature after that, he gains an additional feat as a bonus feat. He need not meet any prerequisites. (The bonus feat will be listed in paranthises after the ability)&lt;br /&gt;
&lt;br /&gt;
:A 6th level horse totem barbarian can use the Mounted Combat feat when he is struck while mounted, in addition to when his mount is struck. The feat works the same way, allowing the horse totem barbarian to substitute his Armor Class with a Ride check. (Ride-By Attack)&lt;br /&gt;
&lt;br /&gt;
:A 9th level horse totem barbarian deals double damage with a lance while using his Ride-By Attack feat. (Spirited Charge)&lt;br /&gt;
&lt;br /&gt;
:A 12th level horse totem barbarian who strikes a creature with his lance at the end of a mounted charge shocks every creature who sees his brutality. All enemies within 30 feet who can see him must make a Will save (DC 10+1/2 class level+Str mod) or be shaken for the duration of the encounter. If he is raging when he makes the attack, he receives a +2 bonus to the DC, which improves to +4 if his mount is also raging via the Share Rage class feature. (Improved Overrun)&lt;br /&gt;
&lt;br /&gt;
:While a 15th level horse totem barbarian is raging, he treats his mount as if it were a Gargantuan creature for the purposes of Overrun checks. If he is raging, the mount is instead treated as if it were a Colossal creature. (Trample)&lt;br /&gt;
&lt;br /&gt;
:An 18th level horse totem barbarian is able to finish off any creature with a single charge. If he successfully strikes a creature at the end of a mounted charge during a rage, his mount may make an Overrun attempt against the creature as a free action without provoking an attack of opportunity. If it succeeds, the mount's free attack from the Trample feat automatically threatens a critical hit (if the mount's attack is successful).&lt;br /&gt;
&lt;br /&gt;
''Lion Totem'': &lt;br /&gt;
:A 3rd level lion totem barbarian retains his ability to make Dexterity-based skill checks while enraged. Additionally, his base land speed improves by 10 feet.&lt;br /&gt;
&lt;br /&gt;
:A 6th level lion totem barbarian gains the Pounce ability, allowing him to make a full attack at the end of a charge. Additionally, while raging, his fangs sharpen and transform into a natural bite attack. This is a secondary natural weapon that deals 1d6 points of damage.&lt;br /&gt;
&lt;br /&gt;
:A 9th level lion totem barbarian gains the Camouflage and Hide in Plain Sight class features, as a ranger, while in forested or jungle terrain.&lt;br /&gt;
&lt;br /&gt;
:A 12th level lion totem barbarian is able to work together with his allies, or when he is hunting his prey alone, and finish them off more quickly. He gains the Sneak Attack extraordinary ability, and deals an additional +1d6 points of damage per 4 class levels (max +5d6 at 20th) when the appropriate conditions are met (this ability stacks with Sneak Attack he has from other classes). A lion totem barbarian may only use his Sneak Attack ability with melee attacks.&lt;br /&gt;
&lt;br /&gt;
:A 15th level lion totem barbarian may sacrifice any number of Sneak Attack dice when it successfully Sneak Attacks a creature. If he does so, that creature instead takes a -2 penalty per dice sacrificed to its checks made to resist grapple, for a number of rounds equal to twice the number of dice sacrificed. This penalty stacks with itself.&lt;br /&gt;
&lt;br /&gt;
:An 18th level lion totem barbarian is a deadly hunter who can finish his foes off in a single pounce. While he is raging, when he Sneak Attacks a creature at the end of a Pounce, if he successfully grapples the creature and establishes a hold, his rake attacks all automatically add his Sneak Attack damage for the duration of the grapple or his rage, whichever ends first.&lt;br /&gt;
&lt;br /&gt;
''Serpent Totem'': &lt;br /&gt;
:A 3rd level serpent totem barbarian gains a +2 bonus to all grapple checks. This bonus increases by +2 every time the serpent totem barbarian gains the Totem Power class feature, to a maximum of +12 at 18th level.&lt;br /&gt;
&lt;br /&gt;
:A 6th level serpent totem barbarian gains a constrict attack. This attack deals 1d8 points of bludgeoning damage (for a Medium serpent totem barbarian) plus 1 1/2 times the serpent totem barbarian's Strength modifier with a successful grapple check. If the serpent totem barbarian already has a constrict attack (such as by being in constrictor snake form), his constrict attack deals damage as if he were one Size category larger (no maximum, stacks with similar effects) and adds twice his Strength modifier to the constrict's damage instead of 1 1/2 times.&lt;br /&gt;
&lt;br /&gt;
:A 9th level serpent totem barbarian gains a natural bite attack. This attack deals 1d6 points of piercing, bludgeoning, and slashing damage (for a Medium barbarian) plus the serpent totem barbarian's Strength modifier. While he is raging, a serpent totem barbarian's natural bite attack (in all forms) has a venomous toxin that deals 1d6 points of Constitution damage, and repeats in 1 minute. The DC to negate the damage is 10+1/2 the barbarian's class level+his Constitution modifier. While a serpent totem barbarian is raging, his bite attack deals 1d8 damage (if Medium) instead, and this overlaps the Totem Rage natural bite.&lt;br /&gt;
&lt;br /&gt;
:A 12th level serpent totem barbarian is able to slowly squeeze the life out of his prey. A creature who is constricted by the barbarian for 2 consecutive rounds begins to suffocate. A creature who is constricted by the barbarian for 3 consecutive rounds must make a Fortitude save or be dazed for 1 round. A creature who is constricted by the barbarian for 4 or more consecutive rounds must make a Fortitude save (each round) or fall unconscious for 1 hour.&lt;br /&gt;
&lt;br /&gt;
:A 15th level serpent totem barbarian becomes even more venomous. While he is raging, his natural bite attack (in all forms) forces three different Fortitude saves against three different venoms. One deals 1d6 Con/1d6 Con, one deals 1d6 Dex/1d6 Dex, and one deals 1d6 Str/1d6 Str. The DC for each poison is equal to 10+1/2 the barbarian's class level+his Constitution modifier. (These poisons replace the 9th level poison).&lt;br /&gt;
&lt;br /&gt;
:An 18th level serpent totem barbarian goes right in for the kill. He gains the Improved Grab special attack in all forms, which allows him to immediately start a grapple whenever he strikes a creature with his natural bite attack as a free action without requiring a touch attack or provoking an attack of opportunity. Additionally, when the serpent totem barbarian is in snake form, his natural bite attack overcomes all forms of damage reduction.&lt;br /&gt;
&lt;br /&gt;
''Wolf Totem'': &lt;br /&gt;
:A 3rd level wolf gains the scent extraordinary quality. He also gains a +2 bonus on all Survival checks, which increases by an additional +2 every time he gains the Totem Power class feature, to a maximum of +12 at 18th level.&lt;br /&gt;
&lt;br /&gt;
:A 6th level wolf totem barbarian gains a natural bite attack, which deals 1d6 points of bludgeoning, piercing and slashing damage (if the wolf totem barbarian is Medium) plus his Strength modifier (or 1 1/2 times his Strength modifier if it his only natural weapon). Additionally, a wolf totem barbarian's natural bite attack (in all forms) receives a +1 enhancement bonus to attack and damage rolls per 4 class levels (maximum of +5 at level 20) and is treated as magical for the purposes of overcoming damage reduction. While the wolf totem barbarian is raging, his natural bite attack deals damage as if it were one Size category larger, and this benefit overlaps the Totem Rage feature.&lt;br /&gt;
&lt;br /&gt;
:A 9th level wolf totem barbarian gains the Trip extraordinary special attack in all forms. When the wolf totem barbarian hits a creature with his natural bite attack, he may make a Trip attempt against the creature as a free action without a touch attack or provoking an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
:A 12th level wolf totem barbarian can severely weaken a creature who is already down. When the wolf totem barbarian successfully attacks a creature who is prone, that creature must make a Fortitude save (DC 10+1/2 the wolf totem barbarian's class level+his Strength modifier) or be slowed, as the spell, for 1 round per 2 class levels. This is an extraordinary ability, and is not considered a spell or a transmutation effect.&lt;br /&gt;
&lt;br /&gt;
:A 15th level wolf totem barbarian can maul his enemies to death, especially when he comes out of nowhere. A wolf totem barbarian receives a +4 bonus to Trip checks made at the end of a charge in all forms, and is also treated as one Size category larger than he actually is for the purposes of Trip checks (to a maximum of Colossal).&lt;br /&gt;
&lt;br /&gt;
:An 18th level wolf totem barbarian is a mighty creature. Any creature it trips with its Trip extraordinary special attack must spend a full-round action in order to stand up from being prone.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Totem Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  Starting at 4th level, a barbarian may gain an animal companion, similar to a druid's animal companion. The companion must be the same type of animal as his totem animal. A barbarian selects his totem companion from the druid's animal companion list. A barbarian treats his druid level as if it were equal to his barbarian level+3 for the purposes of his animal companion's statistics and his options for higher level companions. (So a 4th level wolf totem barbarian could get a wolf as a 7th level druid, or a dire wolf as a 1st level druid, while a 4th level lion totem barbarian would be forced to take a lion as a 1st level druid)&lt;br /&gt;
&lt;br /&gt;
The barbarian's totem companion improves as his druid level improves.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Totem Shape}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at 5th level, a barbarian finds that not only can he fight similarly to his totem animal, he can actually transform his body into his totem animal. This ability functions like the alternate form supernatural ability, except as noted here.&lt;br /&gt;
&lt;br /&gt;
The effect lasts for 1 hour per barbarian level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time he uses totem shape, the barbarian regain lost hit points as if he had rested for a night.&lt;br /&gt;
&lt;br /&gt;
Any gear worn or carried by the barbarian melds into the new form and becomes nonfunctional. When the barbarian reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the barbarian's feet.&lt;br /&gt;
&lt;br /&gt;
The form chosen must be that of the barbarian's totem animal. This includes the ability to change into the dire or legendary forms of that animal.&lt;br /&gt;
&lt;br /&gt;
A barbarian loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form.&lt;br /&gt;
&lt;br /&gt;
The new form’s Hit Dice can’t exceed the barbarian's class level.&lt;br /&gt;
&lt;br /&gt;
A barbarian is able to Totem Shape once per day at 5th level, and one additional time per day at 10th and 15th level. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Reduction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level, the barbarian's true nature begins to show through. His wounds start healing almost instantly, and yet...for some odd reason...he cries out in true pain when struck with a silver weapon. A 7th level barbarian gains Damage Reduction 2. This damage reduction is overcome by silver weapons. At 10th level, and every 3 levels after that, the damage reduction increases by another 2, to a maximum of DR 10/Silver at 19th level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Greater Rage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 8th level, a barbarian's bonuses to Strength and Constitution from his rage increase to +6 each. His bonus to Will saves increases to +3. The penalty to his AC remains at -2.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Totem Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 11th level, the barbarian is able to communicate with his totem animals and their dire forms as if he shared a language with them. Additionally, the barbarian receives a +4 bonus on Charisma-based skill checks made when interacting with his totem animals and their dire forms.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Primative Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 14th level, a barbarian is treated as an animal while raging or when using the Totem Shape ability. This prevents him from being affected by spells that target humanoids such as dominate person or hold person, however, it makes him vulnerable to spells that target animals, such as charm animal. However, his inner animal also is able to meld with his fury, and so when the barbarian is simultaneously Totem Shaped and raging, his morale bonus to Will saves granted by his rage doubles.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Mighty Rage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 17th level, the barbarian's bonuses to Strength and Constitution while raging increase to +8 each, and his morale bonus to Will saves increases to +4. His AC penalty remains at -2.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Master of the Wild}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level, the barbarian has finally gotten in complete touch with his true animal self, and awakened powers that lay dormant within him. If the barbarian is a humanoid or giant, he gains the lycanthropy template for his totem animal (he may choose to either be a lycanthrope or a lycanthrope lord, as long as he meets the appropriate size requirements [A lycanthrope lord is a lycanthrope with the dire version of an animal used as the base animal]). Unlike the normal lycanthrope template, a barbarian receives no Level Adjustment, nor does he gain any racial hit dice. He gains all other bonuses the natural lycanthrope template grants, including an additional 10 damage reduction/silver when in animal or hybrid form, that stacks with his class-based damage reduction. A barbarian is able to control his shape perfectly as a natural lycanthrope, and is never at risk of changing his alignment due to his lycanthropy.&lt;br /&gt;
&lt;br /&gt;
==== Ex-Barbarian ====&lt;br /&gt;
&lt;br /&gt;
A barbarian whose alignment becomes lawful loses all of his barbarian class features and may no longer gain levels in the barbarian class. He immediately recovers his class features and may continue to progress in the barbarian class if he ceases to be lawful.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&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:Combat-Focused]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Classes_(Keran_Supplement)</id>
		<title>Talk:Classes (Keran Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Classes_(Keran_Supplement)"/>
				<updated>2013-01-05T02:03:54Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== I found for you source for Daring Outlaw class ==&lt;br /&gt;
&lt;br /&gt;
[http://www.giantitp.com/forums/showthread.php?t=188150 Daring Outlaw]&lt;br /&gt;
&lt;br /&gt;
== Suggestion for your campign: ==&lt;br /&gt;
&lt;br /&gt;
*I suggest that the [[Binder_(3.5e_Class)|binder]] class will be instead of [[Wizard]] class.&lt;br /&gt;
*I suggest that the [[Daring Outlaw_(3.5e_Class)|daring outlaw]] will be instead of [[Rogue]] class.&lt;br /&gt;
*I suggest that [[Necromaster_(3.5e_Class)|necromaster]] class will be instead of [[Cleric]] class. ''(Only for PC)''&lt;br /&gt;
*I suggest to make [[Ranger]] class have arcane source instead of divine source.&lt;br /&gt;
*I suggest to cancel the [[Druid]] class.&lt;br /&gt;
*I suggest that NPCs can use [[SRD:Classes|SRD Classes]] and [[UA:Variant_Character_Classes|UA Classes]].&lt;br /&gt;
&lt;br /&gt;
:* Wizard's are required in the setting Sumran Mages.&lt;br /&gt;
:* Daring Outlaw was instead of Rogue, but someone changed rogue back to a PC class.&lt;br /&gt;
:* Cleric's are required in the setting, Clerics of Dylian.&lt;br /&gt;
:* Rangers don't make sense as an arcane class in this setting as they aren't focused towards knowledge.&lt;br /&gt;
:* Druids are a staple class.&lt;br /&gt;
:* NPC's can take levels in any base class.&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Classes_(Keran_Supplement)</id>
		<title>Classes (Keran Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Classes_(Keran_Supplement)"/>
				<updated>2013-01-05T01:38:26Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: /* {{#anc:Classes}} */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 87%&amp;quot;&amp;gt;&lt;br /&gt;
==Class Selection==&lt;br /&gt;
&lt;br /&gt;
Only the classes listed here are found within the world of Keran. &lt;br /&gt;
&lt;br /&gt;
==={{#anc:Classes}}===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Description&lt;br /&gt;
!PC Class or NPC Class&lt;br /&gt;
!Homebrew or SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Adept|Adept]] || A Mage who merely dabbles in magic || NPC || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Aristocrat|Aristocrat]] || A Noble of society || NPC || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[Barbarian, Keran (3.5e Class)|Barbarian]] || A wild warrior who has a spiritual bond with an animal|| PC || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard, Keran (3.5e Class)|Bard]] || A  performer who can weave magic through thier art|| PC || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Binder (Keran)|Binder]] || A mage who can warp souls to his will || PC || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric, Keran (3.5e Class)|Cleric]] || A priest who channels divine power || PC || -&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Commoner|Commoner]] || A peasant || NPC || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[Daring Outlaw (3.5e Class)|Daring Outlaw]] || A lucky and stealthy trickster || PC || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid, Keran (3.5e Class)|Druid]] || A priest who channels primal energy || PC || -&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Expert|Expert]] || A skilled person || NPC || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Fighter|Fighter]] || A Fully Martial Warrior|| NPC || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[Paladin (Keran)|Paladin]] || A Divine warrior || PC || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Necromaster (3.5e Class)|Necromaster]] || A necromancer who commands the dead || PC || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranger, Keran (3.5e Class)|Ranger]] || A swift warrior of the wilds || PC || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Rogue|Rogue]] || A stealthy thief || NPC || SRD&lt;br /&gt;
|-&lt;br /&gt;
| [[Sorcerer, Keran (3.5e Class)|Sorcerer]] || A mage who gains power from their blood || PC || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Threat (3.5e Class)|Threat]] || A powerful warrior who is tougher than steel || PC || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Warlock (Keran)|Warlock]] || A mage who gained power through a pact with Outsiders || PC || Homebrew&lt;br /&gt;
|-&lt;br /&gt;
| [[Wizard, Keran (3.5e Class)|Wizard]] || An intelligent mage who understands magic || PC || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prestige Selection==&lt;br /&gt;
&lt;br /&gt;
All the Prestige classes listed here are found within the world of Keran and represent part of Organizations. &lt;br /&gt;
&lt;br /&gt;
==={{#anc:Classes}}===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Animancer of Matic (3.5e Prestige Class)|Animancer of Matic]] || A group of Necromancer's which try to master Positive Energy under Matic's Teachings&lt;br /&gt;
|- &lt;br /&gt;
| [[Assassin, Keran (3.5e Prestige Class)|Assassin, Keran]] || A cold killer of the night who uses stealth to assassinate his quarry&lt;br /&gt;
|-&lt;br /&gt;
| [[Blackguard, Keran (3.5e Prestie Class)|Blackguard, Keran]] || A divine warrior of the gods of Evil.&lt;br /&gt;
|-&lt;br /&gt;
| [[Boneclaw Vindicator (3.5e Prestige Class)|Boneclaw Vindicator]] || Bone Manipulating Guardians Of Boneclaw&lt;br /&gt;
|-&lt;br /&gt;
| [[Crown Arcanist (3.5e Prestige Class)|Crown Arcanist]] || Mages which have conjurgated in search of knowledge&lt;br /&gt;
|-&lt;br /&gt;
| [[Disciple of the Royal Blood (3.5e Prestige Class)|Disciple of the Royal Blood]] || People which tap into their Blood to manifest as a powerful being&lt;br /&gt;
|-&lt;br /&gt;
| [[SRD:Dwarven Defender|Dwarven Defender]] || Dwarves which are masters at holding the line&lt;br /&gt;
|-&lt;br /&gt;
| [[Eldritch Knight, Keran (3.5e Prestige Class)|Eldritch Knight]] || A warrior with magical skill you combines his powers to great effect&lt;br /&gt;
|-&lt;br /&gt;
| [[Estikarn Seeker (3.5e Prestige Class)|Estikarn Seeker]] || Elven Rider's of Monstrous Spiders which search for rogue [[Elves, True (3.5e Race)|Newesti]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Golem Forger of the Duzites (3.5e Prestige Class)|Golem Forger of the Durzites]] || An Order dedicated to the Binding of Souls into Constructs&lt;br /&gt;
|-&lt;br /&gt;
| [[Hands Of Nihlus (3.5e Prestige Class)|Hands of Nihlus]] || A Order of Assassin's that do the binding of the Divines of Death&lt;br /&gt;
|-&lt;br /&gt;
| [[Karmainian Knight (3.5e Prestige Class)|Karmainian Knight]] ||A Noble Knight of North Karma&lt;br /&gt;
|-&lt;br /&gt;
| [[Master Of The Old Ways (3.5e Prestige Class)|Master Of The Old Ways]] ||A mage the learns and casts ancient Kylanth Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanist Of the Lost City (3.5e Prestige Class)|Mechanist Of the Lost City]] ||An organisation dedicated to the making of inventions&lt;br /&gt;
|-&lt;br /&gt;
| [[Sumran Dune Mage(3.5e Prestige Class)|Sumran Shaper]] || A warrior mage from Sumra which is a master of Sand Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Walker's of the Pale (3.5e Prestige Class)|Walker's Of the Pale]] || A group of Necromancer's which try to master Negative Energy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/SRD_Talk:Planar_Ally</id>
		<title>SRD Talk:Planar Ally</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/SRD_Talk:Planar_Ally"/>
				<updated>2013-01-03T11:15:33Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Created page with &amp;quot;It isn't meant to be 6 HD, it's meant to be 12. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't meant to be 6 HD, it's meant to be 12. --[[User:Milo v3|Milo High-Hill]] ([[User talk:Milo v3|talk]]) 04:15, 3 January 2013 (MST)&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/SRD_Talk:Greater_Planar_Ally</id>
		<title>SRD Talk:Greater Planar Ally</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/SRD_Talk:Greater_Planar_Ally"/>
				<updated>2013-01-03T11:15:23Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Created page with &amp;quot;It isn't meant to be 6 HD, it's meant to be 18. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't meant to be 6 HD, it's meant to be 18. --[[User:Milo v3|Milo High-Hill]] ([[User talk:Milo v3|talk]]) 04:15, 3 January 2013 (MST)&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Ghoul,_Keran_(3.5e_Template)</id>
		<title>Talk:Ghoul, Keran (3.5e Template)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Ghoul,_Keran_(3.5e_Template)"/>
				<updated>2012-12-30T00:53:51Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Created page with &amp;quot;FOR GODS SAKE! The Unliving Subtype makes the Ghoul retain his Constitution score. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FOR GODS SAKE! The Unliving Subtype makes the Ghoul retain his Constitution score. --[[User:Milo v3|Milo High-Hill]] ([[User talk:Milo v3|talk]]) 17:53, 29 December 2012 (MST)&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ghoul,_Keran_(3.5e_Template)</id>
		<title>Ghoul, Keran (3.5e Template)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ghoul,_Keran_(3.5e_Template)"/>
				<updated>2012-12-30T00:50:13Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Undo revision 601732 by 79.179.105.219 (talk)&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;
== Ghoul ==&lt;br /&gt;
&lt;br /&gt;
[[3e Summary::A humanoid which feasted upon the flesh of a ghoul or been afflicted with Ghoul Fever.]]&lt;br /&gt;
&lt;br /&gt;
Upon turning into a Ghoul a creatures flesh goes pale, it loses all its hair, its eyes turn blood shot, and all its senses are empowered. Its hands become claws and there teeth can tear a chunk out of even the most armored warriors.&lt;br /&gt;
&lt;br /&gt;
=== Sample Ghoul ===&lt;br /&gt;
&lt;br /&gt;
Here is a sample Ghoul using a level two Threat Karmainian as the base creature.&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
| creature=&lt;br /&gt;
| style=&lt;br /&gt;
| size=Medium | type=[[SRD:Undead Type|Undead]] (Unliving)&lt;br /&gt;
| hd=2d12  | hp=13&lt;br /&gt;
| init=+0&lt;br /&gt;
| speed=30 ft. (6 squares)&lt;br /&gt;
| ac=14 (+1 [[SRD:Dexterity|Dex]], +3 natural) | touch=11  | flat=13&lt;br /&gt;
| bab=+2 | grapple=+3&lt;br /&gt;
| at=Bite +3 melee (1d6+1 plus [[SRD:Paralysis|paralysis]])&lt;br /&gt;
| full_at=Bite +3 melee (1d6+1 plus [[SRD:Paralysis|paralysis]]) and 2 claws +1 melee (1d3 plus [[SRD:Paralysis|paralysis]])&lt;br /&gt;
| space=5 ft. | reach=5 ft.&lt;br /&gt;
| sa=Ghoul Fever, Mighty Blow 4/Day, Paralysis&lt;br /&gt;
| sq=[[SRD:Darkvision|Darkvision]] 60 ft., Fearless, Numb +1, scent, +2 [[SRD:Turn Resistance|turn resistance]]&lt;br /&gt;
| fort=+4 | ref=+4 | will=-1&lt;br /&gt;
| str=13| dex=13| con=10 | int=10| wis=9 | cha=10&lt;br /&gt;
| skills=[[SRD:Climb Skill|Climb]] +5, [[SRD:Hide Skill|Hide]] +5, [[SRD:Jump Skill|Jump]] +5, [[SRD:Listen Skill|Listen]] +2,[[SRD:Move Silently Skill|Move Silently]] +5, [[SRD:Search Skill|Search]] +2, [[SRD:Sense Motive Skill|Sense Motive]] +2, [[SRD:Spot Skill|Spot]] +5&lt;br /&gt;
| feats=[[SRD:Multiattack|Multiattack]]&lt;br /&gt;
| env=Any&lt;br /&gt;
| org=Solitary, gang (2–4), or pack (7–12)&lt;br /&gt;
| cr=1&lt;br /&gt;
| treas=None&lt;br /&gt;
| align=Usually [[SRD:Chaotic Evil|chaotic evil]]&lt;br /&gt;
| adv=By charcater [[SRD:Class|class]]&lt;br /&gt;
| la=+1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fearless ([[Ex|Ex]]):''' This ghoul doesn't flinch and is never scared, no matter what they are faced with. This Ghoul is immune to all fear effects. &lt;br /&gt;
&lt;br /&gt;
'''Ghoul Fever ([[SRD:Su|Su]]):''' Disease—bite or ingestion, [[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 12, incubation period 1 day, damage 1d3 [[SRD:Constitution|Con]] and 1d3 [[SRD:Dexterity|Dex]]. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.&lt;br /&gt;
&lt;br /&gt;
An afflicted [[SRD:Humanoid Type|humanoid]] who dies of ghoul fever rises as a ghoul at the next midnight. A [[SRD:Humanoid Type|humanoid]] who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. &lt;br /&gt;
&lt;br /&gt;
'''Mighty Blow ([[Ex|Ex]]):''' Four times per day, this ghoul may declare any single melee attack he makes to be a 'mighty blow'. A mighty blow is treated as a normal attack in all respects, except for the fact that it deals untyped bonus damage equal to the ghouls Strength modifier, this bonus damage stacks with the normal damage that would be derived from the threats Strength score. This ghoul may declare multiple attacks in a single round as mighty blows, but he cannot gain the benifit of a mighty blow more than once on a single attack. &lt;br /&gt;
&lt;br /&gt;
'''Numb ([[Ex|Ex]]):''' As this Ghoul grows more accustomed to battle, he begins to grow unfeeling, and numb to the things that seek to kill him. This Ghoul gains a +1 resistance bonus to his Fortitude save and a +1 enhancement bonus to his natural armor. These bonuses are already added to the statistic block. &lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Paralysis|Paralysis]] ([[SRD:Ex|Ex]]):''' Those hit by a ghoul’s bite or claw attack must succeed on a [[SRD:DC|DC]] 12 [[SRD:Saving Throw|Fortitude save]] or be [[SRD:Paralyzed|paralyzed]] for 1d4+1 rounds. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Ghoul ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ghoul&amp;quot;  is an acquired template that can be added to any Humanoid, or Monstrous Humanoid creature (refered to hereafter as the base creature).&lt;br /&gt;
&lt;br /&gt;
A Ghoul has all the base creature's statistics and special abilities except as noted here.&lt;br /&gt;
&lt;br /&gt;
==== Size and Type ====&lt;br /&gt;
&lt;br /&gt;
The creature’s type changes to [[SRD:Undead Type|Undead]] and gains the Unliving subtype. Do not recalculate base attack bonus, saves, or skill points gained by class levels. Size is unchanged. &lt;br /&gt;
&lt;br /&gt;
==== Hit Dice ====&lt;br /&gt;
&lt;br /&gt;
Increase racial Hit Dice are changed to d12s.&lt;br /&gt;
&lt;br /&gt;
==== Armor Class ====&lt;br /&gt;
&lt;br /&gt;
A ghoul has a +2 natural armor bonus to Armor Class, or the base creature’s natural armor bonus, whichever is better. &lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
A ghoul gains a primary bite attack and two secondary claw attacks, unless the base creature already has a Bite attack or Claw attacks. &lt;br /&gt;
&lt;br /&gt;
==== Full Attack ====&lt;br /&gt;
&lt;br /&gt;
A Ghoul fighting without weapons uses its natural weapons. If armed with a weapon, it usually uses the weapon as its primary attack along with a bite as a natural secondary attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
&lt;br /&gt;
The Bite Attack gained by a Ghoul deals either 1d6 damage (if medium sized) or 1d4 (if small sized). The Claw attack gained by a Ghoul deals either 1d3 damage (if medium sized) or 1d2 (if small sized). &lt;br /&gt;
&lt;br /&gt;
==== Special Attacks ====&lt;br /&gt;
&lt;br /&gt;
A ghoul retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 ghoul’s HD + ghoul’s Cha modifier unless otherwise noted. &lt;br /&gt;
&lt;br /&gt;
'''Ghoul Fever ([[SRD:Su|Su]]):''' Disease—bite or ingestion, [[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 12, incubation period 1 day, damage 1d3 [[SRD:Constitution|Con]] and 1d3 [[SRD:Dexterity|Dex]]. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.&lt;br /&gt;
&lt;br /&gt;
An afflicted [[SRD:Humanoid Type|humanoid]] who dies of ghoul fever rises as a ghoul at the next midnight. A [[SRD:Humanoid Type|humanoid]] who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. &lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Paralysis|Paralysis]] ([[SRD:Ex|Ex]]):''' Those hit by a ghoul’s bite or claw attack must succeed on a [[SRD:DC|DC]] 12 [[SRD:Saving Throw|Fortitude save]] or be [[SRD:Paralyzed|paralyzed]] for 1d4+1 rounds. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.&lt;br /&gt;
&lt;br /&gt;
==== Special Qualities ====&lt;br /&gt;
&lt;br /&gt;
A lich retains all the base creature’s special qualities and gains those described below. &lt;br /&gt;
&lt;br /&gt;
'''Darkvision(Ex):''' A Ghoul gains Darkvision out to 60ft. &lt;br /&gt;
&lt;br /&gt;
'''Hunter of the Night (Su):''' A ghoul with 5 or more HD gains fast healing 2 as long as he is in shadowy illumination or darkness.&lt;br /&gt;
&lt;br /&gt;
'''Scent (Ex):''' A Ghoul gains the scent ability.&lt;br /&gt;
&lt;br /&gt;
'''Turn Resistance (Ex):''' A Ghoul has +2 turn resistance.&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
Ability scores remain the same.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&lt;br /&gt;
Ghouls have a +2 racial bonus on Listen, Search, Sense Motive, and Spot checks per 5 HD, if a Ghoul has less than 5 HD the bonuses are still +2. Otherwise same as the base creature. &lt;br /&gt;
&lt;br /&gt;
==== Challenge Rating ====&lt;br /&gt;
&lt;br /&gt;
Same as the base creature + 1. &lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
&lt;br /&gt;
Standard.&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
By character class. &lt;br /&gt;
&lt;br /&gt;
==== Level Adjustment ====&lt;br /&gt;
&lt;br /&gt;
Same as the base creature +1.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;br /&gt;
{{3.5e Creature Templates Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:Blades Of Keran]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
[[Category:Undead Type]]&lt;br /&gt;
[[Category:Unliving Subtype]]&lt;br /&gt;
[[Category:LA1]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Tiberian</id>
		<title>Tiberian</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Tiberian"/>
				<updated>2012-12-30T00:44:06Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tiberian=&lt;br /&gt;
&lt;br /&gt;
Tiberian creatures have been infused with a mutating crystalline source of energy. In most circumstances, this causes the creature to become faster, stronger, consumed by pain and hunger, and mindlessly brutal.&lt;br /&gt;
&lt;br /&gt;
===Creating a Tiberian Creature===&lt;br /&gt;
“Tiberian” is an acquired template that can be added to any living corporeal creature that has a skeletal system (referred to hereafter as the base creature). &amp;quot;Tiberian zombies&amp;quot; may also occur.&lt;br /&gt;
&lt;br /&gt;
'''Size and Type:''' The creature’s type does not change. It retains any subtypes. It does gain the [[SRD:Augmented Subtype|augmented subtype]]. It uses all the base creature’s statistics and [[SRD:Special Abilities|special abilities]] except as noted here.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Hit Dice (Creature Statistic)|Hit Dice:]]''' Drop any [[SRD:Hit Dice|Hit Dice]] from [[SRD:Classes|class levels]] (to a minimum of 1), double the number of [[SRD:Hit Dice|Hit Dice]] left, and raise them to d12s. If the resulting creature has more than 10 [[SRD:Hit Dice|Hit Dice]], cap at 20.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Speed (Creature Statistic)|Speed:]]''' The creature's speed is increased by one third for all movement modes. If the base creature can fly, its maneuverability rating drops to clumsy.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Armor Class (Creature Statistic)|Armor Class:]]''' [[SRD:Armor Class|Natural armor]] bonus increases by a number based on the final creature’s size:&lt;br /&gt;
&lt;br /&gt;
{|   class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| Tiny or smaller|| +0&lt;br /&gt;
|-&lt;br /&gt;
| Small|| +1&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| Medium|| +2&lt;br /&gt;
|-&lt;br /&gt;
| Large|| +3&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| Huge|| +4&lt;br /&gt;
|-&lt;br /&gt;
| Gargantuan|| +7&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| Colossal|| +11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Base Attack:''' A tiberian mutant has a [[SRD:Base Attack Bonus|base attack bonus]] equal to 1/2 its [[SRD:Hit Dice|Hit Dice]].&lt;br /&gt;
&lt;br /&gt;
'''Attacks:''' A tiberian mutant retains all the [[SRD:Natural Weapons|natural weapons]], [[SRD:Weapons|manufactured weapon]] attacks, and [[SRD:Weapon Proficiency|weapon proficiencies]] of the base creature. A tiberian mutant also gains a shard attack.&lt;br /&gt;
&lt;br /&gt;
'''Damage:''' Natural and [[SRD:Weapons|manufactured weapons]] deal damage normally. &lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Special Attacks and Special Qualities (Creature Statistic)|Special Attacks:]]''' A tiberian mutant retains all of the base creature’s special attacks that do not require psychic or magical ability to operate.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Special Attacks and Special Qualities (Creature Statistic)|Special Qualities:]]''' A tiberian mutant  loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or [[SRD:Ranged Attack|ranged attacks]]. A zombie gains the following special quality.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;errata&amp;quot;&amp;gt;''[[SRD:Damage Reduction|Damage Reduction]] 5/Slashing ([[SRD:Ex|Ex]]):'' Tiberian mutants are lumbering&lt;br /&gt;
masses of flesh.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Single Actions Only ([[SRD:Ex|Ex]]):'' Tiberian mutants have poor reflexes and can perform only a single [[SRD:Move Actions|move action]] or attack action each [[SRD:Round|round]]. A zombie can move up to its speed and attack in the same [[SRD:Round|round]], but only if it attempts a [[SRD:Charge|charge]].&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Saves (Creature Statistic)|Saves:]]''' Base save bonuses are Fort +1/3 [[SRD:Hit Dice|HD]], Ref +1/3 [[SRD:Hit Dice|HD]], and [[SRD:Saving Throw|Will]] +1/2 [[SRD:Hit Dice|HD]] + 2.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Abilities (Creature Statistic)|Abilities:]]''' A tiberian mutant’s [[SRD:Strength|Strength]] increases by +2, its [[SRD:Dexterity|Dexterity]] decreases by 2, it has no [[SRD:Constitution|Consitution]] or [[SRD:Intelligence|Intelligence]] score, its [[SRD:Wisdom|Wisdom]] changes to 10, and its [[SRD:Charisma|Charisma]] changes to 1.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Skills (Creature Statistic)|Skills:]]''' A tiberian mutant has no skills.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Feats (Creature Statistic)|Feats:]]''' A tiberian mutant loses all [[SRD:Feats|feats]] of the base creature and gains [[SRD:Toughness|Toughness]].&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Environment (Creature Statistic)|Environment:]]''' Any land and underground.  &lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Organization (Creature Statistic)|Organization:]]''' Any.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Challenge Rating (Creature Statistic)|Challenge Rating:]]''' Depends on [[SRD:Hit Dice|Hit Dice]], as follows:&lt;br /&gt;
&lt;br /&gt;
{|   class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''[[SRD:Hit Dice|Hit Dice]]'''!! '''Challenge Rating'''&lt;br /&gt;
|-&lt;br /&gt;
| 1/2|| 1/8&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 1|| 1/4&lt;br /&gt;
|-&lt;br /&gt;
| 2|| 1/2&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 4|| 1&lt;br /&gt;
|-&lt;br /&gt;
| 6|| 2&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 8–10|| 3&lt;br /&gt;
|-&lt;br /&gt;
| 12–14|| 4&lt;br /&gt;
|-class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 15–16|| 5&lt;br /&gt;
|-&lt;br /&gt;
| 18–20|| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Treasure (Creature Statistic)|Treasure:]]''' None.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Alignment (Creature Statistic)|Alignment:]]''' Always [[SRD:Neutral Evil|neutral evil]].&lt;br /&gt;
&lt;br /&gt;
[[SRD:Advancement (Creature Statistic)|Advancement:]] As base creature, but double [[SRD:Hit Dice|Hit Dice]] (maximum 20), or — if the base creature advances by [[SRD:Classes|character class]].&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Level Adjustment (Creature Statistic)|Level Adjustment:]]''' —.&lt;br /&gt;
&lt;br /&gt;
'''SEE WIKIPEDIA ENTRY:''' [http://en.wikipedia.org/wiki/Tiberium Tiberium]&lt;br /&gt;
&lt;br /&gt;
[[Category:User|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Evil Alignment|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Undead Type|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Template|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:LA-|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Any Environment|{{BASEPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Necromaster_(3.5e_Class)</id>
		<title>Necromaster (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Necromaster_(3.5e_Class)"/>
				<updated>2012-12-21T14:42:24Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|Missing text throughout (and an example NPC).}}&lt;br /&gt;
{{wikify|Does not follow the preload/missing parts of the preload.  See also the preload.}}{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&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=To be finished&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Arcane Spellcasting, Spontaneous Spellcasting, Strong Spellcasting&lt;br /&gt;
|desc=A Necromancer who can manipulate the dead to their own ends.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Necromaster ==&lt;br /&gt;
&lt;br /&gt;
Some mages specialize in blasting or shapeshifting. Some others specialize in the control and creation of Deathless or Undead beings. A Necromaster takes this further and devote all their magical skill to the art of Necromancy. Strangely in the art of necromancy there are two methods of its use, Positive and Negative.&lt;br /&gt;
&lt;br /&gt;
=== Making a Necromaster ===&lt;br /&gt;
&lt;br /&gt;
Necromasters are generally very fragile spellcasters seldom getting close enough for melee. Instead they manipulate their minions into attacking in their name. They also act as a minor form of support, either strengthening your allies or weakening the opponents.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' The highest score of a Necromaster should be intelligence as their spellcasting requires it. Following that should be charisma as it determines the power of several of your abilities and at later stages is crucial for your health.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race can become a Necromaster but Vithui are the most common as they have a strong link to Negative energy.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' A Necromaster can be of any alignment.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 3d4&amp;amp;times;10 gp (75 gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' &amp;quot;Complex&amp;quot;.&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 Necromaster}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d4&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;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
&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|| class=&amp;quot;left&amp;quot; | + 0|| + 0|| +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Bonus Feat|Bonus Feat]], [[#Energy Allegiance| Energy Allegiance]], [[#Turn/Rebuke| Turn/Rebuke]], [[#Undying Minion|Undying Minion]]&lt;br /&gt;
|2||1||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Touch of the Grave| Touch of the Grave]] &lt;br /&gt;
|3||1||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +1 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|4||1||0||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +2 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Transcendent Form|Transcendent Form +1]] &lt;br /&gt;
|5||2||1||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +2 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat| Bonus Feat]], [[#Unnatural Aura| Unnatural Aura]]&lt;br /&gt;
|6||2||1||0||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 2]] &lt;br /&gt;
|6||2||2||1||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ally to the Fallen|Ally to the Fallen]]&lt;br /&gt;
|6||3||2||1||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +4 || +2 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Eyes from Beyond the Veil| Eyes from Beyond the Veil]], [[#Transcendent Form|Transcendent Form +2]]&lt;br /&gt;
|6||4||2||2||1||-||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +4 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]], [[#Lifeless Body|Lifeless Body]] DR 4&lt;br /&gt;
|6||5||3||2||1||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +5 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Otherworldly Body|Otherworldly Body]]&lt;br /&gt;
|6||6||3||2||2||1||-||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +5 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[#Empowered Minions|Empowered Minions]]&lt;br /&gt;
|6||6||4||3||2||1||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +6/+1 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 6]], [[#Transcendent Form| Transcendent Form]] +3&lt;br /&gt;
|6||6||5||3||2||2||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +6/+1 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|6||6||6||4||3||2||1||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +7/+2 || +4 || +4 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Timeless Body|Timeless Body]]&lt;br /&gt;
|6||6||6||5||3||2||2||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +5 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 8]]&lt;br /&gt;
|6||6||6||6||4||3||2||1||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +8/+3 || +5 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Transcendent Form|Transcendent Form +4]]&lt;br /&gt;
|6||6||6||6||5||3||2||2||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +8/+3 || +5 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|6||6||6||6||6||4||3||2||1||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 10]]&lt;br /&gt;
|6||6||6||6||6||5||3||2||2||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|6||6||6||6||6||6||4||3||2||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +10/+5 || +6 || +6 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Eternal Apotheosis|Eternal Apotheosis]], [[#Lifeless Body|Lifeless Body DR 12]], [[#Transcendent Form|Transcendent Form +5]] &lt;br /&gt;
|6||6||6||6||6||6||5||3||3||3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (Arcana), Knowledge (Religion),  Profession (Wis), and Spellcraft (Int).&lt;br /&gt;
|}&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Necromaster.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Necromaster is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of dread necromancer and cannot be changed.&lt;br /&gt;
Dread necromancers aren’t proficient any armor or shields.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A Necromaster casts arcane spells which are drawn from the [[Necromaster Spell List|necromaster spell]] list. A Necromaster must choose and prepare her spells ahead of time (see below).&lt;br /&gt;
&lt;br /&gt;
To learn, prepare, or cast a spell, the Necromaster must have an [[SRD:Intelligence|Intelligence]] score equal to at least 10 + the [[SRD:Spell Level|spell level]]. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a Necromaster’s spell is 10 + the [[SRD:Spell Level|spell level]] + the Necromaster’s [[SRD:Intelligence|Intelligence]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a Necromaster can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. Her base daily spell allotment is given on Table: The Necromaster. In addition, she receives [[SRD:Ability Scores#Ability Modifiers|bonus spells per day]] if she has a high [[SRD:Intelligence|Intelligence]] score.&lt;br /&gt;
&lt;br /&gt;
Unlike a wizard or a cleric, a Necromaster need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast. &lt;br /&gt;
&lt;br /&gt;
But unlike a bard or a sorcerer, a Necromaster doesn't have a list of known spells instead being able to cast spells from her [[#Grimoire|Grimiore]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st, 5th, 9th, 13th, and 17th level, a Necromaster gains a bonus feat. At each such opportunity, she can choose a [[Tome of Necromancy (3.5e Sourcebook)/Necromancy with Style|Necromantic Feat]], an [[SRD:Item Creation Feats|item creation feat]], or [[SRD:Spell Mastery|Spell Mastery]]. The Necromaster must still meet all prerequisites for a bonus feat, including caster level minimums. &lt;br /&gt;
&lt;br /&gt;
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The necromaster is not limited to the categories of item creation feats, necromantic feats, or Spell Mastery when choosing these feats. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Allegiance}}:''' Upon becoming a Necromaster you must choose what kind of necromancy you will specialize in. You may choose either Positive Necromancy or Negative Necromancy. This determines several class features and your spell list.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Turn or Rebuke|Turn or Rebuke]]}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' &lt;br /&gt;
A positive aligned Necromaster can turn or destroy undead creatures and rebuke or command Deathless. An negative aligned necromaster instead can turn or destroy deathless creatures and rebuke or command undead. &lt;br /&gt;
&lt;br /&gt;
A Necromaster may attempt to turn undead or deathless a number of times per day equal to 3 + his [[SRD:Intelligence|Intelligence]] modifier. A Necromaster with 5 or more ranks in [[SRD:Knowledge Skill|Knowledge]] (religion) gets a +2 bonus on turning checks against undead and deathless.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Undying Minion}}:''' A Necromaster can obtain an [[Undying Minion (Keran Supplement)|undying minion]] (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. An Undying Minion is a Deathless or Undead made from a corpse and is unusually tough and intelligent. The creature serves as a companion and servant.&lt;br /&gt;
&lt;br /&gt;
The Necromaster chooses the kind of Undying Minion he gets. As the Necromaster advances in level, his Undying Minion also increases in power.&lt;br /&gt;
&lt;br /&gt;
If the [[Undying Minion (Keran Supplement)|Undying Minion]] dies or is dismissed by the Necromaster, the Necromaster must attempt a DC 15 [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]]. Failure means he loses 50 experience points per Necromaster level; success reduces the loss to one-half that amount. However, a Necromaster's experience point total can never go below 0 as the result of a Undying Minion's demise or dismissal. A slain or dismissed Undying Minion cannot be replaced for a year and day. A slain Undying Minion can be raised from the [[SRD:Dead|dead]] by casting an ''[[SRD:Animate Dead|Animate Dead]]'' (If Undead) or ''[[Raise Deathless (3.5e Spell)|Raise Deathless]]'' (If Deathless) spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Touch of the Grave}} ([[Su|Su]]):''' As of second level a Necromaster can channel his attuned energy through his limbs and discharge it into others. As a standard action the Necromaster can make a touch attack. If this attack succeeds in hitting it deals either postive (if postive aligned) or negative (if negative aligned) energy damage. This attack deals xd4 points of damage, where the x is equal to a quarter of your Necromaster Level (minimum 1d4).&lt;br /&gt;
&lt;br /&gt;
This ability can be used once every 1d8 turns.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Transcendent Form}} ([[Su|Su]]):''' Manipulating the energies which seperate the living from the dead, a Necromaster can protect himself from physical attacks. At 4th level a Necromaster gains a +1 deflection bonus to Armor class. At 8th level and every four levels afterwards this bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unnatural Aura}} ([[Su|Su]]):''' As of 5th level animals do not willingly approach within 30 feet of a Necromaster, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check. &lt;br /&gt;
&lt;br /&gt;
In addition the Necromaster gains +3 untyped bonus on intimidation checks, as her aura unnerves creatures other than animals.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Lifeless Body}} ([[Su|Su]]):''' Once a Necromaster reaches level 6 the energy which she commands automatically flows through her without thought, repairing wounds as they are made as a natural defense. At level six you gain 2 Damage Reduction which can be bypassed with Bludgeon or Magic. This damage reduction increases by two every three levels.&lt;br /&gt;
&lt;br /&gt;
In addition once a Necromaster reaches level eighteen this damage reduction is bypassed by Bludgeon &amp;amp; Magic, instead of Bludgeon or Magic.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Ally to the Fallen}} ([[Ex|Ex]]):''' When a Necromaster of level 7 or above, casts a necromancy spell, undead allies within 60ft feet gain turn resistance and a bonus on saves equal to your Necromaster level for a number of rounds equal to your Necromaster level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Eyes from Beyond the Veil}} ([[Su|Su]]):''' A Necromaster of eighth level or above can see the life energy within the bodies of others. She is constantly under the effect of the ''[[SRD:Deathwatch|Deathwatch]]'' spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Otherworldly Body}} ([[Ex|Ex]]):''' Once a Necromaster attains tenth level whenever she casts a Necromancy spell she becomes immune to ability damage, ability drain, energy drain, and negative levels. This effect lasts a number of rounds equal to your Necromaster level + Intelligence Modifier.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Empowered Minions}} ([[Su|Su]]):''' When a Necromaster of level 11 or above, her created minons are empowered by mystical energy. Whenever she creates a deathless or undead, the creature created has a distortion bonus to Strength and Dexterity. The bonus is equal +1 per five levels of Necromaster. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Timeless Body}} ([[Su|Su]]):''' After attaining 14th level, a Necromaster no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. &lt;br /&gt;
&lt;br /&gt;
In addition she gains a extra 20 years to her maximum age. &lt;br /&gt;
&lt;br /&gt;
Bonuses still accrue, and the nercomaster still dies of old age when her time is up. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Eternal Apotheosis}} ([[Su]]):''' Upon reaching level twenty, a Necromaster starts to build up the energy within her body. This energy can be discharged once as a Full-Round action, upon which time the energy will change the Necromaster forever. When this ability is used the energy kills the Necromaster then immediately reanimates her as a powerful deathless or undead.&lt;br /&gt;
&lt;br /&gt;
When this ability is used the Necromaster gain a template. A Positive Aligned Necromaster can select from the following templates:&lt;br /&gt;
* [[Harvester (3.5e Template)|Harvester]]&lt;br /&gt;
* [[Sol Viligant (3.5e Template)|Sol Viligant]]&lt;br /&gt;
* [[Yelp (3.5e Template)|Velp]]&lt;br /&gt;
&lt;br /&gt;
A Negative Aligned Necromaster can select from the following templates:&lt;br /&gt;
* [[Ghoul, Keran (3.5e Template)|Ghoul]]&lt;br /&gt;
* [[Lich, Keran (3.5e Template)|Lich]]&lt;br /&gt;
* [[Vampire, Keran (3.5e Template)|Vampire]]&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Grimoire}}:''' A Necromaster doesn't have to prepare spells and instead must read from her grimoire with each spell to cast it. She cannot cast any spell not recorded in her grimoire. As such whenever she tries to cast a spell its casting time is increased slightly. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Orginal Casting Time&lt;br /&gt;
!New Casting Time&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | 1 Standard Action || width=&amp;quot;115px&amp;quot; | 1 Round &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Round || 2 Rounds&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Minute || 2 Minutes&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Free Action || 1 Swift Action&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Swift Action || 1 Standard Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Necromaster begins play with a grimoire containing all 0-level Necromaster spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Necromaster has, the grimoire holds one additional 1st-level spell of your choice. At each new necromaster level, she gains two new spells of any spell level or levels that she can cast (based on her new Necromaster level) for her grimoire . At any time, a Necromaster can also add spells found in other necromaster’s grimoire to her own. &lt;br /&gt;
 &lt;br /&gt;
{{:Undying Minion (Keran Supplement)}}&lt;br /&gt;
&lt;br /&gt;
==== Epic Necromaster ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Necromaster}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d4&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
2 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[#Spells|Spells]]:''' The necromaster’s [[SRD:Caster Level|caster level]] is equal to his [[SRD:Class|class]] level. The necromaster’s number of spells per day does not increase after 20th level. Each time the necromaster achieves a new level, he learns two new [[SRD:Spells|spells]] of any [[SRD:Spell Level|spell levels]] that he can cast (according to his new level).&lt;br /&gt;
&lt;br /&gt;
'''[[#Undying Minion|Undying Minion]]:''' The Necromaster undying minion continues to increase in power. Every two levels beyond 20th the minion’s [[SRD:Armor Class|natural armor]] and [[SRD:Intelligence|Intelligence]] each increase by +1. The minion's [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to the master’s [[SRD:Class|class]] level + 5. At 21&amp;lt;SUP&amp;gt;st&amp;lt;/SUP&amp;gt; level and again every ten levels higher than 21&amp;lt;SUP&amp;gt;st&amp;lt;/SUP&amp;gt;, the minion gains the benefit of the [[SRD:Familiar Spell|Familiar Spell]] epic [[SRD:Feats|feat]] for a spell of its master’s choice.&lt;br /&gt;
&lt;br /&gt;
'''[[#Bonus Feats|Bonus Feats]]:''' The epic necromaster gains a bonus [[SRD:Feats|feat]] (selected from the list of epic wizard [[SRD:Feats|feats]]) every three levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Wizard Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Combat Casting|Combat Casting]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Staff|Craft Epic Staff]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Familiar Spell|Familiar Spell]], [[SRD:Forge Epic Ring|Forge Epic Ring]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Scribe Epic Scroll|Scribe Epic Scroll]], [[SRD:Spell Focus|Spell Focus]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Mastery|Spell Mastery]], [[SRD:Spell Penetration|Spell Penetration]] [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Tenacious Magic|Tenacious Magic]]. In addition to the [[SRD:Feats|feats]] on this list, the necromanster may select any item creation [[SRD:Feats|feat]], metamagic [[SRD:Feats|feat]], or necromantic [[SRD:Feats|feat]]  not listed here.&lt;br /&gt;
&lt;br /&gt;
==== [[Murderer, Keran (3.5e Race)|Murderer]] Necromaster Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Scythe (2d4, crit x4, 10 lb., two-handed, slashing or piercing).&lt;br /&gt;
&lt;br /&gt;
Light Crossbow (1d8, crit 19-20/x2, range inc. 80 ft., 4 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.&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;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spellcraft || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Concentration || 4 || Con || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Knowledge (Arcana) || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Knowledge (Religion) || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Decipher Script || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Hide (cc) || 2 || Dex || 0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Move Silently (cc) || 2 || Dex || 0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Search (cc) || 2 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spot || 2 || Wis || &amp;amp;mdash;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Body Assemblage.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Scribe Scroll.&lt;br /&gt;
&lt;br /&gt;
'''Energy Alligance:''' Negative Energy.&lt;br /&gt;
&lt;br /&gt;
'''Grimoire:''' All 0-level spells, plus ''[[SRD:Chill Touch|Chill Touch]], [[SRD:Ray of Enfeeblement|Ray of Enfeeblement]], and [[Summon Undying Servant I (3.5e Spell)|Summon Undying Servant I]],'' plus one of these spells of your choice per point of intelligence bonus (if any); ''[[SRD:Cause Fear|Cause Fear]], [[SRD:Detect Undead|Detect Undead]], [[SRD:Hide from Undead|Hide from Undead]]'', and ''Reaving Aura'' (Complete Mage).&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Ten candles, map case, three pages of parchment, ink, inkpen. Spell component pouch, Grimoire. Case with 10 crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 3d6 gp.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Necromaster ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Many necromasters whorship deities with undead/deadless portfolio.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' A Necromaster gets along with clerics and sorcerers who study the Necromancy school. Barbarians and fighters help protect the necromaster while he animates waves of undead/deadless. Should any of his teammates be slain, a necromaster wouldn't think twice about animating their corpse to use as fodder.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The typical role in combat for a Necromaster is artillery, magical support, or bestowed effects, as well as animating dead tissue for fodder.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A Necromaster may multi-class as a Pale Master (PrC, LM), a True Necromancer (PrC, LM), with enough training a BlackGuard (PrC, DMG), wizard, sorcerer, or a cleric. Necromaster druids are not unknown.&lt;br /&gt;
&lt;br /&gt;
==== Necromaster's in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|What shall I create today? Perhaps a huge carpet of corpses.|orig=Matic, Human Necromaster}}&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Most Necromasters reside in the necropolise of BoneClaw where they may work in peace, though it is illegal to control intelligent undead within the city. They will work as grave keepers with no troubles. Sometimes certain nobles will employ the services of necromasters. These more wealthy commonfolk could just need the employment of an undertaker, and more often than not, to either avenge or resurrect a loved one.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Matic, Human Necromaster. Matic was the first necromaster in history to successfully animate corpses with positive energy, as such he keeps his methods and arcane formula's secret and only trains a small number of students.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-info on what other people in the world think of memebers of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Necromaster Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (Arcana) can research Necromaster's to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge (Arcana)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Necromaster's in the Game ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL &amp;lt;!-- EL Number --&amp;gt;:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&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:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Necromaster_(3.5e_Class)</id>
		<title>Necromaster (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Necromaster_(3.5e_Class)"/>
				<updated>2012-12-21T14:41:08Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|Missing text throughout (and an example NPC).}}&lt;br /&gt;
{{wikify|Does not follow the preload/missing parts of the preload.  See also the preload.}}{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
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|status=To be finished&lt;br /&gt;
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|type=Arcane Spellcasting, Spontaneous Spellcasting, Strong Spellcasting&lt;br /&gt;
|desc=A Necromancer who can manipulate the dead to their own ends.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Necromaster ==&lt;br /&gt;
&lt;br /&gt;
Some mages specialize in blasting or shapeshifting. Some others specialize in the control and creation of Deathless or Undead beings. A Necromaster takes this further and devote all their magical skill to the art of Necromancy. Strangely in the art of necromancy there are two methods of its use, Positive and Negative.&lt;br /&gt;
&lt;br /&gt;
=== Making a Necromaster ===&lt;br /&gt;
&lt;br /&gt;
Necromasters are generally very fragile spellcasters seldom getting close enough for melee. Instead they manipulate their minions into attacking in their name. They also act as a minor form of support, either strengthening your allies or weakening the opponents.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' The highest score of a Necromaster should be intelligence as their spellcasting requires it. Following that should be charisma as it determines the power of several of your abilities and at later stages is crucial for your health.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race can become a Necromaster but Vithui are the most common as they have a strong link to Negative energy.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' A Necromaster can be of any alignment.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 3d4&amp;amp;times;10 gp (75 gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' &amp;quot;Complex&amp;quot;.&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 Necromaster}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d4&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;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
&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|| class=&amp;quot;left&amp;quot; | + 0|| + 0|| +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Bonus Feat|Bonus Feat]], [[#Energy Allegiance| Energy Allegiance]], [[#Turn/Rebuke| Turn/Rebuke]], [[#Undying Minion|Undying Minion]]&lt;br /&gt;
|2||1||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Touch of the Grave| Touch of the Grave]] &lt;br /&gt;
|3||1||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +1 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|4||1||0||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +2 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Transcendent Form|Transcendent Form +1]] &lt;br /&gt;
|5||2||1||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +2 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat| Bonus Feat]], [[#Unnatural Aura| Unnatural Aura]]&lt;br /&gt;
|6||2||1||0||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 2]] &lt;br /&gt;
|6||2||2||1||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ally to the Fallen|Ally to the Fallen]]&lt;br /&gt;
|6||3||2||1||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +4 || +2 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Eyes from Beyond the Veil| Eyes from Beyond the Veil]], [[#Transcendent Form|Transcendent Form +2]]&lt;br /&gt;
|6||4||2||2||1||-||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +4 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]], [[#Lifeless Body|Lifeless Body]] DR 4&lt;br /&gt;
|6||5||3||2||1||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +5 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Otherworldly Body|Otherworldly Body]]&lt;br /&gt;
|6||6||3||2||2||1||-||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +5 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[#Empowered Minions|Empowered Minions]]&lt;br /&gt;
|6||6||4||3||2||1||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +6/+1 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 6]], [[#Transcendent Form| Transcendent Form]] +3&lt;br /&gt;
|6||6||5||3||2||2||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +6/+1 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|6||6||6||4||3||2||1||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +7/+2 || +4 || +4 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Timeless Body|Timeless Body]]&lt;br /&gt;
|6||6||6||5||3||2||2||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +5 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 8]]&lt;br /&gt;
|6||6||6||6||4||3||2||1||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +8/+3 || +5 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Transcendent Form|Transcendent Form +4]]&lt;br /&gt;
|6||6||6||6||5||3||2||2||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +8/+3 || +5 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|6||6||6||6||6||4||3||2||1||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 10]]&lt;br /&gt;
|6||6||6||6||6||5||3||2||2||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|6||6||6||6||6||6||4||3||2||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +10/+5 || +6 || +6 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Eternal Apotheosis|Eternal Apotheosis]], [[#Lifeless Body|Lifeless Body DR 12]], [[#Transcendent Form|Transcendent Form +5]] &lt;br /&gt;
|6||6||6||6||6||6||5||3||3||3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (Arcana), Knowledge (Religion),  Profession (Wis), and Spellcraft (Int).&lt;br /&gt;
|}&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Necromaster.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Necromaster is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of dread necromancer and cannot be changed.&lt;br /&gt;
Dread necromancers aren’t proficient any armor or shields.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A Necromaster casts arcane spells which are drawn from the [[Necromaster Spell List|necromaster spell]] list. A Necromaster must choose and prepare her spells ahead of time (see below).&lt;br /&gt;
&lt;br /&gt;
To learn, prepare, or cast a spell, the Necromaster must have an [[SRD:Intelligence|Intelligence]] score equal to at least 10 + the [[SRD:Spell Level|spell level]]. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a Necromaster’s spell is 10 + the [[SRD:Spell Level|spell level]] + the Necromaster’s [[SRD:Intelligence|Intelligence]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a Necromaster can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. Her base daily spell allotment is given on Table: The Necromaster. In addition, she receives [[SRD:Ability Scores#Ability Modifiers|bonus spells per day]] if she has a high [[SRD:Intelligence|Intelligence]] score.&lt;br /&gt;
&lt;br /&gt;
Unlike a wizard or a cleric, a Necromaster need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast. &lt;br /&gt;
&lt;br /&gt;
But unlike a bard or a sorcerer, a Necromaster doesn't have a list of known spells instead being able to cast spells from her [[#Grimoire|Grimiore]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st, 5th, 9th, 13th, and 17th level, a Necromaster gains a bonus feat. At each such opportunity, she can choose a [[Tome of Necromancy (3.5e Sourcebook)/Necromancy with Style|Necromantic Feat]], an [[SRD:Item Creation Feats|item creation feat]], or [[SRD:Spell Mastery|Spell Mastery]]. The Necromaster must still meet all prerequisites for a bonus feat, including caster level minimums. &lt;br /&gt;
&lt;br /&gt;
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The necromaster is not limited to the categories of item creation feats, necromantic feats, or Spell Mastery when choosing these feats. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Allegiance}}:''' Upon becoming a Necromaster you must choose what kind of necromancy you will specialize in. You may choose either Positive Necromancy or Negative Necromancy. This determines several class features and your spell list.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Turn or Rebuke|Turn or Rebuke]]}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' &lt;br /&gt;
A positive aligned Necromaster can turn or destroy undead creatures and rebuke or command Deathless. An negative aligned necromaster instead can turn or destroy deathless creatures and rebuke or command undead. &lt;br /&gt;
&lt;br /&gt;
A Necromaster may attempt to turn undead or deathless a number of times per day equal to 3 + his [[SRD:Intelligence|Intelligence]] modifier. A Necromaster with 5 or more ranks in [[SRD:Knowledge Skill|Knowledge]] (religion) gets a +2 bonus on turning checks against undead and deathless.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Undying Minion}}:''' A Necromaster can obtain an [[Undying Minion (Keran Supplement)|undying minion]] (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. An Undying Minion is a Deathless or Undead made from a corpse and is unusually tough and intelligent. The creature serves as a companion and servant.&lt;br /&gt;
&lt;br /&gt;
The Necromaster chooses the kind of Undying Minion he gets. As the Necromaster advances in level, his Undying Minion also increases in power.&lt;br /&gt;
&lt;br /&gt;
If the [[Undying Minion (Keran Supplement)|Undying Minion]] dies or is dismissed by the Necromaster, the Necromaster must attempt a DC 15 [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]]. Failure means he loses 50 experience points per Necromaster level; success reduces the loss to one-half that amount. However, a Necromaster's experience point total can never go below 0 as the result of a Undying Minion's demise or dismissal. A slain or dismissed Undying Minion cannot be replaced for a year and day. A slain Undying Minion can be raised from the [[SRD:Dead|dead]] by casting an ''[[SRD:Animate Dead|Animate Dead]]'' (If Undead) or ''[[Raise Deathless (3.5e Spell)|Raise Deathless]]'' (If Deathless) spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Touch of the Grave}} ([[Su|Su]]):''' As of second level a Necromaster can channel his attuned energy through his limbs and discharge it into others. As a standard action the Necromaster can make a touch attack. If this attack succeeds in hitting it deals either postive (if postive aligned) or negative (if negative aligned) energy damage. This attack deals xd4 points of damage, where the x is equal to a quarter of your Necromaster Level (minimum 1d4).&lt;br /&gt;
&lt;br /&gt;
This ability can be used once every 1d8 turns.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Transcendent Form}} ([[Su|Su]]):''' Manipulating the energies which seperate the living from the dead, a Necromaster can protect himself from physical attacks. At 4th level a Necromaster gains a +1 deflection bonus to Armor class. At 8th level and every four levels afterwards this bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unnatural Aura}} ([[Su|Su]]):''' As of 5th level animals do not willingly approach within 30 feet of a Necromaster, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check. &lt;br /&gt;
&lt;br /&gt;
In addition the Necromaster gains +3 untyped bonus on intimidation checks, as her aura unnerves creatures other than animals.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Lifeless Body}} ([[Su|Su]]):''' Once a Necromaster reaches level 6 the energy which she commands automatically flows through her without thought, repairing wounds as they are made as a natural defense. At level six you gain 2 Damage Reduction which can be bypassed with Bludgeon or Magic. This damage reduction increases by two every three levels.&lt;br /&gt;
&lt;br /&gt;
In addition once a Necromaster reaches level eighteen this damage reduction is bypassed by Bludgeon &amp;amp; Magic, instead of Bludgeon or Magic.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Ally to the Fallen}} ([[Ex|Ex]]):''' When a Necromaster of level 7 or above, casts a necromancy spell, undead allies within 60ft feet gain turn resistance and a bonus on saves equal to your Necromaster level for a number of rounds equal to your Necromaster level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Eyes from Beyond the Veil}} ([[Su|Su]]):''' A Necromaster of eighth level or above can see the life energy within the bodies of others. She is constantly under the effect of the ''[[SRD:Deathwatch|Deathwatch]]'' spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Otherworldly Body}} ([[Ex|Ex]]):''' Once a Necromaster attains tenth level whenever she casts a Necromancy spell she becomes immune to ability damage, ability drain, energy drain, and negative levels. This effect lasts a number of rounds equal to your Necromaster level + Intelligence Modifier.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Empowered Minions}} ([[Su|Su]]):''' When a Necromaster of level 11 or above, her created minons are empowered by mystical energy. Whenever she creates a deathless or undead, the creature created has a distortion bonus to Strength and Dexterity. The bonus is equal +1 per five levels of Necromaster. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Timeless Body}} ([[Su|Su]]):''' After attaining 14th level, a Necromaster no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. &lt;br /&gt;
&lt;br /&gt;
In addition she gains a extra 20 years to her maximum age. &lt;br /&gt;
&lt;br /&gt;
Bonuses still accrue, and the nercomaster still dies of old age when her time is up. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Eternal Apotheosis}} ([[Su]]):''' Upon reaching level twenty, a Necromaster starts to build up the energy within her body. This energy can be discharged once as a Full-Round action, upon which time the energy will change the Necromaster forever. When this ability is used the energy kills the Necromaster then immediately reanimates her as a powerful deathless or undead.&lt;br /&gt;
&lt;br /&gt;
When this ability is used the Necromaster gain a template. A Positive Aligned Necromaster can select from the following templates:&lt;br /&gt;
* [[Harvester (3.5e Template)|Harvester]]&lt;br /&gt;
* [[Sol Viligant (3.5e Template)|Sol Viligant]]&lt;br /&gt;
* [[Yelp (3.5e Template)|Velp]]&lt;br /&gt;
&lt;br /&gt;
A Negative Aligned Necromaster can select from the following templates:&lt;br /&gt;
* [[Ghoul, Keran (3.5e Template)|Ghoul]]&lt;br /&gt;
* [[Lich, Keran (3.5e Template)|Lich]]&lt;br /&gt;
* [[Vampire, Keran (3.5e Template)|Vampire]]&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Grimoire}}:''' A Necromaster doesn't have to prepare spells and instead must read from her grimoire with each spell to cast it. She cannot cast any spell not recorded in her grimoire. As such whenever she tries to cast a spell its casting time is increased slightly. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Orginal Casting Time&lt;br /&gt;
!New Casting Time&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | 1 Standard Action || width=&amp;quot;115px&amp;quot; | 1 Round &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Round || 2 Rounds&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Minute || 2 Minutes&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Free Action || 1 Swift Action&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Swift Action || 1 Standard Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Necromaster begins play with a grimoire containing all 0-level Necromaster spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Necromaster has, the grimoire holds one additional 1st-level spell of your choice. At each new necromaster level, she gains two new spells of any spell level or levels that she can cast (based on her new Necromaster level) for her grimoire . At any time, a Necromaster can also add spells found in other necromaster’s grimoire to her own. &lt;br /&gt;
 &lt;br /&gt;
{{:Undying Minion (Keran Supplement)}}&lt;br /&gt;
&lt;br /&gt;
==== Epic Necromaster ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Necromaster}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d4&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
2 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[#Spells|Spells]]:''' The necromaster’s [[SRD:Caster Level|caster level]] is equal to his [[SRD:Class|class]] level. The necromaster’s number of spells per day does not increase after 20th level. Each time the necromaster achieves a new level, he learns two new [[SRD:Spells|spells]] of any [[SRD:Spell Level|spell levels]] that he can cast (according to his new level).&lt;br /&gt;
&lt;br /&gt;
'''[[#Undying Minion|Undying Minion]]:''' The Necromaster undying minion continues to increase in power. Every two levels beyond 20th the minion’s [[SRD:Armor Class|natural armor]] and [[SRD:Intelligence|Intelligence]] each increase by +1. The minion's [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to the master’s [[SRD:Class|class]] level + 5. At 21&amp;lt;SUP&amp;gt;st&amp;lt;/SUP&amp;gt; level and again every ten levels higher than 21&amp;lt;SUP&amp;gt;st&amp;lt;/SUP&amp;gt;, the minion gains the benefit of the [[SRD:Familiar Spell|Familiar Spell]] epic [[SRD:Feats|feat]] for a spell of its master’s choice.&lt;br /&gt;
&lt;br /&gt;
'''[[#Bonus Feats|Bonus Feats]]:''' The epic necromaster gains a bonus [[SRD:Feats|feat]] (selected from the list of epic wizard [[SRD:Feats|feats]]) every three levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Wizard Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Combat Casting|Combat Casting]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Staff|Craft Epic Staff]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Familiar Spell|Familiar Spell]], [[SRD:Forge Epic Ring|Forge Epic Ring]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Scribe Epic Scroll|Scribe Epic Scroll]], [[SRD:Spell Focus|Spell Focus]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Mastery|Spell Mastery]], [[SRD:Spell Penetration|Spell Penetration]] [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Tenacious Magic|Tenacious Magic]]. In addition to the [[SRD:Feats|feats]] on this list, the necromanster may select any item creation [[SRD:Feats|feat]], metamagic [[SRD:Feats|feat]], or necromantic [[SRD:Feats|feat]]  not listed here.&lt;br /&gt;
&lt;br /&gt;
==== [[Murderer, Keran (3.5e Race)|Murderer]] Necromaster Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Scythe (2d4, crit x4, 10 lb., two-handed, slashing or piercing).&lt;br /&gt;
&lt;br /&gt;
Light Crossbow (1d8, crit 19-20/x2, range inc. 80 ft., 4 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.&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;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spellcraft || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Concentration || 4 || Con || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Knowledge (Arcana) || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Knowledge (Religion) || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Decipher Script || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Hide (cc) || 2 || Dex || 0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Move Silently (cc) || 2 || Dex || 0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Search (cc) || 2 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spot || 2 || Wis || &amp;amp;mdash;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Body Assemblage.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Scribe Scroll.&lt;br /&gt;
&lt;br /&gt;
'''Energy Alligance:''' Negative Energy.&lt;br /&gt;
&lt;br /&gt;
'''Grimoire:''' All 0-level spells, plus ''[[SRD:Chill Touch|Chill Touch]], [[SRD:Ray of Enfeeblement|Ray of Enfeeblement]], and [[Summon Undying Servant I (3.5e Spell)|Summon Undying Servant I]],'' plus one of these spells of your choice per point of intelligence bonus (if any); ''[[SRD:Cause Fear|Cause Fear]], [[SRD:Detect Undead|Detect Undead]], [[SRD:Hide from Undead|Hide from Undead]]'', and ''Reaving Aura'' (Complete Mage).&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Ten candles, map case, three pages of parchment, ink, inkpen. Spell component pouch, Grimoire. Case with 10 crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 3d6 gp.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Necromaster ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Many necromasters whorship deities with undead/deadless portfolio.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' A Necromaster gets along with clerics and sorcerers who study the Necromancy school. Barbarians and fighters help protect the necromaster while he animates waves of undead/deadless. Should any of his teammates be slain, a necromaster wouldn't think twice about animating their corpse to use as fodder.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The typical role in combat for a Necromaster is artillery, magical support, or bestowed effects, as well as animating dead tissue for fodder.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A Necromaster may multi-class as a Pale Master (PrC, LM), a True Necromancer (PrC, LM), with enough training a BlackGuard (PrC, DMG), wizard, sorcerer, or a cleric. Necromaster druids are not unknown.&lt;br /&gt;
&lt;br /&gt;
==== Necromaster's in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|What shall I create today? Perhaps a huge carpet of corpses.|orig=Matic, Human Necromaster}}&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Most Necromasters reside in the necropolise of BoneClaw where they may work in peace, though it is illegal to control intelligent undead within the city. They will work as grave keepers with no troubles. Sometimes certain nobles will employ the services of necromasters. These more wealthy commonfolk could just need the employment of an undertaker, and more often than not, to either avenge or resurrect a loved one.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Matic, Human Necromaster. Matic was the first necromaster in history to successfully animate corpses with positive energy, as such he keeps his methods and arcane formula's secret and only trains a small number of students.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-info on what other people in the world think of memebers of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Necromaster Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (Arcana) can research Necromaster's to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge (Arcana)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Necromaster's in the Game ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL &amp;lt;!-- EL Number --&amp;gt;:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&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:Bad Guy]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Necromaster_(3.5e_Class)</id>
		<title>Necromaster (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Necromaster_(3.5e_Class)"/>
				<updated>2012-12-21T14:39:24Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|Missing text throughout (and an example NPC).}}&lt;br /&gt;
{{wikify|Does not follow the preload/missing parts of the preload.  See also the preload.}}{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
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|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
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|raters_formatting=&lt;br /&gt;
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|raters_flavor=&lt;br /&gt;
|status=To be finished&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Arcane Spellcasting, Spontaneous Spellcasting, Strong Spellcasting&lt;br /&gt;
|desc=A Necromancer who can manipulate the dead to their own ends.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Necromaster ==&lt;br /&gt;
&lt;br /&gt;
Some mages specialize in blasting or shapeshifting. Some others specialize in the control and creation of Deathless or Undead beings. A Necromaster takes this further and devote all their magical skill to the art of Necromancy. Strangely in the art of necromancy there are two methods of its use, Positive and Negative.&lt;br /&gt;
&lt;br /&gt;
=== Making a Necromaster ===&lt;br /&gt;
&lt;br /&gt;
Necromasters are generally very fragile spellcasters seldom getting close enough for melee. Instead they manipulate their minions into attacking in their name. They also act as a minor form of support, either strengthening your allies or weakening the opponents.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' The highest score of a Necromaster should be intelligence as their spellcasting requires it. Following that should be charisma as it determines the power of several of your abilities and at later stages is crucial for your health.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race can become a Necromaster but Vithui are the most common as they have a strong link to Negative energy.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' A Necromaster can be of any alignment.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 3d4&amp;amp;times;10 gp (75 gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' &amp;quot;Complex&amp;quot;.&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 Necromaster}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d4&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;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
&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|| class=&amp;quot;left&amp;quot; | + 0|| + 0|| +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Bonus Feat|Bonus Feat]], [[#Energy Allegiance| Energy Allegiance]], [[#Turn/Rebuke| Turn/Rebuke]], [[#Undying Minion|Undying Minion]]&lt;br /&gt;
|2||1||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Touch of the Grave| Touch of the Grave]] &lt;br /&gt;
|3||1||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +1 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|4||1||0||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +2 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Transcendent Form|Transcendent Form +1]] &lt;br /&gt;
|5||2||1||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +2 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat| Bonus Feat]], [[#Unnatural Aura| Unnatural Aura]]&lt;br /&gt;
|6||2||1||0||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 2]] &lt;br /&gt;
|6||2||2||1||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ally to the Fallen|Ally to the Fallen]]&lt;br /&gt;
|6||3||2||1||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +4 || +2 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Eyes from Beyond the Veil| Eyes from Beyond the Veil]], [[#Transcendent Form|Transcendent Form +2]]&lt;br /&gt;
|6||4||2||2||1||-||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +4 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]], [[#Lifeless Body|Lifeless Body]] DR 4&lt;br /&gt;
|6||5||3||2||1||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +5 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Otherworldly Body|Otherworldly Body]]&lt;br /&gt;
|6||6||3||2||2||1||-||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +5 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[#Empowered Minions|Empowered Minions]]&lt;br /&gt;
|6||6||4||3||2||1||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +6/+1 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 6]], [[#Transcendent Form| Transcendent Form]] +3&lt;br /&gt;
|6||6||5||3||2||2||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +6/+1 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|6||6||6||4||3||2||1||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +7/+2 || +4 || +4 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Timeless Body|Timeless Body]]&lt;br /&gt;
|6||6||6||5||3||2||2||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +5 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 8]]&lt;br /&gt;
|6||6||6||6||4||3||2||1||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +8/+3 || +5 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Transcendent Form|Transcendent Form +4]]&lt;br /&gt;
|6||6||6||6||5||3||2||2||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +8/+3 || +5 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|6||6||6||6||6||4||3||2||1||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 10]]&lt;br /&gt;
|6||6||6||6||6||5||3||2||2||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|6||6||6||6||6||6||4||3||2||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +10/+5 || +6 || +6 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Eternal Apotheosis|Eternal Apotheosis]], [[#Lifeless Body|Lifeless Body DR 12]], [[#Transcendent Form|Transcendent Form +5]] &lt;br /&gt;
|6||6||6||6||6||6||5||3||3||3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (Arcana), Knowledge (Religion),  Profession (Wis), and Spellcraft (Int).&lt;br /&gt;
|}&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Necromaster.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Necromaster is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of dread necromancer and cannot be changed.&lt;br /&gt;
Dread necromancers aren’t proficient any armor or shields.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A Necromaster casts arcane spells which are drawn from the [[Necromaster Spell List|necromaster spell]] list. A Necromaster must choose and prepare her spells ahead of time (see below).&lt;br /&gt;
&lt;br /&gt;
To learn, prepare, or cast a spell, the Necromaster must have an [[SRD:Intelligence|Intelligence]] score equal to at least 10 + the [[SRD:Spell Level|spell level]]. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a Necromaster’s spell is 10 + the [[SRD:Spell Level|spell level]] + the Necromaster’s [[SRD:Intelligence|Intelligence]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a Necromaster can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. Her base daily spell allotment is given on Table: The Necromaster. In addition, she receives [[SRD:Ability Scores#Ability Modifiers|bonus spells per day]] if she has a high [[SRD:Intelligence|Intelligence]] score.&lt;br /&gt;
&lt;br /&gt;
Unlike a wizard or a cleric, a Necromaster need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast. &lt;br /&gt;
&lt;br /&gt;
But unlike a bard or a sorcerer, a Necromaster doesn't have a list of known spells instead being able to cast spells from her [[#Grimoire|Grimiore]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st, 5th, 9th, 13th, and 17th level, a Necromaster gains a bonus feat. At each such opportunity, she can choose a [[Tome of Necromancy (3.5e Sourcebook)/Necromancy with Style|Necromantic Feat]], an [[SRD:Item Creation Feats|item creation feat]], or [[SRD:Spell Mastery|Spell Mastery]]. The Necromaster must still meet all prerequisites for a bonus feat, including caster level minimums. &lt;br /&gt;
&lt;br /&gt;
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The necromaster is not limited to the categories of item creation feats, necromantic feats, or Spell Mastery when choosing these feats. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Allegiance}}:''' Upon becoming a Necromaster you must choose what kind of necromancy you will specialize in. You may choose either Positive Necromancy or Negative Necromancy. This determines several class features and your spell list.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Turn or Rebuke|Turn or Rebuke]]}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' &lt;br /&gt;
A positive aligned Necromaster can turn or destroy undead creatures and rebuke or command Deathless. An negative aligned necromaster instead can turn or destroy deathless creatures and rebuke or command undead. &lt;br /&gt;
&lt;br /&gt;
A Necromaster may attempt to turn undead or deathless a number of times per day equal to 3 + his [[SRD:Intelligence|Intelligence]] modifier. A Necromaster with 5 or more ranks in [[SRD:Knowledge Skill|Knowledge]] (religion) gets a +2 bonus on turning checks against undead and deathless.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Undying Minion}}:''' A Necromaster can obtain an [[Undying Minion (Keran Supplement)|undying minion]] (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. An Undying Minion is a Deathless or Undead made from a corpse and is unusually tough and intelligent. The creature serves as a companion and servant.&lt;br /&gt;
&lt;br /&gt;
The Necromaster chooses the kind of Undying Minion he gets. As the Necromaster advances in level, his Undying Minion also increases in power.&lt;br /&gt;
&lt;br /&gt;
If the [[Undying Minion (Keran Supplement)|Undying Minion]] dies or is dismissed by the Necromaster, the Necromaster must attempt a DC 15 [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]]. Failure means he loses 50 experience points per Necromaster level; success reduces the loss to one-half that amount. However, a Necromaster's experience point total can never go below 0 as the result of a Undying Minion's demise or dismissal. A slain or dismissed Undying Minion cannot be replaced for a year and day. A slain Undying Minion can be raised from the [[SRD:Dead|dead]] by casting an ''[[SRD:Animate Dead|Animate Dead]]'' (If Undead) or ''[[Raise Deathless (3.5e Spell)|Raise Deathless]]'' (If Deathless) spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Touch of the Grave}} ([[Su|Su]]):''' As of second level a Necromaster can channel his attuned energy through his limbs and discharge it into others. As a standard action the Necromaster can make a touch attack. If this attack succeeds in hitting it deals either postive (if postive aligned) or negative (if negative aligned) energy damage. This attack deals xd4 points of damage, where the x is equal to a quarter of your Necromaster Level (minimum 1d4).&lt;br /&gt;
&lt;br /&gt;
This ability can be used once every 1d8 turns.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Transcendent Form}} ([[Su|Su]]):''' Manipulating the energies which seperate the living from the dead, a Necromaster can protect himself from physical attacks. At 4th level a Necromaster gains a +1 deflection bonus to Armor class. At 8th level and every four levels afterwards this bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unnatural Aura}} ([[Su|Su]]):''' As of 5th level animals do not willingly approach within 30 feet of a Necromaster, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check. &lt;br /&gt;
&lt;br /&gt;
In addition the Necromaster gains +3 untyped bonus on intimidation checks, as her aura unnerves creatures other than animals.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Lifeless Body}} ([[Su|Su]]):''' Once a Necromaster reaches level 6 the energy which she commands automatically flows through her without thought, repairing wounds as they are made as a natural defense. At level six you gain 2 Damage Reduction which can be bypassed with Bludgeon or Magic. This damage reduction increases by two every three levels.&lt;br /&gt;
&lt;br /&gt;
In addition once a Necromaster reaches level eighteen this damage reduction is bypassed by Bludgeon &amp;amp; Magic, instead of Bludgeon or Magic.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Ally to the Fallen}} ([[Ex|Ex]]):''' When a Necromaster of level 7 or above, casts a necromancy spell, undead allies within 60ft feet gain turn resistance and a bonus on saves equal to your Necromaster level for a number of rounds equal to your Necromaster level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Eyes from Beyond the Veil}} ([[Su|Su]]):''' A Necromaster of eighth level or above can see the life energy within the bodies of others. She is constantly under the effect of the ''[[SRD:Deathwatch|Deathwatch]]'' spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Otherworldly Body}} ([[Ex|Ex]]):''' Once a Necromaster attains tenth level whenever she casts a Necromancy spell she becomes immune to ability damage, ability drain, energy drain, and negative levels. This effect lasts a number of rounds equal to your Necromaster level + Intelligence Modifier.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Empowered Minions}} ([[Su|Su]]):''' When a Necromaster of level 11 or above, her created minons are empowered by mystical energy. Whenever she creates a deathless or undead, the creature created has a distortion bonus to Strength and Dexterity. The bonus is equal +1 per five levels of Necromaster. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Timeless Body}} ([[Su|Su]]):''' After attaining 14th level, a Necromaster no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. &lt;br /&gt;
&lt;br /&gt;
In addition she gains a extra 20 years to her maximum age. &lt;br /&gt;
&lt;br /&gt;
Bonuses still accrue, and the nercomaster still dies of old age when her time is up. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Eternal Apotheosis}} ([[Su]]):''' Upon reaching level twenty, a Necromaster starts to build up the energy within her body. This energy can be discharged once as a Full-Round action, upon which time the energy will change the Necromaster forever. When this ability is used the energy kills the Necromaster then immediately reanimates her as a powerful deathless or undead.&lt;br /&gt;
&lt;br /&gt;
When this ability is used the Necromaster gain a template. A Positive Aligned Necromaster can select from the following templates:&lt;br /&gt;
* [[Harvester (3.5e Template)|Harvester]]&lt;br /&gt;
* [[Sol Viligant (3.5e Template)|Sol Viligant]]&lt;br /&gt;
* [[Yelp (3.5e Template)|Velp]]&lt;br /&gt;
&lt;br /&gt;
A Negative Aligned Necromaster can select from the following templates:&lt;br /&gt;
* [[Ghoul, Keran (3.5e Template)|Ghoul]]&lt;br /&gt;
* [[Lich, Keran (3.5e Template)|Lich]]&lt;br /&gt;
* [[Vampire, Keran (3.5e Template)|Vampire]]&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Grimoire}}:''' A Necromaster doesn't have to prepare spells and instead must read from her grimoire with each spell to cast it. She cannot cast any spell not recorded in her grimoire. As such whenever she tries to cast a spell its casting time is increased slightly. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Orginal Casting Time&lt;br /&gt;
!New Casting Time&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | 1 Standard Action || width=&amp;quot;115px&amp;quot; | 1 Round &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Round || 2 Rounds&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Minute || 2 Minutes&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Free Action || 1 Swift Action&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Swift Action || 1 Standard Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Necromaster begins play with a grimoire containing all 0-level Necromaster spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Necromaster has, the grimoire holds one additional 1st-level spell of your choice. At each new necromaster level, she gains two new spells of any spell level or levels that she can cast (based on her new Necromaster level) for her grimoire . At any time, a Necromaster can also add spells found in other necromaster’s grimoire to her own. &lt;br /&gt;
 &lt;br /&gt;
{{:Undying Minion (Keran Supplement)}}&lt;br /&gt;
&lt;br /&gt;
==== Epic Necromaster ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Necromaster}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d4&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
2 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[#Spells|Spells]]:''' The necromaster’s [[SRD:Caster Level|caster level]] is equal to his [[SRD:Class|class]] level. The necromaster’s number of spells per day does not increase after 20th level. Each time the necromaster achieves a new level, he learns two new [[SRD:Spells|spells]] of any [[SRD:Spell Level|spell levels]] that he can cast (according to his new level).&lt;br /&gt;
&lt;br /&gt;
'''[[#Undying Minion|Undying Minion]]:''' The Necromaster undying minion continues to increase in power. Every two levels beyond 20th the minion’s [[SRD:Armor Class|natural armor]] and [[SRD:Intelligence|Intelligence]] each increase by +1. The minion's [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to the master’s [[SRD:Class|class]] level + 5. At 21&amp;lt;SUP&amp;gt;st&amp;lt;/SUP&amp;gt; level and again every ten levels higher than 21&amp;lt;SUP&amp;gt;st&amp;lt;/SUP&amp;gt;, the minion gains the benefit of the [[SRD:Familiar Spell|Familiar Spell]] epic [[SRD:Feats|feat]] for a spell of its master’s choice.&lt;br /&gt;
&lt;br /&gt;
'''[[#Bonus Feats|Bonus Feats]]:''' The epic necromaster gains a bonus [[SRD:Feats|feat]] (selected from the list of epic wizard [[SRD:Feats|feats]]) every three levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Wizard Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Combat Casting|Combat Casting]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Staff|Craft Epic Staff]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Familiar Spell|Familiar Spell]], [[SRD:Forge Epic Ring|Forge Epic Ring]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Scribe Epic Scroll|Scribe Epic Scroll]], [[SRD:Spell Focus|Spell Focus]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Mastery|Spell Mastery]], [[SRD:Spell Penetration|Spell Penetration]] [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Tenacious Magic|Tenacious Magic]]. In addition to the [[SRD:Feats|feats]] on this list, the necromanster may select any item creation [[SRD:Feats|feat]], metamagic [[SRD:Feats|feat]], or necromantic [[SRD:Feats|feat]]  not listed here.&lt;br /&gt;
&lt;br /&gt;
==== [[Murderer, Keran (3.5e Race)|Murderer]] Necromaster Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Scythe (2d4, crit x4, 10 lb., two-handed, slashing or piercing).&lt;br /&gt;
&lt;br /&gt;
Light Crossbow (1d8, crit 19-20/x2, range inc. 80 ft., 4 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.&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;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spellcraft || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Concentration || 4 || Con || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Knowledge (Arcana) || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Knowledge (Religion) || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Decipher Script || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Hide (cc) || 2 || Dex || 0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Move Silently (cc) || 2 || Dex || 0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Search (cc) || 2 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spot || 2 || Wis || &amp;amp;mdash;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Body Assemblage.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Scribe Scroll.&lt;br /&gt;
&lt;br /&gt;
'''Energy Alligance:''' Negative Energy.&lt;br /&gt;
&lt;br /&gt;
'''Grimoire:''' All 0-level spells, plus ''[[SRD:Chill Touch|Chill Touch]], [[SRD:Ray of Enfeeblement|Ray of Enfeeblement]], and [[Summon Undying Servant I (3.5e Spell)|Summon Undying Servant I]],'' plus one of these spells of your choice per point of intelligence bonus (if any); ''[[SRD:Cause Fear|Cause Fear]], [[SRD:Detect Undead|Detect Undead]], [[SRD:Hide from Undead|Hide from Undead]]'', and ''Reaving Aura'' (Complete Mage).&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Ten candles, map case, three pages of parchment, ink, inkpen. Spell component pouch, Grimoire. Case with 10 crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 3d6 gp.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Necromaster ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Many necromasters whorship deities with undead/deadless portfolio.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' A Necromaster gets along with clerics and sorcerers who study the Necromancy school. Barbarians and fighters help protect the necromaster while he animates waves of undead/deadless. Should any of his teammates be slain, a necromaster wouldn't think twice about animating their corpse to use as fodder.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The typical role in combat for a Necromaster is artillery, magical support, or bestowed effects, as well as animating dead tissue for fodder.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A Necromaster may multi-class as a Pale Master (PrC, LM), a True Necromancer (PrC, LM), with enough training a BlackGuard (PrC, DMG), wizard, sorcerer, or a cleric. Necromaster druids are not unknown.&lt;br /&gt;
&lt;br /&gt;
==== Necromaster's in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|What shall I create today? Perhaps a huge carpet of corpses.|orig=Matic, Human Necromaster}}&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' They will usually have hidden undead bases or live in abandoned houses near a graveyard so they have protection. They will work as grave keepers with no troubles. Sometimes certain nobles will employ the services of necromasters. These more wealthy commonfolk could just need the employment of an undertaker, and more often than not, to either avenge or resurrect a loved one.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Matic, Human Necromaster. Matic was the first necromaster in history to successfully animate corpses with positive energy, as such he keeps his methods and arcane formula's secret and only trains a small number of students.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-info on what other people in the world think of memebers of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Necromaster Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (Arcana) can research Necromaster's to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge (Arcana)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Necromaster's in the Game ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL &amp;lt;!-- EL Number --&amp;gt;:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&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:Bad Guy]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Variant_Rules_(Keran_Supplement)</id>
		<title>Variant Rules (Keran Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Variant_Rules_(Keran_Supplement)"/>
				<updated>2012-12-21T14:32:43Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (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;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Variant Rules ==&lt;br /&gt;
&lt;br /&gt;
Blades Of Keran uses the standard 3.5 rules &amp;quot;Normally&amp;quot; but there are exceptions. These are rules that are used instead of the normal ones. Note: Spell Changes are to be found of the Players Section Of Magic.&lt;br /&gt;
&lt;br /&gt;
=== Rule Changes ===&lt;br /&gt;
&lt;br /&gt;
* Barbarians and Bards do not require a Non-Lawful Alignment.&lt;br /&gt;
* Cleircs can choose which energy (Positive, Negative, or Wood) they want to channel at level one and it isn't based of Alignment.&lt;br /&gt;
* Druids do not need to have a Neutral Alignment.&lt;br /&gt;
* Blades Of Keran doesn't have Monks.&lt;br /&gt;
* Instead Of Standard Paladins, Blades Of Keran has its own version of the Paladin. The Keran version can channel any energy, worship any god, and have any alignment.&lt;br /&gt;
* Multiclass penalities are Halved.&lt;br /&gt;
* If you choose Divination as a Wizard Specialization you must take two Prohibited Schools.&lt;br /&gt;
* You can choose Divination as a Wizard Prohibited School.&lt;br /&gt;
* Each Spell takes one page in a Spellbook. &lt;br /&gt;
* Writing a spell into a spellbook doesn't require any special ink.&lt;br /&gt;
* When crafting a magic item a non-binder caster can choose to use someone else's experience points inplace of their own, via Binding Magic. The craft must still give up at least 10 experience points simply for using a different type of magic.&lt;br /&gt;
* When crafting a magic item a binder can choose to use someone else's experience points inplace of their own, via Binding Magic.&lt;br /&gt;
* An item with limited charges (like a wand) can be recharged once every night if the circumstances are right. If the moon which fits the magic items type (A wand which casts an arcane spell requires Aratarv) is out on a clear night. The magic item must then bath in the moons light. For every hour it baths in the moons light it regains one charge. Please note that a magical device can't gain more changes then what it was designed to hold with this method.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Humans,_Karmainian(3.5e_Race)</id>
		<title>Talk:Humans, Karmainian(3.5e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Humans,_Karmainian(3.5e_Race)"/>
				<updated>2012-12-13T11:54:15Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Created page with &amp;quot;== Humans == I'm going to move this page back to &amp;quot;Karmainian (3.5e Race)&amp;quot;. This is because Karmainian isn't a subrace of human, it simply possesses the Human subtype. Also Hum...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Humans ==&lt;br /&gt;
I'm going to move this page back to &amp;quot;Karmainian (3.5e Race)&amp;quot;. This is because Karmainian isn't a subrace of human, it simply possesses the Human subtype. Also Human isn't even a race in the campaign setting of Keran. Finally Karmainian only possesses the subtype so that it fufils feat prerequistes, that it is similiar to humans, and that it would be pointless to create a new subtype for this race. --[[User:Milo v3|Milo High-Hill]] ([[User talk:Milo v3|talk]]) 04:54, 13 December 2012 (MST)&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Humans,_Karmainian(3.5e_Race)</id>
		<title>Humans, Karmainian(3.5e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Humans,_Karmainian(3.5e_Race)"/>
				<updated>2012-12-13T11:50:48Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Milo v3 moved page Humans, Karmainian(3.5e Race) to Karmainian (3.5e Race): This is it's own race, not a subrace of Human.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Karmainian (3.5e Race)]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Karmainian_(3.5e_Race)</id>
		<title>Karmainian (3.5e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Karmainian_(3.5e_Race)"/>
				<updated>2012-12-13T11:50:26Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Milo v3 moved page Humans, Karmainian(3.5e Race) to Karmainian (3.5e Race): This is it's own race, not a subrace of Human.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&lt;br /&gt;
{{x0&lt;br /&gt;
|la= +0&lt;br /&gt;
|ecl= 1&lt;br /&gt;
|type= [[SRD: Humanoid Type|Humanoid]] (Human)&lt;br /&gt;
|ability_adjust= +0&lt;br /&gt;
|size= [[Medium]]&lt;br /&gt;
|favored_class= [[Any]]&lt;br /&gt;
|desc=People native to the plains of North Karma.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Karmainian=&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
The Karmainians are a diverse people. They are as likely to be hot-headed as calm. They are more varied then any other race. But there are still similarities. Most Karmainians are judgmental and will normally see people for their heritage and profession (Especially North Karmainians) rather than who they actually are. &lt;br /&gt;
&lt;br /&gt;
They also act on emotion more than logic and are prone to rash decisions.&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Karmainians are normally slightly taller and heavier than elves, but there are hundreds of Karmainians which are exceptions to this. Karmainians come in various different shapes. Their skin tones can range from a dark brown to a pale white. Karmainians generally grow long hair, which can range from blonde, brown, raven coloured, and rarely red. They have oval shaped eyes which are generally a green tinted brown, but variants often occur. Such variants are Amber eyes, Blue eyes, Green eyes, and in some amazingly rare cases purple and eyes which change with the weather.&lt;br /&gt;
&lt;br /&gt;
Karmainians also have a small quantity of Dead Iron in their bodies. This amount increases over time, which causes minor side-effects of Dead Iron. This means that eventually a Karmainian will faintly glow blue in moonlight.&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
The Karmainians are seen as strange as they are so varied. They are currently in a war with the Sumran Empire causing distrust with the Dunesti and some Newesti. The Karmainians and the Gnomes have a common enemy in the Kobolds and it isn't uncommon to see Gnomish merchants traveling through North Karma. They treat Aasimar and Tieflings as outsiders because of there Non-Karmainian blood makes them untrustworthy.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
They are normally neutral, they don't have a pull to any alignment.&lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
&lt;br /&gt;
They live in the plains of North Karma and Kratoa. They used to also be in control of South Karma.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Most Karmainians are religious at an extreme level. They normally worship gods like Dylian and his children. As they are mainly fanatics they will generally do whatever the Leader of there religion says even if it makes no sense.&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
They all to learn to speak Trade Tongue, Karmainan.&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
&lt;br /&gt;
They first names are from other languages. Thier last names are normally titles only gained upon an achevement. This is why all Nobles in Karmainian society have adventurers in their blood. These titles are normally the combination of two Karmainian words.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;* ''[[SRD:Humanoid Type|Humanoid]] (Human)''&lt;br /&gt;
* ''[[SRD:Medium|Medium]]'': As [[SRD:Medium|Medium]] creatures, Karmainians have no special bonuses or penalties due to their size.&lt;br /&gt;
* Karmainian [[SRD:Base Land Speed|base land speed]] is 30 feet.&lt;br /&gt;
* '''Karmainian Adaption''': A Karmainian gains 1 extra [[SRD:Feats|feat]] at 3rd level. This bonus feat may be changed at 10th level.&lt;br /&gt;
* '''Karmainian Resistance''': Caused by the combination of Dead Iron and the Sumran War Karmainians have now grown resistant to arcane magic. Karmainians have Spell Resistance equal to half your character level plus your charisma modifier. This spell resistance is reduced by half against Divine Spells. &lt;br /&gt;
* '''Karmainian Skill''': Karmainians start with 4 extra [[SRD:Skill Points|skill points]] at 1st level and 1 extra skill point at each additional level.&lt;br /&gt;
* ''[[SRD:Favored Class|Favored Class]]'': Any.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&lt;br /&gt;
{{Random Starting Ages&lt;br /&gt;
|race=Karmainian&lt;br /&gt;
|base=15&lt;br /&gt;
|simp=1d4&lt;br /&gt;
|moder=1d6&lt;br /&gt;
|comp=2d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Aging Effects&lt;br /&gt;
|race=Karmainian&lt;br /&gt;
|mid=35&lt;br /&gt;
|old=53&lt;br /&gt;
|vene=70&lt;br /&gt;
|max=2d20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Random Heights and Weights&lt;br /&gt;
|race=Karmainian&lt;br /&gt;
|mbaseft=4&lt;br /&gt;
|mbasein=10&lt;br /&gt;
|mmodin=2d10&lt;br /&gt;
|mbaselb=120&lt;br /&gt;
|mmodlb=2d4&lt;br /&gt;
|fbaseft=4&lt;br /&gt;
|fbasein=5&lt;br /&gt;
|fmodin=2d10&lt;br /&gt;
|fbaselb=85&lt;br /&gt;
|fmodlb=2d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;br /&gt;
{{3.5e Races Breadcrumb}} &amp;amp;rarr; [[LA 0 Races|LA 0]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human Subtype]]&lt;br /&gt;
[[Category:LA0]]&lt;br /&gt;
[[Category:ECL1]]&lt;br /&gt;
[[Category:Blades Of Keran]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Karmainian_(3.5e_Race)</id>
		<title>Karmainian (3.5e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Karmainian_(3.5e_Race)"/>
				<updated>2012-12-13T11:44:26Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&lt;br /&gt;
{{x0&lt;br /&gt;
|la= +0&lt;br /&gt;
|ecl= 1&lt;br /&gt;
|type= [[SRD: Humanoid Type|Humanoid]] (Human)&lt;br /&gt;
|ability_adjust= +0&lt;br /&gt;
|size= [[Medium]]&lt;br /&gt;
|favored_class= [[Any]]&lt;br /&gt;
|desc=People native to the plains of North Karma.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Karmainian=&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
The Karmainians are a diverse people. They are as likely to be hot-headed as calm. They are more varied then any other race. But there are still similarities. Most Karmainians are judgmental and will normally see people for their heritage and profession (Especially North Karmainians) rather than who they actually are. &lt;br /&gt;
&lt;br /&gt;
They also act on emotion more than logic and are prone to rash decisions.&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Karmainians are normally slightly taller and heavier than elves, but there are hundreds of Karmainians which are exceptions to this. Karmainians come in various different shapes. Their skin tones can range from a dark brown to a pale white. Karmainians generally grow long hair, which can range from blonde, brown, raven coloured, and rarely red. They have oval shaped eyes which are generally a green tinted brown, but variants often occur. Such variants are Amber eyes, Blue eyes, Green eyes, and in some amazingly rare cases purple and eyes which change with the weather.&lt;br /&gt;
&lt;br /&gt;
Karmainians also have a small quantity of Dead Iron in their bodies. This amount increases over time, which causes minor side-effects of Dead Iron. This means that eventually a Karmainian will faintly glow blue in moonlight.&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
The Karmainians are seen as strange as they are so varied. They are currently in a war with the Sumran Empire causing distrust with the Dunesti and some Newesti. The Karmainians and the Gnomes have a common enemy in the Kobolds and it isn't uncommon to see Gnomish merchants traveling through North Karma. They treat Aasimar and Tieflings as outsiders because of there Non-Karmainian blood makes them untrustworthy.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
They are normally neutral, they don't have a pull to any alignment.&lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
&lt;br /&gt;
They live in the plains of North Karma and Kratoa. They used to also be in control of South Karma.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Most Karmainians are religious at an extreme level. They normally worship gods like Dylian and his children. As they are mainly fanatics they will generally do whatever the Leader of there religion says even if it makes no sense.&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
They all to learn to speak Trade Tongue, Karmainan.&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
&lt;br /&gt;
They first names are from other languages. Thier last names are normally titles only gained upon an achevement. This is why all Nobles in Karmainian society have adventurers in their blood. These titles are normally the combination of two Karmainian words.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;* ''[[SRD:Humanoid Type|Humanoid]] (Human)''&lt;br /&gt;
* ''[[SRD:Medium|Medium]]'': As [[SRD:Medium|Medium]] creatures, Karmainians have no special bonuses or penalties due to their size.&lt;br /&gt;
* Karmainian [[SRD:Base Land Speed|base land speed]] is 30 feet.&lt;br /&gt;
* '''Karmainian Adaption''': A Karmainian gains 1 extra [[SRD:Feats|feat]] at 3rd level. This bonus feat may be changed at 10th level.&lt;br /&gt;
* '''Karmainian Resistance''': Caused by the combination of Dead Iron and the Sumran War Karmainians have now grown resistant to arcane magic. Karmainians have Spell Resistance equal to half your character level plus your charisma modifier. This spell resistance is reduced by half against Divine Spells. &lt;br /&gt;
* '''Karmainian Skill''': Karmainians start with 4 extra [[SRD:Skill Points|skill points]] at 1st level and 1 extra skill point at each additional level.&lt;br /&gt;
* ''[[SRD:Favored Class|Favored Class]]'': Any.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&lt;br /&gt;
{{Random Starting Ages&lt;br /&gt;
|race=Karmainian&lt;br /&gt;
|base=15&lt;br /&gt;
|simp=1d4&lt;br /&gt;
|moder=1d6&lt;br /&gt;
|comp=2d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Aging Effects&lt;br /&gt;
|race=Karmainian&lt;br /&gt;
|mid=35&lt;br /&gt;
|old=53&lt;br /&gt;
|vene=70&lt;br /&gt;
|max=2d20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Random Heights and Weights&lt;br /&gt;
|race=Karmainian&lt;br /&gt;
|mbaseft=4&lt;br /&gt;
|mbasein=10&lt;br /&gt;
|mmodin=2d10&lt;br /&gt;
|mbaselb=120&lt;br /&gt;
|mmodlb=2d4&lt;br /&gt;
|fbaseft=4&lt;br /&gt;
|fbasein=5&lt;br /&gt;
|fmodin=2d10&lt;br /&gt;
|fbaselb=85&lt;br /&gt;
|fmodlb=2d4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;br /&gt;
{{3.5e Races Breadcrumb}} &amp;amp;rarr; [[LA 0 Races|LA 0]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human Subtype]]&lt;br /&gt;
[[Category:LA0]]&lt;br /&gt;
[[Category:ECL1]]&lt;br /&gt;
[[Category:Blades Of Keran]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Bender_of_the_Sanguine_(3.5_Class)</id>
		<title>Talk:Bender of the Sanguine (3.5 Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Bender_of_the_Sanguine_(3.5_Class)"/>
				<updated>2012-12-04T10:49:23Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: /* Please hurry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While I'm complimented that you would use my class as a template and you would try to make use of the technician variant rule I would prefer if you tried to come up with some original wording for your abilities and your class descriptions. Having such a close resemblance between our classes could confuse people as to authors and detract from the feel of both. [[User:Uhnaneemoos|Uhnaneemoos]] 13:36, 23 April 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't finished with most of the stuff as I've been pre-occupied. I will probably be able to fix a good amount of it either today or Tomorrow.--[[User:Milo v3|Milo High-Hill]] 18:09, 23 April 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Wow, this class is disgusting.  Attuned Blood?  Seriously my friend, thats is some sick &amp;lt;&amp;lt;&amp;lt;...insert explicative here...&amp;gt;&amp;gt;&amp;gt;.  Not to mention, your totally copy/pasting from that guy above you.  Your just lucky this class isn't finished yet.  My rating would have been terribly truthful.  And you don't want that.  Bleh.  I need a shower.  Gross.  --[[User:Jay Freedman|Jay Freedman]] 02:52, 4 July 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::I know it was copied. I was going to start this as soon as possible but I keep putting it off. Also the reason for the Blood Bending is because I recently watched an anime where one of the characters abilities revolved around his blood. Also if I rated it right now I would give i -100/5 for each thing. Right now its so bad it should be deleted. But I think I'll finish it (Or at least start it) this week, if not tommorrow.--[[User:Milo v3|Milo High-Hill]] 03:14, 4 July 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::How does that look? I added a lot more stuff. I still need to add the techniques themselves but other than that I'm nearly done.--[[User:Milo v3|Milo High-Hill]] 06:43, 4 July 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
Just thought I would say that I'm loving the feel of this class. I'm playing one today (using reflavored sandbender powers). Hope you finish up soon! Would be nice to see how it all pulls together. But for the moment 5 stars for what you've got.&lt;br /&gt;
&lt;br /&gt;
this looks like an interesting class. it obviously still needs work, but it would be an interesting class to try out. hope to see it finished soon.&lt;br /&gt;
&lt;br /&gt;
== Sick and twisted in an awesome way ==&lt;br /&gt;
&lt;br /&gt;
I am very interested in this class! This class does what others don't do: takes something very simple into a deadly weapon. Plus, almost everything has blood, making this class strong, but also weak without the chance for blood. Perhaps giving it some kind of Improved Unarmed Strike bonus?&lt;br /&gt;
:A Bender of the Sanguine has the Blood Hands feature which more powerful than Improved Unarmed Strike as it deals more damage and is a touch attack. Also please sign your posts. --[[User:Milo v3|Milo High-Hill]] 05:16, 13 February 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
== Please hurry ==&lt;br /&gt;
&lt;br /&gt;
I am using this Class in a Campaign, and am almost high enough level that im going to have to start making my own powers, and I have a tendancy to go a bit overboard. Contact me at kiranokurotenshi@yahoo.com if you want to work together on making the Class, I am willing to help you take this in a new Direction.&lt;br /&gt;
&lt;br /&gt;
:I'm planning on continuing this class [http://www.giantitp.com/forums/showthread.php?t=247587|in this thread]. --[[User:Milo v3|Milo High-Hill]] ([[User talk:Milo v3|talk]]) 03:49, 4 December 2012 (MST)&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Necromaster_(3.5e_Class)</id>
		<title>Necromaster (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Necromaster_(3.5e_Class)"/>
				<updated>2012-12-04T02:40:28Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: All alignments are available&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|Missing text throughout (and an example NPC).}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
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{{DnD Base Class Infobox&lt;br /&gt;
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|status=To be finished&lt;br /&gt;
|editing=&lt;br /&gt;
|type=Arcane Spellcasting, Spontaneous Spellcasting, Strong Spellcasting&lt;br /&gt;
|desc=A Necromancer who can manipulate the dead to their own ends.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Necromaster ==&lt;br /&gt;
&lt;br /&gt;
Some mages specialize in blasting or shapeshifting. Some others specialize in the control and creation of Deathless or Undead beings. A Necromaster takes this further and devote all their magical skill to the art of Necromancy. Strangely in the art of necromancy there are two methods of its use, Positive and Negative.&lt;br /&gt;
&lt;br /&gt;
=== Making a Necromaster ===&lt;br /&gt;
&lt;br /&gt;
Necromasters are generally very fragile spellcasters seldom getting close enough for melee. Instead they manipulate their minions into attacking in their name. They also act as a minor form of support, either strengthening your allies or weakening the opponents.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' The highest score of a Necromaster should be intelligence as their spellcasting requires it. Following that should be charisma as it determines the power of several of your abilities and at later stages is crucial for your health.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race can become a Necromaster but Vithui are the most common as they have a strong link to Negative energy.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' A Necromaster can be of any alignment.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 3d4&amp;amp;times;10 gp (75 gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' &amp;quot;Complex&amp;quot;.&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 Necromaster}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d4&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;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
&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|| class=&amp;quot;left&amp;quot; | + 0|| + 0|| +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Bonus Feat|Bonus Feat]], [[#Energy Allegiance| Energy Allegiance]], [[#Turn/Rebuke| Turn/Rebuke]], [[#Undying Minion|Undying Minion]]&lt;br /&gt;
|2||1||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Touch of the Grave| Touch of the Grave]] &lt;br /&gt;
|3||1||—||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +1 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|4||1||0||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +2 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Transcendent Form|Transcendent Form +1]] &lt;br /&gt;
|5||2||1||—||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +2 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat| Bonus Feat]], [[#Unnatural Aura| Unnatural Aura]]&lt;br /&gt;
|6||2||1||0||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 2]] &lt;br /&gt;
|6||2||2||1||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +3 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ally to the Fallen|Ally to the Fallen]]&lt;br /&gt;
|6||3||2||1||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +4 || +2 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Eyes from Beyond the Veil| Eyes from Beyond the Veil]], [[#Transcendent Form|Transcendent Form +2]]&lt;br /&gt;
|6||4||2||2||1||-||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +4 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]], [[#Lifeless Body|Lifeless Body]] DR 4&lt;br /&gt;
|6||5||3||2||1||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +5 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Otherworldly Body|Otherworldly Body]]&lt;br /&gt;
|6||6||3||2||2||1||-||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +5 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[#Empowered Minions|Empowered Minions]]&lt;br /&gt;
|6||6||4||3||2||1||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +6/+1 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 6]], [[#Transcendent Form| Transcendent Form]] +3&lt;br /&gt;
|6||6||5||3||2||2||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +6/+1 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|6||6||6||4||3||2||1||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +7/+2 || +4 || +4 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Timeless Body|Timeless Body]]&lt;br /&gt;
|6||6||6||5||3||2||2||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +5 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 8]]&lt;br /&gt;
|6||6||6||6||4||3||2||1||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +8/+3 || +5 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Transcendent Form|Transcendent Form +4]]&lt;br /&gt;
|6||6||6||6||5||3||2||2||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +8/+3 || +5 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|6||6||6||6||6||4||3||2||1||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Lifeless Body|Lifeless Body DR 10]]&lt;br /&gt;
|6||6||6||6||6||5||3||2||2||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|6||6||6||6||6||6||4||3||2||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +10/+5 || +6 || +6 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Eternal Apotheosis|Eternal Apotheosis]], [[#Lifeless Body|Lifeless Body DR 12]], [[#Transcendent Form|Transcendent Form +5]] &lt;br /&gt;
|6||6||6||6||6||6||5||3||3||3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (Arcana), Knowledge (Religion),  Profession (Wis), and Spellcraft (Int).&lt;br /&gt;
|}&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Necromaster.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Necromaster is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of dread necromancer and cannot be changed.&lt;br /&gt;
Dread necromancers aren’t proficient any armor or shields.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' A Necromaster casts arcane spells which are drawn from the [[Necromaster Spell List|necromaster spell]] list. A Necromaster must choose and prepare her spells ahead of time (see below).&lt;br /&gt;
&lt;br /&gt;
To learn, prepare, or cast a spell, the Necromaster must have an [[SRD:Intelligence|Intelligence]] score equal to at least 10 + the [[SRD:Spell Level|spell level]]. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a Necromaster’s spell is 10 + the [[SRD:Spell Level|spell level]] + the Necromaster’s [[SRD:Intelligence|Intelligence]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a Necromaster can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. Her base daily spell allotment is given on Table: The Necromaster. In addition, she receives [[SRD:Ability Scores#Ability Modifiers|bonus spells per day]] if she has a high [[SRD:Intelligence|Intelligence]] score.&lt;br /&gt;
&lt;br /&gt;
Unlike a wizard or a cleric, a Necromaster need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast. &lt;br /&gt;
&lt;br /&gt;
But unlike a bard or a sorcerer, a Necromaster doesn't have a list of known spells instead being able to cast spells from her [[#Grimoire|Grimiore]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st, 5th, 9th, 13th, and 17th level, a Necromaster gains a bonus feat. At each such opportunity, she can choose a [[Tome of Necromancy (3.5e Sourcebook)/Necromancy with Style|Necromantic Feat]], an [[SRD:Item Creation Feats|item creation feat]], or [[SRD:Spell Mastery|Spell Mastery]]. The Necromaster must still meet all prerequisites for a bonus feat, including caster level minimums. &lt;br /&gt;
&lt;br /&gt;
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The necromaster is not limited to the categories of item creation feats, necromantic feats, or Spell Mastery when choosing these feats. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Allegiance}}:''' Upon becoming a Necromaster you must choose what kind of necromancy you will specialize in. You may choose either Positive Necromancy or Negative Necromancy. This determines several class features and your spell list.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Turn or Rebuke|Turn or Rebuke]]}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' &lt;br /&gt;
A positive aligned Necromaster can turn or destroy undead creatures and rebuke or command Deathless. An negative aligned necromaster instead can turn or destroy deathless creatures and rebuke or command undead. &lt;br /&gt;
&lt;br /&gt;
A Necromaster may attempt to turn undead or deathless a number of times per day equal to 3 + his [[SRD:Intelligence|Intelligence]] modifier. A Necromaster with 5 or more ranks in [[SRD:Knowledge Skill|Knowledge]] (religion) gets a +2 bonus on turning checks against undead and deathless.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Undying Minion}}:''' A Necromaster can obtain an [[Undying Minion (Keran Supplement)|undying minion]] (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. An Undying Minion is a Deathless or Undead made from a corpse and is unusually tough and intelligent. The creature serves as a companion and servant.&lt;br /&gt;
&lt;br /&gt;
The Necromaster chooses the kind of Undying Minion he gets. As the Necromaster advances in level, his Undying Minion also increases in power.&lt;br /&gt;
&lt;br /&gt;
If the [[Undying Minion (Keran Supplement)|Undying Minion]] dies or is dismissed by the Necromaster, the Necromaster must attempt a DC 15 [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]]. Failure means he loses 50 experience points per Necromaster level; success reduces the loss to one-half that amount. However, a Necromaster's experience point total can never go below 0 as the result of a Undying Minion's demise or dismissal. A slain or dismissed Undying Minion cannot be replaced for a year and day. A slain Undying Minion can be raised from the [[SRD:Dead|dead]] by casting an ''[[SRD:Animate Dead|Animate Dead]]'' (If Undead) or ''[[Raise Deathless (3.5e Spell)|Raise Deathless]]'' (If Deathless) spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Touch of the Grave}} ([[Su|Su]]):''' As of second level a Necromaster can channel his attuned energy through his limbs and discharge it into others. As a standard action the Necromaster can make a touch attack. If this attack succeeds in hitting it deals either postive (if postive aligned) or negative (if negative aligned) energy damage. This attack deals xd4 points of damage, where the x is equal to a quarter of your Necromaster Level (minimum 1d4).&lt;br /&gt;
&lt;br /&gt;
This ability can be used once every 1d8 turns.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Transcendent Form}} ([[Su|Su]]):''' Manipulating the energies which seperate the living from the dead, a Necromaster can protect himself from physical attacks. At 4th level a Necromaster gains a +1 deflection bonus to Armor class. At 8th level and every four levels afterwards this bonus increases by +1.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unnatural Aura}} ([[Su|Su]]):''' As of 5th level animals do not willingly approach within 30 feet of a Necromaster, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check. &lt;br /&gt;
&lt;br /&gt;
In addition the Necromaster gains +3 untyped bonus on intimidation checks, as her aura unnerves creatures other than animals.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Lifeless Body}} ([[Su|Su]]):''' Once a Necromaster reaches level 6 the energy which she commands automatically flows through her without thought, repairing wounds as they are made as a natural defense. At level six you gain 2 Damage Reduction which can be bypassed with Bludgeon or Magic. This damage reduction increases by two every three levels.&lt;br /&gt;
&lt;br /&gt;
In addition once a Necromaster reaches level eighteen this damage reduction is bypassed by Bludgeon &amp;amp; Magic, instead of Bludgeon or Magic.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Ally to the Fallen}} ([[Ex|Ex]]):''' When a Necromaster of level 7 or above, casts a necromancy spell, undead allies within 60ft feet gain turn resistance and a bonus on saves equal to your Necromaster level for a number of rounds equal to your Necromaster level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Eyes from Beyond the Veil}} ([[Su|Su]]):''' A Necromaster of eighth level or above can see the life energy within the bodies of others. She is constantly under the effect of the ''[[SRD:Deathwatch|Deathwatch]]'' spell.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Otherworldly Body}} ([[Ex|Ex]]):''' Once a Necromaster attains tenth level whenever she casts a Necromancy spell she becomes immune to ability damage, ability drain, energy drain, and negative levels. This effect lasts a number of rounds equal to your Necromaster level + Intelligence Modifier.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Empowered Minions}} ([[Su|Su]]):''' When a Necromaster of level 11 or above, her created minons are empowered by mystical energy. Whenever she creates a deathless or undead, the creature created has a distortion bonus to Strength and Dexterity. The bonus is equal +1 per five levels of Necromaster. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Timeless Body}} ([[Su|Su]]):''' After attaining 14th level, a Necromaster no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. &lt;br /&gt;
&lt;br /&gt;
In addition she gains a extra 20 years to her maximum age. &lt;br /&gt;
&lt;br /&gt;
Bonuses still accrue, and the nercomaster still dies of old age when her time is up. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Eternal Apotheosis}} ([[Su]]):''' Upon reaching level twenty, a Necromaster starts to build up the energy within her body. This energy can be discharged once as a Full-Round action, upon which time the energy will change the Necromaster forever. When this ability is used the energy kills the Necromaster then immediately reanimates her as a powerful deathless or undead.&lt;br /&gt;
&lt;br /&gt;
When this ability is used the Necromaster gain a template. A Positive Aligned Necromaster can select from the following templates:&lt;br /&gt;
* [[Harvester (3.5e Template)|Harvester]]&lt;br /&gt;
* [[Sol Viligant (3.5e Template)|Sol Viligant]]&lt;br /&gt;
* [[Yelp (3.5e Template)|Velp]]&lt;br /&gt;
&lt;br /&gt;
A Negative Aligned Necromaster can select from the following templates:&lt;br /&gt;
* [[Ghoul, Keran (3.5e Template)|Ghoul]]&lt;br /&gt;
* [[Lich, Keran (3.5e Template)|Lich]]&lt;br /&gt;
* [[Vampire, Keran (3.5e Template)|Vampire]]&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Grimoire}}:''' A Necromaster doesn't have to prepare spells and instead must read from her grimoire with each spell to cast it. She cannot cast any spell not recorded in her grimoire. As such whenever she tries to cast a spell its casting time is increased slightly. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Orginal Casting Time&lt;br /&gt;
!New Casting Time&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| width=&amp;quot;100px&amp;quot; | 1 Standard Action || width=&amp;quot;115px&amp;quot; | 1 Round &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Round || 2 Rounds&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Minute || 2 Minutes&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Free Action || 1 Swift Action&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1 Swift Action || 1 Standard Action&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A Necromaster begins play with a grimoire containing all 0-level Necromaster spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the Necromaster has, the grimoire holds one additional 1st-level spell of your choice. At each new necromaster level, she gains two new spells of any spell level or levels that she can cast (based on her new Necromaster level) for her grimoire . At any time, a Necromaster can also add spells found in other necromaster’s grimoire to her own. &lt;br /&gt;
 &lt;br /&gt;
{{:Undying Minion (Keran Supplement)}}&lt;br /&gt;
&lt;br /&gt;
==== Epic Necromaster ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Necromaster}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d4&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | &amp;amp;mdash;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
2 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[#Spells|Spells]]:''' The necromaster’s [[SRD:Caster Level|caster level]] is equal to his [[SRD:Class|class]] level. The necromaster’s number of spells per day does not increase after 20th level. Each time the necromaster achieves a new level, he learns two new [[SRD:Spells|spells]] of any [[SRD:Spell Level|spell levels]] that he can cast (according to his new level).&lt;br /&gt;
&lt;br /&gt;
'''[[#Undying Minion|Undying Minion]]:''' The Necromaster undying minion continues to increase in power. Every two levels beyond 20th the minion’s [[SRD:Armor Class|natural armor]] and [[SRD:Intelligence|Intelligence]] each increase by +1. The minion's [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to the master’s [[SRD:Class|class]] level + 5. At 21&amp;lt;SUP&amp;gt;st&amp;lt;/SUP&amp;gt; level and again every ten levels higher than 21&amp;lt;SUP&amp;gt;st&amp;lt;/SUP&amp;gt;, the minion gains the benefit of the [[SRD:Familiar Spell|Familiar Spell]] epic [[SRD:Feats|feat]] for a spell of its master’s choice.&lt;br /&gt;
&lt;br /&gt;
'''[[#Bonus Feats|Bonus Feats]]:''' The epic necromaster gains a bonus [[SRD:Feats|feat]] (selected from the list of epic wizard [[SRD:Feats|feats]]) every three levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Wizard Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Combat Casting|Combat Casting]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Staff|Craft Epic Staff]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Familiar Spell|Familiar Spell]], [[SRD:Forge Epic Ring|Forge Epic Ring]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Scribe Epic Scroll|Scribe Epic Scroll]], [[SRD:Spell Focus|Spell Focus]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Mastery|Spell Mastery]], [[SRD:Spell Penetration|Spell Penetration]] [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Tenacious Magic|Tenacious Magic]]. In addition to the [[SRD:Feats|feats]] on this list, the necromanster may select any item creation [[SRD:Feats|feat]], metamagic [[SRD:Feats|feat]], or necromantic [[SRD:Feats|feat]]  not listed here.&lt;br /&gt;
&lt;br /&gt;
==== [[Murderer, Keran (3.5e Race)|Murderer]] Necromaster Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Scythe (2d4, crit x4, 10 lb., two-handed, slashing or piercing).&lt;br /&gt;
&lt;br /&gt;
Light Crossbow (1d8, crit 19-20/x2, range inc. 80 ft., 4 lb., piercing).&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.&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;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spellcraft || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Concentration || 4 || Con || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Knowledge (Arcana) || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Knowledge (Religion) || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Decipher Script || 4 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Hide (cc) || 2 || Dex || 0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Move Silently (cc) || 2 || Dex || 0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Search (cc) || 2 || Int || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spot || 2 || Wis || &amp;amp;mdash;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Body Assemblage.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Scribe Scroll.&lt;br /&gt;
&lt;br /&gt;
'''Energy Alligance:''' Negative Energy.&lt;br /&gt;
&lt;br /&gt;
'''Grimoire:''' All 0-level spells, plus ''[[SRD:Chill Touch|Chill Touch]], [[SRD:Ray of Enfeeblement|Ray of Enfeeblement]], and [[Summon Undying Servant I (3.5e Spell)|Summon Undying Servant I]],'' plus one of these spells of your choice per point of intelligence bonus (if any); ''[[SRD:Cause Fear|Cause Fear]], [[SRD:Detect Undead|Detect Undead]], [[SRD:Hide from Undead|Hide from Undead]]'', and ''Reaving Aura'' (Complete Mage).&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Ten candles, map case, three pages of parchment, ink, inkpen. Spell component pouch, Grimoire. Case with 10 crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 3d6 gp.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Necromaster ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' &amp;lt;-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' &amp;lt;-How this class typically interacts with other classes and how characters of this class interact with characters of other classes-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' &amp;lt;-Typical role in combat-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' &amp;lt;-Typical advancement options for characters with this class.  Include desirable multiclass options-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Necromaster's in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|What shall I create today? Perhaps a huge carpet of corpses.|orig=Matic, Human Necromaster}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Where characters of this class fit in a d20 world.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' &amp;lt;-day in the life of a character of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &amp;lt;-notable NPCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' &amp;lt;-info on what, where, when, and how characters of this class congregate and assemble-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to PCs of this class-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==== Necromaster Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (Arcana) can research Necromaster's to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge (Arcana)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | &amp;lt;-common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | &amp;lt;-not so common knowledge-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | &amp;lt;-rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Necromaster's in the Game ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-How characters of this class fit in the game (PC and NPC) and what roles they play.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' &amp;lt;-Possible variant conceptions of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPCs of this class.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''EL &amp;lt;!-- EL Number --&amp;gt;:'' &amp;lt;-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&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:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Paladin_(Keran)</id>
		<title>Paladin (Keran)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Paladin_(Keran)"/>
				<updated>2012-11-30T04:37:50Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Undo revision 598924 by 109.64.108.117 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&lt;br /&gt;
==Paladin==&lt;br /&gt;
&lt;br /&gt;
A paladin is a divine warrior for a god. All gods have paladins. The Idea was started by Dylian (God of Good &amp;amp; Strength). As such most paladins are of the good alignment. But soon all the gods had Paladins. There are also rumors going around recently that a Paladin Of Nature exists. &lt;br /&gt;
&lt;br /&gt;
===Making a Paladin===&lt;br /&gt;
Charisma enhance a paladin's channeling power, turning (or rebuking), abilities. Strength is important for the paladin because of its role in combat. A wisdom score of 14 or higher is required to get access to the most powerful paladin spells, and a score of 11 or higher is required to cast any spells at all.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' The paladin's alignment must be the same as her Deity.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.&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 Paladin}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|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; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 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;&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; | [[#Aura|Aura]], ''[[#Detect Heretic|Detect Heretic]]'', [[#Smite Heretic|Smite Heretic]] 1/Day&lt;br /&gt;
|—||—||—||—&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; | [[#Judgement|Judgement]] 1/Day, [[#Lay on Hands|Lay on Hands]]&lt;br /&gt;
|—||—||—||—&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; | [[#Divine Grace|Divine Grace]], [[#Divine Health|Divine Health]]&lt;br /&gt;
|—||—||—||—&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; | [[#Aura of Courage|Aura of Courage]], [[#Turn/Rebuke Undead|Turn/Rebuke Undead]]&lt;br /&gt;
|0||—||—||—&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; | [[#Smite Heretic|Smite Heretic]] 2/Day, ''[[#Divine Bond|Divine Bond]]''&lt;br /&gt;
|0||—||—||—&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; | ''[[#Grant/Remove Disease|Grant/Remove Disease]]'' 1/week, [[#Judgement|Judgement]] 2/Day&lt;br /&gt;
|1||—||—||—&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; | [[#Conviction|Conviction]]&lt;br /&gt;
|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; | [[#Domain|Domain]]&lt;br /&gt;
|1||0||—||—&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; | ''[[#Grant/Remove Disease|Grant/Remove Disease]]'' 2/week&lt;br /&gt;
|1||0||—||—&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; | [[#Smite Heretic|Smite Heretic]] 3/Day&lt;br /&gt;
|1||1||—||—&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; | [[#Judgement|Judgement]] 3/Day&lt;br /&gt;
|1||1||0||—&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; | ''[[#Grant/Remove Disease|Grant/Remove Disease]]'' 3/week&lt;br /&gt;
|1||1||1||—&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; |&lt;br /&gt;
|1||1||1||—&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; | [[#Wings of the Divine|Wings of the Divine]]&lt;br /&gt;
|2||1||1||0&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; | ''[[#Grant/Remove Disease|Grant/Remove Disease]]'' 4/week, [[#Smite Heretic|Smite Heretic]] 4/Day&lt;br /&gt;
|2||1||1||1&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; | [[#Domain|Domain]], [[#Judgement|Judgement]] 4/Day&lt;br /&gt;
|2||2||1||1&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; |&lt;br /&gt;
|2||2||2||1&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; | ''[[#Grant/Remove Disease|Grant/Remove Disease]]'' 5/week&lt;br /&gt;
|3||2||2||1&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; |&lt;br /&gt;
|3||3||3||2&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; | [[#Divine Champion|Divine Champion]], [[#Smite Heretic|Smite Heretic]] 5/Day&lt;br /&gt;
|3||3||3||3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Knowledge Skill|Knowledge]] (nobility and royalty) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are [[SRD:Class|class]] features of the paladin.&lt;br /&gt;
&lt;br /&gt;
Weapon and Armor Proficiency: Paladins are proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]], with all types of armor ([[SRD:Armor Proficiency (Heavy)|heavy]], [[SRD:Armor Proficiency (Medium)|medium]], and [[SRD:Armor Proficiency (Light)|light]]), and with [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Aura}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The power of a paladin’s aura (see the ''[[SRD:Detect Good|detect good]]'' spell) is equal to her paladin level. It radiates the aura of her alignment on the Good-Evil Axis.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Detect Heretic''}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At will, a paladin can use ''[[SRD:Detect Evil|detect evil]]'', as the spell. Except it detects the alignment opposite to her alignment on the Good-Evil Axis.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Smite Heretic}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Once per day, a paladin may attempt to smite heretic with one normal [[SRD:Melee Attack|melee attack]]. She adds her [[SRD:Charisma|Charisma]] bonus (if any) to her [[SRD:Attack Roll|attack roll]] and deals 2 extra points of damage per paladin level. If the paladin accidentally smites a creature that is not of the opposing alignment, 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 paladin may smite heretic one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Judgement}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 2nd level, a Paladin can pronounce judgment upon his foes as a swift action Starting when the judgment is made, the Paladin receives a bonus or special ability based on the type of judgment made. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The Paladin must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious or otherwise prevented from participating in the combat, the ability ends.&lt;br /&gt;
When the Paladin uses this ability, she must select one type of judgment to make. Once made, this choice cannot be changed until used again.&lt;br /&gt;
* ''Destruction'': The Paladin is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls for every three Paladin levels she possesses.&lt;br /&gt;
* ''Justice'': This judgment spurs the Paladin to seek justice, granting a +1 sacred bonus on all attack rolls for every four levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.&lt;br /&gt;
* ''Protection'': The Paladin is surrounded by a protective aura, granting a +1 sacred bonus to AC for every four Paladin levels he possesses. &lt;br /&gt;
* ''Vigor'': The Paladin finds himself filled with energy, gaining fasting healing 1 for every five Paladin levels he possesses. Vigor last an additional 2 rounds after combat has ended.&lt;br /&gt;
&lt;br /&gt;
At 2nd level, a Paladin can use this ability once per day. For every five more levels (twice at 6th, 3 times at 11th, 4 times at 16th), the Paladin can use this ability one additional time per day.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Lay on Hands}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can channel energy granted to the Paladin by his/her god/goddess. This requires a touch attack unless it is used to affect the Paladin. The God can give one of the following energies to the Paladin:&lt;br /&gt;
&lt;br /&gt;
* ''Positive Energy'': Each day a paladin can heal a total number of hit points of damage equal to his/her paladin level × his/her Charisma bonus. A paladin may choose to divide his/her healing among multiple recipients, and he/she doesn’t have to use it all at once. As this is positive energy this will damage undead instead of healing them. &lt;br /&gt;
* ''Negative Energy'': Each day a paladin can inflict a total number of 'Negative Energy' damage of hit points equal to his/her paladin level × his/her Charisma bonus. A paladin may choose to divide his/her damage among multiple recipients, and he/she doesn’t have to use it all at once. As this is negative energy this will heals undead instead of damaging them. &lt;br /&gt;
* ''Wood Energy'': Each day a paladin can heal a total number of &amp;quot;Wood Energy&amp;quot; damage of hit points equal to his paladin level × his charisma bonus. A paladin may choose to divide his/her damage among multiple recipients, and he/she doesn’t have to use it all at once. As this is wood energy this will have no effect on creatures other than Elementals, Fey, and plants. Plants are healed by Wood Energy. Elementals and fey are affected differently depending on the type of creature.&lt;br /&gt;
&lt;br /&gt;
Once chosen the ability of Lay on Hands cannot be changed (unless you change Deity). Using lay on hands is a standard action and does provoke an attack of opportunity. A DM may make more possible Lay on Hands Powers &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Divine Grace}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, a paladin gains a bonus equal to her [[SRD:Charisma|Charisma]] bonus (if any) on all [[SRD:Saving Throw|saving throws]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Divine Health}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a paladin gains immunity to all [[SRD:Disease|diseases]], including supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Aura of Courage}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at 4th level, a paladin is immune to [[SRD:Fear Effect|fear]] (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on [[SRD:Saving Throw|saving throws]] against [[SRD:Fear Effect|fear effects]].&lt;br /&gt;
&lt;br /&gt;
This ability functions while the paladin is conscious, but not if she is unconscious or [[SRD:Dead|dead]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:[[SRD:Turn or Rebuke Undead|Turn/Rebuke Undead]]}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When a paladin reaches 4th level, she gains the [[SRD:Supernatural Ability|supernatural ability]] to turn or rebuke [[SRD:Undead Type|undead]]. She may use this ability a number of times per day equal to 3 + her [[SRD:Charisma|Charisma]] modifier. She turns or rebukes [[SRD:Undead Type|undead]] as a [[SRD:Cleric|cleric]] of three levels lower would.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. &lt;br /&gt;
&lt;br /&gt;
To prepare or cast a spell, a paladin must have a [[SRD:Wisdom|Wisdom]] score equal to at least 10 + the [[SRD:Spell Level|spell level]]. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a paladin’s spell is 10 + the [[SRD:Spell Level|spell level]] + the paladin’s [[SRD:Wisdom|Wisdom]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, a paladin can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high [[SRD:Wisdom|Wisdom]] score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given [[SRD:Spell Level|spell level]], she gains only the bonus spells she would be entitled to based on her [[SRD:Wisdom|Wisdom]] score for that [[SRD:Spell Level|spell level]] The paladin does not have access to any domain spells or granted [[SRD:Powers|powers]], as a [[SRD:Cleric|cleric]] does.&lt;br /&gt;
&lt;br /&gt;
A paladin prepares and casts spells the way a [[SRD:Cleric|cleric]] does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the [[SRD:Paladin Spell List|paladin spell list]], provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.&lt;br /&gt;
&lt;br /&gt;
Through 3rd level, a paladin has no [[SRD:Caster Level|caster level]]. At 4th level and higher, her [[SRD:Caster Level|caster level]] is one-half her paladin level.&lt;br /&gt;
&lt;br /&gt;
The spells on the &amp;quot;Paladin Spell List&amp;quot; are seperated into five groups. A Paladin can cast only spells from his alignments spell group &amp;amp; neutral (Neutral is avalible to all). But if a Paladin is neutral on one axis they can chose a alignment on the same axis to use as well. If a Paladin is of True neutral Alignment they can choose two other alignments to use as well.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Divine Bond''}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.&lt;br /&gt;
&lt;br /&gt;
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a divine spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, frost, holy, icy burst, keen, merciful, [[Phantom (3.5e Equipment)|phantom]], [[Poisonous (3.5e Equipment)|poisonous]], shock, shocking burst, speed, unholy. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.&lt;br /&gt;
&lt;br /&gt;
If a weapon bonded with a divine spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.&lt;br /&gt;
&lt;br /&gt;
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against heretics. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6. &lt;br /&gt;
&lt;br /&gt;
Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.&lt;br /&gt;
&lt;br /&gt;
At 11th level, the mount gains the either celestial (if the paladin is good) or fiendish (if the paladin is evil) template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.&lt;br /&gt;
&lt;br /&gt;
Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Grant/Remove Disease''}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 6th level, a good paladin can produce a ''[[SRD:Remove Disease|remove disease]]'' effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth). An evil paladin can produce a ''[[SRD:Contagion|contagion]]'' effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Conviction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th Level a Paladin gains a Cumulative +1 to attack and damage for every successful attack he lands. These bonuses are lost when combat ends, if the Paladin misses an attack, or goes 1 round without attacking.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Domain}}:''' At 8th level a Paladin chooses a domain from among those belonging to her deity. A Paladin can select an alignment domain (Chaos, Evil, Good, or Law) only if her deities alignment matches that domain. Each domain gives the Paladin access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. &lt;br /&gt;
&lt;br /&gt;
At level 16 a Paladin gains a access to a second domain that belongs to her deity. The Paladin gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a Paladin prepares one or the other each day in his domain spell slot. If a domain spell is not on the Paladin spell list, a Paladin can prepare it only in his domain spell slot.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Wings of the Divine}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 14th Level a Paladin can grow wings as a standard action. These wings are avian and white if you are good, and leathery and dark if you are evil. When this wings are grown the Paladin can fly up to double her base land speed, with average maneuverability. But if she is carring a medium or heavy load she can only fly half of her base land speed (Rounded Down). &lt;br /&gt;
&lt;br /&gt;
These wings can be discorpated as a free action.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Divine Champion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil or good. Whenever she uses smite heretic and successfully strikes an outsider of the opposing alignment, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she uses lay on hands to heal a creature, she heals the maximum possible amount, and she turns or rebukes [[SRD:Undead Type|undead]] as a [[SRD:Cleric|cleric]] of one level lower would.&lt;br /&gt;
&lt;br /&gt;
'''Code of Conduct:''' A paladin must be of the alignment of his/her deity and loses all class abilities if she ever defies his/her gods code. &lt;br /&gt;
Additionally, a paladin’s code requires that she respect his/her deity, and follows the code of honour of said deity.&lt;br /&gt;
&lt;br /&gt;
===Paladin Spell List===&lt;br /&gt;
&lt;br /&gt;
Paladins choose their spells from the following list. &lt;br /&gt;
&lt;br /&gt;
1st Level:&lt;br /&gt;
&lt;br /&gt;
* Good: ''[[SRD:Bless Water|Bless Water]], [[SRD:Bless|Bless]], [[SRD:Bless Weapon|Bless Weapon]], [[SRD:Protection from Evil|Protection from Evil]], [[SRD:Virtue|Virtue]].''&lt;br /&gt;
&lt;br /&gt;
* Evil: ''[[SRD:Bane|Bane]], [[Corrupt Water|Corrupt Water]], [[SRD:Corrupt Weapon|Corrupt Weapon]], [[SRD:Doom|Doom]], [[SRD:Protection from Evil|Protection From Evil]].''&lt;br /&gt;
&lt;br /&gt;
* Chaotic: ''[[SRD:Protection from Law|Protection from Law]].''&lt;br /&gt;
&lt;br /&gt;
* Lawful: ''[[SRD:Protection from Chaos|Protection from Chaos]].''&lt;br /&gt;
&lt;br /&gt;
* Neutral: ''[[SRD:Create Water|Create Water]],[[SRD:Cure Light Wounds|Cure Light Wounds]], [[SRD:Detect Poison|Detect Poison]], [[SRD:Detect Undead|Detect Undead]], [[SRD:Divine Favor|Divine Favor]], [[SRD:Endure Elements|Endure Elements]], [[SRD:Inflict Light Wounds|Inflict Light Wounds]], [[SRD:Lesser Restoration|Lesser Restoration]], [[SRD:Magic Weapon|Magic Weapon]], [[SRD:Read Magic|Read Magic]], [[SRD:Resistance|Resistance]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2nd Level:&lt;br /&gt;
&lt;br /&gt;
* Good: ''[[SRD:Shield Other|Shield Other]].''&lt;br /&gt;
&lt;br /&gt;
* Evil: ''[[SRD:Death Knell|Death Knell]].''&lt;br /&gt;
&lt;br /&gt;
* Chaotic: ''[[SRD:Remove Paralysis|Remove Paralysis]], [[SRD:Shatter|Shatter]] .''&lt;br /&gt;
&lt;br /&gt;
* Lawful: ''[[SRD:Calm Emotions|Calm Emotions]], [[SRD:Hold Person|Hold Person]] .''&lt;br /&gt;
&lt;br /&gt;
* Neutral: ''[[SRD:Bull's Strength|Bull's Strength]], [[SRD:Delay Poison|Delay Poison]], [[SRD:Eagle's Splendor|Eagle's Splendor]], [[SRD:Owl's Wisdom|Owl's Wisdom]], [[SRD:Resist Energy|Resist Energy]], [[SRD:Undetectable Alignment|Undetectable Alignment]], [[SRD:Zone of Truth|Zone of Truth]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3rd Level:&lt;br /&gt;
&lt;br /&gt;
* Good: ''[[SRD:Daylight|Daylight]], [[SRD:Discern Lies|Discern Lies]], [[SRD:Magic Circle against Evil|Magic Circle against Evil]], [[SRD:Remove Blindness/Deafness|Remove Blindness/Deafness]], [[SRD:Remove Curse|Remove Curse]].''&lt;br /&gt;
&lt;br /&gt;
* Evil: ''[[SRD:Bestow Curse|Bestow Curse]], [[SRD:Blindness/Deafness|Blindness/Deafness]], [[SRD:Deeper Darkness|Deeper Darkness]], False Lies, [[SRD:Magic Circle against Good|Magic Circle against Good]].''&lt;br /&gt;
&lt;br /&gt;
* Chaotic: ''[[SRD:Magic Circle against Law|Magic Circle against Law]].''&lt;br /&gt;
&lt;br /&gt;
* Lawful: ''[[SRD:Magic Circle against Chaos|Magic Circle against Chaos]].''&lt;br /&gt;
&lt;br /&gt;
* Neutral: ''[[SRD:Cure Moderate Wounds|Cure Moderate Wounds]], [[SRD:Dispel Magic|Dispel Magic]], [[SRD:Greater Magic Weapon|Greater Magic Weapon]], [[SRD:Heal Mount|Heal Mount]], [[SRD:Inflict Moderate Wounds|Inflict Moderate Wounds]],  [[SRD:Prayer|Prayer]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4th Level:&lt;br /&gt;
&lt;br /&gt;
* Good: ''[[SRD:Dispel Evil|Dispel Evil]], [[SRD:Holy Sword|Holy Sword]], [[SRD:Mark of Justice|Mark of Justice]], [[SRD:Neutralize Poison|Neutralize Poison]].''&lt;br /&gt;
&lt;br /&gt;
* Evil: ''[[SRD:Dispel Good|Dispel Good]], [[Mark Of Failure|Mark Of Failure]], [[SRD:Poison|Poison]], [[Unholy Sword (3.5e Spell)|Unholy Sword]].''&lt;br /&gt;
&lt;br /&gt;
* Chaotic: ''[[SRD:Chaos Hammer|Chaos Hammer]], [[SRD:Dispel Law|Dispel Law]].''&lt;br /&gt;
&lt;br /&gt;
* Lawful: ''[[SRD:Dispel Chaos|Dispel Chaos]], [[SRD:Order's Wrath|Order's Wrath]].''&lt;br /&gt;
&lt;br /&gt;
* Neutral: ''[[SRD:Break Enchantment|Break Enchantment]], [[SRD:Cure Serious Wounds|Cure Serious Wounds]], [[SRD:Death Ward|Death Ward]], [[SRD:Inflict Serious Wounds|Inflict Serious Wounds]], [[SRD:Restoration|Restoration]].''&lt;br /&gt;
&lt;br /&gt;
====Ex-Paladins====&lt;br /&gt;
&lt;br /&gt;
A paladin who ceases to be in the deities service, who wilfully deifies their gods will, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. He/she regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate. &lt;br /&gt;
&lt;br /&gt;
Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise his/her paladin level, though he/she retains all her paladin abilities. Unless the Paladin resumes training again under the church of her deity.&lt;br /&gt;
&lt;br /&gt;
====Epic Paladin====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;epic&amp;quot; |&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Epic Paladin}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d10&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! Level !! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | ''[[#Remove Disease|Remove Disease]]'' 6/week&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | ''[[#Remove Disease|Remove Disease]]'' 7/week&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | [[#Smite Evil|Smite Evil]] 6/day&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | ''[[#Remove Disease|Remove Disease]]'' 8/week&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | ''[[#Remove Disease|Remove Disease]]'' 9/week&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
2 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''[[#Lay on Hands|Lay on Hands]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Each day a Paladin can Channel Divine Energy, as normal&lt;br /&gt;
&lt;br /&gt;
'''[[#Smite Heretic|Smite Heretic]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The epic Paladin adds his or her [[SRD:Class|class]] level to damage with any smite Heretic attack, as normal. He or she can smite one additional time per day for every five levels higher than 20&amp;lt;SUP&amp;gt;th&amp;lt;/SUP&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''[[#Turn/Rebuke Undead|Turn/Rebuke Undead]]:''' The Paladin turns or rebukes [[SRD:Undead Type|undead]] as a [[SRD:Cleric|cleric]] of one levels lower, as normal.  &lt;br /&gt;
&lt;br /&gt;
'''[[#Spells|Spells]]:''' The Paladin’s [[SRD:Caster Level|caster level]] is equal to one-half his or her [[SRD:Class|class]] level, as normal. The Paladin’s number of [[SRD:Spells|spells]] per day does not increase after 20th level.  &lt;br /&gt;
&lt;br /&gt;
'''[[#The Divine Bond|Divine Bond]]:''' If a Paladin selected Mount for Divine Bond an epic Paladin’s special mount continues to increase in power. Every five levels after 20th the special mount gains +2 bonus [[SRD:Hit Dice|Hit Dice]], its [[SRD:Armor Class|natural armor]] increases by +2, its [[SRD:Strength|Strength]] adjustment increases by +1, and its [[SRD:Intelligence|Intelligence]] increases by +1. The mount’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equals the Paladin’s [[SRD:Class|class]] level + 5.  &lt;br /&gt;
&lt;br /&gt;
'''''[[#Grant/Remove Disease|Grant/Remove Disease]]'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The epic Paladin can use ''[[SRD:Remove Disease|remove disease]]''or ''[[SRD:Contagion|contagion]]''  one additional time per week for every three levels higher than 18th.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feats}}:''' The epic Paladin gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Paladin [[SRD:Feats|feats]]) every three levels higher than 20th.  &lt;br /&gt;
&lt;br /&gt;
''Epic Paladin Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Devastating Critical|Devastating Critical]], [[SRD:Epic Leadership|Epic Leadership]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Reputation|Epic Reputation]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Great Smiting|Great Smiting]], [[SRD:Holy Strike|Holy Strike]], [[SRD:Improved Aura of Courage|Improved Aura of Courage]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Legendary Commander|Legendary Commander]], [[SRD:Legendary Rider|Legendary Rider]], [[SRD:Overwhelming Critical|Overwhelming Critical]], [[SRD:Perfect Health|Perfect Health]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Planar Turning|Planar Turning]], [[SRD:Positive Energy Aura|Positive Energy Aura]], [[SRD:Spectral Strike|Spectral Strike]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Widen Aura of Courage|Widen Aura of Courage]].&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
==== Playing a Paladin ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Thier are paladins of all gods (even the goddess of peace). They follow the tenents of their deity no-matter what. They would never willingly break the tenets of thier god.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' How the paladin reacts to other classes varies on what god they woreship.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The paladin functions as a close combat fighter. Some are also healers, or tanks.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' Paladin's rarely multiclass as it limits thier ability to continue being a paladin. Evil paladins might multi-class into Blackguards. If a neutral or good paladin multi-classes it is generally into a Knightly order Class.&lt;br /&gt;
&lt;br /&gt;
==== Paladins in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|Begone villian! Leave this town or I will have to use force.|orig=Junpei, Dragonborn Paladin Of Dylian}}&lt;br /&gt;
&lt;br /&gt;
Paladins fill ranks of temples and knight Orders. Evil ones might amass armies of evil tribes or demons. Good ones are commonly taught that Undead are evil and animating undead is desicration of the Dead. This is not true but they believe that this is true. Note: While Animating undead is not evil, forcing intelligent ones to do your bidding is.&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Paladins must pray every day to be able to use thier powers and arouse suspicuion if they stop. They train in combat techniques regually to help combat heretics. &lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Junpei was first Paladin in existance dylian taught him personally. he was the Hero of Karma. The laws of karma came from his teachings, but after many centuries they became corrupted. &lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Most Paladins join the temples of the god they worship.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' NPC's see paladins as gifts from the gods (Good Paladins) or curses from the deities blackest hearts (Evil Paladins).&lt;br /&gt;
&lt;br /&gt;
==== Paladin Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (Religion) can research paladins to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ Knowledge (Religion)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | Paladins are the warriors of the gods. Good paladins have the power to heal the sick and injured.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | The first Paladin was taught by Dylian. Soon afterwards all the other gods started to have Paladins.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | The laws of North Karma based off of the first paladin's teachings. But they are now peverted and twisted shells of what they once were.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Despite what many Paladins say, Junpei didn't think undead were evil. He said that enslaving intellegent undead was evil act, as it is simply another form of slavery.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Paladin's in the Game ====&lt;br /&gt;
&lt;br /&gt;
The Paladin's chief role in most groups is melee combatant, but they contribute other useful support as well. Paladins makes a good secondary healer, and thier high charisma opens up fine leadership opportunites.&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' This class affects the blackguard PrC greatly and needs slight modifications to work to its and make sense to a campaign.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' Evil paladins can make very good villians as most believe what they are doing is the &amp;quot;Good&amp;quot; thing to do.&lt;br /&gt;
&lt;br /&gt;
''EL ?:'' Phobos a chaotic evil Karmanian Paladin of Nihlus is seeking a way to join the void with Keran. He might be meet by the PC's searching ruins for ancient artefacts. He is hugely insane and paranoid. If the PC's near him when he has an artefact he will attack the PC's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&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;
[[Catrgory:Variant Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Blades Of Keran]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Dragonborn,_Keran_Variant_(3.5e_Race)</id>
		<title>Dragonborn, Keran Variant (3.5e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Dragonborn,_Keran_Variant_(3.5e_Race)"/>
				<updated>2012-11-06T07:31:03Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Undo revision 595618 by 67.165.113.127 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Homebrew Top}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{x0&lt;br /&gt;
|la=+0&lt;br /&gt;
|ecl=1st&lt;br /&gt;
|type=Humanoid (Dragonblooded)&lt;br /&gt;
|ability_adjust=+0&lt;br /&gt;
|size=Medium&lt;br /&gt;
|favored_class=Any&lt;br /&gt;
|desc=A Race of Draconic Warriors sworen to combat evil Dragons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Dragonborn=&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
True Dragonborn (A warrior choosen by Baham) are Devoted to Baham's cause, having chosen a pure and noble path of service to the King of Good Dragons. This choice was not lightly made, but arrived at through ceremony and contemplation. Dragonborn have given up their former lives, loves, and interest for a hard life of duty. A Dragonborn, therefore has a strong sense of identity of themselves with a clear purpose in life. This causes them to be more content with what they have than other species in Keran.&lt;br /&gt;
&lt;br /&gt;
But a Reborn Dragonborn (A rare child to two Dragonborn) is different. They weren't allowed to choose their destiny, unlike their parent, instead being forced into the destiny of killer of evil dragonkind. This causes them to be more agressive than most other people.&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
A Dragonborn stands around 5 foot to 7 feet tall and is covered in scales. The colour of these scales can be from a Dark Sanguine Red to a Shining Pure White. A Dragonborn is generally of muscular build, regardless of gender. Instead of hair, a Dragonborn has a few tendrils which after a week raise and harden into horn like structures. &lt;br /&gt;
&lt;br /&gt;
Normally Dragonborn are only created when a Karmainian or similar creature makes a pact with the god Baham. They then enter a metaphoric state there they become encased within a fleshy egg-like sac. Inside the egg they decide on their Aspect. After eight hours they exit the sac and come out as a Dragonborn regardless of what they once were. While they are being &amp;quot;born&amp;quot; the Dragonborn seems to lose its reproductive system during the transistion. A Dragonborn &amp;quot;birthed&amp;quot; in this way is called a True Dragonborn.&lt;br /&gt;
&lt;br /&gt;
Also in the late Second Era when Tiamus attacked, most Dragonborn were killed and their souls were damaged. As such Baham grant 1 in 10 True Dragonborn the ability to breed with other dragonborn and they retain their reproductive system instead of losing it during the transformation. The child would have the soul of one of the Dragonborn which died when Tiamus attacked. It wouldn't have the memories or personality of the orginal, but they did have the same aspect as its orginal. A Dragonborn &amp;quot;birthed&amp;quot; in this way is called a Reborn Dragonborn. Reborn Dragonborn are always born with reproductive systems.&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Dragonborn take a strategic view towards other humanoid races. Anyone and everyone might be useful to the Dragonborn cause. These folks can and should be employed in the fight against Tiam's spawn.&lt;br /&gt;
&lt;br /&gt;
In addition a True Dragonborn tends to hold members of its original race in a place of high esteem and gentle affection. Having grown up as that creature they better understand them and their culture.&lt;br /&gt;
&lt;br /&gt;
A Reborn Dragonborn generally hate True Dragonborn (Especially the two who birthed it), seeing them as fools who have given up the only thing that makes mortals special.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
True Dragonborn are normally some form of good, as they have dedicated their lives to the cause of slaying evil dragons. They cannot be evil as Baham will revoke his gift from the Dragonborn. &lt;br /&gt;
&lt;br /&gt;
Reborn Dragonborn are generally chaotic, and doesn't care about harm coming to others. This causes them to steer toward evil acts, which allow them to finish each mission more efficently at the cost of there morality.&lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
&lt;br /&gt;
They have no homeland. They closest thing they had to a homeland is now destroyed. The Ruins was a once a small nation of Good Draconic creatures and Karmainian's. The goddess Tiamus saw that they were a threat to her children and flew over the nation. Then she opened all her heads, and let out their breath weapons upon the terrain. The land is now a wasteland were only abominations dwell, except in a single location. A kobold city built in the middle of a volcano. The Dragonbonr see this as a single sign of hope for a future nation.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
True Dragonborn view Baham simultaneously as their deity and their father. They accord him honour and worship. Baham allows his children to worship other deities as long as they are of Good Alignment, but they seldom do. &lt;br /&gt;
&lt;br /&gt;
Reborn Dragonborn generally hate the gods. They see themselves as pawns in gods schemes, and know that there creator will never let them go.&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
Dragonborn know all the languages from their previous life and normally try and learn Draconic the Language of Dragons to help gain allies or frighten enemies. &lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
&lt;br /&gt;
True Dragonborn regularly keep their old names to remind them of what they once were and what they have become. But recently some True Dragonborn have been taking new names in Draconic to symbolise they have are a new person after rebirth.  &lt;br /&gt;
&lt;br /&gt;
Reborn Dragonborn instictively know of the name of its previous self as uses it as its name.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
&lt;br /&gt;
* '''+2 Con, -2 Dex:''' Dragonborn are hearty and healthy, but their bodies are stiff and slow moving.&lt;br /&gt;
* '''Humanoid (Dragonblood):''' Dragonborn are humanoids with the dragonblood subtype.&lt;br /&gt;
* '''Medium:'''  As Medium creatures, Dragonborn have no special bonuses or penalties due to their size. &lt;br /&gt;
* Dragonborn [[base land speed]] is 30 ft.&lt;br /&gt;
* '''Draconic Aspect''': Baham has blessed the Dragonborn with aspects combining some of the best attributes of Good Dragons. Upon completing the Rite Of Rebirth the Dragonborn must choose which one of the three aspects to manifest. Once the choice is made it cannot be changed. See Below for the Aspects&lt;br /&gt;
* '''Draconic Dodge:''' +2 Insight bonus to Armour Class against creatures of the Dragon Type.&lt;br /&gt;
* '''Inborn Courage:''' A Dragonborn has a +5 racial bonus on Fear Effects.&lt;br /&gt;
* ''[[SRD:Favored Class|Favored Class]]'': Paladin.&lt;br /&gt;
&lt;br /&gt;
===Aspects===&lt;br /&gt;
* '''Heart:''' A Dragonborn who selects this aspect gains a breath weapon. The specifics of the breath weapon are determined by whether the Dragonborn is a True Dragonborn or a Reborn Dragonborn.&lt;br /&gt;
&lt;br /&gt;
:* ''Wild Heart (Su):'' A Reborn Dragonborn who chooses the Heart Aspect gains a Breath Weapon. The breath weapon is a bright, shining line that coruscates with every elemental colour. The lines length is 5 feet per Hit Die the Dragonborn has, up to a maximum of 100 feet at 20 HD. The breath Weapon deals 1d8 damage, plus an extra 1d8 for every 3 HD the Dragonborn possesses. The Damage can be acid, cold, electricity, or fire, changing on use as the Dragonborn chooses. A successful reflex save (DC 10+1/2 the Dragonborn's HD+ her Con modifier) halves the Damage. A Dragonborn can use their breath weapon once every 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
:* ''Focused Heart (Su):'' A True Dragonborn who chooses heart as her draconic aspect gains a breath weapon and energy resistance. The breath weapon can be either acid, cold, electricity, or fire, chosen at first level. The line’s length is 10 feet with an aditional 5 feet for every 2 Hit Dice the dragonborn has, up to a maximum of 60 feet at 20 Hit Dice. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the dragonborn possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). A successful Reflex save (DC 10 + 1/2 the dragonborn’s HD + her Con modifier) halves the damage. A dragonborn can use her breath weapon once every 1d4 rounds.                                                                                                                          The energy resistance is of the same type as her breath weapon. At first level the energy resistance is 2. At 6 HD it increases to 5, at 9 HD increases to 10, and culminates in immunity at 12 HD. &lt;br /&gt;
&lt;br /&gt;
* '''Mind (Ex):''' A Dragonborn who selects the Mind Aspect sharpens her sense, gaining immunity to Paralysis and magic sleep. She gains Darkvision out to 30ft and low-light vision, plus a +2 racial bonus to listen, Search, and spot checks. At 6 HD, the Dragonborn's Darkvision extends to 60ft At 9 HD, the Dragonborn's Darkvision extends to 90ft, and her low-light vision allows her to see three times as far as a human in shadowy illumination. At 12 HD, the Dragonborn's Darkvision extend to 120ft, and her low-light vision allows her to see four times as far as a human in shadowy illumination. At 15 HD, the Dragonborn gains Blindsense out to 30ft.&lt;br /&gt;
&lt;br /&gt;
* '''Wings (Ex)''': A Dragonborn who selects the wings aspect hatches sporting fully formed wings. Dragonborn can use these wings to aid their jumps (granting a +10 racial bonus on jumps) and to glide. Those with 6 HD or more can use their wings to fly.&lt;br /&gt;
&lt;br /&gt;
:* ''Gliding'': A Dragonborn can use her wings to glide negating damage from a fall from any height and allowing 20ft of forward travel for every 5ft of descent. Dragonborn glide at a speed of 30ft with average manoeuvrability. Even if a Dragonborn's manoeuvrability improves she can't hover while gliding. A Dragonborn can't glide while carrying a medium or heavy load. If a Dragonborn becomes unconscious or helpless while in mid air, her wings naturally unfurl, and powerful ligaments stiffen them. The Dragonborn then descends slowly in a tight corkscrew and only takes 1d6 points of falling damage, no matter the actual distance of the fall&lt;br /&gt;
&lt;br /&gt;
:* ''Flight'': When a Dragonborn who selected the wings aspect reaches 6 HD, she gains a flu speed of 30ft with average manoeuvrability. A Dragonborn can't fly when carrying a medium or heavy load or while fatigued or exhausted. A Dragonborn can safely fly for a number of consecutive rounds equal to her Con modifier (Minimum 1 round) . She can double this length but is fatigued by such exertion. The Dragonborn is likewise fatigued after spending a total of more than 10 minutes per day of flying. Because a Dragonborn can glide before, after, and between rounds of actual flight she can remain aloft for extended periods, even of she can only use flight for 1 round at a time without becoming fatigued. When she reaches 12 HD, a Dragonborn has enough stamina and prowess to fly without tiring. She can fly at a speed of 30ft (average manoeuvrability) with no more exertion than walking or running.&lt;br /&gt;
A Dragonborn with the flight ability can use the Run action while flying, provided she flies in a straight line.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Table: Dragonborn Random Starting Ages&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! Adulthood || Simple || Moderate || Complex&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| 20 years || +2d4 || +3d6 || +4d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Table: Dragonborn Aging Effects&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! Middle Age&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Old&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || Venerable&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Maximum Age&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| 150 years || 250 years || 500 years || +5d% years&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# At middle age, &amp;amp;minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
# At old age, &amp;amp;minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
# At venerable age, &amp;amp;minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
|+ Table: Dragonborn Random Height and Weight&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Male || 5' 2&amp;quot; || +2d10 || 125 lb. || &amp;amp;times; (3d4) lb.&lt;br /&gt;
|- class=&amp;quot;even&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Female || 4' 9&amp;quot; || +2d10 || 90 lb. || &amp;amp;times; (3d4) lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;br /&gt;
{{3.5e Races Breadcrumb}} &amp;amp;rarr; [[LA 0 Races|LA 0]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:LA0]]&lt;br /&gt;
[[Category:ECL1]]&lt;br /&gt;
[[Category:Blades Of Keran]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/SRD_Talk:Loremaster</id>
		<title>SRD Talk:Loremaster</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/SRD_Talk:Loremaster"/>
				<updated>2012-11-04T10:41:58Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Greater Lore ==&lt;br /&gt;
&lt;br /&gt;
How often can Greater Lore be used per day? [[User:MorkaisChosen|MorkaisChosen]] 13:56, 21 April 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:24 times a day. —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:21, 21 April 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I don't know where you got 24 from, but as it is an (Ex) ability, it can be used an infinite amount of times per day. --[[User:Milo v3|Milo High-Hill]] ([[User talk:Milo v3|talk]]) 03:41, 4 November 2012 (MST)&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Lizardfolk,_Marshshadow_(3.5e_Race)</id>
		<title>Lizardfolk, Marshshadow (3.5e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Lizardfolk,_Marshshadow_(3.5e_Race)"/>
				<updated>2012-10-28T05:52:17Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&lt;br /&gt;
{{x0&lt;br /&gt;
|la=+0&lt;br /&gt;
|ecl=1st&lt;br /&gt;
|type=Humanoid (Reptilian)&lt;br /&gt;
|ability_adjust=+0&lt;br /&gt;
|size=Medium&lt;br /&gt;
|favored_class=Druid&lt;br /&gt;
|desc=Lizardfolk adapted to life in the Moonshadow Jungle.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Marshshadow Lizardfolk=&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
They are proud and arrogant and are usually extremely hostile toward humans who trespass into the deep jungles,in their culture only the most powerful warrior rules the tribe. &lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Marshshadows usually stand 6 to 7 feet tall with green, dark bronze and gray scales to help them blend into the murky water.The Marshshadow has a crocodile like head,they are equipped with jagged teeth that can deliever a powerful bite that can crush bone, tear and fillet meat. Their eyes are a very deep yellow or sometimes orange. Their thick neck connect to a lean but surprisingly muscular body.They use their tail for balance and propeling itself through the water,the tail is about 3 to 4 feet long. Marshshadow's are sometimes surprisingly strong for their wiry frames.&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Marsh shadows tend to keep to themselves, but of course they will do trade when in need of supplies or if given contracts to navigate people through the unforgiving swamps. Most people think of them as savages,for this reason people tend not to trust the marsh shadow. &lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Marsh shadows live very difficult lives so they generally care not for morals, their main concern is survival above all else. &lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
&lt;br /&gt;
They live in the Moonshadow Jungles and in the marshes of South Karma.&lt;br /&gt;
Preferring to inhabit the bogs and the deadly jungles in the southern regions, these Green-scaled lizardfolk are well adapted to their semi-aquatic life.  Like their animal cousins, marsh shadows often hunt by lieing half-submerged in the dark, reedy water of their homes, hoping to ambush any creature which wanders too close. &lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Most Duneswift Lizardfolk worship gods of the wilderness, such as Kephra God of Weather and animals. &lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
They are the speakers of the Umbrese tongue. Which orginated in their homeland of the Moonshadow Jungles. Mainy also learn Draconic.&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
&lt;br /&gt;
Lizardfolk names are invariably Draconic nouns with some relation to the swamp.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
&lt;br /&gt;
The Marshshadow lizardfolk have the following racial traits:&lt;br /&gt;
&lt;br /&gt;
*'''Type:''' Humanoid (Reptilian)&lt;br /&gt;
*'''Ability Score Adjustments:''' +2 Dexterity, -2 Intelligence, -2 Charisma&lt;br /&gt;
*'''Size:''' Medium&lt;br /&gt;
*'''Speed:''' Base land speed is 30 feet.&lt;br /&gt;
*'''Natural Armor:''' A marsh shadow's scaly skin provides it with a +2 natural armor bonus to its Armor Class.&lt;br /&gt;
*'''Tail:''' A marsh shadow's long tail gives it exceptional balance,granting it great jumping skill and helps propel it through the water   ,a marsh shadow  gains a +2 racial bonus on all Balance, and Swim checks. &lt;br /&gt;
*'''Camouflage:''' Marsh shadows' rough scale pattern and dark coloring give them a +2 to Hide checks in swampy environments.&lt;br /&gt;
*'''Awkward Build:''' Due to their tails and bumpy, scaly bodies, marsh shadows must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.) &lt;br /&gt;
*'''Languages:''' Common and Draconic. Bonus languages: Aquan, Gnoll and Sylvan.&lt;br /&gt;
*'''Favored Class:''' [[SRD:Druid|Druid]]&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Table: Marshshadow Lizardfolk Random Starting Ages&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! Adulthood || Simple || Moderate || Complex&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| 10 years || +1d3|| +1d6 || +1d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Table: Marshshadow Lizardfolk Aging Effects&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! Middle Age&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Old&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || Venerable&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Maximum Age&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| 30 years || 50 years || 65 years || +2d20 years&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# At middle age, &amp;amp;minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
# At old age, &amp;amp;minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
# At venerable age, &amp;amp;minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;
|+ Table: Marshshadow Lizardfolk Random Height and Weight&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Male || 4' || +3d10 || 150 lb. || &amp;amp;times; (2d6) lb.&lt;br /&gt;
|- class=&amp;quot;even&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Female || 4' 2&amp;quot; || +2d10 || 130 lb. || &amp;amp;times; (2d6) lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;br /&gt;
{{3.5e Races Breadcrumb}} &amp;amp;rarr; [[LA 0 Races|LA 0]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Reptilian Subtype]]&lt;br /&gt;
[[Category:LA0]]&lt;br /&gt;
[[Category:ECL1]]&lt;br /&gt;
[[Category:Blades Of Keran]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Regional_Maps</id>
		<title>Regional Maps</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Regional_Maps"/>
				<updated>2012-10-17T03:25:37Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align: left; font-size: larger;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 35%; padding: 0.077em 0.385em;&amp;quot; |&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD Maps]]&lt;br /&gt;
| style=&amp;quot;width: 65%; padding: 0.077em 0.385em;&amp;quot; |&lt;br /&gt;
'''[[dndmedia:Special:Upload|Add your own map]]''' to D&amp;amp;D Wiki by clicking the link and following the instructions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=d20&lt;br /&gt;
==User Regional Maps==&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Town of Shaleed.png|thumbnail|The town of Shaleed]]&lt;br /&gt;
| [[Image:Town of Troth.png|thumbnail|The town of Troth]]&lt;br /&gt;
| [[Image:Mappa_Pianura.JPG|thumbnail|Map of Pianura]]&lt;br /&gt;
| [[Image:Orc Valley Map.jpg|thumbnail|Orc Valley]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:The_Kingdom_Of_Nod.JPG|thumbnail|Kingdom of Nod]]&lt;br /&gt;
| [[Image:The_Kingdom_Of_NodII.JPG|thumbnail|Kingdom of Nod II]]&lt;br /&gt;
| [[Image:House Harbringer.JPG|thumbnail|House Harbringer]]&lt;br /&gt;
| [[Image:Ashbee.JPG|thumbnail|Ashbee]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Duvek's_Pass.JPG|thumbnail|Duvek's_Pass]]&lt;br /&gt;
| [[Image:Herregor.JPG|thumbnail|Herregor]]&lt;br /&gt;
| [[Image:IMG_2163(small).jpg|thumbnail|Cave in the woods]]&lt;br /&gt;
| [[Image:The Grey Coast.JPG|thumbnail|Coast on which the village of Argos and the town of Colton reside]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Samnia.JPG|thumbnail|A prison-town just south of the Gray Coast.]]&lt;br /&gt;
| [[Image:Taldos.JPG|thumbnail|Taldos and the surrounding forest.]]&lt;br /&gt;
| [[Image:Valley Map.png|thumbnail|Map of the Moros Valley.]]&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;!-- NEXT IMAGE HERE, FORMATTED AS ABOVE --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Maps]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/File:Valley_Map.png</id>
		<title>File:Valley Map.png</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/File:Valley_Map.png"/>
				<updated>2012-10-16T11:17:59Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: A general map, detailing the surroundings of a village and castle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A general map, detailing the surroundings of a village and castle.&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Lizardfolk,_Frost_Fang_(3.5e_Race)</id>
		<title>Lizardfolk, Frost Fang (3.5e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Lizardfolk,_Frost_Fang_(3.5e_Race)"/>
				<updated>2012-10-08T21:55:04Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub|missing vital stats, most of flavor text}}&lt;br /&gt;
{{x0&lt;br /&gt;
|ecl=?&lt;br /&gt;
|type= Humanoid (Reptilian)&lt;br /&gt;
|ability_adjust= +2 Con, &amp;amp;minus;2 Dex&lt;br /&gt;
|size= Small&lt;br /&gt;
|favored_class= Ranger or Racial Class&lt;br /&gt;
|desc= Small, white arctic lizardfolk who can climb, swim and eventually glide }}&lt;br /&gt;
&lt;br /&gt;
=Frost Fang Lizardfolk=&lt;br /&gt;
These small, hardy lizardfolk inhabit the upper platue of the Azure Ice Wall, from the shores of the eastern sea to deep within the interior. Mostly a glistening white with pale blue underbellies, frost fangs have iguana-like heads, sporting long crests and dewlaps, as well as leathery fringes from the backs of their arms and along their tails. Though somewhat lethargic, they are resourceful survivalists, having learned to exploit a number of niches to acquire food, whether it be in the sea, ice cliffs or tundra. Though the ice always remains, it is always changing, and frost fangs tend to be a nomadic lot.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
Frost fang lizardfolk have the following racial traits:&lt;br /&gt;
&lt;br /&gt;
*'''Type:''' Humanoid (Reptilian)&lt;br /&gt;
*'''Ability Score Adjustments:''' +2 Constitution, -2 Dexterity&lt;br /&gt;
*'''Size:''' Small&lt;br /&gt;
*'''Speed:''' Base land speed is 20 feet, Climb 10.&lt;br /&gt;
*'''Natural Armor:''' A frost fang's scaly skin provides it with a +2 natural armor bonus to its Armor Class.&lt;br /&gt;
*'''Tail:''' A frost fang's tail gives it exceptional balance, and these lizardfolk gain a +4 racial bonus on all Balance and Jump checks.&lt;br /&gt;
*'''Camouflage:''' Frost fangs coloring, generally a glistening white with a pale blue underbelly, provides them with a +2 to Hide checks in snowy or icy environments.&lt;br /&gt;
*'''Cold Endurance:''' Frost fangs receive a +4 racial bonus on Fortitude saves made to resist the effects of cold weather.&lt;br /&gt;
*'''Lowlight Vision:''' A frost fang can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.&lt;br /&gt;
*'''Arctic Stride:''' When moving over snow or ice covered surfaces, whether natural or magical, a frost fang may ignore any movement penalties for difficult terrain. This includes overland movement rates. They also do not suffer any Climb check penalties for slippery surfaces if the condition is due to ice.&lt;br /&gt;
*'''Awkward Build:''' Due to their tails and posture, frost fangs must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.) &lt;br /&gt;
*'''Languages:''' Common and Draconic. Bonus languages: Giant, Aquan.&lt;br /&gt;
*'''Favored Class:''' Frost Fang, Ranger&lt;br /&gt;
&lt;br /&gt;
==Racial Class==&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;  font: .9em Verdana; float: right; margin: 10px;&amp;quot; &lt;br /&gt;
|colspan=6 style=&amp;quot;background-color: #DDDDEE;&amp;quot;| &amp;lt;span style=&amp;quot;font-size: 1.1em&amp;quot;&amp;gt;'''Frost Fang Racial Class'''&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;40&amp;quot;|Level&lt;br /&gt;
!width=&amp;quot;35&amp;quot;|BAB &lt;br /&gt;
!width=&amp;quot;35&amp;quot;|Fort &lt;br /&gt;
!width=&amp;quot;35&amp;quot;|Ref&lt;br /&gt;
!width=&amp;quot;35&amp;quot;|Will&lt;br /&gt;
!width=&amp;quot;275&amp;quot;|Special &lt;br /&gt;
|-&lt;br /&gt;
|| 1 ||+0 ||+0 ||+2 ||+0 &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Natural Weapons, +1 Natural Armor, Swim +4&lt;br /&gt;
|-&lt;br /&gt;
|| 2 ||+1 ||+0 ||+3 ||+0 &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Cold Resistance 5 &lt;br /&gt;
|-&lt;br /&gt;
|| 3 ||+2 ||+1 ||+3 ||+1 &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|+1 Natural Armor, Hold Breath&lt;br /&gt;
|-&lt;br /&gt;
|| 4 ||+3 ||+1 ||+4 ||+1 &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Glide &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Hit Die:''' d8&lt;br /&gt;
&lt;br /&gt;
'''Skill points at 1st Character level:''' (2 + Int bonus) x 4&lt;br /&gt;
&lt;br /&gt;
'''Skill points at higher levels:''' 2 + Int bonus&lt;br /&gt;
&lt;br /&gt;
'''Class Skills:''' Balance (Dex), Climb (Str), Jump (Str), Swim (Str), Survival (Wis)&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Lizardfolk are proficient with all simple weapons and shields.&lt;br /&gt;
&lt;br /&gt;
*'''Natural Weapons:''' A 1st level frost fang can attack with its natural weapons, 2 claws (1d3) and a bite (1d3). The lizardfolk also qualifies for the multi-attack feat.&lt;br /&gt;
*'''Skill Bonus:''' In addition to their ease of movement across the snowy plains or icy cliffs of their homeland, frost fangs learn to endure the chilly waters there as well. At 1st level, they receive a +4 on Swim checks.&lt;br /&gt;
*'''Cold Resistance:''' As a result of near constant exposure to the bitter freeze of the lands along the Azure Ice Wall, frost fangs develop a strong resistance to cold early on in their class, gaining this benefit at 2nd level.&lt;br /&gt;
*'''Hold Breath (Ex):''' At 3rd level, a frost fang gains the ability to hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.&lt;br /&gt;
*'''Glide (Ex):''' At 4th level, frost fangs become true masters of their environment. In addition to being able to walk, climb and swim with ease in the artic regions, they gain the ability to surprise prey from above or leap off cliffs to escape predators. The long, scaly fringes growing from their arms and tails grow together enough to let them glide short distances, moving forward 10 feet for every five feet they fall. While gliding a frost fang's movement is 40 feet. They are considered Clumsy fliers for purposes of turning and minimum speed, and may not ascend under their own power, or dive with any degree of control. Attempting to do either will cause a frost fang to lose control of the glide and enter freefall. If a frost fang does falls from a height of 20 feet or more, he may make a Dex check vs DC 10 to begin gliding instead of falling, beginning at the halfway point of the fall. Even if the Dex check is failed, a frost fang capable of gliding always takes damage as if a fall were 20 feet shorter than it actually is. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Races Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Reptilian Subtype]]&lt;br /&gt;
[[Category:LA0]]&lt;br /&gt;
[[Category:ECL1]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ghoul,_Keran_(3.5e_Template)</id>
		<title>Ghoul, Keran (3.5e Template)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ghoul,_Keran_(3.5e_Template)"/>
				<updated>2012-10-08T21:52:08Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Undo revision 591823 by 109.65.115.62 (talk)&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;
== Ghoul ==&lt;br /&gt;
&lt;br /&gt;
[[3e Summary::A humanoid which feasted upon the flesh of a ghoul or been afflicted with Ghoul Fever.]]&lt;br /&gt;
&lt;br /&gt;
Upon turning into a Ghoul a creatures flesh goes pale, it loses all its hair, its eyes turn blood shot, and all its senses are empowered. Its hands become claws and there teeth can tear a chunk out of even the most armored warriors.&lt;br /&gt;
&lt;br /&gt;
=== Sample Ghoul ===&lt;br /&gt;
&lt;br /&gt;
Here is a sample Ghoul using a level two Threat Karmainian as the base creature.&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
| creature=&lt;br /&gt;
| style=&lt;br /&gt;
| size=Medium | type=[[SRD:Undead Type|Undead]] (Unliving)&lt;br /&gt;
| hd=2d12  | hp=13&lt;br /&gt;
| init=+0&lt;br /&gt;
| speed=30 ft. (6 squares)&lt;br /&gt;
| ac=14 (+1 [[SRD:Dexterity|Dex]], +3 natural) | touch=11  | flat=13&lt;br /&gt;
| bab=+2 | grapple=+3&lt;br /&gt;
| at=Bite +3 melee (1d6+1 plus [[SRD:Paralysis|paralysis]])&lt;br /&gt;
| full_at=Bite +3 melee (1d6+1 plus [[SRD:Paralysis|paralysis]]) and 2 claws +1 melee (1d3 plus [[SRD:Paralysis|paralysis]])&lt;br /&gt;
| space=5 ft. | reach=5 ft.&lt;br /&gt;
| sa=Ghoul Fever, Mighty Blow 4/Day, Paralysis&lt;br /&gt;
| sq=[[SRD:Darkvision|Darkvision]] 60 ft., Fearless, Numb +1, scent, +2 [[SRD:Turn Resistance|turn resistance]]&lt;br /&gt;
| fort=+4 | ref=+4 | will=-1&lt;br /&gt;
| str=13| dex=13| con=10| int=10| wis=9 | cha=8&lt;br /&gt;
| skills=[[SRD:Climb Skill|Climb]] +5, [[SRD:Hide Skill|Hide]] +5, [[SRD:Jump Skill|Jump]] +5, [[SRD:Listen Skill|Listen]] +2,[[SRD:Move Silently Skill|Move Silently]] +5, [[SRD:Search Skill|Search]] +2, [[SRD:Sense Motive Skill|Sense Motive]] +2, [[SRD:Spot Skill|Spot]] +5&lt;br /&gt;
| feats=[[SRD:Multiattack|Multiattack]]&lt;br /&gt;
| env=Any&lt;br /&gt;
| org=Solitary, gang (2–4), or pack (7–12)&lt;br /&gt;
| cr=1&lt;br /&gt;
| treas=None&lt;br /&gt;
| align=Usually [[SRD:Chaotic Evil|chaotic evil]]&lt;br /&gt;
| adv=3 [[SRD:Hit Dice|HD]] (Medium)&lt;br /&gt;
| la=—&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fearless ([[Ex|Ex]]):''' This ghoul doesn't flinch and is never scared, no matter what they are faced with. This Ghoul is immune to all fear effects. &lt;br /&gt;
&lt;br /&gt;
'''Ghoul Fever ([[SRD:Su|Su]]):''' Disease—bite or ingestion, [[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 12, incubation period 1 day, damage 1d3 [[SRD:Constitution|Con]] and 1d3 [[SRD:Dexterity|Dex]]. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.&lt;br /&gt;
&lt;br /&gt;
An afflicted [[SRD:Humanoid Type|humanoid]] who dies of ghoul fever rises as a ghoul at the next midnight. A [[SRD:Humanoid Type|humanoid]] who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. &lt;br /&gt;
&lt;br /&gt;
'''Mighty Blow ([[Ex|Ex]]):''' Four times per day, this ghoul may declare any single melee attack he makes to be a 'mighty blow'. A mighty blow is treated as a normal attack in all respects, except for the fact that it deals untyped bonus damage equal to the ghouls Strength modifier, this bonus damage stacks with the normal damage that would be derived from the threats Strength score. This ghoul may declare multiple attacks in a single round as mighty blows, but he cannot gain the benifit of a mighty blow more than once on a single attack. &lt;br /&gt;
&lt;br /&gt;
'''Numb ([[Ex|Ex]]):''' As this Ghoul grows more accustomed to battle, he begins to grow unfeeling, and numb to the things that seek to kill him. This Ghoul gains a +1 resistance bonus to his Fortitude save and a +1 enhancement bonus to his natural armor. These bonuses are already added to the statistic block. &lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Paralysis|Paralysis]] ([[SRD:Ex|Ex]]):''' Those hit by a ghoul’s bite or claw attack must succeed on a [[SRD:DC|DC]] 12 [[SRD:Saving Throw|Fortitude save]] or be [[SRD:Paralyzed|paralyzed]] for 1d4+1 rounds. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Ghoul ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ghoul&amp;quot;  is an acquired template that can be added to any Humanoid, or Monstrous Humanoid creature (refered to hereafter as the base creature).&lt;br /&gt;
&lt;br /&gt;
A Ghoul has all the base creature's statistics and special abilities except as noted here.&lt;br /&gt;
&lt;br /&gt;
==== Size and Type ====&lt;br /&gt;
&lt;br /&gt;
The creature’s type changes to undead and gains the Unliving subtype. Do not recalculate base attack bonus, saves, or skill points gained by class levels. Size is unchanged. &lt;br /&gt;
&lt;br /&gt;
==== Hit Dice ====&lt;br /&gt;
&lt;br /&gt;
Increase racial Hit Dice are changed to d12s.&lt;br /&gt;
&lt;br /&gt;
==== Armor Class ====&lt;br /&gt;
&lt;br /&gt;
A ghoul has a +2 natural armor bonus to Armor Class, or the base creature’s natural armor bonus, whichever is better. &lt;br /&gt;
&lt;br /&gt;
==== Attack ====&lt;br /&gt;
&lt;br /&gt;
A ghoul gains a primary bite attack and two secondary claw attacks, unless the base creature already has a Bite attack or Claw attacks. &lt;br /&gt;
&lt;br /&gt;
==== Full Attack ====&lt;br /&gt;
&lt;br /&gt;
A Ghoul fighting without weapons uses its natural weapons. If armed with a weapon, it usually uses the weapon as its primary attack along with a bite as a natural secondary attack.&lt;br /&gt;
&lt;br /&gt;
==== Damage ====&lt;br /&gt;
&lt;br /&gt;
The Bite Attack gained by a Ghoul deals either 1d6 damage (if medium sized) or 1d4 (if small sized). The Claw attack gained by a Ghoul deals either 1d3 damage (if medium sized) or 1d2 (if small sized). &lt;br /&gt;
&lt;br /&gt;
==== Special Attacks ====&lt;br /&gt;
&lt;br /&gt;
A ghoul retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 ghoul’s HD + ghoul’s Cha modifier unless otherwise noted. &lt;br /&gt;
&lt;br /&gt;
'''Ghoul Fever ([[SRD:Su|Su]]):''' Disease—bite or ingestion, [[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 12, incubation period 1 day, damage 1d3 [[SRD:Constitution|Con]] and 1d3 [[SRD:Dexterity|Dex]]. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.&lt;br /&gt;
&lt;br /&gt;
An afflicted [[SRD:Humanoid Type|humanoid]] who dies of ghoul fever rises as a ghoul at the next midnight. A [[SRD:Humanoid Type|humanoid]] who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. &lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Paralysis|Paralysis]] ([[SRD:Ex|Ex]]):''' Those hit by a ghoul’s bite or claw attack must succeed on a [[SRD:DC|DC]] 12 [[SRD:Saving Throw|Fortitude save]] or be [[SRD:Paralyzed|paralyzed]] for 1d4+1 rounds. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.&lt;br /&gt;
&lt;br /&gt;
==== Special Qualities ====&lt;br /&gt;
&lt;br /&gt;
A lich retains all the base creature’s special qualities and gains those described below. &lt;br /&gt;
&lt;br /&gt;
'''Darkvision(Ex):''' A Ghoul gains Darkvision out to 60ft. &lt;br /&gt;
&lt;br /&gt;
'''Hunter of the Night (Su):''' A ghoul with 5 or more HD gains fast healing 2 as long as he is in shadowy illumination or darkness.&lt;br /&gt;
&lt;br /&gt;
'''Scent (Ex):''' A Ghoul gains the scent ability.&lt;br /&gt;
&lt;br /&gt;
'''Turn Resistance (Ex):''' A Ghoul has +2 turn resistance.&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
Ability scores remain the same.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&lt;br /&gt;
Ghouls have a +2 racial bonus on Listen, Search, Sense Motive, and Spot checks per 5 HD, if a Ghoul has less than 5 HD the bonuses are still +2. Otherwise same as the base creature. &lt;br /&gt;
&lt;br /&gt;
==== Challenge Rating ====&lt;br /&gt;
&lt;br /&gt;
Same as the base creature + 1. &lt;br /&gt;
&lt;br /&gt;
==== Treasure ====&lt;br /&gt;
&lt;br /&gt;
Standard Goods.&lt;br /&gt;
&lt;br /&gt;
==== Advancement ====&lt;br /&gt;
&lt;br /&gt;
By character class. &lt;br /&gt;
&lt;br /&gt;
==== Level Adjustment ====&lt;br /&gt;
&lt;br /&gt;
Same as the base creature +1.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;br /&gt;
{{3.5e Creature Templates Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:Blades Of Keran]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
[[Category:Undead Type]]&lt;br /&gt;
[[Category:Unliving Subtype]]&lt;br /&gt;
[[Category:LA1]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Warlock_(Keran)</id>
		<title>Warlock (Keran)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Warlock_(Keran)"/>
				<updated>2012-09-25T02:00:05Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Blades Of Keran (DnD Campaign Setting)/Menu}}&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=To be finished&lt;br /&gt;
|editing=Spelling and grammar only&lt;br /&gt;
|type=Bad Guy, Spontaneous Spellcasting&lt;br /&gt;
|desc=A Warlock for the World of Keran.&lt;br /&gt;
}}&lt;br /&gt;
==Warlock==&lt;br /&gt;
''&amp;quot;I have all the powers of Hell at my disposal. Who are you to question me?&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Some people want power, and are crazy enough to offer their soul to various not nice people to get it. Others are simply (un)lucky enough to be descendants of those same people. However they managed to get their abilities, Warlocks wield the powers of the planes, which include powerful magic spells and the ability to shoot hellfire out of their hands.&lt;br /&gt;
&lt;br /&gt;
===Making a Warlock===&lt;br /&gt;
&lt;br /&gt;
Being somewhat nontraditional spellcasters, and also having decent damage-dealing capability, Warlocks can fit into pretty much any party structure fairly well.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' A Warlock's most important asset is the spells he can cast from his spheres. The Eldritch Blast is generally a fallback ability when there isn't a spell that you would be better off casting, or when a monster needs finishing off. His ability to summon can help out in a tight spot or when battlefield control is needed.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Warlocks can be any non-Outsider or non-elemental. Actual Elementals Outsiders don’t bargain away their souls because their physical forms are their souls.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Warlocks who bargain away their souls for power tend to be Evil, though nothing requires them to be. In fact, demons and devils will jump on the chance to corrupt someone Good to Evil, but such instances are rare. People whose power comes from their blood can be any alignment.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 4d4*10 gp (100 gold).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[SRD:Rogue|Rogue]].&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 Warlock}}&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;
! 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; | +0 || +0 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Eldritch Blast|Eldritch Blast]], [[#Warlock's Pact|Warlock's Pact]], [[#Sphere|Sphere]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Planar Similarities|Planar Similarities]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Sphere|Sphere]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Call of the Planes|Call of the Planes]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Imbued Blast|Imbued Blast]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Sphere|Sphere]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Damage Reduction|Damage Reduction]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Sphere|Sphere]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Astral Blast|Astral Blast]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Planar Servant|Planar Servant]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Sphere|Sphere]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Energy Resistance|Energy Resistance]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Fear Aura|Fear Aura]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Astral Apotheosis|Astral Apotheosis]], [[#Sphere|Sphere]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Spell Resistance|Spell Resistance]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wings of the Outsider|Wings of the Outsider]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Sphere|Sphere]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Extraplanar Soul|Extraplanar Soul]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +6 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Planeshift|Planeshift]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Warlocks are proficient in light armor, shields (but not great shields), and simple weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Sphere}}:''' A Warlock gains basic access to a [[3.5e Spheres|sphere]] at every third level. If the Warlock selects a sphere that he already has basic access to, he upgrades it to advanced access. If he already had advanced access, he gains expert access. At first level you are restricted to level one Sphere Powers. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Eldritch Blast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As an attack action, a Warlock may fire a blast of energy at his foes. This has a range of Close (25 feet +5 ft./2 levels), does 1d6 damage per level of Warlock, and requires a ranged touch attack to hit. The type of damage it deals is dependent on the Warlock's pact;&lt;br /&gt;
* ''Angellic Pact'': Eldritch Blast deals Cold or Fire damage.&lt;br /&gt;
* ''Apocalyptic Pact'': Eldritch Blast deals Fire or Acid damage.&lt;br /&gt;
* ''Celestial Pact'': Eldritch Blast deals Radiance or Cold damage.&lt;br /&gt;
* ''Demonic Pact'': Eldritch Blast deals Fire or Electricity damage.&lt;br /&gt;
* ''Fae Pact'': Eldritch Blast deals electricity or Cold damage.&lt;br /&gt;
* ''Infernal Pact'': Eldritch Blast deals Fire or Cold Damage.&lt;br /&gt;
&lt;br /&gt;
A warlock chooses one of the two at level one, once made this choice can't be changed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Warlock's Pact}}:''' To gain his powers a Warlock must make a pact with a powerful being. Depending on what he enters a pact with, several of his class features can change. A Warlock be make a pact with several types of creatures:&lt;br /&gt;
* ''Angellic Pact'': You made a pact with one of the several aspects of a god known as Angels.&lt;br /&gt;
* ''Apocalyptic Pact'': You made a pact with a powerful Daemon.&lt;br /&gt;
* ''Celestial Pact'': You made a pact with a powerful outsider of good.&lt;br /&gt;
* ''Demonic Pact'': You made a pact with a powerful Demon.&lt;br /&gt;
* ''Fae Pact'': You made a pact with a powerful nature spirit.&lt;br /&gt;
* ''Infernal Pact'': You made a pact with a powerful Devil.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Planar Simularities}}:''' A 2nd level Warlock may qualify for and take feats with the a tag, as long as he meets the other requirements. Which tag is allowed depends on the Warlock's pact.&lt;br /&gt;
* ''Angellic Pact'': You can take feats with the Angellic Tag&lt;br /&gt;
* ''Apocalyptic Pact'': You can take feats with the Fiend Tag.&lt;br /&gt;
* ''Celestial Pact'': You can take feats with the Celestial Tag.&lt;br /&gt;
* ''Demonic Pact'': You can take feats with the Fiend Tag.&lt;br /&gt;
* ''Fae Pact'': You can take feats with the Fey Tag.&lt;br /&gt;
* ''Infernal Pact'': You can take feats with the Fiend Tag.&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Call of the Planes}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 4th level, a Warlock can Summon an Outsider once per day, as long as the Outsider’s Challenge Rating is 3 less than his character level or lower. He can also choose to double the number of creatures summoned by reducing the max CR of the creatures by 2 per doubling (a 9th level Warlock could summon one CR 6 fiend, two CR 4 fiends, 4 CR 2 fiends, or 8 CR 1 fiends). This is treated as a spell of one half the Warlock’s level, rounded down, with a caster level equal to his levels in Warlock.&lt;br /&gt;
&lt;br /&gt;
The type of outsider you can summon depends on your Pact;&lt;br /&gt;
* ''Angellic Pact'': You use call of the Planes to summon outsiders with the Angel Subtype.&lt;br /&gt;
* ''Apocalyptic Pact'': You use call of the Planes to summon outsiders with the Daemon Subtype.&lt;br /&gt;
* ''Celestial Pact'': You use call of the Planes to summon outsiders with the Celestial Subtype.&lt;br /&gt;
* ''Demonic Pact'': You use call of the Planes to summon outsiders with the Demon Subtype.&lt;br /&gt;
* ''Fae Pact'': You use call of the Planes to summon elementals.&lt;br /&gt;
* ''Infernal Pact'': You use call of the Planes to summon outsiders with the Devil Subtype.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Imbued Blast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, a Warlock may choose to imbue thier eldritch blast with more focused blast at the cost of strength. At the cost of 2d6 points of damage (i.e. a 5th level Warlock could use a 5d6 fire blast or a 3d6 imbued blast). This blast bypasses resistance of the energy and deals half damage to creatures with immunity to the energy.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Damage Reduction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level, a Warlock gains damage reduction equal to one half his class level, rounded up. What bypassed the reduction is based on Pact;&lt;br /&gt;
* ''Angellic Pact'': Damage Reduction bypassed by Adamanite or Magic.&lt;br /&gt;
* ''Apocalyptic Pact'': Damage Reduction bypassed by Good or Silver.&lt;br /&gt;
* ''Celestial Pact'':Damage Reduction bypassed by Evil or Magic.&lt;br /&gt;
* ''Demonic Pact'': Damage Reduction bypassed by Cold Iron or Good.&lt;br /&gt;
* ''Fae Pact'': Damage Reduction bypassed by Cold Iron or Magic.&lt;br /&gt;
* ''Infernal Pact'': Damage Reduction bypassed by Good or Silver.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 8th level, a Warlock gains one bonus feat, which can be any Fiend feat he qualifies for.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dark Blast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 10th level, a Warlock may choose to change the damage of his Eldritch Blast to Unholy damage by reducing the damage it deals by 4d6 (a 10th level Warlock could opt to fire a 10d6 fire blast, 8d6 hellfire blast, or 6d6 unholy blast).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fiendish Servant}}:''' An 11th level Warlock is followed by a cohort whose CR is 2 less than his level, but the cohort can only have levels in Outsider (Evil).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Energy Resistance}}:''' At 13th level, a Warlock gains resistance 10 to two energy types of his choice, and resistance 5 to a third.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fear Aura}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 14th level, a Warlock can radiate a 20 foot aura of fear (as per the spell) at will with a caster level equal to his character level. The save DC is 10 + {{1/2}} the Warlock's Hit Dice + the Warlock's Cha modifier.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fiendish Apotheosis}}:''' A 15th level Warlock becomes an Outsider with the Evil and native subtypes, even if his own alignment is not evil. He is immortal and does not age. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spell Resistance}}:''' A 16th level Warlock gains Spell Resistance equal to your Warlock level. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fiendish Wings}}:''' A 17th level Warlock grows leathery bat wings. Unless the Warlock has a better flying speed, the warlock can fly at the warlocks base speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Extraplanar Soul}}:''' At 19th level Warlock's soul has become so tainted with the energies of the lower planes that they become one with a lower plane of the Warlocks choice. The warlock can Planshift to this plane at will. This also removes the warlocks native subtype and replaces it with the extraplanar subtype. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Planeshift}}:''' A 20th level Warlock can planeshift at will, as a full round action. This feature functions as a spell-like ability.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;br /&gt;
{{DnD Base Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Blades Of Keran]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Barbarian,_Keran_(3.5e_Class)</id>
		<title>Talk:Barbarian, Keran (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Barbarian,_Keran_(3.5e_Class)"/>
				<updated>2012-09-25T01:58:32Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This class was created by NeoSeraphi on the GitP Forums.--[[User:Milo v3|Milo High-Hill]] 05:21, 5 February 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
== class like this class already exist ==&lt;br /&gt;
&lt;br /&gt;
[[UA:Barbarian_Variant:_Totem_Barbarian|Totem_Barbarian]]&lt;br /&gt;
&lt;br /&gt;
:While a class like this already exists. This barbarian is actually designed to slowly turn the Barbarian into a Lycanthrope and has many differences with the Variant you linked. --[[User:Milo v3|Milo High-Hill]] ([[User talk:Milo v3|talk]]) 19:58, 24 September 2012 (MDT)&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Kyree</id>
		<title>Kyree</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Kyree"/>
				<updated>2012-09-18T08:57:37Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|la=0&lt;br /&gt;
|ecl=0&lt;br /&gt;
|type=Humanoid (Kyree)&lt;br /&gt;
|ability_adjust=+2 Strength, -2 Charisma&lt;br /&gt;
|size=Medium&lt;br /&gt;
|favored_class=Fighter, Ninja&lt;br /&gt;
|desc=The Kyree race is usually found in arid areas not far from river valleys. They are a secluded race that is not usually found out in the open or near places of extreme population.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Kyree =&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Throughout their day-to-day lives, kyree will talk with neighbors, make transactions, and anything most any other race would do. The biggest difference with this race is that they lead their lives with extreme &lt;br /&gt;
devotion to their personal code of conduct which is very similar to that of Chivalry.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
The average height: 5'11&amp;quot;, Average weight: 125 lbs., skin color: usually in the darker ranges of tan and brown., eye color: usually anywhere from violet to gold, and all Kyree have feathered wings with an average span of 10' and color ranging from black to white that may even appear to be shining or sparkling.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
Due to their lack of consistent contact with other races, Kyree are normally suspicious of any race unfamiliar to them, even humans, whom they have the most in common with. They are much easier to accept Dwarves for their usually lawful natures. Any other races that lean to the lawful side are also generally accepted better than other, more chaotic races.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
&lt;br /&gt;
Most kyree lean to the lawful axis and are generally fearful of chaos as one wrong move in the deserts can mean the end of their village.&lt;br /&gt;
&lt;br /&gt;
== Lands ==&lt;br /&gt;
&lt;br /&gt;
Kyree are most comfortable in the dry desert like areas near river valleys and some are more comfortable in rainforests. Anywhere dry and warm, or wet and tropical is an ideal area for any kyree to live.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
The most-worshiped deity for any kyree is Denna Theru, goddess of law and the desert, but some also worship Moradin out of respect for his strength and lawfulness.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
&lt;br /&gt;
Kyree speak Kyree and Common. They can learn Dwarven, Orcish, Draconian,and Terran. Kyree can know the language of their enemies and allies.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Kyree take their last name from their biological parents but can adopt another last name as they see fit, in addition to the ones they already have. Their first names are chosen by themselves and is normally based on a meaningful experience they once had.&lt;br /&gt;
&lt;br /&gt;
== Racial Traits ==&lt;br /&gt;
&lt;br /&gt;
* +2 Strength, -2 Charisma: Living in the desert makes for a strong race, but being secluded makes them awkward in social situations.&lt;br /&gt;
* Humanoid (Kyree): Kyree are their own race but share some major resemblances to humans such as face structure and body density.&lt;br /&gt;
* Medium Creature: Due to being a medium size race, Kyree gain no size related bonuses.&lt;br /&gt;
* Kyree [[base land speed]] is 30 feet: Kyree may fly at base land speed with average maneuverability.&lt;br /&gt;
* Kyree gain a +2 bonus on fortitude saves due to living in the extreme environments to which they are accustomed: whenever a fortitude save is required, the Kyree gain a +2 miscellaneous modifier to their roll.&lt;br /&gt;
* -2 penalty on any rolls having to do with defending against ice based attacks or traps due to the Kyree being used to warm climates: Whenever an ice-based attack is used against a kyree, and if there is some form of roll necessary on the part of the kyree, they take a -2 penalty on that roll. (Ex. A white dragon's Ice Breath.)&lt;br /&gt;
* [[Purify Water]]: 1/day &amp;amp;mdash; Like the Cleric spell of the same name.  Caster level is 1/2 character level (minimum of 1).&lt;br /&gt;
* [[Automatic Languages]]: Common, Kyree.  [[Bonus Languages]]: Draconian, Dwarvish, Orcish, Terran.&lt;br /&gt;
* [[Favored Class]]: Fighter, Ninja.&lt;br /&gt;
&lt;br /&gt;
== Vital Statistics ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Table: Kyree Random Starting Ages&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! Adulthood || Simple || Moderate || Complex&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| 24 years || +2d6 || +4d6 || +5d8 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Table: Kyree Aging Effects&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! Middle Age&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Old&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || Venerable&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Maximum Age&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| 70 years || 150 years || 300 years || +450 years&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# At middle age, &amp;amp;minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
# At old age, &amp;amp;minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
# At venerable age, &amp;amp;minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
|}&lt;br /&gt;
&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;
|+ Table: Kyree Random Height and Weight&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Male || 5' 5&amp;quot; || +3d6 || 25 lb. || &amp;amp;times; (3d4) lb.&lt;br /&gt;
|- class=&amp;quot;even&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Female || 5' 2.5&amp;quot; || +3d6 || 17 lb. || &amp;amp;times; (3d4) lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Races Breadcrumb}}&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Kyree Subtype]]&lt;br /&gt;
[[Category:Medium Size]]&lt;br /&gt;
[[Category:LA0]]&lt;br /&gt;
[[Category:ECL0]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Gnome,_Keran_(3.5e_Race)</id>
		<title>Gnome, Keran (3.5e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Gnome,_Keran_(3.5e_Race)"/>
				<updated>2012-08-31T02:45:27Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Undo revision 586967 by 79.177.105.83 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Homebrew Top}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;{{x0&lt;br /&gt;
|la= +0&lt;br /&gt;
|ecl= 1&lt;br /&gt;
|type= [[SRD: Humanoid Type|Humanoid]] (Gnome)&lt;br /&gt;
|ability_adjust= &amp;amp;minus;2 [[SRD:Strength|Str]], +2 [[SRD:Intellegence|Int]], &lt;br /&gt;
|size= [[Small]]&lt;br /&gt;
|favored_class= [[Any]]&lt;br /&gt;
|desc= Quirky Gadgetmakers. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Gnomes=&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
They are quirky and some find this quite annoying. They are always trying to build something, something that start's small in planning, but ends up alot bigger. They fill their lives with inventions which are strange and dangerous. Because of the fact that a new invention can change the whole gnome culture in a day, gnomes are normally chaotic.&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
They are small their sizes ranging between 3 and 4 feet tall, with females being slightly shorter than males. They have dark skin taned skin all over their bodies. Thier faces have whiskers growing from thier cheeks, which are heat sensitive. After many explosions caused by inventions, Gnomes have evolved a resistance to fire.&lt;br /&gt;
&lt;br /&gt;
They have a small amount of a talent with magic which helps them craft new devices.&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Basically all races tolerate gnomes. Except for Kobolds. Kobolds are in a war that has being going on for thousands of year's. The cause of the War was an attrocity commited by the Gnomes.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
They tend towards Chaotic Neutral, adding new things to thier inventions each day that are completly unessisary. &lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
&lt;br /&gt;
Thier only lands are the Turvarn Mountains. They used to live on a large mechanical island, powered by powerful gears, and steam. It was destroyed in the Second Era by the Kobolds, which has furthered the hatered between the two races.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
They rarely worship themselves as they aren't sure if the Deities really exist. We can't see them, we can't interact with them. And those that use Divine Magic are probably just tapping into Arcana magic via thier faith.&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
They all speak speak Trade Tongue and Mechan.&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
&lt;br /&gt;
Thier names are short and effiecent words in the language of Mechan.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;* +2 [[SRD:Constitution|Consititution]], –2 [[SRD:Strength|Strength]].&lt;br /&gt;
* '''[[SRD:Humanoid Type|Humanoid]] ([[SRD:Gnome Subtype|Gnome]])'''.&lt;br /&gt;
* '''[[SRD:Small|Small]] Size''' &lt;br /&gt;
* Gnomes [[SRD:Base Land Speed|base land speed]] is 20 feet.&lt;br /&gt;
*'''Fire Resistance:''' Fire Resistance 1. As their race is used to explosions, they have developed a resistance to fire.&lt;br /&gt;
*'''Low-Light Vision:''' Gnomes can see twice the distance of Karmainians in Moon-light or otherwise shadowy illumination.&lt;br /&gt;
*'''Mechanist:''' +4 racial bonus on craft checks.&lt;br /&gt;
*'''Spell-Like Abilities:'''  1/day—Heat Metal. A gnome with a intelligence score of at least 10 also has the following spell-like abilities: 1/day—Mage Hand, Mending, Prestidigitation. Caster level 1st; save DC 10 + gnome’s Int modifier + spell level. &lt;br /&gt;
* '''Whiskers''': Gnome whiskers are heat-sensitive. This allows them to sense fire coming at them before others normally would. This grants them a +2 racial bonus on saves against fire.&lt;br /&gt;
* '''[[SRD:Favored Class|Favored Class]]''': Any.&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Table: Gnome Random Starting Ages&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! Adulthood || Simple || Moderate || Complex&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| 40 years || +4d6 || +6d6 || +9d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Table: Gnome Aging Effects&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! Middle Age&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Old&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || Venerable&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Maximum Age&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| 100 years || 150 years || 200 years || +3d% years&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# At middle age, &amp;amp;minus;2 to Dex; +1 to Int, Wis, and Cha.&lt;br /&gt;
# At old age, &amp;amp;minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
# At venerable age, &amp;amp;minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
|}&lt;br /&gt;
&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;
|+ Table: Gnome Random Height and Weight&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Male || 3' 0&amp;quot; || +2d4 || 40 lb. || &amp;amp;times; (1) lb.&lt;br /&gt;
|- class=&amp;quot;even&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Female || 2' 10&amp;quot; || +2d4 || 35 lb. || &amp;amp;times; (1) lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Blades Of Keran Footer}}&lt;br /&gt;
{{3.5e Races Breadcrumb}} &amp;amp;rarr; [[LA 0 Races|LA 0]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:LA0]]&lt;br /&gt;
[[Category:ECL1]]&lt;br /&gt;
[[Category:Blades Of Keran]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ghoul,_Keran_(3.5e_Template)</id>
		<title>Ghoul, Keran (3.5e Template)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ghoul,_Keran_(3.5e_Template)"/>
				<updated>2012-08-30T03:26:26Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: Undo revision 586800 by 79.177.105.83 (talk)&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;
== Ghoul ==&lt;br /&gt;
&lt;br /&gt;
[[3e Summary::A humanoid which feasted upon the flesh of a ghoul or been afflicted with Ghoul Fever.]]&lt;br /&gt;
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Upon turning into a Ghoul a creatures flesh goes pale, it loses all its hair, its eyes turn blood shot, and all its senses are empowered. Its hands become claws and there teeth can tear a chunk out of even the most armored warriors.&lt;br /&gt;
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=== Sample Ghoul ===&lt;br /&gt;
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Here is a sample Ghoul using a level two Threat Karmainian as the base creature.&lt;br /&gt;
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{{3.5e Creature&lt;br /&gt;
| creature=&lt;br /&gt;
| style=&lt;br /&gt;
| size=Medium | type=[[SRD:Undead Type|Undead]] (Unliving)&lt;br /&gt;
| hd=2d12  | hp=13&lt;br /&gt;
| init=+0&lt;br /&gt;
| speed=30 ft. (6 squares)&lt;br /&gt;
| ac=14 (+1 [[SRD:Dexterity|Dex]], +3 natural) | touch=11  | flat=13&lt;br /&gt;
| bab=+2 | grapple=+3&lt;br /&gt;
| at=Bite +3 melee (1d6+1 plus [[SRD:Paralysis|paralysis]])&lt;br /&gt;
| full_at=Bite +3 melee (1d6+1 plus [[SRD:Paralysis|paralysis]]) and 2 claws +1 melee (1d3 plus [[SRD:Paralysis|paralysis]])&lt;br /&gt;
| space=5 ft. | reach=5 ft.&lt;br /&gt;
| sa=Ghoul Fever, Mighty Blow 4/Day, Paralysis&lt;br /&gt;
| sq=[[SRD:Darkvision|Darkvision]] 60 ft., Fearless, Numb +1, scent, +2 [[SRD:Turn Resistance|turn resistance]]&lt;br /&gt;
| fort=+4 | ref=+4 | will=-1&lt;br /&gt;
| str=13| dex=13| con=10| int=10| wis=9 | cha=8&lt;br /&gt;
| skills=[[SRD:Climb Skill|Climb]] +5, [[SRD:Hide Skill|Hide]] +5, [[SRD:Jump Skill|Jump]] +5, [[SRD:Listen Skill|Listen]] +2,[[SRD:Move Silently Skill|Move Silently]] +5, [[SRD:Search Skill|Search]] +2, [[SRD:Sense Motive Skill|Sense Motive]] +2, [[SRD:Spot Skill|Spot]] +5&lt;br /&gt;
| feats=[[SRD:Multiattack|Multiattack]]&lt;br /&gt;
| env=Any&lt;br /&gt;
| org=Solitary, gang (2–4), or pack (7–12)&lt;br /&gt;
| cr=1&lt;br /&gt;
| treas=None&lt;br /&gt;
| align=Usually [[SRD:Chaotic Evil|chaotic evil]]&lt;br /&gt;
| adv=3 [[SRD:Hit Dice|HD]] (Medium)&lt;br /&gt;
| la=—&lt;br /&gt;
}}&lt;br /&gt;
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'''Fearless ([[Ex|Ex]]):''' This ghoul doesn't flinch and is never scared, no matter what they are faced with. This Ghoul is immune to all fear effects. &lt;br /&gt;
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'''Ghoul Fever ([[SRD:Su|Su]]):''' Disease—bite or ingestion, [[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 12, incubation period 1 day, damage 1d3 [[SRD:Constitution|Con]] and 1d3 [[SRD:Dexterity|Dex]]. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.&lt;br /&gt;
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An afflicted [[SRD:Humanoid Type|humanoid]] who dies of ghoul fever rises as a ghoul at the next midnight. A [[SRD:Humanoid Type|humanoid]] who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. &lt;br /&gt;
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'''Mighty Blow ([[Ex|Ex]]):''' Four times per day, this ghoul may declare any single melee attack he makes to be a 'mighty blow'. A mighty blow is treated as a normal attack in all respects, except for the fact that it deals untyped bonus damage equal to the ghouls Strength modifier, this bonus damage stacks with the normal damage that would be derived from the threats Strength score. This ghoul may declare multiple attacks in a single round as mighty blows, but he cannot gain the benifit of a mighty blow more than once on a single attack. &lt;br /&gt;
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'''Numb ([[Ex|Ex]]):''' As this Ghoul grows more accustomed to battle, he begins to grow unfeeling, and numb to the things that seek to kill him. This Ghoul gains a +1 resistance bonus to his Fortitude save and a +1 enhancement bonus to his natural armor. These bonuses are already added to the statistic block. &lt;br /&gt;
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'''[[SRD:Paralysis|Paralysis]] ([[SRD:Ex|Ex]]):''' Those hit by a ghoul’s bite or claw attack must succeed on a [[SRD:DC|DC]] 12 [[SRD:Saving Throw|Fortitude save]] or be [[SRD:Paralyzed|paralyzed]] for 1d4+1 rounds. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.&lt;br /&gt;
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=== Creating a Ghoul ===&lt;br /&gt;
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&amp;quot;Ghoul&amp;quot;  is an acquired template that can be added to any Humanoid, or Monstrous Humanoid creature (refered to hereafter as the base creature).&lt;br /&gt;
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A Ghoul has all the base creature's statistics and special abilities except as noted here.&lt;br /&gt;
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==== Size and Type ====&lt;br /&gt;
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The creature’s type changes to undead and gains the Unliving subtype. Do not recalculate base attack bonus, saves, or skill points gained by class levels. Size is unchanged. &lt;br /&gt;
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==== Hit Dice ====&lt;br /&gt;
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Increase racial Hit Dice are changed to d12s.&lt;br /&gt;
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==== Armor Class ====&lt;br /&gt;
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A ghoul has a +2 natural armor bonus to Armor Class, or the base creature’s natural armor bonus, whichever is better. &lt;br /&gt;
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==== Attack ====&lt;br /&gt;
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A ghoul gains a primary bite attack and two secondary claw attacks, unless the base creature already has a Bite attack or Claw attacks. &lt;br /&gt;
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==== Full Attack ====&lt;br /&gt;
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A Ghoul fighting without weapons uses its natural weapons. If armed with a weapon, it usually uses the weapon as its primary attack along with a bite as a natural secondary attack.&lt;br /&gt;
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==== Damage ====&lt;br /&gt;
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The Bite Attack gained by a Ghoul deals either 1d6 damage (if medium sized) or 1d4 (if small sized). The Claw attack gained by a Ghoul deals either 1d3 damage (if medium sized) or 1d2 (if small sized). &lt;br /&gt;
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==== Special Attacks ====&lt;br /&gt;
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A ghoul retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 ghoul’s HD + ghoul’s Cha modifier unless otherwise noted. &lt;br /&gt;
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'''Ghoul Fever ([[SRD:Su|Su]]):''' Disease—bite or ingestion, [[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 12, incubation period 1 day, damage 1d3 [[SRD:Constitution|Con]] and 1d3 [[SRD:Dexterity|Dex]]. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.&lt;br /&gt;
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An afflicted [[SRD:Humanoid Type|humanoid]] who dies of ghoul fever rises as a ghoul at the next midnight. A [[SRD:Humanoid Type|humanoid]] who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. &lt;br /&gt;
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'''[[SRD:Paralysis|Paralysis]] ([[SRD:Ex|Ex]]):''' Those hit by a ghoul’s bite or claw attack must succeed on a [[SRD:DC|DC]] 12 [[SRD:Saving Throw|Fortitude save]] or be [[SRD:Paralyzed|paralyzed]] for 1d4+1 rounds. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.&lt;br /&gt;
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==== Special Qualities ====&lt;br /&gt;
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A lich retains all the base creature’s special qualities and gains those described below. &lt;br /&gt;
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'''Darkvision(Ex):''' A Ghoul gains Darkvision out to 60ft. &lt;br /&gt;
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'''Hunter of the Night (Su):''' A ghoul with 5 or more HD gains fast healing 2 as long as he is in shadowy illumination or darkness.&lt;br /&gt;
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'''Scent (Ex):''' A Ghoul gains the scent ability.&lt;br /&gt;
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'''Turn Resistance (Ex):''' A Ghoul has +2 turn resistance.&lt;br /&gt;
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==== Abilities ====&lt;br /&gt;
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Ability scores remain the same.&lt;br /&gt;
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==== Skills ====&lt;br /&gt;
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Ghouls have a +2 racial bonus on Listen, Search, Sense Motive, and Spot checks per 5 HD, if a Ghoul has less than 5 HD the bonuses are still +2. Otherwise same as the base creature. &lt;br /&gt;
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==== Challenge Rating ====&lt;br /&gt;
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Same as the base creature + 1. &lt;br /&gt;
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==== Treasure ====&lt;br /&gt;
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Standard Goods.&lt;br /&gt;
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==== Advancement ====&lt;br /&gt;
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By character class. &lt;br /&gt;
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==== Level Adjustment ====&lt;br /&gt;
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Same as the base creature +1.&lt;br /&gt;
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{{Blades Of Keran Footer}}&lt;br /&gt;
{{3.5e Creature Templates Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:Blades Of Keran]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
[[Category:Undead Type]]&lt;br /&gt;
[[Category:Unliving Subtype]]&lt;br /&gt;
[[Category:LA1]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/The_Eternal_Bard_(3.5e_NPC)</id>
		<title>The Eternal Bard (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/The_Eternal_Bard_(3.5e_NPC)"/>
				<updated>2012-08-28T04:14:41Z</updated>
		
		<summary type="html">&lt;p&gt;Milo v3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|race=Human (Lich)&lt;br /&gt;
|level(s)=Wizard 20/Undying Sovereign 20&lt;br /&gt;
|description=Appearing as a teenaged male, the Eternal Bard wears a black jacket and grey pants. Upon his head is messy long blond hair. He has been known to wear a ankh around his neck.&lt;br /&gt;
}}&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=The Eternal Bard&lt;br /&gt;
|al=Chaotic Evil |size=[[Medium]] |type=Undead (Augmented Humanoid)&lt;br /&gt;
|init= |listen= |spot=&lt;br /&gt;
|ac= |touch= |flat=&lt;br /&gt;
|hp= |hd=&lt;br /&gt;
|fort= |ref= |will=&lt;br /&gt;
|spd=&lt;br /&gt;
|bab= |grp=&lt;br /&gt;
}}&lt;br /&gt;
[[File:Eternal-Bard-Avatar.gif]]&lt;br /&gt;
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This isn't finished, and will continue to be updated.&lt;br /&gt;
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&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
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&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
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This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
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----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[3.5e Homebrew]] &amp;amp;rarr; [[3.5e NPCs|NPCs]] &amp;amp;rarr; [[3.5e CR 40 or more NPCs|CR 40 or more]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[3.5e Homebrew]] &amp;amp;rarr; [[3.5e NPCs|NPCs]] &amp;amp;rarr; [[3.5e ECL 40 NPCs|ECL 40]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR45]]&lt;br /&gt;
[[Category:ECL40]]&lt;br /&gt;
[[Category:Undead Type]]&lt;br /&gt;
[[Category:Augmented Subtype]]&lt;br /&gt;
[[Category:Chaotic Alignment]]&lt;br /&gt;
[[Category:Evil Alignment]]&lt;/div&gt;</summary>
		<author><name>Milo v3</name></author>	</entry>

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