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		<id>http://www.dandwiki.com/w/api.php?action=feedcontributions&amp;user=Ramses+IV&amp;feedformat=atom</id>
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		<updated>2013-05-22T05:51:36Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.19.6</generator>

	<entry>
		<id>http://www.dandwiki.com/wiki/Lord_Rainhall_(3.5e_NPC)</id>
		<title>Lord Rainhall (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Lord_Rainhall_(3.5e_NPC)"/>
				<updated>2010-11-21T21:30:35Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|race=[[human]]&lt;br /&gt;
|level(s)=[[aristocrat]] 6&lt;br /&gt;
|description=The lord of [[Blueblood (DnD Environment)|Blueblood]]&lt;br /&gt;
}}&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name= Lord Rainhall |cr=5&lt;br /&gt;
|sex=Male |race=[[human]] |clvl=[[aristocrat]] 6&lt;br /&gt;
|lang= Common, Dwarven&lt;br /&gt;
|al=LN |size=[[medium]] |type=[[humanoid]]&lt;br /&gt;
|init=+0 |listen=+1 |spot=+1&lt;br /&gt;
|ac=10 |touch=10 |flat=10&lt;br /&gt;
|hp=38 |hd=6d8&lt;br /&gt;
|fort=3 |ref=2 |will=6&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|bab=+4 |grp=+3&lt;br /&gt;
|melee1=[[halberd]] +4 (1d10&amp;amp;minus;1/&amp;amp;times;3)&lt;br /&gt;
|melee2=[[dagger]] +3 (1d4&amp;amp;minus;1/19&amp;amp;ndash;20)&lt;br /&gt;
|str=8 |dex=10 |con=12 |int=14 |wis=13 |cha=16&lt;br /&gt;
|feats=[[Skill Focus]] (Diplomacy), [[Negotiator]], [[Quick Draw]], [[Weapon Focus]] (Halberd), &lt;br /&gt;
|poss=halberd, dagger, noble's outfit, noble's jewlery, signet ring, sealing wax, 27 gp &lt;br /&gt;
|skills=[[Diplomacy]] +17, [[Sense Motive]] +9, [[Knowledge]] (Local) +11, [[Appraise]] +9, [[Perform]] (Dance) +10, [[Perform]] (Oratory) +7, [[Ride]] +4, [[Knowledge]] (Nobility and Royalty) +10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Lord Sebastian Rainhall lives in his [[Blueblood (DnD Environment)#Lord's Manor|manor]] at [[Blueblood (DnD Environment)|Blueblood]]. He was given charge of [[Blueblood (DnD Environment)|Blueblood]] by Raeforg II and he manages the town as best he can. Although serious about his duties, his family and friends know him as a kind man fond of dancing and storytelling. Sebastian's wife, Bertha Rainhall, recently died in childbirth. Several prospective suitors have shown up in town, vying for his attention. However, Lord Rainhall still remains in mourning for his dead wife and doesn't even seem to notice the women's attention. &lt;br /&gt;
&lt;br /&gt;
Sebastian has two children; a girl of two, named Melody, and a boy of two weeks, named John. Melody is a dreamy girl who likes cinnamon cakes and strawberry tarts. She has mastered the rudiments of talking and is starting to grasp sentences. John is cared for by a woman named Grezelda, who cared for Sebastian when he was a child. &lt;br /&gt;
&lt;br /&gt;
On Wednesdays Lord Rainhall grants audiences with the people of [[Blueblood (DnD Environment)|Blueblood]], and travelers as well. On Saturdays he honors the dead. He prays at the crypts below his house, and goes to the services at the Temple of [[Yewande (DnD Deity)|Yewande]]. On other days, he can be found walking around and speaking with the townsfolk, dancing, or attending to his duties as lord. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 5 NPCs|CR 5]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 5 NPCs|ECL 5]]&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:CR5]]&lt;br /&gt;
[[Category:ECL5]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human 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;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Rodrick_Owen_(3.5e_NPC)</id>
		<title>Rodrick Owen (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Rodrick_Owen_(3.5e_NPC)"/>
				<updated>2010-11-21T21:25:02Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: Undo revision 495286 by Ramses IV (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|race=Human&lt;br /&gt;
|level(s)=Commoner 13&lt;br /&gt;
|description=Rodrick is an old man, who some of the people of [[Blueblood (3.5e Environment)|Blueblood]] come to for advice.&lt;br /&gt;
}}&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Rodrick Owen |cr=11&lt;br /&gt;
|sex=Male |race=[[human]] |clvl=[[commoner]] 13&lt;br /&gt;
|al=[[SRD:Neutral|N]] |size=[[medium]] |type=[[humanoid]] ([[human]])&lt;br /&gt;
|lang=Common, Halfling, Dwarven, Goblin&lt;br /&gt;
|init=-2 |listen=+14 |spot=+14&lt;br /&gt;
|ac=8 |touch=8 |flat=8&lt;br /&gt;
|hp=28 |hd=13&lt;br /&gt;
|fort=+4 |ref=+2 |will=+8&lt;br /&gt;
|feats=[[SRD:Animal Affinity|Animal Affinity]], [[SRD:Self-Sufficient|Self-Sufficient]], [[SRD:Run|Run]], [[Skill Focus]] [[Profession]] (Farmer), &lt;br /&gt;
|spd= 30 ft. (6 squares)&lt;br /&gt;
|melee1= mwk [[dagger]] +7/+2 (1d4/1d4/19-20)&lt;br /&gt;
|str=10 |dex=7 |con=10 |int=17 |wis=18 |cha=12&lt;br /&gt;
|skills= [[Appraise]] (wooden objects) +5, [[Climb]] +8, [[Craft]] (Woodworking) +11, [[Escape Artist]] +0 (when involving ropes), [[Handle Animal]] +13, [[Heal]] +6, [[Knowledge]] (nature) +9, [[Listen]] +14, [[Profession]] (farmer) +17, [[Ride]] +12, [[Spot]] +14, [[Survival]] + 6, [[Use Rope]] +4 (+6 with rope)&lt;br /&gt;
|bab=+6/+1 |grp=+6&lt;br /&gt;
|poss= masterwork [[dagger]], [[SRD:Artisan's Tools|woodworking tools]], pipe, pouch of tobacco, pouch of 17 gold coins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rodrick is a 67 year [[SRD:Humans (Race)|old]] man. He can be found in the corner of Life and Death every day, sitting in his rocking chair and smoking his pipe. The people of [[Blueblood (DnD Environment)|Blueblood]] respect Owen as the oldest man in the town. [[Lord Rainhall (DnD NPC) |Lord Rainhall]] often consults him on local matters. Owen knows more about farming than anyone in [[Blueblood (DnD Environment)|Blueblood]] and is regarded as very wise. His old farm is still out there, and is tended by all the neighboring farmers. Rumor has it that he buried a cache of gold beneath the farm. Owen hasn't been to his farm in several years now. He has taken up permanent residence in Life and Death. Every morning, before everyone else, he gets up and goes down to his rocking chair, where he'll stay all day. His woodworking tools are up in his room. Rodrick has a hacking cough from smoking for so many years.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 11 NPCs|CR 11]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 11 NPCs|ECL 11]]&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:CR11]]&lt;br /&gt;
[[Category:ECL11]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Rodrick_Owen_(3.5e_NPC)</id>
		<title>Rodrick Owen (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Rodrick_Owen_(3.5e_NPC)"/>
				<updated>2010-11-21T21:23:37Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|race=Human&lt;br /&gt;
|level(s)=Commoner 13&lt;br /&gt;
|description=Rodrick is an old man, who some of the people of [[Blueblood (3.5e Environment)|Blueblood]] come to for advice.&lt;br /&gt;
}}&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Rodrick Owen |cr=11&lt;br /&gt;
|sex=Venerable Male |race=[[human]] |clvl=[[commoner]] 13&lt;br /&gt;
|al=[[SRD:Neutral|N]] |size=[[medium]] |type=[[humanoid]] ([[human]])&lt;br /&gt;
|lang=Common, Halfling, Dwarven, Goblin&lt;br /&gt;
|init=-2 |listen=+14 |spot=+14&lt;br /&gt;
|ac=8 |touch=8 |flat=8&lt;br /&gt;
|hp=28 |hd=13&lt;br /&gt;
|fort=+4 |ref=+2 |will=+8&lt;br /&gt;
|feats=[[SRD:Animal Affinity|Animal Affinity]], [[SRD:Self-Sufficient|Self-Sufficient]], [[SRD:Run|Run]], [[Skill Focus]] [[Profession]] (Farmer), &lt;br /&gt;
|spd= 30 ft. (6 squares)&lt;br /&gt;
|melee1= mwk [[dagger]] +7/+2 (1d4/1d4/19-20)&lt;br /&gt;
|str=10 |dex=7 |con=10 |int=17 |wis=18 |cha=12&lt;br /&gt;
|skills= [[Appraise]] (wooden objects) +5, [[Climb]] +8, [[Craft]] (Woodworking) +11, [[Escape Artist]] +0 (when involving ropes), [[Handle Animal]] +13, [[Heal]] +6, [[Knowledge]] (nature) +9, [[Listen]] +14, [[Profession]] (farmer) +17, [[Ride]] +12, [[Spot]] +14, [[Survival]] + 6, [[Use Rope]] +4 (+6 with rope)&lt;br /&gt;
|bab=+6/+1 |grp=+6&lt;br /&gt;
|poss= masterwork [[dagger]], [[SRD:Artisan's Tools|woodworking tools]], pipe, pouch of tobacco, pouch of 17 gold coins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rodrick is a 67 year [[SRD:Humans (Race)|old]] man. He can be found in the corner of Life and Death every day, sitting in his rocking chair and smoking his pipe. The people of [[Blueblood (DnD Environment)|Blueblood]] respect Owen as the oldest man in the town. [[Lord Rainhall (DnD NPC) |Lord Rainhall]] often consults him on local matters. Owen knows more about farming than anyone in [[Blueblood (DnD Environment)|Blueblood]] and is regarded as very wise. His old farm is still out there, and is tended by all the neighboring farmers. Rumor has it that he buried a cache of gold beneath the farm. Owen hasn't been to his farm in several years now. He has taken up permanent residence in Life and Death. Every morning, before everyone else, he gets up and goes down to his rocking chair, where he'll stay all day. His woodworking tools are up in his room. Rodrick has a hacking cough from smoking for so many years.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 11 NPCs|CR 11]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 11 NPCs|ECL 11]]&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:CR11]]&lt;br /&gt;
[[Category:ECL11]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Rodrick_Owen_(3.5e_NPC)</id>
		<title>Rodrick Owen (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Rodrick_Owen_(3.5e_NPC)"/>
				<updated>2010-11-21T21:23:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|race=Human&lt;br /&gt;
|level(s)=Commoner 13&lt;br /&gt;
|description=Rodrick is an old man, who some of the people of [[Blueblood (3.5e Environment)|Blueblood]] come to for advice.&lt;br /&gt;
}}&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Rodrick Owen |cr=11&lt;br /&gt;
|sex= Venerable Male |race=[[human]] |clvl=[[commoner]] 13&lt;br /&gt;
|al=[[SRD:Neutral|N]] |size=[[medium]] |type=[[humanoid]] ([[human]])&lt;br /&gt;
|lang=Common, Halfling, Dwarven, Goblin&lt;br /&gt;
|init=-2 |listen=+14 |spot=+14&lt;br /&gt;
|ac=8 |touch=8 |flat=8&lt;br /&gt;
|hp=28 |hd=13&lt;br /&gt;
|fort=+4 |ref=+2 |will=+8&lt;br /&gt;
|feats=[[SRD:Animal Affinity|Animal Affinity]], [[SRD:Self-Sufficient|Self-Sufficient]], [[SRD:Run|Run]], [[Skill Focus]] [[Profession]] (Farmer), &lt;br /&gt;
|spd= 30 ft. (6 squares)&lt;br /&gt;
|melee1= mwk [[dagger]] +7/+2 (1d4/1d4/19-20)&lt;br /&gt;
|str=10 |dex=7 |con=10 |int=17 |wis=18 |cha=12&lt;br /&gt;
|skills= [[Appraise]] (wooden objects) +5, [[Climb]] +8, [[Craft]] (Woodworking) +11, [[Escape Artist]] +0 (when involving ropes), [[Handle Animal]] +13, [[Heal]] +6, [[Knowledge]] (nature) +9, [[Listen]] +14, [[Profession]] (farmer) +17, [[Ride]] +12, [[Spot]] +14, [[Survival]] + 6, [[Use Rope]] +4 (+6 with rope)&lt;br /&gt;
|bab=+6/+1 |grp=+6&lt;br /&gt;
|poss= masterwork [[dagger]], [[SRD:Artisan's Tools|woodworking tools]], pipe, pouch of tobacco, pouch of 17 gold coins&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rodrick is a 67 year [[SRD:Humans (Race)|old]] man. He can be found in the corner of Life and Death every day, sitting in his rocking chair and smoking his pipe. The people of [[Blueblood (DnD Environment)|Blueblood]] respect Owen as the oldest man in the town. [[Lord Rainhall (DnD NPC) |Lord Rainhall]] often consults him on local matters. Owen knows more about farming than anyone in [[Blueblood (DnD Environment)|Blueblood]] and is regarded as very wise. His old farm is still out there, and is tended by all the neighboring farmers. Rumor has it that he buried a cache of gold beneath the farm. Owen hasn't been to his farm in several years now. He has taken up permanent residence in Life and Death. Every morning, before everyone else, he gets up and goes down to his rocking chair, where he'll stay all day. His woodworking tools are up in his room. Rodrick has a hacking cough from smoking for so many years.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 11 NPCs|CR 11]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 11 NPCs|ECL 11]]&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:CR11]]&lt;br /&gt;
[[Category:ECL11]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)</id>
		<title>Blueblood (3.5e Environment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)"/>
				<updated>2010-11-21T21:17:27Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: /* Adventure Ideas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Blueblood =&lt;br /&gt;
&lt;br /&gt;
Blueblood is a small town of 1,200 people that serves as a pit stop between the Shield Lands and the Eastern Wastes.  Nestled in a boggy forest, Blueblood lies beside an old dusty road, with its old dusty buildings, and its old dusty citizens. People are beginning to retire, to let the next generation take over.  Blueblood is ruled by [[Lord Rainhall (3.5e NPC)|Lord Rainhall]], appointed by the previous king.  Rainhall suspects that an undead lair is somewhere nearby, and [[Ezekial Hogarth (3.5e NPC)|Ezekial]] and his friends are investigating.  Blueblood used to be a sheep-herding community. It still is, but now it also has a focus on accommodating travelers. The people of Blueblood are, in general, fun-loving and jovial people. They work hard, but can enjoy a good joke or two. &lt;br /&gt;
&amp;lt;!-- General description of environment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Small Town:''' Conventional; AL LG; 800 gp limit; Population 1,200; Isolated (97% human, 1% dwarf, 1% halfling, 1% other) &lt;br /&gt;
&lt;br /&gt;
=== Important NPCs ===&lt;br /&gt;
&lt;br /&gt;
* [[Weird Morgan (3.5e NPC)|Weird Morgan]], 7th lvl adept&lt;br /&gt;
* [[Lord Rainhall (3.5e NPC)|Lord Rainhall]], 6th lvl aristocrat&lt;br /&gt;
* Tom Barnell, 3rd lvl bard&lt;br /&gt;
* [[Matron Mary (3.5e NPC)|Matron Mary]], 2nd lvl cleric &lt;br /&gt;
* [[Rodrick Owen (3.5e NPC)|Rodrick Owen]], 13th lvl commoner&lt;br /&gt;
* [[Grellum (3.5e NPC)|Grellum]], 4th lvl druid&lt;br /&gt;
* [[Rale Fishinger (3.5e NPC)|Rale Fishinger]], 8th lvl rogue&lt;br /&gt;
* Captain Boris, 5th lvl fighter&lt;br /&gt;
* Kazarus, 3rd lvl monk&lt;br /&gt;
* Samantha Fear, 3rd lvl ranger&lt;br /&gt;
* Brandon Aazer, 4th lvl expert&lt;br /&gt;
* [[Ezekial Hogarth (3.5e NPC)|Ezekial Hogarth]], 5th lvl paladin&lt;br /&gt;
* Lilly Day, 6th lvl wizard&lt;br /&gt;
* Rebbeca Worthington, 4th lvl warrior&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
==== Weird Morgan's Cottage ====&lt;br /&gt;
&lt;br /&gt;
''On the far edge of town is a small, rundown cottage. Its walls are made of clay and its roof is thatched. The small iron fence surrounding the hut is old and rusty. The gate is attached by one hinge and is swinging open. A crow sits on the crumbling chimney, watching you. Once you step inside, the aromas hit you immediately. Two giant urns full of incense are burning and thick smoke fills the air, making it difficult to breathe. The cottage is filled with all manners of strange items. Piles and heaps of little trinkets and household items litter the room. An old halfling woman sits perched on a stool, sipping something from a brandy bottle.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Weird Morgan (DnD NPC)|Weird Morgan]] lives. She is a skilled healer and apothecary. The crow on the chimney is actually her familiar, who tells her when she's about to have visitors. There's a chest in a corner of the main room, covered in reams of cloth. Inside is 6,930 gold pieces, protected by an average lock. In the back of the cottage she has some small stables with two mules in it. To the side of the stables is a pack saddle and a riding saddle and gear, along with several bags of feed. A local child, Ned, takes care of the mules for her.&lt;br /&gt;
&lt;br /&gt;
==== Lord's Manor ====&lt;br /&gt;
&lt;br /&gt;
''In the center of town is a tall manor house painted blue. Several young soldiers eye you nervously as you approach, and one coughs quietly.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Lord Rainhall (DnD NPC)| Lord Rainhall]] and his children live. The house is richly furnished and supplied, with a closely guarded vault filled with copper and silver, valued around 5,300 gold. His adviser, [[Rale Fishinger (DnD NPC)| Rale Fishinger]], lives nearby. Those seeking an audience with the lord can speak to him on Wednesdays. On special occasions, Rainhall holds festivals in the front courtyard of his manor. There is music and dancing, and games for the children.&lt;br /&gt;
&lt;br /&gt;
==== Life and Death ====&lt;br /&gt;
&lt;br /&gt;
''This grimy tavern has its name pronounced in bold white letters above the door. You see that the big window besides the door has been shattered, and glass shards lie in a pile on the floor. Good-natured laughing comes from within.''&lt;br /&gt;
&lt;br /&gt;
Life and Death is owned by Brandon Aazer, who inherited it from his father.  Brandon also runs a weaponsmithy in the basement.  This tavern is the favorite spot of [[Rodrick Owen (DnD NPC)|Old Man Rodrick]]. He sits quietly in the corner, rocking slowly on his rocking chair and puffing on a pipe. People come to him for advice on all matters to do with farm life. He's quite content just to sit in his rocking chair and watch the world around him.  &lt;br /&gt;
&lt;br /&gt;
=== Adventure Ideas ===&lt;br /&gt;
&lt;br /&gt;
* A troll has settled down nearby, howling up a storm every night and occasionally banging on the gate. Find out what it wants and make it go away, before livestock or townsfolk start to disappear. &amp;lt;br&amp;gt;&lt;br /&gt;
* The people of Blueblood have become afflicted with some strange plague. According to the druid Grellum, the only way to end it is to find the Chalice of Mourning and destroy it. &amp;lt;br&amp;gt;&lt;br /&gt;
* Bands of goblins in the area have recently become more bold in their raids due to the arrival of a mysterious new leader. &amp;lt;br&amp;gt;&lt;br /&gt;
* A nest of ankhegs has infested Old Man Rodrick's farm, but any adventurers seeking to root out the monsters may find a bit more than they bargained for...&amp;lt;br&amp;gt;&lt;br /&gt;
* Ezekial and his companions are found dead outside of town, and a funeral procession is planned. When they rise later that night as ghouls, someone must stop them before they wreck havoc on the town. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Environments Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)</id>
		<title>Blueblood (3.5e Environment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)"/>
				<updated>2010-06-22T17:59:16Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: /* Adventure Ideas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Blueblood =&lt;br /&gt;
&lt;br /&gt;
Blueblood is a small town of 1,200 people that serves as a pit stop between the Shield Lands and the Eastern Wastes.  Nestled in a boggy forest, Blueblood lies beside an old dusty road, with its old dusty buildings, and its old dusty citizens. People are beginning to retire, to let the next generation take over.  Blueblood is ruled by [[Lord Rainhall (3.5e NPC)|Lord Rainhall]], appointed by the previous king.  Rainhall suspects that an undead lair is somewhere nearby, and [[Ezekial Hogarth (3.5e NPC)|Ezekial]] and his friends are investigating.  Blueblood used to be a sheep-herding community. It still is, but now it also has a focus on accommodating travelers. The people of Blueblood are, in general, fun-loving and jovial people. They work hard, but can enjoy a good joke or two. &lt;br /&gt;
&amp;lt;!-- General description of environment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Small Town:''' Conventional; AL LG; 800 gp limit; Population 1,200; Isolated (97% human, 1% dwarf, 1% halfling, 1% other) &lt;br /&gt;
&lt;br /&gt;
=== Important NPCs ===&lt;br /&gt;
&lt;br /&gt;
* [[Weird Morgan (3.5e NPC)|Weird Morgan]], 7th lvl adept&lt;br /&gt;
* [[Lord Rainhall (3.5e NPC)|Lord Rainhall]], 6th lvl aristocrat&lt;br /&gt;
* Tom Barnell, 3rd lvl bard&lt;br /&gt;
* [[Matron Mary (3.5e NPC)|Matron Mary]], 2nd lvl cleric &lt;br /&gt;
* [[Rodrick Owen (3.5e NPC)|Rodrick Owen]], 13th lvl commoner&lt;br /&gt;
* [[Grellum (3.5e NPC)|Grellum]], 4th lvl druid&lt;br /&gt;
* [[Rale Fishinger (3.5e NPC)|Rale Fishinger]], 8th lvl rogue&lt;br /&gt;
* Captain Boris, 5th lvl fighter&lt;br /&gt;
* Kazarus, 3rd lvl monk&lt;br /&gt;
* Samantha Fear, 3rd lvl ranger&lt;br /&gt;
* Brandon Aazer, 4th lvl expert&lt;br /&gt;
* [[Ezekial Hogarth (3.5e NPC)|Ezekial Hogarth]], 5th lvl paladin&lt;br /&gt;
* Lilly Day, 6th lvl wizard&lt;br /&gt;
* Rebbeca Worthington, 4th lvl warrior&lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
==== Weird Morgan's Cottage ====&lt;br /&gt;
&lt;br /&gt;
''On the far edge of town is a small, rundown cottage. Its walls are made of clay and its roof is thatched. The small iron fence surrounding the hut is old and rusty. The gate is attached by one hinge and is swinging open. A crow sits on the crumbling chimney, watching you. Once you step inside, the aromas hit you immediately. Two giant urns full of incense are burning and thick smoke fills the air, making it difficult to breathe. The cottage is filled with all manners of strange items. Piles and heaps of little trinkets and household items litter the room. An old halfling woman sits perched on a stool, sipping something from a brandy bottle.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Weird Morgan (DnD NPC)|Weird Morgan]] lives. She is a skilled healer and apothecary. The crow on the chimney is actually her familiar, who tells her when she's about to have visitors. There's a chest in a corner of the main room, covered in reams of cloth. Inside is 6,930 gold pieces, protected by an average lock. In the back of the cottage she has some small stables with two mules in it. To the side of the stables is a pack saddle and a riding saddle and gear, along with several bags of feed. A local child, Ned, takes care of the mules for her.&lt;br /&gt;
&lt;br /&gt;
==== Lord's Manor ====&lt;br /&gt;
&lt;br /&gt;
''In the center of town is a tall manor house painted blue. Several young soldiers eye you nervously as you approach, and one coughs quietly.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Lord Rainhall (DnD NPC)| Lord Rainhall]] and his children live. The house is richly furnished and supplied, with a closely guarded vault filled with copper and silver, valued around 5,300 gold. His adviser, [[Rale Fishinger (DnD NPC)| Rale Fishinger]], lives nearby. Those seeking an audience with the lord can speak to him on Wednesdays. On special occasions, Rainhall holds festivals in the front courtyard of his manor. There is music and dancing, and games for the children.&lt;br /&gt;
&lt;br /&gt;
==== Life and Death ====&lt;br /&gt;
&lt;br /&gt;
''This grimy tavern has its name pronounced in bold white letters above the door. You see that the big window besides the door has been shattered, and glass shards lie in a pile on the floor. Good-natured laughing comes from within.''&lt;br /&gt;
&lt;br /&gt;
Life and Death is owned by Brandon Aazer, who inherited it from his father.  Brandon also runs a weaponsmithy in the basement.  This tavern is the favorite spot of [[Rodrick Owen (DnD NPC)|Old Man Rodrick]]. He sits quietly in the corner, rocking slowly on his rocking chair and puffing on a pipe. People come to him for advice on all matters to do with farm life. He's quite content just to sit in his rocking chair and watch the world around him.  &lt;br /&gt;
&lt;br /&gt;
=== Adventure Ideas ===&lt;br /&gt;
&lt;br /&gt;
* A troll has settled down nearby, howling up a storm every night and occasionally banging on the gate. Find out what it wants and make it go away, before livestock or townsfolk start to disappear. &amp;lt;br&amp;gt;&lt;br /&gt;
* The people of Blueblood have become afflicted with some strange plague. According to the druid Grellum, the only way to end it is to find the Chalice of Mourning and destroy it. &amp;lt;br&amp;gt;&lt;br /&gt;
* Bands of goblins in the area have recently become more bold in their raids due to the arrival of a mysterious new leader. &amp;lt;br&amp;gt;&lt;br /&gt;
* A nest of ankhegs has infested Old Man Rodrick's farm, but any adventurers seeking to root out the monsters may find a bit more than they bargained for...&amp;lt;br&amp;gt;&lt;br /&gt;
* Ezekial and his companions are found dead outside of town, and I funeral procession is planned. When they rise later that night as ghouls, someone must stop them before they wreck havoc on the town. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Environments Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Netbook_of_Alignment_(3.5e_Variant_Rule)</id>
		<title>Netbook of Alignment (3.5e Variant Rule)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Netbook_of_Alignment_(3.5e_Variant_Rule)"/>
				<updated>2010-06-22T17:03:06Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: /* Introduction */  spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
See [[:Category:Netbook_of_Alignment_(DnD_Variant_Rule)|all articles]] in the netbook.&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
This netbook is [http://tvtropes.org/pmwiki/pmwiki.php/Main/ExactlyWhatItSaysOnTheTin a collection of ideas and thoughts on the topic] of [[SRD:Alignment|alignment]].  The original intent is to focus primarily on [[DnD_Rules|optional rule ideas]] for [[Dungeons_and_Dragons|AD&amp;amp;D 3.5e]], but many of these ideas may be used elsewhere.&lt;br /&gt;
&lt;br /&gt;
This set of variant rules is intended to be used with the [[Fortress_Celestia_(DnD_Campaign_Setting)|''Fortress Celestia'' Campaign Setting]], but it can be used with almost any setting.  I recommend it for use with the [[Vampire Variant: Methuselan (DnD Template)|vampires]] of the [[User:Frodo_Goofball#Gothic_Light_setting|''Gothic Light'' campaign setting]] as well.&lt;br /&gt;
&lt;br /&gt;
Despite, or maybe because of, its simplicity, [[SRD:Alignment|alignment]] is one of the most controversial and confusing rule categories in d20 - style roleplaying games, as well as one of the aspects of D&amp;amp;D that successfully started to move into popular culture as a whole.  Alignment has also seen a LOT of changes over the various editions of D&amp;amp;D ([and other games that [http://en.wikipedia.org/wiki/Alignment_(role-playing_games) copied the idea]!).  Like most other people obsessed with their fantasy life, I've had an axe to grind, two cents, and a drop to toss in the ocean on this topic, but rather than continue the endless debate on various web forums, I thought I'd try and start a group - authored set of optional rules on the subject.  In doing so I was inspired by Frank and K's wonderful [[Tome of Necromancy (DnD Other)|Tome of Necromancy]] for my choice of format.  Just as the [[Tome of Necromancy (DnD Other)|Tome]] allows easy creation of a [[DnD_Rules|homebrew ruleset]] for [[:Category:Undead_Type|undead]] that works better than the [[SRD:System_Reference_Document|cannon rules]] without contradicting the spirit of those [[SRD:System_Reference_Document|rules]], I hope, with tongue firmly in cheek and thinking cap out of the box and firmly on head, to start something that will do the same for [[SRD:Alignment|alignment]].&lt;br /&gt;
&lt;br /&gt;
--[[User:Frodo Goofball|Frodo Goofball]] 19:41, 20 July 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
=Articles=&lt;br /&gt;
=====[[Everyone_with_more_than_one_alignment,_raise_your_hand_(DnD_Variant_Rule)|Everyone with more than one alignment, raise your hand]]=====&lt;br /&gt;
=====[[Alignment_Demographics_Variant_Rules_(DnD_Variant_Rule)|Alignment Demographics]]=====&lt;br /&gt;
=====[[Let's_all_Change_Alignment_(DnD_Variant_Rule)|Let's all Change Alignment]]=====&lt;br /&gt;
=====[[Detect_Alignment_Variant_Rules_(DnD_Variant_Rule)|Detect Alignment Variant Rules]]=====&lt;br /&gt;
&lt;br /&gt;
=Adventure Ideas=&lt;br /&gt;
=====[[Detect_Alignment_Variant_Rules_(DnD_Variant_Rule)#The_DM's_Revenge|The DM's Revenge]]=====&lt;br /&gt;
&lt;br /&gt;
=====[[Alignment_Demographics_Variant_Rules_(DnD_Variant_Rule)#War_over_Technicality|War over Technicality]]=====&lt;br /&gt;
=====[[Alignment_Demographics_Variant_Rules_(DnD_Variant_Rule)#Demon_Child|Demon Child]]=====&lt;br /&gt;
=====[[Alignment_Demographics_Variant_Rules_(DnD_Variant_Rule)#Mirror,_Mirror|Mirror, Mirror]]=====&lt;br /&gt;
=====[[Alignment_Demographics_Variant_Rules_(DnD_Variant_Rule)#Death_just_isn't_what_it_used_to_be|Death just isn't what it used to be]]=====&lt;br /&gt;
=====[[Alignment_Demographics_Variant_Rules_(DnD_Variant_Rule)#Alignments_as_Factions|Alignments as Factions]]=====&lt;br /&gt;
&lt;br /&gt;
=Recommended Reading=&lt;br /&gt;
The following are recommended for authors, players, [[Dungeon Master (DnD Deity)|DM]]s, and anyone else looking for help with [[SRD:Alignment|alignment]].&lt;br /&gt;
&lt;br /&gt;
===Prose===&lt;br /&gt;
[http://easydamus.com/alignment.html Easydamus' alignment system]&lt;br /&gt;
&lt;br /&gt;
'''from ''TV Tropes'''''&lt;br /&gt;
*[http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterAlignment alignment]&lt;br /&gt;
*[http://tvtropes.org/pmwiki/pmwiki.php/Main/Heroes heroes]&lt;br /&gt;
*[http://tvtropes.org/pmwiki/pmwiki.php/Main/Villains villains]&lt;br /&gt;
&lt;br /&gt;
===Poetry===&lt;br /&gt;
'''from ''Wicked: the Musical'''''&lt;br /&gt;
*[http://www.stlyrics.com/lyrics/wicked/noonemournsthewicked.htm &amp;quot;No One Mourns the Wicked&amp;quot;]&lt;br /&gt;
*[http://www.stlyrics.com/lyrics/wicked/nogooddeed.htm &amp;quot;No Good Deed Goes Unpunished&amp;quot;]&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD Rules|Rules]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Variant Rule]]&lt;br /&gt;
[[Category:Transformational Variant Rule]]&lt;br /&gt;
[[Category:Netbook of Alignment (DnD Variant Rule)]]&lt;br /&gt;
[[Category:User:Frodo Goofball]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User:Ramses_IV</id>
		<title>User:Ramses IV</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User:Ramses_IV"/>
				<updated>2010-06-22T16:58:05Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: /* Me and my Alias */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Me and my Alias ==&lt;br /&gt;
I am called Ramses IV [http://en.wikipedia.org/wiki/Ramses_IV], (also spelled Ramesses IV) after a famous Egyptian pharoah. I live in Ohio and have been playing D&amp;amp;D (or is DnD preferred?) for a very long time.If you want me to reply to something directly on the D&amp;amp;D wiki, just send me an MoI. If you have anything to say, feel free to tell me via e-mail, or on [[User talk:Ramses IV|my talk page]].&lt;br /&gt;
&lt;br /&gt;
== Edits ==&lt;br /&gt;
{{Barnstar|I give [[User:Ramses IV|Ramses IV]] this barnstar for helping with our growing list of [[Publication List|publications]] here on D&amp;amp;D Wiki.  He added images as well as formatted many of them, and has brought them up to the level expected by D&amp;amp;D Wiki.  Hopefully, with [[User:Ramses IV|Ramses IV's]] help, we can have a comprehensive list of all d20 publications present on D&amp;amp;D Wiki.  Thank you so much for helping with this enormous task.  --[[User:Green Dragon|Green Dragon]] 01:05, 23 January 2008 (MST)}}&lt;br /&gt;
# A great deal of my edits are minor edits, fixing spelling or grammar mistakes. I apologize if I forgot to click the little checkmark box.&lt;br /&gt;
# I also add images to entries about creatures, adventures, and such.&lt;br /&gt;
# The third thing I do is add links and cross-references to entries.&lt;br /&gt;
# The fourth thing I do is helping a bit with formatting. I do this rarely, as I don't know too much about it myself.&lt;br /&gt;
# I'm hoping to get a host of NPCs up here too.&lt;br /&gt;
&lt;br /&gt;
I am also willing to split up articles into smaller ones, like I did recently with the mundane traps. I don't really come across those very much though. If you see one them, please MoI me. &lt;br /&gt;
&lt;br /&gt;
== 4th Edition ==&lt;br /&gt;
I am not going to use 4e. I hate it.&lt;br /&gt;
&lt;br /&gt;
== Contact ==&lt;br /&gt;
Feel free to contact me for whatever. &lt;br /&gt;
&lt;br /&gt;
'''email:''' ramsesthefourth@yahoo.com&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)</id>
		<title>Blueblood (3.5e Environment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)"/>
				<updated>2010-06-13T18:11:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: /* Adventure Ideas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Blueblood=&lt;br /&gt;
&lt;br /&gt;
Blueblood is a small town of 1,200 people that serves as a pit stop between the Shield Lands and the Eastern Wastes.  Nestled in a boggy forest, Blueblood lies beside an old dusty road, with its old dusty buildings, and its old dusty citizens. People are beginning to retire, to let the next generation take over.  Blueblood is ruled by [[Lord Rainhall (3.5e NPC)|Lord Rainhall]], appointed by the previous king.  Rainhall suspects that an undead lair is somewhere nearby, and [[Ezekial Hogarth (3.5e NPC)|Ezekial]] and his friends are investigating.  Blueblood used to be a sheep-herding community. It still is, but now it also has a focus on accommodating travelers. The people of Blueblood are, in general, fun-loving and jovial people. They work hard, but can enjoy a good joke or two. &lt;br /&gt;
&amp;lt;!-- General description of environment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Small Town:''' Conventional; AL LG; 800 gp limit; Population 1,200; Isolated (97% human, 1% dwarf, 1% halfling, 1% other) &lt;br /&gt;
&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
&lt;br /&gt;
*[[Weird Morgan (3.5e NPC)|Weird Morgan]], 7th lvl adept&lt;br /&gt;
*[[Lord Rainhall (3.5e NPC)|Lord Rainhall]], 6th lvl aristocrat&lt;br /&gt;
*Tom Barnell, 3rd lvl bard&lt;br /&gt;
*[[Matron Mary (3.5e NPC)|Matron Mary]], 2nd lvl cleric &lt;br /&gt;
*[[Rodrick Owen (3.5e NPC)|Rodrick Owen]], 13th lvl commoner&lt;br /&gt;
*[[Grellum (3.5e NPC)|Grellum]], 4th lvl druid&lt;br /&gt;
*[[Rale Fishinger (3.5e NPC)|Rale Fishinger]], 8th lvl rogue&lt;br /&gt;
*Captain Boris, 5th lvl fighter&lt;br /&gt;
*Kazarus, 3rd lvl monk&lt;br /&gt;
*Samantha Fear, 3rd lvl ranger&lt;br /&gt;
*Brandon Aazer, 4th lvl expert&lt;br /&gt;
*[[Ezekial Hogarth (3.5e NPC)|Ezekial Hogarth]], 5th lvl paladin&lt;br /&gt;
*Lilly Day, 6th lvl wizard&lt;br /&gt;
*Rebbeca Worthington, 4th lvl warrior&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
&lt;br /&gt;
====Weird Morgan's Cottage====&lt;br /&gt;
&lt;br /&gt;
''On the far edge of town is a small, rundown cottage. Its walls are made of clay and its roof is thatched. The small iron fence surrounding the hut is old and rusty. The gate is attached by one hinge and is swinging open. A crow sits on the crumbling chimney, watching you. Once you step inside, the aromas hit you immediately. Two giant urns full of incense are burning and thick smoke fills the air, making it difficult to breathe. The cottage is filled with all manners of strange items. Piles and heaps of little trinkets and household items litter the room. An old halfling woman sits perched on a stool, sipping something from a brandy bottle.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Weird Morgan (DnD NPC)|Weird Morgan]] lives. She is a skilled healer and apothecary. The crow on the chimney is actually her familiar, who tells her when she's about to have visitors. There's a chest in a corner of the main room, covered in reams of cloth. Inside is 6,930 gold pieces, protected by an average lock. In the back of the cottage she has some small stables with two mules in it. To the side of the stables is a pack saddle and a riding saddle and gear, along with several bags of feed. A local child, Ned, takes care of the mules for her.&lt;br /&gt;
&lt;br /&gt;
====Lord's Manor====&lt;br /&gt;
&lt;br /&gt;
''In the center of town is a tall manor house painted blue. Several young soldiers eye you nervously as you approach, and one coughs quietly.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Lord Rainhall (DnD NPC)| Lord Rainhall]] and his children live. The house is richly furnished and supplied, with a closely guarded vault filled with copper and silver, valued around 5,300 gold. His adviser, [[Rale Fishinger (DnD NPC)| Rale Fishinger]], lives nearby. Those seeking an audience with the lord can speak to him on Wednesdays. On special occasions, Rainhall holds festivals in the front courtyard of his manor. There is music and dancing, and games for the children.&lt;br /&gt;
&lt;br /&gt;
====Life and Death====&lt;br /&gt;
&lt;br /&gt;
''This grimy tavern has its name pronounced in bold white letters above the door. You see that the big window besides the door has been shattered, and glass shards lie in a pile on the floor. Good-natured laughing comes from within.''&lt;br /&gt;
&lt;br /&gt;
Life and Death is owned by Brandon Aazer, who inherited it from his father.  Brandon also runs a weaponsmithy in the basement.  This tavern is the favorite spot of [[Rodrick Owen (DnD NPC)|Old Man Rodrick]]. He sits quietly in the corner, rocking slowly on his rocking chair and puffing on a pipe. People come to him for advice on all matters to do with farm life. He's quite content just to sit in his rocking chair and watch the world around him.  &lt;br /&gt;
&lt;br /&gt;
===Adventure Ideas===&lt;br /&gt;
&lt;br /&gt;
- A troll has settled down nearby, howling up a storm every night and occasionally banging on the gate. Find out what it wants and make it go away, before livestock or townsfolk start to disappear. &amp;lt;br&amp;gt;&lt;br /&gt;
- The people of Blueblood have become afflicted with some strange plague. According to the druid Grellum, the only way to end it is to find the Chalice of Mourning and destroy it. &amp;lt;br&amp;gt;&lt;br /&gt;
- Bands of goblins in the area have recently become more bold in their raids due to the arrival of a mysterious new leader. &amp;lt;br&amp;gt;&lt;br /&gt;
- A nest of ankhegs has infested Old Man Rodrick's farm, but any adventurers seeking to root out the monsters may find a bit more than they bargained for...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Environments Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)</id>
		<title>Blueblood (3.5e Environment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)"/>
				<updated>2010-06-12T17:39:58Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Blueblood=&lt;br /&gt;
&lt;br /&gt;
Blueblood is a small town of 1,200 people that serves as a pit stop between the Shield Lands and the Eastern Wastes.  Nestled in a boggy forest, Blueblood lies beside an old dusty road, with its old dusty buildings, and its old dusty citizens. People are beginning to retire, to let the next generation take over.  Blueblood is ruled by [[Lord Rainhall (3.5e NPC)|Lord Rainhall]], appointed by the previous king.  Rainhall suspects that an undead lair is somewhere nearby, and [[Ezekial Hogarth (3.5e NPC)|Ezekial]] and his friends are investigating.  Blueblood used to be a sheep-herding community. It still is, but now it also has a focus on accommodating travelers. The people of Blueblood are, in general, fun-loving and jovial people. They work hard, but can enjoy a good joke or two. &lt;br /&gt;
&amp;lt;!-- General description of environment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Small Town:''' Conventional; AL LG; 800 gp limit; Population 1,200; Isolated (97% human, 1% dwarf, 1% halfling, 1% other) &lt;br /&gt;
&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
&lt;br /&gt;
*[[Weird Morgan (3.5e NPC)|Weird Morgan]], 7th lvl adept&lt;br /&gt;
*[[Lord Rainhall (3.5e NPC)|Lord Rainhall]], 6th lvl aristocrat&lt;br /&gt;
*Tom Barnell, 3rd lvl bard&lt;br /&gt;
*[[Matron Mary (3.5e NPC)|Matron Mary]], 2nd lvl cleric &lt;br /&gt;
*[[Rodrick Owen (3.5e NPC)|Rodrick Owen]], 13th lvl commoner&lt;br /&gt;
*[[Grellum (3.5e NPC)|Grellum]], 4th lvl druid&lt;br /&gt;
*[[Rale Fishinger (3.5e NPC)|Rale Fishinger]], 8th lvl rogue&lt;br /&gt;
*Captain Boris, 5th lvl fighter&lt;br /&gt;
*Kazarus, 3rd lvl monk&lt;br /&gt;
*Samantha Fear, 3rd lvl ranger&lt;br /&gt;
*Brandon Aazer, 4th lvl expert&lt;br /&gt;
*[[Ezekial Hogarth (3.5e NPC)|Ezekial Hogarth]], 5th lvl paladin&lt;br /&gt;
*Lilly Day, 6th lvl wizard&lt;br /&gt;
*Rebbeca Worthington, 4th lvl warrior&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
&lt;br /&gt;
====Weird Morgan's Cottage====&lt;br /&gt;
&lt;br /&gt;
''On the far edge of town is a small, rundown cottage. Its walls are made of clay and its roof is thatched. The small iron fence surrounding the hut is old and rusty. The gate is attached by one hinge and is swinging open. A crow sits on the crumbling chimney, watching you. Once you step inside, the aromas hit you immediately. Two giant urns full of incense are burning and thick smoke fills the air, making it difficult to breathe. The cottage is filled with all manners of strange items. Piles and heaps of little trinkets and household items litter the room. An old halfling woman sits perched on a stool, sipping something from a brandy bottle.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Weird Morgan (DnD NPC)|Weird Morgan]] lives. She is a skilled healer and apothecary. The crow on the chimney is actually her familiar, who tells her when she's about to have visitors. There's a chest in a corner of the main room, covered in reams of cloth. Inside is 6,930 gold pieces, protected by an average lock. In the back of the cottage she has some small stables with two mules in it. To the side of the stables is a pack saddle and a riding saddle and gear, along with several bags of feed. A local child, Ned, takes care of the mules for her.&lt;br /&gt;
&lt;br /&gt;
====Lord's Manor====&lt;br /&gt;
&lt;br /&gt;
''In the center of town is a tall manor house painted blue. Several young soldiers eye you nervously as you approach, and one coughs quietly.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Lord Rainhall (DnD NPC)| Lord Rainhall]] and his children live. The house is richly furnished and supplied, with a closely guarded vault filled with copper and silver, valued around 5,300 gold. His adviser, [[Rale Fishinger (DnD NPC)| Rale Fishinger]], lives nearby. Those seeking an audience with the lord can speak to him on Wednesdays. On special occasions, Rainhall holds festivals in the front courtyard of his manor. There is music and dancing, and games for the children.&lt;br /&gt;
&lt;br /&gt;
====Life and Death====&lt;br /&gt;
&lt;br /&gt;
''This grimy tavern has its name pronounced in bold white letters above the door. You see that the big window besides the door has been shattered, and glass shards lie in a pile on the floor. Good-natured laughing comes from within.''&lt;br /&gt;
&lt;br /&gt;
Life and Death is owned by Brandon Aazer, who inherited it from his father.  Brandon also runs a weaponsmithy in the basement.  This tavern is the favorite spot of [[Rodrick Owen (DnD NPC)|Old Man Rodrick]]. He sits quietly in the corner, rocking slowly on his rocking chair and puffing on a pipe. People come to him for advice on all matters to do with farm life. He's quite content just to sit in his rocking chair and watch the world around him.  &lt;br /&gt;
&lt;br /&gt;
===Adventure Ideas===&lt;br /&gt;
&lt;br /&gt;
- A troll has settled down nearby, howling up a storm every night and occasionally banging on the gate. Find out what it wants and make it go away, before livestock or townsfolk start to disappear. &amp;lt;br&amp;gt;&lt;br /&gt;
- The people of Blueblood have become afflicted with some strange plague. According to the druid Grellum, the only way to end it is to find the Chalice of Mourning and destroy it. &amp;lt;br&amp;gt;&lt;br /&gt;
- Bands of goblins in the area have recently become more bold in their raids due to the arrival of a mysterious new leader. &amp;lt;br&amp;gt;&lt;br /&gt;
- A nest of ankhegs has infested Old Man Rodrick's farm. &amp;lt;br&amp;gt;&lt;br /&gt;
-&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Environments Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)</id>
		<title>Blueblood (3.5e Environment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)"/>
				<updated>2010-06-12T13:39:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: /* Adventure Ideas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Blueblood=&lt;br /&gt;
&lt;br /&gt;
Blueblood is a small town of 1,200 people that serves as a pit stop between the Shield Lands and the Eastern Wastes.  Nestled in a boggy forest, Blueblood lies beside an old dusty road, with its old dusty buildings, and its old dusty citizens. People are beginning to retire, to let the next generation take over.  Blueblood is ruled by [[Lord Rainhall (3.5e NPC)|Lord Rainhall]], appointed by the previous king.  Rainhall suspects that an undead lair is somewhere nearby, and [[Ezekial Hogarth (3.5e NPC)|Ezekial]] and his friends are investigating.  Blueblood used to be a sheep-herding community. It still is, but now it also has a focus on accommodating travelers. The people of Blueblood are, in general, fun-loving and jovial people. They work hard, but can enjoy a good joke or two. &lt;br /&gt;
&amp;lt;!-- General description of environment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Small Town:''' Conventional; AL LG; 800 gp limit; Population 1,200; Isolated (97% human, 1% dwarf, 1% halfling, 1% other) &lt;br /&gt;
&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
&lt;br /&gt;
*[[Weird Morgan (3.5e NPC)|Weird Morgan]], 7th lvl adept&lt;br /&gt;
*[[Lord Rainhall (3.5e NPC)|Lord Rainhall]], 6th lvl aristocrat&lt;br /&gt;
*Tom Barnell, 3rd lvl bard&lt;br /&gt;
*[[Matron Mary (3.5e NPC)|Matron Mary]], 2nd lvl cleric &lt;br /&gt;
*[[Rodrick Owen (3.5e NPC)| Rodrick Owen]], 13th lvl commoner&lt;br /&gt;
*Grellum, 4th lvl druid&lt;br /&gt;
*[[Rale Fishinger (3.5e NPC)|Rale Fishinger]], 8th lvl rogue&lt;br /&gt;
*Captain Boris, 5th lvl fighter&lt;br /&gt;
*Kazarus, 3rd lvl monk&lt;br /&gt;
*Samantha Fear, 3rd lvl ranger&lt;br /&gt;
*Brandon Aazer, 4th lvl expert&lt;br /&gt;
*[[Ezekial Hogarth (3.5e NPC)|Ezekial Hogarth]], 5th lvl paladin&lt;br /&gt;
*Lilly Day, 6th lvl wizard&lt;br /&gt;
*Rebbeca Worthington, 4th lvl warrior&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
&lt;br /&gt;
====Weird Morgan's Cottage====&lt;br /&gt;
&lt;br /&gt;
''On the far edge of town is a small, rundown cottage. Its walls are made of clay and its roof is thatched. The small iron fence surrounding the hut is old and rusty. The gate is attached by one hinge and is swinging open. A crow sits on the crumbling chimney, watching you. Once you step inside, the aromas hit you immediately. Two giant urns full of incense are burning and thick smoke fills the air, making it difficult to breathe. The cottage is filled with all manners of strange items. Piles and heaps of little trinkets and household items litter the room. An old halfling woman sits perched on a stool, sipping something from a brandy bottle.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Weird Morgan (DnD NPC)|Weird Morgan]] lives. She is a skilled healer and apothecary. The crow on the chimney is actually her familiar, who tells her when she's about to have visitors. There's a chest in a corner of the main room, covered in reams of cloth. Inside is 6,930 gold pieces, protected by an average lock. In the back of the cottage she has some small stables with two mules in it. To the side of the stables is a pack saddle and a riding saddle and gear, along with several bags of feed. A local child, Ned, takes care of the mules for her.&lt;br /&gt;
&lt;br /&gt;
====Lord's Manor====&lt;br /&gt;
&lt;br /&gt;
''In the center of town is a tall manor house painted blue. Several young soldiers eye you nervously as you approach, and one coughs quietly.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Lord Rainhall (DnD NPC)| Lord Rainhall]] and his children live. The house is richly furnished and supplied, with a closely guarded vault filled with copper and silver, valued around 5,300 gold. His adviser, [[Rale Fishinger (DnD NPC)| Rale Fishinger]], lives nearby. Those seeking an audience with the lord can speak to him on Wednesdays. On special occasions, Rainhall holds festivals in the front courtyard of his manor. There is music and dancing, and games for the children.&lt;br /&gt;
&lt;br /&gt;
====Life and Death====&lt;br /&gt;
&lt;br /&gt;
''This grimy tavern has its name pronounced in bold white letters above the door. You see that the big window besides the door has been shattered, and glass shards lie in a pile on the floor. Good-natured laughing comes from within.''&lt;br /&gt;
&lt;br /&gt;
Life and Death is owned by Brandon Aazer, who inherited it from his father.  Brandon also runs a weaponsmithy in the basement.  This tavern is the favorite spot of [[Rodrick Owen (DnD NPC)|Old Man Rodrick]]. He sits quietly in the corner, rocking slowly on his rocking chair and puffing on a pipe. People come to him for advice on all matters to do with farm life. He's quite content just to sit in his rocking chair and watch the world around him.  &lt;br /&gt;
&lt;br /&gt;
===Adventure Ideas===&lt;br /&gt;
&lt;br /&gt;
- A troll has settled down nearby, howling up a storm every night and occasionally banging on the gate. Find out what it wants and make it go away, before livestock or townsfolk start to disappear. &amp;lt;br&amp;gt;&lt;br /&gt;
- The people of Blueblood have become afflicted with some strange plague. According to the druid Grellum, the only way to end it is to find the Chalice of Mourning and destroy it. &amp;lt;br&amp;gt;&lt;br /&gt;
- Bands of goblins in the area have recently become more bold in their raids due to the arrival of a mysterious new leader. &amp;lt;br&amp;gt;&lt;br /&gt;
- A nest of ankhegs has infested Old Man Rodrick's farm. &amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Environments Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)</id>
		<title>Blueblood (3.5e Environment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)"/>
				<updated>2010-06-12T13:38:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: adventure ideas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Blueblood=&lt;br /&gt;
&lt;br /&gt;
Blueblood is a small town of 1,200 people that serves as a pit stop between the Shield Lands and the Eastern Wastes.  Nestled in a boggy forest, Blueblood lies beside an old dusty road, with its old dusty buildings, and its old dusty citizens. People are beginning to retire, to let the next generation take over.  Blueblood is ruled by [[Lord Rainhall (3.5e NPC)|Lord Rainhall]], appointed by the previous king.  Rainhall suspects that an undead lair is somewhere nearby, and [[Ezekial Hogarth (3.5e NPC)|Ezekial]] and his friends are investigating.  Blueblood used to be a sheep-herding community. It still is, but now it also has a focus on accommodating travelers. The people of Blueblood are, in general, fun-loving and jovial people. They work hard, but can enjoy a good joke or two. &lt;br /&gt;
&amp;lt;!-- General description of environment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Small Town:''' Conventional; AL LG; 800 gp limit; Population 1,200; Isolated (97% human, 1% dwarf, 1% halfling, 1% other) &lt;br /&gt;
&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
&lt;br /&gt;
*[[Weird Morgan (3.5e NPC)|Weird Morgan]], 7th lvl adept&lt;br /&gt;
*[[Lord Rainhall (3.5e NPC)|Lord Rainhall]], 6th lvl aristocrat&lt;br /&gt;
*Tom Barnell, 3rd lvl bard&lt;br /&gt;
*[[Matron Mary (3.5e NPC)|Matron Mary]], 2nd lvl cleric &lt;br /&gt;
*[[Rodrick Owen (3.5e NPC)| Rodrick Owen]], 13th lvl commoner&lt;br /&gt;
*Grellum, 4th lvl druid&lt;br /&gt;
*[[Rale Fishinger (3.5e NPC)|Rale Fishinger]], 8th lvl rogue&lt;br /&gt;
*Captain Boris, 5th lvl fighter&lt;br /&gt;
*Kazarus, 3rd lvl monk&lt;br /&gt;
*Samantha Fear, 3rd lvl ranger&lt;br /&gt;
*Brandon Aazer, 4th lvl expert&lt;br /&gt;
*[[Ezekial Hogarth (3.5e NPC)|Ezekial Hogarth]], 5th lvl paladin&lt;br /&gt;
*Lilly Day, 6th lvl wizard&lt;br /&gt;
*Rebbeca Worthington, 4th lvl warrior&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
&lt;br /&gt;
====Weird Morgan's Cottage====&lt;br /&gt;
&lt;br /&gt;
''On the far edge of town is a small, rundown cottage. Its walls are made of clay and its roof is thatched. The small iron fence surrounding the hut is old and rusty. The gate is attached by one hinge and is swinging open. A crow sits on the crumbling chimney, watching you. Once you step inside, the aromas hit you immediately. Two giant urns full of incense are burning and thick smoke fills the air, making it difficult to breathe. The cottage is filled with all manners of strange items. Piles and heaps of little trinkets and household items litter the room. An old halfling woman sits perched on a stool, sipping something from a brandy bottle.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Weird Morgan (DnD NPC)|Weird Morgan]] lives. She is a skilled healer and apothecary. The crow on the chimney is actually her familiar, who tells her when she's about to have visitors. There's a chest in a corner of the main room, covered in reams of cloth. Inside is 6,930 gold pieces, protected by an average lock. In the back of the cottage she has some small stables with two mules in it. To the side of the stables is a pack saddle and a riding saddle and gear, along with several bags of feed. A local child, Ned, takes care of the mules for her.&lt;br /&gt;
&lt;br /&gt;
====Lord's Manor====&lt;br /&gt;
&lt;br /&gt;
''In the center of town is a tall manor house painted blue. Several young soldiers eye you nervously as you approach, and one coughs quietly.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Lord Rainhall (DnD NPC)| Lord Rainhall]] and his children live. The house is richly furnished and supplied, with a closely guarded vault filled with copper and silver, valued around 5,300 gold. His adviser, [[Rale Fishinger (DnD NPC)| Rale Fishinger]], lives nearby. Those seeking an audience with the lord can speak to him on Wednesdays. On special occasions, Rainhall holds festivals in the front courtyard of his manor. There is music and dancing, and games for the children.&lt;br /&gt;
&lt;br /&gt;
====Life and Death====&lt;br /&gt;
&lt;br /&gt;
''This grimy tavern has its name pronounced in bold white letters above the door. You see that the big window besides the door has been shattered, and glass shards lie in a pile on the floor. Good-natured laughing comes from within.''&lt;br /&gt;
&lt;br /&gt;
Life and Death is owned by Brandon Aazer, who inherited it from his father.  Brandon also runs a weaponsmithy in the basement.  This tavern is the favorite spot of [[Rodrick Owen (DnD NPC)|Old Man Rodrick]]. He sits quietly in the corner, rocking slowly on his rocking chair and puffing on a pipe. People come to him for advice on all matters to do with farm life. He's quite content just to sit in his rocking chair and watch the world around him.  &lt;br /&gt;
&lt;br /&gt;
===Adventure Ideas===&lt;br /&gt;
&lt;br /&gt;
- A troll has settled down nearby, howling up a storm every night and occasionally banging on the gate. Find out what it wants and make it go away, before livestock or townsfolk start to disappear. &lt;br /&gt;
- The people of Blueblood have become afflicted with some strange plague. According to the druid Grellum, the only way to end it is to find the Chalice of Mourning and destroy it. &lt;br /&gt;
- Bands of goblins in the area have recently become more bold in their raids due to the arrival of a mysterious new leader.&lt;br /&gt;
- A nest of ankhegs has infested Old Man Rodrick's farm. &lt;br /&gt;
----&lt;br /&gt;
{{3.5e Environments Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User:Ramses_IV</id>
		<title>User:Ramses IV</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User:Ramses_IV"/>
				<updated>2010-02-07T15:20:28Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: /* Contact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Me and my Alias ==&lt;br /&gt;
I am called Ramses IV [http://en.wikipedia.org/wiki/Ramses_IV], (also spelled Ramesses IV) after a famous Egyptian pharoah. I live in Ohio and have been playing D&amp;amp;D (or is DnD preferred?) for a very long time. I enjoy the Elder Scroll games, and am a modder of Oblivion. I go by my same name (Ramses IV) at the Bethesda forums, if you want to talk to me there. If you want me to reply to something directly on the D&amp;amp;D wiki, just send me an MoI. If you have anything to say, feel free to tell me via e-mail, or on [[User talk:Ramses IV|my talk page]].&lt;br /&gt;
&lt;br /&gt;
== Edits ==&lt;br /&gt;
{{Barnstar|I give [[User:Ramses IV|Ramses IV]] this barnstar for helping with our growing list of [[Publication List|publications]] here on D&amp;amp;D Wiki.  He added images as well as formatted many of them, and has brought them up to the level expected by D&amp;amp;D Wiki.  Hopefully, with [[User:Ramses IV|Ramses IV's]] help, we can have a comprehensive list of all d20 publications present on D&amp;amp;D Wiki.  Thank you so much for helping with this enormous task.  --[[User:Green Dragon|Green Dragon]] 01:05, 23 January 2008 (MST)}}&lt;br /&gt;
# A great deal of my edits are minor edits, fixing spelling or grammar mistakes. I apologize if I forgot to click the little checkmark box.&lt;br /&gt;
# I also add images to entries about creatures, adventures, and such.&lt;br /&gt;
# The third thing I do is add links and cross-references to entries.&lt;br /&gt;
# The fourth thing I do is helping a bit with formatting. I do this rarely, as I don't know too much about it myself.&lt;br /&gt;
# I'm hoping to get a host of NPCs up here too.&lt;br /&gt;
&lt;br /&gt;
I am also willing to split up articles into smaller ones, like I did recently with the mundane traps. I don't really come across those very much though. If you see one them, please MoI me. &lt;br /&gt;
&lt;br /&gt;
== 4th Edition ==&lt;br /&gt;
I am not going to use 4e. I hate it.&lt;br /&gt;
&lt;br /&gt;
== Contact ==&lt;br /&gt;
Feel free to contact me for whatever. &lt;br /&gt;
&lt;br /&gt;
'''email:''' ramsesthefourth@yahoo.com&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Matron_Mary_(3.5e_NPC)</id>
		<title>Matron Mary (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Matron_Mary_(3.5e_NPC)"/>
				<updated>2010-01-10T15:39:26Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Matron Mary|[[Human]]&lt;br /&gt;
|[[Cleric]] 2&lt;br /&gt;
|A cleric of [[Yewande (DnD Deity)|Yewande]] in [[Blueblood (DnD Environment)|Blueblood]]}}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Matron Mary |cr=2&lt;br /&gt;
|al=LG |size=[[Medium]] |type=[[humanoid]] ([[SRD:Human|human]])&lt;br /&gt;
|sex=Female |race=[[human]] |clvl=[[cleric]] 2&lt;br /&gt;
|init=+1 |listen=+2 |spot=+2&lt;br /&gt;
|ac=11 |touch=11 |flat=10&lt;br /&gt;
|hp=12 |hd=2d8&lt;br /&gt;
|str=8 |dex=12 |con=10 |int=15 |wis=14 |cha=13&lt;br /&gt;
|fort=2 |ref=0 |will=2&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|prgrsns={{&lt;br /&gt;
  Stat Block 2/Spells Prepared&lt;br /&gt;
  |pd=CL 2&lt;br /&gt;
  |sp0=''[[SRD:Create Water|Create Water]]'', ''[[Mending]]'', ''[[Light]]'' &amp;amp;times;2&lt;br /&gt;
  |sp1=''[[Cure Light Wounds]]'' &amp;amp;times;2, ''[[SRD:Detect Evil|Detect Evil]]'' &amp;amp;times;2&lt;br /&gt;
  |sp2=''[[SRD:Zone of Truth|Zone of Truth]]}}&lt;br /&gt;
|feats=[[SRD:Self-Sufficient|Self-Sufficient]], [[Skill Focus]] [[Heal]]&lt;br /&gt;
|skills=[[Concentration]] +5, [[Diplomacy]] +6, [[Heal]] +12, [[Knowledge]] (religion) +7, [[Survival]] +4&lt;br /&gt;
|bab=+1 |grp=0&lt;br /&gt;
|poss=blue clerical robes, wooden holy symbol&lt;br /&gt;
|deity=[[Yewande (DnD Deity)|Yewande]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Matron Mary is the main member of the Church of [[Yewande (DnD Deity)|Yewande]] in [[Blueblood (DnD Environment)|Blueblood]]. She considers it her duty to enlighten the &amp;quot;poor souls&amp;quot; in border towns such as this one about the grace of Yewande. She is a good person who wants only the best for Blueblood's people, but she can be a little overzealous at times. For example, on several occasions she has attempted to condemn both [[Weird Morgan (DnD NPC)|Weird Morgan]] and the druid Grellum for their strange, unorthodox ways. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 2 NPCs|CR 2]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 2 NPCs|ECL 2]]&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:CR2]]&lt;br /&gt;
[[Category:ECL2]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human Subtype]]&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Good Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)</id>
		<title>Blueblood (3.5e Environment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)"/>
				<updated>2010-01-10T15:26:51Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: hyphen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Blueblood=&lt;br /&gt;
&lt;br /&gt;
Blueblood is a small town of 1,200 people that serves as a pit stop between the Shield Lands and the Eastern Wastes.  Nestled in a boggy forest, Blueblood lies beside an old dusty road, with its old dusty buildings, and its old dusty citizens. People are beginning to retire, to let the next generation take over.  Blueblood is ruled by [[Lord Rainhall (3.5e NPC)|Lord Rainhall]], appointed by the previous king.  Rainhall suspects that an undead lair is somewhere nearby, and [[Ezekial Hogarth (3.5e NPC)|Ezekial]] and his friends are investigating.  Blueblood used to be a sheep-herding community. It still is, but now it also has a focus on accommodating travelers. The people of Blueblood are, in general, fun-loving and jovial people. They work hard, but can enjoy a good joke or two. &lt;br /&gt;
&amp;lt;!-- General description of environment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Small Town:''' Conventional; AL LG; 800 gp limit; Population 1,200; Isolated (97% human, 1% dwarf, 1% halfling, 1% other) &lt;br /&gt;
&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
&lt;br /&gt;
*[[Weird Morgan (3.5e NPC)|Weird Morgan]], 7th lvl adept&lt;br /&gt;
*[[Lord Rainhall (3.5e NPC)|Lord Rainhall]], 6th lvl aristocrat&lt;br /&gt;
*Tom Barnell, 3rd lvl bard&lt;br /&gt;
*[[Matron Mary (3.5e NPC)|Matron Mary]], 2nd lvl cleric &lt;br /&gt;
*[[Rodrick Owen (3.5e NPC)| Rodrick Owen]], 13th lvl commoner&lt;br /&gt;
*Grellum, 4th lvl druid&lt;br /&gt;
*[[Rale Fishinger (3.5e NPC)|Rale Fishinger]], 8th lvl rogue&lt;br /&gt;
*Cpt. Boris, 5th lvl fighter&lt;br /&gt;
*Kazarus, 3rd lvl monk&lt;br /&gt;
*Samantha Fear, 3rd lvl ranger&lt;br /&gt;
*Brandon Aazer, 4th lvl expert&lt;br /&gt;
*[[Ezekial Hogarth (3.5e NPC)|Ezekial Hogarth]], 5th lvl paladin&lt;br /&gt;
*Lilly Day, 6th lvl wizard&lt;br /&gt;
*Rebbeca Worthington, 4th lvl warrior&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
&lt;br /&gt;
====Weird Morgan's Cottage====&lt;br /&gt;
&lt;br /&gt;
''On the far edge of town is a small, rundown cottage. Its walls are made of clay and its roof is thatched. The small iron fence surrounding the hut is old and rusty. The gate is attached by one hinge and is swinging open. A crow sits on the crumbling chimney, watching you. Once you step inside, the aromas hit you immediately. Two giant urns full of incense are burning and thick smoke fills the air, making it difficult to breathe. The cottage is filled with all manners of strange items. Piles and heaps of little trinkets and household items litter the room. An old halfling woman sits perched on a stool, sipping something from a brandy bottle.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Weird Morgan (DnD NPC)|Weird Morgan]] lives. She is a skilled healer and apothecary. The crow on the chimney is actually her familiar, who tells her when she's about to have visitors. There's a chest in a corner of the main room, covered in reams of cloth. Inside is 6,930 gold pieces, protected by an average lock. In the back of the cottage she has some small stables with two mules in it. To the side of the stables is a pack saddle and a riding saddle and gear, along with several bags of feed. A local child, Ned, takes care of the mules for her.&lt;br /&gt;
&lt;br /&gt;
====Lord's Manor====&lt;br /&gt;
&lt;br /&gt;
''In the center of town is a tall manor house painted blue. Several young soldiers eye you nervously as you approach, and one coughs quietly.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Lord Rainhall (DnD NPC)| Lord Rainhall]] and his children live. The house is richly furnished and supplied, with a closely guarded vault filled with copper and silver, valued around 5,300 gold. His adviser, [[Rale Fishinger (DnD NPC)| Rale Fishinger]], lives nearby. Those seeking an audience with the lord can speak to him on Wednesdays. On special occasions, Rainhall holds festivals in the front courtyard of his manor. There is music and dancing, and games for the children.&lt;br /&gt;
&lt;br /&gt;
====Life and Death====&lt;br /&gt;
&lt;br /&gt;
''This grimy tavern has its name pronounced in bold white letters above the door. You see that the big window besides the door has been shattered, and glass shards lie in a pile on the floor. Good-natured laughing comes from within.''&lt;br /&gt;
&lt;br /&gt;
Life and Death is owned by Brandon Aazer, who inherited it from his father.  Brandon also runs a weaponsmithy in the basement.  This tavern is the favorite spot of [[Rodrick Owen (DnD NPC)|Old Man Rodrick]]. He sits quietly in the corner, rocking slowly on his rocking chair and puffing on a pipe. People come to him for advice on all matters to do with farm life. He's quite content just to sit in his rocking chair and watch the world around him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Environments Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)</id>
		<title>Blueblood (3.5e Environment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)"/>
				<updated>2010-01-10T15:26:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Blueblood=&lt;br /&gt;
&lt;br /&gt;
Blueblood is a small town of 1,200 people that serves as a pit stop between the Shield Lands and the Eastern Wastes.  Nestled in a boggy forest, Blueblood lies beside an old dusty road, with its old dusty buildings, and its old dusty citizens. People are beginning to retire, to let the next generation take over.  Blueblood is ruled by [[Lord Rainhall (3.5e NPC)|Lord Rainhall]], appointed by the previous king.  Rainhall suspects that an undead lair is somewhere nearby, and [[Ezekial Hogarth (3.5e NPC)|Ezekial]] and his friends are investigating.  Blueblood used to be a sheep-herding community. It still is, but now it also has a focus on accommodating travelers. The people of Blueblood are, in general, fun-loving and jovial people. They work hard, but can enjoy a good joke or two. &lt;br /&gt;
&amp;lt;!-- General description of environment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Small Town:''' Conventional; AL LG; 800 gp limit; Population 1,200; Isolated (97% human, 1% dwarf, 1% halfling, 1% other) &lt;br /&gt;
&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
&lt;br /&gt;
*[[Weird Morgan (3.5e NPC)|Weird Morgan]], 7th lvl adept&lt;br /&gt;
*[[Lord Rainhall (3.5e NPC)|Lord Rainhall]], 6th lvl aristocrat&lt;br /&gt;
*Tom Barnell, 3rd lvl bard&lt;br /&gt;
*[[Matron Mary (3.5e NPC)|Matron Mary]], 2nd lvl cleric &lt;br /&gt;
*[[Rodrick Owen (3.5e NPC)| Rodrick Owen]], 13th lvl commoner&lt;br /&gt;
*Grellum, 4th lvl druid&lt;br /&gt;
*[[Rale Fishinger (3.5e NPC)|Rale Fishinger]], 8th lvl rogue&lt;br /&gt;
*Cpt. Boris, 5th lvl fighter&lt;br /&gt;
*Kazarus, 3rd lvl monk&lt;br /&gt;
*Samantha Fear, 3rd lvl ranger&lt;br /&gt;
*Brandon Aazer, 4th lvl expert&lt;br /&gt;
*[[Ezekial Hogarth (3.5e NPC)|Ezekial Hogarth]], 5th lvl paladin&lt;br /&gt;
*Lilly Day, 6th lvl wizard&lt;br /&gt;
*Rebbeca Worthington, 4th lvl warrior&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
&lt;br /&gt;
====Weird Morgan's Cottage====&lt;br /&gt;
&lt;br /&gt;
''On the far edge of town is a small, rundown cottage. Its walls are made of clay and its roof is thatched. The small iron fence surrounding the hut is old and rusty. The gate is attached by one hinge and is swinging open. A crow sits on the crumbling chimney, watching you. Once you step inside, the aromas hit you immediately. Two giant urns full of incense are burning and thick smoke fills the air, making it difficult to breathe. The cottage is filled with all manners of strange items. Piles and heaps of little trinkets and household items litter the room. An old halfling woman sits perched on a stool, sipping something from a brandy bottle.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Weird Morgan (DnD NPC)|Weird Morgan]] lives. She is a skilled healer and apothecary. The crow on the chimney is actually her familiar, who tells her when she's about to have visitors. There's a chest in a corner of the main room, covered in reams of cloth. Inside is 6,930 gold pieces, protected by an average lock. In the back of the cottage she has some small stables with two mules in it. To the side of the stables is a pack saddle and a riding saddle and gear, along with several bags of feed. A local child, Ned, takes care of the mules for her.&lt;br /&gt;
&lt;br /&gt;
====Lord's Manor====&lt;br /&gt;
&lt;br /&gt;
''In the center of town is a tall manor house painted blue. Several young soldiers eye you nervously as you approach, and one coughs quietly.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Lord Rainhall (DnD NPC)| Lord Rainhall]] and his children live. The house is richly furnished and supplied, with a closely guarded vault filled with copper and silver, valued around 5,300 gold. His adviser, [[Rale Fishinger (DnD NPC)| Rale Fishinger]], lives nearby. Those seeking an audience with the lord can speak to him on Wednesdays. On special occasions, Rainhall holds festivals in the front courtyard of his manor. There is music and dancing, and games for the children.&lt;br /&gt;
&lt;br /&gt;
====Life and Death====&lt;br /&gt;
&lt;br /&gt;
''This grimy tavern has its name pronounced in bold white letters above the door. You see that the big window besides the door has been shattered, and glass shards lie in a pile on the floor. Good natured laughing comes from within.''&lt;br /&gt;
&lt;br /&gt;
Life and Death is owned by Brandon Aazer, who inherited it from his father.  Brandon also runs a weaponsmithy in the basement.  This tavern is the favorite spot of [[Rodrick Owen (DnD NPC)|Old Man Rodrick]]. He sits quietly in the corner, rocking slowly on his rocking chair and puffing on a pipe. People come to him for advice on all matters to do with farm life. He's quite content just to sit in his rocking chair and watch the world around him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Environments Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Grimm_RPG</id>
		<title>Grimm RPG</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Grimm_RPG"/>
				<updated>2009-08-09T17:16:26Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: added author and release year&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Publication Infobox&lt;br /&gt;
|url=http://store.fantasyflightgames.com/productdetails.cfm?PC=1400&lt;br /&gt;
|image=GR01.jpg&lt;br /&gt;
|abbreviation=N/A&lt;br /&gt;
|publisher=Fantasy Flight Games&lt;br /&gt;
|itemcode=GR01&lt;br /&gt;
|author=Robert J. Shwalb&lt;br /&gt;
|date=2008&lt;br /&gt;
|format=Hardcover&lt;br /&gt;
|pgcount=224&lt;br /&gt;
|isbn10=&lt;br /&gt;
|price=$49.95&lt;br /&gt;
|productblurb=&lt;br /&gt;
Grimm is a complete game system and setting in one volume, suitable for players and game masters alike. It includes character creation rules, a new non-d20 rules system, complete information on the Grimm Lands, imagination rules, monsters and NPCs, and much more.&lt;br /&gt;
&lt;br /&gt;
Grimm is bound in hardcover and 224 pages, 16 pages of which are full-color.&lt;br /&gt;
}}&lt;br /&gt;
{{Publishers Breadcrumb}}&lt;br /&gt;
[[Category:Fantasy Flight Games]]&lt;br /&gt;
[[Category:Publication]] &lt;br /&gt;
[[Category:Publications Missing Information]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Vase_Alarm_(3.5e_Equipment)</id>
		<title>Vase Alarm (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Vase_Alarm_(3.5e_Equipment)"/>
				<updated>2009-08-09T16:00:05Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: minor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For when you don't have a handy alarm spell, a poorly balanced vase or pot makes a fine improvised alarm. The pot could be set leaning against a door that, if opened, causes the vase to fall and smash. It could also be tied to a trip wire or on the edge of a table. I would treat the DC to hear a falling vase to be 0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD Equipment|Equipment]] &amp;amp;rarr; [[3.5e Mundane Traps|Traps]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Mundane]]&lt;br /&gt;
[[Category:Trap]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Telepath_(3.5e_Class)</id>
		<title>Telepath (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Telepath_(3.5e_Class)"/>
				<updated>2009-08-09T15:43:15Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: /* Class Features */  grammar, wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
|imgloc=&lt;br /&gt;
|imgsize=&lt;br /&gt;
|imgcaption=&lt;br /&gt;
|rating_power=4.5&lt;br /&gt;
|raters_power=2&lt;br /&gt;
|rating_wording=4.5&lt;br /&gt;
|raters_wording=1&lt;br /&gt;
|rating_formatting=4.625&lt;br /&gt;
|raters_formatting=2&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=2&lt;br /&gt;
|authors= [[User:Lord Dhazriel|Lord Dhazriel]]&lt;br /&gt;
|datecreated= 22 February 2009 &lt;br /&gt;
|status=In Construction&lt;br /&gt;
|editing= Spelling and Grammar only, please.&lt;br /&gt;
|type=Arcane, Spellcasting, Moderate Spellcasting, Spontaneous Spellcasting&lt;br /&gt;
|desc= (Non-Psionic) An individual able to control the thoughts of her opponents. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Telepath==&lt;br /&gt;
&lt;br /&gt;
Telepaths make great spies and infiltrators. Their ability to read their opponent's mind makes them fearsome foes. A telepath possesses limited spellcasting.&lt;br /&gt;
&lt;br /&gt;
===Making a Telepath===&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' Telepaths rely strongly on their [[Int|intelligence]] for their spellcasting and class features, and can benefit from a high [[Dex|dexterity]] score and high [[Con|constitution]] score.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' [[SRD:Human|Humans]] and [[SRD:Elves, Gray (Race)|Gray Elves]] are the most commonly found telepaths.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' As wizard&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 Telepath}}&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; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&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; | [[#Invisible Aura|Invisible Aura]], [[#Read Thoughts|Read Thoughts]], [[#Sneak Attack|Sneak Attack]] (1d6), [[#Telepathy|Telepathy]] (50 ft.)&lt;br /&gt;
|2||—||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&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; | [[#Anticipate|Anticipate]], [[#Telepathic Influence|Telepathic Influence]] &lt;br /&gt;
|3||0||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Mental Shock|Mental Shock]], [[#Uncanny Dodge|Uncanny Dodge]]&lt;br /&gt;
|3||1||—||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Sneak Attack|Sneak Attack]] (2d6), [[#Telepathic Evasion|Telepathic Evasion]]&lt;br /&gt;
|3||2||0||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]], [[#Telepathy|Telepathy]] (100 ft.)&lt;br /&gt;
|3||3||1||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Instantaneous Read Thoughts|Instantaneous Read Thoughts]] &lt;br /&gt;
|3||3||2||—||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Sneak Attack|Sneak Attack]] (3d6), [[#Telepathic Resistance|Telepathic Resistance]]&lt;br /&gt;
|3||3||2||0||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||1||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|3||3||3||2||—||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Sneak Attack|Sneak Attack]] (4d6), [[#Telepathy|Telepathy]] (150 ft.) &lt;br /&gt;
|3||3||3||2||0||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Persisted Read Thoughts|Persisted Read Thoughts]]&lt;br /&gt;
|3||3||3||3||1||—||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +4 || +8&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}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Sneak Attack|Sneak Attack]] (5d6)&lt;br /&gt;
|3||3||3||3||2||0||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +4 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Telepathic Immunity|Telepathic Immunity]]&lt;br /&gt;
|4||3||3||3||3||1||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +5 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bypass Blank Mind|Bypass Blank Mind]] , [[#Telepathy|Telepathy]] (200 ft.)&lt;br /&gt;
|4||4||3||3||3||2||—&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[#Sneak Attack|Sneak Attack]] (7d6)&lt;br /&gt;
|4||4||4||3||3||2||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||3||3||1&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|4||4||4||4||4||3||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4  || +6 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Sneak Attack|Sneak Attack]] (8d6)&lt;br /&gt;
|4||4||4||4||4||4||3&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5  || +6 || +6 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Telepathy|Telepathy]] (250 ft.)&lt;br /&gt;
|4||4||4||4||4||4||4&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Speak Language Skill|Speak Language]] (n/a), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Telepath.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Telepaths are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the hand crossbow, rapier, sap, shortbow, and short sword. Telepaths are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]]..&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spells}}:''' Telepaths cast arcane spells spontaneously, like the sorcerer. However she knows every spell on her spell list and may cast them without preparation. The save DC of Telepath spells are different (DC 10 +1/2 caster level + [[SRD:Intelligence|intelligence]] modifier). A telepath uses [[SRD:Intelligence|intelligence]] as the main casting ability for the class (used for determining bonus spell slots and save DCs). A telepath spell never uses material components, verbal components, somatic components or focuses. A telepath does not suffer from arcane spell failure from light or medium armor. All the spells on the following list belong to the Telepath spell list:&lt;br /&gt;
&lt;br /&gt;
0&amp;amp;mdash;[[SRD:Daze|''Daze'']], [[SRD:Detect Poison|''Detect Poison'']], [[SRD:Detect Magic|''Detect Magic'']], [[SRD:Ghost Sound|''Ghost Sound'']], [[SRD:Message|''Message'']]&lt;br /&gt;
&lt;br /&gt;
1st&amp;amp;mdash;[[SRD:Charm Person|''Charm Person'']], [[SRD:Color Spray|''Color Spray'']], [[SRD:Command|''Command'']], [[SRD:Comprehend Languages|Comprehend Language]], [[SRD:Detect Chaos|''Detect Chaos'']], [[SRD:Detect Evil|''Detect Evil'']], [[SRD:Detect Good|''Detect Good'']], [[SRD:Detect Law|''Detect Law'']], [[SRD:Disguise Self|''Disguise Self'']], [[SRD:Lesser Confusion|''Confusion, Lesser'']], [[SRD:Identify|''Identify'']], [[SRD:Silent Image|''Silent Image'']], [[SRD:Ventriloquism|''Ventriloquism'']]&lt;br /&gt;
&lt;br /&gt;
2nd&amp;amp;mdash;[[SRD:Augury|Augury]], [[SRD:Blindness/Deafness|''Blindness/Deafness'']], [[SRD:Blur|''Blur'']], [[SRD:Calm Emotions|Calm Emotions]], [[SRD:Daze Monster|''Daze Monster'']], [[SRD:Enthrall|''Enthrall'']], [[SRD:Invisibility (Spell)|''Invisibility'']], [[SRD:Heroism|Heroism]], [[SRD:Hold Person|''Hold Person'']], [[SRD:Minor Image|''Minor Image'']], [[SRD:Mirror Image|''Mirror Image'']], [[SRD:Misdirection|''Misdirection'']], [[SRD:Rage|''Rage'']],[[SRD:Scare|''Scare'']], [[SRD:Status|''Status'']], ''[[SRD:Suggestion|Suggestion]]'', [[SRD:Lesser Telepathic Bond|''Telepathic Bond, Lesser'']], [[SRD:Undetectable Alignment|''Undetectable Alignment'']], [[SRD:Zone of Truth|''Zone of Truth'']]&lt;br /&gt;
&lt;br /&gt;
3rd&amp;amp;mdash;[[SRD:Charm Monster|''Charm Monster'']], [[SRD:Clairaudience/Clairvoyance|''Clairaudience/Clairvoyance'']], [[SRD:Confusion|''Confusion'']], [[SRD:Deep Slumber|''Deep Slumber'']], [[SRD:Lesser Geas|''Geas, Lesser'']], [[SRD:Glibness|''Glibness'']], [[SRD:Major Image|''Major Image'']], [[SRD:Nondetection|''Nondetection'']], [[SRD:Remove Blindness/Deafness|''Remove Blindness/Deafness'']], [[SRD:Sculpt Sound|Sculpt Sound]], [[SRD:See Invisibility|''See Invisibility'']], [[SRD:Scrying|''Scrying'']], [[SRD:Slow|''Slow'']] &lt;br /&gt;
&lt;br /&gt;
4th&amp;amp;mdash;[[SRD:Detect Scrying|''Detect Scrying'']], [[SRD:Discern Lies|''Discern Lies'']], [[SRD:Divination|''Divination'']], [[SRD:Dominate Person|''Dominate Person'']], [[SRD:Hallucinatory Terrain|''Hallucinatory Terrain'']], [[SRD:Hold Monster|''Hold Monster'']], [[SRD:Feeblemind|''Feeblemind'']], [[SRD:Greater Invisibility|''Invisibility, Greater'']], [[SRD:Legend Lore|''Legend Lore'']], [[SRD:Locate Creature|''Locate Creature'']], [[SRD:Modify Memory|''Modify Memory'']], [[SRD:Phantasmal Killer|''Phantasmal Killer'']], [[SRD:Sending|''Sending'']], [[SRD:Telepathic Bond|''Telepathic Bond'']], [[SRD:Tongues|''Tongues'']]&lt;br /&gt;
&lt;br /&gt;
5th&amp;amp;mdash;[[SRD:Dream|''Dream'']], [[SRD:Enervation|Enervation]], [[SRD:False Vision|''False Vision'']], [[SRD:Greater Heroism|''Heroism, Greater'']], [[SRD:Mind Fog|''Mind Fog'']], [[SRD:Nightmare (Spell)|Nightmare]], [[SRD:Persistent Image|''Persistent Image'']], [[SRD:Probe Thoughts|''Probe Thoughts'']], [[SRD:Mass Suggestion|''Suggestion, Mass'']]&lt;br /&gt;
&lt;br /&gt;
6th&amp;amp;mdash;[[SRD:Analyze Dweomer|''Analyze Dweomer'']], [[SRD:Mass Charm Monster|''Charm Monster, Mass'']], [[SRD:Eyebite|''Eyebite'']], [[SRD:Find the Path|''Find the Path'']], [[SRD:Forbiddance|''Forbiddance'']] , [[SRD:Geas/Quest|''Geas/Quest'']], [[SRD:Irresistible Dance|''Irresistible Dance'']], [[SRD:Insanity|''Insanity'']], [[SRD:Mass Invisibility|''Invisibility, Mass'']], [[SRD:Permanent Image|''Permanent Image'']], [[SRD:Programmed Image|''Programmed Image'']], [[SRD:Project Image|''Project Image'']], [[SRD:Greater Scrying|''Scrying, Greater'']], [[SRD:Repulsion|''Repulsion'']], [[SRD:Veil|''Veil'']], [[SRD:Vision|''Vision'']]&lt;br /&gt;
&lt;br /&gt;
'''Extra Spells from''' [[Spell Compendium]]:&lt;br /&gt;
&lt;br /&gt;
0&amp;amp;mdash; ''Cheat''&lt;br /&gt;
&lt;br /&gt;
1st&amp;amp;mdash; ''Serene Visage'', ''Phantom Threat''&lt;br /&gt;
&lt;br /&gt;
2nd&amp;amp;mdash; ''Know Vulnerability'', ''Rebuke'', ''Phantasmal Assailant'' &lt;br /&gt;
&lt;br /&gt;
3rd&amp;amp;mdash; ''Know Opponents'', ''Puppeteer'' &lt;br /&gt;
&lt;br /&gt;
4th&amp;amp;mdash; ''Rebuke, Greater''&lt;br /&gt;
&lt;br /&gt;
5th&amp;amp;mdash; ''Interplanar Telepathic Bound''&lt;br /&gt;
&lt;br /&gt;
6th&amp;amp;mdash; ''Dream Casting'', ''Illusory Pit'', ''Rebuke, Final'', ''Solipisim''&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Invisible Aura}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A telepath possesses no aura. She may alter her aura and the aura of her possessions to make them appear non-magical as [[SRD:Magic Aura|magic aura]]. This ability can be used at will and has no duration. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Read Thoughts}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As a swift action, a telepath may attempt to read the mind of her targets as [[SRD:Detect Thoughts|''detect thoughts'']], except that she is not subject to the stunning effect of the spell. Additionally she may concentrate on a number of targets equal to her intelligence modifier, gaining information from all. Each time the telepath is attacked she must attempt a concentration check (DC 10 + damage taken). If she succeeds she maintains concentration; otherwise this ability fails. Any creature caught in the 60 ft. cone of &amp;quot;read thoughts&amp;quot; must make a will save (DC 10 +1/2 telepath level + Int modifier) or be affected by the ability as [SRD:Detect Thoughts|''detect thoughts'']]. Maintaining concentration for 1 round is a move action. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Sneak Attack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As the [[SRD:Rogue#Sneak Attack|Rogue]]'s ability of the same name. However, she gains sneak attack at a slower rate (see above). Additionally she can sneak attack any target affected by her [[#Read Thoughts|Read Thoughts]] ability. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Telepathy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level the telepath gains [[SRD:Telepathy|telepathy]] with a range of 50 ft. The range increases to 100 ft. at 5th level and increases by 50 ft, each 5 levels thereafter.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Anticipate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level a telepath may gain a battle bonus against opponents she is able to read the mind of (affected by [[#Read Thoughts|Read Thoughts]]. She gains the following bonuses against creatures affected by her read thoughts ability.    &lt;br /&gt;
* Insight bonus to AC equal to the telepath's intelligence modifier. &lt;br /&gt;
* Insight bonus on attack roll, damage roll and skill checks equal to one-half the telepath's class level.&lt;br /&gt;
* +1 to DC of all mind affecting spell the telepath casts.&lt;br /&gt;
&lt;br /&gt;
If the telepath's allies are within the range of her telepathy they also benefit from the anticipate bonus, however it is halved (round up). This bonus only applies on creatures who are affected by Read Thoughts ability.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Telepathic Influence}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the telepath's extended use of telepathy grants her incredible insight on her social skills. She gains an insight bonus equal to her intelligence modifier on all charisma-based checks and her sense motive check. This bonus stacks with the Anticipate skill bonus in combat. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Mental Shock}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As a standard action, a telepath may emit powerful psionic wave. She must succeed on a ranged touch attack against one creature within 100 ft. if she succeeds she inflicts 1d6 damage per telepath level and the target must make a will save or be affected by her [[#Read Thoughts|Read Thoughts]] ability. A telepath can apply her sneak attack damage to this attack.  &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a telepath retains her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if she is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If a telepath already has uncanny dodge from a different [[SRD:Class|class]], she automatically gains improved uncanny dodge (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Telepathic Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level and higher, a telepath can avoid unusual and even magical 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. Telepathic Evasion relies on insight rather than mobility, thus it can be used in any armor. A [[SRD:Helpless|helpless]] Telepath does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a telepath can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the telepath by flanking her, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has telepath 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:Instantaneous Read Thoughts}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, a telepath gains the ability to use Read Thoughts instantaneously. &lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Telepathic Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level, a telepath gains a +4 bonus on all saving throws made to resist the effect of spells or spell-like abilities of the enchantment or divination school.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Persisted Read Thoughts}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, a telepath no longer needs to concentrate to maintain her Read Thoughts ability. Her Read Thoughts ability is now permanently active, she may resume or suppress it as a free action.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Telepathic Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 14th level, a telepath is constantly under the effect of [[SRD:Mind Blank|Mind Blank]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bypass Blank Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 15th level a telepath is able to pierce magical protection and mindlessness. All her abilities (from Telepath class only) and spells may ignore immunity to mind-affecting ability (such as immunity granted by undead traits or Mind Blank).&lt;br /&gt;
&lt;br /&gt;
====Epic Telepath====&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 Telepath}}&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}}&amp;quot;&lt;br /&gt;
| 21st || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 22nd || class=&amp;quot;left&amp;quot; | [[#Sneak Attack|Sneak Attack]] (9d6)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 23rd || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 24th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 25th || class=&amp;quot;left&amp;quot; | [[#Telepathy|Telepathy]] (250 ft.), [[#Sneak Attack|Sneak Attack]] (10d6)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 26th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 27th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 28th || class=&amp;quot;left&amp;quot; | [[#Sneak Attack|Sneak Attack]] (11d6)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 29th || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 30th || class=&amp;quot;left&amp;quot; | [[#Telepathy|Telepathy]] (300 ft.)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Sneak Attack:''' Progress as normal&lt;br /&gt;
&lt;br /&gt;
'''Telepathy:''' Progress as normal&lt;br /&gt;
&lt;br /&gt;
====Gray Elf Telepath Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' Longbow &amp;amp; Arrows.&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}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Appraise]] || 4 || [[SRD:Intelligence|Int]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Bluff]] || 4 || [[SRD:Charisma|Cha]] ||&amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Concentration]] || 4 || [[SRD:Constitution|Con]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Craft]] || 4 || [[SRD:Intelligence|Int]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Decipher Script]] || 4 || [[SRD:Intelligence|Int]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Diplomacy]] || 4 || [[SRD:Charisma|Cha]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Disguise]] || 4 || [[SRD:Charisma|Cha]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Gather Information]] || 4 || [[SRD:Charisma|Cha]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Knowledge]] (Arcana) || 4 || [[SRD:Intelligence|Int]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Knowledge]] (History) || 4 || [[SRD:Intelligence|Int]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Knowledge]] (Religion) || 4 || [[SRD:Intelligence|Int]] || &amp;amp;mdash;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' [[SRD:Extend Spell|Extend Spell]].&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Leather armor.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 4 gp.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Telepath====&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' A telepath can choose any religion, they are as varied in faith than any other general class. Some of them delight at reading the prayers of other faithfuls, some church even employ telepath to root out dissidents and heretics.&lt;br /&gt;
&lt;br /&gt;
'''Other Classes:''' Telepath can easily be mistaken for a rogue, for this reason they ten to get along well with [[SRD:Rogue|rogue]], [[SRD:Bard|bard]] and beguiler. However [[SRD:Paladin|paladin]] tend to distrust them. Telepath also generally attract distrust, because they are able to violate the sanctity of the mind.&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' A telepath is rear fighter, he read the thoughts of his opponents and buff his allies. He also use his various spells, offensives ability to support everyone everywhere on the field. However a telepath is a glass cannon, he is very fragile and a few blow can bring one down. Thus they tend to be far away from the big monster. &lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A telepath usually remain telepath all the way in his career.&lt;br /&gt;
&lt;br /&gt;
====Telepath in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|So you wanted to poison the king?|orig=Thierry Galmond, Human Telepath}}&lt;br /&gt;
&lt;br /&gt;
A telepath is a wondrous ally, he can read in the thoughts of others and discover their secret. A telepath can make much money simply by selling their service, after all you can easily detect if a wife is cheating her husband or read the prayer or a monk accused of heresy. And you can't be double-crossed, at least not by the weak-willed. A telepath fully using his tool got a very fruitful career before him.&lt;br /&gt;
&lt;br /&gt;
'''Daily Life:''' Telepaths can all have all kind of daily lives, some only want to live in peace, others end up as captain of the royal guards. A man can easily climb the ladders using telepathic abilities, stealing the thoughts of his enemies is strong advantage in the game of power. No one can hide you anything in the royal court, no criminal can escape your gasp and no secret are kept away from you.&lt;br /&gt;
&lt;br /&gt;
'''Notables:''' Jillian Deidre a young human telepath became famous when she uncovered a hidden scheme mounted by mind flayer while trying to read the thoughts of a young man. Thank to her intervention, a bunch of slaves were saved from smuggling tunnels under the city. &lt;br /&gt;
&lt;br /&gt;
'''Organizations:''' Most organization can use telepaths, church, castle, thieves guild and really most anything. They are able to uncover traitors with ease, or simply be really really useful.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' NPCs tend to avoid and hate open telepath, with their abilities to read thoughts (and uncovering dirty secrets) make them very unpopular.&lt;br /&gt;
&lt;br /&gt;
====Telepath Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in [[SRD:Knowledge Skill|knowledge]] (arcana) can research telepaths 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]] (arcana)&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 5 || class=&amp;quot;left&amp;quot; | Telepaths can read into the mind of other creature..&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 10 || class=&amp;quot;left&amp;quot; | A telepath can easily disturb the thoughts of it enemies and perform a variety of tricks.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 15 || class=&amp;quot;left&amp;quot; | Some strong telepath can bypass even the strongest anti-detection spells, they are also able to protect their own mind from invasion.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 20 || class=&amp;quot;left&amp;quot; | Informations on a particular telepath.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Telepath in the Game====&lt;br /&gt;
&lt;br /&gt;
A telepath can be easily used as a worthy opponent, with a group of rather strong creature the telepath buff can become quite lethal. A telepath can also be used as a NPC, a spy remaining in the dark corner of a tavern, reading the mind of passing adventurers. &lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' COMING SOON.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' COMING SOON&lt;br /&gt;
&lt;br /&gt;
''EL 7:'' COMING SOON.&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:User]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Arcane Spellcasting]]&lt;br /&gt;
[[Category:Spontaneous Spellcasting]]&lt;br /&gt;
[[Category:User:Lord Dhazriel]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adonai,_Variant_(3.5e_Deity)</id>
		<title>Adonai, Variant (3.5e Deity)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adonai,_Variant_(3.5e_Deity)"/>
				<updated>2009-08-09T15:13:15Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: wording, grammar, spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Adonai=&lt;br /&gt;
&lt;br /&gt;
{{Adopted Article&lt;br /&gt;
|adopter_name=Colona&lt;br /&gt;
|date_adopted=4/21/2008&lt;br /&gt;
|status=Under construction&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
|hdligo=i&lt;br /&gt;
|sym=A shining Longsword in a cloud&lt;br /&gt;
|plane=The Floating Isles&lt;br /&gt;
|align=Lawful Good&lt;br /&gt;
|port=Humans, Aasimar, Paladins, Good doers&lt;br /&gt;
|calign=Lawful Good&lt;br /&gt;
|dom=Good, Sun, Nobility, Glory&lt;br /&gt;
|favweap=Longsword&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Swordcloud.JPG |thumb|left|240px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Mother of Good, Protector of Souls, Champion of light.''&lt;br /&gt;
&lt;br /&gt;
A forgotten god, Adonai is quietly calling select individuals to be her champions for good.&lt;br /&gt;
Although she is almost forgotten now, She was one of the first deities to appear, along with Belial and Satin. &lt;br /&gt;
While Belial kills deities and actively does evil to the multi-verse, Adonai does the opposite, and has created safe havens for her followers in the Floating Isles. While Aasimar generally follow her and create the base of her worshiping community, a very disproportionate amount of humans are her clergy and fight for Her, making the Aasimar rare among her clergy and Paladins. This is for the sole reason that Aasimar are generally Neutral Good, while Humans can be any alignment. Aasimar tendency toward Neutrality on the Law-Chaos axis prohibits them from fighting as her paladins, and makes them less likely to devout themselves to a deity who does not agree with their alignment.&lt;br /&gt;
&lt;br /&gt;
==Dogma==&lt;br /&gt;
&lt;br /&gt;
Good! While paladins are also Lawful Good, Her paladins' alignments are generally more focused on the Lawful part. Adonai focuses heavily on Good, gathering champions and followers to end the like of deities like Belial who constantly oppose good.&lt;br /&gt;
 &lt;br /&gt;
==Clergy and Temples==&lt;br /&gt;
&lt;br /&gt;
Her Temples are generally only found on The Floating Isles, in fact The Floating Isles are Her temples! When temples for Her are built outside of the Floating Isles, they are generally built to mimic the castles, temples or cities of The Floating Isles, as a reminder of the pure good of the realm.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD Deities|Deities]] &amp;amp;rarr; [[User Uncategorized Deities|Uncategorized]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD Deities|Deities]] &amp;amp;rarr; &lt;br /&gt;
&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD Campaign Settings|Campaign Settings]] &amp;amp;rarr; [[The Test of Time (DnD Campaign Setting)|The Test of Time]] &amp;amp;rarr; [[Religions of the Worlds (the Test of Time)|Religions of the Worlds]]&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Deity]]&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:The Test of Time Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)</id>
		<title>Rale Fishinger (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)"/>
				<updated>2009-08-09T14:35:40Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Rale Fishinger|Human&lt;br /&gt;
|[[Rogue]] 8&lt;br /&gt;
|The adviser to Lord Rainhall in the town of Blueblood.}}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Rale Fishinger |sex=Male |race=[[human]]&lt;br /&gt;
|al=N |size=[[Medium]] |type=[[humanoid]] ([[SRD:Human|human]])&lt;br /&gt;
|cr=8&lt;br /&gt;
|init=+1 |listen=+7 |spot=+6&lt;br /&gt;
|ac=11 |touch=11 |flat=10&lt;br /&gt;
|hp=31 |hd=8d6&lt;br /&gt;
|fort=+1 |ref=+10 |will=+5&lt;br /&gt;
|melee1=[[dagger]] +5/+0 (1d4&amp;amp;minus;1/19&amp;amp;ndash;20)&lt;br /&gt;
|atkop=Sneak Attack +4d6&lt;br /&gt;
|sq=Evasion, Improved uncanny dodge, trapfinding, Trap Sense +2&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|bab=+6/+1 |grp=+5&lt;br /&gt;
|poss=5 cp, chalk&lt;br /&gt;
|cg=dagger&lt;br /&gt;
|str=9 |dex=13 |con=9 |int=16 |wis=12 |cha=15&lt;br /&gt;
|skills=[[Balance]] +9, [[Bluff]] +15, [[Diplomacy]] +11, [[Disguise]] +10, [[Forgery]] +14, [[Gather Information]] +9, [[Hide]] +9, [[Intimidate]] 9, [[Knowledge]] (local) +6, [[Listen]] +7, [[Move Silently]] +11, [[Open Lock]] +8, [[Perform]] (Dance) +6, [[Search]] +11, [[Sense Motive]] +7,  [[Sleight of Hand]] +10, [[Spot]] +6&lt;br /&gt;
|feats=[[SRD:Deceitful|Deceitful]], [[Persuasive]], [[Weapon Finesse]], [[Point Blank Shot]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created= 4/11/09&lt;br /&gt;
|status=in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rale Fishinger==&lt;br /&gt;
&lt;br /&gt;
Rale Fishinger is a 32-year old retired adventurer. He has slightly greying hair, and crow's feet under his eyes. He dresses modestly for the right-hand man of a lord, with a baggy tunic and loose brown leggings. Fishinger helps [[Lord Rainhall (DnD NPC)|Lord Rainhall]] manage the small town of [[Blueblood (DnD Environment)|Blueblood]]. Earlier in his career, Fishinger was a promising young con artist, but he gave up crime after a bad gig. Well...gave ''most'' of it up. From his position as advisor, Rale has set up a lucrative smuggling business between the Shield Lands and the Eastern Wastes in Blueblood. He has contacts in many of the neighboring settlements, and will forge documents for a small fee. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 8 NPCs|CR 8]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 8 NPCs|ECL 8]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR8]]&lt;br /&gt;
[[Category:ECL8]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human Subtype]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)</id>
		<title>Blueblood (3.5e Environment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)"/>
				<updated>2009-08-09T14:32:51Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: /* Blueblood */ wording, spelling, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created=01/20/08&lt;br /&gt;
|status=in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Blueblood=&lt;br /&gt;
&lt;br /&gt;
Blueblood is a small town of 1,200 people that serves as a pit stop between the Shield Lands and the Eastern Wastes.  Nestled in a boggy forest, Blueblood lies beside an old dusty road, with its old dusty buildings, and its old dusty citizens. People are beginning to retire, to let the next generation take over.  Blueblood is ruled by [[Lord Rainhall (3.5e NPC)|Lord Rainhall]], appointed by the previous king.  Rainhall suspects that an undead lair is somewhere nearby, and [[Ezekial Hogarth (3.5e NPC)|Ezekial]] and his friends are investigating.  Blueblood used to be a sheep-herding community. It still is, but now it also has a focus on accommodating travelers. The people of Blueblood are, in general, fun-loving and jovial people. They work hard, but can enjoy a good joke or two. &lt;br /&gt;
&amp;lt;!-- General description of environment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Small Town:''' Conventional; AL LG; 800 gp limit; Population 1,200; Isolated (97% human, 1% dwarf, 1% halfling, 1% other) &lt;br /&gt;
&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
*[[Weird Morgan (3.5e NPC)|Weird Morgan]], 7th lvl adept&lt;br /&gt;
*[[Lord Rainhall (3.5e NPC)|Lord Rainhall]], 6th lvl aristocrat&lt;br /&gt;
*Tom Barnell, 3rd lvl bard&lt;br /&gt;
*[[Matron Mary (3.5e NPC)|Matron Mary]], 2nd lvl cleric &lt;br /&gt;
*[[Rodrick Owen (3.5e NPC)| Rodrick Owen]], 13th lvl commoner&lt;br /&gt;
*Grellum, 4th lvl druid&lt;br /&gt;
*[[Rale Fishinger (3.5e NPC)|Rale Fishinger]], 8th lvl rogue&lt;br /&gt;
*Cpt. Boris, 5th lvl fighter&lt;br /&gt;
*Kazarus, 3rd lvl monk&lt;br /&gt;
*Samantha Fear, 3rd lvl ranger&lt;br /&gt;
*Brandon Aazer, 4th lvl expert&lt;br /&gt;
*[[Ezekial Hogarth (3.5e NPC)|Ezekial Hogarth]], 5th lvl paladin&lt;br /&gt;
*Lilly Day, 6th lvl wizard&lt;br /&gt;
*Rebbeca Worthington, 4th lvl warrior&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
====Weird Morgan's Cottage====&lt;br /&gt;
''On the far edge of town is a small, rundown cottage. Its walls are made of clay and its roof is thatched. The small iron fence surrounding the hut is old and rusty. The gate is attached by one hinge and is swinging open. A crow sits on the crumbling chimney, watching you. Once you step inside, the aromas hit you immediately. Two giant urns full of incense are burning and thick smoke fills the air, making it difficult to breathe. The cottage is filled with all manners of strange items. Piles and heaps of little trinkets and household items litter the room. An old halfling woman sits perched on a stool, sipping something from a brandy bottle.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Weird Morgan (DnD NPC)|Weird Morgan]] lives. She is a skilled healer and apothecary. The crow on the chimney is actually her familiar, who tells her when she's about to have visitors. There's a chest in a corner of the main room, covered in reams of cloth. Inside is 6,930 gold pieces, protected by an average lock. In the back of the cottage she has some small stables with two mules in it. To the side of the stables is a pack saddle and a riding saddle and gear, along with several bags of feed. A local child, Ned, takes care of the mules for her.&lt;br /&gt;
&lt;br /&gt;
====Lord's Manor====  &lt;br /&gt;
''In the center of town is a tall manor house painted blue. Several young soldiers eye you nervously as you approach, and one coughs quietly.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Lord Rainhall (DnD NPC)| Lord Rainhall]] and his children live. The house is richly furnished and supplied, with a closely guarded vault filled with copper and silver, valued around 5,300 gold. His adviser, Rale Fishinger, lives nearby. Those seeking an audience with the lord can speak to him on Wednesdays. On special occasions, Rainhall holds festivals in the front courtyard of his manor. There is music and dancing, and games for the children.&lt;br /&gt;
&lt;br /&gt;
====Life and Death====&lt;br /&gt;
''This grimy tavern has its name pronounced in bold white letters above the door. You see that the big window besides the door has been shattered, and glass shards lie in a pile on the floor. Good natured laughing comes from within.''&lt;br /&gt;
&lt;br /&gt;
Life and Death is owned by Brandon Aazer, who inherited it from his father.  Brandon also runs a weaponsmithy in the basement.  This tavern is the favorite spot of [[Rodrick Owen (DnD NPC)|Old Man Rodrick]]. He sits quietly in the corner, rocking slowly on his rocking chair and puffing on a pipe. People come to him for advice on all matters to do with farm life. He's quite content just to sit in his rocking chair and watch the world around him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Environments Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)</id>
		<title>Blueblood (3.5e Environment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)"/>
				<updated>2009-08-09T14:24:56Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created=01/20/08&lt;br /&gt;
|status=in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Blueblood=&lt;br /&gt;
&lt;br /&gt;
Blueblood is a small town of 1,200 people that serves as a pit stop between the Shield Lands and the Eastern Wastes.  Nestled in a boggy forest, Blueblood lies beside an old dusty road, with its old dusty buildings, and its old dusty citizens. People are beginning to retire, to let the next generation take over.  Blueblood is ruled by Lord Rainhall, appointed by the previous king.  Rainhall suspects that an undead lair is somewhere nearby, and [[Ezekial Hogarth (DnD NPC)|Ezekial]] and his friends are investigating.  Blueblood used to be a sheep-herding community. It still is, but now it also has a focus on accommodating travelers. The people of Blueblood are, in general, fun-loving and jovial people. They work hard, but can enjoy a good joke or two. &lt;br /&gt;
&amp;lt;!-- General description of environment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Small Town:''' Conventional; AL LG; 800 gp limit; Population 1,200; Isolated (97% human, 1% dwarf, 1% halfling, 1% other) &lt;br /&gt;
&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
*[[Weird Morgan (DnD NPC)|Weird Morgan]], 7th lvl adept&lt;br /&gt;
*[[Lord Rainhall (DnD NPC)|Lord Rainhall]], 6th lvl aristocrat&lt;br /&gt;
*Tom Barnell, 3rd lvl bard&lt;br /&gt;
*[[Matron Mary (DnD NPC)|Matron Mary]], 2nd lvl cleric &lt;br /&gt;
*[[Rodrick Owen (DnD NPC)| Rodrick Owen]], 13th lvl commoner&lt;br /&gt;
*Grellum, 4th lvl druid&lt;br /&gt;
*[[Rale Fishinger (DnD NPC)|Rale Fishinger]], 8th lvl rogue&lt;br /&gt;
*Cpt. Boris, 5th lvl fighter&lt;br /&gt;
*Kazarus, 3rd lvl monk&lt;br /&gt;
*Samantha Fear, 3rd lvl ranger&lt;br /&gt;
*Brandon Aazer, 4th lvl expert&lt;br /&gt;
*[[Ezekial Hogarth (DnD NPC)|Ezekial Hogarth]], 5th lvl paladin&lt;br /&gt;
*Lilly Day, 6th lvl wizard&lt;br /&gt;
*Rebbeca Worthington, 4th lvl warrior&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
====Weird Morgan's Cottage====&lt;br /&gt;
''On the far edge of town is a small, rundown cottage. It's walls are made of clay and its roof is thatched. The small iron fence surrounding the hut is old and rusty. The gate is attached by one hinge and is swinging open. A crow sits on the crumbling chimney, watching you. Once you step inside, the aromas hit you immediately. Two giant urns full of incense are burning and thick smoke fills the air, making it difficult to breathe. The cottage is filled with all manners of strange items. Piles and heaps of little trinkets and household items litter the room. An old halfling woman sits perched on a stool, sipping something from a brandy bottle.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Weird Morgan (DnD NPC)|Weird Morgan]] lives. She is a skilled healer and apocarthy. The crow on the chimney is actually her familiar, who tells her when she's about to have visitors. There's a chest in a corner of the main room, covered in reams of cloth. Inside is 6,930 gold pieces, protected by an average lock. In the back of the cottage she has some small stables with two mules in it. To the side of the stables is a pack saddle and a riding saddle and gear, along with several bags of feed. A local child, Ned, takes care of the mules for her.&lt;br /&gt;
&lt;br /&gt;
====Lord's Manor====  &lt;br /&gt;
''In the center of town is a tall manor house painted blue. Several young soldiers eye you nervously as you approach, and one coughs quietly.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Lord Rainhall (DnD NPC)| Lord Rainhall]] and his children live. The house is richly furnished and supplied, with a closely guarded vault of 5,300 gp. His adviser, Rale Fishinger, lives nearby. Those seeking an audience with the lord can speak to him on Wednesdays. On special occasions, Rainhall holds festivals in the front courtyard of his manor. There is music and dancing, and games for the children.&lt;br /&gt;
&lt;br /&gt;
====Life and Death====&lt;br /&gt;
''This grimy tavern has its name pronounced in bold white letters above the door. You see that the big window besides the door has been shattered, and glass shards lie in a pile on the floor. Good natured laughing comes from within.''&lt;br /&gt;
&lt;br /&gt;
Life and Death is owned by Brandon Aazer, who inherited it from his father.  Brandon also runs a weaponsmithy in the basement.  This tavern is the favorite spot of [[Rodrick Owen (DnD NPC)|Old Man Rodrick]]. He sits quietly in the corner, rocking slowly on his rocking chair and puffing on a pipe. People come to him for advice on all matters to do with farm life. He's quite content just to sit in his rocking chair and watch the world around him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Environments Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Vile_Beard_(3.5e_NPC)</id>
		<title>Vile Beard (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Vile_Beard_(3.5e_NPC)"/>
				<updated>2009-08-09T14:22:48Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Author&lt;br /&gt;
|author_name=Calidore Chase&lt;br /&gt;
|date_created=2006-12-27&lt;br /&gt;
|status=Description complete&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Vile Beard|[[half-fiend]] [[kobold]]&lt;br /&gt;
|[[sorcerer]] 4&lt;br /&gt;
|A kobold sorcerer}}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name= Vile Beard&lt;br /&gt;
|cr= 5&lt;br /&gt;
|sex=Male&lt;br /&gt;
|race=[[half-fiend]] [[kobold]]&lt;br /&gt;
|clvl=[[sorcerer]] 4&lt;br /&gt;
|al=[[CE]]&lt;br /&gt;
|size=[[Small]]&lt;br /&gt;
|type=[[outsider]] ([[augmented]] [[humanoid]], [[native]], [[reptilian]])&lt;br /&gt;
|lang=Abyssal, Common, Draconic, Undercommon, empathic link&lt;br /&gt;
|init= +4 |sens=[[darkvision]] 60 ft. |listen=+2  |spot=+2 &lt;br /&gt;
|ac= 18 |touch=16    |flat=14 |acmods=+4 Dex, +1 size, +2 natural, +1 deflection&lt;br /&gt;
|hp=16  |hd= 4 |othhp=[[DR]] 5/magic&lt;br /&gt;
|immune=[[poison]]&lt;br /&gt;
|sr=14&lt;br /&gt;
|resist=[[energy resistance|acid/cold/electricity/fire]] 10&lt;br /&gt;
|fort= +2    |ref= +5    |will= +4&lt;br /&gt;
|weak=light sensitivity&lt;br /&gt;
|spd= 30 ft. (6 squares) |fly=30 ft. (Average) |othspd=[[Flyby Attack]]&lt;br /&gt;
|melee1= [[mwk silver dagger]] +8 (1d3) and [[claw]] +2 (1d3) and [[bite]] +2 (1d4)&lt;br /&gt;
|melee2= 2 [[claw]]s +7 (1d3+1) and [[bite]] +2 (1d4)&lt;br /&gt;
|bab= +2  |grp= -1&lt;br /&gt;
|atkop=smite good 1/day (+4 damage), natural weapons overcome DR/magic&lt;br /&gt;
|cg=''[[handy haversack]]''&lt;br /&gt;
|prgrsns={{&lt;br /&gt;
  Stat Block 2/Spells Known&lt;br /&gt;
  |pd=CL 4th, share spells, deliver touch spells&lt;br /&gt;
  |sk0=''[[acid splash]]'' (+7 ranged touch), ''[[daze]]'' (DC 13), ''[[detect magic]]'', ''[[mage hand]]'', ''[[prestidigitation]]'' (DC 13), ''[[ray of frost]]'' (+7 ranged touch)&lt;br /&gt;
  |spd0=6&lt;br /&gt;
  |sk1=''[[mage armor]]'', ''[[magic missile]]'', ''[[magic weapon]]''&lt;br /&gt;
  |spd1=7&lt;br /&gt;
  |sk2=''[[scorching ray]]'' (+7 ranged touch)&lt;br /&gt;
  |spd2=4&lt;br /&gt;
}}&lt;br /&gt;
|slad=CL 4th&lt;br /&gt;
|freq1=1/day&lt;br /&gt;
|sla1/day=''[[desecrate]]''&lt;br /&gt;
|freq2=3/day&lt;br /&gt;
|sla3/day=''[[darkness]]''&lt;br /&gt;
|str=13      |dex=19      |con=13    |int=17    |wis=10     |cha=16&lt;br /&gt;
|sq=summon familiar&lt;br /&gt;
|feats= [[Alertness]]&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; (familiar), [[Flyby Attack]], [[Weapon Finesse]]&lt;br /&gt;
|skills= [[Bluff]] +12, [[Concentration]] +6, [[Craft]] (trapmaking) +9, [[Diplomacy]] +5, [[Disguise]] +3, [[SRD:Hide Skill|Hide]] +8, [[Intimidate]] +5, [[Knowledge]] (arcana) +10, [[Listen]] +2, [[Profession]] (miner) +8, [[Search]] +5, [[Spellcraft]] +12, [[Spot]] +2&lt;br /&gt;
|poss=2 [[masterwork silver dagger]]s, ''[[ring of protection]] +1'', simple robes, spell components&lt;br /&gt;
|san1=Light Sensitivity ([[Ex]]) |sad1=Vile Beard is [[dazzled]] in bright sunlight or within the radius of a ''[[daylight]]'' spell.&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
Skill ranks:&lt;br /&gt;
&lt;br /&gt;
Bluff: 6&lt;br /&gt;
Concentration: 5&lt;br /&gt;
Craft (trapmaking): 4&lt;br /&gt;
Knowledge (arcana): 7&lt;br /&gt;
Profession (miner): 6&lt;br /&gt;
Spellcraft: 7&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Familiar ===&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Little Cousin&lt;br /&gt;
|sex=Female&lt;br /&gt;
|race=[[tiny viper]]&lt;br /&gt;
|al=[[N]]&lt;br /&gt;
|size=[[Tiny]] |type=[[magical beast]] ([[augmented]] [[animal]])&lt;br /&gt;
|init=+7 |sens=[[scent]] |listen=+6 |spot=+6&lt;br /&gt;
|lang=empathic link&lt;br /&gt;
|ac=17 |touch=15 |flat=14 |acmods=+2 size, +3 Dex, +4 natural&lt;br /&gt;
|hp=8 |hd=4&lt;br /&gt;
|resist=[[improved evasion]]&lt;br /&gt;
|fort=+2 |ref=+5 |will=+4&lt;br /&gt;
|spd=15 ft. (3 squares) |climb=15 ft. |swim=15 ft.&lt;br /&gt;
|melee1=[[bite]] +7 (1 plus [[poison]])&lt;br /&gt;
|bab=+2 |grp=-9&lt;br /&gt;
|space=2-1/2 ft. |reach=0 ft.&lt;br /&gt;
|str=4 |dex=17 |con=11 |int=7 |wis=12 |cha=2&lt;br /&gt;
|feats=[[Improved Initiative]], [[Weapon Finesse]]&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;&lt;br /&gt;
|skills=[[Balance]] +11, [[Bluff]] +2, [[Climb skill|Climb]] +11, [[Concentration]] +5, [[Craft]] (trapmaking) +2, [[Diplomacy]] -2, [[Hide]] +15, [[Intimidate]] -2, [[Listen]] +6, [[Knowledge]] (arcana) +5, [[Profession]] (miner) +7, [[Spellcraft]] +7, [[Spot]] +6, [[Swim skill|Swim]] +5&lt;br /&gt;
|san1=[[Poison]] ([[Ex]]) |sad1=Little Cousin has a poisonous [[bite]] that deals initial and secondary damage of 1d6 [[Con]], [[Fortitude]] DC 12 negates.&lt;br /&gt;
}}&amp;lt;!--&lt;br /&gt;
Skill ranks:&lt;br /&gt;
-------------&lt;br /&gt;
Bluff +6&lt;br /&gt;
Concentration +5&lt;br /&gt;
Craft (trapmaking) +4&lt;br /&gt;
Listen +1&lt;br /&gt;
Knowledge (arcana) +7&lt;br /&gt;
Profession (miner) +6&lt;br /&gt;
Spellcraft +7&lt;br /&gt;
Spot +1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Synergy (Untrained skills absent):&lt;br /&gt;
-------------&lt;br /&gt;
Diplomacy +2&lt;br /&gt;
Intimidate +2&lt;br /&gt;
Spellcraft +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Racial:&lt;br /&gt;
-------------&lt;br /&gt;
Balance +8&lt;br /&gt;
Climb +8&lt;br /&gt;
Hide +4&lt;br /&gt;
Listen +4&lt;br /&gt;
Spot +4&lt;br /&gt;
Swim +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Size:&lt;br /&gt;
-------------&lt;br /&gt;
Hide +8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ability Score:&lt;br /&gt;
-------------&lt;br /&gt;
Balance +3&lt;br /&gt;
Bluff -4&lt;br /&gt;
Climb +3&lt;br /&gt;
Craft (trapmaking) -2&lt;br /&gt;
Diplomacy -4&lt;br /&gt;
Hide +3&lt;br /&gt;
Intimidate -4&lt;br /&gt;
Listen +1&lt;br /&gt;
Knowledge (arcana) -2&lt;br /&gt;
Profession (miner) +1&lt;br /&gt;
Spellcraft -2&lt;br /&gt;
Spot +1&lt;br /&gt;
Swim -3&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{DnD NPCs Breadcrumb}} &amp;amp;rarr; [[DnD CR 5 NPCs]]&amp;lt;br/&amp;gt;&lt;br /&gt;
{{DnD NPCs Breadcrumb}} &amp;amp;rarr; [[DnD ECL 8 NPCs]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR5]]&lt;br /&gt;
[[Category:ECL8]]&lt;br /&gt;
[[Category:Hope Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:Seaside Outpost]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Flatworm_(3.5e_Creature)</id>
		<title>Flatworm (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Flatworm_(3.5e_Creature)"/>
				<updated>2009-08-09T14:21:55Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature Table&lt;br /&gt;
|creature=Flat Worm&lt;br /&gt;
|size=Fine |type=[[Vermin Type (SRD Creature Type)|Vermin]]&lt;br /&gt;
|hd=1/4d8 |hp=1&lt;br /&gt;
|init=+0&lt;br /&gt;
|speed=0 feet (swim 5ft)&lt;br /&gt;
|ac=18 (+8 size) |touch=18 |flat=18&lt;br /&gt;
|bab=+0 |grapple=-21&lt;br /&gt;
|at=&amp;amp;ndash;&lt;br /&gt;
|full_at=&amp;amp;ndash;&lt;br /&gt;
|space=1/2 ft. |reach=0 ft.&lt;br /&gt;
|sa=&amp;amp;ndash;&lt;br /&gt;
|sq=Vermin Traits&lt;br /&gt;
|fort=+2 |ref=+0 |will=+0&lt;br /&gt;
|str=1 |dex=10 |con=11 |int=0 |wis=11 |cha=1&lt;br /&gt;
|skills=&amp;amp;ndash;&lt;br /&gt;
|feats=&amp;amp;ndash;&lt;br /&gt;
|env=Tropical Salt Water&lt;br /&gt;
|org=Solitary&lt;br /&gt;
|cr=1/10&lt;br /&gt;
|treas=None&lt;br /&gt;
|align=Always Neutral&lt;br /&gt;
|adv=&amp;amp;ndash;&lt;br /&gt;
|la=&amp;amp;ndash;&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Flatworm.gif|225px|left]]&lt;br /&gt;
&lt;br /&gt;
''A minuscule worm is in the water.''&lt;br /&gt;
&lt;br /&gt;
The flat worm is a very small creature which lives in warm sea water.  &lt;br /&gt;
&lt;br /&gt;
'''Water Dependant:''' When it exits the water against its will, it takes 1d4 [[Constitution (SRD Term)|Con]] damage and every round it remains out of the water, it will take another 1d4 Con damage until it dies or returns to the water. &lt;br /&gt;
&lt;br /&gt;
The flat worm gets +16 on [[Hide (SRD Skill)|hide]] checks due to its size.&lt;br /&gt;
{{Author|author_name=ZeroTakenaka|date_created=03/04/2006|status=}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creatures CR 1/6 or less Breadcrumb}}&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:Vermin Type]]&lt;br /&gt;
[[Category:Extra-Terrain Subtype]]&lt;br /&gt;
[[Category:Evolution]]&lt;br /&gt;
[[Category:Fine Size]]&lt;br /&gt;
[[Category:CR1/10]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;br /&gt;
[[Category:Warm Climate]]&lt;br /&gt;
[[Category:Aquatic Subtype]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Dalanoth:_The_One_Book</id>
		<title>Dalanoth: The One Book</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Dalanoth:_The_One_Book"/>
				<updated>2009-08-09T14:17:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: spelling, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wikify|This needs to be split up into [[Underworld Elf (4e Race)|Underworld Elf]] and [[Giant (4e Race)|Giant]] (and the current [[Giant (4e Race)|Giant]] race needs to be moved to [[Giant, Hill (4e Race)|Giant, Hill]]).  Additionally this page needs to be moved into the 4e CS area.}}&lt;br /&gt;
&lt;br /&gt;
A comprehensive guide of the world Dalanoth for 4th Edition Dungeons and Dragons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This world came from two minds. It's a world full of fantastic creatures, magic, and adventure, but it started with two kids, a pencil, and a huge stack of papers. Thank you for editing if you wish, but if I catch anyone trying to delete this, there will be blood! Or not, but I do have all this saved in a file... so there's really no reason to. Dalanoth consists of a few separate continents: Orneloth, Topazia, Arcauna, Norvak, and the Underworld (which resides beneath Orneloth). On the other side of Dalanoth are the continents of Herule and Zelector.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
Many races cover the lands of Dalanoth, here are a few more common ones.&lt;br /&gt;
&lt;br /&gt;
===Underworld Elf===&lt;br /&gt;
&lt;br /&gt;
'''''The Underworld Elves entered the world from down below, shortly before their cavern homes caved in.'''''&lt;br /&gt;
&lt;br /&gt;
{{4e Racial Traits&lt;br /&gt;
|height=5'5&amp;quot;-6'1&amp;quot;&lt;br /&gt;
|weight=130-170 lb.&lt;br /&gt;
|abilities=+2 Dexterity, +2 Wisdom&lt;br /&gt;
|size=Medium&lt;br /&gt;
|speed=6&lt;br /&gt;
|vision=Low-light&lt;br /&gt;
|languages=Common, Elven&lt;br /&gt;
|skills=+2 Acrobatics, +2 Dungeoneering&lt;br /&gt;
|trait1=Underworld Elven Weapon Proficiency&lt;br /&gt;
|description1=Gain proficiency with the spear, the greatspear and the glaive.&lt;br /&gt;
|trait2=Fey Origin&lt;br /&gt;
|description2=Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
|trait3=Alert&lt;br /&gt;
|description3=+2 to defense against traps and hazards.&lt;br /&gt;
|trait4=Wild Scramble&lt;br /&gt;
|description4=You gain the racial power ''wild scramble''.&lt;br /&gt;
&amp;lt;!--Repeat traits and descriptions as necessary.--&amp;gt;  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Add as many Racial powers as you need. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name=Wild Scramble&lt;br /&gt;
|owner=Race&lt;br /&gt;
|class=Underworld Elf&lt;br /&gt;
|type=Utility&lt;br /&gt;
|usage=At-Will&lt;br /&gt;
|flavor=In the escape from your homeland, you picked up a few useful skills. Now is the time to put them to the test.&lt;br /&gt;
|actiontype=Immediate Reaction&lt;br /&gt;
|range=Personal&lt;br /&gt;
|trigger=You make a roll to jump that you dislike.&lt;br /&gt;
|effect=Reroll the die roll and add your Wisdom modifier. Use either result.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--fluff--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Play an Underworld Elf if you want...&lt;br /&gt;
* to be quick, quiet, and stealthy.&lt;br /&gt;
* to play a character with a dark past of a destroyed homeland.&lt;br /&gt;
* to be able to make amazing jumps.&lt;br /&gt;
* To be a member of a race that favors the Avenger, Druid, Ranger, and Wizard classes.&lt;br /&gt;
&lt;br /&gt;
==== Physical Qualities ====&lt;br /&gt;
&lt;br /&gt;
Underworld elves are slender, although not as slender as some of their cousins (the elves and eladrin). They are looked upon as being more rugged, when in reality, they're much more militaristic and stylized. An underworld elf's hair is typically white, black, or a shade of purple or brown. Their eyes are icy blue, and they have darker, more tan skin, much like human's. They have little, if any, body hair, and their hair is traditionally tied in a short ponytail. Underworld elves mature at the same rates as humans do, but live longer, usually living to be about 150 before dying.&lt;br /&gt;
&lt;br /&gt;
==== Playing an Underworld Elf ====&lt;br /&gt;
&lt;br /&gt;
Underworld elves, much unlike the other elf branches, are more brooding and mysterious. They are rarely impulsive, but think things through before going through with anything. The disaster that struck their home has made them alert, but they still remain calm.&lt;br /&gt;
Underworld elves are at home in the complex, winding, tunnels of their homeland, and are the few who can actually navigate it with all its traps. However, their world recently caved in, and they have since become endangered. They live in spite of the elves and eladrin, and usually seclude themselves in places far away from society. Once befriended, underworld elves are loyal to the very end, but making one your enemy is a death wish.&lt;br /&gt;
&lt;br /&gt;
'''Underworld Elf Characteristics:''' Agile, alert, brooding, cautious, fierce, intuitive, loyal, perceptive.&lt;br /&gt;
&lt;br /&gt;
'''Male Names:''' Artan, Athlen, Barril, Cethios, Dathien, Ethran, Hadran, Ianath, Lianthar, Narik, Orthris, Perthrar, Queltar, Ruitar, Salnan, Tetimos, Tradal, Vasal, Zaethos&lt;br /&gt;
&lt;br /&gt;
'''Female Names:''' Astrana, Balatra, Corinthri, Delaea, Eltorae, Fastrali, Gatri, Helthra, Ionell, Jethra, Kleia, Liethari, Mithria, Naranna, Orroro, Peiastranna, Quelenthria, Ruina, Stharia, Telana, Uelthri, Velthri, Welia, Xoro, Yani, Zielan&lt;br /&gt;
&lt;br /&gt;
==== Underworld Elf Adventurers ====&lt;br /&gt;
&lt;br /&gt;
Narik is an underworld elf druid who got his good arm wounded by a falling rock when his homeland caved in. He was forced to learn primal magic to save his hide, and soon found a group of adventures who befitted his needs, having lost his entire race in the escape. He's learned to work with them, but he wishes to someday find where his race hid. &lt;br /&gt;
&lt;br /&gt;
Corinthri is an underworld elf avenger who is set on reclaiming lost artifacts from her homeland. Although she shudders to think what kind of terrors could have destroyed her homeland, she has vowed to excavate the entire tunnel area if she has to to find relics to rebuild the lost empire of the underworld elves.&lt;br /&gt;
&lt;br /&gt;
Zaethos is an underworld elf ranger who has always hated the ways of his people, and was relieved to have a chance to get out of their underground home. He has made a few jobs as a mercenary since joining the rest of the world, but still is looking for the right place. He feels that his destiny lies somewhere specific, but he hasn't quite found that place yet.&lt;br /&gt;
&lt;br /&gt;
=== Giants ===&lt;br /&gt;
&lt;br /&gt;
'''''Bulky humanoids born from the mountainous regions of Dalanoth, Giants have amazing strength.'''''&lt;br /&gt;
&lt;br /&gt;
{{4e Racial Traits&lt;br /&gt;
|height=8'0&amp;quot;-9'2&amp;quot;&lt;br /&gt;
|weight=700-1000 lbs.&lt;br /&gt;
|abilities=+2 Strength, +2 Constitution&lt;br /&gt;
|size=Large&lt;br /&gt;
|speed=6&lt;br /&gt;
|vision=Low-light vision&lt;br /&gt;
|languages=Common, Giant&lt;br /&gt;
|skills=+2 Athletics, +2 Intimidate&lt;br /&gt;
|trait1= Large&lt;br /&gt;
|description1= Weapons and armor made for you are custom-made, costing 25% more than normal price. However, your damage die for improvised weapons increases to 1d6.&lt;br /&gt;
}}&lt;br /&gt;
{{4e Power&lt;br /&gt;
|name=Crush Underfoot&lt;br /&gt;
|owner=Race&lt;br /&gt;
|class=Giant&lt;br /&gt;
|type=Attack&lt;br /&gt;
|usage=Daily&lt;br /&gt;
|flavor=The goblin screamed as you brought your foot up. He got so annoying you decided to put your foot down. Right on top of him.&lt;br /&gt;
|actiontype=Standard Action&lt;br /&gt;
|range=Meelee&lt;br /&gt;
|target=One small or smaller creature.&lt;br /&gt;
|attack=Strength&lt;br /&gt;
|defense=Reflex&lt;br /&gt;
|hit=3d12 damage (increase to 5d12 at 11th level, and 7d12 at 21st level)&lt;br /&gt;
|miss=Target is bloodied.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--fluff--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Play a Giant if you want...&lt;br /&gt;
* to be strong, bulky, and look down (literally) on other races.&lt;br /&gt;
* to be able to crush small creatures with one mighty stomp.&lt;br /&gt;
* To be a member of a race that favors the Barbarian, Fighter, and Warden classes.&lt;br /&gt;
&lt;br /&gt;
==== Physical Qualities ====&lt;br /&gt;
&lt;br /&gt;
Giants are very large humanoids. Little head-hair among males, very thick among females. Both genders have much body hair. They mature about as quickly as humans, and live for about 100 years before they eventually fade into stone.&lt;br /&gt;
&lt;br /&gt;
==== Playing a Giant ====&lt;br /&gt;
&lt;br /&gt;
Most hill giants are not at all logical, dumb, and rash. Hill Giants in Dalanoth come from various clans and tribes, such as the Bonegnasher clan, the Skullgrinder tribe, the Flesheater clan, etc. They don't usually get along with other races, and, although there are some exceptions, rarely start adventuring.&lt;br /&gt;
&lt;br /&gt;
'''Giant Characteristics:''' bold, rash, impulsive, dumb, strong-willed&lt;br /&gt;
&lt;br /&gt;
'''Male Names:''' Drak, Gnash, Grak, Urg&lt;br /&gt;
&lt;br /&gt;
'''Female Names:''' Alda, Ogra, Stashi, Uragi&lt;br /&gt;
&lt;br /&gt;
==== Giant Adventurers ====&lt;br /&gt;
&lt;br /&gt;
Gnash is a hill giant warden from the Skullgrinder tribe. He was an outcast from the tribe because of his unusually small size, but he's learned to get along with the group of adventurers he's found. He's learned to bend the power of the earth around him  to his advantage, and has made a few goblin bands mad at him... really mad at him. As in, he has goblins swarming him every day. He's come to expect this, and has made himself a nice hammer to bash them away.&lt;br /&gt;
&lt;br /&gt;
Stashi is a hill giant fighter who is more militaristic than other hill giants. While most of the Bonegnasher tribe will mindlessly slaughter using fists and feet as weapons, she uses a greatsword on raids. However, she has been separated from her tribe by a nasty hurricane blowing her way while she was out hunting, and, trying to find a way home, she got caught up in a small adventuring group.&lt;br /&gt;
&lt;br /&gt;
Urg is a hill giant barbarian who is quick and dirty. He smashes, he crashes. He comes, he sees, and he leaves in a ruin. Using his fists as his main weapons, he basically kills anything that doesn't look friendly on-sight. He's from the Flesheater clan, and, like the rest of his clan mates, will eat people he kills.&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User:D.M.DemonicPanda</id>
		<title>User:D.M.DemonicPanda</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User:D.M.DemonicPanda"/>
				<updated>2009-05-17T14:32:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About Me==&lt;br /&gt;
Average DM who'll try and contribute as best as i can.&lt;br /&gt;
Big WoW and Anime Fan.I Play Horde as an orc hunt, Blood Elf Warlock, or Tauren Shammy.&lt;br /&gt;
When i Play as a PC in our arena I roll a Sarli Necromancer/Mortician.&lt;br /&gt;
&lt;br /&gt;
=My Creations=&lt;br /&gt;
&lt;br /&gt;
==My Gods==&lt;br /&gt;
*'''His flappyness[[The Flag (DnD Deity)|The Flag]]'''&lt;br /&gt;
*'''[[Anubis (DnD Deity)|Anubis]]'''&lt;br /&gt;
&lt;br /&gt;
==My Races==&lt;br /&gt;
*'''[[Elf, Blood (Warcraft Version) (DnD Race)|Blood Elf]]'''&lt;br /&gt;
*'''[[Tauren (DnD Race)|Tauren]]'''&lt;br /&gt;
*'''[[Draenei (DnD Race)| Draenei]]'''&lt;br /&gt;
*'''[[Pandaren (DnD Race)|Pandaren]]'''&lt;br /&gt;
&lt;br /&gt;
==My Classes==&lt;br /&gt;
*'''[[Keyblade Wielder (DnD Class)|Keyblade Wielder]]&lt;br /&gt;
&lt;br /&gt;
===Keyblade Wielder Allies===&lt;br /&gt;
*[[Keyblade Wielder Ally: Arrancar(DnD Other)|Arrancar]]&lt;br /&gt;
*[[Keyblade Wielder Ally: Defender(DnD Other)|Defender]]&lt;br /&gt;
*[[Keyblade Wielder Ally: Vizard(DnD Other)|Vizard]]&lt;br /&gt;
&lt;br /&gt;
==My Spells==&lt;br /&gt;
*[[Aero (3.5e Spell)|Aero]]&lt;br /&gt;
*[[Aera (3.5e Spell)|Aera]]&lt;br /&gt;
*[[Aeroga (3.5e Spell)|Aeroga]]&lt;br /&gt;
*[[Aeroga Outburst (3.5e Spell)| Aeroga Outburst]]&lt;br /&gt;
*[[Bio (3.5e Spell)|Bio]]&lt;br /&gt;
*[[Blizzard Barrage (3.5e Spell)|Blizzard Barrage]]&lt;br /&gt;
*[[Dark Firaga (3.5e Spell)|Dark Firaga]]&lt;br /&gt;
*[[Haste, FF Variant (3.5e Spell)|Haste]]&lt;br /&gt;
*[[Hastera (3.5e Spell)|Hastera]]&lt;br /&gt;
*[[Hastega (3.5e Spell)|Hastega]]&lt;br /&gt;
*[[Summon: Mateus (3.5e Spell)|Summon: Mateus]]&lt;br /&gt;
*[[Transmute Stone to Lava (3.5e Spell)|Transmute Stone to Lava]]&lt;br /&gt;
*[[Tempestad's Child-Safe Sparkler (3.5e Spell)| Tempestad's Child Safe Sparklers]]&lt;br /&gt;
*[[Thunder (3.5e Spell)|Thunder]]&lt;br /&gt;
*[[Thundara (3.5e Spell)|Thundara]]&lt;br /&gt;
*[[Thundaga (3.5e Spell)|Thundaga]]&lt;br /&gt;
*[[Thundaja (3.5e Spell)|Thundaja]]&lt;br /&gt;
&lt;br /&gt;
==My Feats==&lt;br /&gt;
*[[Improved Arcane Torrent (DnD Feat)|Improved Arcane Torrent]]&lt;br /&gt;
*[[Expanded Arcane Torrent (DnD Feat)|Expanded Arcane Torrent]]&lt;br /&gt;
*[[Forceful Jump (DnD Feat)|Forceful Jump]]&lt;br /&gt;
*[[Directed Shockwave (DnD Feat)|Directed Shockwave]]&lt;br /&gt;
*[[Heroic Presence (DnD Feat)|Heroic Presence]]&lt;br /&gt;
*[[Brew Alchemical Potion (DnD Feat)|Brew Alchemical Potion]]&lt;br /&gt;
&lt;br /&gt;
==My Beast from beyond the realm of human comprehension==&lt;br /&gt;
*'''[[Mateus (3.5e Creature)|Mateus]]'''&lt;br /&gt;
&lt;br /&gt;
==W.M.D.'s==&lt;br /&gt;
*'''[[Ankh Staff (3.5e Equipment)|Ankh Staff]]'''&lt;br /&gt;
*'''[[Fulminating Silver (3.5e Equipment)|Fulminating Silver]]&lt;br /&gt;
*'''[[Hydrogen Peroxide (3.5e Equipment)|Hydrogen Peroxide]]&lt;br /&gt;
&lt;br /&gt;
==Things that I've wound up taking over==&lt;br /&gt;
*'''The World...you just don't know it yet&lt;br /&gt;
*'''[[Alchemist (DnD Class)|Alchemist]]'''&lt;br /&gt;
*'''[[Arcane Pyrotechnician (DnD Class)|Arcane Pyrotechnician]]'''&lt;br /&gt;
*'''[[Reaper (DnD Prestige Class)| The Grim Reaper Class]]&lt;br /&gt;
&lt;br /&gt;
==Transcribed Shenanigans==&lt;br /&gt;
===Spells===&lt;br /&gt;
*'''[[Doctor's Doom (3.5e Spell)| Doctor's Doom]]&lt;br /&gt;
*'''[[Time's Arrow (3.5e Spell)| Time's Arrow]]&lt;br /&gt;
*'''[[Swarm of Gnats (3.5e Spell)|Swarm of Gnats]]&lt;br /&gt;
*'''[[DandeLions (3.5e Spell)|DandeLions]]&lt;br /&gt;
&lt;br /&gt;
==Current Projects==&lt;br /&gt;
*'''[[Arcane Pyrotechnician (DnD Class)|Arcane Pyrotechnician]]'''&lt;br /&gt;
*'''[[Alchemist (DnD Class)|Alchemist]]'''&lt;br /&gt;
*'''Finishing the [[Draenei (DnD Race)| Draenei]] and [[Pandaren (DnD Race)|Pandaren]]'''&lt;br /&gt;
&lt;br /&gt;
=Quick Reference List=&lt;br /&gt;
* [[Protoss (DnD Race)|The Protoss]]&lt;br /&gt;
* [[Sarli (DnD Race)|Sarli]]&lt;br /&gt;
* [[Necromancer (DnD Class)|Necromancer]]&lt;br /&gt;
* [[Mortician (DnD Class)|Mortician]]&lt;br /&gt;
* [[Demon Lord (DnD Class)| Demon Lord]]&lt;br /&gt;
* [[Death Knight (DnD Class)| Death Knight]]&lt;br /&gt;
==Summon Monster==&lt;br /&gt;
===Level VIII===&lt;br /&gt;
*'''[[Celestial Elephant (3.5e Creature)| Celestial Elephant]]&lt;br /&gt;
*'''[[Time Devil (3.5e Creature)| Time Devil (Durrangon)]]&lt;br /&gt;
===Level IX===&lt;br /&gt;
*'''[[Firemane (3.5e Creature)| Firemane]]&lt;br /&gt;
&lt;br /&gt;
=Ideas in the Works=&lt;br /&gt;
Concept stage or simply ideas&lt;br /&gt;
*[[Nocturnal Visage (DnD Other)|Tome of Nocturnal]]&lt;br /&gt;
A tome of Creatures of the night and their hunters.&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Changelings_(3.5e_Race)</id>
		<title>Changelings (3.5e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Changelings_(3.5e_Race)"/>
				<updated>2009-04-15T06:04:53Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: link, spelling, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{x0&lt;br /&gt;
|ecl=1&lt;br /&gt;
|type= Fey (Shapechanger)&lt;br /&gt;
|ability_adjust= &amp;amp;minus;2 Str, +2 Dex, &amp;amp;minus;2 Con, +2 Int, &amp;amp;minus;2 Wis, +2 Cha.&lt;br /&gt;
|size= Medium&lt;br /&gt;
|favored_class= Bard or Rogue&lt;br /&gt;
|desc= abanded faerie children who can change shape. }}&lt;br /&gt;
&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Carey Ruff &lt;br /&gt;
|date_created=04/26/08&lt;br /&gt;
|status=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Changelings are children abandoned by fey to grow up in the human realms. Away from the magic of faerie, they do not grow into their full fey powers (although they retain a spark of otherworldly powers), and often are a bit mentally unstable. A changeling's signature ability, is, of course, its ability to change shape. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Changelings are intelligent, charming, and usually have quick wits. However, they are exceedingly reckless and are often considered harmlessly insane.&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
Changelings stand about the same height as half-elves, but are rather thin and so are easily 5 to 10 lb lighter. They have light hair and a gray skin tone. their eyes are usually dark but are also gold or brown.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
Changelings are usually chaotic, although any variation of chaos (good, neutral, or evil) is possible.  &lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
Changelings have no lands of their own, but are often mingled within human communities. Humans usually have no idea that they are raising a changeling child. &lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Changelings are not very religious.&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
Changelings speak common and one other language. They are quite proficient in linguistic arts.&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
Changelings are named after the conventions of their communities.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
*-2 strength, +2 dexterity, -2 constitution, +2 intelligence, -2 wisdom, +2 charisma.&lt;br /&gt;
*medium humanoid (shapechanger, feyblood).&lt;br /&gt;
*changeling base land speed is 30 ft.&lt;br /&gt;
*Darkvision 60 ft.&lt;br /&gt;
*+2 racial bonus on [[bluff]], [[gather information]], and [[SRD:Sense Motive Skill|sense motive]] checks.&lt;br /&gt;
*+2 racial bonus on [[will]] saves against mind influencing effects.&lt;br /&gt;
*-2 racial penalty on [[will]] saves against the insanity spell (or any similar spell or effect).&lt;br /&gt;
*cold iron susceptibility: a changeling takes an additional 1 points of damage from a cold iron weapon. in addition, they take a -1 penalty on atk and dmg rolls with cold iron weapons.&lt;br /&gt;
*immunity to sleep.&lt;br /&gt;
*minor change shape (su): a changeling can alter their features to gain a +10 racial bonus on [[disguise]] checks. this works exactly like a [[disguise self]] spell, except the changeling cannot change clothing or equipment. it is a transmution effect.&lt;br /&gt;
*natural linguist (ex): speak language is always a class skill for changelings.&lt;br /&gt;
*automatic languages: common, one other. bonus languages: any.&lt;br /&gt;
*favored class: [[bard]] or [[rogue]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD Races|Races]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Changeling]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Fey Type]]&lt;br /&gt;
[[Category:Shapechanger Subtype]]&lt;br /&gt;
[[Category:LA0]]&lt;br /&gt;
[[Category:ECL1]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Changeling_Warrior_(3.5e_Creature)</id>
		<title>Changeling Warrior (3.5e Creature)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Changeling_Warrior_(3.5e_Creature)"/>
				<updated>2009-04-15T06:01:18Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: spelling, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Carey Ruff&lt;br /&gt;
|date_created=8-25-08&lt;br /&gt;
|status=&lt;br /&gt;
}}&lt;br /&gt;
{{Creature Table&lt;br /&gt;
|creature=Changeling, 1st Level Warrior&lt;br /&gt;
|size=Medium |type=humanoid (shapechanger)&lt;br /&gt;
|hd=1d8 |hp=4&lt;br /&gt;
|init=+2&lt;br /&gt;
|speed=30 ft.&lt;br /&gt;
|ac=14 |touch=12 |flat=12&lt;br /&gt;
|bab=+1 |grapple=-1&lt;br /&gt;
|at=rapier +3 melee (1d6 18-20) or shortbow +3 ranged (1d6/x3)&lt;br /&gt;
|full_at=rapier +3 melee (1d6 18-20) or shortbow +3 ranged (1d6/x3)&lt;br /&gt;
|space=5 ft |reach=5 ft&lt;br /&gt;
|sa=&lt;br /&gt;
|sq=shapechanger traits, lowlight vision, minor change shape, natural linguist.&lt;br /&gt;
|fort=+2 |ref=+2 |will=-1&lt;br /&gt;
|str=7 |dex=15 |con=10 |int=10 |wis=8 |cha=13&lt;br /&gt;
|skills=disguise +5, bluff +5.&lt;br /&gt;
|feats=[[Weapon Finesse]]&lt;br /&gt;
|env=Northern Continent&lt;br /&gt;
|org=pair, band (3-12) or clan (13-75 +50% non-combatants)&lt;br /&gt;
|cr=1/2&lt;br /&gt;
|treas=standard&lt;br /&gt;
|align=usually neutral&lt;br /&gt;
|adv=by character class&lt;br /&gt;
|la=+0&lt;br /&gt;
}}&lt;br /&gt;
{{ImageNeeded}}&lt;br /&gt;
&lt;br /&gt;
''The creature in front of you seems to melt, it's features gradually resettling as an odd-looking humanoid with pointed ears.''&lt;br /&gt;
&lt;br /&gt;
The changeling clans, or kelashyi, as they call themselves, are wanderers who are tolerated by most peoples. Their home is their caravans and the road, and they have wandered the face of the Silver Lands for millenniums. The changelings have the ability to shift their forms, which is one of the reasons they are disliked by most people. Most changelings are between five and six feet tall.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
Changelings prefer to use trickery and deception in combat.&lt;br /&gt;
&lt;br /&gt;
'''Minor Change Shape ([[Su]]):'''  A changeling can alter their features at will to gain a +10 racial bonus on disguise checks. this ability works exactly like a disguise self spell, except the changeling cannot change clothing or equipment, there is no duration, and it is a transmution effect. Changing shape is a full round action which provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
'''Natural Linguist ([[Ex]]):'''  speak language is always a class skill for changelings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Creatures CR 1/2 Breadcrumb}}&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD Campaign Settings|Campaign Settings]] &amp;amp;rarr; [[Rytha and Bas'Mera, The Silver Lands (DnD Campaign Setting)|Rytha and Bas'Mera, The Silver Lands]].&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:CR1/2]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Shapechanger Subtype]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Matron_Mary_(3.5e_NPC)</id>
		<title>Matron Mary (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Matron_Mary_(3.5e_NPC)"/>
				<updated>2009-04-15T01:55:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: added class and level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Matron Mary|Human&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|A cleric of [[Yewande (DnD Deity)|Yewande]] in [[Blueblood (DnD Environment)|Blueblood]]}}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created=6/6/08&lt;br /&gt;
|status=work in progress&lt;br /&gt;
}}&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Matron Mary |cr=2&lt;br /&gt;
|al=LG |size=[[Medium]] |type=[[humanoid]] ([[SRD:Human|human]])&lt;br /&gt;
|sex=Female |race=[[human]] |clvl=[[cleric]] 2&lt;br /&gt;
|init=+1 |listen=+2 |spot=+2&lt;br /&gt;
|ac=11 |touch=11 |flat=10&lt;br /&gt;
|hp=12 |hd=2d8&lt;br /&gt;
|str=8 |dex=12 |con=10 |int=15 |wis=14 |cha=13&lt;br /&gt;
|fort=2 |ref=0 |will=2&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|prgrsns={{&lt;br /&gt;
  Stat Block 2/Spells Prepared&lt;br /&gt;
  |pd=CL 2&lt;br /&gt;
  |sp0=''[[SRD:Create Water|Create Water]]'', ''[[Mending]]'', ''[[Light]]'' &amp;amp;times;2&lt;br /&gt;
  |sp1=''[[Cure Light Wounds]]'' &amp;amp;times;2, ''[[SRD:Detect Evil|Detect Evil]]'' &amp;amp;times;2&lt;br /&gt;
  |sp2=''[[SRD:Zone of Truth|Zone of Truth]]}}&lt;br /&gt;
|feats=[[SRD:Self-Sufficient|Self-Sufficient]], [[Skill Focus]] [[Heal]]&lt;br /&gt;
|skills=[[Concentration]] +5, [[Diplomacy]] +6, [[Heal]] +12, [[Knowledge]] (religion) +7, [[Survival]] +4&lt;br /&gt;
|bab=+1 |grp=0&lt;br /&gt;
|poss=blue clerical robes, wooden holy symbol&lt;br /&gt;
|deity=[[Yewande (DnD Deity)|Yewande]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Matron Mary is the main member of the Church of [[Yewande (DnD Deity)|Yewande]] in [[Blueblood (DnD Environment)|Blueblood]]. She considers it her duty to enlighten the &amp;quot;poor souls&amp;quot; in border towns such as this one about the grace of Yewande. She is a good person who wants only the best for Blueblood's people, but she can be a little overzealous at times. For example, on several occasions she has attempted to condemn both [[Weird Morgan (DnD NPC)|Weird Morgan]] and the druid Grellum for their strange, unorthodox ways. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 2 NPCs|CR 2]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 2 NPCs|ECL 2]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR2]]&lt;br /&gt;
[[Category:ECL2]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human Subtype]]&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Good Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)</id>
		<title>Blueblood (3.5e Environment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)"/>
				<updated>2009-04-14T15:47:25Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created=01/20/08&lt;br /&gt;
|status=in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Blueblood=&lt;br /&gt;
&lt;br /&gt;
Blueblood is a small town of 1,200 people that serves as a pit stop between the Shield Lands and the Eastern Wastes.  Nestled in a boggy forest, Blueblood lies beside an old dusty road, with its old dusty buildings, and its old dusty citizens. People are beginning to retire, to let the next generation take over.  Blueblood is ruled by Lord Rainhall, appointed by the previous king.  Rainhall suspects that an undead lair is somewhere nearby, and [[Ezekial Hogarth (DnD NPC)|Ezekial]] and his friends are investigating.  Blueblood used to be a sheep-herding community. It still is, but now it also has a focus on accommodating travelers. The people of Blueblood are, in general, fun-loving and jovial people. They work hard, but can enjoy a good joke or two. &lt;br /&gt;
&amp;lt;!-- General description of environment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Small Town:''' Conventional; AL LG; 800 gp limit; Population 1,200; Isolated (97% human, 1% dwarf, 1% halfling, 1% other) &lt;br /&gt;
&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
*[[Weird Morgan (DnD NPC)|Weird Morgan]], 7th lvl adept&lt;br /&gt;
*[[Lord Rainhall (DnD NPC)|Lord Rainhall]], 6th lvl aristocrat&lt;br /&gt;
*Tom Barnell, 3rd lvl bard&lt;br /&gt;
*[[Matron Mary (DnD NPC)|Matron Mary]], 2nd lvl cleric &lt;br /&gt;
*[[Rodrick Owen (DnD NPC)| Rodrick Owen]], 13th lvl commoner&lt;br /&gt;
*Grellum, 4th lvl druid&lt;br /&gt;
*[[Rale Fishinger (DnD NPC)|Rale Fishinger]], 8th lvl rogue&lt;br /&gt;
*Cpt. Boris, 5th lvl fighter&lt;br /&gt;
*Kazarus, 3rd lvl monk&lt;br /&gt;
*Samantha Fear, 3rd lvl ranger&lt;br /&gt;
*Brandon Aazer, 4th lvl expert&lt;br /&gt;
*[[Ezekial Hogarth (DnD NPC)|Ezekial Hogarth]], 5th lvl paladin&lt;br /&gt;
*Lilly Day, 6th lvl wizard&lt;br /&gt;
*Rebbeca Worthington, 4th lvl warrior&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
====Weird Morgan's Cottage====&lt;br /&gt;
''On the far edge of town is a small, rundown cottage. It's walls are made of clay and its roof is thatched. The small iron fence surrounding the hut is old and rusty. The gate is attached by one hinge and is swinging open. A crow sits on the crumbling chimney, watching you. Once you step inside, the aromas hit you immediately. Two giant urns full of incense are burning and thick smoke fills the air, making it difficult to breathe. The cottage is filled with all manners of strange items. Piles and heaps of little trinkets and household items litter the room. An old halfling woman sits perched on a stool, sipping something from a brandy bottle.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Weird Morgan (DnD NPC)|Weird Morgan]] lives. She is a skilled healer and apocarthy. The crow on the chimney is actually her familiar, who tells her when she's about to have visitors. There's a chest in a corner of the main room, covered in reams of cloth. It has an average lock on it and has 6,930 gold in it. In the back of the hut she has some small stables with two mules in it. To the side of the stables is a pack saddle and a riding saddle and gear, along with several bags of feed. A local child, Ned, takes care of the mules for her.&lt;br /&gt;
&lt;br /&gt;
====Lord's Manor====  &lt;br /&gt;
''In the center of town is a tall manor house painted blue. Several young soldiers eye you nervously as you approach, and one coughs quietly.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Lord Rainhall (DnD NPC)| Lord Rainhall]] and his children live. The house is richly furnished and supplied, with a closely guarded vault of 5,300 gp. His adviser, Rale Fishinger, lives nearby. Those seeking an audience with the lord can speak to him on Wednesdays. On special occasions, Rainhall holds festivals in the front courtyard of his manor. There is music and dancing, and games for the children.&lt;br /&gt;
&lt;br /&gt;
====Life and Death====&lt;br /&gt;
''This grimy tavern has its name pronounced in bold white letters above the door. You see that the big window besides the door has been shattered, and glass shards lie in a pile on the floor. Good natured laughing comes from within.''&lt;br /&gt;
&lt;br /&gt;
Life and Death is owned by Brandon Aazer, who inherited it from his father.  Brandon also runs a weaponsmithy in the basement.  This tavern is the favorite spot of [[Rodrick Owen (DnD NPC)|Old Man Rodrick]]. He sits quietly in the corner, rocking slowly on his rocking chair and puffing on a pipe. People come to him for advice on all matters to do with farm life. He's quite content just to sit in his rocking chair and watch the world around him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Environments Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Elves,_Warcraft_Blood_(3.5e_Race)</id>
		<title>Elves, Warcraft Blood (3.5e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Elves,_Warcraft_Blood_(3.5e_Race)"/>
				<updated>2009-04-11T19:44:25Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=D.M.DemonicPanda&lt;br /&gt;
|date_created=28-2-09&lt;br /&gt;
|status=Finished&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{x0&lt;br /&gt;
|la=+0&lt;br /&gt;
|ecl=1&lt;br /&gt;
|type=[[SRD:Humanoid|Humanoid]][[SRD:Elf Subtype|Elf]]&lt;br /&gt;
|ability_adjust=+2 [[SRD:Charisma|Cha]], +1 [[SRD:Wisdom|Wis]] &amp;amp;minus;1 [[SRD:Constitution|Con]], &amp;amp;minus;2 [[SRD:Strength|Str]]&lt;br /&gt;
|size=Medium&lt;br /&gt;
|favored_class=[[Sorcerer]]or Shugenja&lt;br /&gt;
|desc=A Race of Elves based on Warcraft's Race by the Same Name.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Blood Elves=&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
On the outside Blood Elves are kind and laid back. However on the inside most Blood Elves are Cold and calculating. Blood Elves prefer to fight fire with fire using the the enemies own magic type against them.&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Blood Elves weigh anywere between 100 to 175 depeding on gender. Blood Elves are have a varying array of skin tones the majority of which are lighter. Blood Elf Hair styles can be anything within reason however long hair strait hair occurs naturally. Blood Elves can have a hair color anywhere from black to blonde, from platinum blonde to red, however natural blonde is most common.All Blood Elfs have emerald green eyes with no pupil. Blood Elves tend to favor lush red or gold clothing over others if the option arrises. &amp;lt;!-- Insert here your races average height, weight, and other such physical features --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Blood Elves get allong well with all Elves,other than high and half, Human and Vedalken. Blood Elves have an inborn hatred for the High Elves whom castigated them aswell as their half born spawn. Blood Elves are naturally distrustful of Tieflings and Allurin do to their demonic heratage. Other races are of little concern to the Blood Elves. &lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Blood Elves are usually Neutral. Just aligning themselves with whomever will make them the best deal or offer the most protection.&lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
&lt;br /&gt;
Blood Elf lands have been severly diminished since the attack on the Sunwell by the Lichking. Most Blood Elves have come together to form cities and unite against the Burning Crusade.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
The Majority of Blood Elves primaraly worship what is known only as &amp;quot;The Light&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
Blood Elves speak their own language Thalassian with its own scipt to communicate within their lands and amongst one another and common to communicate with outsiders of their culture. Most Blood Elves gave up Elvish upon the race's castigation by the High and Night Elves.&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Insert the way you race acquires names --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
&lt;br /&gt;
* +2 [[SRD:Charisma|Cha]], +1 [[SRD:Wisdom|Wis]] &amp;amp;minus;1 [[SRD:Constitution|Con]], &amp;amp;minus;2 [[SRD:Strength|Str]]. Blood Elves are Charismatic and smart however are quite frail.&lt;br /&gt;
* Humanoid (Elf)&amp;lt;!-- put creature type and (if any) subtypes here, like &amp;quot;Humanoid (Aquatic)&amp;quot;--&amp;gt;:  &amp;lt;!-- fluff about type and subtypes --&amp;gt;&lt;br /&gt;
* Medium: As a medium character Blood Elves Recieve no special bonuses or penalties on their size.&lt;br /&gt;
* Blood Elf [[base land speed]] is 30ft:  &amp;lt;!-- other movement modes and speeds --&amp;gt;&lt;br /&gt;
* Weapon Proficiency: Blood Elves recieve martial weapon proficiency for Long Swords, Short Swords, Bastard Swords, and Wakizachi(If playing using the Oriental Adventures Supplement). These weapons are tought to the Blood Elves as children in order to prepare them incase of another attack by the Scourge.Blood Elves recieve none of the other High Elves weapon proficiencies.&lt;br /&gt;
* Low Light Vision: Blood Elves can see twice as far as humans in starlight, moonlight, torchlight and similar conditions of poor illumination.&lt;br /&gt;
* Civilized: Blood Elves are unable of becoming Barbarians and take &amp;amp;minus;2 penalty on diplomacy checks against them.&lt;br /&gt;
* In place of the High elf bonuses to spot, search, etc... Blood Elves gain a +2 Bonus on Diplomacy, Use Magic Device, Knowledge (Arcana), Spellcraft, and Concentration checks. However they also recieve a &amp;amp;minus;2 on all Intimidate and Survival checks.&lt;br /&gt;
* +1 racial bonus on saving throws on saves against magic effects. Blood Elves are taught to fight with and against all varieties of magic durring their schooling.&lt;br /&gt;
* +1 Racial Bonus on attack rolls against Evil Outsiders and Undead. Blood Elves are tought special fighting techniques to fight against their race's greatest foes.&lt;br /&gt;
* [[Spell-Like Ability]]: 1/day&amp;amp;mdash; Arcane Torrent Once per day a Blood Elf can unleash a nova of arcane energy sapping all those within a 5ft radius of one spell per day of their lowest level, this is a temporary effect the character regains their spell/day upon their next period of substantial rest. A successful will save of 7+Levels of a non-Psyonic spellcasting class -Target’s HD + Will Save negates. For every 2 successful spell drained this way the caster returns one of their lowest level spells per day that had already been expended. This can be done as a standard action.&lt;br /&gt;
* [[Automatic Languages]]: Thalassian and Common [[Bonus Languages]]: Elven, Gnome, Orc and Draconic&lt;br /&gt;
* [[Favored Class]]:[[Sorcerer]] or Shugenja (If playing using the Oriental Adventures Supplement).&lt;br /&gt;
* [[Level Adjustment]]:+2&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Table: &amp;lt;!-- insert race name --&amp;gt; Random Starting Ages&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! Adulthood || Simple || Moderate || Complex&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| 60 years || +4d6 || +6d6 || +10d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Table: &amp;lt;!-- insert race name --&amp;gt; Aging Effects&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! Middle Age&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Old&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || Venerable&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Maximum Age&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| 175 years || 263 years || 350 years || 372 years&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# At middle age, &amp;amp;minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
# At old age, &amp;amp;minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
# At venerable age, &amp;amp;minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ Table: &amp;lt;!-- insert race name --&amp;gt; Random Height and Weight&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Male || 5' 1&amp;quot;|| +3d4&amp;quot; || 125 lb. || +4d12 lb.&lt;br /&gt;
|- class=&amp;quot;even&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Female || 4' 9&amp;quot; || +3d4&amp;quot; || 100 lb. || +6d6 lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Racial Ages Based on table from wowwiki.com[http://www.wowwiki.com/Life_spans] Height based on article [http://www.wowwiki.com/Blood_elf] Weight based on the [http://www.wowwiki.com/High_elf]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Races Breadcrumb}}&lt;br /&gt;
{{Copyright Disclaimer}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Elf Subtype]]&lt;br /&gt;
[[Category:Medium Size]]&lt;br /&gt;
[[Category:World of Warcraft]]&lt;br /&gt;
[[Category:Blizzard]]&lt;br /&gt;
[[Category:LA0]]&lt;br /&gt;
[[Category:ECL1]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Bondo_(3.5e_Race)</id>
		<title>Bondo (3.5e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Bondo_(3.5e_Race)"/>
				<updated>2009-04-11T19:41:33Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: added date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=(Insert your name here)&lt;br /&gt;
|date_created=4/1/06&lt;br /&gt;
|status=(Insert idea's status here)}}&lt;br /&gt;
{{x0&lt;br /&gt;
|ecl=1&lt;br /&gt;
|type= Humanoid (Human)&lt;br /&gt;
|ability_adjust= +2 Wis, +2 Cha, &amp;amp;minus;2 Str, &amp;amp;minus;2 Dex&lt;br /&gt;
|size= Medium&lt;br /&gt;
|favored_class= Knight (DnD Class) or Cleric&lt;br /&gt;
|desc= Humans gifted with the power to see into the future }}&lt;br /&gt;
&lt;br /&gt;
=Bondo=&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Fishing, Farming, Foreseeing the future&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
To the average observer, a bondo is hard to tell from their human relatives. Nearly all bondo have pure-white eyes and hair. Those who take a closer look will notice that their eyes appear to lack pupils entirely. Otherwise, a bondo is in all ways identical in appearance to a typical human being.&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Bondo are typically used as diplomats to other nations. They are respected for their ability to see in the future. Many people find the bondo's unique approach on life charming.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
The vast majority of bondo tend towards Lawful alignments. Of the approximately ten percent of whom that are not Lawful, most are at least Neutral. They do not show any particular tendencies for either Good or Evil.&lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
&lt;br /&gt;
Most of the bondo reside in a single tiny island. They say that this island is where the gods created them, during the time of the Great Sign.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Bondo typically worship Bahamut, Boccob, Nerull, and St. Cuthbert. Although they have been known to pray to a variety of other gods, these four are by far the most common.&lt;br /&gt;
&lt;br /&gt;
The race was born at a time know as the Great Sign. The sets of twins (a set of boys, a set of girls and one of both) were born all with white hair and white eyes to their human moms and dads they were a sign from the gods as they grow they learned of their power. in the end they marred each other and the new race was born (older of the boys and the older of the girls were wed, the younger boy was wed to the lady who twin was a boy and that boy wed the younger sister) and forming the three houses of the Bonbo clan. the first being the Bondog (king of the gods eyes in their words) next the Bondow (ones with words) and the last house was the house Bondolp (law and power). see that they would come to not if the did not stay with in they race they do not every wed out of they race and when two of not the same house wed they enter the lady's house. they head of they race is Bondom (master) she is always the most wise of the women of the race. the men fight as the women plan.&lt;br /&gt;
&lt;br /&gt;
The bondo currently number some three thousand-strong, and to this day have never lost a war.&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
Common, Celestial, and their cultural language Bonda are the three languages used most by the bondo.&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
&lt;br /&gt;
A particularly interesting tidbit about bondo is that nearly all of them share the same surname: Bondo. Bondo are typically given names that relate to nature, luck, and the stars. Girls' names tend to be about water, flowers, and softer things; boys' names are lean towards fire, rocks, and harder sounding objects or activities.&lt;br /&gt;
&lt;br /&gt;
* Male: Comet, Gazer, Magma, Fire, Granite, Diamond, Steele, Strength, Luckchild&lt;br /&gt;
* Female: Wish, Star, Waterfall, Haze, Blossom, Peach, Cherry, Grace, Luckchild&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
&lt;br /&gt;
* +2 Wisdom, +2 Charisma, -2 Strength, -2 Dexterity.&lt;br /&gt;
&lt;br /&gt;
* Humanoid (Human).&lt;br /&gt;
&lt;br /&gt;
* Medium.&lt;br /&gt;
&lt;br /&gt;
* Bondo base land speed is 30 feet.&lt;br /&gt;
&lt;br /&gt;
* -2 racial penalty on Listen and Spot checks. The bondo's senses have suffered as a result of their reliance on their divining gifts. &lt;br /&gt;
&lt;br /&gt;
* always affected as if by the ''foresight'' spell. 50% of the time he has a effect like the ''augury'' spell when making a choice. once per week a Bondo can use the ''divination'' spell but to do so he/she must take a 2 negative levels for 24 hours&lt;br /&gt;
&lt;br /&gt;
* when some one looks in to their eyes they have a 90% chance of have the ''augury'' spell tell them what is to come to them.&lt;br /&gt;
&lt;br /&gt;
* Automatic Languages: Common, Bonda, Celestial. Bonus Languages: Elven, Dwarven, Gnomish, Draconic, Terran, Sylvan.&lt;br /&gt;
&lt;br /&gt;
* Favored class: [[Knight (DnD Class)|Knight]] or Cleric.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Dungeons and Dragons]]-&amp;gt;[[DnD Races]].&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human Subtype]]&lt;br /&gt;
[[Category:Medium Size]]&lt;br /&gt;
[[Category:Inhuman]]&lt;br /&gt;
[[Category:LA0]]&lt;br /&gt;
[[Category:ECL1]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ezekial_Hogarth_(3.5e_NPC)</id>
		<title>Ezekial Hogarth (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ezekial_Hogarth_(3.5e_NPC)"/>
				<updated>2009-04-11T19:40:13Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Ezekial Hogarth|[[human]]&lt;br /&gt;
|[[paladin]] 5&lt;br /&gt;
|A human paladin of [[Zebulon (DnD Deity)|Zebulon]] }}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created=10 January 2008&lt;br /&gt;
|status=rough draft&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ezekial Hogarth==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name= Ezekial Hogarth |cr=5&lt;br /&gt;
|sex=Male |race=[[human]] |clvl=[[paladin]] 5&lt;br /&gt;
|al=LG |size=[[Medium]] |type=[[humanoid]]&lt;br /&gt;
|lang= Common, Empathic Link with mount &lt;br /&gt;
|init=-1 |listen=+2 |spot=+2&lt;br /&gt;
|ac=19 |touch=9 |flat=19&lt;br /&gt;
|hp=37 |hd=510 &lt;br /&gt;
|deity= [[Zebulon (DnD Deity)|Zebulon]]&lt;br /&gt;
|fort=+7 |ref=+2 |will=+5 &lt;br /&gt;
|immune=[[fear]], [[disease]]&lt;br /&gt;
|spd= 20 ft. (4 squares) in full plate, 30 ft. (5 squares) base speed&lt;br /&gt;
|bab=+5 |grp=+7&lt;br /&gt;
|cg=full plate, masterwork heavy steel shield, masterwork longsword, masterwork composite longbow (+2 Str bonus), 10 arrows, 10 cold iron arrows, 10 silvered arrows, 4 ''cure light wound'' potions, a ''potion of bear's endurance'', 2 scrolls of ''magic weapon'', 2 scrolls of ''protection from evil'', silvered dagger, 3 flasks of holy water&lt;br /&gt;
|atkop= Power Attack, Cleave&lt;br /&gt;
|melee1=mwk [[longsword]] +9 (1d8+2/19-20)&lt;br /&gt;
|ranged1=mwk [[composite longbow]] (+2 Str bonus) +5 (1d8+2/x3)&lt;br /&gt;
|sa=Smite Evil 2/day, Turn Undead 5/day &lt;br /&gt;
|sq=''detect evil'' at will, ''divine grace'', ''divine health'', ''Lay On Hands'', ''Share Spells''&lt;br /&gt;
|aura=Aura of Courage (all allies in 10 ft. get +4 against fear), Aura of Good (see ''[[SRD:Detect Good|Detect Good]]'')&lt;br /&gt;
|prgrsns={{&lt;br /&gt;
  Stat Block 2/Spells Prepared&lt;br /&gt;
  |pd=CL 2, &lt;br /&gt;
  |sp0=''[[detect undead]]''}}&lt;br /&gt;
|str=14 |dex=8 |con=12 |int=10 |wis=14 |cha=15&lt;br /&gt;
|feats=Weapon Focus (longsword), Power Attack, Cleave&lt;br /&gt;
|Skills=[[Concentration]] +9, [[Heal]] +10, [[Knowledge]] (religion) +8&lt;br /&gt;
|poss= a healer's kit, a silver holy symbol of Zebulon}}&lt;br /&gt;
&lt;br /&gt;
==Wind Striker==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|sex=Male |race=[[heavy warhorse]]&lt;br /&gt;
|name= Wind Striker (Heavy Warhorse) |cr=2&lt;br /&gt;
|al=LG |size=[[Large]] |type=[[magical beast]] ([[augmented]] [[animal]])&lt;br /&gt;
|lang= Empathic Link with Ezekial &lt;br /&gt;
|spd= 50 ft. (10 squares)&lt;br /&gt;
|othspd= [[Run]]&lt;br /&gt;
|fort=+7 |ref=+5 |will=+2&lt;br /&gt;
|resist= [[Improved Evasion]]&lt;br /&gt;
|init=+1 |listen=+5 |spot=+4, [[Scent]], [[Low-Light Vision]]&lt;br /&gt;
|ac=18 |touch=10 |flat=17 |acmods=&amp;amp;minus;1 size, +1 Dex, +8 natural&lt;br /&gt;
|hp=39 |hd=6&lt;br /&gt;
|str=19 |dex=13 |con=17 |int=6 |wis=13 |cha=6&lt;br /&gt;
|bab=+3 |grp=+11&lt;br /&gt;
|skills=Listen +5, Spot +4&lt;br /&gt;
|space=10 ft.|reach=5 ft. &lt;br /&gt;
|feats=Endurance, Run&lt;br /&gt;
|melee2= 2 hooves +6/+6 (1d6+4) and bite +1 (1d4+2)&lt;br /&gt;
|poss=barding, [[military saddle]], saddlebags, bit and bridle}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Ezekial is a Holy Crusader of [[Zebulon (DnD Deity)|Zebulon]]. He seeks out his Lord's enemies, and strikes them down. Ezekial belongs to House Berothane, a rather minor noble house. He heard his Lord's calling at a very young age and has been serving Zebulon ever since then. At times he may be a little too harsh or unforgiving, as he takes a very strict interpretation of Zebulon's central dogma.. Ezekial has been staying in the town of [[Blueblood (DnD Environment)|Blueblood]] with his companions Kazarus and Lilly for several months now, investigating an undead lair. He might be willing to join the party after he's finished if the party members aren't outwardly evil, and if their cause is a good one. He has never had the chance to pursue any sort of romantic relationship, although he has picked up the attention of a young girl who lives in Blueblood, named Jessica.&lt;br /&gt;
&lt;br /&gt;
==DM's Note==&lt;br /&gt;
&lt;br /&gt;
Since you probably don't use Zebulon in your game, just substitute him for Heironeous or whatever equivalent you're using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 5 NPCs|CR 5]]&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR5]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human 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;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Good Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ezekial_Hogarth_(3.5e_NPC)</id>
		<title>Ezekial Hogarth (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ezekial_Hogarth_(3.5e_NPC)"/>
				<updated>2009-04-11T19:38:38Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Ezekial Hogarth|[[human]]&lt;br /&gt;
|[[paladin]] 5&lt;br /&gt;
|A human paladin of [[Zebulon (DnD Deity)|Zebulon]] }}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created=10 January 2008&lt;br /&gt;
|status=rough draft&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ezekial Hogarth==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name= Ezekial Hogarth |cr=5&lt;br /&gt;
|sex=Male |race=[[human]] |clvl=[[paladin]] 5&lt;br /&gt;
|al=LG |size=[[Medium]] |type=[[humanoid]]&lt;br /&gt;
|lang= Common, Empathic Link with mount &lt;br /&gt;
|init=-1 |listen=+2 |spot=+2&lt;br /&gt;
|ac=19 |touch=9 |flat=19&lt;br /&gt;
|hp=37 |hd=510 &lt;br /&gt;
|deity= [[Zebulon (DnD Deity)|Zebulon]]&lt;br /&gt;
|fort=+7 |ref=+2 |will=+5 &lt;br /&gt;
|immune=[[fear]], [[disease]]&lt;br /&gt;
|spd= 20 ft. (4 squares) in full plate, 30 ft. (5 squares) base speed&lt;br /&gt;
|bab=+5 |grp=+7&lt;br /&gt;
|cg=full plate, masterwork heavy steel shield, masterwork longsword, masterwork composite longbow (+2 Str bonus), 10 arrows, 10 cold iron arrows, 10 silvered arrows, 4 ''cure light wound'' potions, a ''potion of bear's endurance'', 2 scrolls of ''magic weapon'', 2 scrolls of ''protection from evil'', silvered dagger, 3 flasks of holy water&lt;br /&gt;
|atkop= Power Attack, Cleave&lt;br /&gt;
|melee1=mwk [[longsword]] +9 (1d8+2/19-20)&lt;br /&gt;
|ranged1=mwk [[composite longbow]] (+2 Str bonus) +5 (1d8+2/x3)&lt;br /&gt;
|sa=Smite Evil 2/day, Turn Undead 5/day &lt;br /&gt;
|sq=''detect evil'' at will, ''divine grace'', ''divine health'', ''Lay On Hands'', ''Share Spells''&lt;br /&gt;
|aura=Aura of Courage (all allies in 10 ft. get +4 against fear), Aura of Good (see ''[[SRD:Detect Good|Detect Good]]'')&lt;br /&gt;
|prgrsns={{&lt;br /&gt;
  Stat Block 2/Spells Prepared&lt;br /&gt;
  |pd=CL 2, &lt;br /&gt;
  |sp0=''[[detect undead]]''}}&lt;br /&gt;
|str=14 |dex=8 |con=12 |int=10 |wis=14 |cha=15&lt;br /&gt;
|feats=Weapon Focus (longsword), Power Attack, Cleave&lt;br /&gt;
|Skills=[[Concentration]] +9, [[Heal]] +10, [[Knowledge]] (religion) +8&lt;br /&gt;
|poss= a healer's kit, a silver holy symbol of Zebulon}}&lt;br /&gt;
&lt;br /&gt;
==Wind Striker==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|sex=Male |race=[[heavy warhorse]]&lt;br /&gt;
|name= Wind Striker (Heavy Warhorse) |cr=2&lt;br /&gt;
|al=LG |size=[[Large]] |type=[[magical beast]] ([[augmented]] [[animal]])&lt;br /&gt;
|lang= Empathic Link with Ezekial &lt;br /&gt;
|spd= 50 ft. (10 squares)&lt;br /&gt;
|othspd= [[Run]]&lt;br /&gt;
|fort=+7 |ref=+5 |will=+2&lt;br /&gt;
|resist= [[Improved Evasion]]&lt;br /&gt;
|init=+1 |listen=+5 |spot=+4, [[Scent]], [[Low-Light Vision]]&lt;br /&gt;
|ac=18 |touch=10 |flat=17 |acmods=&amp;amp;minus;1 size, +1 Dex, +8 natural&lt;br /&gt;
|hp=39 |hd=6&lt;br /&gt;
|str=19 |dex=13 |con=17 |int=6 |wis=13 |cha=6&lt;br /&gt;
|bab=+3 |grp=+11&lt;br /&gt;
|skills=Listen +5, Spot +4&lt;br /&gt;
|space=10 ft.|reach=5 ft. &lt;br /&gt;
|feats=Endurance, Run&lt;br /&gt;
|melee2= 2 hooves +6/+6 (1d6+4) and bite +1 (1d4+2)&lt;br /&gt;
|poss=barding, [[military saddle]], saddlebags, bit and bridle}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Ezekial is a Holy Crusader of [[Zebulon (DnD Deity)|Zebulon]]. He seeks out his Lord's enemies, and strikes them down. Ezekial belongs to House Berothane, a rather minor noble house. He heard his Lord's calling at a very young age and has been serving Zebulon ever since then. At times he may be a little too harsh or unforgiving, as he takes a very strict interpretation of Zebulon's central dogma.. Ezekial has been staying in the town of [[Blueblood (DnD Environment)|Blueblood]] with his companions Kazarus and Lilly for several months now, investigating an undead lair. He might be willing to join the party after he's finished if the party members aren't outwardly evil, and if their cause is a good one. He has never had the chance to pursue any sort of romantic relationship, although he has picked up the attention of a young girl who lives in Blueblood, named Emily.&lt;br /&gt;
&lt;br /&gt;
==DM's Note==&lt;br /&gt;
&lt;br /&gt;
Since you probably don't use Zebulon in your game, just substitute him for Heironeous or whatever equivalent you're using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 5 NPCs|CR 5]]&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR5]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human 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;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Good Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ezekial_Hogarth_(3.5e_NPC)</id>
		<title>Ezekial Hogarth (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ezekial_Hogarth_(3.5e_NPC)"/>
				<updated>2009-04-11T19:38:05Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: /* Ezekial Hogarth */ equipment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Ezekial Hogarth|[[human]]&lt;br /&gt;
|[[paladin]] 5&lt;br /&gt;
|A human paladin of [[Zebulon (DnD Deity)|Zebulon]] }}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created=10 January 2008&lt;br /&gt;
|status=rough draft&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ezekial Hogarth==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name= Ezekial Hogarth |cr=5&lt;br /&gt;
|sex=Male |race=[[human]] |clvl=[[paladin]] 5&lt;br /&gt;
|al=LG |size=[[Medium]] |type=[[humanoid]]&lt;br /&gt;
|lang= Common, Empathic Link with mount &lt;br /&gt;
|init=-1 |listen=+2 |spot=+2&lt;br /&gt;
|ac=19 |touch=9 |flat=19&lt;br /&gt;
|hp=37 |hd=510 &lt;br /&gt;
|deity= [[Zebulon (DnD Deity)|Zebulon]]&lt;br /&gt;
|fort=+7 |ref=+2 |will=+5 &lt;br /&gt;
|immune=[[fear]], [[disease]]&lt;br /&gt;
|spd= 20 ft. (4 squares) in full plate, 30 ft. (5 squares) base speed&lt;br /&gt;
|bab=+5 |grp=+7&lt;br /&gt;
|cg=full plate, masterwork heavy steel shield, masterwork longsword, masterwork composite longbow (+2 Str bonus), 10 arrows, 10 cold iron arrows, 10 silvered arrows, 4 ''cure light wound'' potions, a ''potion of bear's endurance'', 2 scrolls of ''magic weapon'', 2 scrolls of ''protection from evil'', silvered dagger, 3 flasks of holy water,|atkop= Power Attack, Cleave&lt;br /&gt;
|melee1=mwk [[longsword]] +9 (1d8+2/19-20)&lt;br /&gt;
|ranged1=mwk [[composite longbow]] (+2 Str bonus) +5 (1d8+2/x3)&lt;br /&gt;
|sa=Smite Evil 2/day, Turn Undead 5/day &lt;br /&gt;
|sq=''detect evil'' at will, ''divine grace'', ''divine health'', ''Lay On Hands'', ''Share Spells''&lt;br /&gt;
|aura=Aura of Courage (all allies in 10 ft. get +4 against fear), Aura of Good (see ''[[SRD:Detect Good|Detect Good]]'')&lt;br /&gt;
|prgrsns={{&lt;br /&gt;
  Stat Block 2/Spells Prepared&lt;br /&gt;
  |pd=CL 2, &lt;br /&gt;
  |sp0=''[[detect undead]]''}}&lt;br /&gt;
|str=14 |dex=8 |con=12 |int=10 |wis=14 |cha=15&lt;br /&gt;
|feats=Weapon Focus (longsword), Power Attack, Cleave&lt;br /&gt;
|Skills=[[Concentration]] +9, [[Heal]] +10, [[Knowledge]] (religion) +8&lt;br /&gt;
|poss= a healer's kit, a silver holy symbol of Zebulon}}&lt;br /&gt;
&lt;br /&gt;
==Wind Striker==&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|sex=Male |race=[[heavy warhorse]]&lt;br /&gt;
|name= Wind Striker (Heavy Warhorse) |cr=2&lt;br /&gt;
|al=LG |size=[[Large]] |type=[[magical beast]] ([[augmented]] [[animal]])&lt;br /&gt;
|lang= Empathic Link with Ezekial &lt;br /&gt;
|spd= 50 ft. (10 squares)&lt;br /&gt;
|othspd= [[Run]]&lt;br /&gt;
|fort=+7 |ref=+5 |will=+2&lt;br /&gt;
|resist= [[Improved Evasion]]&lt;br /&gt;
|init=+1 |listen=+5 |spot=+4, [[Scent]], [[Low-Light Vision]]&lt;br /&gt;
|ac=18 |touch=10 |flat=17 |acmods=&amp;amp;minus;1 size, +1 Dex, +8 natural&lt;br /&gt;
|hp=39 |hd=6&lt;br /&gt;
|str=19 |dex=13 |con=17 |int=6 |wis=13 |cha=6&lt;br /&gt;
|bab=+3 |grp=+11&lt;br /&gt;
|skills=Listen +5, Spot +4&lt;br /&gt;
|space=10 ft.|reach=5 ft. &lt;br /&gt;
|feats=Endurance, Run&lt;br /&gt;
|melee2= 2 hooves +6/+6 (1d6+4) and bite +1 (1d4+2)&lt;br /&gt;
|poss=barding, [[military saddle]], saddlebags, bit and bridle}}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
Ezekial is a Holy Crusader of [[Zebulon (DnD Deity)|Zebulon]]. He seeks out his Lord's enemies, and strikes them down. Ezekial belongs to House Berothane, a rather minor noble house. He heard his Lord's calling at a very young age and has been serving Zebulon ever since then. At times he may be a little too harsh or unforgiving, as he takes a very strict interpretation of Zebulon's central dogma.. Ezekial has been staying in the town of [[Blueblood (DnD Environment)|Blueblood]] with his companions Kazarus and Lilly for several months now, investigating an undead lair. He might be willing to join the party after he's finished if the party members aren't outwardly evil, and if their cause is a good one. He has never had the chance to pursue any sort of romantic relationship, although he has picked up the attention of a young girl who lives in Blueblood, named Emily.&lt;br /&gt;
&lt;br /&gt;
==DM's Note==&lt;br /&gt;
&lt;br /&gt;
Since you probably don't use Zebulon in your game, just substitute him for Heironeous or whatever equivalent you're using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 5 NPCs|CR 5]]&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR5]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human 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;
&amp;lt;!-- pick a good-evil axis alignment (delete the other two) --&amp;gt;&lt;br /&gt;
[[Category:Good Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Matron_Mary_(3.5e_NPC)</id>
		<title>Matron Mary (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Matron_Mary_(3.5e_NPC)"/>
				<updated>2009-04-11T19:32:25Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Matron Mary|Human&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|A cleric of [[Yewande (DnD Deity)|Yewande]] in [[Blueblood (DnD Environment)|Blueblood]]}}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created=6/6/08&lt;br /&gt;
|status=work in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Matron Mary |cr=2&lt;br /&gt;
|al=LG |size=[[Medium]] |type=[[humanoid]] ([[SRD:Human|human]])&lt;br /&gt;
|sex=Female |race=[[human]]&lt;br /&gt;
|init=+1 |listen=+2 |spot=+2&lt;br /&gt;
|ac=11 |touch=11 |flat=10&lt;br /&gt;
|hp=12 |hd=2d8&lt;br /&gt;
|str=8 |dex=12 |con=10 |int=15 |wis=14 |cha=13&lt;br /&gt;
|fort=2 |ref=0 |will=2&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|prgrsns={{&lt;br /&gt;
  Stat Block 2/Spells Prepared&lt;br /&gt;
  |pd=CL 2&lt;br /&gt;
  |sp0=''[[SRD:Create Water|Create Water]]'', ''[[Mending]]'', ''[[Light]]'' &amp;amp;times;2&lt;br /&gt;
  |sp1=''[[Cure Light Wounds]]'' &amp;amp;times;2, ''[[SRD:Detect Evil|Detect Evil]]'' &amp;amp;times;2&lt;br /&gt;
  |sp2=''[[SRD:Zone of Truth|Zone of Truth]]}}&lt;br /&gt;
|feats=[[SRD:Self-Sufficient|Self-Sufficient]], [[Skill Focus]] [[Heal]]&lt;br /&gt;
|skills=[[Concentration]] +5, [[Diplomacy]] +6, [[Heal]] +12, [[Knowledge]] (religion) +7, [[Survival]] +4&lt;br /&gt;
|bab=+1 |grp=0&lt;br /&gt;
|poss=blue clerical robes, wooden holy symbol&lt;br /&gt;
|deity=[[Yewande (DnD Deity)|Yewande]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Matron Mary is the main member of the Church of [[Yewande (DnD Deity)|Yewande]] in [[Blueblood (DnD Environment)|Blueblood]]. She considers it her duty to enlighten the &amp;quot;poor souls&amp;quot; in border towns such as this one about the grace of Yewande. She is a good person who wants only the best for Blueblood's people, but she can be a little overzealous at times. For example, on several occasions she has attempted to condemn both [[Weird Morgan (DnD NPC)|Weird Morgan]] and the druid Grellum for their strange, unorthodox ways. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 2 NPCs|CR 2]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 2 NPCs|ECL 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR2]]&lt;br /&gt;
[[Category:ECL2]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human Subtype]]&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Good Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)</id>
		<title>Rale Fishinger (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)"/>
				<updated>2009-04-11T19:31:21Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Rale Fishinger|Human&lt;br /&gt;
|[[Rogue]] 8&lt;br /&gt;
|The adviser to Lord Rainhall in the town of Blueblood.}}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Rale Fishinger |sex=Male |race=[[human]]&lt;br /&gt;
|al=N |size=[[Medium]] |type=[[humanoid]] ([[SRD:Human|human]])&lt;br /&gt;
|init=+1 |listen=+7 |spot=+6&lt;br /&gt;
|ac=11 |touch=11 |flat=10&lt;br /&gt;
|hp=31 |hd=8d6&lt;br /&gt;
|fort=+1 |ref=+10 |will=+5&lt;br /&gt;
|melee1=[[dagger]] +5/+0 (1d4&amp;amp;minus;1/19&amp;amp;ndash;20)&lt;br /&gt;
|atkop=Sneak Attack +4d6&lt;br /&gt;
|sq=Evasion, Improved uncanny dodge, trapfinding, Trap Sense +2&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|bab=+6/+1 |grp=+5&lt;br /&gt;
|poss=5 cp, chalk&lt;br /&gt;
|cg=dagger&lt;br /&gt;
|str=9 |dex:13 |con:9 |int=16 |wis=12 |cha=15&lt;br /&gt;
|skills=[[Balance]] +9, [[Bluff]] +15, [[Diplomacy]] +11, [[Disguise]] +10, [[Forgery]] +14, [[Gather Information]] +9, [[Hide]] +9, [[Intimidate]] 9, [[Knowledge]] (local) +6, [[Listen]] +7, [[Move Silently]] +11, [[Open Lock]] +8, [[Perform]] (Dance) +6, [[Search]] +11, [[Sense Motive]] +7,  [[Sleight of Hand]] +10, [[Spot]] +6&lt;br /&gt;
|feats=[[SRD:Deceitful|Deceitful]], [[Persuasive]], [[Weapon Finesse]], [[Point Blank Shot]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created= 4/11/09&lt;br /&gt;
|status=in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rale Fishinger==&lt;br /&gt;
Rale Fishinger is a 32-year old retired adventurer. He has slightly greying hair, and crow's feet under his eyes. He dresses modestly for the right-hand man of a lord, with a baggy tunic and loose brown leggings. Fishinger helps [[Lord Rainhall (DnD NPC)|Lord Rainhall]] manage the small town of [[Blueblood (DnD Environment)|Blueblood]]. Earlier in his career, Fishinger was a promising young con artist, but he gave up crime after a bad gig. Well...gave ''most'' of it up. From his position as advisor, Rale has set up a lucrative smuggling business between the Shield Lands and the Eastern Wastes in Blueblood. He has contacts in many of the neighboring settlements, and will forge documents for a small fee. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 8 NPCs|CR 8]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 8 NPCs|ECL 8&amp;gt;]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR8]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human Subtype]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)</id>
		<title>Rale Fishinger (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)"/>
				<updated>2009-04-11T19:30:48Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Rale Fishinger|Human&lt;br /&gt;
|[[Rogue]] 8&lt;br /&gt;
|The adviser to Lord Rainhall in the town of Blueblood.}}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Rale Fishinger |sex=Male |race=[[human]]&lt;br /&gt;
|al=N |size=[[Medium]] |type=[[humanoid]] ([[SRD:Human|human]])&lt;br /&gt;
|init=+1 |listen=+7 |spot=+6&lt;br /&gt;
|ac=11 |touch=11 |flat=10&lt;br /&gt;
|hp=31 |hd=8d6&lt;br /&gt;
|fort=+1 |ref=+10 |will=+5&lt;br /&gt;
|melee1=[[dagger]] +5/+0 (1d4&amp;amp;minus;1/19&amp;amp;ndash;20)&lt;br /&gt;
|atkop=Sneak Attack +4d6&lt;br /&gt;
|sq=Evasion, Improved uncanny dodge, trapfinding, Trap Sense +2&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|bab=+6/+1 |grp=+5&lt;br /&gt;
|poss=5 cp, chalk&lt;br /&gt;
|cg=dagger&lt;br /&gt;
|str=9 |dex:13 |con:9 |int=16 |wis=12 |cha=15&lt;br /&gt;
|skills=[[Balance]] +9, [[Bluff]] +15, [[Diplomacy]] +11, [[Disguise]] +10, [[Forgery]] +14, [[Gather Information]] +9, [[Hide]] +9, [[Intimidate]] 9, [[Knowledge]] (local) +6, [[Listen]] +7, [[Move Silently]] +11, [[Open Lock]] +8, [[Perform]] (Dance) +6, [[Search]] +11, [[Sense Motive]] +7,  [[Sleight of Hand]] +10, [[Spot]] +6&lt;br /&gt;
|feats=[[SRD:Deceitful|Deceitful]], [[Persuasive]], [[Weapon Finesse]], [[Point Blank Shot]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created= 4/11/09&lt;br /&gt;
|status=in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rale Fishinger==&lt;br /&gt;
Rale Fishinger is a 32-year old retired adventurer. He has slightly greying hair, and crow's feet under his eyes. He dresses modestly for the right-hand man of a lord, with a baggy tunic and loose brown leggings. Fishinger helps [[Lord Rainhall (DnD NPC)|Lord Rainhall]] manage the small town of [[Blueblood (DnD Environment)|Blueblood]]. Earlier in his career, Fishinger was a promising young con artist, but he gave up crime after a bad gig. Well...gave ''most'' of it up. From his position as advisor, Rale has set up a lucrative smuggling business between the Shield Lands and the Eastern Wastes in Blueblood. He has contacts in many of the neighboring settlements, and will forge documents for a small fee. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 8 NPCs|CR 8]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 8 NPCs|ECL 8&amp;gt;]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR8&amp;gt;]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human Subtype]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Matron_Mary_(3.5e_NPC)</id>
		<title>Matron Mary (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Matron_Mary_(3.5e_NPC)"/>
				<updated>2009-04-11T19:30:34Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Matron Mary|Human&lt;br /&gt;
|Cleric 2&lt;br /&gt;
|A cleric of [[Yewande (DnD Deity)|Yewande]] in [[Blueblood (DnD Environment)|Blueblood]]}}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created=6/6/08&lt;br /&gt;
|status=work in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Matron Mary |cr=2&lt;br /&gt;
|al=LG |size=[[Medium]] |type=[[humanoid]] ([[SRD:Human|human]])&lt;br /&gt;
|sex=Female |race=[[human]]&lt;br /&gt;
|init=+1 |listen=+2 |spot=+2&lt;br /&gt;
|ac=11 |touch=11 |flat=10&lt;br /&gt;
|hp=12 |hd=2d8&lt;br /&gt;
|str=8 |dex=12 |con=10 |int=15 |wis=14 |cha=13&lt;br /&gt;
|fort=2 |ref=0 |will=2&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|prgrsns={{&lt;br /&gt;
  Stat Block 2/Spells Prepared&lt;br /&gt;
  |pd=CL 2&lt;br /&gt;
  |sp0=''[[SRD:Create Water|Create Water]]'', ''[[Mending]]'', ''[[Light]]'' &amp;amp;times;2&lt;br /&gt;
  |sp1=''[[Cure Light Wounds]]'' &amp;amp;times;2, ''[[SRD:Detect Evil|Detect Evil]]'' &amp;amp;times;2&lt;br /&gt;
  |sp2=''[[SRD:Zone of Truth|Zone of Truth]]}}&lt;br /&gt;
|feats=[[SRD:Self-Sufficient|Self-Sufficient]], [[Skill Focus]] [[Heal]]&lt;br /&gt;
|skills=[[Concentration]] +5, [[Diplomacy]] +6, [[Heal]] +12, [[Knowledge]] (religion) +7, [[Survival]] +4&lt;br /&gt;
|bab=+1 |grp=0&lt;br /&gt;
|poss=blue clerical robes, wooden holy symbol&lt;br /&gt;
|deity=[[Yewande (DnD Deity)|Yewande]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Matron Mary is the main member of the Church of Yewande in [[Blueblood (DnD Environment)|Blueblood]]. She considers it her duty to enlighten the &amp;quot;poor souls&amp;quot; in border towns such as this one about the grace of Yewande. She is a good person who wants only the best for Blueblood's people, but she can be a little overzealous at times. For example, on several occasions she has attempted to condemn both [[Weird Morgan (DnD NPC)|Weird Morgan]] and the druid Grellum for their strange, unorthodox ways. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 2 NPCs|CR 2]]&lt;br /&gt;
&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 2 NPCs|ECL 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR2]]&lt;br /&gt;
[[Category:ECL2]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human Subtype]]&lt;br /&gt;
[[Category:Lawful Alignment]]&lt;br /&gt;
[[Category:Good Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)</id>
		<title>Rale Fishinger (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)"/>
				<updated>2009-04-11T19:27:58Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Rale Fishinger|Human&lt;br /&gt;
|[[Rogue]] 8&lt;br /&gt;
|The adviser to Lord Rainhall in the town of Blueblood.}}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Rale Fishinger |sex=Male |race=human&lt;br /&gt;
|al=N |size=M |type=Humanoid&lt;br /&gt;
|init=+1 |listen=+7 |spot=+6&lt;br /&gt;
|ac=11 |touch=11 |flat=10&lt;br /&gt;
|hp=31 |hd=8d6&lt;br /&gt;
|fort=+1 |ref=+10 |will=+5&lt;br /&gt;
|melee1=[[dagger]] +5/+0 (1d4&amp;amp;minus;1/19&amp;amp;ndash;20)&lt;br /&gt;
|atkop=Sneak Attack +4d6&lt;br /&gt;
|sq=Evasion, Improved uncanny dodge, trapfinding, Trap Sense +2&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|bab=+6/+1 |grp=+5&lt;br /&gt;
|poss=5 cp, chalk&lt;br /&gt;
|cg=dagger&lt;br /&gt;
|str=9 |dex:13 |con:9 |int=16 |wis=12 |cha=15&lt;br /&gt;
|skills=[[Balance]] +9, [[Bluff]] +15, [[Diplomacy]] +11, [[Disguise]] +10, [[Forgery]] +14, [[Gather Information]] +9, [[Hide]] +9, [[Intimidate]] 9, [[Knowledge]] (local) +6, [[Listen]] +7, [[Move Silently]] +11, [[Open Lock]] +8, [[Perform]] (Dance) +6, [[Search]] +11, [[Sense Motive]] +7,  [[Sleight of Hand]] +10, [[Spot]] +6&lt;br /&gt;
|feats=[[SRD:Deceitful|Deceitful]], [[Persuasive]], [[Weapon Finesse]], [[Point Blank Shot]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created= 4/11/09&lt;br /&gt;
|status=in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rale Fishinger==&lt;br /&gt;
Rale Fishinger is a 32-year old retired adventurer. He has slightly greying hair, and crow's feet under his eyes. He dresses modestly for the right-hand man of a lord, with a baggy tunic and loose brown leggings. Fishinger helps [[Lord Rainhall (DnD NPC)|Lord Rainhall]] manage the small town of [[Blueblood (DnD Environment)|Blueblood]]. Earlier in his career, Fishinger was a promising young con artist, but he gave up crime after a bad gig. Well...gave ''most'' of it up. From his position as advisor, Rale has set up a lucrative smuggling business between the Shield Lands and the Eastern Wastes in Blueblood. He has contacts in many of the neighboring settlements, and will forge documents for a small fee. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 8 NPCs|CR 8]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 8 NPCs|ECL 8&amp;gt;]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR8&amp;gt;]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human Subtype]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)</id>
		<title>Rale Fishinger (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)"/>
				<updated>2009-04-11T19:27:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Rale Fishinger|Human&lt;br /&gt;
|[[Rogue]] 8&lt;br /&gt;
|The adviser to Lord Rainhall in the town of Blueblood.}}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Rale Fishinger |sex=Male |race=human&lt;br /&gt;
|al=N |size=M |type=Humanoid&lt;br /&gt;
|init=+1 |listen=+7 |spot=+6&lt;br /&gt;
|ac=11 |touch=11 |flat=10&lt;br /&gt;
|hp=31 |hd=8d6&lt;br /&gt;
|fort=+1 |ref=+10 |will=+5&lt;br /&gt;
|melee1=[[dagger]] +5/+0 (1d4&amp;amp;minus;1/19&amp;amp;ndash;20)&lt;br /&gt;
|atkop=Sneak Attack +4d6&lt;br /&gt;
|sq=Evasion, Improved uncanny dodge, trapfinding, Trap Sense +2&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|bab=+6/+1 |grp=+5&lt;br /&gt;
|poss=5 cp, chalk&lt;br /&gt;
cg=dagger&lt;br /&gt;
|str=9 |dex:13 |con:9 |int=16 |wis=12 |cha=15&lt;br /&gt;
|skills=[[Balance]] +9, [[Bluff]] +15, [[Diplomacy]] +11, [[Disguise]] +10, [[Forgery]] +14, [[Gather Information]] +9, [[Hide]] +9, [[Intimidate]] 9, [[Knowledge]] (local) +6, [[Listen]] +7, [[Move Silently]] +11, [[Open Lock]] +8, [[Perform]] (Dance) +6, [[Search]] +11, [[Sense Motive]] +7,  [[Sleight of Hand]] +10, [[Spot]] +6&lt;br /&gt;
|feats=[[SRD:Deceitful|Deceitful]], [[Persuasive]], [[Weapon Finesse]], [[Point Blank Shot]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created= 4/11/09&lt;br /&gt;
|status=in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rale Fishinger==&lt;br /&gt;
Rale Fishinger is a 32-year old retired adventurer. He has slightly greying hair, and crow's feet under his eyes. He dresses modestly for the right-hand man of a lord, with a baggy tunic and loose brown leggings. Fishinger helps [[Lord Rainhall (DnD NPC)|Lord Rainhall]] manage the small town of [[Blueblood (DnD Environment)|Blueblood]]. Earlier in his career, Fishinger was a promising young con artist, but he gave up crime after a bad gig. Well...gave ''most'' of it up. From his position as advisor, Rale has set up a lucrative smuggling business between the Shield Lands and the Eastern Wastes in Blueblood. He has contacts in many of the neighboring settlements, and will forge documents for a small fee. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 8 NPCs|CR 8]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 8 NPCs|ECL 8&amp;gt;]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR8&amp;gt;]]&lt;br /&gt;
[[Category:Humanoid Type]]&lt;br /&gt;
[[Category:Human Subtype]]&lt;br /&gt;
[[Category:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)</id>
		<title>Rale Fishinger (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)"/>
				<updated>2009-04-11T19:26:02Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Rale Fishinger|Human&lt;br /&gt;
|[[Rogue]] 8&lt;br /&gt;
|The adviser to Lord Rainhall in the town of Blueblood.}}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Rale Fishinger |sex=male |race=human&lt;br /&gt;
|al=N |size=M |type=&lt;br /&gt;
|init=+1 |listen= |spot=&lt;br /&gt;
|ac=11 |touch=11 |flat=10&lt;br /&gt;
|hp=31 |hd=8d6&lt;br /&gt;
|fort=+1 |ref=+10 |will=+5&lt;br /&gt;
|melee1=[[dagger]] +5/+0 (1d4&amp;amp;minus;1/19&amp;amp;ndash;20)&lt;br /&gt;
|atkop=Sneak Attack +4d6&lt;br /&gt;
|sq=Evasion, Improved uncanny dodge, trapfinding, Trap Sense +2&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|bab=+6/+1 |grp=+5&lt;br /&gt;
|poss=5 cp, chalk&lt;br /&gt;
cg=dagger&lt;br /&gt;
|str=9 |dex:13 |con:9 |int=16 |wis=12 |cha=15&lt;br /&gt;
|skills=[[Balance]] +9, [[Bluff]] +15, [[Diplomacy]] +11, [[Disguise]] +10, [[Forgery]] +14, [[Gather Information]] +9, [[Hide]] +9, [[Intimidate]] 9, [[Knowledge]] (local) +6, [[Listen]] +7, [[Move Silently]] +11, [[Open Lock]] +8, [[Perform]] (Dance) +6, [[Search]] +11, [[Sense Motive]] +7,  [[Sleight of Hand]] +10, [[Spot]] +6&lt;br /&gt;
|feats=[[SRD:Deceitful|Deceitful]], [[Persuasive]], [[Weapon Finesse]], [[Point Blank Shot]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created= 4/11/09&lt;br /&gt;
|status=in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rale Fishinger==&lt;br /&gt;
Rale Fishinger is a 32-year old retired adventurer. He has slightly greying hair, and crow's feet under his eyes. He dresses modestly for the right-hand man of a lord, with a baggy tunic and loose brown leggings. Fishinger helps [[Lord Rainhall (DnD NPC)|Lord Rainhall]] manage the small town of [[Blueblood (DnD Environment)|Blueblood]]. Earlier in his career, Fishinger was a promising young con artist, but he gave up crime after a bad gig. Well...gave ''most'' of it up. From his position as advisor, Rale has set up a lucrative smuggling business between the Shield Lands and the Eastern Wastes in Blueblood. He has contacts in many of the neighboring settlements, and will forge documents for a small fee. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 8 NPCs|CR 8]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 8 NPCs|ECL 8&amp;gt;]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR8&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:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)</id>
		<title>Rale Fishinger (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)"/>
				<updated>2009-04-11T19:25:15Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: added race and sex&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Rale Fishinger|Human&lt;br /&gt;
|[[Rogue]] 8&lt;br /&gt;
|The adviser to Lord Rainhall in the town of Blueblood.}}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Rale Fishinger |sex=male |race=human&lt;br /&gt;
|al=N |size=M |type=&lt;br /&gt;
|init=+1 |listen= |spot=&lt;br /&gt;
|ac=11 |touch=11 |flat=10&lt;br /&gt;
|hp=31 |hd=8d6&lt;br /&gt;
|fort=+1 |ref=+10 |will=+5&lt;br /&gt;
|melee1=[[dagger]] +5/+0 (1d4&amp;amp;minus;1/19&amp;amp;ndash;20)&lt;br /&gt;
|atkop=Sneak Attack +4d6&lt;br /&gt;
|sq=Evasion, Improved uncanny dodge, trapfinding, Trap Sense +2&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|bab=+6/+1 |grp=+5&lt;br /&gt;
|poss=5 cp, chalk&lt;br /&gt;
cg=dagger&lt;br /&gt;
|str=9 |dex:13 |con:9 |int=16 |wis=12 |cha=15&lt;br /&gt;
|skills=[[Balance]] +9, [[Bluff]] +15, [[Diplomacy]] +11, [[Disguise]] +10, [[Forgery]] +14, [[Gather Information]] +9, [[Hide]] +9, [[Intimidate]] 9, [[Knowledge]] (local) +6, [[Listen]] +7, [[Move Silently]] +11, [[Open Lock]] +8, [[Perform]] (Dance) +6, [[Search]] +11, [[Sense Motive]] +7,  [[Sleight of Hand]] +10, [[Spot]] +6&lt;br /&gt;
|feats=[[Deceitful]], [[Persuasive]], [[Weapon Finesse]], [[Point Blank Shot]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created= 4/11/09&lt;br /&gt;
|status=in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rale Fishinger==&lt;br /&gt;
Rale Fishinger is a 32-year old retired adventurer. He has slightly greying hair, and crow's feet under his eyes. He dresses modestly for the right-hand man of a lord, with a baggy tunic and loose brown leggings. Fishinger helps [[Lord Rainhall (DnD NPC)|Lord Rainhall]] manage the small town of [[Blueblood (DnD Environment)|Blueblood]]. Earlier in his career, Fishinger was a promising young con artist, but he gave up crime after a bad gig. Well...gave ''most'' of it up. From his position as advisor, Rale has set up a lucrative smuggling business between the Shield Lands and the Eastern Wastes in Blueblood. He has contacts in many of the neighboring settlements, and will forge documents for a small fee. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 8 NPCs|CR 8]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 8 NPCs|ECL 8&amp;gt;]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR8&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:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)</id>
		<title>Rale Fishinger (3.5e NPC)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Rale_Fishinger_(3.5e_NPC)"/>
				<updated>2009-04-11T19:24:28Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: added character info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;dplc&amp;gt;&lt;br /&gt;
|{{NPC Description&lt;br /&gt;
|Rale Fishinger|Human&lt;br /&gt;
| [[Rogue]] 8&lt;br /&gt;
|The adviser to Lord Rainhall in the town of Blueblood.}}&amp;lt;/dplc&amp;gt;&lt;br /&gt;
{{Stat Block 2&lt;br /&gt;
|name=Rale Fishinger&lt;br /&gt;
|al=N |size=M |type=&lt;br /&gt;
|init=+1 |listen= |spot=&lt;br /&gt;
|ac=11 |touch=11 |flat=10&lt;br /&gt;
|hp=31 |hd=8d6&lt;br /&gt;
|fort=+1 |ref=+10 |will=+5&lt;br /&gt;
|melee1=[[dagger]] +5/+0 (1d4&amp;amp;minus;1/19&amp;amp;ndash;20)&lt;br /&gt;
|atkop=Sneak Attack +4d6&lt;br /&gt;
|sq=Evasion, Improved uncanny dodge, trapfinding, Trap Sense +2&lt;br /&gt;
|spd=30 ft. (6 squares)&lt;br /&gt;
|bab=+6/+1 |grp=+5&lt;br /&gt;
|poss=5 cp, chalk&lt;br /&gt;
cg=dagger&lt;br /&gt;
|str=9 |dex:13 |con:9 |int=16 |wis=12 |cha=15&lt;br /&gt;
|skills=[[Balance]] +9, [[Bluff]] +15, [[Diplomacy]] +11, [[Disguise]] +10, [[Forgery]] +14, [[Gather Information]] +9, [[Hide]] +9, [[Intimidate]] 9, [[Knowledge]] (local) +6, [[Listen]] +7, [[Move Silently]] +11, [[Open Lock]] +8, [[Perform]] (Dance) +6, [[Search]] +11, [[Sense Motive]] +7,  [[Sleight of Hand]] +10, [[Spot]] +6&lt;br /&gt;
|feats=[[Deceitful]], [[Persuasive]], [[Weapon Finesse]], [[Point Blank Shot]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Personally, with this space, I like to keep the comment tags in place (despite what the instructions say) and use it to do a level-by-level breakout of skill points, skill ranks, and net skill modifiers.  With the comment tags in place it'll stay hidden unless you go back to the &amp;quot;edit&amp;quot; view.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created= 4/11/09&lt;br /&gt;
|status=in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rale Fishinger==&lt;br /&gt;
Rale Fishinger is a 32-year old retired adventurer. He has slightly greying hair, and crow's feet under his eyes. He dresses modestly for the right-hand man of a lord, with a baggy tunic and loose brown leggings. Fishinger helps [[Lord Rainhall (DnD NPC)|Lord Rainhall]] manage the small town of [[Blueblood (DnD Environment)|Blueblood]]. Earlier in his career, Fishinger was a promising young con artist, but he gave up crime after a bad gig. Well...gave ''most'' of it up. From his position as advisor, Rale has set up a lucrative smuggling business between the Shield Lands and the Eastern Wastes in Blueblood. He has contacts in many of the neighboring settlements, and will forge documents for a small fee. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Other NPC Information&lt;br /&gt;
&lt;br /&gt;
This is pretty much free form information. It can contain motivations for this character, encounter scenarios, aim and goals, personality traits and quirks, animal companions, familiars, special mounts, fiendish companions, combat tactics, tactics for avoiding conflict, background information, relationships with PCs or other NPCs; anything you feel like providing really.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD CR 8 NPCs|CR 8]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[DnD NPCs|NPCs]] &amp;amp;rarr; [[DnD ECL 8 NPCs|ECL 8&amp;gt;]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:NPC]]&lt;br /&gt;
[[Category:CR8&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:Neutral (Law-Chaos) Alignment]]&lt;br /&gt;
[[Category:Neutral (Good-Evil) Alignment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)</id>
		<title>Blueblood (3.5e Environment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Blueblood_(3.5e_Environment)"/>
				<updated>2009-04-11T14:56:17Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=Ramses IV&lt;br /&gt;
|date_created=01/20/08&lt;br /&gt;
|status=in progress&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Blueblood=&lt;br /&gt;
&lt;br /&gt;
Blueblood is a small town of 1,200 people that serves as a pit stop between the Shield Lands and the Eastern Wastes.  Nestled in a boggy forest, Blueblood lies beside an old dusty road, with its old dusty buildings, and its old dusty citizens. People are beginning to retire, to let the next generation take over.  Blueblood is ruled by Lord Rainhall, appointed by the king.  Rainhall suspects that an undead lair is somewhere nearby, and [[Ezekial Hogarth (DnD NPC)|Ezekial]] and his friends are investigating.  Blueblood used to be a sheep-herding community. It still is, but now it also has a focus on accommodating travellers. The people of Blueblood are, in general, fun-loving and jovial people. They work hard, but can enjoy a good joke or two. &lt;br /&gt;
&amp;lt;!-- General description of environment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Small Town:''' Conventional; AL LN; 800 gp limit; Population 1,200; Isolated (97% human, 1% dwarf, 1% halfling, 1% other) &lt;br /&gt;
&lt;br /&gt;
===Important NPCs===&lt;br /&gt;
*[[Weird Morgan (DnD NPC)|Weird Morgan]], 7th lvl adept&lt;br /&gt;
*[[Lord Rainhall (DnD NPC)|Lord Rainhall]], 6th lvl aristocrat&lt;br /&gt;
*Tom Barnell, 3rd lvl bard&lt;br /&gt;
*[[Matron Mary (DnD NPC)|Matron Mary]], 2nd lvl cleric &lt;br /&gt;
*[[Rodrick Owen (DnD NPC)| Rodrick Owen]], 13th lvl commoner&lt;br /&gt;
*Grellum, 4th lvl druid&lt;br /&gt;
*[[Rale Fishinger (DnD NPC)|Rale Fishinger]], 8th lvl rogue&lt;br /&gt;
*Cpt. Boris, 5th lvl fighter&lt;br /&gt;
*Kazarus, 3rd lvl monk&lt;br /&gt;
*Samantha Fear, 3rd lvl ranger&lt;br /&gt;
*Brandon Aazer, 4th lvl expert&lt;br /&gt;
*[[Ezekial Hogarth (DnD NPC)|Ezekial Hogarth]], 5th lvl paladin&lt;br /&gt;
*Lilly Day, 6th lvl wizard&lt;br /&gt;
*Rebbeca Worthington, 4th lvl warrior&lt;br /&gt;
&lt;br /&gt;
===Notable Locations===&lt;br /&gt;
====Weird Morgan's Cottage====&lt;br /&gt;
''On the far edge of town is a small, rundown cottage. It's walls are made of clay and its roof is thatched. The small iron fence surrounding the hut is old and rusty. The gate is attached by one hinge and is swinging open. A crow sits on the crumbling chimney, watching you. Once you step inside, the aromas hit you immediately. Two giant urns full of incense are burning and thick smoke fills the air, making it difficult to breathe. The cottage is filled with all manners of strange items. Piles and heaps of little trinkets and household items litter the room. An old halfling woman sits perched on a stool, sipping something from a brandy bottle.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Weird Morgan (DnD NPC)|Weird Morgan]] lives. She is a skilled healer and apocarthy. The crow on the chimney is actually her familiar, who tells her when she's about to have visitors. There's a chest in a corner of the main room, covered in reams of cloth. It has an average lock on it and has 6,930 gold in it. In the back of the hut she has some small stables with two mules in it. To the side of the stables is a pack saddle and a riding saddle and gear, along with several bags of feed. A local child, Ned, takes care of the mules for her.&lt;br /&gt;
&lt;br /&gt;
====Lord's Manor====  &lt;br /&gt;
''In the center of town is a tall manor house painted blue. Several young soldiers eye you nervously as you approach, and one coughs quietly.''&lt;br /&gt;
&lt;br /&gt;
This is where [[Lord Rainhall (DnD NPC)| Lord Rainhall]] and his children live. The house is richly furnished and supplied, with a closely guarded vault of 5,300 gp. His adviser, Rale Fishinger, lives nearby. Those seeking an audience with the lord can speak to him on Wednesdays. On special occasions, Rainhall holds festivals in the front courtyard of his manor. There is music and dancing, and games for the children.&lt;br /&gt;
&lt;br /&gt;
====Life and Death====&lt;br /&gt;
''This grimy tavern has its name pronounced in bold white letters above the door. You see that the big window besides the door has been shattered, and glass shards lie in a pile on the floor. Good natured laughing comes from within.''&lt;br /&gt;
&lt;br /&gt;
Life and Death is owned by Brandon Aazer, who inherited it from his father.  Brandon also runs a weaponsmithy in the basement.  This tavern is the favorite spot of [[Rodrick Owen (DnD NPC)|Old Man Rodrick]]. He sits quietly in the corner, rocking slowly on his rocking chair and puffing on a pipe. People come to him for advice on all matters to do with farm life. He's quite content just to sit in his rocking chair and watch the world around him.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Environments Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Environment]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Vurcar_(3.5e_Race)</id>
		<title>Vurcar (3.5e Race)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Vurcar_(3.5e_Race)"/>
				<updated>2009-04-11T14:33:56Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: spelling, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=TK-Squared&lt;br /&gt;
|date_created=26th January 2009&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
{{x0&lt;br /&gt;
|la=+1&lt;br /&gt;
|ecl=2&lt;br /&gt;
|type=[[Monstrous Humanoid]]&lt;br /&gt;
|ability_adjust=+4 [[Strength]], +2 [[Intelligence]]&lt;br /&gt;
|size=Medium&lt;br /&gt;
|favored_class=Fighter&lt;br /&gt;
|desc=Rare winged humanoids with large and powerful bodies thought to be born from the blood of the gods.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Vurcar=&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Vurcar are survivors, they spend time in the wild; alone and with only their wits to protect them. They are used to being abandoned and work well alone to survive. A Vurcar is not afraid to use his strength and bulk to get what he wants and is well aware of his own physical capabilities; including flight length and strength.&lt;br /&gt;
&lt;br /&gt;
Vurcar are regarded as excellent strategists, a naturally inborn talent. Their intelligence and experience allow them to devise cunning and insightful tactics. Many hunters have been defeated, even with superior numbers, by a single Vurcar using superior tactics and stragegy.&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
Compared to the average human, the Vurcar are huge. They have more in common, stature-wise, with the mighty Goliaths. But, they still appear as humans, never mind their large and muscular natural framework. The major difference is their wings, mighty feathered wings that are generally white. Vurcar usually have a wingspan of equal length, or slightly greater, than their body. &lt;br /&gt;
&lt;br /&gt;
A Vurcar also has different eyes than a normal human. While humans have colour within the iris and white eyes, a Vurcar's eyes are inverted; their irises are white and the eyeball itself is coloured different. &lt;br /&gt;
&lt;br /&gt;
The last difference is the unnaturally cool touch that the Vurcar have, as though touched by a chilling breeze.&lt;br /&gt;
&lt;br /&gt;
==Growth==&lt;br /&gt;
&lt;br /&gt;
A Vurcar's body differs in growth from that of a humans. They grow much quicker, becoming as though a child at the age of one year old and capable of fending for themselves in the wild, by scavenging berries and plants. It takes them only to the age of 10 to become a fully grown adult, capable of wrestling animals and beasts in the forests.&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
As a rare race, many other races view the Vurcar with a slight of suspicion; nothing much is known about them or their past. As they're normally found in the wild without a proper civilization, they're also regarded as savages; hearsay and rumour spread this stereotype across many persons. But, yet, these ideas are often misplaced; a Vurcar is fine within a community, although he may have difficulty with his large size and certain door ways (or his wingspan). Vurcar get along exceedingly well with Goliaths, due to their large nature and their nomadic lifestyle. &lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
Any. A Vurcar is of any alignment he chooses, but they often stray towards the chaotic side, due to their nature of living in the wild.&lt;br /&gt;
&lt;br /&gt;
==Lands==&lt;br /&gt;
&lt;br /&gt;
The few Vurcar that appear make their lives and nests in the wild, living on nature and its bountiful harvest. The even fewer Vurcar that live in civilization will go to any that can accommodate their large form.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
The Vurcar pay their respects to the elements, rather than gods (or, alternatively, the Elemental Gods). They especially pay their respects to the elemental air, due to their flying nature.&lt;br /&gt;
&lt;br /&gt;
==Language==&lt;br /&gt;
&lt;br /&gt;
Vurcar, even if they are from the wilds, all know common. They may pick it up from hunters or people camping, but they learn it at especially quick rates. They also have the ability to speak any of the elemental languages and often learn them, somehow, to pay respect to the Elementals.&lt;br /&gt;
&lt;br /&gt;
==Names==&lt;br /&gt;
&lt;br /&gt;
Vurcar name themselves, as they are left to fend for themselves but a few months after they are born. Their names are often based upon the elements, or they may steal names from adventurers. A Vurcar names himself as a ritual to the elements on his 10th birthday.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
The Vurcar are lead by rituals. Every Vurcar that is born knows these rituals as a type of genetic memory and they try their best to adhere to them.&lt;br /&gt;
&lt;br /&gt;
=== The Ritual of the Lonely Wind ===&lt;br /&gt;
To properly see that a Vurcar child grows into one with nature, they are abandoned in a forest on their first birthday. They are not given a name and no emotional bonds are forged between parents and child. This may, to outsiders, appear to be a very cruel practice, but it is one that all Vurcar honour, especially due to the rapid aging and maturing that Vurcar children go through. &lt;br /&gt;
&lt;br /&gt;
=== The Ritual of the Tempered Fire ===&lt;br /&gt;
While a Vurcar grows, they live on natural foods, like berries and the like. They, as a ritual rule, are not allowed to kill anything in nature. When they have fully grown, at around their 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; year, they hunt for a single beast and slay it, dining on it's flesh in a ritualistic manner. This is their rite of manhood (or womanhood) and also their naming ceremony, as they offer themselves to be recognized by the elements. &lt;br /&gt;
&lt;br /&gt;
=== The Ritual of the Crashing Waves ===&lt;br /&gt;
Before a Vurcar reaches old age, he must begin the Ritual of Crashing Waves. The Vurcar must seek out a life-partner to whom he will complete the Ritual with. The ritual unites the two in the eyes of the elements and they become as though one. The ritual is something akin to marriage. Only when the ritual is complete, may a Vurcar give birth to a child. If a Vurcar reaches old age before this ritual has been completed, they may not initiate it and any union with another Vurcar will not be endorsed by the spirits.&lt;br /&gt;
&lt;br /&gt;
=== The Ritual of the Unified Earth ===&lt;br /&gt;
When a Vurcar reaches Venerable Age, he begins this ritual. The Vurcar must fly to the west, wherein they shall settle within a mountain and live the rest of their lives therein. When they die, the ritual will cause them to become one with the earth and one with nature itself. If the Vurcar is paired with another, they both live together and they both die at the same time; as though clockwork.&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
&lt;br /&gt;
* +4 [[Strength]], +2 [[Intelligence]]:  The Vurcar are large beings with great strength, but they combine it with their keen military intellect and strategic mind in order to bring their full power to the battlefield.&lt;br /&gt;
* [[Monstrous Humanoid]]: While they have a humanoid form, their wings and their extraordinary size separates them from normal humanoids.&lt;br /&gt;
* [[Medium]]&lt;br /&gt;
* Vurcar [[base land speed]] is 30ft.&lt;br /&gt;
* '''Powerful Build ([[SRD:Ex|Ex]]):''' The physical stature of Vurcar lets them function in many ways as if they were one [[SRD:Size Category|size category]] larger. Whenever a Vurcar is subject to a size modifier or special size modifier for an opposed check (such as during [[SRD:Grapple|grapple check]]s, [[SRD:Bull Rush|bull rush]] attempts, and [[SRD:Trip|trip]] attempts), the Vurcar is treated as one size larger if doing so is advantageous to him. A Vurcar is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as [[SRD:Improved Grab|improved grab]] or [[SRD:Swallow Whole|swallow whole]]) can affect him. A Vurcar can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of [[SRD:Powers|powers]], abilities, and [[SRD:Creature Spells and Powers#Spells|spells]] that change the subject’s [[SRD:Size Category|size category]].&lt;br /&gt;
&lt;br /&gt;
* '''Winged ([[Ex]]):''' Even if they are incapable of flying yet, a Vurcar gains a +10 racial bonus on their jump checks due to the lift gained from their wings. Furthermore, a Vurcar can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of travel for every 5 feet of descent. Vurcar glide at a speed of 40ft. (Average maneuverability). Even if a Vurcar's maneuverability improves, he can't hover while gliding. A vurcar can't glide while carrying a heavy load. &amp;lt;br /&amp;gt;If a Vurcar becomes unconscious or helpless while in midair, his wings unfurl and powerful ligaments stiffen the wings. The Vurcar descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.&lt;br /&gt;
&lt;br /&gt;
* '''Flight ([[Ex]]):''' When a Vurcar reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A Vurcar can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Vurcars can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Vurcars are likewise fatigued after spending a total of more than 10 minutes per day flying. Because Vurcars can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).&amp;lt;br /&amp;gt;When they reach 10 Hit Dice, Vurcars have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A Vurcar with flight can make a dive attack. A dive attack works like a charge, but the Vurcar must move a minimum of 30 feet and descend at least 10 feet. A Vurcar can make a dive attack only when wielding a piercing or slashing weapon; if the attack hits, it deals double damage. A Vurcar with flight can use the run action while flying, provided she flies in a straight line.&lt;br /&gt;
&lt;br /&gt;
* '''Superb Strategist ([[Ex]]):''' Whenever a Vurcar flanks, he gains a +1 untyped bonus to his flanking bonus.&lt;br /&gt;
&lt;br /&gt;
* '''Survival Expert ([[Ex]]):''' +2 Racial bonus on [[Survival]].&lt;br /&gt;
&lt;br /&gt;
* [[Automatic Languages]]: Common.  [[Bonus Languages]]: Auran, Terran, Ignan, Aquan&lt;br /&gt;
* [[Favored Class]]: [[Fighter]] or [[Druid]]&lt;br /&gt;
* [[Level Adjustment]]: +1&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Table: Vurcar Random Starting Ages&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! Adulthood || Simple || Moderate || Complex&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| 12 years || +1d4 || +1d8 || +2d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ Table: Vurcar Aging Effects&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! Middle Age&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Old&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || Venerable&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Maximum Age&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| 75 years || 150 years || 225 years || +4d20 years&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# At middle age, &amp;amp;minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
# At old age, &amp;amp;minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
# At venerable age, &amp;amp;minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ Table: Vurcar Random Height and Weight&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier&lt;br /&gt;
|- style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Male || 6' 4&amp;quot; || +2d6&amp;quot; || 50 lb. || &amp;amp;times; (2d4) lb.&lt;br /&gt;
|- class=&amp;quot;even&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | Female || 6' 1&amp;quot; || +1d12&amp;quot; || 50 lb. || &amp;amp;times; (2d4) lb.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Races Breadcrumb}}[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Monstrous Humanoid Type]]&lt;br /&gt;
[[Category:LA1]]&lt;br /&gt;
[[Category:ECL2]] &lt;br /&gt;
{{:User:TK-Squared/NavBox}}&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Weapon_Familiar_(3.5e_Feat)</id>
		<title>Weapon Familiar (3.5e Feat)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Weapon_Familiar_(3.5e_Feat)"/>
				<updated>2009-04-11T14:30:30Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;supplement&amp;quot;&amp;gt;&lt;br /&gt;
===Weapon Familiar [Fighter, Familiar, General]===&lt;br /&gt;
&lt;br /&gt;
Not satisfied with an animal [[familiar]], you create one that is more martially minded than most.&lt;br /&gt;
&lt;br /&gt;
=====Prerequisites=====&lt;br /&gt;
&lt;br /&gt;
Ability to cast first level spells, must not have a [[familiar]] but be able to get one.&lt;br /&gt;
&lt;br /&gt;
=====Benefit=====&lt;br /&gt;
&lt;br /&gt;
You obtain a familiar based on these guidelines:&lt;br /&gt;
&lt;br /&gt;
* '''Hit Die:''' For purposes of effects related to Hit Die, a weapon familiars HD is the same as masters.&lt;br /&gt;
* '''HP:''' 1/2 masters&lt;br /&gt;
* '''Hardness:''' Same as normal, but see below&lt;br /&gt;
* '''Attacks:''' A weapon familiar has no attacks - it is one. However, when its master is using the familiar it is treated as both a manufactured weapon and a natural weapon for purposes of feats, magic bonuses and the like.&lt;br /&gt;
* '''Saves:''' Masters Base Save Bonus&lt;br /&gt;
* '''Skills:''' None&lt;br /&gt;
&lt;br /&gt;
''Special Abilities:'' A Weapon Familiar grants its master Special Abilities based on its personality, rather than type. Examples(Note: these are only guidelines, any appropriate modifier can be used):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Personality  !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Agile || +1 Attack Roll&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| Aggressive || +2 Damage Roll&lt;br /&gt;
|-&lt;br /&gt;
| Poised || +2 Initiative Roll&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, a familiar progresses as its master progresses&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Master&amp;lt;BR&amp;gt;Class&amp;lt;BR&amp;gt;Level !! H !! Int  !! Special&lt;br /&gt;
|-&lt;br /&gt;
| 1st-2nd || 1 || 6 ||  Alertness,Empathic Link&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 3rd-4th || 1 || 7 || Deliver Touch Spells&lt;br /&gt;
|-&lt;br /&gt;
| 5th-6th || 2 || 8 || Speak With Master&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 7th-8th || 2 || 9 ||  Store Spells&lt;br /&gt;
|-&lt;br /&gt;
| 9th-10th  || 3 || 10 ||&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 11th-12th ||  3 || 11 || Improved Store Spells&lt;br /&gt;
|-&lt;br /&gt;
| 13th-14th ||  4  ||12||&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 15th-16th ||  4 || 13||&lt;br /&gt;
|-&lt;br /&gt;
| 17th-18th  || 5 || 14||&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 19th-20th   ||5 || 15 || Greater Store Spells&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Special=====&lt;br /&gt;
&lt;br /&gt;
A Fighter may select this as one of his Fighter Bonus Feats&lt;br /&gt;
&lt;br /&gt;
===Weapon Familiar Ability Descriptions:===&lt;br /&gt;
&lt;br /&gt;
'''Hardness(H):''' The WF gains additional Hardness based on the masters level&lt;br /&gt;
&lt;br /&gt;
'''Int:''' The familiars [[Intelligence]] score.&lt;br /&gt;
&lt;br /&gt;
'''Alertness:''' As long as the Master is wielding his familiar he gains the [[Alertness]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Empathic Link:''' The master has an empathic link with his familiar out to a distance of up to 1 mile. They can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. &lt;br /&gt;
&lt;br /&gt;
'''Deliver Touch Spells:''' If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the &amp;quot;toucher.&amp;quot; The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. A ranged weapon bestows this ability upon its ammunition.&lt;br /&gt;
&lt;br /&gt;
'''Store Spells:''' A Master can store a spell in his Weapon Familiar as a standard action that does not provoke an attack of opportunity. This spell must be a touch spell and cannot be a healing spell. Whenever you deal damage you may make a caster level check(DC=20) to loose the spell as a free action, even if youve already cast a spell. Damage dealt through magic does not count towards this ability, though if you use a weapon to deliver the damage its base damage does apply.&lt;br /&gt;
&lt;br /&gt;
Variant: Ranged: You may instead store a ray spell&lt;br /&gt;
&lt;br /&gt;
'''Improved Store Spell:''' You may store a number of spells in your familiar equal to 1/2 your Spellcasters base ability modifier.&lt;br /&gt;
&lt;br /&gt;
'''Greater Store Spell:''' Storing a spell is now a move action. In addition, you may now store spells equal to your spellcasters base ability modifier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Dungeons and Dragons]]-&amp;gt;[[DnD Feats]] &lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:Feat]]&lt;br /&gt;
[[Category:Familiar Feat]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Geography_and_Environment_(Moon_of_Five_Suns_Supplement)</id>
		<title>Geography and Environment (Moon of Five Suns Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Geography_and_Environment_(Moon_of_Five_Suns_Supplement)"/>
				<updated>2009-04-11T14:23:31Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: spelling, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Moon of Five Suns (DnD Campaign Setting)/Menu}}&lt;br /&gt;
=={{#anc:Geography}}==&lt;br /&gt;
&lt;br /&gt;
===The Continents===&lt;br /&gt;
&lt;br /&gt;
There are five continents.&lt;br /&gt;
&lt;br /&gt;
====The West Continent====&lt;br /&gt;
&lt;br /&gt;
Land of turmoil.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A continent of conflict and warring tribes.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
It is constantly in turmoil, nations rising and falling almost weekly. Anyone that gains true, stable power cannot act quickly enough before a combination or insurrection and outer conflict deposes them. There are many tribes, the most notable of which are the four feral elf tribes, the two dwarven tribes, one of the more powerful human tribes, and the one goliath tribe.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The continent is almost three times as long laterally (North-South) as it is longitudinally (East-West).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
From the midpoint (longitudinally) of the continent North, there are vast, flat grasslands with various lakes and small rivers accross the landscape. Many of the tribes favor this as their home and battleground, as it gives few advantages to any of the tribes. Along the Northern coast is a long mountain range, where several gnome tribes dwell along with an elf tribe and one or two halfling tribes. The area around this mountain range is littered with small forests, making the mountains easy to defend. The Southern Half of the continent is covered with mountainous rainforest until the farthest South, where there are hilly, craggy plains.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The continent has a plethora tribes roaming its land, consisting of many races: Elves, Dwarves, Humans, Halflings, Goliaths, Giants, Orcs, Goblinoids. Of these, there are several more notable than the others these are as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
The elves have four tribes of note. The Songwise live in the North mountains, where they keep peace. The Bladeroot travel the grasslands, seeking conflict and bloodshed. The Crystalmask an the Kuto dominate their skills in stealth and crafting, respectively.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The dwarves have two tribes of note, both of whom live in the mountainous rain forest. The Deephammer clan are honest, hard-wroking dwarves true to their crafts and disciplines. The Blackquarry dwarves are dark dwarves of evil intent.&lt;br /&gt;
The most notable human tribe is that of the Bamaru, fierce warriors, faithful allies, and cunning diplomats who have befriended the elven crafters.&amp;lt;br&amp;gt;&lt;br /&gt;
The Goliaths are a notable clan, both because they are the only of their race and because they are strong, being powerful fighters as they need, but otherwise meeting other tribes warmly, if prepared for ambush.&lt;br /&gt;
&lt;br /&gt;
====The East Continent====&lt;br /&gt;
&lt;br /&gt;
Land of peace.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A mostly lush continent dominated by an empire but barren, harsh and abandoned in the North.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Empire of the Phoenix is the largest nation, both on the continent and in the world. Its powerful, well-organized government keeps this nation, cobbled together from a myriad of cultures as it is, whole and stable, falling wholly under the jurisdiction of the council, a parliament of elects, not just from the major provinces of the nation, but from every city, village, and hamlet. The Land to the north, however, is thought to be inarable and therefore uninhabitable, its windy dunes and warm, craggy peaks abandoned to the forces of time and nature.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The continent, while comparable to the West continent in size and shape, is slightly longer longitudinally (East-West).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The North-most third of the continent is a dry desert-tundra with mountains and hills strewn about. The Eastern coast is the most mountainous area and has several seasonal streams that run through it for mere weeks, sometimes even only days, during the year.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The other two thirds are dominated by the Empire of the Phoenix, a long-standing government that rules peacefully through a council of town-elected representatives. The landscape consists of mountains running down the Eastern coast from the Northern desert which soon dissolve into a rainforest of comparable size to that on the West continent, which runs along half the coast claimed by the Empire and inland for several leagues. The reast is feritle, hilly grassland.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Within the Empire, many races live in close proximity, and, while they may not always get along, conflicts that are not avoided are resolved quickly by the Courts of Justice. The dominant race in the Empire is the Humans. &lt;br /&gt;
&lt;br /&gt;
====The South Continent====&lt;br /&gt;
&lt;br /&gt;
Land of history.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Where undead rule a forsaken forest that dominates the continent and harry the lands nearby, but is otherwise divided between two nations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The two nations trade freely between themselves, but the intrigue between the two nations has the two governments at odds and their treaties are tenuously held in place by their common enemy. The source of the unending tides of undead have been unknown for centuries, and the forest has been shrouded in mystery since anyone who enters rarely returns.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The continent is longitudinally (East-West) the longest, though laterally (North-South) quite short.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The East half of the island, the half just south of the East continent and across the Dead Strait, is covered with a thick, lush, arcane rainforest. From this rainforest have risen coutless hordes of undead armies for centuries, and the source has yet to be found. The two nations on this continent have treaties made strong by their shared enemy of the wickedness that spews forth from the forest, dividing the rest of the continent in half.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Northern nation is enclosed by the high cliffs that are the shores to the north and east and controls the vast majority of the resources available to the living, while the Southern nation has all the trade ports available to international trade ships. Free trade lends itself to peace between the two, and the ever present conflict with the creatures of the forest distract from any emnity that may develop between their powers. &lt;br /&gt;
&lt;br /&gt;
====The Ice Continent====&lt;br /&gt;
&lt;br /&gt;
Land of knowledge.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A slowy-drifting glacier where a reclusive city-state holds sway over the desolate, unforgiving landscape.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Few traders dare venture to this drifting continent, as only few are trusted to enter its city in the peaks. From it traders come with rare and exotic goods of the finest quality. Many stories abound of the highly trained monks and clerics that train there, and of the few who journey into its barren landscape to seek new life and return with new experiences and power.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The continent is actually a never-melting glacier adrift in the Sinking Sea, relatively small when compared to the East, West, and South continent, but comparable in size to the Continent of Fire. It is only slightly longer laterally (North-South) than it is longitudinally (East-West), though the longitudinal length tapers to a point gradually from the North to the South.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The continent has a ridge of peaks and cliffs along the north shore, making the river and lake there exceptionally defensible for the only town on the continent, which is a fortress constructed out of a light grey stone with streaks of white. Any travelers are welcome to stay long enough to recover, resupply, and move on, but never see much of the city besides what is necessary for them to be shown. The few who do gain the trust of the resident monks and priests who control the city are treated to a wider access of the fortress, though many things are still prohibited to them. The city thrives through its discipline, training its monks and priests intensely in the defense, ruling, and preservation of the city.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Many rumors abound about the glacial city-state, the most prominent of which talk about vast libraries hidden away within the depths of the fortress, and magic rifts that have been preserved by the priests and monks over the centuries. &lt;br /&gt;
&lt;br /&gt;
====The Continent of Fire====&lt;br /&gt;
&lt;br /&gt;
Land of forbiddance.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A large island that is shrouded in mystery and magic but is known to be controlled by a less-than-advanced civilization.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In their secretive state, many rumors spread of both great danger and great fortune that are protected by the people of the only known tribe to inhabit its sandy lands, the Wo'Ku. They are proud and powerful, wiedling powerful forces, even in times of no magic around the rest of the planet. Should anyone venture there, they are turned back by the Wo'Ku with a warning against their lives.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Comparable in size to the Ice Continent, it is only slightly larger, but still longer laterally (North-South) than it is longitudinally (East-West).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The main island of the continent is one of sand and craggy mountains, rule by a barbaric tribe that turns away any who attempt to explore the land. The smaller island nestle in its Southeatern bay is a newly formed land-mass orginating from a volcano, charred and black from the colling lava flows that have formed it. So, little is known of the continent, that not even rumors about it last very long. &lt;br /&gt;
&lt;br /&gt;
===Oceans and Seas===&lt;br /&gt;
&lt;br /&gt;
Even the seas and oceans are each unique:&lt;br /&gt;
&lt;br /&gt;
====The Middle Sea====&lt;br /&gt;
&lt;br /&gt;
The small ocean (relatively speaking as compared to the larger one between them that also contains the Ice Continent and the Continent of Fire) that separates the East and the West continents, where many isles and islands are still unclaimed. The sea was so named by unimaginative merchants and traders, who find it to be the fastest trade route between the two continent and to the South continent.&lt;br /&gt;
&lt;br /&gt;
====The Sinking Sea====&lt;br /&gt;
&lt;br /&gt;
The ocean between the East and West continent where the many currents from around the world meet. It is so named for the maelstroms that are produced when conflicting currents collide as the two continent that float within it, the Ice Continent and the Continent of Fire, drift in every direction and cause the currents to shift.&lt;br /&gt;
&lt;br /&gt;
====Traders' Strait====&lt;br /&gt;
&lt;br /&gt;
The sea separating the West continent from the South continent and the most commonly used route of intercontinental trade due to its favorable Easterly current year-round that causes boats to drift directly to the Middle Sea. Its complete lack of islands makes it perfect for a fast voyage.&lt;br /&gt;
&lt;br /&gt;
====Dead Strait====&lt;br /&gt;
&lt;br /&gt;
The sea separating the East continent from the Couth continent and so named for the hundreds of islets, isles, and islands speckling its waves. Many ships run aground or are smashed against reefs as the Westerly current drifts them towards the Middle Sea in the winter, and the Easterly current pushes them to the Sinking Sea in the summer.&lt;br /&gt;
&lt;br /&gt;
====Long Ocean====&lt;br /&gt;
&lt;br /&gt;
The vast expanse of water to the north, where the currents shift unpredictable from season to season and the three larger continents (East, West, and South) meet again, the other junction being where the Middle Sea and the Traders' and Dead Straits meet.&lt;br /&gt;
&lt;br /&gt;
On this world, the magic works in long, erratic cycles. Sometimes the magic is overwhelming and creates rifts in the physical plane all over the world. Other times it is completely inaccessible, forcing the people to revert to technological advancement. Due to this, the world began in dark ages, but is very, very slowly inching its way through the technologies as forced by the fickle nature of magic. &lt;br /&gt;
&lt;br /&gt;
=={{#anc:Environments}}==&lt;br /&gt;
&lt;br /&gt;
The following are additions or changes to the rules and information presented in the [[SRD:Exploration and Environment|Exploration and Environment]] section of the SRD.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;!-- some environment --&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- secription and fluff, as well as places it can be found, about said environment --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- copy and paste to add more, as neccessary --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=={{#anc:Maps}}==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- link to maps from here, usually with thumbnails and captions --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{Moon of Five Suns Footer}}&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Baron_of_the_Grave_(3.5e_Prestige_Class)</id>
		<title>Baron of the Grave (3.5e Prestige Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Baron_of_the_Grave_(3.5e_Prestige_Class)"/>
				<updated>2009-04-11T14:17:51Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: spelling, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Prestige Class Infobox&lt;br /&gt;
|img=Ringwraith by Geistig.jpg&lt;br /&gt;
|imgloc=bottom&lt;br /&gt;
|imgsize=300px&lt;br /&gt;
|imgcaption=Diadric Salt, a [[SRD:Humans (Race)|Human]] Baron of the Grave.&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=5&lt;br /&gt;
|raters_formatting=1&lt;br /&gt;
|rating_flavor=5&lt;br /&gt;
|raters_flavor=1&lt;br /&gt;
|authors=[[User:Rithaniel|Rith]]&lt;br /&gt;
|datecreated=March 2, 2009&lt;br /&gt;
|adopters=&lt;br /&gt;
|dateadopted=&lt;br /&gt;
|status=Complete.&lt;br /&gt;
|editing=Please discuss before editting.&lt;br /&gt;
|type=Bad Guy, Moderate Spellcasting, Divine Spellcasting&lt;br /&gt;
|desc=The divine hand of the undead, the royalty and master of the undead, and the blurring of line between life and death.&lt;br /&gt;
|len=10&lt;br /&gt;
|minlvl=5&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Baron of the Grave==&lt;br /&gt;
&lt;br /&gt;
{{quote&lt;br /&gt;
|Come, rise from the tomb to your knees.&lt;br /&gt;
|orig=Talimna Aulor, [[SRD:Lizardfolk (Race)|Lizardfolk]] Baron of the Grave&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A baron of the grave is someone who, while still being alive, fills their body with negative energy and ties their body with the forces of undeath. These demented individuals tend to have either an unnatural love for the dead, a certain infatuation with the way that an undead will follow someone without a second thought, or a deep seated hatred of the living and all things that aren't as calm and collected as the dead.&lt;br /&gt;
&lt;br /&gt;
===Becoming a Baron of the Grave===&lt;br /&gt;
&lt;br /&gt;
The baron of the grave is a useful class for anyone who wishes to amass an army of undead to fight for them while still putting aside some power for themselves. Most people who intend to take levels in this class tend to be particularly depraved individuals, not minding if someone suffers if it means that they become stronger through it.&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 [[SRD:Alignment#Good Vs. Evil|Evil]].&lt;br /&gt;
|-&lt;br /&gt;
! Base Attack Bonus:&lt;br /&gt;
| +3.&lt;br /&gt;
|-&lt;br /&gt;
! Spells:&lt;br /&gt;
| The character must be able to cast ''[[SRD:Animate Dead|animate dead]]''.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot; style=&amp;quot;width:850px;&amp;quot;&lt;br /&gt;
|+ &amp;lt;div&amp;gt;{{#anc:Table: The Baron of the Grave}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Hit Die: d6&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}}&amp;quot;&lt;br /&gt;
| 1st || +0 || +2 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Undead Refinement|Undead Refinement]] +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 2nd || +1 || +3 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Necrosis|Necrosis]] ([[Ex]])&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 level of existing arcane/divine spellcasting [[SRD:Class|class]]. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 3rd || +2 || +3 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ''[[#Command Undead|Command Undead]]'' ([[Sp]]), ''[[#Ghoul Touch|Ghoul Touch]]'' ([[Sp]])&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 level of existing arcane/divine spellcasting [[SRD:Class|class]]. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 4th || +3 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Undead Refinement|Undead Refinement]] +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 5th || +3 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Vile Incarnate|Vile Incarnate]] ([[Ex]])&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 6th || +4 || +5 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ''[[#Create Undead|Create Undead]]'' ([[Sp]]), ''[[#Slay Living|Slay Living]]'' ([[Sp]])&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 7th || +5 || +5 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Undead Refinement|Undead Refinement]] +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 level of existing arcane/divine spellcasting [[SRD:Class|class]]. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 8th || +6/+1 || +6 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Thick Blood|Thick Blood]] ([[Ex]])&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 9th || +6/+1 || +6 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ''[[#Control Undead|Control Undead]]'' ([[Sp]]), ''[[#Create Greater Undead|Create Greater Undead]]'' ([[Sp]])&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 10th || +7/+2 || +7 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Stygian Anatomy|Stygian Anatomy]], [[#Undead Refinement|Undead Refinement]] +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].&lt;br /&gt;
|} &lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''Class Skills (4 + [[Int]] modifier per level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Knowledge Skill|Knowledge (Nobility and Royalty)]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge (Religion)]] ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Baron of the Grave}}&lt;br /&gt;
|-&lt;br /&gt;
! Level || Special || [[#Spellcasting|Spellcasting]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 11th|| class=&amp;quot;left&amp;quot; |  || +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].  &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 12th|| class=&amp;quot;left&amp;quot; |  || +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 13th|| class=&amp;quot;left&amp;quot; | [[#Undead Refinement|Undead Refinement]] +5 || +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 14th|| class=&amp;quot;left&amp;quot; |  || +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 15th|| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]] || +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 16th|| class=&amp;quot;left&amp;quot; | [[#Undead Refinement|Undead Refinement]] +6 || +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 17th|| class=&amp;quot;left&amp;quot; |  || +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 18th|| class=&amp;quot;left&amp;quot; |  || +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 19th|| class=&amp;quot;left&amp;quot; | [[#Undead Refinement|Undead Refinement]] +7 || +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 20th|| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]] || +1 level of existing arcane/divine spellcasting [[SRD:Class|class]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the baron of the grave.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Spellcasting}}:''' At each level, a baron of the grave gains new spells per day and an increase in caster level (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If he had more than one arcane or divine spellcasting class before becoming a baron of the grave, he 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:Undead Refinement}}:''' Barons of the grave are indeed, very twisted creatures. For they are beings who would dare to pervert their own body and soul by letting undeath course through their veins and poison their very existence. Though, by poisoning their body in this way, they become in tune with energies of undeath, and can actually bring forth these energies in [[SRD:Undead Type|undead]] beings. At first level a baron of the grave gains a +1 bonus to [[SRD:Caster Level|caster level]] for the spells ''[[SRD:Animate Dead|animate dead]]'', ''[[SRD:Create Undead|create undead]]'', and ''[[SRD:Create Greater Undead|create greater undead]]'' (even as [[SRD:Spell-Like Ability|spell-like abilities]]). In addition, a baron of the grave may sit down with an [[SRD:Undead Type|undead]] creature for a single hour and focus the negative energies that animates them (given that the [[SRD:Undead Type|undead]] does not attempt to do them harm). When a baron of the grave focuses the negative energy inside an [[SRD:Undead Type|undead]] creature, he may grant that creature a permanent insight bonus to either [[SRD:Armor Class|AC]], [[SRD:Attack Roll|attack rolls]], or [[SRD:Attack Damage|damage rolls]] equal to three times the bonus to [[SRD:Caster Level|caster level]] that this class feature grants. A single [[SRD:Undead Type|undead]] creature may only ever be affected by this ability once (consider [[SRD:Undead Type|undead]] that have been returned to death and then reanimated again as brand new [[SRD:Undead Type|undead]]). The bonus to [[SRD:Caster Level|caster level]] granted by this class feature increases by +1 every three levels after first (4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 13&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, etc.).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Necrosis}} ([[Ex]]):''' A baron of the grave is one who is so deeply intertwined with undeath that they eventually begin to actually become somewhat similar to the [[SRD:Undead Type|undead]], both in soul and physiology. Starting at second level, a baron of the grave gains immunity to [[SRD:Disease|disease]], [[SRD:Sleep Effect|sleep effects]], [[SRD:Paralyzed|paralysis]], and [[SRD:Poison|poison]] and is not at risk of death from massive damage. Additionally, the baron may choose to substitute his [[SRD:Charisma|Charisma]] modifier for [[SRD:Concentration Skill|Concentration]] checks and no longer needs to breathe in order to survive. In addition to these effects, the baron also is considered part of the [[SRD:Undead Type|undead]] favored enemy group in addition to any other favored enemy group they may have had for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Command Undead}}'' ([[Sp]]):''' Those who are bound to undeath are also bound to a baron of the grave's will, and the baron eventually sees this clearly. At third level a baron of the grave gains the ability to cast ''[[SRD:Command Undead|command undead]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] three times a day with a [[SRD:Caster Level|caster level]] equal to their own [[SRD:Caster Level|caster level]].&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Ghoul Touch}}'' ([[Sp]]):''' A baron of the grave can channel the forces of undeath through his very flesh, letting him impart a portion of these forces into anothers body. At third level a baron of the grave gains the ability to cast ''[[SRD:Ghoul Touch|ghoul touch]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] three times a day with a [[SRD:Caster Level|caster level]] equal to their own [[SRD:Caster Level|caster level]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Vile Incarnate}} ([[Ex]]):''' As a baron of the grave's body steadily becomes more and more saturated with evil powers and energies, he eventually reaches a point where the force of undeath actually seem to leak from his very pores. At fifth level, a baron of the grave gains an [[SRD:Detect Evil|evil aura]] equal to that of a [[SRD:Cleric|cleric]] of an evil deity of 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; level. If the baron already projected an [[SRD:Detect Evil|evil aura]] due to a class feature, then they are considered 10 levels higher for the purposes of determining the strength of this aura. In addition, if someone looks at the baron while under the effects of a ''[[SRD:True Seeing|true seeing]]'' spell, then the baron appears to have black smoke rising from his body. Once the baron has reached this degree of corruption, he begins to emminate powerful negative forces inherently, making all damage that he inflicts (from any source) count as evil for the purpose of overcoming [[SRD:Damage Reduction|damage reduction]].&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Create Undead}}'' ([[Sp]]):''' Undeath is an art to a baron of the grave, one that he quickly realizes needs unending practice. At sixth level a baron of the grave gains the ability to cast ''[[SRD:Create Undead|create undead]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] twice a day with a [[SRD:Caster Level|caster level]] equal to their own [[SRD:Caster Level|caster level]].&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Slay Living}}'' ([[Sp]]):''' A baron of the grave's mind eventually begins to actually ooze with the very essence of undeath, letting him focus it into an almost tangible force. At sixth level a baron of the grave gains the ability to cast ''[[SRD:Slay Living|slay living]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] twice a day with a [[SRD:Caster Level|caster level]] equal to their own [[SRD:Caster Level|caster level]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Thick Blood}} ([[Ex]]):''' As a baron of the grave slowly fill his very existance with the forces of undeath, he begins to become more and more like an [[SRD:Undead Type|undead]] creature in his physiology, to the point that his blood actually begins to flow slower and grow thick. At eighth level a baron of the grave gains immunity to [[SRD:Ability Drained|ability drain]], [[SRD:Energy Drain, Negative Levels, and Level Loss|energy drain]], and damage to his physical ability scores ([[SRD:Strength|Strength]], [[SRD:Dexterity|Dexterity]], and [[SRD:Constitution|Constitution]]). Additionally, for any effect that requires a [[SRD:Saving Throw#Fortitude|Fortitude]] save in order to avoid  [[SRD:Fatigued|fatigue]] or [[SRD:Exhausted|exhaustion]], the baron may attempt a single reroll per check he is required to make. This reroll must be made before the baron learns if the first roll was successful or not, and must be accepted, even if it is worse than the first roll.&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Control Undead}}'' ([[Sp]]):''' None who are dead would ever dare to stand against the will of a baron of the grave once he has truly begun to master his power, for it is almost like turning against undeath itself. At ninth level a baron of the grave gains the ability to cast ''[[SRD:Control Undead|control undead]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] once a day with a [[SRD:Caster Level|caster level]] equal to their own [[SRD:Caster Level|caster level]].&lt;br /&gt;
&lt;br /&gt;
'''''{{#anc:Create Greater Undead}}'' ([[Sp]]):''' A baron of the grave eventually develops such control over forces of undeath that creating powerful undead becomes almost second nature to him, and he can bring forth terrors that few others could bare to even see. At ninth level a baron of the grave gains the ability to cast ''[[SRD:Create Greater Undead|create greater undead]]'' as a [[SRD:Spell-Like Ability|spell-like ability]] once a day with a [[SRD:Caster Level|caster level]] equal to their own [[SRD:Caster Level|caster level]].&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; class=&amp;quot;d20&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
|+ Table: Stygian Anatomy Effects&lt;br /&gt;
|-&lt;br /&gt;
! Size&lt;br /&gt;
! Speed Bonus &amp;lt;BR&amp;gt; (Bipedal)&amp;lt;sup&amp;gt;[[#1|1]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Speed Bonus &amp;lt;BR&amp;gt; (Quadrupedal)&amp;lt;sup&amp;gt;[[#2|2]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Natural Attack &amp;lt;BR&amp;gt; Damage&lt;br /&gt;
|- &lt;br /&gt;
| [[Table: Creature Size and Scale (DnD Other)|Fine]] and [[Table: Creature Size and Scale (DnD Other)|Fine&amp;amp;minus;]] || +10 feet || +20 feet || 1d2&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| [[Table: Creature Size and Scale (DnD Other)|Diminutive]] || +20 feet || +40 feet || 1d3&lt;br /&gt;
|- &lt;br /&gt;
| [[Table: Creature Size and Scale (DnD Other)|Tiny]] || +20 feet || 40 feet || 1d4&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| [[Table: Creature Size and Scale (DnD Other)|Small]] || +30 feet || +60 feet || 1d6&lt;br /&gt;
|- &lt;br /&gt;
| [[Table: Creature Size and Scale (DnD Other)|Medium]] || +30 feet || +60 feet || 1d8&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| [[Table: Creature Size and Scale (DnD Other)|Large]] || +30 feet || +60 feet || 2d6&lt;br /&gt;
|- &lt;br /&gt;
| [[Table: Creature Size and Scale (DnD Other)|Huge]] || +40 feet || +80 feet || 3d6&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| [[Table: Creature Size and Scale (DnD Other)|Gargantuan]] || +40 feet || +80 feet || 4d6&lt;br /&gt;
|-&lt;br /&gt;
| [[Table: Creature Size and Scale (DnD Other)|Colossal]] and [[Table: Creature Size and Scale (DnD Other)|Colossal+]] || +50 feet || +100 feet || 6d6&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| class=&amp;quot;foot&amp;quot; colspan=&amp;quot;8&amp;quot; |&lt;br /&gt;
# &amp;lt;span id=&amp;quot;1&amp;quot;&amp;gt;Or any form with two or fewer legs.&amp;lt;/span&amp;gt;&lt;br /&gt;
# &amp;lt;span id=&amp;quot;2&amp;quot;&amp;gt;Or any form with three or more legs.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stygian Anatomy}}:''' Eventually a baron of the graves body reaches a point where it is so overwhelmed by the forces of undeath that it actually begins to change on the most basic scale, charging each of his individual cells with negative energies. When the baron has reached this point, his body and soul become more like that of an [[SRD:Undead Type|undead]] creatures than any living beings should. At tenth level, a baron of the grave gains immunity to [[SRD:Stunned|stunning]], is no longer subject to [[SRD:Nonlethal Damage|nonlethal damage]], and no longer needs to eat or sleep in order to survive. In addition to these bonuses, the baron gains an enhancement bonus to his speed based on his size (as shown on [[#Table: Stygian Anatomy Effects|Table: Stygian Anatomy Effects]]) as his body begins to unleash the forces that it has harbored for so long, and two [[SRD:Natural Weapons|claw attacks]] that deal damage based on his size (as shown on [[#Table: Stygian Anatomy Effects|Table: Stygian Anatomy Effects]]) as his body contorts and fingers turn into talons. The baron is automatically proficient with these [[SRD:Natural Weapons|claw attacks]]. Damage inflicted by these [[SRD:Natural Weapons|claw attacks]] does not heal naturally or with rest, requiring a healing spell of some sort in order to be undone. If the baron does not have hands or some other appendage that could be changed into a claw, then he does not gain any [[SRD:Natural Weapons|claw attacks]].&lt;br /&gt;
&lt;br /&gt;
The epic baron of the grave gains a bonus feat (selected from the list of epic baron of the grave feats) every 5 levels after 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
''Epic baron of the grave Bonus Feat List:'' [[SRD:Additional Magic Item Space|Additional Magic Item Space]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Bonus Domain|Bonus Domain]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Extended Life Span|Extended Life Span]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Alignment-Based Casting|Improved Alignment-Based Casting]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Negative Energy Burst|Negative Energy Burst]], [[SRD:Spell Opportunity|Spell Opportunity]], [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spellcasting Harrier|Spellcasting Harrier]], [[SRD:Spontaneous Domain Access|Spontaneous Domain Access]], [[SRD:Spontaneous Spell|Spontaneous Spell]].&lt;br /&gt;
&lt;br /&gt;
====Ex-Barons of the Grave====&lt;br /&gt;
&lt;br /&gt;
A baron of the grave who becomes nonevil cannot gain new levels as a baron of the grave and loses all baron of the grave class abilities (except for [[#Undead Refinement|Undead Refinement]]) until he returns to an evil alignment.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Baron of the Grave====&lt;br /&gt;
&lt;br /&gt;
'''Combat:''' A baron of the grave can have many roles in a battle. A paticular baron may choose to remain in the back, sending his undead &amp;quot;pets&amp;quot; out to fight, while he heals those who have fallen weak, or possible raises ever more undead. Another baron may choose to run amongst his friends, feeling as one of them, and ripping through those who would dare to harm them. Yet another baron may choose to stand far away from battle, and devastate it from afar, calling down bolts of lightning and summoning winds of unparalleled ferocity to rip through the battlefield.&lt;br /&gt;
&lt;br /&gt;
'''Advancement:''' A baron of the grave usually has many options to take on the path of their advancement. A particular baron may seek to take levels in [[SRD:Hierophant|hierophant]] in order to progress the forces of undeath that drive him. A baron may also begin to progress in levels in [[SRD:Loremaster|loremaster]] to attempt to discover the inner workings of the undeath that they are so enticed by. A baron of the grave who is enthralled by the arcane may even take a few levels in [[SRD:Mystic Theurge|mystic theurge]]. In epic levels, a baron of the grave who has a deity may dip into [[SRD:High Proselytizer|high proselytizer]] for the potential power that is held in that position.&lt;br /&gt;
&lt;br /&gt;
'''Resources:''' In most civilizations, barons of the grave are feared and avoided at all costs, and so, finding help from living people may be particularly difficult for a baron. Though this is not a problem, for a baron of the grave has resources within their reach that no one else has. A baron of the grave can inherently control undead, allowing him to have pet [[SRD:Lich|liches]] if he so wishes it. A baron of the grave needs no connection to the outside world, all the power they could ever wish for lies with a tomb or a set of catacombs.&lt;br /&gt;
&lt;br /&gt;
====Barons of the Grave in the World====&lt;br /&gt;
&lt;br /&gt;
{{quote|In death, there is perfect silence, perfect tranquility, and perfect order, and only in death, can anything be perfect.|orig=Harn Agolast, [[SRD:Elves, Wild (Race)|Wild Elf]] Baron of the Grave}}&lt;br /&gt;
&lt;br /&gt;
Barons of the grave tend to dwell in graveyards, catacombs, or any other place where they can gain access to dead bodies to raise, whether it be for good company, or for an army of minions. A baron of the grave also, after they have begun lacing their bodies with negative energies, may actually begin to become drawn to nexi of negative energy, congregating around temples of evil gods, or within dungeons that link to the plane of negative energy.&lt;br /&gt;
&lt;br /&gt;
'''NPC Reactions:''' The first reaction a common NPC will most likely have to a baron of the grave is outright fear, for a baron of the grave will always have an almost palpable aura of evil about them. Of course, there is the off chance that a baron of the grave may come across an evil NPC, such as the leader of a cult, or a wandering necromancer. In these cases, the NPC is actually tilted towards enjoying the company of the baron, and actively reaching out a warm (or cold) hand to them.&lt;br /&gt;
&lt;br /&gt;
====Baron of the Grave Lore====&lt;br /&gt;
&lt;br /&gt;
Characters with ranks in [[SRD:Knowledge Skill|knowledge (religion)]] can research barons of the grave 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;
|+ [[SRD:Knowledge Skill|Knowledge (Religion)]]&lt;br /&gt;
! DC || class=&amp;quot;left&amp;quot; | Result&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 11 || class=&amp;quot;left&amp;quot; | A baron of the grave is someone who can raise and control undead.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 16 || class=&amp;quot;left&amp;quot; | Barons of the grave pervert their bodies with the forces of undeath.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 21 || class=&amp;quot;left&amp;quot; | The longer a baron of the grave lives, the more horrible and like the undead they become.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| 26 || class=&amp;quot;left&amp;quot; | Characters who get this result can know the names and locations of specific barons of the grave and items related to them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Barons of the Grave in the Game====&lt;br /&gt;
&lt;br /&gt;
Barons of the grave most commonly find themselves in the role of the gravekeeper or the madman. Though, it has been known for them to also find themselves seeking the path to eternal life through finding the perfect balance of negative and positive energies in a body. It has also been known for barons of the grave to seek dominion over everything, by commanding other, undead barons of the grave, who in turn, command legions of undead armies for the original baron.&lt;br /&gt;
&lt;br /&gt;
'''Adaptation:''' Barons of the grave can be adjusted to fit any world. If they are intended to be a major factor in the whole of existance, then, possibly, their connection with negative energy could allow them to sense things about the world before they happen, turning them into dark prophets. Controversely, if they are intended to have practically no influence what so ever in the world, then it could be that their connection with negative energy slows down their mind, and diminishes their will to live, making them regress, and dwell amongst the dead as they finish out their lives.&lt;br /&gt;
&lt;br /&gt;
'''Sample Encounter:''' Sylvia had never been completely sound of mind, often complaining about voices whispering in the night, and when she was a child, sitting up in bed, screaming from a nightmare as she tore (literally tore) her sheets apart. Though, as she grew, she learned to adjust herself to normal life, eventually even getting married to a respectable merchant named Fredrick Linth. A short while later in her life, as her new husband went farther and farther way from home due to his line of work, she began to relapse, not having anyone around to steady herself on seemed to drive her back into the pits of madness that she had pulled herself out of as she grew up. Local rumors say that, during these years of her life, sounds could be heard coming from the basement of her house during the night, and every now and then, lights would seem to spring into existence, merely floating around her home. Eventually Sylvia completely snapped, and, one night, when he husband had returned after a particularly long time away, she removed his spine. Many things happened that night. First, Sylvia vanished, with her husband's body. Second, many well known, and quite friendly people went missing. Thirdly, a plague began, spreading outward from Sylvia's home. Sylvia's whereabouts are currently unknown, though she is considered to be a disturbed and dangerous individual by most who once knew her.&lt;br /&gt;
&lt;br /&gt;
''EL 13:'' {{:Sylvia Linth (DnD NPC)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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{{DnD Prestige Classes Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:User:Rithaniel]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Prestige Class]]&lt;br /&gt;
[[Category:Bad Guy]]&lt;br /&gt;
[[Category:Moderate Spellcasting]]&lt;br /&gt;
[[Category:Divine Spellcasting]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Jumper_(3.5e_Class)</id>
		<title>Jumper (3.5e Class)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Jumper_(3.5e_Class)"/>
				<updated>2009-04-11T14:08:56Z</updated>
		
		<summary type="html">&lt;p&gt;Ramses IV: spelling, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DnD Base Class Infobox&lt;br /&gt;
|img=&lt;br /&gt;
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|authors=[[User:Rithaniel|Rith]]&lt;br /&gt;
|datecreated=April 4, 2009&lt;br /&gt;
|status=WIP&lt;br /&gt;
|editing=Please discuss before editing&lt;br /&gt;
|type=Combat-Focused, Skilled&lt;br /&gt;
|desc=Jumpers, being the mobile, instinctive warriors that they are, can seem to be everywhere upon the battlefield at any given point in time. A battle that a jumper is involved it is sure to become hectic quickly.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Jumper==&lt;br /&gt;
&lt;br /&gt;
Jumpers are beings who were born with the inherent ability to fold their bodies into the cracks in space, and seemingly teleport across great distances. Jumpers also seem to become steadily more and more mobile on the battlefield, eventually completely ignoring detriments that would normally stop anyone else in their tracks, and slipping between their enemies blows with ease. A jumper is a fleeting being that can be found anywhere on a battlefield at any given point in time.&lt;br /&gt;
&lt;br /&gt;
===Making a Jumper===&lt;br /&gt;
&lt;br /&gt;
Upon the battlefield, a jumper is an insanely mobile combatant, who can avoid problems that would catch others unaware, with relative ease. This is due to the versatility of their [[#Jump|jump]] class feature. Also, due to this class feature,  jumpers are prone to charging with each attack they make in battle, and landing as many blows as they can in a given stretch of time.&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' [[SRD:Dexterity|Dexterity]] is the key ability score for jumper, seeing as it grants them [[SRD:Armor Class|AC]], high [[SRD:Initiative|initiative]], and good [[SRD:Saving Throw#Reflex|Reflexes]], which are all key mechanics for the jumper. Next in order of importance to a jumper are [[SRD:Strength|Strength]], so that they can deal decent damage, and [[SRD:Intelligence|Intelligence]], so they can utilize better use of their skill points. Thirdly, [[SRD:Constitution|Constitution]] is a good ability for jumpers, seeing as it grants higher hit points, and one can never have enough of them. Lastly, [[SRD:Charisma|Charisma]] and [[SRD:Wisdom|Wisdom]] are the least important ability scores for a jumper, but are each useful in their own way in a particular situation.&lt;br /&gt;
&lt;br /&gt;
'''Races:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Alignment:''' Any.&lt;br /&gt;
&lt;br /&gt;
'''Starting Gold:''' 4d8&amp;amp;times;10 gp (180 gp).&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' &amp;quot;Moderate&amp;quot; or &amp;quot;As [[fighter]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Jumper}}&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;
! rowspan=&amp;quot;2&amp;quot; | [[#Jump|Jump Distance]]&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}}&amp;quot;&lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +0 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Instinctive Initiative|Instinctive Initiative]], [[#Nimble Strike|Nimble Strike]] +1d6&lt;br /&gt;
| 0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +0 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Nimble Reflexes|Nimble Reflexes]]&lt;br /&gt;
| 10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +1 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Uncanny Dodge|Uncanny Dodge]] ([[Ex]]) &lt;br /&gt;
| 10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Nimble Strike|Nimble Strike]] +2d6&lt;br /&gt;
| 20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +1 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]] ([[Ex]])&lt;br /&gt;
| 20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]] ([[Ex]])&lt;br /&gt;
| 30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +2 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Nimble Strike|Nimble Strike]] +3d6&lt;br /&gt;
| 30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +2 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Needle Charge|Needle Charge]]&lt;br /&gt;
| 40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +3 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Mercurial Charge|Mercurial Charge]]&lt;br /&gt;
| 40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]] ([[Ex]]), [[#Nimble Strike|Nimble Strike]] +4d6&lt;br /&gt;
| 50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +3 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Unnatural Dodge|Unnatural Dodge]] ([[Ex]]) &lt;br /&gt;
| 50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| 60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +4 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Nimble Strike|Nimble Strike]] +5d6, [[#Quick Step|Quick Step]]&lt;br /&gt;
| 60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +4 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| 70 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +5 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Muscle Memory|Muscle Memory]]&lt;br /&gt;
| 70 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Nimble Strike|Nimble Strike]] +6d6&lt;br /&gt;
| 80 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +5 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| 80 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +6 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Greater Mercurial Charge|Greater Mercurial Charge]]&lt;br /&gt;
| 90 ft. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +6 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Alacrity|Alacrity]] ([[Ex]]), [[#Nimble Strike|Nimble Strike]] +7d6&lt;br /&gt;
| 90 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +6 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | &lt;br /&gt;
| 100 ft.&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: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:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[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:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are class features of the Jumper.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' A jumper is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial]] weapons and with [[SRD:Armor Proficiency (Light)|light]], [[SRD:Armor Proficiency (Medium)|medium]] armor, and [[SRD:Shield Proficiency|shields]], but not [[SRD:Tower Shield Proficiency|tower shields]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Instinctive Initiative}}:''' A jumper's body is always on edge and prepared for whatever happens around it, no matter now calm the world may be. At the beginning of any encounter, the jumper may reroll his roll for [[SRD:Initiative|initiative]] one time. The jumper may take either of these rolls he makes, though he may only reroll his [[SRD:Initiative|initiative]] once per encounter.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Nimble Strike}}:''' Jumpers are unbelievably fast, and, upon the battlefield, it is extremely difficult to dodge their attacks. As long as a jumper moves more than 15 feet in a round, they deal an extra 1d6 on any attack they make before the beginning of their next round. Additionally, any attack that the jumper makes after moving 15 feet in a single round denies the target its [[SRD:Dexterity|Dex]] mod (and only its [[SRD:Dexterity|Dex]] mod) to its [[SRD:Armor Class|AC]]. A jumper cannot add [[SRD:Rogue#Sneak Attack|sneak attack]] damage to these attacks unless the target of the attack is denied their [[SRD:Dexterity|Dex]] mod to their [[SRD:Armor Class|AC]] via another source. The extra damage dealt by this class feature increase by an extra 1d6 every 3 levels after first (4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, etc.). A jumper who uses the [[#Jump|jump]] class feature during a round counts as having moved 10 feet for the purposes of these attacks, no matter how what distance they actually teleported across.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Nimble Reflexes}}:''' A jumper's reflexes are unmatched, and few living beings can seem to catch them off guard. Starting at second level, if a jumper is in a situation where he must make a [[SRD:Saving Throw#Reflex|Reflex save]], he may attempt a single reroll. He must take the second result, even if it is worse, and the reroll must be used before the jumper knows if the first result was a success or a fail. He may only reroll any particular [[SRD:Saving Throw#Reflex|Reflex save]] once.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Jump}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The signature mark of a jumper, is the ability to seemingly teleport from one place to another without so much as a thought. This ability is actually gained due to the jumper's inherent ability to move into a fourth spacial dimension. At second level, a jumper gains the ability to travel between two places instantaneously. The jumper may teleport from his currently location to any other location with 10 feet of his original location as a [[SRD:Swift Actions|swift action]] that does not provoke an [[SRD:Attack of Opportunity|attacks of opportunity]]. A jumper can move both before and after the jump, provided that his total distance moved is not greater than his speed. A jumper can also bring along objects as long as their weight doesn’t exceed his maximum load. A jumper can bring along other living creatures too, as long as their total weight doesn’t exceed his maximum load. Additionally, a jumper can jump with unwilling creature as long as that creature is in a [[SRD:Grapple|grapple]] with the jumper, though, even then, an unwilling creature is allowed a [[SRD:Saving Throw#Reflex|Reflex saving throw]] ([[SRD:DC|DC]] 10 + half the jumper's [[SRD:Hit Dice|HD]]) to avoid being taken along with the jumper. A jumper cannot teleport to a location that is occupied by another creature or an object, nor can he jump if he is immobilized. The distance a jumper can jump across increase by 10 feet every even level after second (4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, etc.). Jump is not hampered by ''[[SRD:Dimensional Lock|dimensional lock]]'' or similar spells. Take note that this ability is not derived from magical abilities and therefore works fine in an ''[[SRD:Antimagic Field|antimagic field]]''.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A jumper's reaction time is unbelievably fast, and this can be seen during any given battle. Starting at third level, a jumper can react to danger before his senses would normally allow him to do so. He 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.&lt;br /&gt;
&lt;br /&gt;
If a jumper already has uncanny dodge from a different [[SRD:Class|class]] he automatically gains [[#Improved Uncanny Dodge|improved uncanny dodge]] (see below) instead.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A jumper's reflexes are so acute, that they can avoid even the most unavoidable attacks as though they weren't even there. Starting at fifth level, if a jumper makes a successful [[SRD:Saving Throw|Reflex saving throw]] against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the jumper is wearing light armor or no armor. A [[SRD:Helpless|helpless]] jumper does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A jumper's body usually seems to be on a hairpin trigger at almost every walking moment of the day. A jumper of sixth level or higher can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to [[#Sneak Attack|sneak attack]] the character by flanking him, unless the [[SRD:Rogue|rogue]] has at least four more [[SRD:Rogue|rogue]] levels than the jumper.&lt;br /&gt;
&lt;br /&gt;
If a character already has [[#Uncanny Dodge|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|uncanny dodge]] stack to determine the minimum [[SRD:Rogue|rogue]] level required to [[SRD:Flanking|flank]] the character.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Needle Charge}}:''' Jumpers have it within their power to attack their foes with incredible finesse, and strike deadly blows at the end of a charge. At eighth level, a jumper gains the ability to and his [[SRD:Dexterity|Dexterity]] modifier to any [[SRD:Attack Damage|damage roll]] made at the end of a [[SRD:Charge|charge]] attack.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Mercurial Charge}}:''' A jumper eventually learns to charge across the battlefield with unbelievable dexterity. Starting at ninth level, a jumper need not move in a straight line to [[SRD:Charge|charge]], nor must he [[SRD:Charge|charge]] the closest available space. He still may not move back on himself during a [[SRD:Charge|charge]], and his charge move still ends as soon as he threatens his target.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Jumpers eventually master their physical dexterity to the degree that, no matter what comes at them, they can avoid it. This ability, gained at tenth level, works like evasion (see above). A jumper takes no damage at all on successful [[SRD:Saving Throw|saving throws]] against attacks that allow a [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] for half damage. What’s more, he takes only half damage even if he fails his [[SRD:Saving Throw|saving throw]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unnatural Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Jumpers are beings who seem to dodge things that they shouldn't actually be capable of dodging in certain situations. Starting at eleventh level, any time that a jumper is denied his [[SRD:Dexterity|Dexterity]] to his [[SRD:Armor Class|AC]] (such as he would be if he was [[SRD:Stunned|stunned]] or [[SRD:Blinded|blinded]]), he gains an instinct bonus to [[SRD:Armor Class|AC]] equal to his [[SRD:Dexterity|Dexterity]] modifier. He only gains this instinct bonus to [[SRD:Armor Class|AC]] if his [[SRD:Dexterity|Dexterity]] modifier is actually denied, and not if he manages to retain it to his [[SRD:Armor Class|AC]]. Take note that the jumper is still considered having been denied his [[SRD:Dexterity|Dexterity]] mod to his [[SRD:Armor Class|AC]], seeing as they don't actually retain their [[SRD:Dexterity|Dexterity]] mod in all situations.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Quick Step}}:''' Jumpers seem to be able to move faster than most others can even try to understand. At thirteenth level, a jumper can take an extra [[SRD:5-Foot Step|5-foot step]] in any [[SRD:Round|round]] when he doesn’t perform any other movement (except for the first [[SRD:5-Foot Step|5-foot step]]). Like the first, the second [[SRD:5-Foot Step|5-foot step]] does not provoke [[SRD:Attacks of Opportunity|attacks of opportunity]]. A jumper can take the extra [[SRD:5-Foot Step|5-foot step]] immediately after taking the first, or wait until the end of his other actions for the [[SRD:Round|round]]. In all other ways, the rules for taking a [[SRD:5-Foot Step|5-foot step]] apply.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Muscle Memory}}:''' A jumper can impulsively take actions from time to time to the degree that, eventually, his body actually can move of it own volition. At fifteenth level, a jumper gains the ability to take 20 on any [[SRD:Skills|skill]] check that he has succeeded on in the past. This allows for a jumper to automatically succeed a [[SRD:Balance Skill|balance]] check made to balance on a particular log spanning a chasm, as long as he made a [[SRD:Balance Skill|balance]] check to balance on that same log once in the past, and succeeded on that check. This works for almost any [[SRD:Skills|skill]] check, as long as it is for a check that the jumper has made in the past, and the conditions are at the very least, mostly the same. An example of a condition being radically different enough to constitute the jumper not being able to take 20 on the check, is a strong wind blowing as he is attempting to make a [[SRD:Balance Skill|balance]] check.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Greater Mercurial Charge}}:''' A jumper eventually actually learns to charge across the battlefield with such unbelievable dexterity, that it seems nothing can stand in their way. At eighteenth level, a jumper no longer provokes [[SRD:Attack of Opportunity|attacks of opportunity]] from his target when he [[SRD:Charge|charges]], nor does he need to have line of sight to his target in order to [[SRD:Charge|charge]] them. Additionally, the jumper gains the ability to move back on himself during a [[SRD:Charge|charge]], should he wish to. His charge move still ends as soon as he threatens his target.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Alacrity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A jumper's body has the capability to move faster than almost any other living being, and, eventually, a jumper actually achieves this capability. At ninteenth level, a jumper gains the ability to, once per [[SRD:Round|round]], take an extra [[SRD:Standard Actions|standard action]], either before or after his other actions in the [[SRD:Round|round]]. In this manner, a jumper may even take an extra [[SRD:Standard Actions|standard action]] after taking a [[SRD:Full-Round Actions|full-round action]] during a single [[SRD:Round|round]].&lt;br /&gt;
&lt;br /&gt;
====Epic Jumper====&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 Jumper}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! Level&lt;br /&gt;
! [[#Jump|Jump Distance]]&lt;br /&gt;
! Special&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21st|| 100 ft. || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22nd|| 110 ft. || class=&amp;quot;left&amp;quot; | [[#Nimble Strike|Nimble Strike]] +8d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd|| 110 ft. || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th|| 120 ft. || class=&amp;quot;left&amp;quot; | &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th|| 120 ft. || class=&amp;quot;left&amp;quot; | [[#Nimble Strike|Nimble Strike]] +9d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th|| 130 ft. || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th|| 130 ft. || class=&amp;quot;left&amp;quot; | [[#Ideal Mercurial Charge|Ideal Mercurial Charge]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th|| 140 ft. || class=&amp;quot;left&amp;quot; | [[#Nimble Strike|Nimble Strike]] +10d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th|| 140 ft. || class=&amp;quot;left&amp;quot; | [[#Bonus Feats|Bonus Feat]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th|| 150 ft. || class=&amp;quot;left&amp;quot; | [[#Acrobat|Acrobat]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]) &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;
'''[[#Jump|Jump]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The distance a jumper can jump across via the jump class feature increase by 10 feet every even level after 20&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; level (22&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;, 24&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 26&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 28&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, etc.).&lt;br /&gt;
&lt;br /&gt;
'''[[#Nimble Strike|Nimble Strike]]:''' An epic jumper’s nimble strike damage increases by +1d6 every three levels after 18&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Ideal Mercurial Charge}}:''' A jumper eventually manages to master his dexterous nature to the degree that he can charge across the battlefield with unmatched finesse and unbelievable reflexes, to the point that it seems he is merely a blur moving across the field of battle. At At 27&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; level, a jumper is no longer subject to [[SRD:Attack of Opportunity|attacks of opportunity]] made against him from any source while he is [[SRD:Charge|charging]]. Additionally, the jumper also doesn't take the usual –2 penalty to his [[SRD:Armor Class|AC]] that they would recieve due to [[SRD:Charge|charging]]. His charge move still ends as soon as he threatens his target.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Acrobat}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Jumpers actually manage to, eventually master their physical prowess to the degree that they become utterly uncatchable upon the battlefield. At 30&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; level, a jumper gains a swim speed and a climb speed equal to his [[SRD:Movement Speed|base land speed]], and can switch between any of these three speeds any number of times during a round, though they still cannot move any farther than they would without these extra modes of movement. Additionally, the jumper gains an inherent +6 bonus to his [[SRD:Dexterity|Dexterity]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc: Bonus Feats }}:''' The epic Jumper gains a bonus feat (selected from the list of epic Jumper bonus feats) every three levels after 20th.&lt;br /&gt;
&lt;br /&gt;
''Epic Jumper Bonus Feat List:'' [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Dire Charge|Dire Charge]], [[SRD:Epic Dodge|Epic Dodge]], [[SRD:Epic Endurance|Epic Endurance]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Two-Weapon Rend|Two-Weapon Rend]]&lt;br /&gt;
&lt;br /&gt;
====[[SRD:Humans (Race)|Human]] Jumper Starting Package====&lt;br /&gt;
&lt;br /&gt;
'''Armor:''' [[SRD:Leather Armor|Leather Armor]]&lt;br /&gt;
&lt;br /&gt;
'''Weapons:''' [[SRD:Heavy Flail|Heavy Flail]].&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}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Balance Skill|Balance]] || 4 || [[SRD:Dexterity|Dex]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Climb Skill|Climb]] || 4 || [[SRD:Strength|Str]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Diplomacy Skill|Diplomacy]] || 4 || [[SRD:Charisma|Cha]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Hide Skill|Hide]] || 4 || [[SRD:Dexterity|Dex]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Intimidate Skill|Intimidate]] || 4 || [[SRD:Charisma|Cha]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Jump Skill|Jump]] || 4 || [[SRD:Strength|Str]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Listen Skill|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Move Silently Skill|Move Silently]] || 4 || [[SRD:Dexterity|Dex]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Sense Motive Skill|Sense Motive]] || 4 || [[SRD:Wisdom|Wis]] || &amp;amp;mdash;&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Tumble Skill|Tumble]] || 4 || [[SRD:Dexterity|Dex]] || &amp;amp;mdash;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Feat:''' [[SRD:Improved Initiative|Improved Initiative]].&lt;br /&gt;
&lt;br /&gt;
'''Bonus Feats:''' [[SRD:Combat Reflexes|Combat Reflexes]].&lt;br /&gt;
&lt;br /&gt;
'''Gear:''' Backpack, Bedroll, Winter Blanket, Fishhook, [[SRD:Flint and Steel|Flint and Steel]], [[SRD:Ink|Ink]] (6 oz.), Inkpen, [[SRD:Hooded Lantern|Hooded Lantern]], [[SRD:Oil|Oil]] (5 pints), Belt Pouch, Soap (1 lb.), Tent, Waterskin.&lt;br /&gt;
&lt;br /&gt;
'''Gold:''' 24 gp.&lt;br /&gt;
&lt;br /&gt;
===Campaign Information===&lt;br /&gt;
&lt;br /&gt;
====Playing a Jumper====&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;
====Jumpers 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 congregtate 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;
====Jumper 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}}&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}}&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}}&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}}&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;
====Jumpers 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 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 Base Classes Breadcrumb}}&lt;br /&gt;
{{Base Class Wikify|April 2009}}&lt;br /&gt;
{{Base Class Description Needed|April 2009}}&lt;br /&gt;
{{Base Class Stub|April 2009}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:User:Rithaniel]]&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Base Class]]&lt;br /&gt;
[[Category:Combat-Focused]]&lt;br /&gt;
[[Category:Skilled]]&lt;/div&gt;</summary>
		<author><name>Ramses IV</name></author>	</entry>

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