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		<updated>2013-05-19T00:02:22Z</updated>
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	<entry>
		<id>http://www.dandwiki.com/wiki/Battle_Blesser_(3.5e_Optimized_Character_Build)</id>
		<title>Battle Blesser (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Battle_Blesser_(3.5e_Optimized_Character_Build)"/>
				<updated>2013-05-18T07:01:50Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot;== Introduction ==  Using Battle Blessing, Prestige Paladin, Cleric and Sword of the Arcane Order, you can auto-quicken any paladin spell - which suddenly includes all sorcere...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Using Battle Blessing, Prestige Paladin, Cleric and Sword of the Arcane Order, you can auto-quicken any paladin spell - which suddenly includes all sorcerer wizard spells. Makes actually casting and fighting at the same time feasible.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
Champions of Valor, Complete Champion, PHB, Unearthed Arcana&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
This assumes that being able to &amp;quot;use your paladin and ranger spell slots to prepare wizard spells&amp;quot; makes wizard's spells technically paladin spells, though this still works without wizard spells, it just increases buffing and decreases blasting. It also assumes that you can consider paladin spells prepared using cleric spell slots for Battle Blessing.&lt;br /&gt;
&lt;br /&gt;
You must be Lawful Good.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
No items are necessary for this build, though many certainly help. A Belt of Magnificence will help avert the obscenely massive MAD you get from this build, as will other stat boosting items. A lance and riding boots with boost damage significantly. Good defensive items such as save boosters and defending spikes will help you focus on blowing through enemies. Lion's Charge is a great spell, but it takes up valuable paladin spell slots, so a wand of Lion's Charge might help. Wands of Wraithstrike and Find the Gap are similarly useful. Once you gain Sneak Attack damage, a Ring of Blinking is nearly a must.&lt;br /&gt;
&lt;br /&gt;
=== Progression ===&lt;br /&gt;
&lt;br /&gt;
'''Starting Ability Scores (Before Racial Adjustments):'''  You'll want good enough Intelligence and Wisdom to cast the highest spell level you can reach but not necessarily higher, and Charisma helps fuel many abilities. Strength, Constitution and Dexterity are all moderately important for melee combat, though you can potentially reach a point of such good defenses that you hardly need constitution or dexterity.&lt;br /&gt;
&lt;br /&gt;
'''Race (Templates):''' [[SRD:Humans (Race)|Human]] is your best choice for their extra feat.&lt;br /&gt;
&lt;br /&gt;
''Starting Racial Traits:'' {{:SRD:Humans (Race)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot; {{#vardefine: odd|0}}&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ECL&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Class/HD/LA&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; | Feats&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Class&amp;lt;br/&amp;gt;Features&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&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 || Cleric 1 || +0 || +2 || +0 || +2 || Persistent Spell, Divine Metamagic (Persistent Spell) || Domains || Taking the Planning domain gives you free Extend Spell so you can Persist immediately.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || Cleric 2 || +1 || +3 || +0 || +3 || - || - || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || Cleric 3 || +2 || +3 || +1 || +3 || Mounted Combat || - || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || Cleric 4|| +3 || +4 || +1 || +4 || - || - || Up to here, you are a normal cleric, mostly&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || Cleric 4, Paladin 1 || +4 || +6 || +1 || +4 || - || Aura of Good, Detect Evil, Smite Evil 1/day|| Now you can start being gish. The dip gets you early entry into Prestige Paladin, but you can play a full cleric until 6th level for smoother difficulty.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || Cleric 4, Paladin 1, Prestige Paladin 1|| +5 || +8 || +1 || +4 || Battle Blessing || Smite Evil 1/day || Start being a boss now.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || Cleric 4, Paladin 1, Prestige Paladin 2|| +6 || +9 || +1 || +4 || - || Divine Grace, Lay on Hands, Special Mount || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || Cleric 4, Paladin 1, Prestige Paladin 3|| +7 || +9 || +2 || +5 || - || Aura of Courage, Divine Health || 4th level spells!&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || Cleric 4, Paladin 1, Prestige Paladin 3, Warrior 1|| +8 || +9 || +4 || +5 || Power Attack || Turning || The extra turning attempts are helpful.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || Cleric 4, Paladin 2, Prestige Paladin 3, Warrior 1|| +9 || +10 || +4 || +5 || - || Lay on Hands || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th || Cleric 4, Paladin 3, Prestige Paladin 3, Warrior 1|| +10 || +10 || +5 || +6 || - || - || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || Cleric 4, Paladin 4, Prestige Paladin 3, Warrior 1|| +11 || +11 || +5 || +6 || Sword of the Arcane Order || Turn Undead || Doubled turning attempts and Sword of the Arcane Order! You are now most likely casting as many spells as a full caster (though they are lower level) and dealing as much damage in melee as a full fighter.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || Cleric 5, Paladin 4, Prestige Paladin 3, Warrior 1|| +11 || +11 || +5 || +6 || - || - || Back to gaining spells&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || Cleric 5, Paladin 4, Prestige Paladin 3, Warrior 2|| +12 || +11 || +6 || +6 || - || Sneak Attack (+2d6) || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || Cleric 5, Paladin 4, Prestige Paladin 3, Warrior 2, Expert 1|| +12 || +11 || +8 || +6 || Improved Bull Rush || Sneak Attack (+5d6) || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || Cleric 5, Paladin 4, Prestige Paladin 3, Warrior 2, Expert 2|| +13 || +11 || +9 || +6 || - || Sneak Attack (+8d6) || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || Cleric 6, Paladin 4, Prestige Paladin 3, Warrior 2, Expert 2|| +14 || +12 || +10 || +7 || - || - || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || Cleric 7, Paladin 4, Prestige Paladin 3, Warrior 2, Expert 2|| +15 || +12 || +10 || +7 || Shock Trooper || - || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || Cleric 8, Paladin 4, Prestige Paladin 3, Warrior 2, Expert 2|| +16 || +13 || +10 || +8 || - || - || -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || Cleric 9, Paladin 4, Prestige Paladin 3, Warrior 2, Expert 2|| +16 || +13 || +11 || +8 || - || - || End at 11th level auto-quickened casting, not shabby.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;- anything not covered by the previous sections -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
Battle Blessing lets you autoquicken spells, making you essentially a full low level caster and a melee fighter at the same time (though you can boost your casting with divine metamagic).&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;- Take it to the next level -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;- overview of additional info about this build -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;- conditions of when this build works -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;- If needed, tricks for the DM (provided they allow this build) to keep the abuse to a minimum. -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;- Any other side notes that don't fit in the above sections. -&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:SRD Rules Only]]&amp;lt;!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN THE SRD!!! --&amp;gt;&lt;br /&gt;
[[Category:WotC Rules Only]]&amp;lt;!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --&amp;gt;&lt;br /&gt;
[[Category:Third Party Rules]]&amp;lt;!-- REMOVE THIS ENTIRE LINE IF YOU HAVE KEPT EITHER OF THE ABOVE LINES, IF YOU HAVE NOT KEPT EITHER OF THE ABOVE LINES KEEP THIS LINE!!! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Greater_Stirge_(3.5e_Creature)</id>
		<title>Greater Stirge (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Greater_Stirge_(3.5e_Creature)"/>
				<updated>2013-05-18T05:29:04Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot;=STIRGE=  {{3.5e Creature | creature= | style= | size=Small | type=Magical Beast | hd=3d10  | hp=16  | init=+3 | speed=10 ft (2 squares), fly 40 ft....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=STIRGE=&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
| creature=&lt;br /&gt;
| style=&lt;br /&gt;
| size=Small | type=[[SRD:Magical Beast Type|Magical Beast]]&lt;br /&gt;
| hd=3d10  | hp=16 &lt;br /&gt;
| init=+3&lt;br /&gt;
| speed=10 ft (2 squares), fly 40 ft. (average)&lt;br /&gt;
| ac=16 (+1 size, +4 [[SRD:Dexterity|Dex]]) | touch=16  | flat=11&lt;br /&gt;
| bab=+1 | grapple=–5 (+7 when attached)&lt;br /&gt;
| at=Touch +7 melee (attach)&lt;br /&gt;
| full_at=Touch +7 melee (attach)&lt;br /&gt;
| space=2-1/2 ft. | reach=0 ft.&lt;br /&gt;
| sa=Attach, blood drain&lt;br /&gt;
| sq=[[SRD:Darkvision|Darkvision]] 60 ft., [[SRD:Low-Light Vision|low-light vision]]&lt;br /&gt;
| fort=+2 | ref=+6 | will=+1&lt;br /&gt;
| str=7| dex=17| con=10| int=1| wis=12| cha=6&lt;br /&gt;
| skills=[[SRD:Hide Skill|Hide]] +9, [[SRD:Listen Skill|Listen]] +4, [[SRD:Spot Skill|Spot]] +4&lt;br /&gt;
| feats=[[SRD:Alertness|Alertness]], [[SRD:Weapon Finesse|Weapon Finesse]] &amp;lt;SUP&amp;gt;B&amp;lt;/SUP&amp;gt;&lt;br /&gt;
| env=Warm marshes&lt;br /&gt;
| org=Colony (2–4), flock (5–8), or storm (9–14)&lt;br /&gt;
| cr=2&lt;br /&gt;
| treas=None&lt;br /&gt;
| align=[[SRD:Neutral|Always neutral]]&lt;br /&gt;
| adv=3-4 [[SRD:Hit Dice|HD]] (Small), 5-8 [[SRD:Hit Dice|HD]] (Medium)&lt;br /&gt;
| la=—&lt;br /&gt;
}}&lt;br /&gt;
A greater stirge’s coloration ranges from rust-red to reddish-brown, with a dirty yellow underside. The proboscis is pink at the tip, fading to gray at its base.&lt;br /&gt;
&lt;br /&gt;
A greater stirge’s body is about 2 feet long, with a wingspan of about 4 feet. It weighs about 10 pounds.&lt;br /&gt;
&lt;br /&gt;
===COMBAT===&lt;br /&gt;
&lt;br /&gt;
A greater stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a [[SRD:Touch Attack|touch attack]] and can target only Small or larger creatures.&lt;br /&gt;
&lt;br /&gt;
'''Attach ([[SRD:Ex|Ex]]):''' If a greater stirge hits with a [[SRD:Touch Attack|touch attack]], it uses its eight pincers to latch onto the opponent’s body. An attached greater stirge is effectively [[SRD:Grappling|grappling]] its prey. The greater stirge loses its [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] and has an [[SRD:AC|AC]] of 11, but holds on with great tenacity. Stirges have a +12 racial bonus on [[SRD:Grapple|grapple check]]s (already figured into the Base Attack/[[SRD:Grapple|Grapple]] entry above).&lt;br /&gt;
&lt;br /&gt;
An attached greater stirge can be struck with a weapon or [[SRD:Grapple|grappled]] itself. To remove an attached greater stirge through [[SRD:Grappling|grappling]], the opponent must achieve a pin against the stirge.&lt;br /&gt;
&lt;br /&gt;
'''Blood Drain ([[SRD:Ex|Ex]]):''' A greater stirge drains blood, dealing 2d4 points of [[SRD:Constitution|Constitution]] damage in any [[SRD:Round|round]] when it begins its turn attached to a victim. This gains damage gains a bonus equal to the Greater Stirge's constitution bonus. Once it has dealt 6 points of [[SRD:Constitution|Constitution]] damage (adjust to be the the maximized damage of a blood drain), it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.&lt;br /&gt;
&lt;br /&gt;
{{SRD Creature Footer}}&lt;br /&gt;
[[Category:CR1/2|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Magical Beast Type|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Marsh Terrain|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Nonaligned|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Tiny Size|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:Warm Climate|{{BASEPAGENAME}}]]&lt;br /&gt;
[[Category:LA-|{{BASEPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)</id>
		<title>Battle Chemist (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)"/>
				<updated>2013-05-12T18:34:24Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{wikify|Does not follow the preload/missing parts of the preload.  See also the preload.}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|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=4/5&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&lt;br /&gt;
|desc=A science-focused class that somewhat replaces other combat casting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.&lt;br /&gt;
&lt;br /&gt;
== Battle Chemist ==&lt;br /&gt;
&lt;br /&gt;
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. &lt;br /&gt;
&lt;br /&gt;
=== Making a Battle Chemist===&lt;br /&gt;
&lt;br /&gt;
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. &lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 6d4&amp;amp;times;10 gp ( gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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 || +1 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 1, Technique 1, Chemist's Lab +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 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 1&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 2, Chemist's Lab +2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 2&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 3&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 5, Technique 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +7,  Technique 6&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:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills but Arcana and Religon, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies.  All of the following are class features of the Battle Chemist.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' &lt;br /&gt;
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. The maximum level of the mixture is the amount of mixtures known -1. Each mixture has a base cost, which is what a mixture costs in time and money to make at level 1. To increase the level of a mixture, multiply the base costs by 2. Creating a mixture also requires a Profession (Chemistry) check of difficulty (10 + Minimum level + 2 x level). Saves made against these are (10+2xMixture Level + Int). Getting the materials also requires ten times the time required to make the mixture of waiting after you spend the gold (see Mixture Sales). You start with 2 mixtures, then gain an additional mixture every third level after 1st level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create large amounts of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level (Ref Half). Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level per round for 1 round per level, with an explosive range of 1d6 feet per level (Reflex half). In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage, (Fort negates) Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Caffeine}}:'' A quick injection or swig of concentrated caffeine allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the mixture level +2, and is no longer exhausted or fatigued. These effects last 10 minutes per level. Base cost 1 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Alcohol}}:'' A swig or injection of concentrated alcohol allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, takes a penalty to dexterity and mental statistics (Fort negates). equal to the mixture level +2 (you can reduce this to 2 if you wish) and gains a bonus to strength and constitution equal to the mixture level +2 (you can reduce this to 2 if you wish). These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. Base cost 10 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method, and has halved effects if used in one. Considered a drug. Gives each target Fast Healing (2 per level) for one round per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Callus Maker}}:'' This sticky liquid encourages cell growth over the area of application, giving it a thick layer of callus-like skin. Grants a Natural Armor bonus equal to twice the level of the mixture and lowers base land speed as if the subject was wearing one higher level of armor (None to Light, Light to Medium, Medium to Heavy&amp;gt; (Fort negates). These effects last for 1 hour per level. Doesn't require a delivery method, half effect if a delivery method is used. Base cost 1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Mind Lens}}:'' This substance instantly makes subjects feel incredibly focused. For each level of the mixture, grants a +1 bonus to attack rolls, reflex saves, armor class and skill checks for 1 minute/level. Base cost 1 SP, 1 miunte.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Insulation Jelly}}:'' Any body part covered by this cream instantly becomes much more resistant to most elemental attacks. Grants resistance 5/level to Acid, Cold, Fire, and Sonic for 1 minute/level. Doesn't require a delivery method and has halved effects if used in one. Base cost 1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Flash Bomb}}:'' When activated, this mixture releases a burst of extremely bright light. All creatures within an explosive range of 30 feet per level are blinded for 1 round per level and must succeed in a Fort save or be stunned for 1 round. All creatures within twice that range must succeed in an identical save or be blinded for 1 round. Base cost 1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Smoke Bomb}}:'' When activated, this mixture flings choking smoke in all directions.  The cloud spreads in an explosive range of 20 feet per level in all directions and lasts for 1 round per level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Base cost 1 sp, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Web}}'' When in contact with oxygen, this fluid suddenly solidifies into an extremely sticky substance that can easily bind enemies. Anyone in an explosive range of 10 feet must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a Strength check with difficulty equal to the save DC or an Escape Artist check with a DC of 5 more. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.&lt;br /&gt;
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.&lt;br /&gt;
The web is flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. &lt;br /&gt;
Alternatively, it can be applied to hands and feet to allow clinging to nearly any surface. This gives you a climb speed of 10 feet + 5 feet per level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Universal Adhesive}}:'' As [[SRD:Sovereign_Glue|Sovereign Glue]] except that it can also be used as a Mending spel&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Adrenalin}}:'' A burst of Adrenalin gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to the mixture level +4 (Can be reduced to 4, if you wish), and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength (Can be reduced to 4, if you wish). These affects last 1 minute per level. Minimum level 2. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create an explosive flame. This flame deals 2d6 damage per level anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Has an explosive range of 10. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. Minimum level 3. Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled effects, and you do not fall unconscious from negative hit points. Minimum level 4. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Regenerative Salve}}:''  A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (1d6 per level) for one round per level. Minimum level 4. Base cost 10 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. Minimum level 5. Base cost 1 GP, 1 hour&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con (DC 12 + 2 x Level+Int) Has an explosive range of 4d6 feet per level. Minimum level 5. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects. Minimum level 6. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Instant Healer}}:'' A ridiculously fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for  10 per level and regenerates limbs, and grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Base cost 100 GP, 1 hour (in addition to pre-existing Dioxygen Flouride).&lt;br /&gt;
&lt;br /&gt;
'''Chemist's Lab([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique at level 4, 8, 12, 16 and 20. Similarly to mixtures, these take time to prepare, and can have levels added to them. However, maximum level is decided by your maximum mixture level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. Takes a move action to mix. Treat as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand). Explodes in a circle with radius half of the mixture's explosive range. Can hold any damaging mixture up to its level, up to level 3. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize. Treat as a thrown weapon, exploding 1d4-1 rounds after being pressurized. If the mixture used is a gas, it doesn't need time to pressurize. Hits all in a circle with radius equal to the explosive range of the mixture, and deals 1d6 piercing and slashing damage per level. Can hold any damaging mixture of up to its level +1.  1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject them. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level against Enemy armor bonus + shield bonus). On a success, you inject them. Can hold any drug of up to its level +2. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any fire damaging bomb of it's level. 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. Hits all in an explosive range sized cone (treat as an attack, with a reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any damaging mixture of up to its level. Minimum level 2. 10 GP, 1 hour (machine), 1 CP, 1 round (chemical cylinders).&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Always a 1 round application. Minimum level 2. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and explosive range, lowers DC's by 4, and allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any mixture up to its level. Minimum level 3. 1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Poison Admixture}}:&amp;quot; You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect, and increases the DC of both by 2. Minimum level 2. 1 round, plus poison.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Explosive Admixture}}:'' You can mix damaging effects as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4. 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a hand crossbow with an enhancement bonus equal to it's level. Minimum level 5. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading and then a move action to pressurize it. Gaseous mixtures don't require pressurization. Minimum level 6. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. The disk is reusable but each needle takes a round to store and calibrating the disk is a full-round action. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of (needles+level+10)with target's armor class - 10 as the bonus. For each point that the target exceeds the they dodge one needle. Any drug that hits an enemy multiple times increases it's effect level by one if it doubles the amount of needles hit. For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. Minimum level 7. 6 hours, 100 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of half the mixture's explosive range, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).&lt;br /&gt;
&lt;br /&gt;
'''Mixture Sales: ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' While not really your forte, you can sell your mixtures to the public for profit, much like potions. This comes in different levels, starting with back-alley sales and growing to large-scale commissions and grand stores. You gain a new level at 2nd, 5th, 11th, 14th and 19th level.&lt;br /&gt;
&lt;br /&gt;
At 2nd level, you can sell your mixtures to friends and in back alleys, selling for twice the base price in gold. Finding a buyer takes ten times as long as making the mixture.&lt;br /&gt;
&lt;br /&gt;
At 5th level, you can open a store for 1000 GP, allowing you to sell five items a day instantly at twice the base price. Other mixtures sell at triple the base price, taking 8 times as long as making the mixture to find a buyer. In addition, material delivery can be arranged to come on a regular basis - instead of making individual orders, you can specify a weekly order and expect it delivered every week, up to 14 mixture materials and level 2 mixtures. You also can hire help at either 10 gold pieces and 1 gold piece a day or 100 gold pieces and 10 gold pieces a day. The cheaper labor can help with basic tasks and manning the store, selling one tenth the mixtures you would while you are gone. More expensive labor can also make the most basic of mixtures while you are gone, taking ten times as much time as you would for each mixture and costing 1.5 times as much. You can hire up to five cheap laborers and two skilled laborers. Workers can work up to 10 hours a day and then take double pay for another 5 hours.&lt;br /&gt;
&lt;br /&gt;
At 11th level, you become the regional go-to chemist and can expand and move your store for 5000 GP, allowing you to sell 25 items a day instantly at triple the base price. Other mixtures sell at 5 times base price, taking 5 times as long as making the mixture to find a buyer. In addition, material delivery can be arranged to come daily, up to 5 mixture materials and level 3 mixtures each day, and material delivery is halved. You also can hire ten more cheap laborers and three more expensive ones, plus up to two new laborers that costs 1000 gold pieces and 100 gold pieces a day that can make level 2 mixtures, taking five times as much time to make mixtures and costing 25% more, called very skilled workers.&lt;br /&gt;
&lt;br /&gt;
At 14th level, you become the national authority on chemistry and can make an even grander, larger store for 20000 GP, allowing you to sell 125 items a day instantly at 5 times base price. Other mixtures sell at 8 times base price, taking 3 times as long as making the mixture to find a buyer. In addition, material delivery can be arranged to come hourly. and material delivery time is further halved (now at 1/4 time to get). In addition, each week, you receive a commission for 1d10 x 1d10 x 1d10 x 1d10 copies of a level 1 mixture in a level 1 delivery method. This commission is usually from an aligned group. Roll 1d10: 1 = Lawful Good, 2 = NG, 3 = CG, 4 = LN, 5 = TN, 6 = CN, 7 = LE, 8 = NE, 9 = CE, 10 = Anonymous/unaligned. You can reroll this once if you roll an alignment more than two steps from yours. You also can hire 35 more cheap laborers, 10 skilled laborers, 3 very skilled workers and 2 new workers that can make up to level 3 mixtures, taking 3 times as much time to make mixtures and costing 10% more, called chemists.&lt;br /&gt;
&lt;br /&gt;
At 19th level, you become the world's most renowned chemist and can make an enormous store for 100000 GP, allowing you to sell any number of items a day instantly at 10 times base price. You also receive triple the level 1 mixture commissions for 1d10 x 1d10 x 1d10 x 1d10 x 1d10 copies, a commission for (1d10)^4 copies of a level 2 mixture in a level 2 delivery method each week, and a commission for 1d10 x 1d10 x 1d10 copies of a level 3 mixture in a level 3 delivery method each month. You can also hire 100 more cheap laborers, 35 skilled laborers, 10 very skilled workers 3 chemists and 2 new workers that can make up to level 4 mixtures, taking twice as much time to make mixtures and costing the base cost, called master chemists.&lt;br /&gt;
&lt;br /&gt;
==== Epic Battle Chemists ====&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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; | Mixture 8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Chemist's Lab +8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Mixture 9, Technique 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Chemist's Lab +9, Mixtures Sales 6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | Mixture 10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Technique 8, Chemist's Lab +10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | Mixture 11, Mixture Sales 7&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
'''Technique:''' You continue learning more techniques, as in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
'''Mixture Sales:''' Every 5 levels starting at level 25, you triple any existing worker limits and add a new worker (as master chemist but increase maximum level by one each level and multiply cost by 10). Existing commissions increase in frequency by one step (1 month -&amp;gt; 1 week -&amp;gt; 3/week - triple previous) and in amount by x1d10, and a new level of commission starts at the highest previous level +1, starting at 1d10 x 1d10 x 1d10 and 1 per month.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.&lt;br /&gt;
&lt;br /&gt;
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.&lt;br /&gt;
&lt;br /&gt;
==== Human Battle Chemist Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).&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; | Concentration || 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; | Profession (Chemist) || 4 || Int ||&amp;amp;mdash;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Rapid Reload.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Mercantile Background.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). &lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 9 GP.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Battle Chemist ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Battle chemists are often held at an arms length if at all. Their &amp;quot;science&amp;quot; is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. &lt;br /&gt;
&lt;br /&gt;
==== Battle Chemists in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;So that's where I left the bomb...&amp;quot;|orig=Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown}}&lt;br /&gt;
&lt;br /&gt;
Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &lt;br /&gt;
- Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me&lt;br /&gt;
&lt;br /&gt;
- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.&lt;br /&gt;
&lt;br /&gt;
- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.&lt;br /&gt;
&lt;br /&gt;
- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.&lt;br /&gt;
&lt;br /&gt;
In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their &amp;quot;science&amp;quot;, and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.&lt;br /&gt;
&lt;br /&gt;
==== Battle Chemist Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (Nature)]] or [[SRD:Craft Skill|Craft (Alchemy)]] can research battle chemists 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;
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]], [[SRD:Craft Skill|Craft (Alchemy)]]&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; | Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | These mixtures usually activate when two materials come into contact with each other.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;-pluralized class name-&amp;gt; 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 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen &lt;br /&gt;
&lt;br /&gt;
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Colin the Chemist |cr=12&lt;br /&gt;
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12&lt;br /&gt;
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])&lt;br /&gt;
|init=+4 |listen=+0 |spot=+0&lt;br /&gt;
|lang=Common&lt;br /&gt;
|ac=19 |touch=14 |flat=15&lt;br /&gt;
|hp=12d8+24(78) |hd=12&lt;br /&gt;
|fort=+9 |ref=+11 |will=+11&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|melee1=Needle Level 5 +13 Melee (1d2+7)&lt;br /&gt;
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)&lt;br /&gt;
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer&lt;br /&gt;
|sa=Sprayer1, Pressure Bomb, Regenerative Salve&lt;br /&gt;
|bab=+9 |grp=+9&lt;br /&gt;
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10&lt;br /&gt;
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background&lt;br /&gt;
|skills=None that matter in combat.&lt;br /&gt;
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield&lt;br /&gt;
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
'''Fortifications'''&lt;br /&gt;
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.&lt;br /&gt;
&lt;br /&gt;
'''Negotiations'''&lt;br /&gt;
&lt;br /&gt;
'''Combat'''&lt;br /&gt;
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.&lt;br /&gt;
&lt;br /&gt;
'''Victory'''&lt;br /&gt;
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.&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;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)</id>
		<title>Battle Chemist (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)"/>
				<updated>2013-05-11T17:11:14Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{wikify|Does not follow the preload/missing parts of the preload.  See also the preload.}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|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=4/5&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&lt;br /&gt;
|desc=A science-focused class that somewhat replaces other combat casting.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.&lt;br /&gt;
&lt;br /&gt;
== Battle Chemist ==&lt;br /&gt;
&lt;br /&gt;
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. &lt;br /&gt;
&lt;br /&gt;
=== Making a Battle Chemist===&lt;br /&gt;
&lt;br /&gt;
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. &lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 6d4&amp;amp;times;10 gp ( gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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 || +1 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 1, Technique 1, Chemist's Lab +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 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 1&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 2, Chemist's Lab +2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 2&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 3&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 5, Technique 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +7,  Technique 6&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;-class skills (and key abilities)-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies.  All of the following are class features of the Battle Chemist.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' &lt;br /&gt;
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. The maximum level of the mixture is the amount of mixtures known -1. Each mixture has a base cost, which is what a mixture costs in time and money to make at level 1. To increase the level of a mixture, multiply the base costs by 2. Creating a mixture also requires a Profession (Chemistry) check of difficulty (10 + Minimum level + 2 x level). Getting the materials also requires ten times the time required to make the mixture of waiting after you spend the gold (see Mixture Sales). You start with 2 mixtures, then gain an additional mixture every third level after 1st level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create large amounts of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level per round for 1 round per level, with an explosive range of 1d6 feet per level. In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage(10 + 2 x Level+Int) Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Caffeine}}:'' A quick injection or swig of concentrated caffeine allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the mixture level +2, and is no longer exhausted or fatigued. These effects last 10 minutes per level. Base cost 1 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Alcohol}}:'' A swig or injection of concentrated alcohol allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, takes a penalty to dexterity and mental statistics. equal to the mixture level +2 (you can reduce this to 2 if you wish) and gains a bonus to strength and constitution equal to the mixture level +2 (you can reduce this to 2 if you wish). These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. Base cost 10 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method. Considered a drug. Gives an ally Fast Healing (1d4 per level) for one round per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Adrenalin}}:'' A burst of Adrenalin gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to the mixture level +4 (Can be reduced to 4, if you wish), and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength (Can be reduced to 4, if you wish). These affects last 1 minute per level. Minimum level 2. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create an explosive flame. This flame deals 2d6 damage per level anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Has an explosive range of 10. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. Minimum level 3. Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled effects, and you do not fall unconscious from negative hit points. Minimum level 4. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Regenerative Salve}}:''  A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (1d6 per level) for one round per level. Minimum level 4. Base cost 10 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. Minimum level 5. Base cost 1 GP, 1 hour&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con (DC 12 + 2 x Level+Int) Has an explosive range of 4d6 feet per level. Minimum level 5. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects. Minimum level 6. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Instant Healer}}:'' A ridiculously fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for  10 per level and regenerates limbs, and grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Base cost 100 GP, 1 hour (in addition to pre-existing Dioxygen Flouride).&lt;br /&gt;
&lt;br /&gt;
'''Chemist's Lab([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique at level 4, 8, 12, 16 and 20. Similarly to mixtures, these take time to prepare, and can have levels added to them. However, maximum level is decided by your maximum mixture level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. Takes a move action to mix. Treat as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand). Explodes in a circle with radius half of the mixture's explosive range. Can hold any damaging mixture up to its level, up to level 3. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize. Treat as a thrown weapon, exploding 1d4-1 rounds after being pressurized. If the mixture used is a gas, it doesn't need time to pressurize. Hits all in a circle with radius equal to the explosive range of the mixture, and deals 1d6 piercing and slashing damage per level. Can hold any damaging mixture of up to its level +1.  1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject them. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level against Enemy armor bonus + shield bonus). On a success, you inject them. Can hold any drug of up to its level +2. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any fire damaging bomb of it's level. 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. Hits all in an explosive range sized cone (treat as an attack, with a reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any damaging mixture of up to its level. Minimum level 2. 10 GP, 1 hour (machine), 1 CP, 1 round (chemical cylinders).&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Always a 1 round application. Minimum level 2. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and explosive range, lowers DC's by 4, and allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any mixture up to its level. Minimum level 3. 1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Poison Admixture}}:&amp;quot; You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect, and increases the DC of both by 2. Minimum level 2. 1 round, plus poison.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Explosive Admixture}}:'' You can mix damaging effects as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4. 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a hand crossbow with an enhancement bonus equal to it's level. Minimum level 5. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading and then a move action to pressurize it. Gaseous mixtures don't require pressurization. Minimum level 6. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. The disk is reusable but each needle takes a round to store and calibrating the disk is a full-round action. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of (needles+level+10)with target's armor class - 10 as the bonus. For each point that the target exceeds the they dodge one needle. Any drug that hits an enemy multiple times increases it's effect level by one if it doubles the amount of needles hit. For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. Minimum level 7. 6 hours, 100 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of half the mixture's explosive range, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).&lt;br /&gt;
&lt;br /&gt;
'''Mixture Sales: ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' While not really your forte, you can sell your mixtures to the public for profit, much like potions. This comes in different levels, starting with back-alley sales and growing to large-scale commissions and grand stores. You gain a new level at 2nd, 5th, 11th, 14th and 19th level.&lt;br /&gt;
&lt;br /&gt;
At 2nd level, you can sell your mixtures to friends and in back alleys, selling for twice the base price in gold. Finding a buyer takes ten times as long as making the mixture.&lt;br /&gt;
&lt;br /&gt;
At 5th level, you can open a store for 1000 GP, allowing you to sell five items a day instantly at twice the base price. Other mixtures sell at triple the base price, taking 8 times as long as making the mixture to find a buyer. In addition, material delivery can be arranged to come on a regular basis - instead of making individual orders, you can specify a weekly order and expect it delivered every week, up to 14 mixture materials and level 2 mixtures. You also can hire help at either 10 gold pieces and 1 gold piece a day or 100 gold pieces and 10 gold pieces a day. The cheaper labor can help with basic tasks and manning the store, selling one tenth the mixtures you would while you are gone. More expensive labor can also make the most basic of mixtures while you are gone, taking ten times as much time as you would for each mixture and costing 1.5 times as much. You can hire up to five cheap laborers and two skilled laborers. Workers can work up to 10 hours a day and then take double pay for another 5 hours.&lt;br /&gt;
&lt;br /&gt;
At 11th level, you become the regional go-to chemist and can expand and move your store for 5000 GP, allowing you to sell 25 items a day instantly at triple the base price. Other mixtures sell at 5 times base price, taking 5 times as long as making the mixture to find a buyer. In addition, material delivery can be arranged to come daily, up to 5 mixture materials and level 3 mixtures each day, and material delivery is halved. You also can hire ten more cheap laborers and three more expensive ones, plus up to two new laborers that costs 1000 gold pieces and 100 gold pieces a day that can make level 2 mixtures, taking five times as much time to make mixtures and costing 25% more, called very skilled workers.&lt;br /&gt;
&lt;br /&gt;
At 14th level, you become the national authority on chemistry and can make an even grander, larger store for 20000 GP, allowing you to sell 125 items a day instantly at 5 times base price. Other mixtures sell at 8 times base price, taking 3 times as long as making the mixture to find a buyer. In addition, material delivery can be arranged to come hourly. and material delivery time is further halved (now at 1/4 time to get). In addition, each week, you receive a commission for 1d10 x 1d10 x 1d10 x 1d10 copies of a level 1 mixture in a level 1 delivery method. This commission is usually from an aligned group. Roll 1d10: 1 = Lawful Good, 2 = NG, 3 = CG, 4 = LN, 5 = TN, 6 = CN, 7 = LE, 8 = NE, 9 = CE, 10 = Anonymous/unaligned. You can reroll this once if you roll an alignment more than two steps from yours. You also can hire 35 more cheap laborers, 10 skilled laborers, 3 very skilled workers and 2 new workers that can make up to level 3 mixtures, taking 3 times as much time to make mixtures and costing 10% more, called chemists.&lt;br /&gt;
&lt;br /&gt;
At 19th level, you become the world's most renowned chemist and can make an enormous store for 100000 GP, allowing you to sell any number of items a day instantly at 10 times base price. You also receive triple the level 1 mixture commissions for 1d10 x 1d10 x 1d10 x 1d10 x 1d10 copies, a commission for (1d10)^4 copies of a level 2 mixture in a level 2 delivery method each week, and a commission for 1d10 x 1d10 x 1d10 copies of a level 3 mixture in a level 3 delivery method each month. You can also hire 100 more cheap laborers, 35 skilled laborers, 10 very skilled workers 3 chemists and 2 new workers that can make up to level 4 mixtures, taking twice as much time to make mixtures and costing the base cost, called master chemists.&lt;br /&gt;
&lt;br /&gt;
==== Epic Battle Chemists ====&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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; | Mixture 8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Chemist's Lab +8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Mixture 9, Technique 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Chemist's Lab +9, Mixtures Sales 6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | Mixture 10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Technique 8, Chemist's Lab +10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | Mixture 11, Mixture Sales 7&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
'''Technique:''' You continue learning more techniques, as in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
'''Mixture Sales:''' Every 5 levels starting at level 25, you triple any existing worker limits and add a new worker (as master chemist but increase maximum level by one each level and multiply cost by 10). Existing commissions increase in frequency by one step (1 month -&amp;gt; 1 week -&amp;gt; 3/week - triple previous) and in amount by x1d10, and a new level of commission starts at the highest previous level +1, starting at 1d10 x 1d10 x 1d10 and 1 per month.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.&lt;br /&gt;
&lt;br /&gt;
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.&lt;br /&gt;
&lt;br /&gt;
==== Human Battle Chemist Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).&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; | Concentration || 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; | Profession (Chemist) || 4 || Int ||&amp;amp;mdash;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Rapid Reload.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Mercantile Background.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). &lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 9 GP.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Battle Chemist ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Battle chemists are often held at an arms length if at all. Their &amp;quot;science&amp;quot; is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. &lt;br /&gt;
&lt;br /&gt;
==== Battle Chemists in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;So that's where I left the bomb...&amp;quot;|orig=Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown}}&lt;br /&gt;
&lt;br /&gt;
Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &lt;br /&gt;
- Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me&lt;br /&gt;
&lt;br /&gt;
- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.&lt;br /&gt;
&lt;br /&gt;
- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.&lt;br /&gt;
&lt;br /&gt;
- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.&lt;br /&gt;
&lt;br /&gt;
In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their &amp;quot;science&amp;quot;, and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.&lt;br /&gt;
&lt;br /&gt;
==== Battle Chemist Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (Nature)]] or [[SRD:Craft Skill|Craft (Alchemy)]] can research battle chemists 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;
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]], [[SRD:Craft Skill|Craft (Alchemy)]]&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; | Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | These mixtures usually activate when two materials come into contact with each other.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;-pluralized class name-&amp;gt; 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 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen &lt;br /&gt;
&lt;br /&gt;
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Colin the Chemist |cr=12&lt;br /&gt;
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12&lt;br /&gt;
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])&lt;br /&gt;
|init=+4 |listen=+0 |spot=+0&lt;br /&gt;
|lang=Common&lt;br /&gt;
|ac=19 |touch=14 |flat=15&lt;br /&gt;
|hp=12d8+24(78) |hd=12&lt;br /&gt;
|fort=+9 |ref=+11 |will=+11&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|melee1=Needle Level 5 +13 Melee (1d2+7)&lt;br /&gt;
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)&lt;br /&gt;
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer&lt;br /&gt;
|sa=Sprayer1, Pressure Bomb, Regenerative Salve&lt;br /&gt;
|bab=+9 |grp=+9&lt;br /&gt;
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10&lt;br /&gt;
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background&lt;br /&gt;
|skills=None that matter in combat.&lt;br /&gt;
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield&lt;br /&gt;
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
'''Fortifications'''&lt;br /&gt;
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.&lt;br /&gt;
&lt;br /&gt;
'''Negotiations'''&lt;br /&gt;
&lt;br /&gt;
'''Combat'''&lt;br /&gt;
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.&lt;br /&gt;
&lt;br /&gt;
'''Victory'''&lt;br /&gt;
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.&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;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Pyromaniac_(3.5e_Prestige_Class)</id>
		<title>Pyromaniac (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Pyromaniac_(3.5e_Prestige_Class)"/>
				<updated>2013-05-03T04:32:29Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot;{{DnD Prestige Class Infobox |img= |imgloc= |imgsize= |imgcaption= |rating_power= |raters_power= |rating_wording= |raters_wording= |rating_formatting= |raters_formatting= |rat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;-class name-&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|&amp;lt;-Some quote from a character of this class-&amp;gt;&lt;br /&gt;
|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;&lt;br /&gt;
|src=&amp;lt;!--The source of the quote (manuscript, book, etc)--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-fluff about this prestige class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Becoming a &amp;lt;-class name-&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-why characters pursue this class, what other classes they typically have, and what abilities are important-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonlawful.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Must be able to cast arcane spells at Caster Level 6th.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| If a cleric, must have Fire domain.&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must defeat an enemy with only fire spells, explosives and/or fire.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d&amp;lt;-die size-&amp;gt;&amp;lt;/p&amp;gt;&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; | [[#Spellcasting|Spellcasting]]&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 || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Pyromania, Burn Spell&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 to existing casting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Resistance to Fire 10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 to existing casting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 to existing casting class &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 to existing casting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blazing Spirit&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Immunity to Fire&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 to existing casting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 to existing casting class &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 to existing casting class &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Body of Flame&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 to existing casting class &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (&amp;lt;-skill points-&amp;gt; + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;-list of class skills-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
A Pyromaniac   All of the following are class features of the &amp;lt;-class name-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At &amp;lt;-each level? each level after first? Xth and Yth levels?-&amp;gt;, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one &amp;lt;-divine? arcane? prepared? spontaneous?-&amp;gt; spellcasting class before becoming a &amp;lt;-class name-&amp;gt;, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-spell-like class feature-&amp;gt;}}'' ([[Sp]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-supernatural class feature-&amp;gt;}} ([[Su]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Burn Spell}}([[Sp]]):''' A Pyromaniac uses spells slots to fuel powerful fire based abilities. To use any of these abilities, you must sacrifice a spell slot as if you had casted the spell. You get one of these abilites on 1st, 4th, 7th and 10th level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Fire Breath}}:'' You let the arcane energy from your burned spell fuel a flame inside you body, then exhale, breathing fire that even dragons would envy. As a standard action, you breath fire, starting as a 30 foot cone with 1d6 damage. For every level of the spell burned and every burn spell ability you know, increase this damage by 1d6 and the range by 5 feet.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Blazing Weapon}}:'' You channel the arcane energy from your burned spell into a weapon, creating a shaped instrument of fiery destruction. This weapon can be any weapon you are proficient with, but cannot be used as a physical weapon (barring use of power attacks, trips, sunders and other such actions). It deals 1d4 damage per two spell levels burned + spell abilities known, has no critical threat range, makes touch attacks, weighs nothing and cannot gain a strength bonus to damage. It lasts 1 minute per die of damage.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Aura of Flame}}:'' You let the arcane energy from your burned spell flow out of your body, creating flames that burn all that get too close. This flame extends 5 feet and deals 1d4 damage per two spell levels burned + burn spell ability known. It also burns up medium or smaller wooden projectiles and small or smaller wooden weapons, rendering them useless. At 4d4 damage these sizes increase by one. This ability is extremely draining on the user, and also deals half damage to him each round. These effects last 1 round per die of damage.&lt;br /&gt;
&lt;br /&gt;
''{{#anc: &lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
| 11 || 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;
| 16 || 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;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|May 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|May 2013}}&lt;br /&gt;
{{Prestige Class Stub|May 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Bitterbeetle_(3.5e_Creature)</id>
		<title>Bitterbeetle (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Bitterbeetle_(3.5e_Creature)"/>
				<updated>2013-05-03T03:37:50Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;-Creature Name-&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Bitterbeetle |cr=4&lt;br /&gt;
|al=[[TN]] |size=[[Medium]] |type=[[Vermin Type|Vermin]]&lt;br /&gt;
|init=+1 |sens=[[darkvision]] 60 ft., |listen=+1 |spot=+1&lt;br /&gt;
|lang=-&lt;br /&gt;
|ac=20 |touch=10 |flat=20 |acmods=+10 natural&lt;br /&gt;
|hp=30 |hd=4&lt;br /&gt;
|fort=+7 |ref=+2 |will=&amp;amp;minus;2&lt;br /&gt;
|spd=10 ft. (2 squares)&lt;br /&gt;
|at=[[Bite]] +6 (2d6+9), Tendril +4 (1d6+3), See Tendrils&lt;br /&gt;
|full_at=[[Bite]] +6 (2d6+9) and 4 Tendrils +2 (1d8+3), See Tendrils&lt;br /&gt;
|bab=+3 |grp=+6&lt;br /&gt;
|str=22 |dex=12 |con=16 |int=1 |wis=4 |cha=4&lt;br /&gt;
|sa=Tendrils&lt;br /&gt;
|sq=Bitterwillow, Stink&lt;br /&gt;
|feats=Multiattack&lt;br /&gt;
|poss=-&lt;br /&gt;
|env=Temperate forests&lt;br /&gt;
|treas=Standard + See Treasure&lt;br /&gt;
|adv=4-8 HD (Medium, Huge Trees), 9-12 HD(Large, Gargantuan Trees), 13-16 HD (Huge, Collosal Trees)&lt;br /&gt;
|org=Solitary, Family (3-10 4 Medium Young Adults, 2-4 Large Mature Adults) or Colony (10 Families + 3-5 16 Huge Elders)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Bitterbeetle lives within a Willow, often called a Bitterwillow. It helps protect the willow from those that would consume it by excreting bitter, viscous fluid into the willow's branches and attacking those that would eat anyway. In return, it consumes a small amount of the willow's trunk, including a hole in the side, to give itself room. If the willow dies, instead of laying eggs in the willow the bitterbeetle moves to a nearby young willow and inserts eggs into it. It then protects the willow, consuming the old one until it runs out. The Bitterbeetle has hundreds of spiked tendrils extending out of it's bottom side. It uses these to whip the willow's branches around, hitting animals that would eat willow leaves. It also uses these to fling willow seeds far away to help the willow reproduce.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Bitterbeetles will try to remain undetected if possible, especially if there are no willows nearby to move to if their willow is killed. If the young willows grown from flung seeds are attacked, the bitterbeetle will immediately exit the tree and begin attacking. If there is no major threat to the young trees, and the main willow is being attacked, once the willow is at half health the bitterbeetle will drag itself out with it's tendrils and begin attacking, usually grappling the ones attacking or cutting the willow and attempting to crush them. It will also bite at enemies that get too close, or bring them closer when near-dead.&lt;br /&gt;
&lt;br /&gt;
'''Tendrils:''' The Bitterbeetle's signature attack is its tendrils. They often grab assailants of the the host willow and crush them to death, using their bodies as fertilizer. A Bitterbeetle's tendrils have a reach of whatever the tree's reach would be, were it animate, and can either attack or grapple. When grappling, the bitterbeetle gets and extra +8 bonus to its grapple check (to a total of +14) and an additional +4 for each group of tendrils it devotes to one target. Each tendril group deals tendril attack damage and 1d8+3 crushing damage. The Bitterbeetle can also pull enemies closer with an opposed grapple check as a free action - however, if it loses the roll, it releases it's victim. Any free tendrils can be used to attack.&lt;br /&gt;
&lt;br /&gt;
'''Bitterwillow:''' The Bitterbeetle's Bitterwillow is one of its greatest assets in combat. Treat it as a mindless, immobile [[SRD:Treant|Treant]] with twice the bitterbeetle's hit dice. The only way to pierce the tree and hit the bitterbeetle within is with a piercing weapon that reaches the bitterbeetle, and the first 5 points per hit die of the tree is redirected to the tree.&lt;br /&gt;
&lt;br /&gt;
'''Stink:''' The Bitterbeetle's bitter fluid is incredibly noxious, making all within 60 feet of the willow Sickened (DC 16 Fortitude to negate, -2 DC per 10 feet away). In addition, anyone hit by a tendril or branch must make another DC 20 save or be sickened. The difficulty decreases by 1 per round exposed but increases by 1 when hit by a tendril.&lt;br /&gt;
&lt;br /&gt;
===Treasure===&lt;br /&gt;
&lt;br /&gt;
Older Bitterwillows can be identified easily by the amount of skeletons around it.  Originally, bitterbeetles had essentially no treasure, but some adventurers saw the bones and decided to try to loot them. This cause their loot to be left behind, and attracted more adventurers. Eventually, bitterwillows became profitable, albeit dangerous gold mine.&lt;br /&gt;
&lt;br /&gt;
In addition, bitterbeetle's secreted bitter fluid has several properties. The most well known property is that if exposed to air, it makes a large area stink. A single dose of bitterbeetle fluid creates a 10 foot radius circle that Sickens those who fail a DC 10 fortitude save, lasting 1 round. By doubling the dose, you can increase the DC by 2, add 10 feet to the range of the stink and add 1 round to the duration of the stink. However, for every 10 feet away you are from the origin, the DC is lowered by 2, and for every round the DC is again lowered by 2 and the radius of the effect decreased by 10 feet. For example, 32 doses of the fluid creates and effect identical to the stink effect on the bitterwillow, but centered at wherever the fluid was released, for one round. In five rounds, it will be as effective as one dose of fluid.&lt;br /&gt;
&lt;br /&gt;
A less known property is that if consumed, the bitter, syrupy fluid is supernaturally nourishing and healing. However, it is extremely difficult to eat due to it's horrid bitterness and noxious smell. When consuming a dose of bitterwillow, you must make a DC 20 fortitude save or immediately spit it out and become sickened. This doesn't apply if you are unconscious and someone else is feeding you. If you manage to choke down the viscous fluid, you heal 2d8+10 HP (as if a 10th level cleric casted Cure Moderate Wounds) and get a +8 alchemical bonus against poison for an hour. The fluid also counts as a day's worth of rations.&lt;br /&gt;
&lt;br /&gt;
Each willow generally has 6d4 doses of bitter fluid, each worth 100 gp.&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creatures CR &amp;lt;!--your creature's challenge rating.  If the CR is less then or equal to 1/6 please insert &amp;quot;1/6 or less&amp;quot;, if the CR is greater then or equal to 41 please insert &amp;quot;41 or more&amp;quot;.--&amp;gt; Breadcrumb}}&lt;br /&gt;
&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:CR&amp;lt;!-- insert CR here --&amp;gt;]]&lt;br /&gt;
[[Category:&amp;lt;!-- Type --&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-- Subtype --&amp;gt; Subtype]]&lt;br /&gt;
[[Category:&amp;lt;!-- Size --&amp;gt; Size]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a law-chaos axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Chaotic Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Good Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;br /&gt;
[[Category:Evil Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- environment --&amp;gt;&lt;br /&gt;
[[Category:&amp;lt;!-- terrain --&amp;gt; Terrain]]&lt;br /&gt;
[[Category:&amp;lt;!-- climate --&amp;gt; Climate]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Bitterbeetle_(3.5e_Creature)</id>
		<title>Bitterbeetle (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Bitterbeetle_(3.5e_Creature)"/>
				<updated>2013-05-03T03:32:20Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot;== &amp;lt;-Creature Name-&amp;gt; ==  {{Stat Block 2 |name=Bitterbeetle |cr=4 |al=TN |size=Medium |type=Vermin |init=+1 |sens=darkvision 60 ft., |listen=+1 |spo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;-Creature Name-&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Bitterbeetle |cr=4&lt;br /&gt;
|al=[[TN]] |size=[[Medium]] |type=[[Vermin Type|Vermin]]&lt;br /&gt;
|init=+1 |sens=[[darkvision]] 60 ft., |listen=+1 |spot=+1&lt;br /&gt;
|lang=-&lt;br /&gt;
|ac=20 |touch=10 |flat=20 |acmods=+10 natural&lt;br /&gt;
|hp=30 |hd=4&lt;br /&gt;
|fort=+7 |ref=+2 |will=&amp;amp;minus;2&lt;br /&gt;
|spd=10 ft. (2 squares)&lt;br /&gt;
|at=[[Bite]] +6 (2d6+9), Tendril +4 (1d6+3), See Tendrils&lt;br /&gt;
|full_at=[[Bite]] +6 (2d6+9) and 4 Tendrils +2 (1d8+3), See Tendrils&lt;br /&gt;
|bab=+3 |grp=+6&lt;br /&gt;
|str=22 |dex=12 |con=16 |int=1 |wis=4 |cha=4&lt;br /&gt;
|sa=Tendrils&lt;br /&gt;
|sq=Bitterwillow, Stink&lt;br /&gt;
|feats=Multiattack&lt;br /&gt;
|poss=-&lt;br /&gt;
|favcls=[[barbarian]]&lt;br /&gt;
|env=Temperate forests&lt;br /&gt;
|treas=Standard + See Treasure&lt;br /&gt;
|adv=4-8 HD (Medium, Huge Trees), 9-12 HD(Large, Gargantuan Trees), 13-16 HD (Huge, Collosal Trees)&lt;br /&gt;
|org=Solitary, Family (3-10 4 Medium Young Adults, 2-4 Large Mature Adults) or Colony (10 Families + 3-5 16 Huge Elders)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Bitterbeetle lives within a Willow, often called a Bitterwillow. It helps protect the willow from those that would consume it by excreting bitter, viscous fluid into the willow's branches and attacking those that would eat anyway. In return, it consumes a small amount of the willow's trunk, including a hole in the side, to give itself room. If the willow dies, instead of laying eggs in the willow the bitterbeetle moves to a nearby young willow and inserts eggs into it. It then protects the willow, consuming the old one until it runs out. The Bitterbeetle has hundreds of spiked tendrils extending out of it's bottom side. It uses these to whip the willow's branches around, hitting animals that would eat willow leaves. It also uses these to fling willow seeds far away to help the willow reproduce.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Bitterbeetles will try to remain undetected if possible, especially if there are no willows nearby to move to if their willow is killed. If the young willows grown from flung seeds are attacked, the bitterbeetle will immediately exit the tree and begin attacking. If there is no major threat to the young trees, and the main willow is being attacked, once the willow is at half health the bitterbeetle will drag itself out with it's tendrils and begin attacking, usually grappling the ones attacking or cutting the willow and attempting to crush them. It will also bite at enemies that get too close, or bring them closer when near-dead.&lt;br /&gt;
&lt;br /&gt;
'''Tendrils:''' The Bitterbeetle's signature attack is its tendrils. They often grab assailants of the the host willow and crush them to death, using their bodies as fertilizer. A Bitterbeetle's tendrils have a reach of whatever the tree's reach would be, were it animate, and can either attack or grapple. When grappling, the bitterbeetle gets and extra +8 bonus to its grapple check (to a total of +14) and an additional +4 for each group of tendrils it devotes to one target. Each tendril group deals tendril attack damage and 1d8+3 crushing damage. The Bitterbeetle can also pull enemies closer with an opposed grapple check as a free action - however, if it loses the roll, it releases it's victim. Any free tendrils can be used to attack.&lt;br /&gt;
&lt;br /&gt;
'''Bitterwillow:''' The Bitterbeetle's Bitterwillow is one of its greatest assets in combat. Treat it as a mindless, immobile [[SRD:Treant|Treant]] with twice the bitterbeetle's hit dice. The only way to pierce the tree and hit the bitterbeetle within is with a piercing weapon that reaches the bitterbeetle, and the first 5 points per hit die of the tree is redirected to the tree.&lt;br /&gt;
&lt;br /&gt;
'''Stink:''' The Bitterbeetle's bitter fluid is incredibly noxious, making all within 60 feet of the willow Sickened (DC 16 Fortitude to negate, -2 DC per 10 feet away). In addition, anyone hit by a tendril or branch must make another DC 20 save or be sickened. The difficulty decreases by 1 per round exposed but increases by 1 when hit by a tendril.&lt;br /&gt;
&lt;br /&gt;
===Treasure===&lt;br /&gt;
&lt;br /&gt;
Older Bitterwillows can be identified easily by the amount of skeletons around it.  Originally, bitterbeetles had essentially no treasure, but some adventurers saw the bones and decided to try to loot them. This cause their loot to be left behind, and attracted more adventurers. Eventually, bitterwillows became profitable, albeit dangerous gold mine.&lt;br /&gt;
&lt;br /&gt;
In addition, bitterbeetle's secreted bitter fluid, of which hundreds of doses worth are in a single tree, has several properties. The most well known property is that if exposed to air, it makes a large area stink. A single dose of bitterbeetle fluid creates a 10 foot radius circle that Sickens those who fail a DC 10 fortitude save, lasting 1 round. By doubling the dose, you can increase the DC by 2, add 10 feet to the range of the stink and add 1 round to the duration of the stink. However, for every 10 feet away you are from the origin, the DC is lowered by 2, and for every round the DC is again lowered by 2 and the radius of the effect decreased by 10 feet. For example, 32 doses of the fluid creates and effect identical to the stink effect on the bitterwillow, but centered at wherever the fluid was released, for one round. In five rounds, it will be as effective as one dose of fluid.&lt;br /&gt;
&lt;br /&gt;
A less known property is that if consumed, the bitter, syrupy fluid is supernaturally nourishing and healing. However, it is extremely difficult to eat due to it's horrid bitterness and noxious smell. When consuming a dose of bitterwillow, you must make a DC 20 fortitude save or immediately spit it out and become sickened. This doesn't apply if you are unconscious and someone else is feeding you. If you manage to choke down the viscous fluid, you heal 2d8+10 HP (as if a 10th level cleric casted Cure Moderate Wounds) and get a +8 alchemical bonus against poison for an hour. The fluid also counts as a day's worth of rations.&lt;br /&gt;
&lt;br /&gt;
Each willow generally has 6d4*10 doses of bitter fluid, each worth 100 gp.&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creatures CR &amp;lt;!--your creature's challenge rating.  If the CR is less then or equal to 1/6 please insert &amp;quot;1/6 or less&amp;quot;, if the CR is greater then or equal to 41 please insert &amp;quot;41 or more&amp;quot;.--&amp;gt; Breadcrumb}}&lt;br /&gt;
&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:CR&amp;lt;!-- insert CR here --&amp;gt;]]&lt;br /&gt;
[[Category:&amp;lt;!-- Type --&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-- Subtype --&amp;gt; Subtype]]&lt;br /&gt;
[[Category:&amp;lt;!-- Size --&amp;gt; Size]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a law-chaos axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Chaotic Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Good Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;br /&gt;
[[Category:Evil Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- environment --&amp;gt;&lt;br /&gt;
[[Category:&amp;lt;!-- terrain --&amp;gt; Terrain]]&lt;br /&gt;
[[Category:&amp;lt;!-- climate --&amp;gt; Climate]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)</id>
		<title>Battle Chemist (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)"/>
				<updated>2013-04-29T02:22:28Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{stub|Missing text throughout (and an example NPC).}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{wikify|Does not follow the preload/missing parts of the preload.  See also the preload.}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{wording|Does not read through well.}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|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=&amp;lt;-how close to completion-&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;-What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;)-&amp;gt;&lt;br /&gt;
|desc=&amp;lt;-Paragraph description of the class-&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.&lt;br /&gt;
&lt;br /&gt;
== Battle Chemist ==&lt;br /&gt;
&lt;br /&gt;
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. &lt;br /&gt;
&lt;br /&gt;
=== Making a Battle Chemist===&lt;br /&gt;
&lt;br /&gt;
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. &lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 6d4&amp;amp;times;10 gp ( gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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 || +1 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 1, Technique 1, Chemist's Lab +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 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 1&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 2, Chemist's Lab +2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 2&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 3&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 5, Technique 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +7,  Technique 6&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;-class skills (and key abilities)-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies.  All of the following are class features of the Battle Chemist.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' &lt;br /&gt;
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. The maximum level of the mixture is the amount of mixtures known -1. Each mixture has a base cost, which is what a mixture costs in time and money to make at level 1. To increase the level of a mixture, multiply the base costs by 2. Creating a mixture also requires a Profession (Chemistry) check of difficulty (10 + Minimum level + 2 x level). Getting the materials also requires ten times the time required to make the mixture of waiting after you spend the gold (see Mixture Sales). You start with 2 mixtures, then gain an additional mixture every third level after 1st level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create large amounts of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level per round for 1 round per level, with an explosive range of 1d6 feet per level. In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage(10 + 2 x Level+Int) Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Caffeine}}:'' A quick injection or swig of concentrated caffeine allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the mixture level +2, and is no longer exhausted or fatigued. These effects last 10 minutes per level. Base cost 1 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Alcohol}}:'' A swig or injection of concentrated alcohol allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, takes a penalty to dexterity and mental statistics. equal to the mixture level +2 (you can reduce this to 2 if you wish) and gains a bonus to strength and constitution equal to the mixture level +2 (you can reduce this to 2 if you wish). These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. Base cost 10 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method. Considered a drug. Gives an ally Fast Healing (1d4 per level) for one round per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Adrenalin}}:'' A burst of Adrenalin gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to the mixture level +4 (Can be reduced to 4, if you wish), and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength (Can be reduced to 4, if you wish). These affects last 1 minute per level. Minimum level 2. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create an explosive flame. This flame deals 2d6 damage per level anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Has an explosive range of 10. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. Minimum level 3. Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled effects, and you do not fall unconscious from negative hit points. Minimum level 4. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Regenerative Salve}}:''  A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (1d6 per level) for one round per level. Minimum level 4. Base cost 10 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. Minimum level 5. Base cost 1 GP, 1 hour&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con (DC 12 + 2 x Level+Int) Has an explosive range of 4d6 feet per level. Minimum level 5. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects. Minimum level 6. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Instant Healer}}:'' A ridiculously fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for  10 per level and regenerates limbs, and grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Base cost 100 GP, 1 hour (in addition to pre-existing Dioxygen Flouride).&lt;br /&gt;
&lt;br /&gt;
'''Chemist's Lab([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique at level 4, 8, 12, 16 and 20. Similarly to mixtures, these take time to prepare, and can have levels added to them. However, maximum level is decided by your maximum mixture level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. Takes a move action to mix. Treat as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand). Explodes in a circle with radius half of the mixture's explosive range. Can hold any damaging mixture up to its level, up to level 3. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize. Treat as a thrown weapon, exploding 1d4-1 rounds after being pressurized. If the mixture used is a gas, it doesn't need time to pressurize. Hits all in a circle with radius equal to the explosive range of the mixture, and deals 1d6 piercing and slashing damage per level. Can hold any damaging mixture of up to its level +1.  1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject them. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level against Enemy armor bonus + shield bonus). On a success, you inject them. Can hold any drug of up to its level +2. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any fire damaging bomb of it's level. 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. Hits all in an explosive range sized cone (treat as an attack, with a reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any damaging mixture of up to its level. Minimum level 2. 10 GP, 1 hour (machine), 1 CP, 1 round (chemical cylinders).&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Always a 1 round application. Minimum level 2. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and explosive range, lowers DC's by 4, and allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any mixture up to its level. Minimum level 3. 1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Poison Admixture}}:&amp;quot; You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect, and increases the DC of both by 2. Minimum level 2. 1 round, plus poison.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Explosive Admixture}}:'' You can mix damaging effects as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4. 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a hand crossbow with an enhancement bonus equal to it's level. Minimum level 5. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading and then a move action to pressurize it. Gaseous mixtures don't require pressurization. Minimum level 6. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. The disk is reusable but each needle takes a round to store and calibrating the disk is a full-round action. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of (needles+level+10)with target's armor class - 10 as the bonus. For each point that the target exceeds the they dodge one needle. Any drug that hits an enemy multiple times increases it's effect level by one if it doubles the amount of needles hit. For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. Minimum level 7. 6 hours, 100 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of half the mixture's explosive range, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).&lt;br /&gt;
&lt;br /&gt;
'''Mixture Sales: ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' While not really your forte, you can sell your mixtures to the public for profit, much like potions. This comes in different levels, starting with back-alley sales and growing to large-scale commissions and grand stores. You gain a new level at 2nd, 5th, 11th, 14th and 19th level.&lt;br /&gt;
&lt;br /&gt;
At 2nd level, you can sell your mixtures to friends and in back alleys, selling for twice the base price in gold. Finding a buyer takes ten times as long as making the mixture.&lt;br /&gt;
&lt;br /&gt;
At 5th level, you can open a store for 1000 GP, allowing you to sell five items a day instantly at twice the base price. Other mixtures sell at triple the base price, taking 8 times as long as making the mixture to find a buyer. In addition, material delivery can be arranged to come on a regular basis - instead of making individual orders, you can specify a weekly order and expect it delivered every week, up to 14 mixture materials and level 2 mixtures. You also can hire help at either 10 gold pieces and 1 gold piece a day or 100 gold pieces and 10 gold pieces a day. The cheaper labor can help with basic tasks and manning the store, selling one tenth the mixtures you would while you are gone. More expensive labor can also make the most basic of mixtures while you are gone, taking ten times as much time as you would for each mixture and costing 1.5 times as much. You can hire up to five cheap laborers and two skilled laborers. Workers can work up to 10 hours a day and then take double pay for another 5 hours.&lt;br /&gt;
&lt;br /&gt;
At 11th level, you become the regional go-to chemist and can expand and move your store for 5000 GP, allowing you to sell 25 items a day instantly at triple the base price. Other mixtures sell at 5 times base price, taking 5 times as long as making the mixture to find a buyer. In addition, material delivery can be arranged to come daily, up to 5 mixture materials and level 3 mixtures each day, and material delivery is halved. You also can hire ten more cheap laborers and three more expensive ones, plus up to two new laborers that costs 1000 gold pieces and 100 gold pieces a day that can make level 2 mixtures, taking five times as much time to make mixtures and costing 25% more, called very skilled workers.&lt;br /&gt;
&lt;br /&gt;
At 14th level, you become the national authority on chemistry and can make an even grander, larger store for 20000 GP, allowing you to sell 125 items a day instantly at 5 times base price. Other mixtures sell at 8 times base price, taking 3 times as long as making the mixture to find a buyer. In addition, material delivery can be arranged to come hourly. and material delivery time is further halved (now at 1/4 time to get). In addition, each week, you receive a commission for 1d10 x 1d10 x 1d10 x 1d10 copies of a level 1 mixture in a level 1 delivery method. This commission is usually from an aligned group. Roll 1d10: 1 = Lawful Good, 2 = NG, 3 = CG, 4 = LN, 5 = TN, 6 = CN, 7 = LE, 8 = NE, 9 = CE, 10 = Anonymous/unaligned. You can reroll this once if you roll an alignment more than two steps from yours. You also can hire 35 more cheap laborers, 10 skilled laborers, 3 very skilled workers and 2 new workers that can make up to level 3 mixtures, taking 3 times as much time to make mixtures and costing 10% more, called chemists.&lt;br /&gt;
&lt;br /&gt;
At 19th level, you become the world's most renowned chemist and can make an enormous store for 100000 GP, allowing you to sell any number of items a day instantly at 10 times base price. You also receive triple the level 1 mixture commissions for 1d10 x 1d10 x 1d10 x 1d10 x 1d10 copies, a commission for (1d10)^4 copies of a level 2 mixture in a level 2 delivery method each week, and a commission for 1d10 x 1d10 x 1d10 copies of a level 3 mixture in a level 3 delivery method each month. You can also hire 100 more cheap laborers, 35 skilled laborers, 10 very skilled workers 3 chemists and 2 new workers that can make up to level 4 mixtures, taking twice as much time to make mixtures and costing the base cost, called master chemists.&lt;br /&gt;
&lt;br /&gt;
==== Epic Battle Chemists ====&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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; | Mixture 8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Chemist's Lab +8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Mixture 9, Technique 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Chemist's Lab +9, Mixtures Sales 6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | Mixture 10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Technique 8, Chemist's Lab +10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | Mixture 11, Mixture Sales 7&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
'''Technique:''' You continue learning more techniques, as in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
'''Mixture Sales:''' Every 5 levels starting at level 25, you triple any existing worker limits and add a new worker (as master chemist but increase maximum level by one each level and multiply cost by 10). Existing commissions increase in frequency by one step (1 month -&amp;gt; 1 week -&amp;gt; 3/week - triple previous) and in amount by x1d10, and a new level of commission starts at the highest previous level +1, starting at 1d10 x 1d10 x 1d10 and 1 per month.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.&lt;br /&gt;
&lt;br /&gt;
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.&lt;br /&gt;
&lt;br /&gt;
==== Human Battle Chemist Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).&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; | Concentration || 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; | Profession (Chemist) || 4 || Int ||&amp;amp;mdash;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Rapid Reload.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Mercantile Background.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). &lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 9 GP.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Battle Chemist ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Battle chemists are often held at an arms length if at all. Their &amp;quot;science&amp;quot; is very unusual and so they are often cast out or treated poorly. However, some find sympathetic parties who they often cling to like glue, as that is the only way they will gain power and knowledge. While they might portray confidence and pride, they often will do anything to stay in good standing with their teammates at low levels. Casters often shun Battle Chemists, whereas parties without casters welcome them as extra crowd control and damage. When battle chemists gain power, they often slowly gain confidence and act more boldly. Battle chemists also occasionally irritate party members with their time constraints for buying new chemicals. However, many avoid this by simply getting what they can and moving on, utilizing their shop's weekly orders, or simply not joining their allies in festivities and rest.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Battle chemists are generally healers and damagers, taking the role of a caster without actually using magic. They often require lots of support early on, though they deal excellent damage. Later on, they gain more independence as their mixtures become stronger.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. &lt;br /&gt;
&lt;br /&gt;
==== Battle Chemists in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;quot;So that's where I left the bomb...&amp;quot;|orig=Collin the Chemist, Human Battle Chemist, after flattening a sector of Hilltown}}&lt;br /&gt;
&lt;br /&gt;
Battle chemists are often shunned or seen as a little insane by other members of society. Sometimes, they cause disaster (as shown above), sometimes, they help people with their healing salves, sometimes, they slay powerful opponents, good or bad, sometimes they just go insane. However, the key part of all of this is that they use science, not magic, to do so. Most battle chemists pride themselves in getting by without magic, and the few that use magic often make a point to have it be a only moderately significant addition to their skills.&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Most non-adventuring battle chemists simply run stores, sometimes hiding away in fortresses, sometimes selling to the public. They painstakingly prepare each mixture for sale, dreaming of expanding their store, of becoming something great. Sometimes they do - almost always through adventure. Adventuring battle chemists spend a lot of their downtime in the city preparing and buying chemicals for their next adventure. They still have shops, but let their workers keep them up. Then once they retire, they usually use their newfound wealth to spread the word about science.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' &lt;br /&gt;
- Colin the Chemist, Human 12th level Battle Chemist known for his potentially dangerous antics and powerful mixtures. Notable me&lt;br /&gt;
&lt;br /&gt;
- Xaris, Cat Hengeyokai 18th level Battle Chemist, who has been to the infernal planes and back, surviving only with his various mixtures. Also Vice-Chairman of ICO.&lt;br /&gt;
&lt;br /&gt;
- Natasha, Human 16th level Battle Chemist, Chairman of ICO (see organizations). Considered remarkably cool-headed among battle chemists.&lt;br /&gt;
&lt;br /&gt;
- Garok, Dwarf 7th level Battle Chemist, both commended and shunned for his use of explosives for faster mining. Embassador to the Dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Some of the more shunned battle chemists have formed the International Chemists' Organization (ICO), dedicated to helping poor chemists gain some recognition and power before letting them go off on their own. It is lead by a Chairman and a Vice Chairman, four of which are nominated by popular request. The nominees are then evaluated by the pre-existing Chairman and Vice Chairman, and the new leaders are decided. The Chairman also nominates a council of eight, which are voted in whenever a councilman retires or dies by the rest of the council. All decisions are made by the Chairman, then accepted by the Council (which always includes the Vice Chairman). If the Chairman is absent or dies, the Vice Chairman takes over. If both die or are absent at the same time, councilmen move up in order of seniority. There is also are also fifty officers, which are essentially messengers and ambassadors. The decisions and policies made by the Chairman are upheld by officers. These are usually distributions of welfare, war decisions and restrictions on certain behaviors.&lt;br /&gt;
&lt;br /&gt;
In addition, about every 4 years, the International Chemists' Expo (ICE), funded by ICO, allows chemists to share their formulas, mixtures, findings and other such discoveries. For DM and player character's purposes, this an opportunity to introduce any formulas you think should exist, which can be bought at the cost of experience and gold (something like minimum cost x100, but EXP instead of time (in rounds).)&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' NPC's often treat chemists with wonder, apprehension or even disgust. Members of the church often shun their &amp;quot;science&amp;quot;, and will bar them from churches and faith-related services. Arcane casters will treat them as inferiors. The general populace may shun them or want to learn more. However, when anyone needs their services, they almost always become groveling whelps.&lt;br /&gt;
&lt;br /&gt;
==== Battle Chemist Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (Nature)]] or [[SRD:Craft Skill|Craft (Alchemy)]] can research battle chemists 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;
|+ [[SRD:Knowledge Skill|Knowledge (Nature)]], [[SRD:Craft Skill|Craft (Alchemy)]]&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; | Battle chemists are people who deal with mixing certain materials to get extraordinary mixtures - much like alchemy but without anything arcane at all.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | These mixtures usually activate when two materials come into contact with each other.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Advanced mixtures often require much more expensive, refined materials and more tools and time to make. If the creation is interrupted, the entire mixture may go off early, lose power or do something unintended.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Mixtures are work because of fundamental laws of the world, telling tiny particles of a material what to do. Very interesting things might happen if you changed these somehow...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;-pluralized class name-&amp;gt; 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 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen &lt;br /&gt;
&lt;br /&gt;
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Colin the Chemist |cr=12&lt;br /&gt;
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12&lt;br /&gt;
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])&lt;br /&gt;
|init=+4 |listen=+0 |spot=+0&lt;br /&gt;
|lang=Common&lt;br /&gt;
|ac=19 |touch=14 |flat=15&lt;br /&gt;
|hp=12d8+24(78) |hd=12&lt;br /&gt;
|fort=+9 |ref=+11 |will=+11&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|melee1=Needle Level 5 +13 Melee (1d2+7)&lt;br /&gt;
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)&lt;br /&gt;
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer&lt;br /&gt;
|sa=Sprayer1, Pressure Bomb, Regenerative Salve&lt;br /&gt;
|bab=+9 |grp=+9&lt;br /&gt;
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10&lt;br /&gt;
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background&lt;br /&gt;
|skills=None that matter in combat.&lt;br /&gt;
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield&lt;br /&gt;
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
'''Fortifications'''&lt;br /&gt;
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.&lt;br /&gt;
&lt;br /&gt;
'''Negotiations'''&lt;br /&gt;
&lt;br /&gt;
'''Combat'''&lt;br /&gt;
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.&lt;br /&gt;
&lt;br /&gt;
'''Victory'''&lt;br /&gt;
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.&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;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)</id>
		<title>Talk:Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)"/>
				<updated>2013-04-28T18:59:11Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rating ==&lt;br /&gt;
&lt;br /&gt;
'''Power - 5/5''' I give this class a 5 out of 5 because it is obviously balanced. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because it is very easy to understand. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because interwiki linking is very good all around, and, while the preload isn't filled out, it's still present, and the creator of this class intends to fill it out eventually. (Also, LD, you have a red link in there). &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 5/5''' I give this class a 5 out of 5 because honestly, I love the fact that this class feels like a rogueish character without having to have all that sneak attack baggage being carried around with them. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power''' - 5/5, I thought the class was well balanced with the bard. Giving up the magical songs for abilities that were equally useful(like uncanny dodge, or skill mastery).&lt;br /&gt;
&lt;br /&gt;
'''Wording''' - 3/5, The grammar had some slight problems. There were a few a's, that should have been an's, and there were some singulars, that should have been plurals. But overall I thought the meaning of the words was reasonably clear(there was some slight confusion, but nothing major).&lt;br /&gt;
&lt;br /&gt;
'''Formatting''' - 3/5, The page had tables laid out and the like. But it jumped back in between classes in a confusing way. &amp;quot;An Adventurer begins play knowing four 0-level spells of your choice. At most new Bard levels, he gains 1 or more new spells,&amp;quot; I'm not sure whether it's talking about Bards or Adventurers. It makes me feel like the author copied and pasted some selections from the Bard spell rules, and dropped it in; because he was too lazy to rewrite the system for Adventurer.&lt;br /&gt;
&lt;br /&gt;
'''Flavor''' - 2/5, The class had no background, or description. There were several key things people like to know about when they see a class. Such as which abilities are important, or what alignment the class generally is. Despite the classes complete lack of description of any kind; I could tell the general idea of what the author was going for.&lt;br /&gt;
&lt;br /&gt;
== Abandoned, almost ==&lt;br /&gt;
&lt;br /&gt;
This class has not been edited for more then a year while large pieces of information are missing. The information states grammar and spelling only but by now it may be safe to assume that the original author may not finish this class at all. I took the liberty to add missing information and some lore without changing any functionality to my best of abilities.--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
Also the epic levels are a bit unclear to me, one could just proceed in the same manner as before gaining more stackable skills but I feel that this might make the adventurer a bit boring at that point. Any ideas?--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
How should I see adaptation, I am unsure what is meant by this frase in the last section that describes Adventurers in the game.--[[User:Crashpilot|Crashpilot]] 07:49, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
And as for the last question, how do you import the standard NPC template? Or should I create a NPC at the NPC section and somehow link it to this page?? The helpfiles are not clear about that or I have failed to look in the right section.--[[User:Crashpilot|Crashpilot]] 08:13, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:In my opinion, [[Template:Abandoned]] does not fit this article (now, especially).&lt;br /&gt;
:The section &amp;quot;Adaption&amp;quot;, I believe, is how the class can fit into settings.  This is unique from the main &amp;quot;in the game&amp;quot; text as that is universal, and this covers specific setting options.&lt;br /&gt;
:To make an NPC see also [[3.5e NPCs]], and then transclude it here.  However, I have not required an NPC for a class to be without improving, reviewing, and removing article templates as I thought that was asking a bit much.  Of course, yes, they should have them.  --[[User:Green Dragon|Green Dragon]] 16:50, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
::I agree, my title for the comment is a bit confusing, I meant more to say that it is clearly abandoned but it is almost finished. Also I have taken some personal interest in this class becouse it can be used nearly anywhere and will make nice NPC's so I decided to addopt it if the original owner does not mind.--[[User:Crashpilot|Crashpilot]] 20:04, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:::I think I can finish it off though I would actually make a few minor changes in the class (d6hp instead of d8 since it has spells and similar to rogue and skill mastery affects 1 skill not multiple every time you take it) but I think I can flesh out the rest of it.  Any objections to me fixing it up? [[User:Tivanir|Tivanir]] 10:22, 8 March 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
::::None here.  --[[User:Green Dragon|Green Dragon]] 10:43, 8 March 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
:::::Asking for some quick input here while I am trying to clean this up and bring in the epic things.  For the spellcasting section being able to pick from both lists seems to be a little excessive for having access to 6th level spells.  Would it be better to add a choose either arcane or divine list or to lower the overall level (make it like the paladin or ranger lists) or am I off my rocker on this? [[User:Tivanir|Tivanir]] 12:14, 8 March 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
== Input ==&lt;br /&gt;
If possible can I get a few people to take a quick look and see what they think of my modifications.  I tried to make it a bit easier to read and rewrote some sections.  I also tweaked a couple of abilities and the hd down one for balance.  Mostly I would like feedback so I have a good idea of what all needs to be fixed up yet (outside of the example which I save for last when everything is stable.) [[User:Tivanir|Tivanir]] 15:16, 8 March 2012 (MST)&lt;br /&gt;
:Rewriting it.  Giving access to both spell types at level 1 with essentially a slightly reduced rogue isn't a viable trade off.  Going to make this chart more like a paladins chart and change up the number of spells known a bit. [[User:Tivanir|Tivanir]] 04:49, 10 March 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
::The spell selection states that they start with 4 spells, but the table says they start with 5 which is correct. Also you need to fix the link for Charisma in Adventures Fortune. As for my personal opinion on this class; I would say it seems like tier 2, it is rather balanced and it isn't overpowered. Its versatility will help a lot. But I think the Skill Bonus Trick should be rewriten so that you can't use it to get a +40 competence bonus on Craft, Jump, Profession, etc. --[[User:Milo v3|Milo High-Hill]] 18:36, 22 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::I agree with what Milo said regarding the Skill Tricks.  Add a maximum amount in.  I do dislike them being able to pull from the [[SRD:Cleric Spell List|cleric list]]. I do not think they should be able to pull from divine magic. Are they adventuring in the service of some diety?  If so give them up to a certain MAX level for divine magic...say 4th level.  This guy shouldn't be able to do what a 15th level Cleric can do.  For that matter, the same could be said for their Arcane spells.  They aren't trained and aren't focused on being a magic-user.  Don't let them do what a typical arcane magi can do.  I hope I made some sense.--[[User:Irykyl| Irykyl]] 11:30, 3 May 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::I changed up the skill tricks it specifies now that you may only take it once per skill, though you may select it multiple times to have it apply to a new skill (aka +4 to jump first then +4 to climb.) I forgot to add in the whole their caster level counts as one half their adventurer level thingy but level 4 spells is not excessive in my opinion. Also clerics aren't required to take a deity for normal 3.5 so I am not seeing the divine options as being a deal breaker personally though that could just be me. [[User:Tivanir|Tivanir]] 12:48, 3 May 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::See what happens when I try to work and play at the same time.  I completely overlooked the fact that it was already at 4th level.  (Who's a dummy? This guy.)  Now about the cleric thing, it's from a personal issue I had with 3.5e.  I really don't like the idea of people being able to cast divine magic unless they are in service to a diety in one form or another. --[[User:Irykyl| Irykyl]] 13:12, 3 May 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::Yea I always had that too. Personally I could go with axing it but then I need to rebalance it again, since the versatility was suppose to be one of the huge selling points. Let me take a look and see what I can figure out for fixing it up again. [[User:Tivanir|Tivanir]] 13:25, 3 May 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power - 4/5''' I give this class a 4 out of 5 because it is pretty balanced, but I think it's skillmonkey abilities are a bit too good for a class that gets some of everything else, too. It gets nearly as many TotT as a Fighter gets bonus feats, but also gets Sorcerer/Wizard spells, Trapfinding, Evasion, Uncanny Dodge, a really good bonus to saves and 3/4 BAB make it pretty good compared to Rogue, especially for multiclassing. --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 12:47, 28 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because it had a few issues but I have fixed them, and anything else I obviously have not seen.  --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 12:47, 28 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class 5 out of 5 because the formatting, as far as I can tell, is perfect, especially for a decently complex class.  --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 12:47, 28 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 4/5''' I give this class a 4 out of 5 because there was solid flavour wherever the preload prompted but didn't have any especially flavorful special abilities or themes. --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 12:47, 28 April 2013 (MDT)&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)</id>
		<title>Talk:Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)"/>
				<updated>2013-04-28T18:47:45Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rating ==&lt;br /&gt;
&lt;br /&gt;
'''Power - 5/5''' I give this class a 5 out of 5 because it is obviously balanced. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because it is very easy to understand. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because interwiki linking is very good all around, and, while the preload isn't filled out, it's still present, and the creator of this class intends to fill it out eventually. (Also, LD, you have a red link in there). &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 5/5''' I give this class a 5 out of 5 because honestly, I love the fact that this class feels like a rogueish character without having to have all that sneak attack baggage being carried around with them. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power''' - 5/5, I thought the class was well balanced with the bard. Giving up the magical songs for abilities that were equally useful(like uncanny dodge, or skill mastery).&lt;br /&gt;
&lt;br /&gt;
'''Wording''' - 3/5, The grammar had some slight problems. There were a few a's, that should have been an's, and there were some singulars, that should have been plurals. But overall I thought the meaning of the words was reasonably clear(there was some slight confusion, but nothing major).&lt;br /&gt;
&lt;br /&gt;
'''Formatting''' - 3/5, The page had tables laid out and the like. But it jumped back in between classes in a confusing way. &amp;quot;An Adventurer begins play knowing four 0-level spells of your choice. At most new Bard levels, he gains 1 or more new spells,&amp;quot; I'm not sure whether it's talking about Bards or Adventurers. It makes me feel like the author copied and pasted some selections from the Bard spell rules, and dropped it in; because he was too lazy to rewrite the system for Adventurer.&lt;br /&gt;
&lt;br /&gt;
'''Flavor''' - 2/5, The class had no background, or description. There were several key things people like to know about when they see a class. Such as which abilities are important, or what alignment the class generally is. Despite the classes complete lack of description of any kind; I could tell the general idea of what the author was going for.&lt;br /&gt;
&lt;br /&gt;
== Abandoned, almost ==&lt;br /&gt;
&lt;br /&gt;
This class has not been edited for more then a year while large pieces of information are missing. The information states grammar and spelling only but by now it may be safe to assume that the original author may not finish this class at all. I took the liberty to add missing information and some lore without changing any functionality to my best of abilities.--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
Also the epic levels are a bit unclear to me, one could just proceed in the same manner as before gaining more stackable skills but I feel that this might make the adventurer a bit boring at that point. Any ideas?--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
How should I see adaptation, I am unsure what is meant by this frase in the last section that describes Adventurers in the game.--[[User:Crashpilot|Crashpilot]] 07:49, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
And as for the last question, how do you import the standard NPC template? Or should I create a NPC at the NPC section and somehow link it to this page?? The helpfiles are not clear about that or I have failed to look in the right section.--[[User:Crashpilot|Crashpilot]] 08:13, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:In my opinion, [[Template:Abandoned]] does not fit this article (now, especially).&lt;br /&gt;
:The section &amp;quot;Adaption&amp;quot;, I believe, is how the class can fit into settings.  This is unique from the main &amp;quot;in the game&amp;quot; text as that is universal, and this covers specific setting options.&lt;br /&gt;
:To make an NPC see also [[3.5e NPCs]], and then transclude it here.  However, I have not required an NPC for a class to be without improving, reviewing, and removing article templates as I thought that was asking a bit much.  Of course, yes, they should have them.  --[[User:Green Dragon|Green Dragon]] 16:50, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
::I agree, my title for the comment is a bit confusing, I meant more to say that it is clearly abandoned but it is almost finished. Also I have taken some personal interest in this class becouse it can be used nearly anywhere and will make nice NPC's so I decided to addopt it if the original owner does not mind.--[[User:Crashpilot|Crashpilot]] 20:04, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:::I think I can finish it off though I would actually make a few minor changes in the class (d6hp instead of d8 since it has spells and similar to rogue and skill mastery affects 1 skill not multiple every time you take it) but I think I can flesh out the rest of it.  Any objections to me fixing it up? [[User:Tivanir|Tivanir]] 10:22, 8 March 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
::::None here.  --[[User:Green Dragon|Green Dragon]] 10:43, 8 March 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
:::::Asking for some quick input here while I am trying to clean this up and bring in the epic things.  For the spellcasting section being able to pick from both lists seems to be a little excessive for having access to 6th level spells.  Would it be better to add a choose either arcane or divine list or to lower the overall level (make it like the paladin or ranger lists) or am I off my rocker on this? [[User:Tivanir|Tivanir]] 12:14, 8 March 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
== Input ==&lt;br /&gt;
If possible can I get a few people to take a quick look and see what they think of my modifications.  I tried to make it a bit easier to read and rewrote some sections.  I also tweaked a couple of abilities and the hd down one for balance.  Mostly I would like feedback so I have a good idea of what all needs to be fixed up yet (outside of the example which I save for last when everything is stable.) [[User:Tivanir|Tivanir]] 15:16, 8 March 2012 (MST)&lt;br /&gt;
:Rewriting it.  Giving access to both spell types at level 1 with essentially a slightly reduced rogue isn't a viable trade off.  Going to make this chart more like a paladins chart and change up the number of spells known a bit. [[User:Tivanir|Tivanir]] 04:49, 10 March 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
::The spell selection states that they start with 4 spells, but the table says they start with 5 which is correct. Also you need to fix the link for Charisma in Adventures Fortune. As for my personal opinion on this class; I would say it seems like tier 2, it is rather balanced and it isn't overpowered. Its versatility will help a lot. But I think the Skill Bonus Trick should be rewriten so that you can't use it to get a +40 competence bonus on Craft, Jump, Profession, etc. --[[User:Milo v3|Milo High-Hill]] 18:36, 22 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::I agree with what Milo said regarding the Skill Tricks.  Add a maximum amount in.  I do dislike them being able to pull from the [[SRD:Cleric Spell List|cleric list]]. I do not think they should be able to pull from divine magic. Are they adventuring in the service of some diety?  If so give them up to a certain MAX level for divine magic...say 4th level.  This guy shouldn't be able to do what a 15th level Cleric can do.  For that matter, the same could be said for their Arcane spells.  They aren't trained and aren't focused on being a magic-user.  Don't let them do what a typical arcane magi can do.  I hope I made some sense.--[[User:Irykyl| Irykyl]] 11:30, 3 May 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::I changed up the skill tricks it specifies now that you may only take it once per skill, though you may select it multiple times to have it apply to a new skill (aka +4 to jump first then +4 to climb.) I forgot to add in the whole their caster level counts as one half their adventurer level thingy but level 4 spells is not excessive in my opinion. Also clerics aren't required to take a deity for normal 3.5 so I am not seeing the divine options as being a deal breaker personally though that could just be me. [[User:Tivanir|Tivanir]] 12:48, 3 May 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::See what happens when I try to work and play at the same time.  I completely overlooked the fact that it was already at 4th level.  (Who's a dummy? This guy.)  Now about the cleric thing, it's from a personal issue I had with 3.5e.  I really don't like the idea of people being able to cast divine magic unless they are in service to a diety in one form or another. --[[User:Irykyl| Irykyl]] 13:12, 3 May 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::Yea I always had that too. Personally I could go with axing it but then I need to rebalance it again, since the versatility was suppose to be one of the huge selling points. Let me take a look and see what I can figure out for fixing it up again. [[User:Tivanir|Tivanir]] 13:25, 3 May 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power - I give this class a 5 out of 5 because very well balanced --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 12:47, 28 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wording - I give this class a 5 out of 5 because --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 12:47, 28 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - I give this class a 4 out of 5 because good  --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 12:47, 28 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Flavor - I give this class a 3.5 out of 5 because nice, but not very exciting to play I would expect --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 12:47, 28 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power - 4/5''' I give this class a 4 out of 5 because it is pretty balanced, but I think it's skillmonkey abilities are a bit too good for a class that gets some of everything else, too. It gets nearly as many TotT as a Fighter gets bonus feats, but also gets Sorcerer/Wizard spells, Trapfinding, Evasion, Uncanny Dodge, a really good bonus to saves and 3/4 BAB make it pretty good compared to Rogue, especially for multiclassing. --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 12:47, 28 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because it had a few issues but I have fixed them, and anything else I obviously have not seen.  --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 12:47, 28 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class 5 out of 5 because the formatting, as far as I can tell, is perfect, especially for a decently complex class.  --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 12:47, 28 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 4/5''' I give this class a 4 out of 5 because there was solid flavour wherever the preload prompted but didn't have any especially flavorful special abilities or themes. --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 12:47, 28 April 2013 (MDT)&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)</id>
		<title>Talk:Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Adventurer_(3.5e_Class)"/>
				<updated>2013-04-28T08:21:35Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rating ==&lt;br /&gt;
&lt;br /&gt;
'''Power - 5/5''' I give this class a 5 out of 5 because it is obviously balanced. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because it is very easy to understand. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because interwiki linking is very good all around, and, while the preload isn't filled out, it's still present, and the creator of this class intends to fill it out eventually. (Also, LD, you have a red link in there). &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
'''Flavor - 5/5''' I give this class a 5 out of 5 because honestly, I love the fact that this class feels like a rogueish character without having to have all that sneak attack baggage being carried around with them. &amp;amp;rarr; [[User:Rithaniel|&amp;lt;span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px&amp;quot;&amp;gt;Rith&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt; [[User talk:Rithaniel|&amp;lt;span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px&amp;quot;&amp;gt;(talk)&amp;lt;/span&amp;gt;]]&amp;lt;/sup&amp;gt; 12:18, 17 April 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power''' - 5/5, I thought the class was well balanced with the bard. Giving up the magical songs for abilities that were equally useful(like uncanny dodge, or skill mastery).&lt;br /&gt;
&lt;br /&gt;
'''Wording''' - 3/5, The grammar had some slight problems. There were a few a's, that should have been an's, and there were some singulars, that should have been plurals. But overall I thought the meaning of the words was reasonably clear(there was some slight confusion, but nothing major).&lt;br /&gt;
&lt;br /&gt;
'''Formatting''' - 3/5, The page had tables laid out and the like. But it jumped back in between classes in a confusing way. &amp;quot;An Adventurer begins play knowing four 0-level spells of your choice. At most new Bard levels, he gains 1 or more new spells,&amp;quot; I'm not sure whether it's talking about Bards or Adventurers. It makes me feel like the author copied and pasted some selections from the Bard spell rules, and dropped it in; because he was too lazy to rewrite the system for Adventurer.&lt;br /&gt;
&lt;br /&gt;
'''Flavor''' - 2/5, The class had no background, or description. There were several key things people like to know about when they see a class. Such as which abilities are important, or what alignment the class generally is. Despite the classes complete lack of description of any kind; I could tell the general idea of what the author was going for.&lt;br /&gt;
&lt;br /&gt;
== Abandoned, almost ==&lt;br /&gt;
&lt;br /&gt;
This class has not been edited for more then a year while large pieces of information are missing. The information states grammar and spelling only but by now it may be safe to assume that the original author may not finish this class at all. I took the liberty to add missing information and some lore without changing any functionality to my best of abilities.--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
Also the epic levels are a bit unclear to me, one could just proceed in the same manner as before gaining more stackable skills but I feel that this might make the adventurer a bit boring at that point. Any ideas?--[[User:Crashpilot|Crashpilot]] 07:40, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
How should I see adaptation, I am unsure what is meant by this frase in the last section that describes Adventurers in the game.--[[User:Crashpilot|Crashpilot]] 07:49, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
And as for the last question, how do you import the standard NPC template? Or should I create a NPC at the NPC section and somehow link it to this page?? The helpfiles are not clear about that or I have failed to look in the right section.--[[User:Crashpilot|Crashpilot]] 08:13, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:In my opinion, [[Template:Abandoned]] does not fit this article (now, especially).&lt;br /&gt;
:The section &amp;quot;Adaption&amp;quot;, I believe, is how the class can fit into settings.  This is unique from the main &amp;quot;in the game&amp;quot; text as that is universal, and this covers specific setting options.&lt;br /&gt;
:To make an NPC see also [[3.5e NPCs]], and then transclude it here.  However, I have not required an NPC for a class to be without improving, reviewing, and removing article templates as I thought that was asking a bit much.  Of course, yes, they should have them.  --[[User:Green Dragon|Green Dragon]] 16:50, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
::I agree, my title for the comment is a bit confusing, I meant more to say that it is clearly abandoned but it is almost finished. Also I have taken some personal interest in this class becouse it can be used nearly anywhere and will make nice NPC's so I decided to addopt it if the original owner does not mind.--[[User:Crashpilot|Crashpilot]] 20:04, 3 March 2011 (MST)&lt;br /&gt;
&lt;br /&gt;
:::I think I can finish it off though I would actually make a few minor changes in the class (d6hp instead of d8 since it has spells and similar to rogue and skill mastery affects 1 skill not multiple every time you take it) but I think I can flesh out the rest of it.  Any objections to me fixing it up? [[User:Tivanir|Tivanir]] 10:22, 8 March 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
::::None here.  --[[User:Green Dragon|Green Dragon]] 10:43, 8 March 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
:::::Asking for some quick input here while I am trying to clean this up and bring in the epic things.  For the spellcasting section being able to pick from both lists seems to be a little excessive for having access to 6th level spells.  Would it be better to add a choose either arcane or divine list or to lower the overall level (make it like the paladin or ranger lists) or am I off my rocker on this? [[User:Tivanir|Tivanir]] 12:14, 8 March 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
== Input ==&lt;br /&gt;
If possible can I get a few people to take a quick look and see what they think of my modifications.  I tried to make it a bit easier to read and rewrote some sections.  I also tweaked a couple of abilities and the hd down one for balance.  Mostly I would like feedback so I have a good idea of what all needs to be fixed up yet (outside of the example which I save for last when everything is stable.) [[User:Tivanir|Tivanir]] 15:16, 8 March 2012 (MST)&lt;br /&gt;
:Rewriting it.  Giving access to both spell types at level 1 with essentially a slightly reduced rogue isn't a viable trade off.  Going to make this chart more like a paladins chart and change up the number of spells known a bit. [[User:Tivanir|Tivanir]] 04:49, 10 March 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
::The spell selection states that they start with 4 spells, but the table says they start with 5 which is correct. Also you need to fix the link for Charisma in Adventures Fortune. As for my personal opinion on this class; I would say it seems like tier 2, it is rather balanced and it isn't overpowered. Its versatility will help a lot. But I think the Skill Bonus Trick should be rewriten so that you can't use it to get a +40 competence bonus on Craft, Jump, Profession, etc. --[[User:Milo v3|Milo High-Hill]] 18:36, 22 April 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::I agree with what Milo said regarding the Skill Tricks.  Add a maximum amount in.  I do dislike them being able to pull from the [[SRD:Cleric Spell List|cleric list]]. I do not think they should be able to pull from divine magic. Are they adventuring in the service of some diety?  If so give them up to a certain MAX level for divine magic...say 4th level.  This guy shouldn't be able to do what a 15th level Cleric can do.  For that matter, the same could be said for their Arcane spells.  They aren't trained and aren't focused on being a magic-user.  Don't let them do what a typical arcane magi can do.  I hope I made some sense.--[[User:Irykyl| Irykyl]] 11:30, 3 May 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::I changed up the skill tricks it specifies now that you may only take it once per skill, though you may select it multiple times to have it apply to a new skill (aka +4 to jump first then +4 to climb.) I forgot to add in the whole their caster level counts as one half their adventurer level thingy but level 4 spells is not excessive in my opinion. Also clerics aren't required to take a deity for normal 3.5 so I am not seeing the divine options as being a deal breaker personally though that could just be me. [[User:Tivanir|Tivanir]] 12:48, 3 May 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::See what happens when I try to work and play at the same time.  I completely overlooked the fact that it was already at 4th level.  (Who's a dummy? This guy.)  Now about the cleric thing, it's from a personal issue I had with 3.5e.  I really don't like the idea of people being able to cast divine magic unless they are in service to a diety in one form or another. --[[User:Irykyl| Irykyl]] 13:12, 3 May 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::Yea I always had that too. Personally I could go with axing it but then I need to rebalance it again, since the versatility was suppose to be one of the huge selling points. Let me take a look and see what I can figure out for fixing it up again. [[User:Tivanir|Tivanir]] 13:25, 3 May 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;!-- !!!REMOVE THIS FIRST LINE OF THIS PAGE BEFORE YOU SAVE!!!    (i.e. the &amp;quot;nowiki&amp;quot; tag) --&amp;gt;&lt;br /&gt;
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== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power - I give this class a 5 out of 5 because very well balanced --~~~~&lt;br /&gt;
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'''Wording - I give this class a 5 out of 5 because --~~~~&lt;br /&gt;
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&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - I give this class a 4 out of 5 because good  --~~~~&lt;br /&gt;
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'''Flavor - I give this class a 3.5 out of 5 because nice, but not very exciting to play I would expect --~~~~&lt;br /&gt;
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== Rating ==  &lt;br /&gt;
&lt;br /&gt;
'''Power - 4/5''' I give this class a 4 out of 5 because it is pretty balanced, but I think it's skillmonkey abilities are a bit too good for a class that gets some of everything else, too. It gets nearly as many TotT as a Fighter gets bonus feats, but also gets Sorcerer/Wizard spells, Trapfinding, Evasion, Uncanny Dodge, a really good bonus to saves and 3/4 BAB make it pretty good compared to Rogue, especially for multiclassing. --~~~~&lt;br /&gt;
&lt;br /&gt;
'''Wording - 5/5''' I give this class a 5 out of 5 because it had a few issues but I have fixed them, and anything else I obviously have not seen.  --~~~~&lt;br /&gt;
&lt;br /&gt;
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class 5 out of 5 because the formatting, as far as I can tell, is perfect, especially for a decently complex class.  --~~~~&lt;br /&gt;
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'''Flavor - 4/5''' I give this class a 4 out of 5 because there was solid flavour wherever the preload prompted but didn't have any especially flavorful special abilities or themes. --~~~~&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)</id>
		<title>Adventurer (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventurer_(3.5e_Class)"/>
				<updated>2013-04-28T08:21:12Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{requestreview|Completed class mechanics wanted to see what people think before worrying about fluff}} &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=5&lt;br /&gt;
|raters_power=1&lt;br /&gt;
|rating_wording=5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=3.5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|status=Complete awaiting comments&lt;br /&gt;
|editing= Spelling and Grammar, missing parts and lore.&lt;br /&gt;
|type=Support class&lt;br /&gt;
|desc=Adventurers are skillful companions with no two truly the same.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==True Adventurer==&lt;br /&gt;
&lt;br /&gt;
Every child has dreamed about leaving their home, not looking back and wandering the world in search for knowledge, treasure, fame or glory. The majority of people choose to set aside these dreams and instead choose safer or a more familiar path through life.  For those few individuals that actually have the conviction to grasp their dreams the life of the adventurer comes as a calling to go out into the world.  Men and women seize the chance to leave a great legacy in immortality through songs and tales that retell heroic deeds. Though the adventurer dreams of larger than life adventures they tend to cautiously approach their undertakings, since the hasty adventurer is often a dead one.&lt;br /&gt;
&lt;br /&gt;
===Making a True Adventurer===&lt;br /&gt;
&lt;br /&gt;
The adventurer, as the name implies, is a person that does not like to sit still. Always on the move for the next adventure the adventurer has gained a lot of knowledge over the world and will have a sixth sense when it comes to detecting danger. This has granted the adventurer a wider range of spell selection but cannot cast high level spells like most dedicated spell casting classes like the wizard/ sorcerer and cleric. This makes an adventurer very versatile in the abilities it has and will fit into any group without much of a problem.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Charisma|Charisma]] is the key ability for this class as it grants him better spellcasting abilities and will provide for more spells that can be used on a day. Also [[SRD:Dexterity|Dexterity]] is important for an Adventurer becouse wearing armor will impose arcane spell failure, [[SRD:Dexterity|dexterity]] will be a good way to increase armor class while not subjected to arcane spell failure. &lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any race that has adventurous people within them can become an adventurer. Most often they are [[SRD:Human|humans]] as they have a natural predisposition to curiosity that drives them onto their journey's.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 3d4 x 10 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 Adventurer}}&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;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&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;&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 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Novice|Novice]], [[#Trapfinding|Trapfinding]]&lt;br /&gt;
|2||—||—||—||—&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 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Adventurer's Fortune|Adventurer's Fortune]]&lt;br /&gt;
|3||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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]&lt;br /&gt;
|3||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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|3||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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||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 || +3&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;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]], [[#Fearless|Fearless]]&lt;br /&gt;
|3||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 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||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 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|3||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 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||3||2&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 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||3||3||3||3&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 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||3||3||3&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 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||3||3&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 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3&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 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|4||4||4||4||4&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 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4&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 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Tricks of the Trade|Tricks of the Trade]]&lt;br /&gt;
|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:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[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]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Adventurers are proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with [[SRD:Armor Proficiency (Light)|Light armor]] and [[SRD:Shield Proficiency|shields]] (excluding [[SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' The adventurer casts arcane spells, which are drawn from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard list]]. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a adventurer 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 adventurer ’s spell is 10 + the [[SRD:Spell Level|spell level]] + the adventurer ’s [[SRD:Charisma|Charisma]] modifier. &lt;br /&gt;
Adventurer can cast spells in [[SRD:Armor Proficiency (Light)|Light armor]] without [[SRD:Arcane Spell Failure Chance|arcane spell failure chance]]. &lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, an adventurer can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given in the character advancement table. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When the spell table indicates that the Adventurer 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 adventurers selection of spells is extremely limited. An adventurer begins play knowing five 0-level spells of your choice. At most new adventurer levels, he gains one or more new spells, as indicated on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]]. (Unlike spells per day, the number of spells a adventurer knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Adventurer Spells Known|Table: Adventurer Spells Known]] are fixed.)&lt;br /&gt;
&lt;br /&gt;
Upon reaching 5th level, and at every adventurer level after that an adventurer can choose to exchange one current spell with a spell he has previously learned. In effect, the adventurer “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. A adventurer 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 adventurer 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;
The adventurers spell caster level is equal to one half of his adventurer level with a minimum caster level of 1.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: Adventurer 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; |&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 1st || 5||—||—||—||—|&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||3||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 || 7||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 || 7||4||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || 7||5||4||3||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || 7||5||5||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 || 8||5||5||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th || 8||5||5||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th || 8||6||5||4||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th || 8||6||5||5||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th || 8||6||5||5||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th || 8||6||6||5||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th || 8||6||6||5||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th || 8||6||6||5||4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th || 8||6||6||5||5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th || 8||6||6||5||5&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Provided the adventurer has a high enough Charisma score to have a bonus spell of this level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Novice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The adventurer is a novice, and prone to experiment instead of sticking with a tried and true method. Sometimes it seems that luck governs their career. Once per day per every two adventurer levels, an adventurer may reroll a d20. She must take the results of the reroll even if it worse. She can only use this ability once per round.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Trapfinding}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Adventurer (similar to the [[Rogue]]) can use the [[SRD:Search Skill|Search]] skill to locate [[SRD:Traps|traps]] when the task has a [[SRD:DC|Difficulty Class]] higher than 20.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fearless}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Adventurer at 10th level doesn't flinch and is no longer can be scared, no matter what they are faced with. This makes a adventurer immune to all fear effects. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tricks of the Trade}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd and each even level thereafter, a novice may select an ability from the following list.&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gains a bonus feat, but is still required to meet all prerequisites. This ability cannot be taken more than three times.&lt;br /&gt;
&lt;br /&gt;
''Skill Bonus'': Upon gaining this trick the adventurer choose one skill, she gain a +4 competence bonus on the skill chosen. This trick can be selected multiple times, however the effects do not stack with a previous choice of this TotT and instead applies to a new skill of choice. &lt;br /&gt;
&lt;br /&gt;
''Skill Mastery'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a skill. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if under stress or if distractions would normally prevent her from doing so. An adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Trap Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  A adventurer gains a +1 bonus on [[SRD:Saving Throw|Reflex]] saves made to avoid traps and a +1 dodge bonus to [[SRD:AC|AC]] against attacks made by traps. This trick can be taken multiple time and it effect stack. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, an adventurer retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if he is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, he still loses his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If an adventurer already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Adventurer's Fortune}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level an adventurer may add her [[SRD:Charisma|Charisma]] bonus as a luck bonus to all her saving throw.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a adventurer can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the adventurer by flanking him, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has adventurer levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level and higher, an Adventurer can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Adventurer is wearing light armor or no armor. A [[SRD:Helpless|helpless]] adventurer does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
====Epic Adventurer ====&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 Adventurer}}&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; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | [[#Improved Tricks of the Trade|Improved Tricks of the Trade]]&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; | [[#Improved Tricks of the Trade|Improved Tricks of the Trade]]&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; | [[#Improved Tricks of the Trade|Improved Tricks of the Trade]]&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; | [[#Improved Tricks of the Trade|Improved Tricks of the Trade]]&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; | [[#Improved Tricks of the Trade|Improved Tricks of the Trade]]&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;
'''{{#anc:Improved Tricks of the Trade}}:''' (TotT)&lt;br /&gt;
&lt;br /&gt;
''Bonus Feat'': The adventurer gains a bonus feat, but is still required to meet all prerequisites. This ability cannot be taken more than twice.&lt;br /&gt;
&lt;br /&gt;
''Enhanced Skill Bonus ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': Upon gaining this trick the adventurer choose one skill already improved by TotT, she gain a +8 competence bonus on the skill chosen. This overwrites the bonus from the non epic TotT.&lt;br /&gt;
&lt;br /&gt;
''Skill Mastery ([[SRD:Special Abilities Overview#Extraordinary|Ex]])'': The adventurer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.&lt;br /&gt;
&lt;br /&gt;
Upon gaining this ability, she selects a skill. When making a [[SRD:Skill Check|skill check]] with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A adventurer may gain this tricks multiple times, selecting additional skills for it to apply to each time.&lt;br /&gt;
&lt;br /&gt;
''Danger Sense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''  An adventurer gains a +1 dodge bonus against attacks, and maintains this bonus even if caught flatfooted. This trick can be taken multiple times and its effect stacks. Prerequisite for this TotT is Trap Sense (2).&lt;br /&gt;
&lt;br /&gt;
''[[Improved Evasion]]([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' This ability works like [[#Evasion|evasion]], except that while the adventurer still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks henceforth she henceforth takes only half damage on a failed save. A [[SRD:Helpless|helpless]] adventurer does not gain the benefit of improved evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Adventurer gains a bonus feat (selected from the list of epic bonus feats) every four levels after 20th.  The Adventurer does not have a specific list of bonus feats because his nature does not make him inherently inclined towards any specific pursuits.&lt;br /&gt;
&lt;br /&gt;
====Human Adventurer Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longsword (1d6, crit 19–20/×2, 2 lb., one-handed, slashing).&amp;lt;br /&amp;gt;&lt;br /&gt;
Light crossbow (1d6, crit 19–20/×2, range inc. 80 ft., 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; | Appraise || 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; | Balance || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Climb || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Escape Artist || 4 || Dex || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Jump || 4 || Str || -1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Swim || 4 || Str || -2&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 instead.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Combat Casting (for [[Human]] race bonus feat).&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded leather (+3 AC, armor check penalty –1, arcane spell failure chance 15%, speed 30 ft., 10 lb.), Backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel, three torches, case of 10 crossbow bolts, spell component pouch.&lt;br /&gt;
&lt;br /&gt;
'''Gold:'''5d4&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Adventurer====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' An Adventurer can come from any walk of life or race and many will have individual gods that they worship.  The most common gods that are worshiped are ones dealing with travel and luck, as any adventurer will realize he will need both on his journeys.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Adventurers are bold and have no reason to fear any one group in particular. Also due to the extensive abilities they pick up over their lives the adventurer will find a warm welcome with most adventuring parties. Adventurers often find they have a lot in common with Wizards, Sorcerers and Bards.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' The adventurer is versatile and able to fulfill a variety of roles within any group as they have access to magic that can enhance the abilities of other players. Alternatively the adventurer can use magic to enhance themselves, temporarily becoming mighty warriors or efficient assassins. An adventurer defined comes across as a jack-of-all trades, though he is unlikely to become a master of any single calling.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' Adventurers may wish to specialize within their core ability sets and may gear abilities to fulfill certain within the group. With a little effort they can qualify for many different prestige classes without hurting their ability to maintain a wide array of skills. There is no &amp;quot;best&amp;quot; choice when it comes to advancement but versatility exists for whatever direction the player wishes to take.&lt;br /&gt;
&lt;br /&gt;
====Adventurers in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|''&amp;quot;Sir, are you sure? It is called temple of devouring evil for a reason!&amp;quot;''&lt;br /&gt;
''&amp;quot;And your point would be?...&amp;quot;''&lt;br /&gt;
|orig=Alistair (conversation with his companion), Human Adventurer}}&lt;br /&gt;
&lt;br /&gt;
Adventurers are common around the world giving up the life they are born to in exchange for excitement, adventure, and a chance to affect the course of history. Every realm has hidden places waiting to be uncovered by an individual with a little skill and a lot of luck.&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Breaking camp then travel. The exact location of travel is not necessarily the important part as an adventurer will be spending as much time looking for something new as actually exploring it. If the adventurer is part of a larger group he tends to take things a little slower since his companions don't always move at the same pace that consumes the individual&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Alistair the Bold, Human adventurer last seen investigating the temple of devouring evil&lt;br /&gt;
&lt;br /&gt;
B'svrit Hrogvren, Gnomish adventurer&lt;br /&gt;
&lt;br /&gt;
Vander the Lost, Half-elven adventurer&lt;br /&gt;
&lt;br /&gt;
Jormun Darkblade, Koboldic adventurer currently recruiting explorers to map beyond the known world&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Adventurers do not find organization to be useful for their purposes. For the majority of the time they aren't anywhere near where an organization would be able to help them, and even if they are in the area they are more likely to be looking around for things than attending functions.  Ocassionally an adventurer will join another guild (most often rogues) for mutual protection, but this would be based upon the benefits they perceive out weighing any detriments (is somewhere to hide your reclaimed gold more beneficial than paying the monthly fees for example.)&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' Most Adventurers are able to secure for themselves at least a modest income and some renown for their various deeds. NPCs are likely to react based upon hearsay of his exploits rather than through direct interaction. While this can be very beneficial in certain settings (the town is greatful you slew the giants) it can be detrimental in others (those bandits are certain you have money since you killed the giants.)&lt;br /&gt;
&lt;br /&gt;
====Adventurer  Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (History) or Knowledge (Local) can research Adventurers 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(History) or 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;
| 10 || class=&amp;quot;left&amp;quot; | Adventurers are versatile individuals and are able to demonstrate many abilities like a rogue&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Adventurers have the ability to cast spells in addition to their other abilities&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Adventurers have spellcasting ability and can use both arcane and divine magic but they have very limited repertoires&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Adventurer in the Game====&lt;br /&gt;
&lt;br /&gt;
Adventurers are versatile and useful additions to a party; they can function as a rogue with semi limited combat skills, a low powered caster or support caster at later levels, or with the proper abilities they can become closer to a fighter/rogue mix. While they don't have the ability to fulfill every role they are able to fill or support many different skill sets making them usefull to almost any party.&lt;br /&gt;
&lt;br /&gt;
There are a variety of areas that an Adventurer can fit into campaigns as a NPC. It is possible that he simply retired after finally attaining his goal (fame, fortune) or that he was disabled in his last quest. In any case a retired adventurer would be a good source of information as out of habit they would keep their eyes and ears open for information. Alternatively the adventurer could be encountered while the party is looking for the same treasure trove which could easily make them adviseries. Overall the adventurer could be fitted into many scenerios with minimal effort, as even the old man by the fire might be a former adventurer willing to spin tales for anyone who is willing to listen.&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' Adapting this class to a game is relatively simple.  The adventurer has a built in want to go exploring and adventuring unlike other classes. Finding additional classes to aid them in their exploration would be highly recommended as it would give them a higher survival chance. While adventurers would be thrilled to go at it alone, the lone adventurer is often a dead one.  Think about it how many stories began &amp;quot;me on my own' compared to &amp;quot;with his merry band&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' Old Alvrez an adventurer of some renown has gone a bit mad recently. His current favorite game is trying to lure travels searching for the ruins of Ah'miz to their death has recently caused a stir in the community. This and the fact that the ruins are rumored to have a treasure trove is more than enough motivation to get you moving in that direction. If you can bring him back alive there is also a 1,000 gold bounty on his head.&lt;br /&gt;
&lt;br /&gt;
''EL 11:'' {{:Alvrez the Mad (3.5e NPC)}}&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:Skilled]]&lt;br /&gt;
[[Category:Support]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Battle_Chemist_(3.5e_Class)</id>
		<title>Talk:Battle Chemist (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Battle_Chemist_(3.5e_Class)"/>
				<updated>2013-04-28T06:37:49Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot;So, should I expand the chemical list? Make it basically a small spell list? There's tons of &amp;quot;magic&amp;quot; drugs I can do (That don't exist) but I stuck to the real ones. Should I s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, should I expand the chemical list? Make it basically a small spell list? There's tons of &amp;quot;magic&amp;quot; drugs I can do (That don't exist) but I stuck to the real ones. Should I start making surreal drugs? --[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 00:37, 28 April 2013 (MDT)&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)</id>
		<title>Battle Chemist (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)"/>
				<updated>2013-04-25T07:44:41Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
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NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.&lt;br /&gt;
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== Battle Chemist ==&lt;br /&gt;
&lt;br /&gt;
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. &lt;br /&gt;
&lt;br /&gt;
=== Making a Battle Chemist===&lt;br /&gt;
&lt;br /&gt;
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. &lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 6d4&amp;amp;times;10 gp ( gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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 || +1 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 1, Technique 1, Chemist's Lab +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 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 1&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 2, Chemist's Lab +2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 2&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 3&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 5, Technique 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture Sales 5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +7,  Technique 6&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;-class skills (and key abilities)-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies.  All of the following are class features of the Battle Chemist.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' &lt;br /&gt;
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. The maximum level of the mixture is the amount of mixtures known -1. Each mixture has a base cost, which is what a mixture costs in time and money to make at level 1. To increase the level of a mixture, multiply the base costs by 2. Creating a mixture also requires a Profession (Chemistry) check of difficulty (10 + Minimum level + 2 x level). Getting the materials also requires ten times the time required to make the mixture of waiting after you spend the gold (see Mixture Sales). You start with 2 mixtures, then gain an additional mixture every third level after 1st level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create large amounts of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level per round for 1 round per level, with an explosive range of 1d6 feet per level. In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage(10 + 2 x Level+Int) Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Caffeine}}:'' A quick injection or swig of concentrated caffeine allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the mixture level +2, and is no longer exhausted or fatigued. These effects last 10 minutes per level. Base cost 1 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Alcohol}}:'' A swig or injection of concentrated alcohol allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, takes a penalty to dexterity and mental statistics. equal to the mixture level +2 (you can reduce this to 2 if you wish) and gains a bonus to strength and constitution equal to the mixture level +2 (you can reduce this to 2 if you wish). These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. Base cost 10 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method. Considered a drug. Gives an ally Fast Healing (1d4 per level) for one round per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Adrenalin}}:'' A burst of Adrenalin gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to the mixture level +4 (Can be reduced to 4, if you wish), and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength (Can be reduced to 4, if you wish). These affects last 1 minute per level. Minimum level 2. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create an explosive flame. This flame deals 2d6 damage per level anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Has an explosive range of 10. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. Minimum level 3. Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled effects, and you do not fall unconscious from negative hit points. Minimum level 4. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Regenerative Salve}}:''  A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (1d6 per level) for one round per level. Minimum level 4. Base cost 10 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. Minimum level 5. Base cost 1 GP, 1 hour&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con (DC 12 + 2 x Level+Int) Has an explosive range of 4d6 feet per level. Minimum level 5. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects. Minimum level 6. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Instant Healer}}:'' A ridiculously fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for  10 per level and regenerates limbs, and grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Base cost 100 GP, 1 hour (in addition to pre-existing Dioxygen Flouride).&lt;br /&gt;
&lt;br /&gt;
'''Chemist's Lab([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique at level 4, 8, 12, 16 and 20. Similarly to mixtures, these take time to prepare, and can have levels added to them. However, maximum level is decided by your maximum mixture level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. Takes a move action to mix. Treat as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand). Explodes in a circle with radius half of the mixture's explosive range. Can hold any damaging mixture up to its level, up to level 3. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize. Treat as a thrown weapon, exploding 1d4-1 rounds after being pressurized. If the mixture used is a gas, it doesn't need time to pressurize. Hits all in a circle with radius equal to the explosive range of the mixture, and deals 1d6 piercing and slashing damage per level. Can hold any damaging mixture of up to its level +1.  1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject them. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level against Enemy armor bonus + shield bonus). On a success, you inject them. Can hold any drug of up to its level +2. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any fire damaging bomb of it's level. 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. Hits all in an explosive range sized cone (treat as an attack, with a reflex DC (1.5 x Sprayer Level + 1.5 x Cylinder Level + 10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any damaging mixture of up to its level. Minimum level 2. 10 GP, 1 hour (machine), 1 CP, 1 round (chemical cylinders).&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Always a 1 round application. Minimum level 2. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and explosive range, lowers DC's by 4, and allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any mixture up to its level. Minimum level 3. 1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Poison Admixture}}:&amp;quot; You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect, and increases the DC of both by 2. Minimum level 2. 1 round, plus poison.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Explosive Admixture}}:'' You can mix damaging effects as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4. 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a hand crossbow with an enhancement bonus equal to it's level. Minimum level 5. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading and then a move action to pressurize it. Gaseous mixtures don't require pressurization. Minimum level 6. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. The disk is reusable but each needle takes a round to store and calibrating the disk is a full-round action. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of (needles+level+10)with target's armor class - 10 as the bonus. For each point that the target exceeds the they dodge one needle. Any drug that hits an enemy multiple times increases it's effect level by one if it doubles the amount of needles hit. For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. Minimum level 7. 6 hours, 100 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of half the mixture's explosive range, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).&lt;br /&gt;
&lt;br /&gt;
'''Mixture Sales: ([[SRD:Special Abilities Overview#Extraordinary|Ex]])''' While not really your forte, you can sell your mixtures to the public for profit, much like potions. This comes in different levels, starting with back-alley sales and growing to large-scale commissions and grand stores. You gain a new level at 2nd, 5th, 11th, 14th and 19th level.&lt;br /&gt;
&lt;br /&gt;
At 2nd level, you can sell your mixtures to friends and in back alleys, selling for twice the base price in gold. Finding a buyer takes ten times as long as making the mixture.&lt;br /&gt;
&lt;br /&gt;
At 5th level, you can open a store for 1000 GP, allowing you to sell five items a day instantly at twice the base price. Other mixtures sell at triple the base price, taking 8 times as long as making the mixture to find a buyer. In addition, material delivery can be arranged to come on a regular basis - instead of making individual orders, you can specify a weekly order and expect it delivered every week, up to 14 mixture materials and level 2 mixtures. You also can hire help at either 10 gold pieces and 1 gold piece a day or 100 gold pieces and 10 gold pieces a day. The cheaper labor can help with basic tasks and manning the store, selling one tenth the mixtures you would while you are gone. More expensive labor can also make the most basic of mixtures while you are gone, taking ten times as much time as you would for each mixture and costing 1.5 times as much. You can hire up to five cheap laborers and two skilled laborers. Workers can work up to 10 hours a day and then take double pay for another 5 hours.&lt;br /&gt;
&lt;br /&gt;
At 11th level, you become the regional go-to chemist and can expand and move your store for 5000 GP, allowing you to sell 25 items a day instantly at triple the base price. Other mixtures sell at 5 times base price, taking 5 times as long as making the mixture to find a buyer. In addition, material delivery can be arranged to come daily, up to 5 mixture materials and level 3 mixtures each day, and material delivery is halved. You also can hire ten more cheap laborers and three more expensive ones, plus up to two new laborers that costs 1000 gold pieces and 100 gold pieces a day that can make level 2 mixtures, taking five times as much time to make mixtures and costing 25% more, called very skilled workers.&lt;br /&gt;
&lt;br /&gt;
At 14th level, you become the national authority on chemistry and can make an even grander, larger store for 20000 GP, allowing you to sell 125 items a day instantly at 5 times base price. Other mixtures sell at 8 times base price, taking 3 times as long as making the mixture to find a buyer. In addition, material delivery can be arranged to come hourly. and material delivery time is further halved (now at 1/4 time to get). In addition, each week, you receive a commission for 1d10 x 1d10 x 1d10 x 1d10 copies of a level 1 mixture in a level 1 delivery method. This commission is usually from an aligned group. Roll 1d10: 1 = Lawful Good, 2 = NG, 3 = CG, 4 = LN, 5 = TN, 6 = CN, 7 = LE, 8 = NE, 9 = CE, 10 = Anonymous/unaligned. You can reroll this once if you roll an alignment more than two steps from yours. You also can hire 35 more cheap laborers, 10 skilled laborers, 3 very skilled workers and 2 new workers that can make up to level 3 mixtures, taking 3 times as much time to make mixtures and costing 10% more, called chemists.&lt;br /&gt;
&lt;br /&gt;
At 19th level, you become the world's most renowned chemist and can make an enormous store for 100000 GP, allowing you to sell any number of items a day instantly at 10 times base price. You also receive triple the level 1 mixture commissions for 1d10 x 1d10 x 1d10 x 1d10 x 1d10 copies, a commission for (1d10)^4 copies of a level 2 mixture in a level 2 delivery method each week, and a commission for 1d10 x 1d10 x 1d10 copies of a level 3 mixture in a level 3 delivery method each month. You can also hire 100 more cheap laborers, 35 skilled laborers, 10 very skilled workers 3 chemists and 2 new workers that can make up to level 4 mixtures, taking twice as much time to make mixtures and costing the base cost, called master chemists.&lt;br /&gt;
&lt;br /&gt;
==== Epic Battle Chemists ====&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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; | Mixture 8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Chemist's Lab +8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Mixture 9, Technique 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Chemist's Lab +9, Mixtures Sales 6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | Mixture 10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Technique 8, Chemist's Lab +10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | Mixture 11, Mixture Sales 7&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures, as in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus, as in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
'''Technique:''' You continue learning more techniques, as in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
'''Mixture Sales:''' Every 5 levels starting at level 25, you triple any existing worker limits and add a new worker (as master chemist but increase maximum level by one each level and multiply cost by 10). Existing commissions increase in frequency by one step (1 month -&amp;gt; 1 week -&amp;gt; 3/week - triple previous) and in amount by x1d10, and a new level of commission starts at the highest previous level +1, starting at 1d10 x 1d10 x 1d10 and 1 per month.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.&lt;br /&gt;
&lt;br /&gt;
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.&lt;br /&gt;
&lt;br /&gt;
==== Human Battle Chemist Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).&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; | Concentration || 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; | Profession (Chemist) || 4 || Int ||&amp;amp;mdash;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Rapid Reload.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Mercantile Background.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). &lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 9 GP.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Battle Chemist ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Unlike almost all denizens of the prime material plane, many chemists do not worship a god. They see magic and faith as lesser to chemistry, and as such do not pay tribute to those aspects of the world. However, those that do worship and utilize magic often choose gods of intelligence to be their patrons.&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:''' Battle chemists hav.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' Most battle chemists are single-classed. However, some multiclass to martial or utility classes in order to better use their mixtures. Battle chemists can multiclass into Fighter for throwing feats, into Ranger for more effective ranged fighting, or into a casting class for utility spells. &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;-pluralized class name-&amp;gt; in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
==== &amp;lt;-class name-&amp;gt; Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; 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;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
==== &amp;lt;-pluralized class name-&amp;gt; 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 14:'' Colin the Chemist is an infamous chemist, known for his random explosions and human testing. While overall, he has improved lived and stayed away from the big cities, he recently has been seen &lt;br /&gt;
&lt;br /&gt;
[[Colin the Chemist (3.5e NPC)|Colin the Chemist]]&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Colin the Chemist |cr=12&lt;br /&gt;
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12&lt;br /&gt;
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])&lt;br /&gt;
|init=+4 |listen=+0 |spot=+0&lt;br /&gt;
|lang=Common&lt;br /&gt;
|ac=19 |touch=14 |flat=15&lt;br /&gt;
|hp=12d8+24(78) |hd=12&lt;br /&gt;
|fort=+9 |ref=+11 |will=+11&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|melee1=Needle Level 5 +13 Melee (1d2+7)&lt;br /&gt;
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)&lt;br /&gt;
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer&lt;br /&gt;
|sa=Sprayer1, Pressure Bomb, Regenerative Salve&lt;br /&gt;
|bab=+9 |grp=+9&lt;br /&gt;
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10&lt;br /&gt;
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background&lt;br /&gt;
|skills=None that matter in combat.&lt;br /&gt;
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield&lt;br /&gt;
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
'''Fortifications'''&lt;br /&gt;
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.&lt;br /&gt;
&lt;br /&gt;
'''Negotiations'''&lt;br /&gt;
&lt;br /&gt;
'''Combat'''&lt;br /&gt;
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.&lt;br /&gt;
&lt;br /&gt;
'''Victory'''&lt;br /&gt;
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.&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;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Colin_the_Chemist_(3.5e_NPC)</id>
		<title>Colin the Chemist (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Colin_the_Chemist_(3.5e_NPC)"/>
				<updated>2013-04-25T00:34:12Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Colin the Chemist ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Colin the Chemist |cr=12&lt;br /&gt;
|clvl=[[Battle Chemist (3.5e Class)|Battle Chemist]] 12&lt;br /&gt;
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])&lt;br /&gt;
|init=+4 |listen=+0 |spot=+0&lt;br /&gt;
|lang=Common&lt;br /&gt;
|ac=19 |touch=14 |flat=15&lt;br /&gt;
|hp=12d8+24(78) |hd=12&lt;br /&gt;
|fort=+9 |ref=+11 |will=+11&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|melee1=Needle Level 5 +13 Melee (1d2+7)&lt;br /&gt;
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)&lt;br /&gt;
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer&lt;br /&gt;
|sa=Sprayer1, Pressure Bomb, Regenerative Salve&lt;br /&gt;
|bab=+9 |grp=+9&lt;br /&gt;
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10&lt;br /&gt;
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background&lt;br /&gt;
|skills=None that matter in combat.&lt;br /&gt;
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield&lt;br /&gt;
|favcls=[[Battle Chemist (3.5e Class)|Battle Chemist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
'''Fortifications'''&lt;br /&gt;
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.&lt;br /&gt;
&lt;br /&gt;
'''Combat'''&lt;br /&gt;
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.&lt;br /&gt;
&lt;br /&gt;
'''Victory'''&lt;br /&gt;
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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 CR &amp;lt;!--your NPC's challenge rating.  If the CR is less then or equal to 1 please insert &amp;quot;1 or less&amp;quot;, if the CR is greater then or equal to 40 please insert &amp;quot;40 or more&amp;quot;.--&amp;gt; NPCs|CR &amp;lt;!--your NPC's challenge rating.  If the CR is less then or equal to 1 please insert &amp;quot;1 or less&amp;quot;, if the CR is greater then or equal to 40 please insert &amp;quot;40 or more&amp;quot;.--&amp;gt;]]&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 &amp;lt;!--insert ECL here.--&amp;gt; NPCs|ECL &amp;lt;!--insert ECL here.--&amp;gt;]]&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:CR&amp;lt;!-- insert CR here --&amp;gt;]]&lt;br /&gt;
[[Category:ECL&amp;lt;!-- insert ECL here if it can be calculated.  Otherwise delete. --&amp;gt;]]&lt;br /&gt;
[[Category:&amp;lt;!-- Type --&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-- Subtype --&amp;gt; Subtype]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a law-chaos axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Chaotic Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Good Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;br /&gt;
[[Category:Evil Alignment]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Colin_the_Chemist_(3.5e_NPC)</id>
		<title>Colin the Chemist (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Colin_the_Chemist_(3.5e_NPC)"/>
				<updated>2013-04-23T04:15:47Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Colin the Chemist ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Colin the Chemist |cr=12&lt;br /&gt;
|clvl=[[Battle Chemist]] 12&lt;br /&gt;
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])&lt;br /&gt;
|init=+4 |listen=+0 |spot=+0&lt;br /&gt;
|lang=Common&lt;br /&gt;
|ac=19 |touch=14 |flat=15&lt;br /&gt;
|hp=12d8+24(78) |hd=12&lt;br /&gt;
|fort=+9 |ref=+11 |will=+11&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|melee1=Needle Level 5 +13 Melee (1d2+7)&lt;br /&gt;
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)&lt;br /&gt;
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer&lt;br /&gt;
|sa=Sprayer1, Pressure Bomb, Regenerative Salve&lt;br /&gt;
|bab=+9 |grp=+9&lt;br /&gt;
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10&lt;br /&gt;
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background&lt;br /&gt;
|skills=None that matter in combat.&lt;br /&gt;
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2, Command Rune (see Fortifications), Scroll of Dimension Door, Tower Shield&lt;br /&gt;
|favcls=[[Battle Chemist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
'''Fortifications'''&lt;br /&gt;
Colin stays within his inner sanctum within a trapped, manned fortress. While he is a chemist, he accepts the arcane as a useful tool, and as such utilizes it within his fortress. His laboratory is warded against teleportation (treat as SR 30), and his fortress has several choke points between the entrance and his inner sanctum which sound a silent alarm if an unauthorized being enters. His inner sanctum is a 100 foot radius circle with only one entrance, with a 50 foot radius circular wall, reaching to the 20 foot ceiling, surrounding his laboratory, raised or lowered with the command rune tattooed onto his wrist. The ground outside the laboratory is covered in jagged rock, halving speed.&lt;br /&gt;
&lt;br /&gt;
'''Combat'''&lt;br /&gt;
Colin first tries to seal the entrance with Dioxygen Flouride pressure bombs, throwing one then keeping the adventurers back with dust bomb sprays. If they go in anyway, he tries to spray them while they are concentrated, then tries to identify the casters of the group, pumping them full of alcohol and caffeine (and opiates for tough ones) as to ruin their casting abilities. He then traps the ranged units outside the ring and tries to pick off any fighters one at a time with bombs. If enemies come into melee range he sprays them with Dust Bomb. Upon reaching three-quarters health, he prioritizes stopping casters. Upon reaching half health, he applies his potions of Magic Weapon to his armor to avoid damage and tries to spray and shoot from the ceiling. Upon reaching one-quarter health, he attempts to close himself off, cutting off as many people as he can and trying to get rid of those in the section he remains in (if he goes into the doorway, he puts up his tower shield), and then call for help.&lt;br /&gt;
&lt;br /&gt;
'''Victory'''&lt;br /&gt;
If Colin is defeated, his laboratory contains valuable materials that can be broken down for 1000 GP. Using his chemicals requires either levels in Chemist or an exotic weapon proficiency feat for each delivery method. If a player decides to take levels in Chemist, they can use his laboratory, chemicals and delivery methods at full bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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 CR &amp;lt;!--your NPC's challenge rating.  If the CR is less then or equal to 1 please insert &amp;quot;1 or less&amp;quot;, if the CR is greater then or equal to 40 please insert &amp;quot;40 or more&amp;quot;.--&amp;gt; NPCs|CR &amp;lt;!--your NPC's challenge rating.  If the CR is less then or equal to 1 please insert &amp;quot;1 or less&amp;quot;, if the CR is greater then or equal to 40 please insert &amp;quot;40 or more&amp;quot;.--&amp;gt;]]&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 &amp;lt;!--insert ECL here.--&amp;gt; NPCs|ECL &amp;lt;!--insert ECL here.--&amp;gt;]]&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:CR&amp;lt;!-- insert CR here --&amp;gt;]]&lt;br /&gt;
[[Category:ECL&amp;lt;!-- insert ECL here if it can be calculated.  Otherwise delete. --&amp;gt;]]&lt;br /&gt;
[[Category:&amp;lt;!-- Type --&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-- Subtype --&amp;gt; Subtype]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a law-chaos axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Chaotic Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Good Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;br /&gt;
[[Category:Evil Alignment]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Colin_the_Chemist_(3.5e_NPC)</id>
		<title>Colin the Chemist (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Colin_the_Chemist_(3.5e_NPC)"/>
				<updated>2013-04-23T00:24:48Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Colin the Chemist ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Colin the Chemist |cr=12&lt;br /&gt;
|clvl=[[Battle Chemist]] 12&lt;br /&gt;
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])&lt;br /&gt;
|init=+4 |listen=+0 |spot=+0&lt;br /&gt;
|lang=Common&lt;br /&gt;
|ac=19 |touch=14 |flat=15&lt;br /&gt;
|hp=12d8+24(78) |hd=12&lt;br /&gt;
|fort=+9 |ref=+11 |will=+11&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|melee1=Needle Level 5 +13 Melee (1d2+7)&lt;br /&gt;
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)&lt;br /&gt;
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer&lt;br /&gt;
|sa=Sprayer1, Pressure Bomb, Regenerative Salve&lt;br /&gt;
|bab=+9 |grp=+9&lt;br /&gt;
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10&lt;br /&gt;
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background&lt;br /&gt;
|skills=None that matter in combat.&lt;br /&gt;
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2&lt;br /&gt;
|favcls=[[Battle Chemist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&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 CR &amp;lt;!--your NPC's challenge rating.  If the CR is less then or equal to 1 please insert &amp;quot;1 or less&amp;quot;, if the CR is greater then or equal to 40 please insert &amp;quot;40 or more&amp;quot;.--&amp;gt; NPCs|CR &amp;lt;!--your NPC's challenge rating.  If the CR is less then or equal to 1 please insert &amp;quot;1 or less&amp;quot;, if the CR is greater then or equal to 40 please insert &amp;quot;40 or more&amp;quot;.--&amp;gt;]]&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 &amp;lt;!--insert ECL here.--&amp;gt; NPCs|ECL &amp;lt;!--insert ECL here.--&amp;gt;]]&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:CR&amp;lt;!-- insert CR here --&amp;gt;]]&lt;br /&gt;
[[Category:ECL&amp;lt;!-- insert ECL here if it can be calculated.  Otherwise delete. --&amp;gt;]]&lt;br /&gt;
[[Category:&amp;lt;!-- Type --&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-- Subtype --&amp;gt; Subtype]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a law-chaos axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Chaotic Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Good Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;br /&gt;
[[Category:Evil Alignment]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Colin_the_Chemist_(3.5e_NPC)</id>
		<title>Colin the Chemist (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Colin_the_Chemist_(3.5e_NPC)"/>
				<updated>2013-04-23T00:24:13Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
== Colin the Chemist ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Colin the Chemist |cr=12&lt;br /&gt;
|clvl=[[Battle Chemist]] 12&lt;br /&gt;
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])&lt;br /&gt;
|init=+4 |listen=+0 |spot=+0&lt;br /&gt;
|lang=Common&lt;br /&gt;
|ac=19 |touch=14 |flat=15&lt;br /&gt;
|hp=12d8+24(78) |hd=12&lt;br /&gt;
|fort=+9 |ref=+11 |will=+11&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|melee1=Needle Level 5 +13 Melee (1d2+7)&lt;br /&gt;
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)&lt;br /&gt;
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer&lt;br /&gt;
|sa=Sprayer1, Pressure Bomb, Regenerative Salve&lt;br /&gt;
|bab=+9 |grp=+9&lt;br /&gt;
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10&lt;br /&gt;
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background&lt;br /&gt;
|skills=None that matter in combat.&lt;br /&gt;
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2&lt;br /&gt;
|favcls=[[Battle Chemist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&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 CR &amp;lt;!--your NPC's challenge rating.  If the CR is less then or equal to 1 please insert &amp;quot;1 or less&amp;quot;, if the CR is greater then or equal to 40 please insert &amp;quot;40 or more&amp;quot;.--&amp;gt; NPCs|CR &amp;lt;!--your NPC's challenge rating.  If the CR is less then or equal to 1 please insert &amp;quot;1 or less&amp;quot;, if the CR is greater then or equal to 40 please insert &amp;quot;40 or more&amp;quot;.--&amp;gt;]]&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 &amp;lt;!--insert ECL here.--&amp;gt; NPCs|ECL &amp;lt;!--insert ECL here.--&amp;gt;]]&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:CR&amp;lt;!-- insert CR here --&amp;gt;]]&lt;br /&gt;
[[Category:ECL&amp;lt;!-- insert ECL here if it can be calculated.  Otherwise delete. --&amp;gt;]]&lt;br /&gt;
[[Category:&amp;lt;!-- Type --&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-- Subtype --&amp;gt; Subtype]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a law-chaos axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Chaotic Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Good Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;br /&gt;
[[Category:Evil Alignment]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Colin_the_Chemist_(3.5e_NPC)</id>
		<title>Colin the Chemist (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Colin_the_Chemist_(3.5e_NPC)"/>
				<updated>2013-04-23T00:24:02Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot;&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&amp;lt;nowiki&amp;gt; == Colin the Chemist ==  {{Stat Block 2 |name=Colin the Chemist |cr=12 |clvl=[[Battle Chemist]...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
== Colin the Chemist ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Colin the Chemist |cr=12&lt;br /&gt;
|clvl=[[Battle Chemist]] 12&lt;br /&gt;
|al=[[CG]] |size=[[Medium]] |type=[[Humanoid Type (SRD Creature Type)|humanoid]] ([[human]])&lt;br /&gt;
|init=+4 |listen=+0 |spot=+0&lt;br /&gt;
|lang=Common&lt;br /&gt;
|ac=19 |touch=14 |flat=15&lt;br /&gt;
|hp=12d8+24(78) |hd=12&lt;br /&gt;
|fort=+9 |ref=+11 |will=+11&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|melee1=Needle Level 5 +13 Melee (1d2+7)&lt;br /&gt;
|ranged1=Needle Gun Level 4 +19 ranged (1d2+8)or Sprayer Level 4 (see Sprayer)&lt;br /&gt;
|full_at=4 Needle Guns +11/+6/+1 (1d2+8) or 4 Sprayers (see Sprayer&lt;br /&gt;
|sa=Sprayer1, Pressure Bomb, Regenerative Salve&lt;br /&gt;
|bab=+9 |grp=+9&lt;br /&gt;
|str=10 |dex=18 |con=14 |int=22 |wis=10 |cha=10&lt;br /&gt;
|feats=Hand Crossbow Focus, Crossbow Sniper, [[Point Blank Shot]], [[Rapid Shot]], [[Flyby Attack]], Mercantile Background&lt;br /&gt;
|skills=None that matter in combat.&lt;br /&gt;
|poss=1000 gp, 5 Level 5 Regenerative Salves, 5 Level 5 Needles (Adrenalin Level 5, reduced penalty), 5 level 5 Needles (Opiates Level 5, reduced bonus),20 Needles level 5 (Caffeine Level 4), 40 Needles level 5 (Alcohol level 5), 3 level 5 Pressure Bombs (Dust Bomb/Dioxygen Flouride Admixture Level 5/5), 40 Sprayer canisters level 5(Dust Bomb Level 5), 2 Sprayer canisters level 5 (Dioxygen Flouride), +1 Levitating Heavy Shield, +1 Defending Shield Spikes, 3 Potions of Magic Weapon +5, +1 Shadow Chain Shirt, +1 Defending Armor Spikes, +1 Defending Gauntlet, Cloak of Resistance +4, Winged Boots, Belt of Battle, Headband of Intellect +4, Gloves of Dexterity +2&lt;br /&gt;
|favcls=[[Battle Chemist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)</id>
		<title>Battle Chemist (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)"/>
				<updated>2013-04-21T22:07:51Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
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{{needsbalance|Does not follow the guidelines for class creation roughly outlined on [[Character Class Design Guidelines (DnD Guideline)|Character Class Design Guidelines]].}}&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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NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.&lt;br /&gt;
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== Battle Chemist ==&lt;br /&gt;
&lt;br /&gt;
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. &lt;br /&gt;
&lt;br /&gt;
=== Making a Battle Chemist===&lt;br /&gt;
&lt;br /&gt;
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. &lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 6d4&amp;amp;times;10 gp ( gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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 || +1 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 1, Technique 1, Chemist's Lab +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 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 2, Chemist's Lab +2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 3&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 5, Technique 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +7,  Technique 6&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;-class skills (and key abilities)-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies.  All of the following are class features of the Battle Chemist.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' &lt;br /&gt;
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. The maximum level of the mixture is the amount of mixtures known -1. Each mixture has a base cost, which is what a mixture costs in time and money to make at level 1. To increase the level of a mixture, multiply the base costs by 2. You start with 2 mixtures, then gain an additional mixture every third level after 1st level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create large amounts of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level per round for 1 round per level, with an explosive range of 1d6 feet per level. In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage(10+2*Level+Int) Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Caffeine}}:'' A quick injection or swig of concentrated caffeine allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the mixture level +2, and is no longer exhausted or fatigued. These effects last 10 minutes per level. Base cost 1 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Alcohol}}:'' A swig or injection of concentrated alcohol allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, takes a penalty to dexterity and mental statistics. equal to the mixture level +2 (you can reduce this to 2 if you wish) and gains a bonus to strength and constitution equal to the mixture level +2 (you can reduce this to 2 if you wish). These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. Base cost 10 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method. Considered a drug. Gives an ally Fast Healing (1d4 per level) for one round per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Adrenalin}}:'' A burst of Adrenalin gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to the mixture level +4 (Can be reduced to 4, if you wish), and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength (Can be reduced to 4, if you wish). These affects last 1 minute per level. Minimum level 2. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create an explosive flame. This flame deals 2d6 damage per level anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Has an explosive range of 10. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. Minimum level 3. Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled effects, and you do not fall unconscious from negative hit points. Minimum level 4. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Regenerative Salve}}:''  A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (1d6 per level) for one round per level. Minimum level 4. Base cost 10 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. Minimum level 5. Base cost 1 GP, 1 hour&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con (DC 12+2*Level+Int) Has an explosive range of 4d6 feet per level. Minimum level 5. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects. Minimum level 6. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Instant Healer}}:'' A ridiculously fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for  10 per level and regenerates limbs, and grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Base cost 100 GP, 1 hour (in addition to pre-existing Dioxygen Flouride).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemist's Lab}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique at level 4, 8, 12, 16 and 20. Similarly to mixtures, these take time to prepare, and can have levels added to them. However, maximum level is decided by your maximum mixture level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. Takes a move action to mix. Treat as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand). Explodes in a circle with radius half of the mixture's explosive range. Can hold any damaging mixture up to its level, up to level 3. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize. Treat as a thrown weapon, exploding 1d4-1 rounds after being pressurized. If the mixture used is a gas, it doesn't need time to pressurize. Hits all in a circle with radius equal to the explosive range of the mixture, and deals 1d6 piercing and slashing damage per level. Can hold any damaging mixture of up to its level +1.  1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject them. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level against Enemy armor bonus + shield bonus). On a success, you inject them. Can hold any drug of up to its level +2. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any fire damaging bomb of it's level. 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. Hits all in an explosive range sized cone (treat as an attack, with a reflex DC (1.5*Sprayer Level+1.5*Cylinder Level+10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any damaging mixture of up to its level. Minimum level 2. 10 GP, 1 hour (machine), 1 CP, 1 round (chemical cylinders).&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Always a 1 round application. Minimum level 2. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and explosive range, lowers DC's by 4, and allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any mixture up to its level. Minimum level 3. 1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Poison Admixture}}:&amp;quot; You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect, and increases the DC of both by 2. Minimum level 2. 1 round, plus poison.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Explosive Admixture}}:'' You can mix damaging effects as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4. 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a hand crossbow with an enhancement bonus equal to it's level. Minimum level 5. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading and then a move action to pressurize it. Gaseous mixtures don't require pressurization. Minimum level 6. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. The disk is reusable but each needle takes a round to store and calibrating the disk is a full-round action. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of (needles+level+10)with target's armor class - 10 as the bonus. For each point that the target exceeds the they dodge one needle. Any drug that hits an enemy multiple times increases it's effect level by one if it doubles the amount of needles hit. For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. Minimum level 7. 6 hours, 100 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of half the mixture's explosive range, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).&lt;br /&gt;
&lt;br /&gt;
==== Epic Battle Chemists ====&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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; | Mixture 8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Chemist's Lab +8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Mixture 9, Technique 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Chemist's Lab +9&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | Mixture 10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Technique 8, Chemist's Lab +10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | Mixture 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures.&lt;br /&gt;
&lt;br /&gt;
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus.&lt;br /&gt;
&lt;br /&gt;
'''Technique:''' You continue learning more techniques.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.&lt;br /&gt;
&lt;br /&gt;
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.&lt;br /&gt;
&lt;br /&gt;
==== Human Battle Chemist Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).&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; | Concentration || 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; | Profession (Chemist) || 4 || Int ||&amp;amp;mdash;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Rapid Reload.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Mercantile Background.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). &lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 9 GP.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a &amp;lt;-class name-&amp;gt; ====&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;
==== &amp;lt;-pluralized class name-&amp;gt; in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
==== &amp;lt;-class name-&amp;gt; Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; 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;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
==== &amp;lt;-pluralized class name-&amp;gt; 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;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)</id>
		<title>Battle Chemist (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)"/>
				<updated>2013-04-21T21:52:46Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{needsbalance|Does not follow the guidelines for class creation roughly outlined on [[Character Class Design Guidelines (DnD Guideline)|Character Class Design Guidelines]].}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{stub|Missing text throughout (and an example NPC).}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{wikify|Does not follow the preload/missing parts of the preload.  See also the preload.}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{wording|Does not read through well.}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|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=&amp;lt;-how close to completion-&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;-What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;)-&amp;gt;&lt;br /&gt;
|desc=&amp;lt;-Paragraph description of the class-&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.&lt;br /&gt;
&lt;br /&gt;
== Battle Chemist ==&lt;br /&gt;
&lt;br /&gt;
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. &lt;br /&gt;
&lt;br /&gt;
=== Making a Battle Chemist===&lt;br /&gt;
&lt;br /&gt;
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. &lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 6d4&amp;amp;times;10 gp ( gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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 || +1 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 1, Technique 1, Chemist's Lab +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 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 2, Chemist's Lab +2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 3&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 5, Technique 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +7,  Technique 6&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;-class skills (and key abilities)-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies.  All of the following are class features of the Battle Chemist.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' &lt;br /&gt;
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. The maximum level of the mixture is the amount of mixtures known -1. Each mixture has a base cost, which is what a mixture costs in time and money to make at level 1. To increase the level of a mixture, multiply the base costs by 2. You start with 2 mixtures, then gain an additional mixture every third level after 1st level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create large amounts of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level per round for 1 round per level, with an explosive range of 1d6 feet per level. In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage(10+2*Level+Int) Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Caffeine}}:'' A quick injection or swig of concentrated caffeine allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the mixture level +2, and is no longer exhausted or fatigued. These effects last 10 minutes per level. Base cost 1 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Alcohol}}:'' A swig or injection of concentrated alcohol allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, takes a penalty to dexterity and mental statistics. equal to the mixture level +2 (you can reduce this to 2 if you wish) and gains a bonus to strength and constitution equal to the mixture level +2 (you can reduce this to 2 if you wish). These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. Base cost 10 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method. Considered a drug. Gives an ally Fast Healing (1d4 per level) for one round per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Adrenalin}}:'' A burst of Adrenalin gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to the mixture level +4 (Can be reduced to 4, if you wish), and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength (Can be reduced to 4, if you wish). These affects last 1 minute per level. Minimum level 2. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create an explosive flame. This flame deals 2d6 damage per level anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Has an explosive range of 10. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. Minimum level 3. Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled effects, and you do not fall unconscious from negative hit points. Minimum level 4. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Regenerative Salve}}:''  A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (1d6 per level) for one round per level. Minimum level 4. Base cost 10 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. Minimum level 5. Base cost 1 GP, 1 hour&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con (DC 12+2*Level+Int) Has an explosive range of 4d6 feet per level. Minimum level 5. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects. Minimum level 6. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Instant Healer}}:'' A ridiculously fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for  10 per level and regenerates limbs, and grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Base cost 100 GP, 1 hour (in addition to pre-existing Dioxygen Flouride).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemist's Lab}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique at level 4, 8, 12, 16 and 20. Similarly to mixtures, these take time to prepare, and can have levels added to them. However, maximum level is decided by your maximum mixture level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. Takes a move action to mix. Treat as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand). Explodes in a circle with radius half of the mixture's explosive range. Can hold any damaging mixture up to its level, up to level 3. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize. Treat as a thrown weapon, exploding 1d4-1 rounds after being pressurized. If the mixture used is a gas, it doesn't need time to pressurize. Hits all in a circle with radius equal to the explosive range of the mixture, and deals 1d6 piercing and slashing damage per level. Can hold any damaging mixture of up to its level +1.  1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject them. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level against Enemy armor bonus + shield bonus). On a success, you inject them. Can hold any drug of up to its level +2. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any fire damaging bomb of it's level. 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. Hits all in an explosive range sized cone (treat as an attack, with a reflex DC (3*Level+10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any damaging mixture of up to its level. Minimum level 2. 10 GP, 1 hour (machine), 1 CP, 1 round (chemical cylinders).&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Always a 1 round application. Minimum level 2. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and explosive range, lowers DC's by 4, and allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any mixture up to its level. Minimum level 3. 1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Poison Admixture}}:&amp;quot; You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect, and increases the DC of both by 2. Minimum level 2. 1 round, plus poison.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Explosive Admixture}}:'' You can mix damaging effects as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4. 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a hand crossbow with an enhancement bonus equal to it's level. Minimum level 5. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading and then a move action to pressurize it. Gaseous mixtures don't require pressurization. Minimum level 6. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. The disk is reusable but each needle takes a round to store and calibrating the disk is a full-round action. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of (needles+level+10)with target's armor class - 10 as the bonus. For each point that the target exceeds the they dodge one needle. Any drug that hits an enemy multiple times increases it's effect level by one if it doubles the amount of needles hit. For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. Minimum level 7. 6 hours, 100 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of half the mixture's explosive range, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).&lt;br /&gt;
&lt;br /&gt;
==== Epic Battle Chemists ====&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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; | Mixture 8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Chemist's Lab +8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Mixture 9, Technique 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Chemist's Lab +9&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | Mixture 10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Technique 8, Chemist's Lab +10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | Mixture 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures.&lt;br /&gt;
&lt;br /&gt;
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus.&lt;br /&gt;
&lt;br /&gt;
'''Technique:''' You continue learning more techniques.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.&lt;br /&gt;
&lt;br /&gt;
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.&lt;br /&gt;
&lt;br /&gt;
==== Human Battle Chemist Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).&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; | Concentration || 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; | Profession (Chemist) || 4 || Int ||&amp;amp;mdash;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Rapid Reload.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Mercantile Background.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). &lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 9 GP.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a &amp;lt;-class name-&amp;gt; ====&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;
==== &amp;lt;-pluralized class name-&amp;gt; in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
==== &amp;lt;-class name-&amp;gt; Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; 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;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
==== &amp;lt;-pluralized class name-&amp;gt; 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;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)</id>
		<title>Battle Chemist (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)"/>
				<updated>2013-04-21T21:52:28Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{needsbalance|Does not follow the guidelines for class creation roughly outlined on [[Character Class Design Guidelines (DnD Guideline)|Character Class Design Guidelines]].}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&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;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
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|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=&amp;lt;-how close to completion-&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;-What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;)-&amp;gt;&lt;br /&gt;
|desc=&amp;lt;-Paragraph description of the class-&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.&lt;br /&gt;
&lt;br /&gt;
== Battle Chemist ==&lt;br /&gt;
&lt;br /&gt;
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. &lt;br /&gt;
&lt;br /&gt;
=== Making a Battle Chemist===&lt;br /&gt;
&lt;br /&gt;
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. &lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 6d4&amp;amp;times;10 gp ( gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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 || +1 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 1, Technique 1, Chemist's Lab +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 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 2, Chemist's Lab +2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 3&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 5, Technique 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +7,  Technique 6&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;-class skills (and key abilities)-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies.  All of the following are class features of the Battle Chemist.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' &lt;br /&gt;
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. The maximum level of the mixture is the amount of mixtures known -2. Each mixture has a base cost, which is what a mixture costs in time and money to make at level 1. To increase the level of a mixture, multiply the base costs by 2. You start with 2 mixtures, then gain an additional mixture every third level after 1st level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create large amounts of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level per round for 1 round per level, with an explosive range of 1d6 feet per level. In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage(10+2*Level+Int) Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Caffeine}}:'' A quick injection or swig of concentrated caffeine allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the mixture level +2, and is no longer exhausted or fatigued. These effects last 10 minutes per level. Base cost 1 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Alcohol}}:'' A swig or injection of concentrated alcohol allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, takes a penalty to dexterity and mental statistics. equal to the mixture level +2 (you can reduce this to 2 if you wish) and gains a bonus to strength and constitution equal to the mixture level +2 (you can reduce this to 2 if you wish). These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. Base cost 10 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method. Considered a drug. Gives an ally Fast Healing (1d4 per level) for one round per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Adrenalin}}:'' A burst of Adrenalin gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to the mixture level +4 (Can be reduced to 4, if you wish), and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength (Can be reduced to 4, if you wish). These affects last 1 minute per level. Minimum level 2. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create an explosive flame. This flame deals 2d6 damage per level anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Has an explosive range of 10. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. Minimum level 3. Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled effects, and you do not fall unconscious from negative hit points. Minimum level 4. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Regenerative Salve}}:''  A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (1d6 per level) for one round per level. Minimum level 4. Base cost 10 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. Minimum level 5. Base cost 1 GP, 1 hour&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con (DC 12+2*Level+Int) Has an explosive range of 4d6 feet per level. Minimum level 5. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects. Minimum level 6. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Instant Healer}}:'' A ridiculously fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for  10 per level and regenerates limbs, and grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Base cost 100 GP, 1 hour (in addition to pre-existing Dioxygen Flouride).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemist's Lab}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique at level 4, 8, 12, 16 and 20. Similarly to mixtures, these take time to prepare, and can have levels added to them. However, maximum level is decided by your maximum mixture level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. Takes a move action to mix. Treat as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand). Explodes in a circle with radius half of the mixture's explosive range. Can hold any damaging mixture up to its level, up to level 3. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize. Treat as a thrown weapon, exploding 1d4-1 rounds after being pressurized. If the mixture used is a gas, it doesn't need time to pressurize. Hits all in a circle with radius equal to the explosive range of the mixture, and deals 1d6 piercing and slashing damage per level. Can hold any damaging mixture of up to its level +1.  1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject them. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level against Enemy armor bonus + shield bonus). On a success, you inject them. Can hold any drug of up to its level +2. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any fire damaging bomb of it's level. 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. Hits all in an explosive range sized cone (treat as an attack, with a reflex DC (3*Level+10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any damaging mixture of up to its level. Minimum level 2. 10 GP, 1 hour (machine), 1 CP, 1 round (chemical cylinders).&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Always a 1 round application. Minimum level 2. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and explosive range, lowers DC's by 4, and allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any mixture up to its level. Minimum level 3. 1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Poison Admixture}}:&amp;quot; You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect, and increases the DC of both by 2. Minimum level 2. 1 round, plus poison.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Explosive Admixture}}:'' You can mix damaging effects as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4. 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a hand crossbow with an enhancement bonus equal to it's level. Minimum level 5. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading and then a move action to pressurize it. Gaseous mixtures don't require pressurization. Minimum level 6. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. The disk is reusable but each needle takes a round to store and calibrating the disk is a full-round action. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of (needles+level+10)with target's armor class - 10 as the bonus. For each point that the target exceeds the they dodge one needle. Any drug that hits an enemy multiple times increases it's effect level by one if it doubles the amount of needles hit. For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. Minimum level 7. 6 hours, 100 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of half the mixture's explosive range, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).&lt;br /&gt;
&lt;br /&gt;
==== Epic Battle Chemists ====&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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; | Mixture 8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Chemist's Lab +8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Mixture 9, Technique 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Chemist's Lab +9&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | Mixture 10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Technique 8, Chemist's Lab +10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | Mixture 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures.&lt;br /&gt;
&lt;br /&gt;
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus.&lt;br /&gt;
&lt;br /&gt;
'''Technique:''' You continue learning more techniques.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.&lt;br /&gt;
&lt;br /&gt;
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.&lt;br /&gt;
&lt;br /&gt;
==== Human Battle Chemist Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).&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; | Concentration || 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; | Profession (Chemist) || 4 || Int ||&amp;amp;mdash;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Rapid Reload.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Mercantile Background.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). &lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 9 GP.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a &amp;lt;-class name-&amp;gt; ====&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;
==== &amp;lt;-pluralized class name-&amp;gt; in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
==== &amp;lt;-class name-&amp;gt; Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; 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;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
==== &amp;lt;-pluralized class name-&amp;gt; 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;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)</id>
		<title>Battle Chemist (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)"/>
				<updated>2013-04-21T21:51:44Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{needsbalance|Does not follow the guidelines for class creation roughly outlined on [[Character Class Design Guidelines (DnD Guideline)|Character Class Design Guidelines]].}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{stub|Missing text throughout (and an example NPC).}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{wikify|Does not follow the preload/missing parts of the preload.  See also the preload.}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{wording|Does not read through well.}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|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=&amp;lt;-how close to completion-&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;-What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;)-&amp;gt;&lt;br /&gt;
|desc=&amp;lt;-Paragraph description of the class-&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.&lt;br /&gt;
&lt;br /&gt;
== Battle Chemist ==&lt;br /&gt;
&lt;br /&gt;
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. &lt;br /&gt;
&lt;br /&gt;
=== Making a Battle Chemist===&lt;br /&gt;
&lt;br /&gt;
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. &lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 6d4&amp;amp;times;10 gp ( gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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 || +1 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 1, Technique 1, Chemist's Lab +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 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 2, Chemist's Lab +2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 3&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 5, Technique 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +7,  Technique 6&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;-class skills (and key abilities)-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies.  All of the following are class features of the Battle Chemist.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' &lt;br /&gt;
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. The maximum level of the mixture is the amount of mixtures known -2, and costs gold and time to create. To increase the level of a mixture, multiply the base costs by 2. You start with 2 mixtures, then gain an additional mixture every third level after 1st level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create large amounts of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level per round for 1 round per level, with an explosive range of 1d6 feet per level. In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage(10+2*Level+Int) Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Caffeine}}:'' A quick injection or swig of concentrated caffeine allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the mixture level +2, and is no longer exhausted or fatigued. These effects last 10 minutes per level. Base cost 1 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Alcohol}}:'' A swig or injection of concentrated alcohol allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, takes a penalty to dexterity and mental statistics. equal to the mixture level +2 (you can reduce this to 2 if you wish) and gains a bonus to strength and constitution equal to the mixture level +2 (you can reduce this to 2 if you wish). These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. Base cost 10 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method. Considered a drug. Gives an ally Fast Healing (1d4 per level) for one round per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Adrenalin}}:'' A burst of Adrenalin gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to the mixture level +4 (Can be reduced to 4, if you wish), and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength (Can be reduced to 4, if you wish). These affects last 1 minute per level. Minimum level 2. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create an explosive flame. This flame deals 2d6 damage per level anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Has an explosive range of 10. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. Minimum level 3. Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled effects, and you do not fall unconscious from negative hit points. Minimum level 4. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Regenerative Salve}}:''  A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (1d6 per level) for one round per level. Minimum level 4. Base cost 10 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. Minimum level 5. Base cost 1 GP, 1 hour&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con (DC 12+2*Level+Int) Has an explosive range of 4d6 feet per level. Minimum level 5. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects. Minimum level 6. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Instant Healer}}:'' A ridiculously fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for  10 per level and regenerates limbs, and grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Base cost 100 GP, 1 hour (in addition to pre-existing Dioxygen Flouride).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemist's Lab}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique at level 4, 8, 12, 16 and 20. Similarly to mixtures, these take time to prepare, and can have levels added to them. However, maximum level is decided by your maximum mixture level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. Takes a move action to mix. Treat as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand). Explodes in a circle with radius half of the mixture's explosive range. Can hold any damaging mixture up to its level, up to level 3. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize. Treat as a thrown weapon, exploding 1d4-1 rounds after being pressurized. If the mixture used is a gas, it doesn't need time to pressurize. Hits all in a circle with radius equal to the explosive range of the mixture, and deals 1d6 piercing and slashing damage per level. Can hold any damaging mixture of up to its level +1.  1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject them. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level against Enemy armor bonus + shield bonus). On a success, you inject them. Can hold any drug of up to its level +2. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any fire damaging bomb of it's level. 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. Hits all in an explosive range sized cone (treat as an attack, with a reflex DC (3*Level+10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any damaging mixture of up to its level. Minimum level 2. 10 GP, 1 hour (machine), 1 CP, 1 round (chemical cylinders).&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Always a 1 round application. Minimum level 2. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and explosive range, lowers DC's by 4, and allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any mixture up to its level. Minimum level 3. 1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Poison Admixture}}:&amp;quot; You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect, and increases the DC of both by 2. Minimum level 2. 1 round, plus poison.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Explosive Admixture}}:'' You can mix damaging effects as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4. 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a hand crossbow with an enhancement bonus equal to it's level. Minimum level 5. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading and then a move action to pressurize it. Gaseous mixtures don't require pressurization. Minimum level 6. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. The disk is reusable but each needle takes a round to store and calibrating the disk is a full-round action. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of (needles+level+10)with target's armor class - 10 as the bonus. For each point that the target exceeds the they dodge one needle. Any drug that hits an enemy multiple times increases it's effect level by one if it doubles the amount of needles hit. For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. Minimum level 7. 6 hours, 100 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of half the mixture's explosive range, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).&lt;br /&gt;
&lt;br /&gt;
==== Epic Battle Chemists ====&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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; | Mixture 8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Chemist's Lab +8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Mixture 9, Technique 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Chemist's Lab +9&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | Mixture 10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Technique 8, Chemist's Lab +10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | Mixture 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures.&lt;br /&gt;
&lt;br /&gt;
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus.&lt;br /&gt;
&lt;br /&gt;
'''Technique:''' You continue learning more techniques.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.&lt;br /&gt;
&lt;br /&gt;
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.&lt;br /&gt;
&lt;br /&gt;
==== Human Battle Chemist Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).&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; | Concentration || 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; | Profession (Chemist) || 4 || Int ||&amp;amp;mdash;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Rapid Reload.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Mercantile Background.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). &lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 9 GP.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a &amp;lt;-class name-&amp;gt; ====&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;
==== &amp;lt;-pluralized class name-&amp;gt; in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
==== &amp;lt;-class name-&amp;gt; Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; 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;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
==== &amp;lt;-pluralized class name-&amp;gt; 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;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)</id>
		<title>Battle Chemist (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Battle_Chemist_(3.5e_Class)"/>
				<updated>2013-04-20T17:56:37Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot; {{needsbalance|Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{needsbalance|Does not follow the guidelines for class creation roughly outlined on [[Character Class Design Guidelines (DnD Guideline)|Character Class Design Guidelines]].}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{stub|Missing text throughout (and an example NPC).}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{wikify|Does not follow the preload/missing parts of the preload.  See also the preload.}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{wording|Does not read through well.}}&amp;lt;!--remove this template as appropriate--&amp;gt;&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|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=&amp;lt;-how close to completion-&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;-What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;)-&amp;gt;&lt;br /&gt;
|desc=&amp;lt;-Paragraph description of the class-&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT TRY TO DO ANY OF THIS, AT HOME OR NOT.&lt;br /&gt;
&lt;br /&gt;
== Battle Chemist ==&lt;br /&gt;
&lt;br /&gt;
While the rest of the world attempts to master the art of magic, the battle chemist attempts to master the science of chemistry. By mixing mundane, stable chemicals, he creates volatile explosives and performance affecting drugs. &lt;br /&gt;
&lt;br /&gt;
=== Making a Battle Chemist===&lt;br /&gt;
&lt;br /&gt;
Battle Chemists make excellent crowd control in the beginning, able to make many explosives in the time a wizard prepares only a few weak spells. They also have decent fighting skills. However, they are limited by their money and time as they gain more powerful mixtures, and may have to prepare ahead of time.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Intelligence is the most vital ability by far, allowing better mixtures all around while expediting the creation process. Dexterity is helpful for thrown and launched mixtures, while Constitution allows a little more durability as you get up close and personal to attack your enemies.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Because of the battle chemist's reliance on intelligence, any natural intellect is very helpful when becoming a chemist. In addition, halflings may find their boosted dexterity and small size a bonus when their physical strength matters little. &lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 6d4&amp;amp;times;10 gp ( gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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 || +1 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 1, Technique 1, Chemist's Lab +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 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 2, Chemist's Lab +2&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 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 3&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 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6 || +2 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6 || +3 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8 || +3 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 5, Technique 4&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9 || +4 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10 || +4 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11 || +5 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Technique 5&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12 || +5 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Mixture 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14 || +6 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15 || +6 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Chemist's Lab +7,  Technique 6&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;-class skills (and key abilities)-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
Battle Chemists use a variety of chemical mixtures to destroy enemies and boost allies.  All of the following are class features of the Battle Chemist.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A Battle Chemist is proficient in all simple weapons, Hand Crossbows, Light Armor and Shields.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemical Mixture}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' &lt;br /&gt;
A chemist can create dangerous or beneficial mixtures, utilizing these in battle to maximum effect. The level of the mixture is at most the amount of mixtures known, and costs gold and time to create. To increase the level of a mixture, multiply the base costs by 2. You start with 2 mixtures, then gain an additional mixture every third level after 1st level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Tin-Base bomb}}:'' By mixing tin and a strong base, you create large amounts of gas and boiling liquid. Deals 1d6 fire damage per level, with an explosive range of 10 feet per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grease-chlorine bomb}}:'' By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. Deals 1d6 fire damage per level per round for 1 round per level, with an explosive range of 1d6 feet per level. In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage(10+2*Level+Int) Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Caffeine}}:'' A quick injection or swig of concentrated caffeine allows an ally to wake up instantly. The target cannot sleep for 1 hour, but gains a bonus to dexterity equal to the mixture level +2, and is no longer exhausted or fatigued. These effects last 10 minutes per level. Base cost 1 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Alcohol}}:'' A swig or injection of concentrated alcohol allows you to intoxicate enemies or give allies extra strength. The target must sleep for an extra hour within 12 hours, takes a penalty to dexterity and mental statistics. equal to the mixture level +2 (you can reduce this to 2 if you wish) and gains a bonus to strength and constitution equal to the mixture level +2 (you can reduce this to 2 if you wish). These effects last 1 hour per level. Alternatively, you can use this alcohol as an impromptu explosive, as Tin-Base bomb. Base cost 10 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Chemical Bandage}}:'' By spreading this salve over afflicted area, you can seal wounds and encourage healing in allies. Does not require a delivery method. Considered a drug. Gives an ally Fast Healing (1d4 per level) for one round per level. Base cost 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Adrenalin}}:'' A burst of Adrenalin gives the target a powerful boost to their physical capabilities. The target is immune to subdual damage and gains a bonus to dexterity and strength equal to the mixture level +4 (Can be reduced to 4, if you wish), and is no longer exhausted or fatigued. However, they take a penalty to mental statistics equal to the bonus to dexterity and strength (Can be reduced to 4, if you wish). These affects last 1 minute per level. Minimum level 2. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dust Bomb}}:'' By finely powdering coal, creating a high density cloud of it, then lighting it on fire, you can create an explosive flame. This flame deals 2d6 damage per level anyone within explosive range 5 is knocked to the edge of that range, taking damage as if they fell however far they moved. Has an explosive range of 10. Can only be used in sprayers, pressure bombs and admixtures. Has an explosive range of 10 feet per level. Minimum level 3. Base cost 1 GP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{#anc:Opiates}}:'' A powerful depressant allows you to give an ally practical immunity to pain. As Alcohol (consumed) with doubled effects, and you do not fall unconscious from negative hit points. Minimum level 4. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Regenerative Salve}}:''  A more powerful flesh-regenrating salve capable of restoring limbs. Does not require a delivery method. Considered a drug. Gives an ally Regeneration (1d6 per level) for one round per level. Minimum level 4. Base cost 10 GP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Gunpowder}}:'' By mixing ammonium nitrate, salt and sugar you essentially create gunpowder. As Dust Bomb, but can be used in any delivery method, deals 3d6 damage per level, has a knockback explosive range of 10 feet, and has an explosive range of 20 feet. Minimum level 5. Base cost 1 GP, 1 hour&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Dioxygen Flouride}}:'' By heating flourine and oxygen to over 700 degrees Celsius, you create a gas so volatile it can burn dry ice. Deals 3d6 fire damage per level per round to those exposed, burning for one round per level, and poisons them for 1d6 Con/1d6 Con (DC 12+2*Level+Int) Has an explosive range of 4d6 feet per level. Minimum level 5. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Amphetamines}}:'' A powerful stimulant allows you to give the target a boost to their strength and dexterity, with negative mental effects. As Adrenalin, with doubled effects. Minimum level 6. Base cost 100 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Instant Healer}}:'' A ridiculously fast acting flesh regenerating salve. Does not require a delivery method. Considered a drug. Instantly heals an ally for  10 per level and regenerates limbs, and grants regeneration 20 until 20 hit points per level are regenerated. Minimum level 7. Base cost 10 GP, 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Hydrogen Flouride}}:'' By mixing Dioxygen Flouride with Hydrogen Sulfide, you create an even more volatile gas that dissolves flesh on contact. As Dioxygen Flouride but increase Con damage to 2d6/2d6 and add 1d6 acid damage per level. Minimum level 7. Base cost 100 GP, 1 hour (in addition to pre-existing Dioxygen Flouride).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Chemist's Lab}}([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A chemist has a lab that allows him to make mixtures faster than if he was working on the move. This lab has a starting bonus of +1, and gains another point of bonus every three levels. This bonus can be allocated once per day per bonus, and each point halves the money or time taken to make a mixture. For example, Hydrogen Flouride at level 7 costs 1280 gold and takes 128 hours (about 5.3 days) to make. However, by applying 2 bonus to gold and 5 to time taken, you reduce gold to 320 gold and 4 hours. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Techniques}}:''' These are applied onto mixtures. They can either be admixtures, or additional chemicals added to mixtures to improve them, or delivery methods, ways to get the chemicals to where they need to be. You learn two techniques at first level, and gain an additional technique at level 4, 8, 12, 16 and 20. Similarly to mixtures, these take time to prepare, and can have levels added to them. However, maximum level is decided by your maximum mixture level.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Bottled Chemicals}}:'' The most basic way to deliver a damaging mixture, simply mixing and throwing. Takes a move action to mix. Treat as a thrown weapon. After being mixed, the bottle takes 1d4-2 rounds to activate (-1 round means it explodes in your hand). Explodes in a circle with radius half of the mixture's explosive range. Can hold any damaging mixture up to its level, up to level 3. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Pressure Bomb}}:'' This bomb pressurizes the chemicals in a metal grenade-like container before releasing them in an explosion of shrapnel. Takes 1 move action to pressurize. Treat as a thrown weapon, exploding 1d4-1 rounds after being pressurized. If the mixture used is a gas, it doesn't need time to pressurize. Hits all in a circle with radius equal to the explosive range of the mixture, and deals 1d6 piercing and slashing damage per level. Can hold any damaging mixture of up to its level +1.  1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle}}:'' A simple needle for injecting drugs. Treat as Tiny punching dagger with enhancement bonus equal to the needle's level. To inject, make a melee attack. If you beat the target's armor class, you inject them. If you beat the target's touch armor class, you make an opposed check (Str mod + needle level against Enemy armor bonus + shield bonus). On a success, you inject them. Can hold any drug of up to its level +2. 1 CP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Oil Admixture}}:'' By mixing extremely flammable oil into a bomb, you can increase the damage dealt. Multiply pre-existing fire damage dice by 1.5. Can be mixed into any fire damaging bomb of it's level. 1 SP, 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Sprayer}}:'' This device pressurizes the chemicals then lets them out in a cone-shaped spray, hitting all within. Hits all in an explosive range sized cone (treat as an attack, with a reflex DC (3*Level+10) to dodge). The machine is reusable, but needs to be loaded (as a hand crossbow) and then requires a move action to pressurize. If the mixture used is a gas, it doesn't need time to pressurize. Can hold any damaging mixture of up to its level. Minimum level 2. 10 GP, 1 hour (machine), 1 CP, 1 round (chemical cylinders).&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drugged Weapon}}:'' You can apply a drug to any weapon, halving it's effects. Always a 1 round application. Minimum level 2. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Drug Admixture}}:'' You can mix any two drugs together, allowing faster injection. This lowers both drug's levels by 1. Can be applied to any drug up to your maximum level -1. Minimum level 3. 1 round.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Arrow}}:'' By creating a pressure-sensitive mixer in an arrowtip, you can cause a mixture to activate to explode upon hitting someone with the arrow. This halves the mixture's effects and explosive range, lowers DC's by 4, and allows you to attach it to any arrow. Wherever the arrow hits, it activates the mixture instead of dealing damage. Can hold any mixture up to its level. Minimum level 3. 1 SP, 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Poison Admixture}}:&amp;quot; You can mix poison with any drug. This lowers the drug's level by one and applies the poison's effect along with the drug's effect, and increases the DC of both by 2. Minimum level 2. 1 round, plus poison.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Explosive Admixture}}:'' You can mix damaging effects as with drug admixture, increasing the explosive range to the higher of the two and adding the damage. This lowers the level of both explosives by 1. Can be used with any damaging mixture of your maximum level -1. Minimum level 4. 1 minute.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needle Gun}}:'' Essentially a needle shooting crossbow. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a hand crossbow with an enhancement bonus equal to it's level. Minimum level 5. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Grenade Launcher}}:'' A pressurized launcher for pressure bombs. Allows you to shoot any needle with a range increment of 40 feet, reusable. Treat as a heavy crossbow with an enhancement bonus equal to it's level. Requires loading and then a move action to pressurize it. Gaseous mixtures don't require pressurization. Minimum level 6. 1 hour, 10 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Ultimate Admixture}}:'' You can mix three of any kind of mixture to form a single, ridiculous mixture. Mixing drugs and damaging mixtures causes any hit by the damaging mixtures to gain effects from the drug as if it was level 1. All mixtures must be at least level 7. 1 hour.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Needler}}:'' Throws a giant disk into the air, which promptly targets your enemies then perforates them with dozens of needles. The disk is reusable but each needle takes a round to store and calibrating the disk is a full-round action. Treat the disk as a thrown weapon with range increment 10 feet. Can store up to 10 needles per level. Targets a specified area within 10 feet per level which can have a 5 foot square per 10 needles stored. The specified areas are then attacked with specified amounts of needles (at least 10). Instead of an attack roll, this allows a reflex save of (needles+level+10)with target's armor class - 10 as the bonus. For each point that the target exceeds the they dodge one needle. Any drug that hits an enemy multiple times increases it's effect level by one if it doubles the amount of needles hit. For example, one level 1 needle causes level 1 effects, two level 1 needles cause level 2 effects, and four level 1 needles cause level 3 effects. Minimum level 7. 6 hours, 100 GP.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Rocket Revolver}}:'' Fires multiple chemical-filled pressure-launched rockets, which find their targets and activate. The launcher takes two hands to hold or load. Holds up to 16 rounds, and can be fired as a ranged weapon. Each rocket has a range increment of 100 feet. On impact, the rocket hits all within a radius of half the mixture's explosive range, and deals 1d6 bludeoning damage per level of the round to the person hit. Minimum level 8 (Launcher), minimum level 4 (round). 6 hour, 100 GP (Launcher). 1 minute, 1 GP (round).&lt;br /&gt;
&lt;br /&gt;
==== Epic Battle Chemists ====&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 Battle Chemist}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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; | Mixture 8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Chemist's Lab +8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Mixture 9, Technique 7&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Chemist's Lab +9&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | Mixture 10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Technique 8, Chemist's Lab +10&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Bonus Feat&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | Mixture 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&amp;lt;-number of skill points-&amp;gt; + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Chemical Mixture:''' You continue gaining maximum mixture levels and learning more mixtures.&lt;br /&gt;
&lt;br /&gt;
'''Chemist's Lab:''' Your chemist's lab continues to gain total bonus.&lt;br /&gt;
&lt;br /&gt;
'''Technique:''' You continue learning more techniques.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Battle Chemist gains a bonus feat (selected from the list of epic Battle Chemist bonus feats) every 3 levels starting at 22nd.&lt;br /&gt;
&lt;br /&gt;
''Epic Battle Chemist Bonus Feat List:'' [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Epic Battle Chemist can increase any one of it's class abilities by one.&lt;br /&gt;
&lt;br /&gt;
==== Human Battle Chemist Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' 10 needles (Tiny Punching Daggers), Light Crossbow (50 bolts).&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; | Concentration || 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; | Profession (Chemist) || 4 || Int ||&amp;amp;mdash;&lt;br /&gt;
&amp;lt;-copy and paste the rows as necessary.-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Rapid Reload.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' Mercantile Background.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Studded Leather Armor, Heavy Wooden Shield, 10 level 1 pressure bombs (level 1 Grease-Chlorine), 5 level 1 needles (level 1 Alcohol). &lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 9 GP.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a &amp;lt;-class name-&amp;gt; ====&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;
==== &amp;lt;-pluralized class name-&amp;gt; in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|orig=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
==== &amp;lt;-class name-&amp;gt; Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-pluralized class name-&amp;gt; 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;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
==== &amp;lt;-pluralized class name-&amp;gt; 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;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Klik_(3.5e_Creature)</id>
		<title>Klik (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Klik_(3.5e_Creature)"/>
				<updated>2013-04-02T03:54:32Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;-Creature Name-&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Klik |cr=10+&lt;br /&gt;
|size=[[Tiny]] |type=[[Elemental Type (SRD Creature Type)|Elemental]]([[SRD:Shapechanger Subtype|Shapechanger]])&lt;br /&gt;
|init=+5 |sens=[[darkvision]] 60 ft., [[low-light vision]] |listen=+1 |spot=+1&lt;br /&gt;
|lang=None&lt;br /&gt;
|ac=32 |touch=20|flat=22 |acmods=+12 natural&lt;br /&gt;
|hp=38 |hd=8&lt;br /&gt;
|fort=+2 |ref=+7 |will=+2 (See Element)&lt;br /&gt;
|spd=Fly 100 ft. (Good)(20 squares)&lt;br /&gt;
|melee1=2 [[slam]]s +11 (1d4+2)&lt;br /&gt;
|bab=+5 |grp=-1&lt;br /&gt;
|str=14 |dex=20 |con=10 |int=8 |wis=10 |cha=8&lt;br /&gt;
|sq= Damage Reduction 40/special, [[SRD:Elemental Type|elemental traits]], Morphing, Element.&lt;br /&gt;
|feats=[[SRD:Weapon Finesse|Weapon Finesse]], [[SRD:Weapon Focus|Weapon Focus (Body)]] (See Morphing)&lt;br /&gt;
|adv=1-7 [[SRD:Hit Dice|HD]] (Diminuitive), 9-15 [[SRD:Hit Dice|HD]] (Tiny), 16-23 [[SRD:Hit Dice|HD]] (Small), 24-31 [[SRD:Hit Dice|HD]] (Medium), 32-39 [[SRD:Hit Dice|HD]] (Large), 40-48 [[SRD:Hit Dice|HD]] (Huge), 48-55 [[SRD:Hit Dice|HD]] (Gargantuan), 56-64 [[SRD:Hit Dice|HD]] (Collosal)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Kliks are about a foot diameter orbs of metal-like substance, which is harder than adamantine. They can morph into any shape, making them extremely deadly when provoked as they can become extend thin blades and sink them all throughout an enemy, killing them in seconds. All have an element or material they can consume to grow and heal, and an opposite that acts like a dangerous acid. They are very hard to kill with mundane weapons, but can be magically restrained and then eliminated with their opposing material.&lt;br /&gt;
&lt;br /&gt;
===COMBAT===&lt;br /&gt;
&lt;br /&gt;
'''Element([[SRD:Su|Su]]):''' Kliks have a certain material that heals them upon consumption another that harms them (DM's decision). If this material is very common, it effects the Klik's challenger rating, DM's discretion. Upon consuming the right material, a klik regains health as a percentage of it's health and body size: For example, if a 2 foot diameter klik ate a 1 foot diameter orb of material, 1/8 of the klik's volume, it would regain 1/8 of its maximum hit points. A Klik can grow this way, gaining volume equal to the amount consumed, gaining one hit die (and half a challenge rating) upon consuming an orb of material equal to it's size before gaining a size category.  Upon contact with the opposite material, the klik takes 1d6 damage. If submerged partially, the submerged portion dissolves away, removing an equal amount of the opposing material, taking damage equal to the amount of the klik dissolved (see above). Kliks dissolve at five feet into its surface per round. In addition to this, this element provides +6 to one save of DM's choice. If a klik uses an energy as it's element or opposing element, consider damage from that as healing or take doubled damage.&lt;br /&gt;
Example: A Klik that eats metal and is dissolved by blood would have CR 17 or 18, because of blood's limitations to the klik's fighting, the rarity of randomly finding metal. It would likely get a bonus to fortitude saves due to metal being mostly a material used for it's durability. A klik that eats blood and has a specific magic item set that dissolves it would have CR 24 or 25 because of the incredible difficulty of finding a way to dissolve it and the combat-gained healing. It would likely get a bonus to fortitude saves as well, due to blood being body related. A klik that absorbs fire and is vulnerable to lightning would likely have a bonus to reflex and a CR of 20 or 21, because both are fairly hard to create manually in large quantities but fire is slightly easier, however one can simply target it with fire after figuring out its weakness. A klik that absorbs damage from mind-effecting abilities and is vulnerable to oxygen would likely have good will saves and a CR of only 10 due to how common and abundant oxygen is, whereas mind effecting abilities are rare and likely won't be used more than once against it.&lt;br /&gt;
&lt;br /&gt;
'''Morphing([[SRD:Su|Su]]):''' Kliks can morph into any shape but not color, allowing them to dodge and absorb blows, slice up enemies and. A single blade deals 1d6 damage. This attack has a reach of it's diameter cubed, multiplied by 100 feet. For example, a two foot diameter klik has a blade reach of 400 feet. This range is split among all blades, so a one foot diameter (100 feet of reach) klik could hit ten enemies 10 feet away. A klik can also expend a foot of reach to deal 1d6 more damage, up to 25 times, at which point it must spend another two feet of reach to deal another 25d6 damage. This ability also allows a klik to absorb and morph around attacks, giving it damage reduction 40 against all attacks except those from a weapon made of the klik's opposing material, and a +5 dodge bonus to armor class. It can also use this to reproduce, by attaching an orb of it's material to another living creature. This orb slowly copies and alters the host's soul until it has it's own, then separates and becomes a new klik - this takes 1d4 months. It can also attach part of it to a creature, allowing the creature to control the new material using it's life force. If severed, this part will grow into it's own, uncontrolled, beast, and attempt to mimic the original while growing as much as possible. It loses morphing abilities if contained with a spell specifically researched to stop kliks:&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
| name=Hold Klik&lt;br /&gt;
| school=[[SRD:Transmutation School|Transmutation]] &lt;br /&gt;
| lvl=[[SRD:Druid List|Drd]] 1]]&lt;br /&gt;
| comp=V, S&lt;br /&gt;
| casttime=1 [[SRD:Standard Actions|standard action]]&lt;br /&gt;
| range=Long (400 ft. + 40 ft./level) or Touch&lt;br /&gt;
| subj=One Klik or container&lt;br /&gt;
| dur=One Month per Caster Level or Permenant&lt;br /&gt;
| save=No&lt;br /&gt;
| sr=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell can either be cast on a specific klik or a container.&lt;br /&gt;
&lt;br /&gt;
If cast on a klik, it turns it into what appears to be a ball of colored adamantine - however, it still dissolves in opposing material. The klik is unconscious and treated as an object.&lt;br /&gt;
&lt;br /&gt;
If cast on a container, a klik within the container acts as above, but only while inside the container. If it somehow gets out, it is no longer restrain. A container must be smaller than a 50 foot cube and have some sort of material going in a ring around the klik.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creatures CR 20 Breadcrumb}}&lt;br /&gt;
&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:CR&amp;lt;!-- insert CR here --&amp;gt;]]&lt;br /&gt;
[[Category:&amp;lt;!-- Type --&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-- Subtype --&amp;gt; Subtype]]&lt;br /&gt;
[[Category:&amp;lt;!-- Size --&amp;gt; Size]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a law-chaos axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Chaotic Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Good Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;br /&gt;
[[Category:Evil Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- environment --&amp;gt;&lt;br /&gt;
[[Category:&amp;lt;!-- terrain --&amp;gt; Terrain]]&lt;br /&gt;
[[Category:&amp;lt;!-- climate --&amp;gt; Climate]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Klik_(3.5e_Creature)</id>
		<title>Klik (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Klik_(3.5e_Creature)"/>
				<updated>2013-04-02T03:44:31Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;-Creature Name-&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Klik |cr=16-20&lt;br /&gt;
|size=[[Tiny]] |type=[[Elemental Type (SRD Creature Type)|Elemental]]([[SRD:Shapechanger Subtype|Shapechanger]])&lt;br /&gt;
|init=+5 |sens=[[darkvision]] 60 ft., [[low-light vision]] |listen=+1 |spot=+1&lt;br /&gt;
|lang=None&lt;br /&gt;
|ac=32 |touch=20|flat=22 |acmods=+12 natural&lt;br /&gt;
|hp=38 |hd=8&lt;br /&gt;
|fort=+2 |ref=+7 |will=+2 (See Element)&lt;br /&gt;
|spd=Fly 100 ft. (Good)(20 squares)&lt;br /&gt;
|melee1=2 [[slam]]s +11 (1d4+2)&lt;br /&gt;
|bab=+5 |grp=-1&lt;br /&gt;
|str=14 |dex=20 |con=10 |int=8 |wis=10 |cha=8&lt;br /&gt;
|sq= Damage Reduction 40/special, [[SRD:Elemental Type|elemental traits]], Morphing, Element.&lt;br /&gt;
|feats=[[SRD:Weapon Finesse|Weapon Finesse]], [[SRD:Weapon Focus|Weapon Focus (Body)]] (See Morphing)&lt;br /&gt;
|adv=1-7 [[SRD:Hit Dice|HD]] (Diminuitive), 9-15 [[SRD:Hit Dice|HD]] (Tiny), 16-23 [[SRD:Hit Dice|HD]] (Small), 24-31 [[SRD:Hit Dice|HD]] (Medium), 32-39 [[SRD:Hit Dice|HD]] (Large), 40-48 [[SRD:Hit Dice|HD]] (Huge), 48-55 [[SRD:Hit Dice|HD]] (Gargantuan), 56-64 [[SRD:Hit Dice|HD]] (Collosal)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Kliks are about a foot diameter orbs of metal-like substance, which is harder than adamantine. They can morph into any shape, making them extremely deadly when provoked as they can become extend thin blades and sink them all throughout an enemy, killing them in seconds. All have an element or material they can consume to grow and heal, and an opposite that acts like a dangerous acid. They are very hard to kill with mundane weapons, but can be magically restrained and then eliminated with their opposing material.&lt;br /&gt;
&lt;br /&gt;
===COMBAT===&lt;br /&gt;
&lt;br /&gt;
'''Element([[SRD:Su|Su]]):''' Kliks have a certain material that heals them upon consumption another that harms them (DM's decision). If this material is very common, it effects the Klik's challenger rating, DM's discretion. Upon consuming the right material, a klik regains health as a percentage of it's health and body size: For example, if a 2 foot diameter klik ate a 1 foot diameter orb of material, 1/8 of the klik's volume, it would regain 1/8 of its maximum hit points. A Klik can grow this way, gaining volume equal to the amount consumed, gaining one hit die (and half a challenge rating) upon consuming an orb of material equal to it's size before gaining a size category.  Upon contact with the opposite material, the klik takes 1d6 damage. If submerged partially, the submerged portion dissolves away, removing an equal amount of the opposing material, taking damage equal to the amount of the klik dissolved (see above). Kliks dissolve at five feet into its surface per round. In addition to this, this element provides +6 to one save of DM's choice.&lt;br /&gt;
&lt;br /&gt;
'''Morphing([[SRD:Su|Su]]):''' Kliks can morph into any shape but not color, allowing them to dodge and absorb blows, slice up enemies and. A single blade deals 1d6 damage. This attack has a reach of it's diameter cubed, multiplied by 100 feet. For example, a two foot diameter klik has a blade reach of 400 feet. This range is split among all blades, so a one foot diameter (100 feet of reach) klik could hit ten enemies 10 feet away. A klik can also expend a foot of reach to deal 1d6 more damage, up to 25 times, at which point it must spend another two feet of reach to deal another 25d6 damage. This ability also allows a klik to absorb and morph around attacks, giving it damage reduction 40 against all attacks except those from a weapon made of the klik's opposing material, and a +5 dodge bonus to armor class. It can also use this to reproduce, by attaching an orb of it's material to another living creature. This orb slowly copies and alters the host's soul until it has it's own, then separates and becomes a new klik - this takes 1d4 months. It can also attach part of it to a creature, allowing the creature to control the new material using it's life force. If severed, this part will grow into it's own, uncontrolled, beast, and attempt to mimic the original while growing as much as possible. It loses morphing abilities if contained with a spell specifically researched to stop kliks:&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
| name=Hold Klik&lt;br /&gt;
| school=[[SRD:Transmutation School|Transmutation]] &lt;br /&gt;
| lvl=[[SRD:Druid List|Drd]] 1]]&lt;br /&gt;
| comp=V, S&lt;br /&gt;
| casttime=1 [[SRD:Standard Actions|standard action]]&lt;br /&gt;
| range=Long (400 ft. + 40 ft./level) or Touch&lt;br /&gt;
| subj=One Klik or container&lt;br /&gt;
| dur=One Month per Caster Level or Permenant&lt;br /&gt;
| save=No&lt;br /&gt;
| sr=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell can either be cast on a specific klik or a container.&lt;br /&gt;
&lt;br /&gt;
If cast on a klik, it turns it into what appears to be a ball of colored adamantine - however, it still dissolves in opposing material. The klik is unconscious and treated as an object.&lt;br /&gt;
&lt;br /&gt;
If cast on a container, a klik within the container acts as above, but only while inside the container. If it somehow gets out, it is no longer restrain. A container must be smaller than a 50 foot cube and have some sort of material going in a ring around the klik.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creatures CR 20 Breadcrumb}}&lt;br /&gt;
&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:CR&amp;lt;!-- insert CR here --&amp;gt;]]&lt;br /&gt;
[[Category:&amp;lt;!-- Type --&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-- Subtype --&amp;gt; Subtype]]&lt;br /&gt;
[[Category:&amp;lt;!-- Size --&amp;gt; Size]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a law-chaos axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Chaotic Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Good Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;br /&gt;
[[Category:Evil Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- environment --&amp;gt;&lt;br /&gt;
[[Category:&amp;lt;!-- terrain --&amp;gt; Terrain]]&lt;br /&gt;
[[Category:&amp;lt;!-- climate --&amp;gt; Climate]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Klik_(3.5e_Creature)</id>
		<title>Klik (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Klik_(3.5e_Creature)"/>
				<updated>2013-04-02T03:40:30Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;-Creature Name-&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Klik |cr=16-20&lt;br /&gt;
|size=[[Tiny]] |type=[[Elemental Type (SRD Creature Type)|Elemental]]([[SRD:Shapechanger Subtype|Shapechanger]])&lt;br /&gt;
|init=+5 |sens=[[darkvision]] 60 ft., [[low-light vision]] |listen=+1 |spot=+1&lt;br /&gt;
|lang=None&lt;br /&gt;
|ac=32 |touch=20|flat=22 |acmods=+12 natural&lt;br /&gt;
|hp=38 |hd=8&lt;br /&gt;
|fort=+2 |ref=+7 |will=+2 (See Element)&lt;br /&gt;
|spd=Fly 100 ft. (Good)(20 squares)&lt;br /&gt;
|melee1=2 [[slam]]s +6 (1d4+5)&lt;br /&gt;
|bab=+15 |grp=+6&lt;br /&gt;
|str=14 |dex=20 |con=10 |int=8 |wis=10 |cha=8&lt;br /&gt;
|sq= Damage Reduction 40/special, [[SRD:Elemental Type|elemental traits]], Morphing, Element.&lt;br /&gt;
|feats=[[SRD:Weapon Finesse|Weapon Finesse]], [[SRD:Weapon Focus|Weapon Focus (Body)]] (See Morphing)&lt;br /&gt;
|adv=1-7 [[SRD:Hit Dice|HD]] (Diminuitive), 9-15 [[SRD:Hit Dice|HD]] (Tiny), 16-23 [[SRD:Hit Dice|HD]] (Small), 24-31 [[SRD:Hit Dice|HD]] (Medium), 32-39 [[SRD:Hit Dice|HD]] (Large), 40-48 [[SRD:Hit Dice|HD]] (Huge), 48-55 [[SRD:Hit Dice|HD]] (Gargantuan), 56-64 [[SRD:Hit Dice|HD]] (Collosal)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Kliks are about a foot diameter orbs of metal-like substance, which is harder than adamantine. They can morph into any shape, making them extremely deadly when provoked as they can become extend thin blades and sink them all throughout an enemy, killing them in seconds. All have an element or material they can consume to grow and heal, and an opposite that acts like a dangerous acid. They are very hard to kill with mundane weapons, but can be magically restrained and then eliminated with their opposing material.&lt;br /&gt;
&lt;br /&gt;
===COMBAT===&lt;br /&gt;
&lt;br /&gt;
'''Element([[SRD:Su|Su]]):''' Kliks have a certain material that heals them upon consumption another that harms them (DM's decision). If this material is very common, it effects the Klik's challenger rating, DM's discretion. Upon consuming the right material, a klik regains health as a percentage of it's health and body size: For example, if a 2 foot diameter klik ate a 1 foot diameter orb of material, 1/8 of the klik's volume, it would regain 1/8 of its maximum hit points. A Klik can grow this way, gaining volume equal to the amount consumed, gaining one hit die (and half a challenge rating) upon consuming an orb of material equal to it's size before gaining a size category.  Upon contact with the opposite material, the klik takes 1d6 damage. If submerged partially, the submerged portion dissolves away, removing an equal amount of the opposing material, taking damage equal to the amount of the klik dissolved (see above). Kliks dissolve at five feet into its surface per round. In addition to this, this element provides +6 to one save of DM's choice.&lt;br /&gt;
&lt;br /&gt;
'''Morphing([[SRD:Su|Su]]):''' Kliks can morph into any shape but not color, allowing them to dodge and absorb blows, slice up enemies and. A single blade deals 1d6 damage. This attack has a reach of it's diameter cubed, multiplied by 100 feet. For example, a two foot diameter klik has a blade reach of 400 feet. This range is split among all blades, so a one foot diameter (100 feet of reach) klik could hit ten enemies 10 feet away. A klik can also expend a foot of reach to deal 1d6 more damage, up to 25 times, at which point it must spend another two feet of reach to deal another 25d6 damage. This ability also allows a klik to absorb and morph around attacks, giving it damage reduction 40 against all attacks except those from a weapon made of the klik's opposing material, and a +5 dodge bonus to armor class. It can also use this to reproduce, by attaching an orb of it's material to another living creature. This orb slowly copies and alters the host's soul until it has it's own, then separates and becomes a new klik - this takes 1d4 months. It can also attach part of it to a creature, allowing the creature to control the new material using it's life force. If severed, this part will grow into it's own, uncontrolled, beast, and attempt to mimic the original while growing as much as possible. It loses morphing abilities if contained with a spell specifically researched to stop kliks:&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
| name=Hold Klik&lt;br /&gt;
| school=[[SRD:Transmutation School|Transmutation]] &lt;br /&gt;
| lvl=[[SRD:Druid List|Drd]] 1]]&lt;br /&gt;
| comp=V, S&lt;br /&gt;
| casttime=1 [[SRD:Standard Actions|standard action]]&lt;br /&gt;
| range=Long (400 ft. + 40 ft./level) or Touch&lt;br /&gt;
| subj=One Klik or container&lt;br /&gt;
| dur=One Month per Caster Level or Permenant&lt;br /&gt;
| save=No&lt;br /&gt;
| sr=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell can either be cast on a specific klik or a container.&lt;br /&gt;
&lt;br /&gt;
If cast on a klik, it turns it into what appears to be a ball of colored adamantine - however, it still dissolves in opposing material. The klik is unconscious and treated as an object.&lt;br /&gt;
&lt;br /&gt;
If cast on a container, a klik within the container acts as above, but only while inside the container. If it somehow gets out, it is no longer restrain. A container must be smaller than a 50 foot cube and have some sort of material going in a ring around the klik.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creatures CR 20 Breadcrumb}}&lt;br /&gt;
&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:CR&amp;lt;!-- insert CR here --&amp;gt;]]&lt;br /&gt;
[[Category:&amp;lt;!-- Type --&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-- Subtype --&amp;gt; Subtype]]&lt;br /&gt;
[[Category:&amp;lt;!-- Size --&amp;gt; Size]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a law-chaos axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Chaotic Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Good Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;br /&gt;
[[Category:Evil Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- environment --&amp;gt;&lt;br /&gt;
[[Category:&amp;lt;!-- terrain --&amp;gt; Terrain]]&lt;br /&gt;
[[Category:&amp;lt;!-- climate --&amp;gt; Climate]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Klik_(3.5e_Creature)</id>
		<title>Klik (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Klik_(3.5e_Creature)"/>
				<updated>2013-04-02T03:40:03Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot;== &amp;lt;-Creature Name-&amp;gt; ==  {{Stat Block 2 |name=Klik |cr=16-20 |al=CE |size=Tiny |type=Elemental([[SRD:Shapechanger Subtype|Shapec...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;-Creature Name-&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Klik |cr=16-20&lt;br /&gt;
|al=[[CE]] |size=[[Tiny]] |type=[[Elemental Type (SRD Creature Type)|Elemental]]([[SRD:Shapechanger Subtype|Shapechanger]])&lt;br /&gt;
|init=+5 |sens=[[darkvision]] 60 ft., [[low-light vision]] |listen=+1 |spot=+1&lt;br /&gt;
|lang=None&lt;br /&gt;
|ac=32 |touch=20|flat=22 |acmods=+12 natural&lt;br /&gt;
|hp=38 |hd=8&lt;br /&gt;
|fort=+2 |ref=+7 |will=+2 (See Element)&lt;br /&gt;
|spd=Fly 100 ft. (Good)(20 squares)&lt;br /&gt;
|melee1=2 [[slam]]s +6 (1d4+5)&lt;br /&gt;
|bab=+15 |grp=+6&lt;br /&gt;
|str=14 |dex=20 |con=10 |int=8 |wis=10 |cha=8&lt;br /&gt;
|sq= Damage Reduction 40/special, [[SRD:Elemental Type|elemental traits]], Morphing, Element.&lt;br /&gt;
|feats=[[SRD:Weapon Finesse|Weapon Finesse]], [[SRD:Weapon Focus|Weapon Focus (Body)]] (See Morphing)&lt;br /&gt;
|adv=1-7 [[SRD:Hit Dice|HD]] (Diminuitive), 9-15 [[SRD:Hit Dice|HD]] (Tiny), 16-23 [[SRD:Hit Dice|HD]] (Small), 24-31 [[SRD:Hit Dice|HD]] (Medium), 32-39 [[SRD:Hit Dice|HD]] (Large), 40-48 [[SRD:Hit Dice|HD]] (Huge), 48-55 [[SRD:Hit Dice|HD]] (Gargantuan), 56-64 [[SRD:Hit Dice|HD]] (Collosal)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Kliks are about a foot diameter orbs of metal-like substance, which is harder than adamantine. They can morph into any shape, making them extremely deadly when provoked as they can become extend thin blades and sink them all throughout an enemy, killing them in seconds. All have an element or material they can consume to grow and heal, and an opposite that acts like a dangerous acid. They are very hard to kill with mundane weapons, but can be magically restrained and then eliminated with their opposing material.&lt;br /&gt;
&lt;br /&gt;
===COMBAT===&lt;br /&gt;
&lt;br /&gt;
'''Element([[SRD:Su|Su]]):''' Kliks have a certain material that heals them upon consumption another that harms them (DM's decision). If this material is very common, it effects the Klik's challenger rating, DM's discretion. Upon consuming the right material, a klik regains health as a percentage of it's health and body size: For example, if a 2 foot diameter klik ate a 1 foot diameter orb of material, 1/8 of the klik's volume, it would regain 1/8 of its maximum hit points. A Klik can grow this way, gaining volume equal to the amount consumed, gaining one hit die (and half a challenge rating) upon consuming an orb of material equal to it's size before gaining a size category.  Upon contact with the opposite material, the klik takes 1d6 damage. If submerged partially, the submerged portion dissolves away, removing an equal amount of the opposing material, taking damage equal to the amount of the klik dissolved (see above). Kliks dissolve at five feet into its surface per round. In addition to this, this element provides +6 to one save of DM's choice.&lt;br /&gt;
&lt;br /&gt;
'''Morphing([[SRD:Su|Su]]):''' Kliks can morph into any shape but not color, allowing them to dodge and absorb blows, slice up enemies and. A single blade deals 1d6 damage. This attack has a reach of it's diameter cubed, multiplied by 100 feet. For example, a two foot diameter klik has a blade reach of 400 feet. This range is split among all blades, so a one foot diameter (100 feet of reach) klik could hit ten enemies 10 feet away. A klik can also expend a foot of reach to deal 1d6 more damage, up to 25 times, at which point it must spend another two feet of reach to deal another 25d6 damage. This ability also allows a klik to absorb and morph around attacks, giving it damage reduction 40 against all attacks except those from a weapon made of the klik's opposing material, and a +5 dodge bonus to armor class. It can also use this to reproduce, by attaching an orb of it's material to another living creature. This orb slowly copies and alters the host's soul until it has it's own, then separates and becomes a new klik - this takes 1d4 months. It can also attach part of it to a creature, allowing the creature to control the new material using it's life force. If severed, this part will grow into it's own, uncontrolled, beast, and attempt to mimic the original while growing as much as possible. It loses morphing abilities if contained with a spell specifically researched to stop kliks:&lt;br /&gt;
&lt;br /&gt;
{{Spell&lt;br /&gt;
| name=Hold Klik&lt;br /&gt;
| school=[[SRD:Transmutation School|Transmutation]] &lt;br /&gt;
| lvl=[[SRD:Druid List|Drd]] 1]]&lt;br /&gt;
| comp=V, S&lt;br /&gt;
| casttime=1 [[SRD:Standard Actions|standard action]]&lt;br /&gt;
| range=Long (400 ft. + 40 ft./level) or Touch&lt;br /&gt;
| subj=One Klik or container&lt;br /&gt;
| dur=One Month per Caster Level or Permenant&lt;br /&gt;
| save=No&lt;br /&gt;
| sr=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell can either be cast on a specific klik or a container.&lt;br /&gt;
&lt;br /&gt;
If cast on a klik, it turns it into what appears to be a ball of colored adamantine - however, it still dissolves in opposing material. The klik is unconscious and treated as an object.&lt;br /&gt;
&lt;br /&gt;
If cast on a container, a klik within the container acts as above, but only while inside the container. If it somehow gets out, it is no longer restrain. A container must be smaller than a 50 foot cube and have some sort of material going in a ring around the klik.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creatures CR 20 Breadcrumb}}&lt;br /&gt;
&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Creature]]&lt;br /&gt;
[[Category:CR&amp;lt;!-- insert CR here --&amp;gt;]]&lt;br /&gt;
[[Category:&amp;lt;!-- Type --&amp;gt; Type]]&lt;br /&gt;
[[Category:&amp;lt;!-- Subtype --&amp;gt; Subtype]]&lt;br /&gt;
[[Category:&amp;lt;!-- Size --&amp;gt; Size]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a law-chaos axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Chaotic Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Good Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;br /&gt;
[[Category:Evil Alignment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- environment --&amp;gt;&lt;br /&gt;
[[Category:&amp;lt;!-- terrain --&amp;gt; Terrain]]&lt;br /&gt;
[[Category:&amp;lt;!-- climate --&amp;gt; Climate]]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Shield_Warrior_(3.5e_Class)</id>
		<title>Talk:Shield Warrior (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Shield_Warrior_(3.5e_Class)"/>
				<updated>2013-03-30T05:28:26Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot;Like the idea, but it's a little strong(for unoptimized play). Compared to a fighter, you get hefty (2+affordable enhancement, which costs half of what a weapon normally costs...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like the idea, but it's a little strong(for unoptimized play). Compared to a fighter, you get hefty (2+affordable enhancement, which costs half of what a weapon normally costs, then later +5, and later +2 more) bonuses to armor class, a good save and a bunch of little defense-oriented bonuses, in exchange for... feats that are partially made up for with weapon specialization and focus. Anyone playing a defender or tank would take it, and even some who play damage/defense would take the extra defensive capabilities and then focus on boosting damage otherwise. Again, this is unoptimized - if you pull out your ridiculous rulebooks and get 9d6 warrior sneak attack and x5 charge damage and power attack and whatever, you clearly are going to be a lot better at fighting than someone with less feats.  However, it's a lot better than what I could likely make.&lt;br /&gt;
--[[User:R2d2go|R2d2go]] ([[User talk:R2d2go|talk]]) 23:28, 29 March 2013 (MDT)&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Avenging_Barbarian_(3.5e_Prestige_Class)</id>
		<title>Avenging Barbarian (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Avenging_Barbarian_(3.5e_Prestige_Class)"/>
				<updated>2013-03-03T07:07:29Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot;{{DnD Prestige Class Infobox |img= |imgloc= |imgsize= |imgcaption= |rating_power= |raters_power= |rating_wording= |raters_wording= |rating_formatting= |raters_formatting= |rat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;-class name-&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|&amp;quot;TALKY-MAN BROKE THOG'S TUSK!&amp;quot;&lt;br /&gt;
|orig=Thog, Half-Orc Barbarian/Fighter&lt;br /&gt;
|src=Oots #795&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Did a bully steal your favorite stuffed animal, maybe push you around, take your lunch money, then kick a puppy when you were in preschool? Did you want to beat them to the ground ever so much? This prestige class is all about that rage. Every time you, an ally, or something important takes damage, you get bonuses to combat abilities because of your ever building rage. Just be careful - when the rage runs out, the angrier you were, the weaker you become.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Avenging Barbarian===&lt;br /&gt;
&lt;br /&gt;
You basically need to be a barbarian to join this class because of the rage feature. However, Avenging Barbarians tend to be pure barbarians, or at the very least people who simply like beating things to the ground. Tacticians, skilled swordsmen and the like should stay away from this class, especially if you can't continue reasonable thought while raging.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Must have Rage at least 1/day&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d&amp;lt;-die size-&amp;gt;&amp;lt;/p&amp;gt;&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;
! 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 || +1 || +2 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Building Rage +2/4, Vessel for Pain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || +2 || +3 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Painful Pummel&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || +3 || +3 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Building Rage +4/8, Pain Tolerance&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || +4 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Painful Frenzy&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || +5 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Building Rage +6/12, Painful Destruction&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
Avenging Barbarians basically take rage at jerks beating on things they don't want beaten up and use it to beat said jerks. While this strategy tends to lead to less thoughtful, tactical combat, massive boosts to strength and raw damaging capabilities make up for standard strategic benefits.  All of the following are class features of the Avenging Barbarian.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Building Rage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As you suffer more, you become angrier and angrier. If you, an ally, or a designated person or object is harmed, you gain &amp;quot;rage points&amp;quot; based on the damage and the object's connection to you. If you are harmed, you gain 1d6 rage points for 1 damage, 2d6 for 4 damage, 3d6 for 9 damage, and so on, gaining die of points equal to the square root of damage taken. You can designate up to 3 specific people or objects as &amp;quot;highly important&amp;quot;, granting points when these objects are damaged equal to the amount of points you would gain if you were the one being damaged. You can designate 8 specific people or objects as &amp;quot;important&amp;quot;, granting d4 dice of points instead. You can also designate 2 categories of people or objects as &amp;quot;important&amp;quot;, such as a certain racial subtype &lt;br /&gt;
&lt;br /&gt;
====Ex-Avenging Barbarians====&lt;br /&gt;
&lt;br /&gt;
Any avenging barbarian who loses the ability to rage (for becoming lawful or for any other reason) also loses all class features of Avenging Barbarian.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Avenging Barbarian====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
| 11 || 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;
| 16 || 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;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|March 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|March 2013}}&lt;br /&gt;
{{Prestige Class Stub|March 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Negative_Levels_(3.5e_Optimized_Character_Build)</id>
		<title>Negative Levels (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Negative_Levels_(3.5e_Optimized_Character_Build)"/>
				<updated>2013-03-03T06:21:33Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Sucks the life out of people with Call Lightning and Ball Lightning.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
Magic of Faerun, Libris Mortis: The Book of the Dead, PHB 3.5, Dragon Magic.&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
Ball Lightning, Call Lightning, Fell Drain (Metamagic).&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
None necessary.&lt;br /&gt;
&lt;br /&gt;
=== Progression ===&lt;br /&gt;
&lt;br /&gt;
'''Starting Ability Scores (Before Racial Adjustments):'''  Int at least 12&lt;br /&gt;
&lt;br /&gt;
'''Race (Templates):''' Silverbrow Human&lt;br /&gt;
&lt;br /&gt;
''Starting Racial Traits:'' &lt;br /&gt;
Human Racial Traits&lt;br /&gt;
Humans possess the human racial traits described in the Player's Handbook.&lt;br /&gt;
&lt;br /&gt;
Silverbrow Humans&lt;br /&gt;
Silverbrow humans share some distant lineage with a silver dragon. Their racial traits differ from ordinary humans as follows:&lt;br /&gt;
No bonus skill points.&lt;br /&gt;
Dragonblood subtype.&lt;br /&gt;
Feather Fall (Sp): A silverbrow human can use feather fall once per day, plus one additional time her day for every 5 Hit Dice he has.&lt;br /&gt;
Disguise Aptitude: Silverbrow humans have a +2 racial bonus on Disguise checks, and Disguise is always considered a class skill.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot; {{#vardefine: odd|0}}&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | ECL&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Class/HD/LA&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; | Feats&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Class&amp;lt;br/&amp;gt;Features&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
|- style=&amp;quot;text-align: center;&amp;quot;&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 || Wizard 1-15 || + || + || + || + || Fell Drain, Practical Metamagic: Fell Drain, Possibly Arcane Disciple for Call Lightning, anything else || Summon Familiar || Before level 15 use Call Lightning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
Ball Lightning can be split into 15 balls of lightning. Fell Weaken deals a no-save negative level on a hit with the Fell Weakened spell. Ball Lightning also lasts 15 rounds. Conclusion? 15 rounds dealing 15 negative levels each round. Call Lightning works (though more slowly) at a lower level, because you only need 4th level spells, but it deals 1 NL, then 2, and so on, up to (CL) levels per round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
More burst damage: Ultimate Magus -&amp;gt; Twin and Repeat Ball Lightning. You can't sustain it, but still more burst. You can Chain, Twin and Repeat Enervation to target Fortitude, and tag this to another build with at least 6th level spells.&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
This is less of an optimized build and more of a combination of metamagic and spell that is incredibly broken. Tag this onto any other build for more versatile destruction.&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Things with high Reflex and Evasion can avoid most of the damage, and anything immune to lightning or level drain is immune too.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
Anything with, again, high Reflex and Evasion, and if they start using Enervation just use high Touch AC or Fortitude.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&amp;lt;!-- REMOVE THIS ENTIRE LINE IF THIS CHARACTER OPTIMIZATION USES RULES THAT ARE NOT FOUND WITHIN WOTC SOURCE BOOKS!!! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/UA:Prestige_Bard</id>
		<title>UA:Prestige Bard</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/UA:Prestige_Bard"/>
				<updated>2013-01-31T07:00:24Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OGL Top}}&lt;br /&gt;
&lt;br /&gt;
== Prestige Bard ==&lt;br /&gt;
&lt;br /&gt;
The prestige bard is a jack-of-all-trades, master of none. She relies on wit, agility, and no small amount of magic to see her through her daring adventures.&lt;br /&gt;
&lt;br /&gt;
Virtually all characters who become prestige bards are already multiclass characters, usually mixing rogue and wizard or rogue and sorcerer. Some dabble in barbarian or fighter as well, depending on their social backgrounds.&lt;br /&gt;
&lt;br /&gt;
NPC prestige bards may serve as heralds, tale-tellers, spies, ne'er-do-wells, or all of the above. Some worj in troupes, others form colleges, but most share a strong streak of independence.&lt;br /&gt;
&lt;br /&gt;
Compared to the standard character class, the prestige bard gains her bardic music abilities later in her career, but has a greater range of spells available.&lt;br /&gt;
&lt;br /&gt;
'''Hit Die:''' d6.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
&lt;br /&gt;
To qualify to become a prestige bard, a character must fulfill all the following criteria.&lt;br /&gt;
&lt;br /&gt;
*'''Alignment:''' Any nonlawful.&lt;br /&gt;
*'''Base Attack Bonus:''' +3.&lt;br /&gt;
*'''Skills:''' [[SRD:Knowledge Skill|Knowledge]] (any one) 4 ranks, [[SRD:Perform Skill|Perform]] (any one) 8 ranks.&lt;br /&gt;
*'''Special:''' Ability to cast at least one 1st-level arcane spell from each of the divination, enchantment, and illusion schools.&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
&lt;br /&gt;
The prestige bard's class skills (and the key ability for each skill) are [[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;
'''Skill Points at Each Level:''' 6+ [[SRD:Intelligence|Int]] modifier.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+'''Table: The Prestige Bard'''&lt;br /&gt;
|-&lt;br /&gt;
! !!Base&amp;lt;BR&amp;gt;Attack&amp;lt;BR&amp;gt;Bonus!![[SRD:Saving Throw|Fort]]&amp;lt;BR&amp;gt;Save!![[SRD:Saving Throw|Ref]]&amp;lt;BR&amp;gt;Save!![[SRD:Saving Throw|Will]]&amp;lt;BR&amp;gt;Save!!Special!!Spells per Day&lt;br /&gt;
|-&lt;br /&gt;
|1st||+0||+0||+2||+2||[[SRD:Bard|Bardic music (countersong, fascinate, inspire courage +1)]], bardic knowledge|| -&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|2nd||+1||+0||+3||+3||-||+1 level of existing arcane spellcasting [[SRD:Class|class]]&lt;br /&gt;
|-&lt;br /&gt;
|3rd||+2||+1||+3||+3||[[SRD:Bard|Inspire competence]]|| -&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|4th||+3||+1||+4||+4|| - ||+1 level of existing arcane spellcasting [[SRD:Class|class]]&lt;br /&gt;
|-&lt;br /&gt;
|5th||+3||+1||+4||+4|| [[SRD:Bard|Inspire courage]] +2 ||+1 level of existing arcane spellcasting [[SRD:Class|class]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|6st||+4||+2||+5||+5|| - || +1 level of existing arcane spellcasting [[SRD:Class|class]]&lt;br /&gt;
|- &lt;br /&gt;
|7th||+5||+2||+5||+5||[[SRD:Bard|Inspire greatness]]|| -&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|8th||+6||+2||+6||+6|| - || +1 level of existing arcane spellcasting [[SRD:Class|class]]&lt;br /&gt;
|- &lt;br /&gt;
|9th||+6||+3||+6||+6|| Song of freedom ||+1 level of existing arcane spellcasting [[SRD:Class|class]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|10th||+7||+3||+7||+7|| [[SRD:Bard|Inspire courage]] +3 ||+1 level of existing arcane spellcasting [[SRD:Class|class]]&lt;br /&gt;
|- &lt;br /&gt;
|11th||+8||+3||+7||+7|| [[SRD:Bard|Inspire heroics]] || +1 level of existing arcane spellcasting [[SRD:Class|class]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|12th||+9||+4||+8||+8|| - || +1 level of existing arcane spellcasting [[SRD:Class|class]]&lt;br /&gt;
|- &lt;br /&gt;
|13th||+9||+4||+8||+8|| [[SRD:Mass Suggestion|Mass suggestion]] || -&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|14th||+10||+4||+9||+9|| - ||+1 level of existing arcane spellcasting [[SRD:Class|class]]&lt;br /&gt;
|- &lt;br /&gt;
|15th||+11||+5||+9||+9|| [[SRD:Bard|Inspire courage]] +4 ||+1 level of existing arcane spellcasting [[SRD:Class|class]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class features ===&lt;br /&gt;
&lt;br /&gt;
All the following features are class features of the prestige bard class.&lt;br /&gt;
&lt;br /&gt;
*'''Weapon and Armor Proficiency:''' As the standard [[SRD:Bard|bard]] in the d20 system. A prestige bard can cast any arcane spells in light armor without the normal arcane spell failure chance.&lt;br /&gt;
*'''Spellcasting:''' When a new prestige bard level is gained (except at 1st, 3rd, 7th, and 13th level), the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class.&lt;br /&gt;
&lt;br /&gt;
:A prestige bard casts arcane spells from the schools of divination, enchantment, and illusion at +2 caster level. She casts arcane spells from the schools of evocation and necromancy at -2 caster level.&lt;br /&gt;
&lt;br /&gt;
*'''Bardic Knowledge (Ex):''' As the standard bard ability of the same name.&lt;br /&gt;
&lt;br /&gt;
*'''Bardic Music:''' As the standard bard ability of the same name, except that the minimum number of ranks in [[SRD:Perform Skill|Perform]] required is increased by 5 (8 ranks for countersong, fascinate, or inspire courage; 11 ranks for inspire competence, and so forth).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA Classes Footer}}&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Earth-Bound_(3.5e_Class)</id>
		<title>Earth-Bound (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Earth-Bound_(3.5e_Class)"/>
				<updated>2013-01-26T04:16:17Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{Reviewing Template&lt;br /&gt;
|template=Requestreview&lt;br /&gt;
|cat=Requestreview&lt;br /&gt;
|{{{1}}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Reviewing Template&lt;br /&gt;
|template=Requestreview&lt;br /&gt;
|cat=&lt;br /&gt;
|I have no clue if it's any good, and would like to know.&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=&lt;br /&gt;
|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=5/5&lt;br /&gt;
|editing=Constructive Edits welcome, but please check in on discussion first.&lt;br /&gt;
|type=Spontaneous Spellcasting, Combat-Focused&lt;br /&gt;
|desc=A class that manipulates earth as its only ability, but can fit many roles as there are endless things to do with stone.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Earth-Bound ==&lt;br /&gt;
&lt;br /&gt;
Earthbound are a type of magic-user that use the realm's powers to fight. They are the most limited and most varied magic users at the same time, using only one spell but using it for everything. This is meant for mainly stone realms.&lt;br /&gt;
&lt;br /&gt;
=== Making an Earth-bound ===&lt;br /&gt;
&lt;br /&gt;
Earthbound can be many things, as their earth manipulation allows them to create armor, weapons, strike enemies, climb, and other things. They are mostly combat and physical utility.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Earth-bound need high Concentration and Craft, so high Int is key. All other ability scores are up to the player, as Earth-Bound can do most anything.&lt;br /&gt;
&lt;br /&gt;
'''Races:'''Dwarves are often Earth-bound as they love stone. Any race can be Earth-bound but the less intelligent creatures are generally worse off.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' No starting gold.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:'''As [[wizard]]&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Earth-bound}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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 || 0 || 2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Earth Manipulation x 100 Applied Earth, Earth Move, Rank 1 Specialization, Earth-bound +1, Earthen Ability, Long Sleep, Focused Skillset&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; | Earth Manipulation x 110&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; | Tendril damage 1d12, Earth Manipulation x 140&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; | Rank up specialization, Earth Manipulation x 190&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; | Earth-bound +2, Earth Body +1, Earth Manipulation x 260, +1 Move/round&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; | Earth Manipulation x 350&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; | Tendril damage 2d6,Earth Manipulation x 460&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; | Rank up specialization, Earth Manipulation x 590&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; | Earth Manipulation x 740&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; | Earth-bound +3, Earth Body +2, Earth Manipulation x 910, +1 Move/round&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; | Tendril damage 2d8, Earth Manipulation x 1100&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | 6 || 4 || 4 || 8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rank up specialization, Earth Manipulation x 1310&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | 6 || 4 || 4 || 8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Earth Manipulation x 1540&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | 7 || 4 || 4 || 9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Earth Manipulation x 1790&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | 7 || 5 || 5 || 9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Earth-bound +4, Tendril damage 2d10, Earth Body +3, Earth Manipulation x 2060, +1 Move/round&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | 8 || 5 || 5 || 10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Rank up specialization, Earth Manipulation x 2350&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | 8 || 5 || 5 || 10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Earth Manipulation x 2660&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | 9 || 6 || 6 || 11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Earth Manipulation x 2990&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | 9 || 6 || 6 || 11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tendril damage 2d12, Earth Manipulation x 3340&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | 10 || 6 || 6 || 12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Earth-bound +5, Tendril damage 3d10,Rank up specialization, Earth Body +4, Earth Manipulation x 3910, +1 Move/round&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;
[[SRD:Knowledge Skill|Knowledge]](Nature),[[SRD:Knowledge Skill|Knowledge]](Geography), [[SRD:Concentration Skill|Concentration]], [[SRD:Craft Skill|Craft]]&lt;br /&gt;
&lt;br /&gt;
==== Class Features ====&lt;br /&gt;
&lt;br /&gt;
Earth-bound are good fighters to use their earth powers more effectively. They also use their earth manipulation to make them more skilled in many ways. Their most prominent feature is their Earth Manipulation - it is their only ability that s a common person. All of the following are class features of the Earth-bound.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' All Simple Weapons, Light Armor.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Focused Skillset:}}''' You can get x1.5 more ranks in Craft and Concentration.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Long Sleep:}}''' Earthbound require more sleep than other people. If an Earth-bound gets standard hours of rest, they are Fatigued for the first and 16th hour they are awake, and lose half their manipulation points. An extra hour of sleep lowers the Fatigued time to half an hour and manipulation point loss to one quarter, and two hours eliminates all penalties.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Earth Manipulation}}''' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]): All Earth-bound use the Earth to help them do extraordinary things. This requires a 1 hour meditation to ask the earth for its powers each day. Only one thing can be manipulated at once, increasing by 1 every 5 levels.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Move:}}''You can move 10 lbs of the main material of their realm (almost always rock, as beneath the surface oceans have rock too) at 10 ft per round with their mind for 1 round, 100 times per day, increasing each level. This requires a concentration check with DC 10+1 per pound, minimum 1. You can use more 'manipulation points' to move heavier things, move faster, or move for longer. You multiply the total numbers, rounding EACH NUMBER up to the nearest multiplier. For example, moving 50 (5x10) lbs of material for 10 (10x1) rounds at 50 (5x10) ft per round would cost 250 (5x5x10) points. You can only move one object at a time.  You can easily create any armor or weapon in 1 round with {{#anc:move}}. For damage of objects, match up (speed^2)/120 to height to a damage of falling objects damage chart, using the weight of the object as the weight in the chart. So, if you move an a 10 lbs rock at 200 ft/sec, that's the equivalent of a fall from 333 feet up, or 5d6 damage.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Animate:}}'' You can animate stone for 10 times the cost of Move. This stone follows certain instructions (IE roll in front of me for the day), and when orders cannot be fufilled the stone will crumble, returning points to the owner equal to (points spent)x hours left/24. This requires no check. Any item created weighs five times as much as wood and the same as metal, and has an enchantment bonus equal to your Earth-Bound Level/5. Instead of rounding to the nearest one, round to the nearest ten for this.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Tendrils:}}'' The basic, uncreative but powerful stone weapon that Earth-bound can use. They simply slice up the opponent with sharp tendrils of rock. This deals more damage as the Earth-bound grows in power, starting at 1d10+Dex, Reflex save DC 10+concentration check. The saves for these go down by 5 for each tendril used earlier in the turn. Tendrils have a range of 10 ft but can gain more range as another multiplier. The base cost for a 10 ft range tendril is 10 points. You can only have tendrils active up to your. Alternatively, they can pull enemies close, with the same Reflex DC, pulling enemies directly next to you (10 ft max). They can also throw enemies up to tendril range ft, crush enemies for the the same damage tendril damage, act as arms from that distance (These do NOT grant extra attacks, they only allow attacks from a distance) and make checks at a range.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Creating Creatures:}}'' You can create the equivalent of elementals and stone golems instantly using move and animate. However, these have no actual will, and crumble at the end of the move or animation.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Enveloping:}}'' You can envelop things much like a [[Shifting_Stone_(3.5e_Equipment)|Shifting Stone]], though the magic items fall out when animation/movement is over.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Earth-bound}}''' You gain a +1 to all rolls when touching the ground and a -2 penalty to all rolls when not touching the ground, both increasing at every 5 levels. You cannot purposefully remove yourself from the ground - skills requiring this (such as jump) require you to use Applied Earth. If separated from the Earth, an Earth-bound loses all powers until he touches the earth again, except manipulation points. However, manipulating cost 10x the points.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Applied Earth}}:''' You can use the earth to give yourself boosts in almost every skill. Any time you want to make a skill check, you can make a concentration check to use Earth Manipulation to boost the check. On a success, add your Craft bonus to the check. This only works on Str and Dex based skills. You can get half your Craft bonus on: [[SRD:Search Skill|Search]], [[SRD:Disguise Skill|Disguise]], [[SRD:Forgery Skill|Forgery]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Earth Ability:}}''' You can take feats that require a Str or Dex score without that score. However, you must spend 1 Earth Manipulation point on each use. You get an automatic +2 bonus to any rolls while using these feats.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Earthen Body:}}''' As the Earth-bound grows in power, his body becomes earth. He gets a +1 to Natural Armor, saves, attack and damage rolls and checks for every 5 levels of Earth-bound he has.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Earthen Specialty}}''' Earth-bound specialize in types of fighting. At first level and every 4th level, you gain 1 rank in any of these specialties.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Fighter:}}'' You use the earth to smash enemies better than the average person. &lt;br /&gt;
*Rank 1: +1 Fortitude, +1 BAB, Proficient in martial weapons and light shields. 1 fighter bonus feat. +1 BAB. +2 Strength.&lt;br /&gt;
*Rank 2: +1 Fortitude, +1 BAB, Proficient in heavy shields, 1 fighter bonus feat.&lt;br /&gt;
*Rank 3: +2 Fortitude, +2 BAB, Proficient in all weapons, 1 fighter bonus feat. You can use Earth arms to gain extra attacks, considered natural weapons.&lt;br /&gt;
*Rank 4: +2 Fortitude, +2 BAB, Weapon focus in earth based weapons(upgrades to greater if already known), 1 fighter bonus feat. Earth-arm tendrils gain [[SRD:Multiattack]].&lt;br /&gt;
*Rank 5: +3 Fortitude,+2 BAB, 2 fighter bonus feats. Earth-arm tendrils gain [[SRD:Improved_Multiattack]]. You gain [[SRD:Combat_Reflexes]]. +2 Strength. You can now have an extra arm manipulated, in addition to the regular number of things you can manipulate at once.&lt;br /&gt;
*Rank U: +5 Fortitude,+2 BAB, 2 Epic fighter bonus feat. Earth-arms stop movement when attacking within 10 ft of you. You gain [[SRD:Improved_Combat_Reflexes]] +2 Constitution, +2 Strength. You can now have 3 extra arms.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Artillery:}}'' You use the earth to slice up your opponents from afar.&lt;br /&gt;
*Rank 1: Tendril damage increases to 2d6, save DC +1. +2 Dexterity.&lt;br /&gt;
*Rank 2: Tendril damage increases to 2d10, save DC +1. Gain a ranged weapon only feat.&lt;br /&gt;
*Rank 3: Tendril damage increases to 4d6, save DC +2. Gain a ranged weapon only feat. You can use 2 tendrils a turn without lowering saves.&lt;br /&gt;
*Rank 4: Tendril damage increases to 3d12, save DC +2. Tendrils are considered natural weapons for purposes of feats. You can use 3 tendrils a turn without lowering saves.&lt;br /&gt;
*Rank 5: Tendril damage increases to 4d12, save DC +3. Tendrils gain the equivalent of [[SRD:Multiattack]] (saves are lowered by 2). +2 to Intelligence.&lt;br /&gt;
*Rank U: Tendril damage increases to 5d12, save DC +5. Tendrils gain the equivalent of [[SRD:Improved_Multiattack]] (saves are not lowered). +2 Dexterity, Intelligence.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Defender:}}'' You make walls and armors of earth, protecting allies.&lt;br /&gt;
*Rank 1: Armor and walls made of manipulated earth get DR 3/-, and +1 AC. You get +1 AC, BAB. +2 Constitution.&lt;br /&gt;
*Rank 2: Grabbing Tendrils require half Manipulation Points and have +1 Save DC. +1 AC, BAB.&lt;br /&gt;
*Rank 3: Armor and Walls require half Manipulation Points and gain +1 AC, DR 6/-. +2 AC, BAB.&lt;br /&gt;
*Rank 4: You get +2 to grapple checks and can use grabbing tendrils to use Attacks of Opportunity within 10 ft. +2 AC, BAB.&lt;br /&gt;
*Rank 5: Grabbing tendrils deal 1/2 crushing damage, cost 1/2, and have a range of 20 ft. +3 AC, +2 BAB.  You can now have 1 extra grabbing tendril manipulation, in addition to regular manipulations at once. +2 Constitution. &lt;br /&gt;
*Rank U: Grabbing Tendrils have a range of 35 ft. +3 AC, armor and walls gain DR 10/-. +3 AC, +2 BAB. You can now have 3 extra grabbing tendril manipulations. +2 Constitution, Dexterity.&lt;br /&gt;
&lt;br /&gt;
''{{#anc:Rouge:}}'' You attack, then sneak underground until the next opportunity.&lt;br /&gt;
*Rank 1: You get Earth Glide (See [[SRD:Earth_Elemental]]) at your Base Land Speed, Sneak Attack +1d6, and [[SRD:Uncanny_Dodge]]. +1 reflex. +2 Dexterity.&lt;br /&gt;
*Rank 2: You get +5 Earth Glide speed, +1d6 more Sneak Attack, and [[SRD:Evasion]]. Light Weapons now count as Natural Weapons when in Earth Arms when aboveground, and you can use an extra arm if it has a light weapon in it. +1 reflex.&lt;br /&gt;
*Rank 3: You get +5 Earth Glide speed, +1d6 more Sneak Attack, [[SRD:Uncanny_Dodge|SRD:Improved Uncanny Dodge]], [[SRD:Multiattack]] when using Light Weapons in Earth Arms when aboveground, and you can use an 2 extra arms if they have light weapons in them. +2 reflex.&lt;br /&gt;
*Rank 4: You get +10 Earth Glide speed, +1d6 more Sneak Attack, [[SRD:Evasion|SRD:Improved Evasion]], [[SRD:Multiattack]] when using Light Weapons in Earth Arms when aboveground, and you can use an 2 extra arms if they have light weapons in them. +2 reflex.&lt;br /&gt;
*Rank 5: You get +10 Earth Glide speed, +1d6 more Sneak Attack, and can hit enemies with Earth Arms when just below the surface. Seeing you is an opposed check (Your Craft/2 vrs Spot) - otherwise you are treated as invisible. You always have total cover when underground. You can use 3 extra arms with light weapons. You gain [[SRD:Combat_Reflexes]]+3 reflex. +2 Dexterity.&lt;br /&gt;
*Rank U: You can pull allies and enemies with you during an Earth Glide, granting them it as long as you touch them. Any enemy dragged under is forcibly removed and takes 1d4 damage per 5 feet below ground they are. Earth Arms can now hit anything above them within 10 ft, granting x1.5 spot DC. You can use 5 extra arms with light weapons. You gain [[SRD:Sneak_Attack_of_Opportunity]] and [[SRD:Improved_Combat_Reflexes]] or any skill with it as a prerequisite if you already have Combat Reflexes. +5 reflex. +1d6 Sneak Attack. +2 Dexterity, +2 Intelligence.&lt;br /&gt;
&lt;br /&gt;
==== Ex-Earth-Bound ====&lt;br /&gt;
&lt;br /&gt;
Any Earth-Bound who displease the earth lose the compliance of their realm. They lose 100 Earth Manipulation points and then halve the remaining points. In addition, they lose Earth Move and Applied Earth.&lt;br /&gt;
&lt;br /&gt;
==== Epic Earth-bound ====&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 Earth-bound}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&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; | Bonus Feat, Earth Manipulation x 4100, Minor Enlightenment&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | Rank up specialization, Earth Manipulation x 4510&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | Tendril damage 4d12, Bonus Feat, Earth Manipulation x 4940&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | Rank up specialization, Earth Manipulation x 5390&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | Earth-bound +6, Bonus Feat, Earth Body +5, Earth Manipulation x 5860, +2 Move/round&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | Rank up specialization, Earth Manipulation x 6350, Partial Enlightenment&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | Tendril damage 5d12, Earth Manipulation x 6860&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | Rank up specialization, Earth Manipulation x 7390&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | Bonus Feat, Earth Manipulation x 7940&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | Earth-bound +7, Tendril damage 6d12, Rank up specialization, Earth Body +6, Earth Manipulation 25000, Enlightenment, +3 Move/round&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
4 + [[SRD:Intelligence|Int]] modifier skill points per level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Enlightenment}}''' At 21st level, an Earth-Bound ahd begun the journey to enlightenment. Once per day, by meditating for an hour, they can ask the earth to perform terraforming and such giant movements of the land, a DC 50 concentration check, which can be lowered by one as many times as you want by spending 1000 manipulation points. At 25th level, the check is lowered to 40 and can be preformed 10 times per day in 5 minutes. At 30th level, an Earth-Bound is Enlightened, and is one with the Earth. They gain extremely high Earth Manipulation Points and can get more at any time by succeeding a DC 20+((Points Asked For+Points used today+Points Left)/1000) concentration check, as long as he has not failed a check for more points today. In addition, he can become part of any earth he encounters, staying in even the smallest piece of stone. If the entire body of stone is turned into something other than stone, he teleports into the nearest stone, costing Earth Manipulation points equal to the miles teleported. If he cannot teleport and cannot get more points, he takes 10d10 damage and returns to his original body. They can now terraform instantly and automatically for 1000 points.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Earth Manipulation:}}''&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Specialization:}}'' You continue to gain ranks in specializations. However, you cannot progress past U, so any over must be invested into other specializations.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Earth-bound gains a bonus feat (selected from the list of epic Earth-bound bonus feats) every 2 levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Earth-Bound Bonus Feat List:'' Any feats, as long as you meet the requirements.&lt;br /&gt;
&lt;br /&gt;
==== [[Bunbun_(3.5e_Race)|BunBun]] Earth-bound Starting Package ====&lt;br /&gt;
&lt;br /&gt;
'''Ability Scores:''' Strength 10, Dexterity 10, Constitution 10, Intelligence 24, Wisdom 12, Charisma 12.&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' None.&lt;br /&gt;
&lt;br /&gt;
'''Skill Selection:''' Pick 12 cross-class skills.&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; | Concentration || 6 || [[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; | Craft || 6 || [[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; | Knowldege(Geography) || 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(Nature) || 4 || [[Int]] || &amp;amp;mdash;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' Combat Reflexes. &lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' None.&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' None. Earth-bound make their own gear.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' None. Earthbound buy next to nothing.&lt;br /&gt;
&lt;br /&gt;
'''Specialization:''' Rouge Rank 1.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Information ===&lt;br /&gt;
&lt;br /&gt;
==== Playing a Earth-bound ====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' Generally does not worship any particular god.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' A few levels of Earth-bound can help most classes. They can fit any part of a group, and can add almost anything, the exception being skills.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Any. Earthbound can do basically be anything in combat.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' Generally, Earth-bound start fairly weak, as they cannot deal very much damage. However, as they advance, they get much stronger.&lt;br /&gt;
&lt;br /&gt;
==== Earth-bound in the World ====&lt;br /&gt;
&lt;br /&gt;
{{quote|Those who do not respect their world will suffer in the depths of it.|orig=[[Bunbun_(3.5e_Race)|BunBun]] 1, AKA the Original [[Bunbun_(3.5e_Race)|BunBun]], [[Bunbun_(3.5e_Race)|BunBun]] Earth-bound}}&lt;br /&gt;
&lt;br /&gt;
Most non-[[Bunbun_(3.5e_Race)|BunBun]] Earth-bound live lives as defenders, hermits, or adventurers. Some are outcasts due to their less religious ways, while others are heroes respected and loved for their might.&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Most Earth-bound sleep early and wake late,.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' [[Bunbun_(3.5e_Race)|BunBun]] 1-10, Evil Bun ([[Bunbun_(3.5e_Race)|BunBun]] 13), Colin.&lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Most earth-bound do not congregate. There is, however, a species of rabbit-looking Earth-bound who will accept any good creatures into their group. There are four subgroups of these rabbits, using the four classical elements. They are inherently good and skilled at Earth-manipulation, and can be called for simply by calling out their name if you are an Earth-bound.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' Most NPCs think of Earth-bound as regular casters. However, they are sometimes hated for not having a specific deity by certain groups, as a nasty but false rumor paints them as those who actually don't believe in gods.&lt;br /&gt;
&lt;br /&gt;
==== Earth-bound Lore ====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (Arcana)or Knowledge (Geography) and can research Stone-bound 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) or Knowledge (Geography)&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; | Earth-bound use magic to manipulate earth, usually to fight.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | This magic is not arcane, and is derived from the earth. If an Earth-bound is removed from the ground, they lose almost all powers.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Earthbound originated from a separate realm of rabbit looking creatures. They can call for help at any time from these creatures.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | The [[Bunbun_(3.5e_Race)|BunBun]] (the rabbitlike creatures) worship Colin, a minor god of Earthbound. He pursues maximum happiness across the world, and will kill any threatening evil characters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Earth-bound in the Game ====&lt;br /&gt;
&lt;br /&gt;
Earth-bound usually fight &lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' Wind, Water and Fire versions of [[Bunbun_(3.5e_Race)|BunBun]] exist (Nubnub, Ranran, Narnar), and their own manipulators too. Stronger Time and Space versions (Xanxan and Carcar), as well as a combined ultimate version (???) exist.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' 2 [[Bunbun_Artillery]], 2 [[Bunbun_Defender_(3.5e_Creature)|Bunbun Defender]], 2[[Bunbun_Rouge_(3.5e_Creature)]] 1 Evilbun ([[Bunbun_(3.5e_Race)|BunBun]] 13).&lt;br /&gt;
&lt;br /&gt;
''EL 26:'' The 6 regular [[Bunbun_(3.5e_Race)|BunBun]] are level 17 Earth-bound, and the Evil bun is a level 26 Earth-bound Rouge with 1 specialization rank in Fighter. The Defenders try to grab any enemies attacking the artillery, and pull hiding enemies close. The rouges go up front and wreak havoc by Earth Gliding with 7 arms out, each with a kukri, attacking large groups while the artillery send out 5 tendrils on animation and 5 on move. The Evil bun goes out into the fray, with 10 arms and kukri, while staying hidden in the chaos of the other rouges. He makes his attacks far less visibly than his rouge allies. If the [[Bunbun_(3.5e_Race)|BunBun]] are too injured, the evil bun retreats alone, and both defenders and artillery surrender, while the rouges flee.&lt;br /&gt;
&lt;br /&gt;
Evil bun:&lt;br /&gt;
*26d8+11 HP (128 HP)&lt;br /&gt;
*AC: 25 Fort: +7 Ref:+20 Wil: +11&lt;br /&gt;
*Movement: Base Land Speed 30ft, Earth Glide 60ft&lt;br /&gt;
*Attack: Kukri tendril: 1d4+13 damage, +24 to hit, Crit 12-20/x2, +16 to confirm, 10 ft reach.&lt;br /&gt;
*Full Attack: 10 Kukri tendrils, all +19 to hit, 10 ft reach.&lt;br /&gt;
*Sneak Attack +5d6, Spot DC 1d20+29 to see.&lt;br /&gt;
*Chaotic Evil&lt;br /&gt;
*Feats: [[SRD:Weapon_Specialization]], [[SRD:Greater_Weapon_Specialization]], [[SRD:Weapon_Focus]],[[SRD:Greater_Weapon_Focus]], [[SRD:Epic_Weapon_Focus]], [[SRD:Epic_Weapon_Specialization]], [[SRD:Sneak_Attack_of_Opportunity]], [[SRD:Multiattack]], [[SRD:Improved Multiattack]], [[SRD:Uncanny_Dodge]], [[SRD:Uncanny_Dodge|SRD:Improved Uncanny Dodge]], [[SRD:Power_Critical]]x4, [[SRD:Improved_Critical]]&lt;br /&gt;
*Features: Evasion, Improved Evasion, Manipulation Points 1125, Tendril Damage 4d12, Earth Bound +6/-8&lt;br /&gt;
*Equipment: 10 +5 Keen Kukri (Enveloped)&lt;br /&gt;
*Ability Scores: Str 12, Con 10, Dex 18, Int 30, Wis 10, Cha 10&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>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)</id>
		<title>Aligned Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-01-15T01:21:52Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Aligned Warrior==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|When you let go of all that is against you in the world and all that is wrong, the power of goodness will drive you to destroy evil.&lt;br /&gt;
|orig= Alexander the Pure, human cleric/Aligned Warrior&lt;br /&gt;
|src= Order of the Just, (Good)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Clerics with extraordinary conviction can become Aligned Warriors, granting them powerful physical and magical abilities - but only against opposing alignments. Aligned Warriors might take treasure and various titles while fighting, but they are mostly fighting for whatever alignment they are. Many are devoutly religious. They might really enjoy others' suffering, or others' happiness, or freedom, or law, but regardless of what they are fighting for they use that conviction to fight those who would stop them. Aligned Warriors are stronger physically than most clerics, but have lowered spellcasting ability (except in aligned spells). They often need less magic arms and armor than other adventurers because their chosen equipment becomes magical when they use it.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Aligned Warrior===&lt;br /&gt;
&lt;br /&gt;
Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonneutral.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +8.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Ability to cast 1st level Domain spells.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Any non-neutral diety.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Any alignment domain (Good, Law, Chaos, Evil).&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Your DM must confirm that you are sufficiently &amp;quot;polarized&amp;quot; (almost entirely following one alignment).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Aligned Warrior}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&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; | [[#Spellcasting|Spellcasting]]&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;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&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 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +6 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +7 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +8 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +9 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +10 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Bluff_Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]),[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (religon) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), and [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Epic level&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
The Aligned Warrior's abilities improve his fighting prowess, especially against enemies with opposed alignments. Aligned warriors can also inspire allies, cast spells, and make themselves extraordinarily strong for short periods. All of the following are class features of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming am Aligned Warrior, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level.  Your bonus spells are based on the same ability.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Aligned Equipment}} ([[Su]]):''' After level 2 or 3, you can choose one weapon and one armor to become charged with your alignment. Weapons gain [[SRD:Holy]], [[SRD:Axiomatic]], [[SRD:Anarchic]] and/or [[SRD:Unholy]] as if enchanted normally (a +2 enchantment bonus), and  armors grant the effects of a Protection against (Alignment) spell (a +2 enchantment bonus), and becomes Circle Against (Alignment) at +3 and (Alignment) Aura at +4. However, no weapon or armor can have more than a +10 total effective bonus, so this class-granted bonus cannot be added to a weapon or armor if the addition would increase the weapon or armor's total effective bonus above +10. This class-granted bonus works only for the aligned warrior when wielding her chosen melee weapon. In addition, your weapon gains a bonus to attack and damage rolls when fighting enemies with opposing alignments equal to the shown ability bonus. If your opponent's alignment is opposing in 2 ways, you only get these benefits once, but against an opponent who has an alignment that is both the same in one way but different in another(Lawful-Chaotic and Good-Evil) the bonus is negated. You continue to gain attack and damage roll bonuses in epic levels, and also gain +1 to AC and saves against opposed alignments in epic levels.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Alignment Ability}} ([[Su]]):''' At level 1 and every 3 levels after, the Aligned Warrior gains an ability that will help defeat opposing enemies. In epic levels, you continue to gain alignment abilities every 3 levels. At 10th level you automatically gain Alignment Mastery in addition to another ability, and gain another bonus from it at 20th level.&lt;br /&gt;
&lt;br /&gt;
''Favored Target:'' You gain a bonus against opposed alignments as a Ranger gains a bonus against their [[SRD:Ranger#Favored_Enemy|Favored Enemy]]. The Aligned Warrior gains a +2 bonus on Bluff, Listen, and Sense Motive checks when using these skills against creatures of this alignment. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.&lt;br /&gt;
&lt;br /&gt;
''Feat:'' An Aligned Warrior can take a bonus feat in place of an ability.&lt;br /&gt;
&lt;br /&gt;
''Domain Spells:'' You get an extra casting of each Domain Spell you know. This ability requires Alignment Warrior level 4. You can take this ability more than once, and it's effects stack, granting another cast of each spell each time.&lt;br /&gt;
&lt;br /&gt;
''Smite Alignment:'' You can attack enemies aligned against you as a Paladin [[SRD:Paladin#Smite_Evil|smites evil]] 2 times a day. You add your Intelligence/Wisdom bonus (if any) to your attack roll and deal 1 extra point of damage per Aligned Warrior level. If the Aligned Warrior accidentally smites a creature that is not opposing her alignment, the smite has no effect, but the ability is still used up for that day. This ability requires Alignment Warrior level 4. You can take this ability more than once, gaining 2 more smites a day each time. This ability requires Alignment Warrior level 4.&lt;br /&gt;
&lt;br /&gt;
''Aligned Body:'' You gain either the [[SRD:Celestial_Creature|Celestial Creature]] template or the [[SRD:Fiendish_Creature|Fiendish Creature]] template without the level adjustment. This ability requires Alignment Warrior level 7.&lt;br /&gt;
&lt;br /&gt;
''Inspiring Aura:'' Those around you feel your conviction and can be shocked and inspired by it. Twice a day for as long as you maintain this effect, allies within 90 ft of the same alignment gain bonuses as if affected by all positive bard songs (Inspire Courage, Inspire Competence, Inspire Greatness (9th level and above), Song of Freedom (after one minute, 12th level and above)and Inspire Heroics (15th level and above)) that would be available to a bard of the same level. In addition, once per round while you maintain this effect, you can cause one enemy per 3 levels to be stunned for 1 round, getting a will save of DC 10+level bonus. In addition, once per round you can cast Suggestion on an enemy who has already been stunned by this effect, lasting as long as you maintain this effect. Any damage you take forces a Concentration check DC (damage) to maintain this effect, and after 60 minutes it automatically fades. This ability requires Alignment Warrior level 7. You can take this ability more than once, gaining 2 more uses a day each time.&lt;br /&gt;
&lt;br /&gt;
''Awesome Avatar:'' Once per day as a free action you can create a Huge avatar of you made of aligned energy that fights as you do. It appears either as chaotically swirling or like a suit of plate mail in black or white energy. You are in the center of the avatar (floating in a 5 ft cube) and cannot use any items but your weapons and armor, and can only interact with the world through your avatar (unless your enemies are not of opposing alignment, in which case your avatar does nothing but keep you 5 feet off the ground. Your avatar's statistics are yours, except it gains +8 strength, +4 dexterity and makes you immune to opposing spells. Your avatar's weapons and armor is identicle to yours except that it gains +5 to attack and damage rolls against opposed alignments and your armor gets the same bonus to AC. Your avatar has DR 15/(opposing alignment) and fades in 1 hour/level or when it takes your health in damage. You control every movement of your avatar and move with until it is destroyed. While in effect, Inspiring Aura gains +2 save DC's for enemies and +2 to any bonuses and Smiting gets doubled bonuses. This ability requires Alignment Warrior level 10. You can take this ability more than once, gaining one more use per day each time.&lt;br /&gt;
&lt;br /&gt;
'''Bonus [[SRD:Feats (Creature Statistic)|Feats:]]''' The epic Aligned Warrior gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Aligned Warrior [[SRD:Feats|feats]])every 4 levels after 10th level.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Spells|Spells]]:''' An Aligned Warrior continues to gain divine casting levels and domain spells in the same way they did in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
''Epic Aligned Warrior Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;   &lt;br /&gt;
|-&lt;br /&gt;
! Level   !! align=&amp;quot;left&amp;quot; |  Special&lt;br /&gt;
|-&lt;br /&gt;
| 11th|| align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Armor +5]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 12th  || align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Weapon +5]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th|| align=&amp;quot;left&amp;quot; |  [[#Alignment Ability|Alignment Ability 5]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 14th  || align=&amp;quot;left&amp;quot; |  Bonus [[SRD:Feats|feat]], [[#Aligned Equipment|Aligned Armor +6]]&lt;br /&gt;
|-&lt;br /&gt;
| 15th|| align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Weapon +6]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 16th|| align=&amp;quot;left&amp;quot; |  [[#Alignment Ability|Alignment Ability 6]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th|| align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Armor +7]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 18th  || align=&amp;quot;left&amp;quot; |  Bonus [[SRD:Feats|feat]], [[#Aligned Equipment|Aligned Weapon +7]]&lt;br /&gt;
|-&lt;br /&gt;
| 19th|| align=&amp;quot;left&amp;quot; |  [[#Alignment Ability|Alignment Ability 7]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 20th|| align=&amp;quot;left&amp;quot; |  -&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
====Ex-Aligned Warriors====&lt;br /&gt;
&lt;br /&gt;
If an Aligned Warrior is deemed &amp;quot;too neutral&amp;quot;, they lose all class features and Domain spellcasting until they do multiple things purely for an alignment. If they change alignment, their features are changed to the appropriate alignment.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Aligned Warrior====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' Often a front-line fighter, but also can be a weakened caster and a sturdy buffer. They have excellent defenses&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aligned Warriors in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|A god of law, you say? That's funny. I bet it'd be funnier if killed you and made you into a fleshy pinata. Filled with delicious candy. |4=, Smarglabad the Insane, Chaotic Good Cleric/Aligned Warrior (fighting Aldran, minor lawful evil diety.}}&lt;br /&gt;
&lt;br /&gt;
Good and Lawful Aligned Warriors tend to be&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aligned Warrior Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (Religon) can research Aligned Warrior 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ Knowledge (Religon&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;
| 11 || class=&amp;quot;left&amp;quot; | Aligned Warriors are fighters with extremely strong convictions in a certain alignment.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | Aligned Warriors tend to also be clerics or are devoutly religious.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | Aligned Warriors can potentially learn to inspire allies, destroy enemies, create huge avatars of pure energy and cast magic, but can only master a few.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | If the check goes beyond this, give information on any relevant Aligned Warriors (such as approx. level/ability).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aligned Warriors in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|January 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|January 2013}}&lt;br /&gt;
{{Prestige Class Stub|January 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Class_Construction_System_(DnD_Guideline)</id>
		<title>Talk:Class Construction System (DnD Guideline)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Class_Construction_System_(DnD_Guideline)"/>
				<updated>2013-01-15T01:16:53Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==OGL==&lt;br /&gt;
&lt;br /&gt;
This was found at [http://files.meetup.com/415335/Class%20Construct%20v%202.pdf].  The document is lisenced under OGL, so I figured it would be worthwhile to put a version on here.  If anyone wants to format it correctly, feel free. [[User:Aarnott|Aarnott]] 11:52, 6 March 2007 (MST)&lt;br /&gt;
&lt;br /&gt;
:Should I just slap [[Template:Wikify]] on this?  --[[User:Green Dragon|Green Dragon]] 22:54, 12 March 2007 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Please!  I don't know what to do with the tables.  I'm going to finish the rest of the content soon.   --[[User:Aarnott|Aarnott]] 09:49, 13 March 2007 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Okay.  --[[User:Green Dragon|Green Dragon]] 10:15, 13 March 2007 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Scalable Abilities and Multi-Stat Dependencies ==&lt;br /&gt;
&lt;br /&gt;
One thing this system doesn't address are abilities that scale with the character's class (or sometimes character) level.  It equates the [[ranger]]'s animal companion to the [[druid]]'s animal companion, even though the [[ranger]]'s progresses at half the [[druid]]'s rate.  Caster level and manifester level are not in the equation either.  There's not even a mention of the fact that the [[ranger]]'s and [[paladin]]'s caster levels are only half of their class levels.  If I were to change the rangers caster level to a one-to-one ratio and its animal companion progression to that of a druid, it's rating under this system would be exactly the same.&lt;br /&gt;
&lt;br /&gt;
The [[paladin]] has five abilities that scale with it's class level:  smite evil (damage only, the additional uses are taken into account), lay on hands, turn undead, special mount, and caster level.&lt;br /&gt;
&lt;br /&gt;
There's also no mention of multi-stat dependencies.  A [[paladin]]'s class features are based on [[Wisdom]] and [[Charisma]], and is a combat oriented class, so physical stats play a role.  Whereas a [[wizard]] stays out of combat and only relies on [[Intelligence]] for its class features.&lt;br /&gt;
&lt;br /&gt;
All that being said, I think this system has a fairly good start to it, and has room for improvement before the point of diminishing return is reached.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:15, 14 June 2007 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Alternative version 1.1 ==&lt;br /&gt;
&lt;br /&gt;
I have found what seems to be [http://rumkin.com/reference/dnd/media/classconstruction.pdf another version of the Class Construction System PDF] at the [http://rumkin.com/reference/dnd/ 3rd Edition D&amp;amp;D] on [http://rumkin.com/ rumkin.com]. Although it seems to be an earlier version, the above version has been taken offline and version 1.1 has a series of tables that show the cost of the SRD classes. [[User:Big Mac|Big Mac]] 02:32, 17 April 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WTF==&lt;br /&gt;
i realize that this is OGL, so we cant change it, but some of these costs seem really dumb. why is it worth more points for one extra skill point per level than going from one good save to all good saves? the skill point cost seems really excessive, and the 1 CP per class skill seems dumb as well. by this setup, rogues would probably have more than twice the CP cost of any other non-casting class. this just seems broken. [[User:Zau|Zau]] 17:53, 19 October 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
Agreed here - 2 skill points per level and all good saves and full BAB is cheaper CP wise than 8 skill points per level and all poor saves and half BAB. Spellcasting is also pretty ridiculous: All the modifiers pretty much mean nothing in the end - unless you choose Arcane and it's a low-SPD class. Arcane will probably net you something like 20 points, whereas Divine will give you 6ish. Mostly it's SPD.&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)</id>
		<title>Aligned Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-01-15T00:06:22Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Aligned Warrior==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|When you let go of all that is against you in the world and all that is wrong, the power of goodness will drive you to destroy evil.&lt;br /&gt;
|orig= Alexander the Pure, human cleric/Aligned Warrior&lt;br /&gt;
|src= Order of the Just, (Good)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Clerics with extraordinary conviction can become Aligned Warriors, granting them powerful physical and magical abilities - but only against opposing alignments. Aligned Warriors might take treasure and various titles while fighting, but they are mostly fighting for whatever alignment they are. Many are devoutly religious. They might really enjoy others' suffering, or others' happiness, or freedom, or law, but regardless of what they are fighting for they use that conviction to fight those who would stop them. Aligned Warriors are stronger physically than most clerics, but have lowered spellcasting ability (except in aligned spells). They often need less magic arms and armor than other adventurers because their chosen equipment becomes magical when they use it.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Aligned Warrior===&lt;br /&gt;
&lt;br /&gt;
Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonneutral.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +8.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Ability to cast 1st level Domain spells.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Any non-neutral diety.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Any alignment domain (Good, Law, Chaos, Evil).&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Your DM must confirm that you are sufficiently &amp;quot;polarized&amp;quot; (almost entirely following one alignment).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Aligned Warrior}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d8&amp;lt;/p&amp;gt;&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; | [[#Spellcasting|Spellcasting]]&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;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +6 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +7 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +8 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +9 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +10 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Bluff_Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]),[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (religon) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), and [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Epic level&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
The Aligned Warrior's abilities improve his fighting prowess, especially against enemies with opposed alignments. Aligned warriors can also inspire allies, cast spells, and make themselves extraordinarily strong for short periods. All of the following are class features of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming am Aligned Warrior, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level.  Your bonus spells are based on the same ability.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Aligned Equipment}} ([[Su]]):''' After level 2 or 3, you can choose one weapon and one armor to become charged with your alignment. Weapons gain [[SRD:Holy]], [[SRD:Axiomatic]], [[SRD:Anarchic]] and/or [[SRD:Unholy]] as if enchanted normally (a +2 enchantment bonus), and  armors grant the effects of a Protection against (Alignment) spell (a +2 enchantment bonus), and becomes Circle Against (Alignment) at +3 and (Alignment) Aura at +4. However, no weapon or armor can have more than a +10 total effective bonus, so this class-granted bonus cannot be added to a weapon or armor if the addition would increase the weapon or armor's total effective bonus above +10. This class-granted bonus works only for the aligned warrior when wielding her chosen melee weapon. In addition, your weapon gains a bonus to attack and damage rolls when fighting enemies with opposing alignments equal to the shown ability bonus. If your opponent's alignment is opposing in 2 ways, you only get these benefits once, but against an opponent who has an alignment that is both the same in one way but different in another(Lawful-Chaotic and Good-Evil) the bonus is negated. You continue to gain attack and damage roll bonuses in epic levels, and also gain +1 to AC and saves against opposed alignments in epic levels.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Alignment Ability}} ([[Su]]):''' At level 1 and every 3 levels after, the Aligned Warrior gains an ability that will help defeat opposing enemies. In epic levels, you continue to gain alignment abilities every 3 levels. At 10th level you automatically gain Alignment Mastery in addition to another ability, and gain another bonus from it at 20th level.&lt;br /&gt;
&lt;br /&gt;
''Favored Target:'' You gain a bonus against opposed alignments as a Ranger gains a bonus against their [[SRD:Ranger#Favored_Enemy|Favored Enemy]]. The Aligned Warrior gains a +2 bonus on Bluff, Listen, and Sense Motive checks when using these skills against creatures of this alignment. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.&lt;br /&gt;
&lt;br /&gt;
''Feat:'' An Aligned Warrior can take a bonus feat in place of an ability.&lt;br /&gt;
&lt;br /&gt;
''Domain Spells:'' You get an extra casting of each Domain Spell you know. This ability requires Alignment Warrior level 4. You can take this ability more than once, and it's effects stack, granting another cast of each spell each time.&lt;br /&gt;
&lt;br /&gt;
''Smite Alignment:'' You can attack enemies aligned against you as a Paladin [[SRD:Paladin#Smite_Evil|smites evil]] 2 times a day. You add your Intelligence/Wisdom bonus (if any) to your attack roll and deal 1 extra point of damage per Aligned Warrior level. If the Aligned Warrior accidentally smites a creature that is not opposing her alignment, the smite has no effect, but the ability is still used up for that day. This ability requires Alignment Warrior level 4. You can take this ability more than once, gaining 2 more smites a day each time. This ability requires Alignment Warrior level 4.&lt;br /&gt;
&lt;br /&gt;
''Aligned Body:'' You gain either the [[SRD:Celestial_Creature|Celestial Creature]] template or the [[SRD:Fiendish_Creature|Fiendish Creature]] template without the level adjustment. This ability requires Alignment Warrior level 7.&lt;br /&gt;
&lt;br /&gt;
''Inspiring Aura:'' Those around you feel your conviction and can be shocked and inspired by it. Once per Aligned Warrior level per day, allies of the same alignment gain bonuses as if affected by all bard songs that would be available to a bard of the same level. This ability requires Alignment Warrior level 7.&lt;br /&gt;
&lt;br /&gt;
''Awesome Avatar:'' Once per day as a free action you can create a Huge avatar of you made of aligned energy that fights as you do. It appears either as chaotically swirling or like a suit of plate mail in black or white energy. You are in the center of the avatar (floating in a 5 ft cube) and cannot use any items but your weapons and armor, and can only interact with the world through your avatar (unless your enemies are not of opposing alignment, in which case your avatar does nothing but keep you 5 feet off the ground. Your avatar's statistics are yours, except it gains +8 strength, +4 dexterity and makes you immune to opposing spells. Your avatar's weapons and armor is identicle to yours except that it gains +5 to attack and damage rolls against opposed alignments and your armor gets the same bonus to AC. Your avatar has DR 15/(opposing alignment) and fades in 1 hour/level or when it takes your health in damage. You control every movement of your avatar and move with until it is destroyed. This ability requires Alignment Warrior level 10. You can take this ability more than once, gaining one more use per day each time.&lt;br /&gt;
&lt;br /&gt;
'''Bonus [[SRD:Feats (Creature Statistic)|Feats:]]''' The epic Aligned Warrior gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Aligned Warrior [[SRD:Feats|feats]])every 4 levels after 10th level.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Spells|Spells]]:''' An Aligned Warrior continues to gain divine casting levels and domain spells in the same way they did in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
''Epic Aligned Warrior Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;   &lt;br /&gt;
|-&lt;br /&gt;
! Level   !! align=&amp;quot;left&amp;quot; |  Special&lt;br /&gt;
|-&lt;br /&gt;
| 11th|| align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Armor +5]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 12th  || align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Weapon +5]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th|| align=&amp;quot;left&amp;quot; |  [[#Alignment Ability|Alignment Ability 5]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 14th  || align=&amp;quot;left&amp;quot; |  Bonus [[SRD:Feats|feat]], [[#Aligned Equipment|Aligned Armor +6]]&lt;br /&gt;
|-&lt;br /&gt;
| 15th|| align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Weapon +6]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 16th|| align=&amp;quot;left&amp;quot; |  [[#Alignment Ability|Alignment Ability 6]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th|| align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Armor +7]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 18th  || align=&amp;quot;left&amp;quot; |  Bonus [[SRD:Feats|feat]], [[#Aligned Equipment|Aligned Weapon +7]]&lt;br /&gt;
|-&lt;br /&gt;
| 19th|| align=&amp;quot;left&amp;quot; |  [[#Alignment Ability|Alignment Ability 7]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 20th|| align=&amp;quot;left&amp;quot; |  -&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
====Ex-Aligned Warriors====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Aligned Warrior====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aligned Warriors in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|A god of law, you say? That's funny. I bet it'd be funnier if killed you and made you into a fleshy pinata. Filled with delicious candy. |4=, Smarglabad the Insane, Chaotic Good Cleric/Aligned Warrior (fighting Aldran, minor lawful evil diety.}}&lt;br /&gt;
&lt;br /&gt;
Good and Lawful Aligned Warriors tend to be&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Aligned Warrior Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in Knowledge (Religon) can research Aligned Warrior 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ Knowledge (Religon&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;
| 11 || class=&amp;quot;left&amp;quot; | Aligned Warriors are fighters with extremely strong convictions in a certain alignment.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | Aligned Warriors tend to also be clerics or are devoutly religious.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | Aligned Warriors can potentially learn to inspire allies, destroy enemies, create huge avatars of pure energy and cast magic, but can only master a few.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | If the check goes beyond this, give information on any relevant Aligned Warriors (such as approx. level/ability).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aligned Warriors in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|January 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|January 2013}}&lt;br /&gt;
{{Prestige Class Stub|January 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:AEXIII%27s_Death_Knight_(3.5e_Prestige_Class)</id>
		<title>Talk:AEXIII's Death Knight (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:AEXIII%27s_Death_Knight_(3.5e_Prestige_Class)"/>
				<updated>2013-01-14T23:48:56Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot;The notice that says flavor is lacking should be removed...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The notice that says flavor is lacking should be removed...&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)</id>
		<title>Aligned Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-01-14T23:32:56Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Aligned Warrior==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|When you let go of all that is against you in the world and all that is wrong, the power of goodness will drive you to destroy evil.&lt;br /&gt;
|orig= Alexander the Pure, human cleric/Aligned Warrior&lt;br /&gt;
|src= Order of the Just, (Good)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Aligned&lt;br /&gt;
&lt;br /&gt;
===Becoming a Aligned Warrior===&lt;br /&gt;
&lt;br /&gt;
Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonneutral.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Ability to cast 1st level Domain spells.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Any non-neutral diety.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Any alignment domain (Good, Law, Chaos, Evil).&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Your DM must confirm that you are sufficiently &amp;quot;polarized&amp;quot; (almost entirely following one alignment).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d&amp;lt;-die size-&amp;gt;&amp;lt;/p&amp;gt;&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; | [[#Spellcasting|Spellcasting]]&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;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Bluff_Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]),[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (religon) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), and [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Epic level&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
The Aligned Warrior's abilities improve his fighting prowess, especially against enemies with opposed alignments. Aligned warriors can also inspire allies, cast spells, and make themselves extraordinarily strong for short periods. All of the following are class features of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming am Aligned Warrior, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level.  Your bonus spells are based on the same ability.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Aligned Equipment}} ([[Su]]):''' After level 2 or 3, you can choose one weapon and one armor to become charged with your alignment. Weapons gain [[SRD:Holy]], [[SRD:Axiomatic]], [[SRD:Anarchic]] and/or [[SRD:Unholy]] as if enchanted normally (a +2 enchantment bonus), and  armors grant the effects of a Protection against (Alignment) spell (a +2 enchantment bonus), and becomes Circle Against (Alignment) at +3 and (Alignment) Aura at +4. However, no weapon or armor can have more than a +10 total effective bonus, so this class-granted bonus cannot be added to a weapon or armor if the addition would increase the weapon or armor's total effective bonus above +10. This class-granted bonus works only for the aligned warrior when wielding her chosen melee weapon. In addition, your weapon gains a bonus to attack and damage rolls when fighting enemies with opposing alignments equal to the shown ability bonus. If your opponent's alignment is opposing in 2 ways, you only get these benefits once, but against an opponent who has an alignment that is both the same in one way but different in another(Lawful-Chaotic and Good-Evil) the bonus is negated. You continue to gain attack and damage roll bonuses in epic levels, and also gain +1 to AC and saves against opposed alignments in epic levels.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Alignment Ability}} ([[Su]]):''' At level 1 and every 3 levels after, the Aligned Warrior gains an ability that will help defeat opposing enemies. In epic levels, you continue to gain alignment abilities every 3 levels. At 10th level you automatically gain Alignment Mastery in addition to another ability, and gain another bonus from it at 20th level.&lt;br /&gt;
&lt;br /&gt;
''Favored Target:'' You gain a bonus against opposed alignments as a Ranger gains a bonus against their [[SRD:Ranger#Favored_Enemy|Favored Enemy]]. The Aligned Warrior gains a +2 bonus on Bluff, Listen, and Sense Motive checks when using these skills against creatures of this alignment. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.&lt;br /&gt;
&lt;br /&gt;
''Feat:'' An Aligned Warrior can take a bonus feat in place of an ability.&lt;br /&gt;
&lt;br /&gt;
''Domain Spells:'' You get an extra casting of each Domain Spell you know. This ability requires Alignment Warrior level 4. You can take this ability more than once, and it's effects stack, granting another cast of each spell each time.&lt;br /&gt;
&lt;br /&gt;
''Smite Alignment:'' You can attack enemies aligned against you as a Paladin [[SRD:Paladin#Smite_Evil|smites evil]] 2 times a day. You add your Intelligence/Wisdom bonus (if any) to your attack roll and deal 1 extra point of damage per Aligned Warrior level. If the Aligned Warrior accidentally smites a creature that is not opposing her alignment, the smite has no effect, but the ability is still used up for that day. This ability requires Alignment Warrior level 4. You can take this ability more than once, gaining 2 more smites a day each time. This ability requires Alignment Warrior level 4.&lt;br /&gt;
&lt;br /&gt;
''Aligned Body:'' You gain either the [[SRD:Celestial_Creature|Celestial Creature]] template or the [[SRD:Fiendish_Creature|Fiendish Creature]] template without the level adjustment. This ability requires Alignment Warrior level 7.&lt;br /&gt;
&lt;br /&gt;
''Inspiring Aura:'' Those around you feel your conviction and can be shocked and inspired by it. Once per Aligned Warrior level per day, allies of the same alignment gain bonuses as if affected by all bard songs that would be available to a bard of the same level. This ability requires Alignment Warrior level 7.&lt;br /&gt;
&lt;br /&gt;
''Awesome Avatar:'' Once per day as a free action you can create a Huge avatar of you made of aligned energy that fights as you do. It appears either as chaotically swirling or like a suit of plate mail in black or white energy. You are in the center of the avatar (floating in a 5 ft cube) and cannot use any items but your weapons and armor, and can only interact with the world through your avatar (unless your enemies are not of opposing alignment, in which case your avatar does nothing but keep you 5 feet off the ground. Your avatar's statistics are yours, except it gains +8 strength, +4 dexterity and makes you immune to opposing spells. Your avatar's weapons and armor is identicle to yours except that it gains +5 to attack and damage rolls against opposed alignments and your armor gets the same bonus to AC. Your avatar has DR 15/(opposing alignment) and fades in 1 hour/level or when it takes your health in damage. You control every movement of your avatar and move with until it is destroyed. This ability requires Alignment Warrior level 10. You can take this ability more than once, gaining one more use per day each time.&lt;br /&gt;
&lt;br /&gt;
'''Bonus [[SRD:Feats (Creature Statistic)|Feats:]]''' The epic Aligned Warrior gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Aligned Warrior [[SRD:Feats|feats]])every 4 levels after 10th level.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Spells|Spells]]:''' An Aligned Warrior continues to gain divine casting levels and domain spells in the same way they did in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;   &lt;br /&gt;
|-&lt;br /&gt;
! Level   !! align=&amp;quot;left&amp;quot; |  Special&lt;br /&gt;
|-&lt;br /&gt;
| 11th|| align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Armor +5]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 12th  || align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Weapon +5]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th|| align=&amp;quot;left&amp;quot; |  [[#Alignment Ability|Alignment Ability 5]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 14th  || align=&amp;quot;left&amp;quot; |  Bonus [[SRD:Feats|feat]], [[#Aligned Equipment|Aligned Armor +6]]&lt;br /&gt;
|-&lt;br /&gt;
| 15th|| align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Weapon +6]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 16th|| align=&amp;quot;left&amp;quot; |  [[#Alignment Ability|Alignment Ability 6]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th|| align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Armor +7]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 18th  || align=&amp;quot;left&amp;quot; |  Bonus [[SRD:Feats|feat]], [[#Aligned Equipment|Aligned Weapon +7]]&lt;br /&gt;
|-&lt;br /&gt;
| 19th|| align=&amp;quot;left&amp;quot; |  [[#Alignment Ability|Alignment Ability 7]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 20th|| align=&amp;quot;left&amp;quot; |  -&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
| 11 || class=&amp;quot;left&amp;quot; | Alignment Warriors are fighters with extremely strong convictions in a certain alignment.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | Alignment Warriors tend to also be clerics.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|January 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|January 2013}}&lt;br /&gt;
{{Prestige Class Stub|January 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)</id>
		<title>Aligned Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-01-14T05:15:15Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Aligned Warrior==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|When you let go of all that is against you in the world and all that is wrong, the power of goodness will drive you to destroy evil.&lt;br /&gt;
|orig= Alexander the Pure, human cleric/Aligned Warrior&lt;br /&gt;
|src= Order of the Just, (Good)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Aligned&lt;br /&gt;
&lt;br /&gt;
===Becoming a Aligned Warrior===&lt;br /&gt;
&lt;br /&gt;
Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonneutral.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Ability to cast 1st level Domain spells.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Any non-neutral diety.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Any alignment domain (Good, Law, Chaos, Evil).&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Your DM must confirm that you are sufficiently &amp;quot;polarized&amp;quot; (almost entirely following one alignment).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d&amp;lt;-die size-&amp;gt;&amp;lt;/p&amp;gt;&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; | [[#Spellcasting|Spellcasting]]&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;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Bluff_Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]),[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (religon) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), and [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Epic level&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
The Aligned Warrior's abilities improve his fighting prowess, especially against enemies with opposed alignments. Aligned warriors can also inspire allies, cast spells, and make themselves extraordinarily strong for short periods. All of the following are class features of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming am Aligned Warrior, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level.  Your bonus spells are based on the same ability.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Aligned Equipment}} ([[Su]]):''' After level 2 or 3, you can choose one weapon and one armor to become charged with your alignment. Weapons gain [[SRD:Holy]], [[SRD:Axiomatic]], [[SRD:Anarchic]] and/or [[SRD:Unholy]] as if enchanted normally (a +2 enchantment bonus), and  armors grant the effects of a Protection against (Alignment) spell (a +2 enchantment bonus), and becomes Circle Against (Alignment) at +3 and (Alignment) Aura at +4. However, no weapon or armor can have more than a +10 total effective bonus, so this class-granted bonus cannot be added to a weapon or armor if the addition would increase the weapon or armor's total effective bonus above +10. This class-granted bonus works only for the aligned warrior when wielding her chosen melee weapon. In addition, your weapon gains a bonus to attack and damage rolls when fighting enemies with opposing alignments equal to the shown ability bonus. If your opponent's alignment is opposing in 2 ways, you only get these benefits once, but against an opponent who has an alignment that is both the same in one way but different in another(Lawful-Chaotic and Good-Evil) the bonus is negated. You continue to gain attack and damage roll bonuses in epic levels, and also gain +1 to AC and saves against opposed alignments in epic levels.&lt;br /&gt;
&lt;br /&gt;
'''{{Alignment Ability}} ([[Su]]):''' At level 1 and every 3 levels after, the Aligned Warrior gains an ability that will help defeat opposing enemies. In epic levels, you continue to gain alignment abilities every 3 levels. At 10th level you automatically gain Alignment Mastery in addition to another ability, and gain another bonus from it at 20th level.&lt;br /&gt;
&lt;br /&gt;
''Favored Target:'' You gain a bonus against opposed alignments as a Ranger gains a bonus against their [[SRD:Ranger#Favored_Enemy|Favored Enemy]]. The Aligned Warrior gains a +2 bonus on Bluff, Listen, and Sense Motive checks when using these skills against creatures of this alignment. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.&lt;br /&gt;
&lt;br /&gt;
''Feat:'' An Aligned Warrior can take a bonus feat in place of an ability.&lt;br /&gt;
&lt;br /&gt;
''Domain Spells:'' You get an extra casting of each Domain Spell you know. This ability requires Alignment Warrior level 4. You can take this ability more than once, and it's effects stack, granting another cast of each spell each time.&lt;br /&gt;
&lt;br /&gt;
''Smite Alignment:'' You can attack enemies aligned against you as a Paladin [[SRD:Paladin#Smite_Evil|smites evil]] 2 times a day. You add your Intelligence/Wisdom bonus (if any) to your attack roll and deal 1 extra point of damage per Aligned Warrior level. If the Aligned Warrior accidentally smites a creature that is not opposing her alignment, the smite has no effect, but the ability is still used up for that day. This ability requires Alignment Warrior level 4. You can take this ability more than once, gaining 2 more smites a day each time. This ability requires Alignment Warrior level 4.&lt;br /&gt;
&lt;br /&gt;
''Aligned Body:'' You gain either the [[SRD:Celestial_Creature|Celestial Creature]] template or the [[SRD:Fiendish_Creature|Fiendish Creature]] template without the level adjustment. This ability requires Alignment Warrior level 7.&lt;br /&gt;
&lt;br /&gt;
''Inspiring Aura:'' Those around you feel your conviction and can be shocked and inspired by it. Once per Aligned Warrior level per day, allies of the same alignment gain bonuses as if affected by all bard songs that would be available to a bard of the same level. This ability requires Alignment Warrior level 7.&lt;br /&gt;
&lt;br /&gt;
''Awesome Avatar:'' Once per day as a free action you can create a Huge avatar of you made of aligned energy that fights as you do. It appears either as chaotically swirling or like a suit of plate mail in black or white energy. You are in the center of the avatar (floating in a 5 ft cube) and cannot use any items but your weapons and armor, and can only interact with the world through your avatar (unless your enemies are not of opposing alignment, in which case your avatar does nothing but keep you 5 feet off the ground. Your avatar's statistics are yours, except it gains +8 strength, +4 dexterity and makes you immune to opposing spells. Your avatar's weapons and armor is identicle to yours except that it gains +5 to attack and damage rolls against opposed alignments and your armor gets the same bonus to AC. Your avatar has DR 15/(opposing alignment) and fades in 1 hour/level or when it takes your health in damage. You control every movement of your avatar and move with until it is destroyed. This ability requires Alignment Warrior level 10. You can take this ability more than once, gaining one more use per day each time.&lt;br /&gt;
&lt;br /&gt;
'''Bonus [[SRD:Feats (Creature Statistic)|Feats:]]''' The epic Aligned Warrior gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Aligned Warrior [[SRD:Feats|feats]])every 4 levels after 10th level.&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Spells|Spells]]:''' An Aligned Warrior continues to gain divine casting levels and domain spells in the same way they did in pre-epic levels.&lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;   &lt;br /&gt;
|-&lt;br /&gt;
! Level   !! align=&amp;quot;left&amp;quot; |  Special&lt;br /&gt;
|-&lt;br /&gt;
| 11th|| align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Armor +5]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 12th  || align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Weapon +5]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th|| align=&amp;quot;left&amp;quot; |  [[#Alignment Ability|Alignment Ability 5]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 14th  || align=&amp;quot;left&amp;quot; |  Bonus [[SRD:Feats|feat]], [[#Aligned Equipment|Aligned Armor +6]]&lt;br /&gt;
|-&lt;br /&gt;
| 15th|| align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Weapon +6]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 16th|| align=&amp;quot;left&amp;quot; |  [[#Alignment Ability|Alignment Ability 6]]&lt;br /&gt;
|-&lt;br /&gt;
| 17th|| align=&amp;quot;left&amp;quot; |  [[#Aligned Equipment|Aligned Armor +7]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 18th  || align=&amp;quot;left&amp;quot; |  Bonus [[SRD:Feats|feat]], [[#Aligned Equipment|Aligned Weapon +7]]&lt;br /&gt;
|-&lt;br /&gt;
| 19th|| align=&amp;quot;left&amp;quot; |  [[#Alignment Ability|Alignment Ability 7]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 20th|| align=&amp;quot;left&amp;quot; |  -&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
| 11 || class=&amp;quot;left&amp;quot; | Alignment Warriors are fighters with extremely strong convictions in a certain alignment.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | Alignment Warriors tend to also be clerics.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|January 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|January 2013}}&lt;br /&gt;
{{Prestige Class Stub|January 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)</id>
		<title>Aligned Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-01-14T03:32:55Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Aligned Warrior==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|When you let go of all that is against you in the world and all that is wrong, the power of goodness will drive you to destroy evil.&lt;br /&gt;
|orig= Alexander the Pure, human cleric/Aligned Warrior&lt;br /&gt;
|src= Order of the Just, (Good)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Aligned&lt;br /&gt;
&lt;br /&gt;
===Becoming a Aligned Warrior===&lt;br /&gt;
&lt;br /&gt;
Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonneutral.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Ability to cast 1st level Domain spells.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Any non-neutral diety.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Any alignment domain (Good, Law, Chaos, Evil).&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Your DM must confirm that you are sufficiently &amp;quot;polarized&amp;quot; (almost entirely following one alignment).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d&amp;lt;-die size-&amp;gt;&amp;lt;/p&amp;gt;&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; | [[#Spellcasting|Spellcasting]]&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;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +4]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Mastery]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 for determining domain spells for your alignment's domain&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Bluff_Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]),[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (religon) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), and [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Epic level&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
The Aligned Warrior's abilities improve his fighting prowess, especially against enemies with opposed alignments. Aligned warriors can also inspire allies, cast spells, and make themselves extraordinarily strong for short periods. All of the following are class features of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming am Aligned Warrior, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level.  Your bonus spells are based on the same ability.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Aligned Equipment}} ([[Su]]):''' After level 2 or 3, you can choose one weapon and one armor to become charged with your alignment. Weapons gain [[SRD:Holy]], [[SRD:Axiomatic]], [[SRD:Anarchic]] and/or [[SRD:Unholy]] as if enchanted normally (a +2 enchantment bonus), and  armors grant the effects of a Protection against (Alignment) spell (a +2 enchantment bonus), and becomes Circle Against (Alignment) at +3 and (Alignment) Aura at +4. However, no weapon or armor can have more than a +10 total effective bonus, so this class-granted bonus cannot be added to a weapon or armor if the addition would increase the weapon or armor's total effective bonus above +10. This class-granted bonus works only for the aligned warrior when wielding her chosen melee weapon. In addition, your weapon gains a bonus to attack and damage rolls when fighting enemies with opposing alignments equal to the shown ability bonus. If your opponent's alignment is opposing in 2 ways, you only get these benefits once, but against an opponent who has an alignment that is both the same in one way but different in another(Lawful-Chaotic and Good-Evil) the bonus is negated.&lt;br /&gt;
&lt;br /&gt;
'''{{Alignment Ability}} ([[Su]]):''' At level 1 and every 3 levels after, the Aligned Warrior gains an ability that will help defeat opposing enemies.&lt;br /&gt;
&lt;br /&gt;
''Favored Target:'' You gain a bonus against opposed alignments as a Ranger gains a bonus against their [[SRD:Ranger#Favored_Enemy|Favored Enemy]]. The Aligned Warrior gains a +2 bonus on Bluff, Listen, and Sense Motive checks when using these skills against creatures of this alignment. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.&lt;br /&gt;
&lt;br /&gt;
''Smite Alignment:'' You can attack enemies aligned against you as a Paladin [[SRD:Paladin#Smite_Evil|smites evil]] 2 times a day. You add your Intelligence/Wisdom bonus (if any) to your attack roll and deal 1 extra point of damage per Aligned Warrior level. If the Aligned Warrior accidentally smites a creature that is not opposing her alignment, the smite has no effect, but the ability is still used up for that day. You can take this ability more than once, gaining 2 more smites a day each time.&lt;br /&gt;
&lt;br /&gt;
''Domain Spells:'' You get an extra casting of each Domain Spell you know. Requires Alignment Warrior level 4. You can take this ability more than once, and it's effects stack, granting another cast of each spell each time.&lt;br /&gt;
&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; feats) every &amp;lt;-# of levels-&amp;gt; levels after &amp;lt;-usually the last non epic level-&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
| 11 || 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;
| 16 || 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;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|January 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|January 2013}}&lt;br /&gt;
{{Prestige Class Stub|January 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)</id>
		<title>Aligned Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-01-13T23:46:54Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;-class name-&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|When you let go of all that is against you in the world and all that is wrong, the power of goodness well drive you foward.&lt;br /&gt;
|orig= Alexander the Pure, human cleric/Aligned Warrior&lt;br /&gt;
|src= Order of the Just, (Good)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Alligned&lt;br /&gt;
&lt;br /&gt;
===Becoming a Aligned Warrior===&lt;br /&gt;
&lt;br /&gt;
Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonneutral.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Ability to cast 1st level divine spells.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Any non-neutral diety.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Any alignment domain (Good, Law, Chaos, Evil).&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Your DM must confirm that you are sufficiently &amp;quot;polarized&amp;quot; (almost entirely following one alignment).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d&amp;lt;-die size-&amp;gt;&amp;lt;/p&amp;gt;&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; | [[#Spellcasting|Spellcasting]]&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;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +6 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +7 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +8 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +9 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +10 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Mastery]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Bluff_Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]),[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (religon) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), and [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Epic level&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-fluff about class features;  class features should be listed in the order which they are gained.  Abilities gained at the same level should be listed alphabetically-&amp;gt;.  All of the following are class features of the &amp;lt;-class name-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one &amp;lt;-divine? arcane? prepared? spontaneous?-&amp;gt; spellcasting class before becoming a &amp;lt;-class name-&amp;gt;, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level.  Your bonus spells are based on the same ability.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-extraordinary class feature-&amp;gt;}} ([[Ex]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-psi-like class feature-&amp;gt;}}'' ([[Ps]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-spell-like class feature-&amp;gt;}}'' ([[Sp]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-supernatural class feature-&amp;gt;}} ([[Su]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; feats) every &amp;lt;-# of levels-&amp;gt; levels after &amp;lt;-usually the last non epic level-&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
| 11 || 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;
| 16 || 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;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|January 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|January 2013}}&lt;br /&gt;
{{Prestige Class Stub|January 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)</id>
		<title>Aligned Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-01-13T23:43:10Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;-class name-&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|When you let go of all that is against you in the world and all that is wrong, the power of goodness well drive you foward.&lt;br /&gt;
|orig= Alexander the Pure, human cleric/Aligned Warrior&lt;br /&gt;
|src= Order of the Just, (Good)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Alligned&lt;br /&gt;
&lt;br /&gt;
===Becoming a Aligned Warrior===&lt;br /&gt;
&lt;br /&gt;
Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonneutral.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Ability to cast 1st level divine spells.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Any non-neutral diety.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Any alignment domain (Good, Law, Chaos, Evil).&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Your DM must confirm that you are sufficiently &amp;quot;polarized&amp;quot; (almost entirely following one alignment).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d&amp;lt;-die size-&amp;gt;&amp;lt;/p&amp;gt;&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;
|- {{#vardefine:odd|0}}&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 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +6 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +7 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +8 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +9 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +10 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Mastery]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Bluff_Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]),[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (religon) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), and [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Epic level&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-fluff about class features;  class features should be listed in the order which they are gained.  Abilities gained at the same level should be listed alphabetically-&amp;gt;.  All of the following are class features of the &amp;lt;-class name-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one &amp;lt;-divine? arcane? prepared? spontaneous?-&amp;gt; spellcasting class before becoming a &amp;lt;-class name-&amp;gt;, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level.  Your bonus spells are based on the same ability.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-extraordinary class feature-&amp;gt;}} ([[Ex]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-psi-like class feature-&amp;gt;}}'' ([[Ps]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-spell-like class feature-&amp;gt;}}'' ([[Sp]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-supernatural class feature-&amp;gt;}} ([[Su]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; feats) every &amp;lt;-# of levels-&amp;gt; levels after &amp;lt;-usually the last non epic level-&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
| 11 || 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;
| 16 || 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;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|January 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|January 2013}}&lt;br /&gt;
{{Prestige Class Stub|January 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)</id>
		<title>Aligned Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-01-13T23:42:19Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;-class name-&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|When you let go of all that is against you in the world and all that is wrong, the power of goodness well drive you foward.&lt;br /&gt;
|orig= Alexander the Pure, human cleric/Aligned Warrior&lt;br /&gt;
|src= Order of the Just, (Good)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Alligned&lt;br /&gt;
&lt;br /&gt;
===Becoming a Aligned Warrior===&lt;br /&gt;
&lt;br /&gt;
Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonneutral.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Ability to cast 1st level divine spells.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Any non-neutral diety.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Any alignment domain (Good, Law, Chaos, Evil).&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Your DM must confirm that you are sufficiently &amp;quot;polarized&amp;quot; (almost entirely following one alignment).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d&amp;lt;-die size-&amp;gt;&amp;lt;/p&amp;gt;&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;
|- {{#vardefine:odd|0}}&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 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|6th |class=&amp;quot;left&amp;quot; | +6 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|7th |class=&amp;quot;left&amp;quot; | +7 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|8th |class=&amp;quot;left&amp;quot; | +8 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|9th |class=&amp;quot;left&amp;quot; | +9 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|10th |class=&amp;quot;left&amp;quot; | +10 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Mastery]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Bluff_Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]),[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (religon) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), and [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Epic level&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-fluff about class features;  class features should be listed in the order which they are gained.  Abilities gained at the same level should be listed alphabetically-&amp;gt;.  All of the following are class features of the &amp;lt;-class name-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one &amp;lt;-divine? arcane? prepared? spontaneous?-&amp;gt; spellcasting class before becoming a &amp;lt;-class name-&amp;gt;, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level.  Your bonus spells are based on the same ability.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-extraordinary class feature-&amp;gt;}} ([[Ex]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-psi-like class feature-&amp;gt;}}'' ([[Ps]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-spell-like class feature-&amp;gt;}}'' ([[Sp]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-supernatural class feature-&amp;gt;}} ([[Su]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; feats) every &amp;lt;-# of levels-&amp;gt; levels after &amp;lt;-usually the last non epic level-&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
| 11 || 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;
| 16 || 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;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|January 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|January 2013}}&lt;br /&gt;
{{Prestige Class Stub|January 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)</id>
		<title>Aligned Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-01-13T23:35:12Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;-class name-&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|When you let go of all that is against you in the world and all that is wrong, the power of goodness well drive you foward.&lt;br /&gt;
|orig= Alexander the Pure, human cleric/Aligned Warrior&lt;br /&gt;
|src= Order of the Just, (Good)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Alligned&lt;br /&gt;
&lt;br /&gt;
===Becoming a Aligned Warrior===&lt;br /&gt;
&lt;br /&gt;
Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonneutral.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Ability to cast 1st level divine spells.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Any non-neutral diety.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Any alignment domain (Good, Law, Chaos, Evil).&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Your DM must confirm that you are sufficiently &amp;quot;polarized&amp;quot; (almost entirely following one alignment).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d&amp;lt;-die size-&amp;gt;&amp;lt;/p&amp;gt;&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;
|- {{#vardefine:odd|0}}&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 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +6 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +7 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +8 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +9 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +10 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Mastery]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Bluff_Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]),[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (religon) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), and [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Epic level&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-fluff about class features;  class features should be listed in the order which they are gained.  Abilities gained at the same level should be listed alphabetically-&amp;gt;.  All of the following are class features of the &amp;lt;-class name-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one &amp;lt;-divine? arcane? prepared? spontaneous?-&amp;gt; spellcasting class before becoming a &amp;lt;-class name-&amp;gt;, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level.  Your bonus spells are based on the same ability.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-extraordinary class feature-&amp;gt;}} ([[Ex]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-psi-like class feature-&amp;gt;}}'' ([[Ps]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-spell-like class feature-&amp;gt;}}'' ([[Sp]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-supernatural class feature-&amp;gt;}} ([[Su]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; feats) every &amp;lt;-# of levels-&amp;gt; levels after &amp;lt;-usually the last non epic level-&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
| 11 || 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;
| 16 || 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;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|January 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|January 2013}}&lt;br /&gt;
{{Prestige Class Stub|January 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)</id>
		<title>Aligned Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-01-13T23:14:30Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;-class name-&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|When you let go of all that is against you in the world and all that is wrong, the power of goodness well drive you foward.&lt;br /&gt;
|orig= Alexander the Pure, human cleric/Aligned Warrior&lt;br /&gt;
|src= Order of the Just, (Good)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Alligned&lt;br /&gt;
&lt;br /&gt;
===Becoming a Aligned Warrior===&lt;br /&gt;
&lt;br /&gt;
Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonneutral.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Ability to cast 1st level divine spells.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Any non-neutral diety.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Any alignment domain (Good, Law, Chaos, Evil).&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Your DM must confirm that you are sufficiently &amp;quot;polarized&amp;quot; (almost entirely following one alignment).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d&amp;lt;-die size-&amp;gt;&amp;lt;/p&amp;gt;&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; | [[#Spellcasting|Spellcasting]] or [[#Manifesting|Manifesting]]&amp;lt;!-- for classes that build on pre-existing spellcasting/manifesting ability--&amp;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 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || +6 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || +7 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || +8 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || +9 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +3]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || +10 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Mastery]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (2 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Bluff_Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]),[[SRD:Autohypnosis Skill|Autohypnosis]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (religon) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), and [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Epic level&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-fluff about class features;  class features should be listed in the order which they are gained.  Abilities gained at the same level should be listed alphabetically-&amp;gt;.  All of the following are class features of the &amp;lt;-class name-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one &amp;lt;-divine? arcane? prepared? spontaneous?-&amp;gt; spellcasting class before becoming a &amp;lt;-class name-&amp;gt;, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level.  Your bonus spells are based on the same ability.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-extraordinary class feature-&amp;gt;}} ([[Ex]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-psi-like class feature-&amp;gt;}}'' ([[Ps]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-spell-like class feature-&amp;gt;}}'' ([[Sp]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-supernatural class feature-&amp;gt;}} ([[Su]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; feats) every &amp;lt;-# of levels-&amp;gt; levels after &amp;lt;-usually the last non epic level-&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
| 11 || 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;
| 16 || 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;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|January 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|January 2013}}&lt;br /&gt;
{{Prestige Class Stub|January 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)</id>
		<title>Aligned Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-01-13T01:50:08Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;-class name-&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|When you let go of all that is against you in the world and all that is wrong, the power of goodness well drive you foward.&lt;br /&gt;
|orig= Alexander the Pure, human cleric/Aligned Warrior&lt;br /&gt;
|src= Order of the Just, (Good)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Alligned&lt;br /&gt;
&lt;br /&gt;
===Becoming a Aligned Warrior===&lt;br /&gt;
&lt;br /&gt;
Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonneutral.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Ability to cast 1st level divine spells.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Any non-neutral diety.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Any alignment domain (Good, Law, Chaos, Evil).&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Your DM must confirm that you are sufficiently &amp;quot;polarized&amp;quot; (almost entirely following one alignment).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d&amp;lt;-die size-&amp;gt;&amp;lt;/p&amp;gt;&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; | [[#Spellcasting|Spellcasting]] or [[#Manifesting|Manifesting]]&amp;lt;!-- for classes that build on pre-existing spellcasting/manifesting ability--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&amp;lt;!-- for classes that have their own spellcasting progression--&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Power Points/Day|Power&amp;lt;br/&amp;gt;Points/Day]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Powers Known|Powers&amp;lt;br/&amp;gt;Known]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Maximum Power Level Known|Maximum Power&amp;lt;br/&amp;gt;Level Known]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (&amp;lt;-skill points-&amp;gt; + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;-list of class skills-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] &amp;lt;-class name-&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! Level || Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-fluff about class features;  class features should be listed in the order which they are gained.  Abilities gained at the same level should be listed alphabetically-&amp;gt;.  All of the following are class features of the &amp;lt;-class name-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one &amp;lt;-divine? arcane? prepared? spontaneous?-&amp;gt; spellcasting class before becoming a &amp;lt;-class name-&amp;gt;, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level.  Your bonus spells are based on the same ability.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: &amp;lt;-class name-&amp;gt; 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;
|-&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 || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
&amp;lt;!-- repeat as necessary --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Power Points/Day}}:''' Your ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] you have available. Your base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: The &amp;lt;-class name-&amp;gt;|Table: The &amp;lt;-class name-&amp;gt;]]. In addition, you receive bonus [[SRD:Power Points|power points]] per day if you have a high &amp;lt;-relevant ability-&amp;gt; score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). Your race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items.  Your power points and bonus power points at each level do not increase automatically after 10th level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Powers Known}}:''' You begin play knowing X &amp;lt;-class name-&amp;gt; powers of your choice.  Each time you achieve a new level, you unlock the power of a new power.  You can manifest any power that has a power point cost equal to or lower than your manifester level.&lt;br /&gt;
&lt;br /&gt;
The total number of powers you can manifest in a day is limited only by your daily power points.&lt;br /&gt;
&lt;br /&gt;
You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.&lt;br /&gt;
&lt;br /&gt;
The Difficulty Class for saving throws against &amp;lt;-class name-&amp;gt; powers is 10 + the power's level + your &amp;lt;-abbreviated relevant ability-&amp;gt; modifier.&lt;br /&gt;
&lt;br /&gt;
Your powers known at each level do not increase automatically after 10th level.&lt;br /&gt;
&lt;br /&gt;
You choose your powers from the following list (Exception: The [[SRD:Expanded Knowledge|Expanded Knowledge]] and [[SRD:Epic Expanded Knowledge|Epic Expanded Knowledge]] feats allow you to learn powers from the lists of other classes.):&lt;br /&gt;
&lt;br /&gt;
1st&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
2nd&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
3rd&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
4th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
5th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
6th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
7th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
8th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
9th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Maximum Power Level Known}}:''' This column determines the highest level power you can learn at this level.&lt;br /&gt;
&lt;br /&gt;
To learn or manifest a power, you must have an &amp;lt;-relevant ability-&amp;gt; score of at least 10 + the power’s level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-extraordinary class feature-&amp;gt;}} ([[Ex]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-psi-like class feature-&amp;gt;}}'' ([[Ps]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-spell-like class feature-&amp;gt;}}'' ([[Sp]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-supernatural class feature-&amp;gt;}} ([[Su]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-class feature-&amp;gt;}}:''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''{{#anc:&amp;lt;-subclass feature-&amp;gt;}} &amp;lt;-&amp;quot;(Ex)&amp;quot;, &amp;quot;(Su)&amp;quot;, &amp;quot;(Sp)&amp;quot;, or &amp;quot;(Ps)&amp;quot; if applicable.-&amp;gt;:'' See the archmage's &amp;quot;High Arcana&amp;quot; for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana-&amp;gt;}} &amp;lt;-subclass feature game rule information-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat as necessary.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feats}}:''' &amp;lt;- any bonus feats gained in pre-epic levels-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; feats) every &amp;lt;-# of levels-&amp;gt; levels after &amp;lt;-usually the last non epic level-&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
| 11 || 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;
| 16 || 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;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|January 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|January 2013}}&lt;br /&gt;
{{Prestige Class Stub|January 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)</id>
		<title>Aligned Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-01-13T01:48:47Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;-class name-&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|When you let go of all that is against you in the world and all that is wrong, the power of goodness well drive you foward.&lt;br /&gt;
|orig= Alexander the Pure, human cleric/Aligned Warrior&lt;br /&gt;
|src= Order of the Just, (Good)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Alligned&lt;br /&gt;
&lt;br /&gt;
===Becoming a Aligned Warrior===&lt;br /&gt;
&lt;br /&gt;
Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonneutral.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Ability to cast 1st level divine spells.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Any non-neutral diety.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Any alignment domain (Good, Law, Chaos, Evil).&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Your DM must confirm that you are sufficiently &amp;quot;polarized&amp;quot; (almost entirely following one alignment).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d&amp;lt;-die size-&amp;gt;&amp;lt;/p&amp;gt;&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; | [[#Spellcasting|Spellcasting]] or [[#Manifesting|Manifesting]]&amp;lt;!-- for classes that build on pre-existing spellcasting/manifesting ability--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&amp;lt;!-- for classes that have their own spellcasting progression--&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Power Points/Day|Power&amp;lt;br/&amp;gt;Points/Day]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Powers Known|Powers&amp;lt;br/&amp;gt;Known]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Maximum Power Level Known|Maximum Power&amp;lt;br/&amp;gt;Level Known]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (&amp;lt;-skill points-&amp;gt; + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;-list of class skills-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] &amp;lt;-class name-&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! Level || Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-fluff about class features;  class features should be listed in the order which they are gained.  Abilities gained at the same level should be listed alphabetically-&amp;gt;.  All of the following are class features of the &amp;lt;-class name-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one &amp;lt;-divine? arcane? prepared? spontaneous?-&amp;gt; spellcasting class before becoming a &amp;lt;-class name-&amp;gt;, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level.  Your bonus spells are based on the same ability.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: &amp;lt;-class name-&amp;gt; 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;
|-&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 || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
&amp;lt;!-- repeat as necessary --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Power Points/Day}}:''' Your ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] you have available. Your base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: The &amp;lt;-class name-&amp;gt;|Table: The &amp;lt;-class name-&amp;gt;]]. In addition, you receive bonus [[SRD:Power Points|power points]] per day if you have a high &amp;lt;-relevant ability-&amp;gt; score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). Your race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items.  Your power points and bonus power points at each level do not increase automatically after 10th level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Powers Known}}:''' You begin play knowing X &amp;lt;-class name-&amp;gt; powers of your choice.  Each time you achieve a new level, you unlock the power of a new power.  You can manifest any power that has a power point cost equal to or lower than your manifester level.&lt;br /&gt;
&lt;br /&gt;
The total number of powers you can manifest in a day is limited only by your daily power points.&lt;br /&gt;
&lt;br /&gt;
You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.&lt;br /&gt;
&lt;br /&gt;
The Difficulty Class for saving throws against &amp;lt;-class name-&amp;gt; powers is 10 + the power's level + your &amp;lt;-abbreviated relevant ability-&amp;gt; modifier.&lt;br /&gt;
&lt;br /&gt;
Your powers known at each level do not increase automatically after 10th level.&lt;br /&gt;
&lt;br /&gt;
You choose your powers from the following list (Exception: The [[SRD:Expanded Knowledge|Expanded Knowledge]] and [[SRD:Epic Expanded Knowledge|Epic Expanded Knowledge]] feats allow you to learn powers from the lists of other classes.):&lt;br /&gt;
&lt;br /&gt;
1st&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
2nd&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
3rd&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
4th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
5th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
6th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
7th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
8th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
9th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Maximum Power Level Known}}:''' This column determines the highest level power you can learn at this level.&lt;br /&gt;
&lt;br /&gt;
To learn or manifest a power, you must have an &amp;lt;-relevant ability-&amp;gt; score of at least 10 + the power’s level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-extraordinary class feature-&amp;gt;}} ([[Ex]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-psi-like class feature-&amp;gt;}}'' ([[Ps]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-spell-like class feature-&amp;gt;}}'' ([[Sp]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-supernatural class feature-&amp;gt;}} ([[Su]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-class feature-&amp;gt;}}:''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''{{#anc:&amp;lt;-subclass feature-&amp;gt;}} &amp;lt;-&amp;quot;(Ex)&amp;quot;, &amp;quot;(Su)&amp;quot;, &amp;quot;(Sp)&amp;quot;, or &amp;quot;(Ps)&amp;quot; if applicable.-&amp;gt;:'' See the archmage's &amp;quot;High Arcana&amp;quot; for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana-&amp;gt;}} &amp;lt;-subclass feature game rule information-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat as necessary.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feats}}:''' &amp;lt;- any bonus feats gained in pre-epic levels-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; feats) every &amp;lt;-# of levels-&amp;gt; levels after &amp;lt;-usually the last non epic level-&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
| 11 || 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;
| 16 || 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;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|January 2013}}&lt;br /&gt;
{{Prestige Class Description Needed|January 2013}}&lt;br /&gt;
{{Prestige Class Stub|January 2013}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)</id>
		<title>Aligned Warrior (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Aligned_Warrior_(3.5e_Prestige_Class)"/>
				<updated>2013-01-13T01:47:19Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot;&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&amp;lt;nowiki&amp;gt; {{DnD Prestige Class Infobox |img= |imgloc= |imgsize= |imgcaption= |rating_power= |raters_powe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- REMOVE THIS ENTIRE LINE (and only this line) BEFORE YOU SAVE!!! --&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{DnD Prestige 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=&amp;lt;!-- level of completion --&amp;gt;&lt;br /&gt;
|editing=&lt;br /&gt;
|type=&amp;lt;!-- What additional roles this class fits (see bottom; e.g. &amp;quot;Good Guy, Combat-Focused&amp;quot;) --&amp;gt;&lt;br /&gt;
|desc=&amp;lt;!-- Brief description of the PrC --&amp;gt;&lt;br /&gt;
|len=&amp;lt;!-- Number of levels this PrC has --&amp;gt;&lt;br /&gt;
|minlvl=&amp;lt;!-- Minimum number of levels a character has to have in order to meet the entry requirements --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;-class name-&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|When you let go of all that is against you in the world and all that is wrong, the power of goodness well drive you foward.&lt;br /&gt;
|orig= Alexander the Pure, human cleric/Aligned Warrior&lt;br /&gt;
|src= Order of the Just, (Good)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Alligned&lt;br /&gt;
&lt;br /&gt;
===Becoming a Aligned Warrior===&lt;br /&gt;
&lt;br /&gt;
Aligned Warriors are powerful front-line fighters with amazing abilities drawn from their alignment. TAn Aligned Warrior is slightly less durable than the average front-line fighter, but has excellent abilities that allow it to strike hard and avoid damage, along with gaining a small amount of spells.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Strength is a key ability for dealing high damage, and Dexterity allows you to maintain a good defense. The particular alignment's key casting statistic (Wisdom, Intelligence or Charisma) is important for characters focusing on the non-physical abilities of the Aligned Warrior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- remove or add requirements as necessary --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;d20 dragon monstats&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: larger; white-space: nowrap;&amp;quot; | Entry Requirements&lt;br /&gt;
|-&lt;br /&gt;
! Alignment:&lt;br /&gt;
| Any nonneutral.&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +6.&lt;br /&gt;
|-&lt;br /&gt;
! Spellcasting:&lt;br /&gt;
| Ability to cast 1st level divine spells.&lt;br /&gt;
|-&lt;br /&gt;
! Patron:&lt;br /&gt;
| Any non-neutral diety.&lt;br /&gt;
|-&lt;br /&gt;
! Domains:&lt;br /&gt;
| Any alignment domain (Good, Law, Chaos, Evil).&lt;br /&gt;
|-&lt;br /&gt;
! Special:&lt;br /&gt;
| Your DM must confirm that you are sufficiently &amp;quot;polarized&amp;quot; (almost entirely following one alignment).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The &amp;lt;-class name-&amp;gt;}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d&amp;lt;-die size-&amp;gt;&amp;lt;/p&amp;gt;&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|]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Spellcasting|Spellcasting]] or [[#Manifesting|Manifesting]]&amp;lt;!-- for classes that build on pre-existing spellcasting/manifesting ability--&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&amp;lt;!-- for classes that have their own spellcasting progression--&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Power Points/Day|Power&amp;lt;br/&amp;gt;Points/Day]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Powers Known|Powers&amp;lt;br/&amp;gt;Known]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Maximum Power Level Known|Maximum Power&amp;lt;br/&amp;gt;Level Known]]&lt;br /&gt;
|-&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Weapon +1]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 of existing divine spellcasting class&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alignment Ability|Alignment Ability 2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | -&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Aligned Equipment|Aligned Armor +2]]&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || + || + || + || +&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-class features gained at this level-&amp;gt;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &amp;lt;-effects of existing spellcasting at this level-&amp;gt; || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
| — || — || —&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (&amp;lt;-skill points-&amp;gt; + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;-list of class skills-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] &amp;lt;-class name-&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
! Level || Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 11th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 12th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 13th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 14th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 15th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 16th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 17th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 18th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 19th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 20th|| class=&amp;quot;left&amp;quot; | &amp;lt;-any improvements to class features gained at this level, including any bonus feats-&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-fluff about class features;  class features should be listed in the order which they are gained.  Abilities gained at the same level should be listed alphabetically-&amp;gt;.  All of the following are class features of the &amp;lt;-class name-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each odd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one &amp;lt;-divine? arcane? prepared? spontaneous?-&amp;gt; spellcasting class before becoming a &amp;lt;-class name-&amp;gt;, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' To cast a particular spell, you must have an Wisdom (for Good and Law) or Intelligence (for Evil and Chaos) score of at least 10 + the spell's level.  Your bonus spells are based on the same ability.  Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Int/Wis bonus (if any).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: &amp;lt;-class name-&amp;gt; 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;
|-&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 || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 2nd || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 3rd || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 4th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 5th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 6th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 7th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 8th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 9th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 10th || — || — || — || — || — || — || — || — || — || —&lt;br /&gt;
&amp;lt;!-- repeat as necessary --&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Power Points/Day}}:''' Your ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] you have available. Your base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: The &amp;lt;-class name-&amp;gt;|Table: The &amp;lt;-class name-&amp;gt;]]. In addition, you receive bonus [[SRD:Power Points|power points]] per day if you have a high &amp;lt;-relevant ability-&amp;gt; score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). Your race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items.  Your power points and bonus power points at each level do not increase automatically after 10th level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Powers Known}}:''' You begin play knowing X &amp;lt;-class name-&amp;gt; powers of your choice.  Each time you achieve a new level, you unlock the power of a new power.  You can manifest any power that has a power point cost equal to or lower than your manifester level.&lt;br /&gt;
&lt;br /&gt;
The total number of powers you can manifest in a day is limited only by your daily power points.&lt;br /&gt;
&lt;br /&gt;
You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.&lt;br /&gt;
&lt;br /&gt;
The Difficulty Class for saving throws against &amp;lt;-class name-&amp;gt; powers is 10 + the power's level + your &amp;lt;-abbreviated relevant ability-&amp;gt; modifier.&lt;br /&gt;
&lt;br /&gt;
Your powers known at each level do not increase automatically after 10th level.&lt;br /&gt;
&lt;br /&gt;
You choose your powers from the following list (Exception: The [[SRD:Expanded Knowledge|]] and [[SRD:Epic Expanded Knowledge|]] feats allow you to learn powers from the lists of other classes.):&lt;br /&gt;
&lt;br /&gt;
1st&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
2nd&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
3rd&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
4th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
5th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
6th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
7th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
8th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
9th&amp;amp;mdash;''&amp;lt;-this power-&amp;gt;'', ''&amp;lt;-that power-&amp;gt;'', ''&amp;lt;-and the other power-&amp;gt;''&amp;lt;!-- repeat as necessary --&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Maximum Power Level Known}}:''' This column determines the highest level power you can learn at this level.&lt;br /&gt;
&lt;br /&gt;
To learn or manifest a power, you must have an &amp;lt;-relevant ability-&amp;gt; score of at least 10 + the power’s level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-extraordinary class feature-&amp;gt;}} ([[Ex]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-psi-like class feature-&amp;gt;}}'' ([[Ps]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:&amp;lt;-spell-like class feature-&amp;gt;}}'' ([[Sp]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-supernatural class feature-&amp;gt;}} ([[Su]]):''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:&amp;lt;-class feature-&amp;gt;}}:''' &amp;lt;-class feature game rule information, including any differences in the class feature at epic levels-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''{{#anc:&amp;lt;-subclass feature-&amp;gt;}} &amp;lt;-&amp;quot;(Ex)&amp;quot;, &amp;quot;(Su)&amp;quot;, &amp;quot;(Sp)&amp;quot;, or &amp;quot;(Ps)&amp;quot; if applicable.-&amp;gt;:'' See the archmage's &amp;quot;High Arcana&amp;quot; for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana-&amp;gt;}} &amp;lt;-subclass feature game rule information-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-Lather, rinse...-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-... repeat as necessary.-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feats}}:''' &amp;lt;- any bonus feats gained in pre-epic levels-&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The epic &amp;lt;-class name-&amp;gt; gains a bonus feat (selected from the list of epic &amp;lt;-class name-&amp;gt; feats) every &amp;lt;-# of levels-&amp;gt; levels after &amp;lt;-usually the last non epic level-&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
''Epic &amp;lt;-class name-&amp;gt; Bonus Feat List:'' &amp;lt;-list of bonus epic feats-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ex-&amp;lt;-pluralized class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one).  Delete this section if there are no contingencies for continuing in this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a &amp;lt;-class name-&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;
'''Resources:''' &amp;lt;-What kind of assistance members of this class can expect from each other including possible organizations-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the World====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
{{quote|&amp;lt;-Some quote from a character of this class-&amp;gt;|4=&amp;lt;-NPC name-&amp;gt;, &amp;lt;-race-&amp;gt; &amp;lt;-class-&amp;gt;}}&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;
'''NPC Reactions:''' &amp;lt;-How NPCs react to characters of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-class name-&amp;gt; Lore====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in &amp;lt;-the appropriate skills-&amp;gt; can research &amp;lt;-insert prestige class name-&amp;gt; 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; {{#vardefine: odd | 0}}&lt;br /&gt;
|+ &amp;lt;-the appropriate skills-&amp;gt;&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;
| 11 || 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;
| 16 || 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;
| 21 || class=&amp;quot;left&amp;quot; | &amp;lt;-very rare information-&amp;gt;.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even|{{#var:odd}}}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | &amp;lt;-information so obscure that members of this class might not even know it-&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;-pluralized class name-&amp;gt; in the Game====&lt;br /&gt;
&lt;br /&gt;
{{Section Description Needed}}&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;-Fitting this class in your campaign-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' &amp;lt;-DM placement for NPC of this class-&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''EL whatever:'' &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 Prestige Classes Breadcrumb}}&lt;br /&gt;
{{Prestige Class Wikify|{{subst:LOCALMONTHNAME}} {{subst:LOCALYEAR}}}}&lt;br /&gt;
{{Prestige Class Description Needed|{{subst:LOCALMONTHNAME}} {{subst:LOCALYEAR}}}}&lt;br /&gt;
{{Prestige Class Stub|{{subst:LOCALMONTHNAME}} {{subst:LOCALYEAR}}}}&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:Prestige Class]]&lt;br /&gt;
&amp;lt;!-- additional categories.  Possible categories include:&lt;br /&gt;
[[Category:Good Guy]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Strong Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;br /&gt;
[[Category:Prepared Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:Separate Spellcasting]]&lt;br /&gt;
[[Category:Moderate Psionics]]&lt;br /&gt;
[[Category:Strong Psionics]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Multiply_Spell_(3.5e_Feat)</id>
		<title>Multiply Spell (3.5e Feat)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Multiply_Spell_(3.5e_Feat)"/>
				<updated>2013-01-13T00:07:11Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot;{{3.5e Feat |name=Multiply Spell |types=Metamagic |summary=Cast many copies of a spell at a very high spell level. |prereqs=Repeat Spell, Twin Spell, Quicken Spell, Practical ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3.5e Feat&lt;br /&gt;
|name=Multiply Spell&lt;br /&gt;
|types=Metamagic&lt;br /&gt;
|summary=Cast many copies of a spell at a very high spell level.&lt;br /&gt;
|prereqs=Repeat Spell, Twin Spell, Quicken Spell, Practical Magic for all 3.&lt;br /&gt;
|benefit=Cast 4 copies of the altered spell, then 4 next round. These copies have the same target as the original spell, but hit the target even if he moves. Multiplying a spell uses up a spell slot 6 levels higher than the spell's actual level.&lt;br /&gt;
|normal=&lt;br /&gt;
|special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{3.5e Feats Breadcrumb}} &amp;amp;rarr; [[DnD &amp;lt;!-- subcategory --&amp;gt; Feats|&amp;lt;!-- subcategory --&amp;gt; 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:Metamagic Feat]]&lt;br /&gt;
[[Category:Arcane Feat]]&lt;br /&gt;
[[Category:Magic Feat]]&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)</id>
		<title>Talk:Melee Specialized Dread Necromancer (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Melee_Specialized_Dread_Necromancer_(3.5e_Optimized_Character_Build)"/>
				<updated>2013-01-06T01:55:11Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Improving, Reviewing, and Removing Templates ==&lt;br /&gt;
&lt;br /&gt;
I fixed some stuff, but help with grammar/spelling errors and formatting would be greatly appreciated! --[[User:Eonir777|Eonir]] 16:09, 31 January 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
:I removed the templates that are no longer applicable.  Should you include something about how many undead one can control at each level?  --[[User:Green Dragon|Green Dragon]] 16:19, 31 January 2012 (MST)&lt;br /&gt;
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::I added under the highlights section a formula to calculate undead controllable. Is that sufficient or should I go into it more?--[[User:Eonir777|Eonir]] 16:39, 31 January 2012 (MST)&lt;br /&gt;
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:::I feel that that is sufficient.  One can always calculate the amount of undead anyway.  --[[User:Green Dragon|Green Dragon]] 17:14, 31 January 2012 (MST)&lt;br /&gt;
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::::I think I have linked everything now. Also, I cannot get &amp;quot;''inflict critical wounds''&amp;quot; to link for the life of me. Possible bug? Or am i just not doing it right?  {{Unsigned|Eonir777|00:56, 1 February 2012 (UTC)}}&lt;br /&gt;
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:::::It looks good.  The problem you are encountering is that links should link to the final page.  For example &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[inflict critical wounds]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; is not the page you are looking for.  You are looking for ''[[SRD:Inflict Critical Wounds|inflict critical wounds]]'' which looks like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[SRD:Inflict Critical Wounds|inflict critical wounds]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.  All the links should actually be done like this since redirecting users is not preferred.  I added more links to the [[Publication List]] as well.  --[[User:Green Dragon|Green Dragon]] 10:03, 1 February 2012 (MST)&lt;br /&gt;
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::::::I think you forgot to mention your ring of spell storing(Divine Power) to fix your BAB...--[[User:Ganre|Ganre]] 09:33, 30 March 2012 (MDT)&lt;br /&gt;
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:::::::Didn't even think of that. Thanks!--[[User:Eonir777|Eonir]] 12:47, 30 March 2012 (MDT)&lt;br /&gt;
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If you used a reach weapon and spell-stored any enlarging spell wouldn't you be able to deliver touch spells from a distance? Not sure exactly how useful that is, but it seems like something you can do to further 1-up a standard caster.&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/SRD_Talk:Strength_Domain</id>
		<title>SRD Talk:Strength Domain</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/SRD_Talk:Strength_Domain"/>
				<updated>2012-12-23T07:25:34Z</updated>
		
		<summary type="html">&lt;p&gt;R2d2go: Created page with &amp;quot;&amp;quot;Feat&amp;quot; links to feats you get from leveling/classes, when it means like an amazing action.&amp;quot;&lt;/p&gt;
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&lt;div&gt;&amp;quot;Feat&amp;quot; links to feats you get from leveling/classes, when it means like an amazing action.&lt;/div&gt;</summary>
		<author><name>R2d2go</name></author>	</entry>

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