https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Cancelion&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T12:14:33ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Hyrule:_Scion_(5e_Class)&diff=1168052Hyrule: Scion (5e Class)2019-04-26T21:33:44Z<p>Cancelion: Missed some</p>
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<center>''This class is intended for the [[Hyrule (5e Campaign Setting)|Hyrule]] campaign setting and the variant rules it uses.<br/>It can effectively be used in a traditional setting, but may function best if the campaign uses the Spell Points variant rule ''({{H|Dungeon Master's Guide|DMG}}, page 288)'' or equivalent.''</center> [[Category:Design Disclaimer]]<br />
{{clear}}<br />
== Scion ==<br />
In [[Hyrule (5e Campaign Setting)|Hyrule]], a scion has inherited a portion of a great being's supernatural power. This inheritance can be gained in one of numerous ways. Often this comes in the form of a blessing, such as a hero being rewarded for aiding a [[Great Fairy (5e Creature)|great fairy]] in her time of need. It could also be taken by force, such as a warrior slaying a powerful dragon for the sole purpose of absorbing its energy. The inheritance may even be a contract, with the scion slowly gaining boons in exchange for favors to a demon or minor deity. Indeed, the exact powers and means of a scion's gifts vary wildly from one to another.<br/><br />
<br />
In all cases, however, a scion is able to train and expand these powers. Even if the supernatural benefactor has passed on, it has already bestowed the seed in the scion, which the scion can independently grow further. The powers gained are innate and instinctive, and exerted almost purely through sheer force of the scion's will.<br />
<br />
=== Creating a Scion ===<br />
<div class="externalimage-holder" style="width:40%;float:right"><center>https://i.imgur.com/O0mEkby.png<br/>A scion of the dragon subclass.<br/>[https://zelda.gamepedia.com/Volga Source]</center></div><br />
<br />
;Quick Build<br />
You can make a Scion quickly by following these suggestions: <br />
#{{5a|cha}} should be your highest ability score. Your next highest score should be {{5a|dex}}, or optionally {{5a|str}} if you are a dragon scion. Your third highest should be {{5a|con}}.<br />
#Choose the [[Background (Hyrule Supplement)#Pariah|pariah]] background. <br />
#For your [[#Scion Patron|Scion Patron]], choose [[#Dragon Scion|dragon]] if you favor relentless destruction, choose [[#Fairy Scion|fairy]] if you want to focus on supporting your allies, or choose [[#Poe Scion|poe]] if you prefer versatility and unusual capabilities.<br />
#Finally, choose your spells:<br />
:* If you are a dragon scion, choose the {{5h|s|Claws of the Dragon}} and {{5h|s|Power Beam}} cantrips. For your 1st-level spells, choose ''{{5e|Command}}'' and {{5h|s|Spin Attack}}.<br />
:* If you are a fairy scion, choose the ''{{5e|Guidance}}'' and {{5h|s|Virtue}} cantrips. For your 1st-level spells, choose ''{{5e|Cure Wounds}}'' and ''{{5e|Faerie Fire}}''.<br />
:* If you are a poe scion, choose the {{5h|s|Death Bolt}} and ''{{5e|Minor Illusion}}'' cantrips. For your 1st-level spells, choose ''{{5e|False Life}}'' and ''{{5e|Inflict Wounds}}''.<br />
<br />
{{5e Class Features<br />
|name=scion<br />
|summary=With power inherited from a supernatural being, you blend martial and magical prowess.<br />
|hd=8<br />
|spellcasting=<br />
|armor=Light armor<br />
|weapons=Simple weapons, {{5h|e|Fire Rod}}s, {{5h|e|Ice Rod}}s, {{5h|e|Lightning Rod}}s, {{5e|Scimitar}}s, and {{5e|Shortsword}}s<br />
|tools=None<br />
|saves={{5a|con}}, {{5a|cha}}<br />
|skills=You are proficient in your choice of one skill in the following list: {{5s|Acrobatics}}, {{5s|Arcana}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Nature}}, {{5s|Persuasion}}, and {{5s|Religion}}.<br />
:If your {{5a|int}} score is or becomes at least 11, you gain proficiency in one more of the listed skills, for a total of two.<br />
:If your {{5a|int}} score is or becomes at least 15, you gain proficiency in one more of the listed skills, for a total of three.<br />
:If your {{5a|int}} score is or becomes at least 19, you gain proficiency in one more of the listed skills, for a total of four.<br />
In place of gaining proficiency in a skill, you can instead gain proficiency in any one [[Tools (Hyrule Supplement)|tool or vehicle]] of your choice.<br />
|item1a={{5e|Studded Leather (Armor)|studded leather}}<br />
|item1b={{5e|Scale Mail (Armor)|scale mail}} (if you are a dragon scion)<br />
|item2a=any simple melee weapon<br />
|item2b=a {{5e|Shortsword}}<br />
|item3a=six {{5e|Javelin}}s<br />
|item3b=a {{5e|Shortbow}} and 50 [[5e SRD:Arrows (20)|arrows]] or (''c'') a [[Armor (Hyrule Supplement)|wooden shield]] (if you are a fairy scion)<br />
|item4a=a {{5e|Backpack}}, a {{5e|Bedroll}}, a {{5e|Mess Kit}}, a {{5e|Tinderbox}}, 10 {{5e|Torch}}es, 10 days of {{5e|Rations}}, and a {{5e|Waterskin}}<br/>{{dash}}<br/>Alternatively, your DM may allow you to choose your own starting equipment using 1,000 (4d4 x 100) [[Hyrule (5e Campaign Setting)#Rupees Replace Coins|rupees]]. If you choose this option, you forgo the equipment granted by your [[Background (Hyrule Supplement)|background]].<br />
|item4b=<br />
|classfeatures1=[[#Scion Patron|Scion Patron]], [[#Spellcasting|Spellcasting]]<br />
|classfeatures2=[[#Patron Affinity|Patron Affinity]]<br />
|classfeatures3=[[#Scion Patron|Scion Patron feature]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Spell Versatility|Spell Versatility]]<br />
|classfeatures6=[[#Immutable|Immutable]]<br />
|classfeatures7=[[#Patron's Form|Patron's Form]]<br />
|classfeatures8=[[#Scion Patron|Scion Patron feature]]<br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Minor Patron|Minor Patron]]<br />
|classfeatures11=[[#Scion Patron|Scion Patron feature]]<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Improved Spell Versatility|Improved Spell Versatility]]<br />
|classfeatures15=[[#Scion Patron|Scion Patron feature]]<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Willful Reflex|Willful Reflex]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Scion Patron|Scion Patron feature]], [[#True Patron|True Patron]]<br />
<br />
|extrasonright=4<br />
|extra1_name=Cantrips<br/>Known<br />
|extra2_name=Spells<br/>Known<br />
|extra3_name=Max Spell<br/>Level<br />
|extra4_name=[[Spells (Hyrule Supplement)#Magic Points|Magic<br/>Points]]<br />
<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=6<br />
|extra2_9=6<br />
|extra2_10=7<br />
|extra2_11=7<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=9<br />
|extra2_15=9<br />
|extra2_16=10<br />
|extra2_17=10<br />
|extra2_18=11<br />
|extra2_19=12<br />
|extra2_20=12<br />
<br />
|extra3_1=1st<br />
|extra3_2=1st<br />
|extra3_3=1st<br />
|extra3_4=1st<br />
|extra3_5=2nd<br />
|extra3_6=2nd<br />
|extra3_7=2nd<br />
|extra3_8=2nd<br />
|extra3_9=3rd<br />
|extra3_10=3rd<br />
|extra3_11=3rd<br />
|extra3_12=3rd<br />
|extra3_13=4th<br />
|extra3_14=4th<br />
|extra3_15=4th<br />
|extra3_16=4th<br />
|extra3_17=5th<br />
|extra3_18=5th<br />
|extra3_19=5th<br />
|extra3_20=5th<br />
<br />
|extra4_1=Cha modifier<br />
|extra4_2=+2<br />
|extra4_3=+4<br />
|extra4_4=+6<br />
|extra4_5=+8<br />
|extra4_6=+10<br />
|extra4_7=+12<br />
|extra4_8=+14<br />
|extra4_9=+16<br />
|extra4_10=+18<br />
|extra4_11=+20<br />
|extra4_12=+22<br />
|extra4_13=+24<br />
|extra4_14=+26<br />
|extra4_15=+28<br />
|extra4_16=+30<br />
|extra4_17=+32<br />
|extra4_18=+34<br />
|extra4_19=+36<br />
|extra4_20=+38<br />
}}<br />
<br />
==== Scion Patron ====<br />
Choose the type of patron from which your supernatural capabilities are derived: [[#Dragon Scion|Dragon]], [[#Fairy Scion|Fairy]],<!-- [[#Mask Scion|Mask]],--> or [[#Poe Scion|Poe]]. Each of these choices is described in more detail at the end of this section. This choice represents your subclass, and determines what spells you can cast. Your subclass grants you features at 1st level, and again at 3rd, 8th, 11th, 15th, and 20th levels.<br />
<br />
====Spellcasting====<br />
As an inheritor of supernatural power, you inherently know how to cast a small array of spells. Casting these spells is a talent that feels instinctive to you and grows stronger with practice.<br />
<br />
;Cantrips<br />
You know two cantrips of your choice from the spell list provided by your scion patron. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Scion table.<br />
{| class="5e" style="float:right; margin-left: 10px;"<br />
! Spell Level !! MP Cost<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 7<br />
|}<br />
;Magic Meter<br />
At 1st level, you gain a number of [[Spells (Hyrule Supplement)#Magic Points|magic points]] equal to your {{5a|cha}} modifier, and you gain an additional 2 for every level you gain in this class. (Your scion patron may grant you even more magic points.) To cast a spell, you must expend a number of magic points dependent on the level of the spell. See the adjacent table.<br />
<br />
You can cast a spell at a higher level than normal by expending additional magic points. For example, casting ''{{5e|Fly}}'', a 3rd-level spell, normally costs 5 magic points. It can be cast as a 5th level spell, allowing it to affect more creatures, by expending the magic points needed to cast a 5th level spell&mdash;which is 7 magic points.<br />
<br />
Your magic points are fully restored after a {{5e|Long Rest}}. Some class features and magic items can otherwise restore magic points.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level spells from the spell list provided by your scion patron ([[Dragon Scion Spell List (Hyrule Supplement)|Dragon]], [[Fairy Scion Spell List (Hyrule Supplement)|Fairy]],<!-- [[Mask Scion Spell List (Hyrule Supplement)|Mask]],--> or [[Poe Scion Spell List (Hyrule Supplement)|Poe]]).<br />
<br />
The Spells Known column of the Scion table shows when you learn more scion spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Max Spell Level column for your level.<br />
<br />
When you gain a level in this class, you can choose one of the scion spells you know and replace it with another spell from your scion patron's spell lists. A spell you choose must be of a level no higher than what’s shown in the table’s Max Spell Level column for your level.<br />
<br />
;Spellcasting Ability<br />
{{5a|cha}} is your spellcasting ability for your scion spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a scion spell you cast and when making an attack roll with one.<br />
<br />
==== Patron Affinity ====<br />
Starting from 2nd level, you become inherently attuned to creatures who share the heritage of your patron; you understanding on an instinctive level their hopes, fears, and rationality. You are considered proficient in all {{5a|int}}, {{5a|wis}}, and {{5a|cha}} ability checks made against or about creatures of a certain type. The type is determined by your scion patron:<br />
<br />
{| class="5e" style="text-align: left;"<br />
! Patron !! Creature Type<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dragon || Dragon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fairy || Fey<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
<!--| Mask || Aberration<br />
|- class="{{Odd-Even|{{#var:odd}}}}" --><br />
| Poe || Undead<br />
|}<br />
<br />
==== Ability Score Improvement ====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
If your campaign is using the [[Feats (Hyrule Supplement)|feats]] optional rule, you can replace this feature with a feat for which you qualify.<br />
<br />
==== Spell Versatility ====<br />
At 5th level, you learn to weave spellcasting and martial prowess more swiftly. When you use your action to cast a scion spell, you can expend 1 magic point to use your {{5e|Bonus Action}} to either make one weapon attack or take the {{5e|Dash Action|Dash}} action.<br />
<br />
==== Immutable ====<br />
Starting at 6th level, the supernatural alterations derived from your patron take deep root, and aid in in avoiding some magical ailments. You become immune to any magic effect that only affects certain [[5e SRD:Creatures#types|types]] of creatures, such as the ''{{5e|Hold Person}}'' spell which only affects humanoids. You can similarly choose to be immune to any magic effect that would alter your form, including spells like ''{{5e|Polymorph}}''.<br />
<br />
==== Patron's Form ====<br />
Starting from 7th level, you learn to superficially change your appearance to more closely resemble a creature associated with your patron.<br />
<br />
As an action, you can change your appearance to more closely resemble a dragon, fairy, or undead creature as decided by your subclass. You otherwise decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. If appropriate, you can make yourself appear as a member of another race that more closely resembles your patron. You can change your size to Medium if you are smaller. If you have a fairy patron, you can change your size to Small if you are larger. While transformed, you are treated as the creature type appropriate to your patron (see the table under Patron Affinity): dragon, fey, or undead.<br />
<br />
<!-- A mask scion uses this feature somewhat differently. You can still change your appearance, but instead of resembling an aberration, you change to superficially resemble a {{5h|Race|Deku Scrub}}, {{5h|Race|Gerudo}}, {{5h|Race|Goron}}, {{5h|Race|Hylian}}, {{5h|Race|Kokiri}}, or [[Zora (5e Race)|sea zora]]. Your type does not change.<br />
--><br />
In no case does this transformation alter any of your statistics other than your size.<br />
<br />
This transformation lasts until you fall {{5c|Unconscious}} or use an action to end it.<br />
<br />
==== Minor Patron ====<br />
Starting at 10th level, your supernatural magic has become so great that you can become a minor patron in your own right. You can conduct a ritual with another willing creature to grant it minor spellcasting capability. This ritual lasts 10 minutes and requires consuming 100 rupees' worth of material components. At the end of this ritual, the target gains temporary mastery over some magic you can perform. It gains the capability to cast any one 1st-level scion spell you are able to cast at its lowest level, and must expend its own magic points or stamina points to do so. You decide which spell to grant when you perform the ritual, but you cannot grant a spell which has a duration of 'permanent' or 'until dispelled.'<br />
<br />
The target retains this capability until you use this feature again.<br />
<br />
==== Improved Spell Versatility ====<br />
At 15th level, you learn to weave spellcasting and martial prowess with even greater ease than before. When you use your action to cast a scion spell, you can use your {{5e|Bonus Action}} to either make one attack or take the {{5e|Dash Action|Dash}} action, and do not need to expend magic points to do so. <br />
<br />
==== Willful Reflex ====<br />
At 18th level, your experience with martial and magical prowess enables you to more acutely evade certain forms of harm. You gain proficiency in your choice of either {{5a|dex}} saving throws or {{5a|wis}} saving throws.<br />
<br />
==== True Patron ====<br />
At 20th level, you can choose to become a patron of your own accord. When you complete the ritual of the Minor Patron feature, you can expend an additional 900 rupees of material components. In doing so, the benefiting creature retains the ability to cast the 1st-level spell of your choice indefinitely, even if you use this feature again. Furthermore, the benefitting creature can gain levels in the scion class even if it does not meet the multiclass prerequisites, and retains the ability to do so forever. If the individual cannot otherwise meet the multiclass prerequisites, it can only gain the subclass you chose.<br />
<br />
A creature cannot gain the benefit of your True Patron feature more than once. You can perform the ritual again to change the 1st-level spell granted to it, however.<br />
<br />
=== Dragon Scion ===<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/R7vto6M.png<br/>Among other capabilities, a dragon scion can transform its hands into powerful draconic claws.<br/>[https://zelda.gamepedia.com/Volga Source]</center></div><br />
{{5e Class Archetype Features<br />
|name=Dragon&nbsp;Scion<br />
|classfeatures1=Bonus Proficiencies, [[#Draconic Recovery|Draconic Recovery]], [[#Spellcasting|Spellcasting]]<br />
|classfeatures2=[[#Patron Affinity|Patron Affinity]]<br />
|classfeatures3=[[#Dragon Wings|Dragon Wings]], [[#Fighting Style|Fighting Style]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Spell Versatility|Spell Versatility]]<br />
|classfeatures6=[[#Immutable|Immutable]]<br />
|classfeatures7=[[#Patron's Form|Patron's Form]]<br />
|classfeatures8=[[#Honed Strikes|Honed Strikes]]<br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Minor Patron|Minor Patron]]<br />
|classfeatures11=[[#Dragon Resilience|Dragon Resilience]]<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Improved Spell Versatility|Improved Spell Versatility]]<br />
|classfeatures15=[[#Weak Point Smash|Weak Point Smash]]<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Willful Reflex|Willful Reflex]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Dragon Form|Dragon Form]], [[#True Patron|True Patron]]<br />
<br />
|extrasonright=4<br />
|extra1_name=Cantrips<br/>Known<br />
|extra2_name=Spells<br/>Known<br />
|extra3_name=Max Spell<br/>Level<br />
|extra4_name=[[Spells (Hyrule Supplement)#Magic Points|Magic<br/>Points]]<br />
<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=6<br />
|extra2_9=6<br />
|extra2_10=7<br />
|extra2_11=7<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=9<br />
|extra2_15=9<br />
|extra2_16=10<br />
|extra2_17=10<br />
|extra2_18=11<br />
|extra2_19=12<br />
|extra2_20=12<br />
<br />
|extra3_1=1st<br />
|extra3_2=1st<br />
|extra3_3=1st<br />
|extra3_4=1st<br />
|extra3_5=2nd<br />
|extra3_6=2nd<br />
|extra3_7=2nd<br />
|extra3_8=2nd<br />
|extra3_9=3rd<br />
|extra3_10=3rd<br />
|extra3_11=3rd<br />
|extra3_12=3rd<br />
|extra3_13=4th<br />
|extra3_14=4th<br />
|extra3_15=4th<br />
|extra3_16=4th<br />
|extra3_17=5th<br />
|extra3_18=5th<br />
|extra3_19=5th<br />
|extra3_20=5th<br />
<br />
|extra4_1=Cha modifier<br />
|extra4_2=+2<br />
|extra4_3=+4<br />
|extra4_4=+6<br />
|extra4_5=+8<br />
|extra4_6=+10<br />
|extra4_7=+12<br />
|extra4_8=+14<br />
|extra4_9=+16<br />
|extra4_10=+18<br />
|extra4_11=+20<br />
|extra4_12=+22<br />
|extra4_13=+24<br />
|extra4_14=+26<br />
|extra4_15=+28<br />
|extra4_16=+30<br />
|extra4_17=+32<br />
|extra4_18=+34<br />
|extra4_19=+36<br />
|extra4_20=+38<br />
}}<br />
Commonly called a dragon knight or dragon warrior, a scion of this subclass draws its power from a draconic origin. This is usually consequence of absorbing the power of a slain dragon, or ritual worship of a draconic benefactor, but there are many other possibilities. In any case, a dragon scion embodies the ferocity and vitality of the beast it embodies. This is most apparent in a dragon scion's capability to temporarily transform parts of its body into those of a dragon, such as growing [[Claws of the Dragon (5e Spell)|claws]] or functional [[#Dragon Wings|wings]]. Much as a dragon breathes fire or spits beams of force, so too do a dragon scion's spells embody such visceral destruction. Dragon scions are infamous for their tenacity, as it seems their magical and physical prowess can tear through entire legions of lesser foes with little rest.<br />
<br />
A scion of this subclass casts spells drawn from the [[Dragon Scion Spell List (Hyrule Supplement)|dragon scion spell list]].<br />
<br />
====Bonus Proficiencies====<br />
You gain proficiency with medium armor. <br />
<br />
You gain proficiency in one skill from {{5s|Animal Handling}}, {{5s|Arcana}}, {{5s|Athletics}}, and {{5s|Intimidation}}.<br />
<br />
You can read, write, and speak the [[Background (Hyrule Supplement)#Languages|Lizal]] language. If you already knew this language, you instead learn another [[Background (Hyrule Supplement)#Languages|language]] of your choice.<br />
<br />
====Draconic Recovery====<br />
Your dragon influence enables you to rapidly recover from your magical feats. When you complete a {{5e|Short Rest}} and expend at least one Hit Die to recover {{5e|Hit Points}}, you regain both hit points and magic points equal to the rolled total. You can only use this feature with Hit Dice derived from this class.<br />
<br />
====Dragon Wings====<br />
Starting from 3rd level, you can temporarily grow magic draconic wings from your back, enabling flight. You can grow these wings as a bonus action by expending 1 magic point, and they last until the start of your next turn. You can maintain these wings seamlessly if you use this bonus action at the start of consecutive turns.<br />
<br />
While these wings are present, you have a fly speed equal to your base walking speed or 40 feet (whichever is greater).<br />
<br />
====Fighting Style====<br />
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.<br />
<br />
:'''''Archery''''': You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
:'''''Defense''''': While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
:'''''Dual-Wielding:''''' You can engage in [[Hyrule (5e Campaign Setting)#Revised Two-Weapon Fighting|two-weapon fighting]] without penalty even when the one-handed melee weapons you are wielding aren't light.<br />
<br />
:'''''Dueling''''': When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
:'''''Endurance''''': You can use a bonus action to regain {{5e|Hit Points}} equal to your scion level plus your {{5a|con}} modifier. Once you use this feature, you must complete a {{5e|Long Rest}} before you can use it again.<br />
<br />
:'''''Heavy Strikes''''': After you roll damage with a weapon you are wielding in two hands, you can choose to roll one of the damage dice again, but if you do so you must accept the second roll even if it is lower. You can only gain this benefit with a weapon that has the two-handed or versatile properties, and can only benefit from it once per turn.<br />
<br />
:'''''Power Beams''''': While you are at full {{5e|Hit Points}} and use the {{5e|Attack Action|Attack}} action on your turn to make at least one melee attack, you can cast {{5h|s|Power Beam}} as a bonus action. When you cast power beam in this way, it inflicts half its normal damage. You can also cast ''power beam'' as an action by expending 1 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina point]].<br />
<br />
:'''''Shoving''''': When you use your action to make at least one melee attack, you can use your bonus action to attempt to {{5e|Melee Attacks#Shoving a Creature|shove}} a creature you hit with your attack.<br />
<br />
====Honed Strikes====<br />
Starting from 8th level, you can augment your martial prowess and accuracy with magical finesse. For the purpose of making a [[Hyrule (5e Campaign Setting)#Called Shots|called shot]], you can expend magic points as if they were stamina points.<br />
<br />
====Dragon Resilience====<br />
Starting from 11th level, you have resistance to one type of damage when you are transformed by your [[#Patron's Form|Patron's Form]] feature. Choose from acid, cold, fire, or lightning. Whenever you use your action to alter your appearance using the Patron's Form feature, you can change this resistance to one of the other types.<br />
<br />
====Weak Point Smash====<br />
At 15th level, you learn to better exploit the weaknesses of your foes when you strike with a weapon attack. On a hit, your weapon attack inflicts damage as if it was a {{5e|Damage Rolls#Critical Hits|critical hit}} under any one of the following conditions:<br />
* You have the advantage on the attack roll and the target of your attack is within 30 feet of you.<br />
* You make a [[Hyrule (5e Campaign Setting)#Called Shots|called shot]] to hit a creature's weak point, if it has one.<br />
<br />
====Dragon Form====<br />
Starting at 20th level, you can very briefly assume the form of a Huge dragon at the start of your turn by expending 10 magic points. In doing so, you gain the following benefits until the start of your next turn:<br />
* You gain a fly speed of 60 feet.<br />
* You gain {{5e|Temporary Hit Points}} equal to your level.<br />
<!-- * You gain resistance to acid, cold, fire, and lightning damage. --><br />
* You can choose for your {{5e|Unarmed Strike}} to inflict slashing damage equal to 3d6 + your {{5a|str}} modifier, and your unarmed strikes become magic weapons. If you are concentrating on {{5h|s|Claws of the Dragon}}, this increases to 4d6, and it is considered a light weapon. <br />
* You have {{5e|Advantage}} on every attack roll made with a melee weapon.<br />
* You have {{5e|Advantage}} on all saving throws.<br />
* You have {{5e|Advantage}} on {{5a|str}} and {{5a|con}} checks, and on {{5a|cha}} ({{5s|Intimidation}}) checks.<br />
* You can cast a scion spell you are otherwise able to cast with 1 action as if it had a casting time of 1 bonus action.<br />
<br />
This effect is magical, and can be [[5e SRD:Dispel Magic|dispelled]] as if it was a 7th-level spell. Once you use this feature, you must complete a {{5e|Short Rest|short}} or {{5e|Long Rest}} before you can use it again.<br />
{{clear}}<br />
<br />
=== Fairy Scion ===<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/a263hoY.png<br/>A fairy scion will often superficially resemble a {{5h|c|Great Fairy}}.<br/>[https://zelda.gamepedia.com/Great_Fairy Source]</center></div><br />
{{5e Class Archetype Features<br />
|name=Fairy&nbsp;Scion<br />
|classfeatures1=[[#Spellcasting|Spellcasting]], Bonus Proficiencies, [[#Restful Aura|Restful Aura]]<br />
|classfeatures2=[[#Patron Affinity|Patron Affinity]]<br />
|classfeatures3=[[#Avatar of Life|Avatar of Life]], [[#Half Magic|Half Magic]], [[#Smiting Attack|Smiting Attack]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Spell Versatility|Spell Versatility]]<br />
|classfeatures6=[[#Immutable|Immutable]]<br />
|classfeatures7=[[#Patron's Form|Patron's Form]]<br />
|classfeatures8=[[#Fairy Form|Fairy Form]]<br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Minor Patron|Minor Patron]]<br />
|classfeatures11=[[#Healing Surge|Healing Surge]]<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Improved Spell Versatility|Improved Spell Versatility]]<br />
|classfeatures15=[[#Fairy Magic|Fairy Magic]]<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Willful Reflex|Willful Reflex]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Fairy's Wish|Fairy's Wish]], [[#True Patron|True Patron]]<br />
<br />
|extrasonright=4<br />
|extra1_name=Cantrips<br/>Known<br />
|extra2_name=Spells<br/>Known<br />
|extra3_name=Max Spell<br/>Level<br />
|extra4_name=[[Spells (Hyrule Supplement)#Magic Points|Magic<br/>Points]]<br />
<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=6<br />
|extra2_9=6<br />
|extra2_10=7<br />
|extra2_11=7<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=9<br />
|extra2_15=9<br />
|extra2_16=10<br />
|extra2_17=10<br />
|extra2_18=11<br />
|extra2_19=12<br />
|extra2_20=12<br />
<br />
|extra3_1=1st<br />
|extra3_2=1st<br />
|extra3_3=1st<br />
|extra3_4=1st<br />
|extra3_5=2nd<br />
|extra3_6=2nd<br />
|extra3_7=2nd<br />
|extra3_8=2nd<br />
|extra3_9=3rd<br />
|extra3_10=3rd<br />
|extra3_11=3rd<br />
|extra3_12=3rd<br />
|extra3_13=4th<br />
|extra3_14=4th<br />
|extra3_15=4th<br />
|extra3_16=4th<br />
|extra3_17=5th<br />
|extra3_18=5th<br />
|extra3_19=5th<br />
|extra3_20=5th<br />
<br />
|extra4_1=Cha modifier<br />
|extra4_2=+2<br />
|extra4_3=+4<br />
|extra4_4=+6<br />
|extra4_5=+8<br />
|extra4_6=+10<br />
|extra4_7=+12<br />
|extra4_8=+14<br />
|extra4_9=+16<br />
|extra4_10=+18<br />
|extra4_11=+20<br />
|extra4_12=+22<br />
|extra4_13=+24<br />
|extra4_14=+26<br />
|extra4_15=+28<br />
|extra4_16=+30<br />
|extra4_17=+32<br />
|extra4_18=+34<br />
|extra4_19=+36<br />
|extra4_20=+38<br />
}}<br />
As its name implies, a fairy scion is one who has been blessed with a significant portion of a {{5h|c|Great Fairy}}'s magical power. A scion of this subclass often transforms over time to be remarkably beautiful or handsome, with fey-like features or accents that superficially resemble its patron. The spells and powers invoked by a fairy scion tend towards protection, restoration, and harmony. As such, those who seek and gain this power tend to be good-natured.<br />
<br />
A scion of this subclass casts spells drawn from the [[Fairy Scion Spell List (Hyrule Supplement)|fairy scion spell list]].<br />
<br />
====Bonus Proficiencies====<br />
You gain proficiency with [[Armor (Hyrule Supplement)|shields]], including {{5h|e|Heavy Shield}}s.<br />
<br />
You gain proficiency in two skills from {{5s|Acrobatics}}, {{5s|Animal Handling}}, {{5s|Medicine}}, {{5s|Nature}}, {{5s|Performance}}, and {{5s|Stealth}}.<br />
<br />
You can read, write, and speak the [[Background (Hyrule Supplement)#Languages|Deku]] language. If you already knew this language, you instead learn another [[Background (Hyrule Supplement)#Languages|language]] of your choice.<br />
<br />
====Restful Aura====<br />
Beginning at 1st level, your mere presence helps to revitalize allies and soothe wounds. If you complete a {{5e|Short Rest}} alongside your allies and they expend at least one Hit Die to restore {{5e|Hit Points}}, they regain an additional number of {{5e|Hit Points}} equal to your proficiency modifier. A creature cannot benefit from more than one Restful Aura (or one Song of Rest) during its short rest.<br />
<br />
====Avatar of Life====<br />
Starting from 3rd level, your healing spells are more effective. Whenever you use your action to cast a spell of 1st level or higher to restore {{5e|Hit Points}} to a creature, the creature regains additional hit points equal to your proficiency modifier + the spell's level.<br />
<br />
====Half Magic====<br />
At 3rd level, your magic point maximum permanently increases by an amount equal to your {{5a|cha}} modifier + 4, and increases by an additional 2 for every scion level you gain after this. (This effectively doubles the number of magic points you gain from this class.)<br />
<br />
====Smiting Attack====<br />
Starting from 3rd level, you become able to energize your strikes with glistening magical power. Once per turn, whenever hit with a weapon attack during your turn, you can expend 1 magic point to inflict an extra amount of radiant damage equal to your {{5a|cha}} modifier. The weapon is considered magical for this attack.<br />
<br />
If you use this feature when you hit with an [[Weapons (Hyrule Supplement)#Unarmed Strikes|unarmed strike]], you can treat the damage dice for your unarmed strike as 1d4 instead of 1.<br />
<br />
====Fairy Form====<br />
Starting from 8th level, your transforming abilities become more robust. When you transform with your [[#Patron's Form|Patron's Form]] feature, you can gain any or all of the following effects for the duration of the transformation:<br />
* You have {{5e|Damage Resistance|resistance}} to {{5e|Damage|radiant damage}}.<br />
* You gain a fly speed equal to your base walking speed, and can hover in place.<br />
* You gain the [[Size Conditions (5e Variant Rule)|reduced]] condition. If you do so, your speed isn't reduced from the condition, and your fly speed from this feature is increased by 20 feet.<br />
* Your entire body glows, emitting bright light to a radius of 20 feet, and dim light for an additional 20 feet.<br />
<br />
As an action, you can change which of these effects are affecting you.<br />
<br />
====Healing Surge====<br />
Starting from 11th level, you can channel life energy from any spell you cast. Whenever you expend magic points to cast a scion spell, you can expend 1 extra magic point to regain 1d4 {{5e|Hit Points}} per level of the spell. For example, casting a 3rd level spell and using this feature causes you to regain 3d4 hit points. You can choose for a living creature within 10 feet of you to regain these hit points instead.<br />
<br />
====Fairy Magic====<br />
Starting at 15th level, you can flex your magic to perform a magical blessing or cast an esoteric spell. As if casting a spell that requires somatic and vocal components, you can use your action do one of the following:<br />
* Grant yourself or any creature within 10 feet of you the ability to cast any single cantrip of your choice, until you use this feature again.<br />
* Choose any spell that does not exceed your Max Spell Level, and has a casting time of 1 action. You cast the spell.<br />
* Grant yourself or any creature within 10 feet of you resistance to one type of damage you choose (other than bludgeoning, piercing, or slashing) until you use this feature again.<br />
<br />
This effect is considered magical. It can be ended by ''{{5e|Dispel Magic}}'' or a similar feature as if it was a 6th-level spell. Once you use this feature, you must complete a long rest before you can use it again.<br />
<br />
====Fairy's Wish====<br />
At 20th level, you embody fairy magic as thoroughly as a [[Great Fairy (5e Magic)|great fairy]], if not more so. You can periodically hone this magic to provide a blessing or cast a powerful spell, among other possibilities. As if casting a spell that requires somatic and vocal components, you can use your action do one of the following:<br />
* Cast any spell of 8th level or lower that has a casting time of 1 action.<br />
* Grant yourself or any creature within 10 feet of you the ability to cast any single 1st or 2nd level spell until you use this feature again. The benefiting creature must expend magic points or stamina points to cast this spell. If the creature has none of either, it can cast the spell once at its lowest level, and regains the ability to do so when it finishes a long rest.<br />
* Enhance any spell effect of 5th level or lower that you or another creature within 10 feet of you is concentrating to maintain. That spell effect becomes permanent until you use this feature again, and does not require concentration to persist. This can only affect a spell that requires concentration.<br />
* Fully recover the hit points of up to ten creatures you can see. These targets are also affected as if by the ''{{5e|Lesser Restoration}}'' and ''{{5e|Greater Restoration}}'' spells. <br />
This is considered a magic effect. When appropriate, its effect can be {{5e|Dispel Magic|dispelled}} as if it were a 9th level spell.<br />
<br />
Once you use this feature, you must finish a {{5e|Long Rest}} before you can use it again.<br />
<!--<br />
=== Mask Scion ===<br />
{{5e Image|float:right|https://hydra-media.cursecdn.com/zelda.gamepedia.com/thumb/0/05/MM3D_Link_Masks_Artwork.png/608px-MM3D_Link_Masks_Artwork.png|A mask scion will often switch between masks to acquire different forms and features. [https://zelda.gamepedia.com/File:MM3D_Link_Masks_Artwork.png Source]}}<br />
You draw your supernatural abilities from one or more mysterious, unknowable beings that seem to defy the logic or limitations that seem to apply to most races. One of these creatures can seemingly take any form it wishes, though it usually prefers something humanoid.<br/><br />
<br />
Drawing on the power of these aberrant creatures, you become capable of magic that transforms your body in numerous and fundamentally different ways. Many of your spells are cast by you donning a literal mask you have crafted or otherwise obtained, which helps to house the bizarre magic you wield.<br />
<br />
A mask scion casts spells drawn from the [[Mask Scion Spell List (Hyrule Supplement)|mask scion spell list]].<br />
<br />
====Bonus Proficiences====<br />
You gain proficiency in one artisan's tool, which must be a tool you can use to craft wearable masks for yourself. If you already have proficiency in such a tool, you can instead gain proficiency in any artisan's tool, the {{5e|Disguise Kit}}, or any musical instrument.<br />
<br />
You gain proficiency in one skill from {{5s|Animal Handling}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Sleight of Hand}}, and {{5s|Perception}}.<br />
<br />
==== Transmutation Opposition ====<br />
When you are subjected to a spell of the transmutation school that affords a saving throw, you can add your {{5a|cha}} modifier as a bonus to that saving throw. If this is done for a {{5a|cha}} saving throw, you effectively add this modifier twice.<br />
<br />
==== Enduring Mask ====<br />
Beginning at 3rd level, you can begin and maintain your mask-based transformations with ease. When you use your action to cast a scion spell with "mask" in its name, you can expend 1 less magic point than usual to do so. <br />
<br />
When concentrating on a scion spell with "mask" in its name, you automatically succeed on any {{5a|con}} saving throw made to maintain your {{5e|Casting a Spell#Concentration|concentration}}.<br />
<br />
==== Shapechange ====<br />
At 8th level, you can cast ''{{5e|Polymorph}}'' on yourself by expending 3 magic points. When you do so, you can only transform into a {{5h|c|Fairy of Navigation}}, a {{5h|c|Minish}}, or a beast whose challenge rating is 1 or lower.<br />
<br />
If you are or become able to cast 4th-level spells, you can cast ''polymorph'' as a normal spell, and expend magic points as appropriate. It does not count against your Spells Known.<br />
<br />
==== Dispel Defense ====<br />
At 11th level, you learn to fortify your magic against dispelling effects. When one of your scion spells is targeted by ''{{5e|Dispel Magic}}'' or a similar effect, you can make a {{5a|cha}} ability check. The caster or source of ''dispel magic'' must make an ability check with its casting ability, and unless its result exceeds yours, the effect fails and the spell (if any) is lost. If the source of ''dispel magic'' is an object or otherwise does not have a casting ability, replace its check result with a d20 roll that has a +10 bonus.<br />
<br />
==== Two-Faced ====<br />
Starting from 15th level, you become able to blend the effects of two of your transforming spells into one. Whenever you are concentrating on a scion spell with "mask" in its name, you can use your action to cast another scion spell with "mask" in its name, and you can maintain concentration on both of these spells simultaneously as if you were concentrating on one spell.<br/><br />
<br />
Using this feature often results in you transforming into a bizarre fusion of two different kinds of creatures, which may not resemble any natural creature. You can freely change your appearance at any time to more closely resemble one form or another, but not in such a way that a form's features are hidden. (For example, if you can breathe underwater due to one of these spells, you may be unable to completely hide your gills.)<br />
<br />
==== Fierce Deity ====<br />
At 20th level, you can use your action and expend 1 magic point to assume the form of a Large giant. This form usually resembles a Large, accented, and visibly powerful version of your normal form. You can only take this action under specific conditions: There must be a hostile creature you can see or otherwise detect that is able to inflict harm on you, and either can take legendary actions or has a CR equal to or exceeding your level. (Your GM may determine other creatures that are "boss monsters" may enable this feature, or that otherwise weak creatures with legendary actions are not sufficiently threatening.) You are inherently aware of whether or not a creature meets these conditions. You must maintain concentration on this effect as if concentrating on a spell, though you automatically succeed on {{5a|con}} saving throws to do so. This effect is magical, and can be {{5e|Dispel Magic|dispelled}} as if it was a 9th-level spell.<br />
<br />
While you are in this Fierce Deity form, you gain the following effects:<br />
* Your base walking speed doubles.<br />
* Any weapons you wield are increased to Large size, and you can wield them as a Large creature. Assuming the weapons are designed for a Small or Medium creature, this doubles their damage dice (but not the damage dice provided by class features or magic items).<br />
* You gain a Large magical {{5e|Greatsword}}, which has a +3 bonus to hit. You are proficient with this weapon. The wielding individual can use either its {{5a|str}} or your {{5a|cha}} modifier on attack rolls with this sword. On a hit, the greatsword inflicts slashing damage equal to 4d6 + 3 + your {{5a|cha}} modifier. This greatsword disappears when your concentration ends.<br />
* Every turn, you can cast any single cantrip you know as a bonus action, if you are able to take actions. The cantip must otherwise have a casting time of 1 action and a duration of instantaneous.<br />
* You have resistance to any type of damage derived from an attack. (If the source of damage did not require an attack roll, you do not resist that damage.)<br />
* You have advantage on {{5a|str}}, {{5a|con}}, and {{5a|cha}} saving throws.<br />
* You have advantage on {{5a|str}} and {{5a|con}} checks, and on {{5a|cha}} ({{5s|Intimidation}}) checks.<br />
<br />
At the start of each of your turns, you must either expend 1 magic point or your {{5e|Casting a Spell|concentration}} ends. Your concentration ends immediately and automatically if all creatures you can detect that enable it are killed, become non-hostile, become unable to harm you (such as being imprisoned in an inescapable cage), or move far enough away from you that you can no longer detect them.<br />
<br />
Once you use this feature, you cannot use it again until you finish a {{5e|Long Rest}}.<br />
{{clear}}<br />
--><br />
<br />
=== Poe Scion ===<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/KLcD9ql.png<br/>[https://zelda.gamepedia.com/Poe_Collector Source]</center></div><br />
{{5e Class Archetype Features<br />
|name=Poe&nbsp;Scion<br />
|classfeatures1=[[#Spellcasting|Spellcasting]], Bonus Proficiencies, [[#Darkvision|Darkvision]], [[#Poe Levitation|Poe Levitation]], [[#Soul Drinker|Soul Drinker]]<br />
|classfeatures2=[[#Patron Affinity|Patron Affinity]]<br />
|classfeatures3=[[#Poe Vanish|Poe Vanish]], [[#Regenerate Magic|Regenerate Magic]], [[#Undead Resilience|Undead Resilience]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Spell Versatility|Spell Versatility]]<br />
|classfeatures6=[[#Immutable|Immutable]]<br />
|classfeatures7=[[#Patron's Form|Patron's Form]]<br />
|classfeatures8=[[#Drain Magic|Drain Magic]], [[#Necrotic Power|Necrotic Power]]<br />
|classfeatures9=&mdash;<br />
|classfeatures10=[[#Minor Patron|Minor Patron]]<br />
|classfeatures11=[[#Effortless Levitation|Effortless Levitation]]<br />
|classfeatures12=<br />
|classfeatures13=&mdash;<br />
|classfeatures14=[[#Improved Spell Versatility|Improved Spell Versatility]]<br />
|classfeatures15=[[#Drain Magic|Drain Magic]] (Improved), [[#Improved Undead Resilience|Improved Undead Resilience]], [[#Nether Knowledge|Nether Knowledge]]<br />
|classfeatures16=<br />
|classfeatures17=&mdash;<br />
|classfeatures18=[[#Willful Reflex|Willful Reflex]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Melody of Darkness|Melody of Darkness]], [[#True Patron|True Patron]]<br />
<br />
|extrasonright=4<br />
|extra1_name=Cantrips<br/>Known<br />
|extra2_name=Spells<br/>Known<br />
|extra3_name=Max Spell<br/>Level<br />
|extra4_name=[[Spells (Hyrule Supplement)#Magic Points|Magic<br/>Points]]<br />
<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=4<br />
|extra2_6=5<br />
|extra2_7=5<br />
|extra2_8=6<br />
|extra2_9=6<br />
|extra2_10=7<br />
|extra2_11=7<br />
|extra2_12=8<br />
|extra2_13=8<br />
|extra2_14=9<br />
|extra2_15=9<br />
|extra2_16=10<br />
|extra2_17=10<br />
|extra2_18=11<br />
|extra2_19=12<br />
|extra2_20=12<br />
<br />
|extra3_1=1st<br />
|extra3_2=1st<br />
|extra3_3=1st<br />
|extra3_4=1st<br />
|extra3_5=2nd<br />
|extra3_6=2nd<br />
|extra3_7=2nd<br />
|extra3_8=2nd<br />
|extra3_9=3rd<br />
|extra3_10=3rd<br />
|extra3_11=3rd<br />
|extra3_12=3rd<br />
|extra3_13=4th<br />
|extra3_14=4th<br />
|extra3_15=4th<br />
|extra3_16=4th<br />
|extra3_17=5th<br />
|extra3_18=5th<br />
|extra3_19=5th<br />
|extra3_20=5th<br />
<br />
|extra4_1=Cha modifier<br />
|extra4_2=+2<br />
|extra4_3=+4<br />
|extra4_4=+6<br />
|extra4_5=+8<br />
|extra4_6=+10<br />
|extra4_7=+12<br />
|extra4_8=+14<br />
|extra4_9=+16<br />
|extra4_10=+18<br />
|extra4_11=+20<br />
|extra4_12=+22<br />
|extra4_13=+24<br />
|extra4_14=+26<br />
|extra4_15=+28<br />
|extra4_16=+30<br />
|extra4_17=+32<br />
|extra4_18=+34<br />
|extra4_19=+36<br />
|extra4_20=+38<br />
}}<br />
A poe scion is so named because it often takes on a ghastly appearance reminiscent of {{5h|c|Poe}}s, though they are known among many other names&mdash;poe collector, twisted wizard, necromancer, and so on. If you choose this subclass, you derive your power from undead beings. Among other possibilities, this can come in the form of a pact with a powerful undead monster, or by collecting and absorbing the energy of deceased souls. As your powers grow, you become an embodiment of undeath and shadows yourself, capable of draining the life of your foes to empower yourself. The boundaries of life, death, and undeath become your playground. You can gradually learn to mimic the powers of various undead monsters, from {{5h|c|Stalfos}} to {{5h|c|Redead}}, and even reanimate corpses to your aid.<br />
<br />
A scion of this subclass casts spells drawn from the [[Poe Scion Spell List (Hyrule Supplement)|poe scion spell list]].<br />
<br />
====Bonus Proficiencies====<br />
You gain proficiency in one skill from {{5s|Deception}}, {{5s|Intimidation}}, {{5s|Persuasion}}, {{5s|Religion}}, and {{5s|Stealth}}.<br />
<br />
You can read, write, and speak the [[Background (Hyrule Supplement)#Languages|Stal]] language. If you already knew this language, you instead learn another [[Background (Hyrule Supplement)#Languages|language]] of your choice.<br />
<br />
====Darkvision====<br />
Your eyes take on a faint eerie glow, cuing to your unnatural powers. You gain {{5e|Darkvision}} out to a range of 60 feet. More specifically, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already were capable of darkvision, its range increases by 60 feet.<br />
<br />
====Soul Drinker====<br />
You can regain energy from consuming the life energy of undead beings. When you consume a [[Poe Soul (5e Equipment)|poe soul]], you always regain the maximum amount of {{5e|Hit Points}} from it, and you are filled as if eating a hearty meal.<br />
<br />
====Poe Levitation====<br />
Drawing on the power of your patron's gift, your effort can attain brief and limited flight. Starting from 1st level, you can use your bonus action to gain a fly speed equal to your base walking speed until the start of your next turn. You cannot ascend more than 5 feet above ground when you initiate this flight, but while it persists you can glide at the same altitude even over chasms or cliffs.<br />
<br />
By using this bonus action on consecutive turns before you move, you can maintain seamless flight.<br />
<br />
====Poe Vanish====<br />
At 3rd level, you learn to use the magic within you to briefly vanish from sight. When you take the {{5e|Dodge Action|Dodge}} action on your turn, you and any objects on your person become {{5c|Invisible}} until the start of your next turn. By using this action on consecutive turns, you can maintain seamless invisibility.<br />
<br />
You cannot take a bonus action on a turn you use Poe Vanish, and you cannot use a reaction until the start of your next turn.<br />
<br />
====Regenerate Magic====<br />
Starting from 3rd level, you can sacrifice your life energy to regain magic power you have expended. As a bonus action, you can sacrifice any number of your Hit Dice to regain magic points for each one. The Hit Dice are lost as if you expended them during a {{5e|Short Rest}}, and are regained when you complete a {{5e|Long Rest}}. The amount of magic points you regain is equal to half the size of the Hit Die. For example, a d8 Hit Die recovers 4 magic points.<br />
<br />
====Undead Resilience====<br />
At 3rd level, you gain resistance to poison damage and necrotic damage. You have {{5e|Advantage}} on saving throws against [[5e SRD:Conditions#Poisoned|poison]]. You have {{5e|Advantage}} on {{5a|con}} saving throws to go without air, food, drink, or sleep.<br />
<br />
====Drain Magic====<br />
Starting from 8th level, you learn to drain life from others to restore your own magic power. Whenever you use your action to inflict necrotic damage with a scion spell, you can use your bonus action to inflict an additional amount of necrotic damage equal to your {{5a|cha}} modifier to one living creature damaged by the spell. In doing so, you regain a number of magic points equal to your {{5a|cha}} modifier. <br />
<br />
Prior to 15th level, you must complete a {{5e|Long Rest}} before you can use this feature again.<br />
<br />
Starting from 15th level, you can instead use this feature a number of times equal to your {{5a|cha}} modifier if it is positive. All of these uses are restored when you finish a {{5e|Long Rest}}.<br />
{{clear}}<br />
====Necrotic Power====<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/rAXEvqU.png<br/>As a poe scion's power grows, its appearance may become increasingly grotesque.<br/>[https://zelda.gamepedia.com/File:HW_Wizzro.png Source]</center></div><br />
At 8th level, your power over necrotic magic surges. Any scion spell you cast that inflicts necrotic damage has its damage dice increased one step. For example, if a spell would normally inflict 4d6 necrotic damage, it instead inflicts 4d8 necrotic damage when you cast it. You cannot increase a damage die above d12 with this feature.<br />
<br />
{| class="5e" style="text-align: center;"<br />
! Normal<br/>Die !! Empowered<br/>Die<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d2 or d3 || style="text-align: center;"| d4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d4 || style="text-align: center;"| d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d6 || style="text-align: center;"| d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d8 || style="text-align: center;"| d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d10 || style="text-align: center;"| d12<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d12 || style="text-align: center;"| d12<br />
|}<br />
<br />
====Effortless Levitation====<br />
Starting from 11th level, levitation becomes easy for you. You gain a fly speed equal to your base walking speed or 30 feet (whichever is greater), and can hover in place effortlessly. You can hover in place even if you are {{5c|Incapacitated}} or have your speed reduced to 0 feet, but cannot continue to hover if you are {{5c|Unconscious}}.<br />
<br />
====Improved Undead Resilience====<br />
At 15th level, your [[#Undead Resilience|Undead Resilience]] improves. While you are transformed with your [[#Patron's Form|Patron's Form]] feature, you gain the following benefits:<br />
* You have immunity to poison damage and necrotic damage. <br />
* You cannot be {{5c|Poisoned}}. <br />
* You have no need to breathe, eat, drink, or sleep. (You can still fall {{5c|Unconscious}}.)<br />
<br />
====Nether Knowledge====<br />
Starting at 15th level, you can rip knowledge from the eternal depths of the undead void&mdash;from countless minds that have lived and died. On your turn, you can do one of the following:<br />
* Immediately before making a {{5a|int}} ability check or {{5a|int}} saving throw, you can choose for the d20 roll to be treated as an 18 without rolling.<br />
* Choose any spell that does not exceed your Max Spell Level. You cast the spell, using the normal components and casting time.<br />
* As a reaction, cause any creature that died since the end of your last turn to come back to life with 1 {{5e|Hit Points|hit point}}. You must be able to see the creature or be aware that it had just died. This effect can't return to life a creature that has died of old age, nor can it restore any missing body parts.<br />
<br />
Once you use this feature, you must complete a {{5e|Long Rest}} before you can use it again.<br />
<br />
====Melody of Darkness====<br />
Beginning at 20th level, your mere presence can drain the life force of that which surrounds you. At the start of your turn, you can choose for any or all living creatures within 120 feet of you to suffer 2 necrotic damage. You can choose for nonmagical plants in this range to wither and die when this occurs, killing flora as small as weeds and flowers instantly, and trees within minutes.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the scion class, you must have a {{5a|con}} score and a {{5a|cha}} score of at least 13 each.<br />
<br />
'''Proficiencies.''' When you multiclass into the scion class, you gain proficiency with light armor.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br/><br />
{{Hyrule|Class}}<br/><br />
{{Copyright Disclaimer|franchise=Hyrule Warriors''' and '''The Legend of Zelda|owner=Nintendo}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Needlekin_(3.5e_Creature)&diff=1121262Needlekin (3.5e Creature)2019-01-04T18:08:21Z<p>Cancelion: Textual fix</p>
<hr />
<div>__NOTOC__<br />
{{3.5e Creature<br />
|creature=Needlekin<br />
|size=Medium |type=Construct<br />
|hd=3d10+20 |hp=36<br />
|init=+4<br />
|speed=30 ft.<br />
|ac=16 (+4 Dex, +2 natural) |touch=14 |flat=12<br />
|bab=+2 |grapple=+2<br />
|at=Sting +6 melee (1d4 plus injection)<br />
|full_at=2 stings +6 melee (1d4 plus injection)<br />
|space=5 ft. |reach=5 ft.<br />
|sa=Injection<br />
|sq=Construct traits, darkvision 60 ft., immunity to magic, low-light vision<br />
|fort=+1 |ref=+5 |will=+3<br />
|str=10 |dex=18 |con=— |int=— |wis=15 |cha=3<br />
|skills=—<br />
|feats=[[Weapon Finesse]]<br />
|env=Any<br />
|org=Solitary or pair<br />
|cr=3<br />
|treas=None<br />
|align=Always neutral<br />
|adv=4-10 HD (Medium)<br />
|la=—<br />
}}<br />
<br />
''The unpleasant feeling of being followed that's been with you ever since you entered the abandoned laboratory turns out to have been correct: you turn to face the darkness, and you spot a creature. At first sight the gaunt creature appears human, but its jerky movement and the terrifying hypodermic needles it has in place of fingers makes you doubt its humanity. As you prepare to fight the foe before you, you feel a sting in your neck, and the world gets dizzy.''<br />
<br />
The needlekin are a foul race of quasi-undead often constructed by necromancers with a penchant for artifice. Needlekin are actually constructs - related to flesh golems, albeit weaker, and more specialized. A needlekin is a gaunt, incredibly thin, pale gray humanoid with long, constrained limbs and a face with no mouth or nose, only two black, beady eyes that appear heavily infected. A needlekin has no fingers, but instead five syringes on each hand, all of them filled with various deadly fluids that pump through the thick veins of the monster. A sting from these syringes is not a pleasant thing. Needlekin are often used as arsenals of experimental poisons, diseases and potions, but are also utilized as torturers, bodyguards, assassins and spies.<br />
<br />
=== Combat ===<br />
<br />
Needlekin are rarely instructed to fight fair. They sneak up on foes and try to catch them flat-footed in order to easily sting them. They think nothing of escaping a battle to return later, and can track foes for days. Having a low AC means that needlekin avoid direct confrontation with warrior-types, and target specialists and spellcasters. They fight cleverly with other creatures (for example a necromancer's undead servants) if they've been instructed to.<br />
<br />
'''Injection (Ex):''' Whenever a creature takes damage from a needlekin's sting, that creature is affected by one of the following effects at random unless he succeeds on a Fortitude save of the indicated DC. If no DC is given, the creature is not allowed a save.<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Injection Effects}}<br />
|-<br />
! '''d12'''!! '''Effect'''!! '''DC'''<br />
|-<br />
| 1|| Filth fever (1d3 days, 1d3 Dex + 1d3 Con)|| 12<br />
|- class="even"<br />
| 2|| Red ache (1d3 day, 1d6 Str)|| 15<br />
|-<br />
| 3|| Blinding sickness (1d3 days, 1d4 Str + [[Disease|chance of permanent blindness]])|| 16<br />
|- class="even"<br />
| 4|| Small centipede poison (1d2 Dex/1d2 Dex)|| 11<br />
|-<br />
| 5|| Blue whinnis (1 Con/unconsciousness 1d3 hours)|| 14<br />
|- class="even"<br />
| 6|| Shadow essence (1 Str permanent/2d6 Str)|| 17<br />
|-<br />
| 7|| Target is nauseated for 1d4 turns|| 15<br />
|- class="even"<br />
| 8|| Target becomes ''confused'' for 1d4 rounds|| 15<br />
|-<br />
| 9|| Target gains one negative level, Fortitude DC 15 to remove|| 15<br />
|- class="even"<br />
| 10|| Target is dealt 2d6 acid damage|| —<br />
|-<br />
| 11|| Target is dealt 1d6 damage each round for 1d4 rounds by flesh-eating microbes|| —<br />
|- class="even"<br />
| 12|| Roll twice more on this table, ignoring further results of 12|| —<br />
|}<br />
<br />
'''Immunity to Magic (Ex)''': A needlekin is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.<br />
<br />
A magical attack that deals cold or fire damage slows a needlekin (as the ''slow'' spell) for 2d6 rounds, with no saving throw.<br />
<br />
A magical attack that deals electricity damage breaks any slow effect on the needlekin and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the needlekin to exceed its full normal hit points, it gains any excess as temporary hit points.<br />
<br />
----<br />
{{3.5e Creatures CR 4 Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Creature]]<br />
[[Category:CR4]]<br />
[[Category:Construct Type]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=User_talk:Specialist_Lion&diff=1105375User talk:Specialist Lion2018-11-18T08:24:38Z<p>Cancelion: Commented</p>
<hr />
<div><br />
== Welcome to D&D Wiki! == <br />
<br />
;Welcome!<br />
Hello Specialist Lion, and welcome to D&D Wiki! I hope you are enjoying D&D Wiki and have been finding the information here useful. Before you start contributing, we recommend you make sure your [[Special:Preferences|user preferences]] match your preferences.<br />
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A strong and welcoming community exists on D&D Wiki, and I'm sure you will find us friendly. To enable the community to function, a number of [[Help:Behavioral Policy|policies]] are in effect. Most importantly, we follow and expect you to follow Wikipedia's guidelines on [http://en.wikipedia.org/wiki/Wikipedia:Civility civility] and [http://en.wikipedia.org/wiki/Wikipedia:Etiquette etiquette] when discussing anything. As most work has multiple authors, please do not delete content without following our [[Help:Improving, Reviewing, and Removing Templates|removal process]]. When posting a comment on a talk page, please ensure you sign your name with four tildes (<nowiki>~~~~</nowiki>) or by clicking on the signature icon ([[Image:Signature_icon.png]]). This will automatically produce your name and the date. I hope you come to enjoy D&D Wiki and the community. Welcome again, you are now a D&D Wikian. --[[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 19:10, 27 August 2018 (MDT)<br />
<br />
== Talk Page Comments ==<br />
<br />
Hi, please don't remove messages on talk pages, as you have done on [[Talk:Inquisitor (3.5e Class)]]. Please see [[Help:Talk Pages]] for more information. Thanks. {{User:Geodude671/Signature}} . . 10:17, 2 November 2018 (MDT)<br />
<br />
:Hiya, just noticed the email you sent me about the above page; I think it's probably easiest to contact people through talk pages on the wiki, I for example check this email fairly rarely. You brought up good points in the email, let's discuss this more in the [[Talk:Inquisitor (3.5e Class)|inquisitor talk page]]! :) [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 01:24, 18 November 2018 (MST)</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Talk:Inquisitor_(3.5e_Class)&diff=1105372Talk:Inquisitor (3.5e Class)2018-11-18T08:21:27Z<p>Cancelion: Commented on spell progression</p>
<hr />
<div>=== Reverting recent changes to the class ===<br />
<br />
Oh dear. There have been quite a few edits to this class as of late by Specialist Lion. While I appreciate the enthusiasm, most of the changes are (in my opinion) for the worse: a lot of it is just changing words and phrases, and the additions, omissions and changes to the actual rules rarely make sense (my favorite is "Fortitude Stamina roll of (Inquisitor's Life Data + Inquisitor's Charisma Modifier)"). The formatting has also been made wonky. I think it would make sense to take the page back to how it was after RamZs's fix on 16.08., but I don't know how I would go about doing that - I've tried undoing edits on the History page before, and I've always managed to make a mess of things. Help? [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 13:41, 24 September 2018 (MDT)<br />
<br />
:Find the revision that you wish to restore, and click the date of that revision to view it. Then, click "edit." You should see a warning message that you are editing an out of date version of the page. Without making any changes to the old revision, click "Save." That's how normal users can use the rollback tool :) {{User:Geodude671/Signature}} . . 13:59, 24 September 2018 (MDT)<br />
<br />
::Hey, great! Thank you so much :) Now to hope that the editor's willing to discuss this. [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 14:30, 24 September 2018 (MDT)<br />
<br />
=== Spell progression ===<br />
<br />
Specialist Lion contacted me by email to discuss this inquisitor's spell progression - I'll be discussing things further here for transparency. You made a lot of good points (I won't be posting the email here), in that a lower progression of spells (á la bard) is ill suited for the class, as it needs to both contribute on an offensive and defensive capability. The inquisitor falls into the jack-of-all-trades category, where it's easy to be a little too poor in all the things you should be doing. Saying that the class is not contributing as much as a cleric is a moot point thought, it being among the best classes in the game :D As much as I love having things neat (and two classes having the same spell progression is neat to me), I'm starting to lean on increasing the spell progression as suggested by SL - what do people think? [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 01:21, 18 November 2018 (MST)</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Inquisitor_(3.5e_Class)&diff=1104261Inquisitor (3.5e Class)2018-11-14T18:29:32Z<p>Cancelion: Undo revision 1103990 by Specialist Lion (talk) (I really think bard progression in spellcasting makes sense; feel free to voice your thoughts in Talk!)</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgsize=<br />
|imgcaption=<br />
|type=Antihero, divine spellcasting, skilled, spontaneous spellcasting<br />
|desc=A divine spellcaster who devastates the minds and morales of his foes.<br />
}}<br />
<br />
== Inquisitor ==<br />
<br />
Pain is a cheap price for truth. So say the inquisitors, divine warriors dedicated to the cause of truth by any means necessary. An inquisitor combines a plethora of physical tricks with an array of magical ones, but their greatest power lies in their ability to influence others. Whether it be through threats, connections, lies or torture, an inquisitor is likely to get his way.<br />
<br />
Inquisitors don't always dedicate themselves to a single church or religion, as the name might imply. They're just as likely to follow solely the cause of truth. An inquisitor can be a particularly vicious priest of a lawful god, an independent agent furthering his own brand of justice, or a torturer with a set of twisted morals. All inquisitors have divine powers, however, so it is clear that something is looking down on them with benevolence.<br />
<br />
=== Making an Inquisitor ===<br />
An inquisitor works a support role both in and out of combat. Their ability to influence an opposing force, whether through magic in the midst of battle or by carefully chosen words in the quiet streets, is their strongest side. A group without a [[bard]] or a [[cleric]] can find an inquisitor a valuable ally, thanks to their buffs, debuffs and healing magic. They can even hold their own in close quarters - just don't expect them to tank.<br />
<br />
'''Abilities:''' [[Charisma]] is the most important ability for an inquisitor, since many of their special abilities as well as their spellcasting depends on it. [[Intelligence]] is also good for inquisitors, since they thrive on their skills, as is [[Constitution]], since flagellate demands a high hit point total. The other abilities are determined by your choices: melee or ranged? Tough or strong-willed? You be the judge.<br />
<br />
'''Races:''' Most inquisitors come from races that tend towards lawful and not particularly towards good: such societies often have niches for an inquisitor to fill. [[SRD:Dwarf|Dwarven]] and [[human]] inquisitors might be the most common, but all races have their share of these warriors of dark justice.<br />
<br />
'''Alignment:''' Any nonchaotic. On the good-evil axis, inquisitors tend to move away from good, since it's very hard to keep to your morals when you deal with the worst of the worst. That said, there are lawful good inquisitors, which doesn't mean they're washed-out versions of the class at all.<br />
<br />
'''Starting Gold:''' 5d4x10 gp (125 gp)<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[cleric]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Inquisitor}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Presences Known<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | Befitting force, presence || 2<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | Nonlethal damage reduction 4/— || 2<br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | ''[[SRD:Spectral Hand|Spectral hand]]'', advanced learning || 2<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[Diehard]] || 3<br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Flagellate (2d6) || 3<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | Nonlethal damage reduction 8/—, advanced learning || 3<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | || 4<br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | Break the cowed || 4<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | Advanced learning || 4<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | Nonlethal damage reduction 12/— || 5<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | Flagellate (3d6) || 5<br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | ''[[SRD:Spectral Hand|Spectral hand]]'' (permanent), damage specialization, advanced learning || 5<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | || 5<br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | Nonlethal damage reduction 16/— || 5<br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | Advanced learning || 5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Energy specialization || 5<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Flagellate (4d6) || 5<br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Nonlethal damage reduction 20/—, advanced learning || 5<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | || 5<br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Elemental specialization || 5<br />
|4||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the inquisitor.<br />
<br />
'''Weapon and Armor Proficiency:''' Inquisitors are proficient with all simple weapons, plus the flail, heavy flail, long sword, longbow, net, short sword, shortbow, and whip. Inquisitors are proficient with light and medium armor, but not with shields.<br />
<br />
'''{{#anc:Spells}}:''' An inquisitor casts divine spells, which are drawn from the inquisitor spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an inquisitor must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Charisma modifier.<br />
<br />
Like other spellcasters, an inquisitor can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Inquisitor. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Inquisitor indicates that the inquisitor gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. An inquisitor may cast any spell on the inquisitor spell list, provided that he can cast spells of that level. Inquisitors choose their spells from the following list:<br />
<br />
0&mdash;''[[acid splash]]'', ''[[cure minor wounds]]'', ''[[daze]]'', ''[[SRD:Deathwatch|deathwatch]]'', ''[[detect magic]]'', ''[[detect poison]]'', ''[[OGC:Endure Pain (3.5e Spell)|endure pain]]'', ''[[SRD:Inflict Minor Wounds|inflict minor wounds]]'', ''[[message]]'', ''[[resistance]]'', ''[[virtue]]''<br />
<br />
1st&mdash;''[[calm emotions]]'', ''[[cause fear]]'', ''[[charm person]]'', ''[[command]]'', ''[[comprehend languages]]'', ''[[cure light wounds]]'', ''[[detect chaos]]'', ''[[endure elements]]'', ''[[hold portal]]'', ''[[inflict light wounds]]'', ''[[SRD:Protection from Chaos|protection from chaos]]'', ''[[remove fear]]'', ''[[shield of faith]]'', ''[[shocking grasp]]'', ''[[true strike]]''<br />
<br />
2nd&mdash;''[[align weapon]]'', ''[[blindness/deafness]]'', ''[[cure moderate wounds]]'', ''[[darkvision]]'', ''[[death knell]]'', ''[[delay poison]]'', ''[[detect thoughts]]'', ''[[false life]]'', ''[[SRD:Ghoul Touch|ghoul touch]]'', ''[[inflict moderate wounds]]'', ''[[remove paralysis]]'', ''[[scare]]'', ''[[SRD:Status|status]]'', ''[[summon swarm]]'', ''[[tongues]]'', ''[[zone of truth]]''<br />
<br />
3rd&mdash;''[[bestow curse]]'', ''[[charm monster]]'', ''[[contagion]]'', ''[[SRD:Crushing Despair|crushing despair]]'', ''[[cure serious wounds]]'', ''[[fear]]'', ''[[hold person]]'', ''[[inflict serious wounds]]'', ''[[SRD:Invisibility Purge|invisibility purge]]'', ''[[keen edge]]'', ''[[magic circle against chaos]]'', ''[[nondetection]]'', ''[[remove blindness/deafness]]'', ''[[rage]]'', ''[[remove curse]]'', ''[[remove disease]]'', ''[[SRD:Speak with Dead|speak with dead]]'', ''[[vampiric touch]]''<br />
<br />
4th&mdash;''[[break enchantment]]'', ''[[cure critical wounds]]'', ''[[SRD:Death Ward|death ward]]'', ''[[dimensional anchor]]'', ''[[discern lies]]'', ''[[enervation]]'', ''[[freedom of movement]]'', ''[[SRD:Giant Vermin|giant vermin]]'', ''[[hold monster]]'', ''[[SRD:Inflict Critical Wounds|inflict critical wounds]]'', ''[[neutralize poison]]'', ''[[poison]]'', ''[[SRD:Zone of Silence|zone of silence]]''<br />
<br />
5th&mdash;''[[dispel chaos]]'', ''[[dismissal]]'', ''[[dominate person]]'', ''[[feeblemind]]'', ''[[SRD:Greater Command|greater command]]'', ''[[SRD:Mind Fog|mind fog]]'', ''[[phantasmal killer]]'', ''[[slay living]]'', ''[[SRD:Symbol of Pain|symbol of pain]]'', ''[[SRD:Symbol of Sleep|symbol of sleep]]'', ''[[true seeing]]''<br />
<br />
6th&mdash;''[[blade barrier]]'', ''[[cloudkill]]'', ''[[flesh to stone]]'', ''[[insect plague]]'', ''[[repulsion]]'', ''[[stone to flesh]]'', ''[[symbol of fear]]'', ''[[symbol of persuasion]]''<br />
<br />
'''{{#anc:Befitting Force}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Inquisitors are masters of making sure their victim doesn't succumb too fast and use nonlethal methods to catch their quarry alive, but they also know when and how to hit hard. An inquisitor can use a melee weapon that deals lethal damage to deal nonlethal damage without taking a -4 penalty on the attack roll. Likewise, an inquisitor can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage without taking a -4 penalty on the attack roll.<br />
<br />
'''{{#anc:Presence}}:''' The mere proximity of an inquisitor makes the bravest men quaver with fear, the most hostile thugs seek to please, and the wisest men turn to folly. Exhibiting a presence is a swift action, and an inquisitor can only exhibit one presence at a time. A presence remains in effect until the inquisitor uses a free action to dismiss it or he activates another presence in its place. An inquisitor can have a presence active continually; thus, a presence can be in effect at the start of an encounter even before the inquisitor takes his first turn.<br />
<br />
Unless otherwise noted, an inquisitor's presence affects all creatures (except the inquisitor himself) within 30 feet with line of effect to him. He can choose to (and usually wants to) exclude any number of creatures from being affected by his presence. An inquisitor's presence is dismissed if he becomes unconscious or is slain, but otherwise it remains in effect even if he is incapable of acting.<br />
<br />
When applicable, the Difficulty Class for a saving throw against an inquisitor's presence is 10 + ½ the inquisitor's Hit Dice + the inquisitor's Charisma modifier. A 1st-level inquisitor knows how to exhibit two presences chosen from the list below. At certain levels after that (see Table: The Inquisitor), an inquisitor learns one additional presence of his choice, until all five presences are known at 10th level. Each time an inquisitor activates a presence, he can choose from any of the presences that he knows.<br />
<br />
''Coercing:'' Creatures within the inquisitor's presence take a -4 penalty on level checks to oppose the inquisitor's [[Intimidate]] checks.<br />
<br />
''Commanding:'' When the inquisitor speaks to a creature within his presence, that creature must succeed on a Will save or be [[fascinated]] for as long as the inquisitor is addressing it and does nothing else. This presence can only affect one creature at a time.<br />
<br />
''Overwhelming:'' Creatures within the inquisitor's presence take a -1 penalty on attack rolls and damage rolls.<br />
<br />
''Subjugating:'' Creatures within the inquisitor's presence take a -1 penalty on Will saves.<br />
<br />
''Terrifying:'' Creatures within the inquisitor's presence must succeed on a Will save or be [[shaken]] for as long as they remain within the inquisitor's presence.<br />
<br />
'''{{#anc:Nonlethal Damage Reduction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Inquisitors are used to pain on both sides of the coin: dealing it and withstanding it. Many of the more wicked actually take a masochistic delight in it. At 2nd level, an inquisitor gains damage reduction 4/- against nonlethal damage. This increases to 8/- at 6th level, 12/- at 10th level, 16/- at 14th level and 20/- at 18th level.<br />
<br />
'''''{{#anc:Spectral Hand}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Inquisitors are masters of delivering touch spells from a distance, the better to heal friends and harm foes. Starting at 3rd level, an inquisitor can use ''[[SRD:Spectral Hand|spectral hand]]'' at will, except the range is close (25 ft. + 5 ft./2 levels).<br />
<br />
At 12th level, the inquisitor's ''[[SRD:Spectral Hand|spectral hand]]'' becomes permanent, and doesn't make the inquisitor lose hit points when cast. If it is destroyed or dispelled, it can be cast again as normal.<br />
<br />
'''{{#anc:Advanced Learning}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level and every third level thereafter, an inquisitor can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a of a level no higher than that of the highest-level spell the inquisitor already knows. Once a new spell is selected, it is forever added to the inquisitor's spell list and can be cast just like any other spell on his list. An inquisitor always uses a spell at its highest level: for example, if an inquisitor were to add ''[[SRD:Fire Trap|fire trap]]'' to his spell list, he would cast it as a 4th-level spell, even though it's a 2nd-level spell for a [[druid]].<br />
<br />
'''{{#anc:Diehard}}:''' An inquisitor gains [[Diehard]] as a bonus feat at 4th level, even if he does not have the normal prerequisites for that feat.<br />
<br />
'''{{#anc:Flagellate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Inquisitors can turn their own pain into the suffering of others. Starting at 5th level, an inquisitor can choose to take 5 hit points of damage to add an extra 2d6 damage to a melee attack. The choice to flagellate is made before the attack roll is made.<br />
<br />
The extra damage dealt by flagellate increases to 3d6 at 11th level and 4d6 at 17th level.<br />
<br />
'''{{#anc:Break the Cowed}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Inquisitors spread fear where the walk, and they're extremely adept at abusing those who are overcome by terror. An 8th-level inquisitor deals 2 extra damage against creatures who are [[shaken]], 4 extra damage against creatures who are [[frightened]], 6 extra damage against creatures who are [[panicked]], and 8 extra damage against creatures who are [[cowering]].<br />
<br />
'''{{#anc:Specialization}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When it comes to their tools of torturous trade, each inquisitor is unique: one might specialize in purging the heretics with fire, while an another knows the secrets of corrosive fluids. At 12th level, an inquisitor chooses bludgeoning, piercing, slashing or nonlethal. Whenever the inquisitor deals that type of damage to a creature, that creature must succeed on a DC (10 + ½ the inquisitor's Hit Dice + the inquisitor's Charisma modifier) Fortitude save or become sickened for 1d4 rounds.<br />
<br />
At 16th level, an inquisitor chooses positive energy or negative energy. The above applies to that type of damage as well. <br />
<br />
At 20th level, an inquisitor chooses acid, cold, electricity, fire or sonic. The above applies to that type of damage as well.<br />
<br />
==== Ex-Inquisitors ====<br />
<br />
An inquisitor who becomes chaotic in alignment cannot progress in levels as an inquisitor, though he retains all his inquisitor abilities.<br />
<br />
==== Epic Inquisitor ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Inquisitor}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Greater presence, advanced learning<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Flagellate (5d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Advanced learning, bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Advanced learning<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Flagellate (6d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Advanced learning<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Spells:''' The inquisitor's caster level is equal to his or her class level. The inquisitor's number of spells per day does not increase after 20th level.<br />
<br />
'''Greater Presence:''' An inquisitor of 21st level improves the effectiveness of his five presences. The ability otherwise remains the same.<br />
<br />
''Coercing:'' Creatures within the inquisitor's presence take a -8 penalty on level checks to oppose the inquisitor's [[Intimidate]] checks.<br />
<br />
''Commanding:'' When the inquisitor speaks to a creature within his presence, that creature must succeed on a Will save or be [[fascinated]] for as long as the inquisitor is addressing it and does nothing else. This presence can affect any number of creatures within the presence.<br />
<br />
''Overwhelming:'' Creatures within the inquisitor's presence take a -2 penalty on attack rolls and damage rolls.<br />
<br />
''Subjugating:'' Creatures within the inquisitor's presence take a -2 penalty on Will saves.<br />
<br />
''Terrifying:'' Creatures within the inquisitor's presence must succeed on a Will save or be [[frightened]] for as long as they remain within the inquisitor's presence.<br />
<br />
'''Advanced Learning (Ex):''' The inquisitor adds a new spell to his list every third level after 18th (21st, 24th, 27th and 30th).<br />
<br />
'''Flagellate (Ex):''' The extra damage dealt by flagellate increases by +1d6 every 6th level after 17th (23rd and 29th).<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic inquisitor gains a bonus feat (selected from the list of epic inquisitor bonus feats) every four levels after 20th.<br />
<br />
''Epic Inquisitor Bonus Feat List:'' ''[[SRD:Additional Magic Item Space|Additional Magic Item Space]]'', ''[[Energy Resistance]]'', ''[[Epic Fortitude]]'', ''[[Epic Prowess]]'', ''[[SRD:Epic Reputation|Epic Reputation]]'', ''[[Epic Skill Focus]]'', ''[[Epic Will]]'', ''[[SRD:Great Charisma|Great Charisma]]'', ''[[SRD:Improved Spell Capacity|Improved Spell Capacity]]'', ''[[Penetrate Damage Reduction]]'', ''[[SRD:Spell Opportunity|Spell Opportunity]]''.<br />
<br />
==== Human Inquisitor Starting Package ====<br />
<br />
'''Weapons:''' [[Shortbow]], [[whip]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Disguise || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Forgery || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Search || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Use Rope || 4 || Dex || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[Point Blank Shot]].<br />
<br />
'''Bonus Feat (human):''' [[Weapon Finesse]].<br />
<br />
'''Gear:''' Scale mail, 20 arrows, backpack, waterskin, bedroll, 5 days worth of trail rations.<br />
<br />
'''Gold:''' 2d4 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Inquisitor ====<br />
<br />
'''Religion:''' Inquisitors are very often, but not always, dedicated to some religion or creed. This doesn't mean they venerate any specific god, however: many work more generally "in the name of justice", or worship several nonchaotic deities. Depending on their nature, an inquisitor often pays tribute to either Heironeus or Hextor. Many also venerate St. Cuthbert, while dwarven inquisitors serve Moradin and halfling inquisitors serve Yondalla.<br />
<br />
'''Other Classes:''' Inquisitors are half-casters and half-combatants, so they need support on both fronts to achieve their full potential. An inquisitor can serve as a more damage-oriented healer or a powerful debuffer, and fights well alongside a more traditional melee combatant.<br />
<br />
'''Combat:''' The distance an inquisitor stands from his foes depends on his gear and specialization. Some take the more spell-oriented route, standing back and devastating foes with spells while simultaneously aiding allies. Some take to the fray, using their weapons and magic in an offensive fashion.<br />
<br />
'''Advancement:''' The slow magical progression means that an inquisitor might want to stick to the class for a while. On the other hand, a few levels of inquisitor and a few of, say, [[fighter]] or [[rogue]] can create a more straightforward combat character with just a pinch of divine might.<br />
<br />
==== Inquisitors in the World ====<br />
<br />
{{quote|You are to be judged by Moradin's will. This hammer represents that will.|orig=Albin Hammerfall, dwarven inquisitor}}<br />
<br />
Inquisitors travel far and wide. Where there's justice to be served, heretics to be punished or wrongdoers to set straight, you can be sure to find a few hard men and women wearing the inquisitorial robes.<br />
<br />
'''Daily Life:''' Inquisitors spend most of their time investigating those accused of anything that's deemed under their jurisdiction - hence the name. Traveling inquisitors tend to be very self-sufficient, although they are usually city folk and less suited to the wilds.<br />
<br />
'''Organizations:''' Very few inquisitors are independent, with most serving (as hired hands or as volunteers) churches, lords or governments. Some Inquisitions are powerful organizations by themselves, and either control the lands where they are situated or rent out their expertize to those in charge.<br />
<br />
'''NPC Reactions:''' Inquisitors are often respected or feared, but very rarely loved. The exact reactions people have to inquisitors depends on the country. In chaotic lands, the only thing keeping the people from outright attacking inquisitors is the power they wield.<br />
<br />
==== Inquisitor Lore ====<br />
<br />
Characters with ranks in Knowledge (nobility and royalty) or Knowledge (religion) can research inquisitors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[Knowledge]] (nobility and royalty) or [[Knowledge]] (religion) <br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Inquisitors are a combined judge, jury and execution of their jurisdictions. They serve many roles: they hunt criminals, interrogate them, and if the need presents itself, infiltrate the foe.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | All inquisitors are skilled at influencing other people, and their mere presence often leaves weaker men reeling.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Inquisitors complement their powerful, pain-derived fighting prowess with divine spells, and are gifted at both healing and harming with magic.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Inquisitors are nothing if not specialized: some know the workings of blades in and out, while others prefer electricity as their tool of trade. Even their spells of choice are often learned from other casters.<br />
|}<br />
<br />
==== Inquisitors in the Game ====<br />
<br />
Inquisitors are a fun class to play both in and out of combat. Their variety of skills - as well as lots of skill points - means that they work well as skill monkeys, especially when supported by magic. Meanwhile, their combat capabilities aren't diminished because of this.<br />
<br />
'''Sample Encounter:''' Mount Dwerrow is a divided kingdom. The mountain fortress, traditionally a mountain dwarf settlement, accepted a contingent of hill dwarves who were made refugees by a rampaging dragon. The tensions between the two groups run high, and Torome, an inquisitor of Moradin, is the only one who stands between violence.<br />
<br />
''EL 8:'' Torome works with four lesser apprentices, each of which is a 3rd-level [[warrior]] equipped with a heavy flail and a heavy crossbow. Any who try to scheme for the superiority of either group will have to answer to Torome.<br />
<br />
{{Stat Block 2<br />
|name= |=Torome, Who Stands Between |cr=6<br />
|sex=Female |race=[[SRD:Dwarf|dwarf]] |clvl=inquisitor 6<br />
|al=[[SRD:Lawful Good|LG]] |size=[[SRD:Medium Size|Medium]] |type=[[SRD:Humanoid Type|Humanoid]] ([[SRD:Dwarf|dwarf]])<br />
|init=+5 |sense=[[darkvision]] 60 ft. |listen=+0 |spot=+0<br />
|lang=Common, Dwarven<br />
|ac=20 |touch=11 |flat=19 |othac= |acmods=+1 Dex, +3 shield, +6 armor<br />
|hp=39 |hd=6<br />
|fort=+7 |ref=+3 |will=+5<br />
|spd=20 ft. (4 squares)<br />
|melee1=''+1 flail'' +8 (1d8+3)<br />
|bab=+4 |grp=+6<br />
|atkop=spells (3 0-level, 4 1<sup>st</sup>-level, 3 2<sup>nd</sup>-level)<br />
|str=14 |dex=12 |con=15 |int=8 |wis=10 |cha=14<br />
|sq=dwarf traits, nonlethal damage reduction 8/-<br />
|feats=[[Combat Casting]], [[Diehard]], [[Improved Initiative]], [[Weapon Focus]] (flail)<br />
|skills=[[Concentration]] +11, [[Gather Information]] +11, [[Heal]] +9, [[Intimidate]] +11, [[Sense Motive]] +9<br />
|poss=''+1 flail'', ''+1 breastplate of light fortification'', ''+1 heavy steel shield''<br />
|san1=Befitting Force ([[Ex]]) |sad1=Torome can use a melee weapon that deals lethal damage to deal nonlethal damage without taking a -4 penalty on the attack roll. Likewise, Torome can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage without taking a -4 penalty on the attack roll.<br />
|san2=Presence |sad2=Torome knows the coercing, overwhelming and terrifying presences. The Difficulty Class for a saving throw againt her presence is 15.<br />
|san3=''[[SRD:Spectral Hand|Spectral hand]]'' ([[Sp]]) |sad3=Torome can use ''[[SRD:Spectral Hand|spectral hand]]'' at will, except the range is close (25 ft. + 5 ft./2 levels).<br />
|san4=Advanced Learning ([[Ex]]) |sad4=Torome has added ''[[divine favor]]'' and ''[[eagle's splendor]]'' to her spell list through advanced learning.<br />
|san5=Flagellate ([[Ex]]) |sad5=Torome can choose to take 5 hit points of damage to add an extra 2d6 damage to a melee attack. The choice to flagellate is made before the attack roll is made.<br />
}}<br />
<br />
Torome's power as a combatant is in her abilities. Two of her four guards stand before her, absorbing blows and benefiting from her magic, while two stand back and pelt foes with their crossbows. Torome casts ''[[summon swarm]]'' (usually summoning [[SRD:Bat Swarm|bats]]) and ''[[eagle's splendor]]'' at the earliest opportunity, then concentrates on healing friends with ''cure'' spells and devastating foes with ''inflict'' spells. ''[[SRD:Spectral Hand|Spectral hand]]'' makes it all possible. Torome usually has overwhelming or terrifying presence on, depending on how strong-willed her opponents are, and will close the distance and use flagellate to finish foes.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Inquisitor_(3.5e_Class)&diff=1101122Inquisitor (3.5e Class)2018-11-04T19:21:49Z<p>Cancelion: Undo revision 1100515 by 2804:14C:155:94D3:91E:1F71:97A5:D91F (talk) (restored previous progression; discuss in Talk if need be)</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgsize=<br />
|imgcaption=<br />
|type=Antihero, divine spellcasting, skilled, spontaneous spellcasting<br />
|desc=A divine spellcaster who devastates the minds and morales of his foes.<br />
}}<br />
<br />
== Inquisitor ==<br />
<br />
Pain is a cheap price for truth. So say the inquisitors, divine warriors dedicated to the cause of truth by any means necessary. An inquisitor combines a plethora of physical tricks with an array of magical ones, but their greatest power lies in their ability to influence others. Whether it be through threats, connections, lies or torture, an inquisitor is likely to get his way.<br />
<br />
Inquisitors don't always dedicate themselves to a single church or religion, as the name might imply. They're just as likely to follow solely the cause of truth. An inquisitor can be a particularly vicious priest of a lawful god, an independent agent furthering his own brand of justice, or a torturer with a set of twisted morals. All inquisitors have divine powers, however, so it is clear that something is looking down on them with benevolence.<br />
<br />
=== Making an Inquisitor ===<br />
An inquisitor works a support role both in and out of combat. Their ability to influence an opposing force, whether through magic in the midst of battle or by carefully chosen words in the quiet streets, is their strongest side. A group without a [[bard]] or a [[cleric]] can find an inquisitor a valuable ally, thanks to their buffs, debuffs and healing magic. They can even hold their own in close quarters - just don't expect them to tank.<br />
<br />
'''Abilities:''' [[Charisma]] is the most important ability for an inquisitor, since many of their special abilities as well as their spellcasting depends on it. [[Intelligence]] is also good for inquisitors, since they thrive on their skills, as is [[Constitution]], since flagellate demands a high hit point total. The other abilities are determined by your choices: melee or ranged? Tough or strong-willed? You be the judge.<br />
<br />
'''Races:''' Most inquisitors come from races that tend towards lawful and not particularly towards good: such societies often have niches for an inquisitor to fill. [[SRD:Dwarf|Dwarven]] and [[human]] inquisitors might be the most common, but all races have their share of these warriors of dark justice.<br />
<br />
'''Alignment:''' Any nonchaotic. On the good-evil axis, inquisitors tend to move away from good, since it's very hard to keep to your morals when you deal with the worst of the worst. That said, there are lawful good inquisitors, which doesn't mean they're washed-out versions of the class at all.<br />
<br />
'''Starting Gold:''' 5d4x10 gp (125 gp)<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[cleric]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Inquisitor}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Presences Known<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | Befitting force, presence || 2<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | Nonlethal damage reduction 4/— || 2<br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | ''[[SRD:Spectral Hand|Spectral hand]]'', advanced learning || 2<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[Diehard]] || 3<br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Flagellate (2d6) || 3<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | Nonlethal damage reduction 8/—, advanced learning || 3<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | || 4<br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | Break the cowed || 4<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | Advanced learning || 4<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | Nonlethal damage reduction 12/— || 5<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | Flagellate (3d6) || 5<br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | ''[[SRD:Spectral Hand|Spectral hand]]'' (permanent), damage specialization, advanced learning || 5<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | || 5<br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | Nonlethal damage reduction 16/— || 5<br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | Advanced learning || 5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Energy specialization || 5<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Flagellate (4d6) || 5<br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Nonlethal damage reduction 20/—, advanced learning || 5<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | || 5<br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Elemental specialization || 5<br />
|4||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the inquisitor.<br />
<br />
'''Weapon and Armor Proficiency:''' Inquisitors are proficient with all simple weapons, plus the flail, heavy flail, long sword, longbow, net, short sword, shortbow, and whip. Inquisitors are proficient with light and medium armor, but not with shields.<br />
<br />
'''{{#anc:Spells}}:''' An inquisitor casts divine spells, which are drawn from the inquisitor spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an inquisitor must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Charisma modifier.<br />
<br />
Like other spellcasters, an inquisitor can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Inquisitor. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Inquisitor indicates that the inquisitor gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. An inquisitor may cast any spell on the inquisitor spell list, provided that he can cast spells of that level. Inquisitors choose their spells from the following list:<br />
<br />
0&mdash;''[[acid splash]]'', ''[[cure minor wounds]]'', ''[[daze]]'', ''[[SRD:Deathwatch|deathwatch]]'', ''[[detect magic]]'', ''[[detect poison]]'', ''[[OGC:Endure Pain (3.5e Spell)|endure pain]]'', ''[[SRD:Inflict Minor Wounds|inflict minor wounds]]'', ''[[message]]'', ''[[resistance]]'', ''[[virtue]]''<br />
<br />
1st&mdash;''[[calm emotions]]'', ''[[cause fear]]'', ''[[charm person]]'', ''[[command]]'', ''[[comprehend languages]]'', ''[[cure light wounds]]'', ''[[detect chaos]]'', ''[[endure elements]]'', ''[[hold portal]]'', ''[[inflict light wounds]]'', ''[[SRD:Protection from Chaos|protection from chaos]]'', ''[[remove fear]]'', ''[[shield of faith]]'', ''[[shocking grasp]]'', ''[[true strike]]''<br />
<br />
2nd&mdash;''[[align weapon]]'', ''[[blindness/deafness]]'', ''[[cure moderate wounds]]'', ''[[darkvision]]'', ''[[death knell]]'', ''[[delay poison]]'', ''[[detect thoughts]]'', ''[[false life]]'', ''[[SRD:Ghoul Touch|ghoul touch]]'', ''[[inflict moderate wounds]]'', ''[[remove paralysis]]'', ''[[scare]]'', ''[[SRD:Status|status]]'', ''[[summon swarm]]'', ''[[tongues]]'', ''[[zone of truth]]''<br />
<br />
3rd&mdash;''[[bestow curse]]'', ''[[charm monster]]'', ''[[contagion]]'', ''[[SRD:Crushing Despair|crushing despair]]'', ''[[cure serious wounds]]'', ''[[fear]]'', ''[[hold person]]'', ''[[inflict serious wounds]]'', ''[[SRD:Invisibility Purge|invisibility purge]]'', ''[[keen edge]]'', ''[[magic circle against chaos]]'', ''[[nondetection]]'', ''[[remove blindness/deafness]]'', ''[[rage]]'', ''[[remove curse]]'', ''[[remove disease]]'', ''[[SRD:Speak with Dead|speak with dead]]'', ''[[vampiric touch]]''<br />
<br />
4th&mdash;''[[break enchantment]]'', ''[[cure critical wounds]]'', ''[[SRD:Death Ward|death ward]]'', ''[[dimensional anchor]]'', ''[[discern lies]]'', ''[[enervation]]'', ''[[freedom of movement]]'', ''[[SRD:Giant Vermin|giant vermin]]'', ''[[hold monster]]'', ''[[SRD:Inflict Critical Wounds|inflict critical wounds]]'', ''[[neutralize poison]]'', ''[[poison]]'', ''[[SRD:Zone of Silence|zone of silence]]''<br />
<br />
5th&mdash;''[[dispel chaos]]'', ''[[dismissal]]'', ''[[dominate person]]'', ''[[feeblemind]]'', ''[[SRD:Greater Command|greater command]]'', ''[[SRD:Mind Fog|mind fog]]'', ''[[phantasmal killer]]'', ''[[slay living]]'', ''[[SRD:Symbol of Pain|symbol of pain]]'', ''[[SRD:Symbol of Sleep|symbol of sleep]]'', ''[[true seeing]]''<br />
<br />
6th&mdash;''[[blade barrier]]'', ''[[cloudkill]]'', ''[[flesh to stone]]'', ''[[insect plague]]'', ''[[repulsion]]'', ''[[stone to flesh]]'', ''[[symbol of fear]]'', ''[[symbol of persuasion]]''<br />
<br />
'''{{#anc:Befitting Force}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Inquisitors are masters of making sure their victim doesn't succumb too fast and use nonlethal methods to catch their quarry alive, but they also know when and how to hit hard. An inquisitor can use a melee weapon that deals lethal damage to deal nonlethal damage without taking a -4 penalty on the attack roll. Likewise, an inquisitor can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage without taking a -4 penalty on the attack roll.<br />
<br />
'''{{#anc:Presence}}:''' The mere proximity of an inquisitor makes the bravest men quaver with fear, the most hostile thugs seek to please, and the wisest men turn to folly. Exhibiting a presence is a swift action, and an inquisitor can only exhibit one presence at a time. A presence remains in effect until the inquisitor uses a free action to dismiss it or he activates another presence in its place. An inquisitor can have a presence active continually; thus, a presence can be in effect at the start of an encounter even before the inquisitor takes his first turn.<br />
<br />
Unless otherwise noted, an inquisitor's presence affects all creatures (except the inquisitor himself) within 30 feet with line of effect to him. He can choose to (and usually wants to) exclude any number of creatures from being affected by his presence. An inquisitor's presence is dismissed if he becomes unconscious or is slain, but otherwise it remains in effect even if he is incapable of acting.<br />
<br />
When applicable, the Difficulty Class for a saving throw against an inquisitor's presence is 10 + ½ the inquisitor's Hit Dice + the inquisitor's Charisma modifier. A 1st-level inquisitor knows how to exhibit two presences chosen from the list below. At certain levels after that (see Table: The Inquisitor), an inquisitor learns one additional presence of his choice, until all five presences are known at 10th level. Each time an inquisitor activates a presence, he can choose from any of the presences that he knows.<br />
<br />
''Coercing:'' Creatures within the inquisitor's presence take a -4 penalty on level checks to oppose the inquisitor's [[Intimidate]] checks.<br />
<br />
''Commanding:'' When the inquisitor speaks to a creature within his presence, that creature must succeed on a Will save or be [[fascinated]] for as long as the inquisitor is addressing it and does nothing else. This presence can only affect one creature at a time.<br />
<br />
''Overwhelming:'' Creatures within the inquisitor's presence take a -1 penalty on attack rolls and damage rolls.<br />
<br />
''Subjugating:'' Creatures within the inquisitor's presence take a -1 penalty on Will saves.<br />
<br />
''Terrifying:'' Creatures within the inquisitor's presence must succeed on a Will save or be [[shaken]] for as long as they remain within the inquisitor's presence.<br />
<br />
'''{{#anc:Nonlethal Damage Reduction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Inquisitors are used to pain on both sides of the coin: dealing it and withstanding it. Many of the more wicked actually take a masochistic delight in it. At 2nd level, an inquisitor gains damage reduction 4/- against nonlethal damage. This increases to 8/- at 6th level, 12/- at 10th level, 16/- at 14th level and 20/- at 18th level.<br />
<br />
'''''{{#anc:Spectral Hand}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Inquisitors are masters of delivering touch spells from a distance, the better to heal friends and harm foes. Starting at 3rd level, an inquisitor can use ''[[SRD:Spectral Hand|spectral hand]]'' at will, except the range is close (25 ft. + 5 ft./2 levels).<br />
<br />
At 12th level, the inquisitor's ''[[SRD:Spectral Hand|spectral hand]]'' becomes permanent, and doesn't make the inquisitor lose hit points when cast. If it is destroyed or dispelled, it can be cast again as normal.<br />
<br />
'''{{#anc:Advanced Learning}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level and every third level thereafter, an inquisitor can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a of a level no higher than that of the highest-level spell the inquisitor already knows. Once a new spell is selected, it is forever added to the inquisitor's spell list and can be cast just like any other spell on his list. An inquisitor always uses a spell at its highest level: for example, if an inquisitor were to add ''[[SRD:Fire Trap|fire trap]]'' to his spell list, he would cast it as a 4th-level spell, even though it's a 2nd-level spell for a [[druid]].<br />
<br />
'''{{#anc:Diehard}}:''' An inquisitor gains [[Diehard]] as a bonus feat at 4th level, even if he does not have the normal prerequisites for that feat.<br />
<br />
'''{{#anc:Flagellate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Inquisitors can turn their own pain into the suffering of others. Starting at 5th level, an inquisitor can choose to take 5 hit points of damage to add an extra 2d6 damage to a melee attack. The choice to flagellate is made before the attack roll is made.<br />
<br />
The extra damage dealt by flagellate increases to 3d6 at 11th level and 4d6 at 17th level.<br />
<br />
'''{{#anc:Break the Cowed}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Inquisitors spread fear where the walk, and they're extremely adept at abusing those who are overcome by terror. An 8th-level inquisitor deals 2 extra damage against creatures who are [[shaken]], 4 extra damage against creatures who are [[frightened]], 6 extra damage against creatures who are [[panicked]], and 8 extra damage against creatures who are [[cowering]].<br />
<br />
'''{{#anc:Specialization}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When it comes to their tools of torturous trade, each inquisitor is unique: one might specialize in purging the heretics with fire, while an another knows the secrets of corrosive fluids. At 12th level, an inquisitor chooses bludgeoning, piercing, slashing or nonlethal. Whenever the inquisitor deals that type of damage to a creature, that creature must succeed on a DC (10 + ½ the inquisitor's Hit Dice + the inquisitor's Charisma modifier) Fortitude save or become sickened for 1d4 rounds.<br />
<br />
At 16th level, an inquisitor chooses positive energy or negative energy. The above applies to that type of damage as well. <br />
<br />
At 20th level, an inquisitor chooses acid, cold, electricity, fire or sonic. The above applies to that type of damage as well.<br />
<br />
==== Ex-Inquisitors ====<br />
<br />
An inquisitor who becomes chaotic in alignment cannot progress in levels as an inquisitor, though he retains all his inquisitor abilities.<br />
<br />
==== Epic Inquisitor ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Inquisitor}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Greater presence, advanced learning<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Flagellate (5d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Advanced learning, bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Advanced learning<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Flagellate (6d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Advanced learning<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Spells:''' The inquisitor's caster level is equal to his or her class level. The inquisitor's number of spells per day does not increase after 20th level.<br />
<br />
'''Greater Presence:''' An inquisitor of 21st level improves the effectiveness of his five presences. The ability otherwise remains the same.<br />
<br />
''Coercing:'' Creatures within the inquisitor's presence take a -8 penalty on level checks to oppose the inquisitor's [[Intimidate]] checks.<br />
<br />
''Commanding:'' When the inquisitor speaks to a creature within his presence, that creature must succeed on a Will save or be [[fascinated]] for as long as the inquisitor is addressing it and does nothing else. This presence can affect any number of creatures within the presence.<br />
<br />
''Overwhelming:'' Creatures within the inquisitor's presence take a -2 penalty on attack rolls and damage rolls.<br />
<br />
''Subjugating:'' Creatures within the inquisitor's presence take a -2 penalty on Will saves.<br />
<br />
''Terrifying:'' Creatures within the inquisitor's presence must succeed on a Will save or be [[frightened]] for as long as they remain within the inquisitor's presence.<br />
<br />
'''Advanced Learning (Ex):''' The inquisitor adds a new spell to his list every third level after 18th (21st, 24th, 27th and 30th).<br />
<br />
'''Flagellate (Ex):''' The extra damage dealt by flagellate increases by +1d6 every 6th level after 17th (23rd and 29th).<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic inquisitor gains a bonus feat (selected from the list of epic inquisitor bonus feats) every four levels after 20th.<br />
<br />
''Epic Inquisitor Bonus Feat List:'' ''[[SRD:Additional Magic Item Space|Additional Magic Item Space]]'', ''[[Energy Resistance]]'', ''[[Epic Fortitude]]'', ''[[Epic Prowess]]'', ''[[SRD:Epic Reputation|Epic Reputation]]'', ''[[Epic Skill Focus]]'', ''[[Epic Will]]'', ''[[SRD:Great Charisma|Great Charisma]]'', ''[[SRD:Improved Spell Capacity|Improved Spell Capacity]]'', ''[[Penetrate Damage Reduction]]'', ''[[SRD:Spell Opportunity|Spell Opportunity]]''.<br />
<br />
==== Human Inquisitor Starting Package ====<br />
<br />
'''Weapons:''' [[Shortbow]], [[whip]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Disguise || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Forgery || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Search || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Use Rope || 4 || Dex || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[Point Blank Shot]].<br />
<br />
'''Bonus Feat (human):''' [[Weapon Finesse]].<br />
<br />
'''Gear:''' Scale mail, 20 arrows, backpack, waterskin, bedroll, 5 days worth of trail rations.<br />
<br />
'''Gold:''' 2d4 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Inquisitor ====<br />
<br />
'''Religion:''' Inquisitors are very often, but not always, dedicated to some religion or creed. This doesn't mean they venerate any specific god, however: many work more generally "in the name of justice", or worship several nonchaotic deities. Depending on their nature, an inquisitor often pays tribute to either Heironeus or Hextor. Many also venerate St. Cuthbert, while dwarven inquisitors serve Moradin and halfling inquisitors serve Yondalla.<br />
<br />
'''Other Classes:''' Inquisitors are half-casters and half-combatants, so they need support on both fronts to achieve their full potential. An inquisitor can serve as a more damage-oriented healer or a powerful debuffer, and fights well alongside a more traditional melee combatant.<br />
<br />
'''Combat:''' The distance an inquisitor stands from his foes depends on his gear and specialization. Some take the more spell-oriented route, standing back and devastating foes with spells while simultaneously aiding allies. Some take to the fray, using their weapons and magic in an offensive fashion.<br />
<br />
'''Advancement:''' The slow magical progression means that an inquisitor might want to stick to the class for a while. On the other hand, a few levels of inquisitor and a few of, say, [[fighter]] or [[rogue]] can create a more straightforward combat character with just a pinch of divine might.<br />
<br />
==== Inquisitors in the World ====<br />
<br />
{{quote|You are to be judged by Moradin's will. This hammer represents that will.|orig=Albin Hammerfall, dwarven inquisitor}}<br />
<br />
Inquisitors travel far and wide. Where there's justice to be served, heretics to be punished or wrongdoers to set straight, you can be sure to find a few hard men and women wearing the inquisitorial robes.<br />
<br />
'''Daily Life:''' Inquisitors spend most of their time investigating those accused of anything that's deemed under their jurisdiction - hence the name. Traveling inquisitors tend to be very self-sufficient, although they are usually city folk and less suited to the wilds.<br />
<br />
'''Organizations:''' Very few inquisitors are independent, with most serving (as hired hands or as volunteers) churches, lords or governments. Some Inquisitions are powerful organizations by themselves, and either control the lands where they are situated or rent out their expertize to those in charge.<br />
<br />
'''NPC Reactions:''' Inquisitors are often respected or feared, but very rarely loved. The exact reactions people have to inquisitors depends on the country. In chaotic lands, the only thing keeping the people from outright attacking inquisitors is the power they wield.<br />
<br />
==== Inquisitor Lore ====<br />
<br />
Characters with ranks in Knowledge (nobility and royalty) or Knowledge (religion) can research inquisitors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[Knowledge]] (nobility and royalty) or [[Knowledge]] (religion) <br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Inquisitors are a combined judge, jury and execution of their jurisdictions. They serve many roles: they hunt criminals, interrogate them, and if the need presents itself, infiltrate the foe.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | All inquisitors are skilled at influencing other people, and their mere presence often leaves weaker men reeling.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Inquisitors complement their powerful, pain-derived fighting prowess with divine spells, and are gifted at both healing and harming with magic.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Inquisitors are nothing if not specialized: some know the workings of blades in and out, while others prefer electricity as their tool of trade. Even their spells of choice are often learned from other casters.<br />
|}<br />
<br />
==== Inquisitors in the Game ====<br />
<br />
Inquisitors are a fun class to play both in and out of combat. Their variety of skills - as well as lots of skill points - means that they work well as skill monkeys, especially when supported by magic. Meanwhile, their combat capabilities aren't diminished because of this.<br />
<br />
'''Sample Encounter:''' Mount Dwerrow is a divided kingdom. The mountain fortress, traditionally a mountain dwarf settlement, accepted a contingent of hill dwarves who were made refugees by a rampaging dragon. The tensions between the two groups run high, and Torome, an inquisitor of Moradin, is the only one who stands between violence.<br />
<br />
''EL 8:'' Torome works with four lesser apprentices, each of which is a 3rd-level [[warrior]] equipped with a heavy flail and a heavy crossbow. Any who try to scheme for the superiority of either group will have to answer to Torome.<br />
<br />
{{Stat Block 2<br />
|name= |=Torome, Who Stands Between |cr=6<br />
|sex=Female |race=[[SRD:Dwarf|dwarf]] |clvl=inquisitor 6<br />
|al=[[SRD:Lawful Good|LG]] |size=[[SRD:Medium Size|Medium]] |type=[[SRD:Humanoid Type|Humanoid]] ([[SRD:Dwarf|dwarf]])<br />
|init=+5 |sense=[[darkvision]] 60 ft. |listen=+0 |spot=+0<br />
|lang=Common, Dwarven<br />
|ac=20 |touch=11 |flat=19 |othac= |acmods=+1 Dex, +3 shield, +6 armor<br />
|hp=39 |hd=6<br />
|fort=+7 |ref=+3 |will=+5<br />
|spd=20 ft. (4 squares)<br />
|melee1=''+1 flail'' +8 (1d8+3)<br />
|bab=+4 |grp=+6<br />
|atkop=spells (3 0-level, 4 1<sup>st</sup>-level, 3 2<sup>nd</sup>-level)<br />
|str=14 |dex=12 |con=15 |int=8 |wis=10 |cha=14<br />
|sq=dwarf traits, nonlethal damage reduction 8/-<br />
|feats=[[Combat Casting]], [[Diehard]], [[Improved Initiative]], [[Weapon Focus]] (flail)<br />
|skills=[[Concentration]] +11, [[Gather Information]] +11, [[Heal]] +9, [[Intimidate]] +11, [[Sense Motive]] +9<br />
|poss=''+1 flail'', ''+1 breastplate of light fortification'', ''+1 heavy steel shield''<br />
|san1=Befitting Force ([[Ex]]) |sad1=Torome can use a melee weapon that deals lethal damage to deal nonlethal damage without taking a -4 penalty on the attack roll. Likewise, Torome can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage without taking a -4 penalty on the attack roll.<br />
|san2=Presence |sad2=Torome knows the coercing, overwhelming and terrifying presences. The Difficulty Class for a saving throw againt her presence is 15.<br />
|san3=''[[SRD:Spectral Hand|Spectral hand]]'' ([[Sp]]) |sad3=Torome can use ''[[SRD:Spectral Hand|spectral hand]]'' at will, except the range is close (25 ft. + 5 ft./2 levels).<br />
|san4=Advanced Learning ([[Ex]]) |sad4=Torome has added ''[[divine favor]]'' and ''[[eagle's splendor]]'' to her spell list through advanced learning.<br />
|san5=Flagellate ([[Ex]]) |sad5=Torome can choose to take 5 hit points of damage to add an extra 2d6 damage to a melee attack. The choice to flagellate is made before the attack roll is made.<br />
}}<br />
<br />
Torome's power as a combatant is in her abilities. Two of her four guards stand before her, absorbing blows and benefiting from her magic, while two stand back and pelt foes with their crossbows. Torome casts ''[[summon swarm]]'' (usually summoning [[SRD:Bat Swarm|bats]]) and ''[[eagle's splendor]]'' at the earliest opportunity, then concentrates on healing friends with ''cure'' spells and devastating foes with ''inflict'' spells. ''[[SRD:Spectral Hand|Spectral hand]]'' makes it all possible. Torome usually has overwhelming or terrifying presence on, depending on how strong-willed her opponents are, and will close the distance and use flagellate to finish foes.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Requests_for_Adminship/GamerAim_(2)&diff=1094477D&D Wiki:Requests for Adminship/GamerAim (2)2018-10-15T20:03:39Z<p>Cancelion: Minor fix</p>
<hr />
<div>===[[D&D Wiki:Requests for Adminship/GamerAim_(2)|GamerAim (2)]]===<br />
<br />
'''[{{fullurl:D&D Wiki:Requests for Adminship/GamerAim_(2)|action=edit}} Voice your opinion]''' '''(10/6/1) 63% Approval; Ends 17:00, 15 October 2018 (MDT)'''<br />
<br />
GamerAim has now, for quite some time, been overstepping boundaries with his use of power. While he does so in the name of upholding D&D Wiki policies, he has now repeatedly alienated users both old and new, and undermined his fellow admins. Quite recently, he has driven another admin Guy to leave the site after he went against the consensus of the deletion of the Stormforge setting, and he bullied ConcealedWife off the D&D Wiki Discord Server. While I can't speak much personally on it, I've also heard of [[https://www.dandwiki.com/w/index.php?title=Help_talk:Warning_Policy&diff=1088633&oldid=1088575|another situation]] involving rude behavior to ConcealedLight, another fellow admin. An admin should be upholding policies but a combination of absolutism and poor communication has created an authoritarian air that is making multitudes of users and admins uncomfortable.<br />
<br />
:Candidates Prelude<br />
<br />
;Questions for the candidate<br />
Dear candidate, thank you for offering to serve D&D Wiki in this capacity. Please take the time to answer a few generic questions to provide guidance for voters:<br />
:'''1.''' What sysop chores do you anticipate helping with? Please read the page about [http://en.wikipedia.org/wiki/Wikipedia:Administrators administrators] and the [http://en.wikipedia.org/wiki/Wikipedia:Administrators%27_reading_list administrators' reading list] on Wikipedia before answering.<br />
::'''A:''' Since I became an administrator, my duties have shifted depending on what needed done. I've tackled recent changes, page deletions, page protections, Tavern administration and more. Generally I keep my eye on user talk pages to see if someone needs help requiring an administrator. I've made a number of fixes to the [[SRD:System_Reference_Document|3.5e SRD]] and [[MSRD:Modern_System_Reference_Document|MSRD]]. I'm personally responsible for the current progress on the [[3e_SRD:System_Reference_Document|3e SRD]] and the [[OGC:Main|3e/3.5e elements of the OGC transcription project]], both of which required administrative permissions to set up. I'm not quite as "intense" as some administrators; I don't look at a spreadsheet to find out what needs fixing. I prefer to use my powers more organically, fixing bits and tids as I find them, helping users or working on a project. I think that D&D Wiki has benefited and will continue to benefit from my brand of laid-back at-the-ready style of administration.<br />
<br />
:'''2.''' Of your articles or contributions to D&D Wiki, are there any with which you are particularly pleased, and why?<br />
::'''A:''' [[Crime and Punishment]] (incl. [[OGC:Main]]) and the [[3e_SRD:System_Reference_Document|3e SRD]] (which I can't finish if I'm not an admin, FYI) are both my babies. They required a lot of time, effort and dedication. I don't do much homebrew as I focus on other aspects of D&D Wiki which receive less attention, such as policy, navigation (helped with homebrew banner and redid the sidebar), templates, DPLs, SRDs, etc. This is part of why I was nominated by GD in the first place, because he knew that my knowledge and dedication would serve D&D Wiki well. I like to think that no matter where you are on the site, my DNA is in there somewhere :) That said, my key homebrew contributions can be found [[User:GamerAim#Contributions|here]], but beware I'm not as good at homebrew as I am at other things :P<br />
<br />
:'''3.''' Have you been in any conflicts over editing in the past or do you feel other users have caused you stress? How have you dealt with it and how will you deal with it in the future?<br />
::'''A:''' I don't really get into edit conflicts. I discuss any conflicting edits before going forward. Other users have caused me stress, but I've always kept my cool, even when defending myself from libelous accusations. Regardless of what other users think, issuing warnings to users who violate policy is not a matter of losing my head. I've always approached other users kindly and compassionately. That, I think, is one of the things GD appreciated about me. In recent months, some problematic users have forced me to exert more force than I'm normally comfortable with, but I am at my heart someone who is more than willing to compromise and talk things over rather than issue any formal sanction. And 99% of the "conflicts" I've had with users - on Wiki and Discord - have been resolved peacefully because I'm always willing to go the extra mile to prove my good intentions and reduce any negative impact I have on others. I think the only unresolved conflict I had with a user was on Discord, but sadly for reasons beyond my control I was unable to salvage that relationship. It is one of my biggest regrets here, but I am comforted in the knowledge that it's the only such instance.<br />
<br />
----<br />
<br />
<!-- IMPORTANT: Only registered D&D Wikians may comment in the "support", "oppose" or "neutral" sections. Non-registered users or editors who are not logged in are welcome to participate in the "comments" and "questions" sections. --><br />
<br />
'''Discussion''' <br />
<br />
*Vark's assertion that I have been overstepping boundaries with use of my power is ludicrous. What use of my power? I issued one warning and restored some deleted articles. I guess I also used rollback a couple times (the effect of which could be replicated with the Undo button). I try to use my "power" as little as possible to resolve issues, preferring instead to talk with users, as I recently did with the user Dark Dragon after he was warned. The warning wasn't issued by me, but I did try to explain the warning and some possible steps to take going forward. In fact, I've been vocally opposing the use of "power" by other administrators.<br />
<br />
:Who did I undermine? Because by my count, I was undermined by my fellow admins on at least two accounts (both of CL's warnings) recently. But I respected them and kept moving forward. Perhaps your consensus would be stronger if you gave some concrete evidence. If you ''really'' want me gone, link some. If it's there and legitimate, then perhaps I will deserve to be demoted. But your argument holds little weight as-is.<br />
<br />
:"he has driven another admin Guy to leave the site after he went against the consensus of the deletion of the Stormforge setting, and he bullied ConcealedWife off the D&D Wiki Discord Server." O_o<br />
<br />
:1) No one made Guy do anything. The #1 reason people were concerned about his adminship is because he might do something like this. Nothing against him, of course; I nominated his adminship the first time and supported it the second. But saying that I'm responsible for Guy's...actions...a couple hours afterwards is ludicrous.<br />
<br />
:2) I went against what consensus? Are you just upset because I'm supporting a long-standing policy that you don't like? That deletion should never have gone through. Newer admins might not like our policy, but it's been that way for a ''long'' time. That policy is the reason some admins left years ago. It is old and it is part of who D&D Wiki is. There's just not many active admins left who ''remember'' that it's a policy. But somehow enforcing policy to restore articles is a bigger misuse of power than two admins violating time-honored policy to delete articles on a whim? This is just insulting and I'm tired of constantly having to defend myself to people ignorant to the responsibilities of D&D Wiki adminship. But, in the interest of transparency, I will continue<br />
<br />
:3) I did not bully CW. She had issues with the Discord server and left over them. This made me realize how bad it was and I took steps to fix the server. And yet, some users, including you, insist on continuing to fuel drama in there. But that's neither here nor there. I did kick her yes (with a few-hours block for her to cool down) because she was trying to start some drama. I do feel bad about how it all went down, but I did what needed to be done and she's welcome back at any time :) <br />
<br />
:The allegations of rudeness towards CL are largely unfounded. I did make one joke with him, thinking we were still friends that could joke like that. I feel bad for offending him, but I'd not realized we weren't friendly anymore.<br />
<br />
:I'm starting to get offended by all these allegations. To be blunt, I think it's coming from people who dislike D&D Wiki policy and/or getting sanctioned for it. If it's the former, try to change it! All policy is fluid. As you said, I try to enforce policy. Dislike that? Change the policy! I don't just enforce the policies I like; I enforce them all. Though "enforce" is a strong word. I...follow policy and try to encourage others to do the same. I won't lie: I dislike the way other admins are acting. Ways that they act authoritarian and make multitudes of users and admins uncomfortable. But what it comes down to is party politics: your side and mine. Everything you've accused me of could be applied to other admins as well, but that's overlooked because right now the majority opinion - not the consensus, as some people say - is in favor of certain others. Because GD, Mara and SgtLion are less active now. The old 3.5e and 4e users have mostly moved on. I'm the only active admin who remembers the spirit and intent of D&D Wiki. Well, maybe BSFM too <3 But my point is that I'm not wrong; I'm '''outnumbered.''' The behavior of users and admins that now runs rampant would have never been accepted before :( --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 18:11, 1 October 2018 (MDT)<br />
::In response to your "issued a warning to Varkarrus in the Discord server for swearing offensively at me," why don't you share the exact message sent? In response to you unofficially warning Geodude over a joke, I said "GamerAim needs to pull that stick from their ass". You'll find that's a far cry from me telling you to "**** off" or anything, which your comment implies. It'd be best if there was an elaboration because, yes, for sure, the latter would warrant a warning. Of course, that doesn't support the narrative you want to provide, does it? [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 18:28, 1 October 2018 (MDT)<br />
<br />
:::I did not elaborate because Discord server activities cannot be sanctioned on D&D Wiki. By admins, that is. I see you avoid a workaround :) But, to answer your question, yes, what you said deserved a warning. Hence the warning I issued. You should knot better than to say something like that in #casual. Also, Geodude was sanctioned over a joke - you know, that kind of thing I said to CL which you referenced above as a reason I should not be an admin - because it was part of a pattern of disruptive behavior, as I explained.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 18:46, 1 October 2018 (MDT)<br />
<br />
*I hope I am not drug through the coals for this; could you answer the questions with a more serious or sincere tone? I am trying to read this in good faith but when an answer starts with “hah” or some other verbiage is used-I feel as though this RfA comes across trivial or beneath the candidate. I took my RfA serious, as many admins did and do. I’d like to read this one with the same approach. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:15, 1 October 2018 (MDT)<br />
::I think GA took those answers as a joke because the questions are phrased in such a way that they seem directed towards users who are not admins and were nominated to become admins, and aren't super applicable to users who are already admins and were proposed for demotion. I see it as an attempt to bring levity to what is otherwise a serious and sad discussion. {{User:Geodude671/Signature}} . . 22:25, 1 October 2018 (MDT)<br />
<br />
:::Geodude is right, but also this whole RfA is a joke. I try to respect all users' opinions, but it's difficult when the supposition of their arguments is "GA was naughty on social media" and "GA restored deleted articles." I won't treat it with any more seriousness than the people throwing fits because I called them out for violating policy.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
<br />
::::I greatly appreciate the answers. I understand some perceive this as a joke; but this a tool or means for non-admin users to impose some sort of justice when they feel wronged. Non-admins cannot warn and talk page discussions are....existent. Anywho, is there a place to support a RfA 'round here?? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 23:12, 2 October 2018 (MDT)<br />
<br />
<br />
* Pretty much every argument in support of GamerAim boils down to not judging him by how he acts off-site. At this point, you don't have to; simply look at his behavior on this page. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 09:42, 2 October 2018 (MDT)<br />
<br />
::Pretty much every argument in opposition to me boils down to judging me by out-of-context screenshots of how I acted off-site (and on-site) months ago. I apologize if I somehow offended you on this page. Could you please tell me how? All that I've tried to do here is defend myself against your accusations. I understand I called them, among other things, ludicrous and baseless, but that's what they are, Vark. The only arguments against me which hold any sort of weight concern behavior that I already corrected. It is behavior that was already addressed. Behavior that was cleared with either GD or the community.<br />
<br />
::I understand that you disagreed with me telling Geodude to knock it off with the passive-aggressiveness, but I only did that because I have witness first-hand and relatively recently that he engages in that sort of disruptive counter-productive behavior every time we butt heads. Despite allegations of me abusing my power, I took no immediate actions against him. All I did was sternly request that he cease his disruptive behavior. And, in response to that, you told me to remove the stick from my a**. That behavior was uncalled for, and by this point you know better than to say something like that outside of #adult-theme, so I warned you. I didn't ban you for insulting me, I blocked you for using offensive language at a user, especially when I did nothing to deserve it except tell Geodude to cease his pattern of passive-aggressive behavior against me.<br />
<br />
::Despite what has happened, I do not dislike you on the whole. Like with CW, I have at times disagreed with your actions and even had to engage in administrative actions against you, but I truly hold no contempt for anyone here. As I have stated multiple times to various people, I am not the type of person to hold a grudge. If being banned really bothers you, I would support your ban being repealed if another admin thinks that it would be appropriate and that it would help to resolve any hostilities between us that may have cropped up.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 13:46, 2 October 2018 (MDT)<br />
:::No thanks. I'm going the way of CW, and waiting until you're no longer an admin there. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 15:20, 2 October 2018 (MDT)<br />
::::I wouldn't hold your breath, but that's fine. Just let someone know! Remember that the RfA process isn't a vote. It's a discussion on the worth of someone as an administrator.<br />
<br />
::::Here's my interpretation of the RfA: Right now, three long-standing users in good standing have stated that they believe actions in Discord are irrelevant to the use of administrative tools on D&D Wiki. Cotsu, a well-respected administrator, has also come out in favor of me. However, even then, I've addressed the issues in Discord over the past few months. All the opposition arguments are founded in Discord, an erroneous view of administrative authority and matters that were already resolved. All you, CW and Geodude have managed to do is drum up outdated, irrelevant or fallacious arguments against me. I hate to be harsh, but that's the reality of your arguments against me. Kildairem disagrees with my use of administrative power, but as Mara says that's a matter of policy, not administration. And Quincy hasn't given any reasons; and those two are probably your best shot. Geodude's position counts for something, but he's facing the fact his arguments are largely invalid like I said.<br />
<br />
::::But I'm just laying out my own interpretation for the benefit of you and Green Dragon; it's ultimately up to him what happens here, but I want everyone to have a realistic understanding of how this RfA looks at this point :/ --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 16:01, 2 October 2018 (MDT)<br />
<br />
:::::That is ''your interpretation'' of arguments, Varkarrus. My interpretation is that the arguments add up to: having a personal feud with GamerAim, and made up allegations, such as claiming we can somehow blame GamerAim for Guy leaving (protip: We can't; Guy's issue is the drama e.g. this entire RfA). Seems to me the arguments in opposition are just straight up untrue or unimportant (even if you did wrongly claim Discord is somehow relevant).<br />
:::::To be honest, this whole RfA should ruled invalid for being based on little but made up allegations and personal issues. '''RfAs are not a tool for settling your personal feuds'''.<br />
:::::I'd also say GamerAim has acted pretty honourably given the circumstances. If I was being incessantly pursued by *my own* community with official actions, based on no evidence of breaching policy, solely to back up a couple people's dislike of me, well I would've flipped my nut by now. None of us would do much better in that position - Nobody likes being subject to a witchhunt.<br />
:::::NB. As said before, we as a site have no authority over the Discord server, whatever happens. What they do there is their prerogative, especially leaving or not. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 01:49, 3 October 2018 (MDT)<br />
<br />
'''Support'''<br />
<br />
:<s>I'm not sure if I can do this, but just in case ;) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 18:11, 1 October 2018 (MDT)</s><br />
::You can't. {{User:Geodude671/Signature}} . . 18:51, 1 October 2018 (MDT)<br />
<br />
* I supported an interaction ban, but since this got shut down with concensus we should not hold GA accountable for actions relating to this any further (on Discord or here). I haven't had time to read this whole RfA (and will not for a few days), but for me his interactions are not a valid RfA reason. I don't yet know what happened between Guy, Geodude671 about G7 deletions, but I haven't used them on D&D Wiki before and its actually right to use our standard deletion process. I don't think that some actions and discussions in a matter of days are grounds for his removal from the administration. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 00:39, 2 October 2018 (MDT)<br />
<br />
::I thank you for your support, GD. I know that we haven't always agreed, but I think that you of all people know that I always bow before consensus. Yes, I sometimes admit that it is begrudgingly, but I have always given my best to D&D Wiki even if I disagree. I contributed the background to our homebrew banner and implemented policy on our policy pages for protecting homebrew content. I also took the ConcealedWife "drama" (for lack of a better word) to heart and took numerous steps to prevent other users from feeling like she did. The overall trend is less drama in the Discord server without any hit to user engagement. Yes, Discord is unofficial and off-site and does not apply to D&D Wiki, but even then I value the community enough to make changes in my conduct there regardless. When ConcealedLight expressed a wish to not engage with me, I accepted an informal ban on communicating with him, and have not done so since unless he engaged me first. And if you decide that Guy and Geodude671 were right to delete that campaign setting, I will personally delete it again myself in accordance with our new policy. I think all these things show that this RfA is little more than a smear campaign created by a politically-charged community. However, I still think that there's room for the community to heal and bonds to be reforged :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 13:46, 2 October 2018 (MDT)<br />
<br />
* I, too, am extremely disappointed that it's come to this. I'm disappointed because this community continues to make childish power plays against each other, and in doing so have really toxicified this whole site. GamerAim is always willing to engage in reasonable discussion, and, like it or not, is always implementing their interpretation of policy - If your interpretation of policy is different, then let's discuss it, but let's not drive away one of the most reasonable, community-minded, and productive members of this site.<br />
:I hate to sound like a broken record, but when I see GamerAim was 100% entirely conflict-free and never posed any problem to anyone in this community in the time preceding the creation of the Discord channel, and I see the utter rubbish that Discord members randomly come out with out of the blue, seems to me that the real issue is Discord and the active members who insist on bringing their conspiratorial rubbish here. This consistent conflict on D&D Wiki, especially against GamerAim, is nothing but Discord arguments being dragged back on to this site which is meant to be about collaboration, not getting angry at each other for no reason.<br />
:If GA gets demoted, I will seriously consider stepping down, because it would be nothing but an entrenchment of the hostile community that is making its home here. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 01:55, 2 October 2018 (MDT)<br />
:: I find that the "If GA gets demoted, I will seriously consider stepping down", an unnecessary comment that is more reminiscent of throwing a tantrum for not getting the outcome that you want than the point of this community becoming hostile (constructive criticism) you want it to be. [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 04:00, 2 October 2018 (MDT)<br />
:::You can find the feelings of another user as unnecessary as you like. I personally find it important to share how distressing and undesirable this community will become if this next step of entrenching the utter terribleness of the Discord community into the site goes ahead. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 04:16, 2 October 2018 (MDT)<br />
:::: I did not say that your feelings are unnecessary. I said that a comment threatening to leave if GA isn't demoted is unnecessary. It's manipulative. [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 04:21, 2 October 2018 (MDT)<br />
:::::Do not call me manipulative, please. A comment saying I'd give serious consideration to leaving is an effective way to share my feelings on the situation. It is how I honestly feel.<br />
:::::You might unfoundedly believe I feel otherwise, but if so, your belief is wrong, so please don't belittle and slander me because of that misunderstanding. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 04:30, 2 October 2018 (MDT)<br />
:::And I find this whole RfA reminiscent of throwing a tantrum because I corrected users on policy or warned them for breaking it. As SgtLion said, please do not slander, belittle or insult users. And this coming from a user who tried starting drama in Discord because she thought I disliked her...--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
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* Now I know I've jumped in on the drama on the discord server more than once and mentioned how much I disliked it but I must say looking through the work that GA has completed I am confused about what he has done on the wiki to deserve demotion. I have read through hours of backlog and there are absolutely times that I feel GA has abused the title of server owner and shoved his weight around. But once again, I support GA at this time because to me it is a question of his work ethic which I feel is impeccable considering all of the formats to 3e and whatnot.-- [[User:Cotsu Malcior|Cotsu Malcior]] ([[User talk:Cotsu Malcior|talk]]) 04:34, 2 October 2018 (MDT)<br />
<br />
::I apologize if I came off as shoving my weight around at times, Cotsu. I think it is difficult sometimes to look at my actions without also seeing that crown attached to my name without conflating the too, but I think you've known be long enough to know that it would require something extreme for me to throw my weight around like that intentionally. I have been one of the loudest proponents to limiting administrative authority on D&D Wiki - or more specifically, bringing it back in line with how administrators used to act. I'm not sure if you were in the server when ConcealedWife left, but I took it very seriously and examined my own behavior before moving forward, and I admit that I did not like all of what I saw. Towards that end, I did take several steps to limit my own authority. I think that, looking at the facts and my history of behavior and actions overall, people will see as you did that I have been a net benefit to D&D Wiki because even when I make mistakes, I do my best to make amends and personally handle the situation with upset users to ensure that they know I am taking the matter seriously.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 13:46, 2 October 2018 (MDT)<br />
<br />
* '''Support.''' First of all I'll say I don't care what happens on Discord. The only thing required of an admin is that they can be trusted with the admin tools. The main issue seems to be concerning the page restorations. This seems to be a result of the confusion over what policies are in affect. There's the historical "it's on the wiki now, you don't own it", and the G7 speedy inherited from Wikipedia. This should be discussed at [[Help:Policies]] and not a reason for going after an admin. It looks like GaimerAim acted in good faith. If what he did was in error, then it's a matter of communication, clarification and learning. I would only consider an Oppose if it can be shown there was maliciousness or complete incompetence at play. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:00, 2 October 2018 (MDT)<br />
<br />
* I must say I am not surprised this happened. Many feathers have been ruffled but I hardly see removing admin rights from someone because disagreements exist to be okay. I think a 21st century culture of instant gratification supplemented by Discord creates topics "consensus"-d much too quickly, and brewed much drama we've seen. Perhaps discussion is necessary for that. There's certainly things occurring offsite, but here on the wiki GamerAim conducts themself generally within reason. Since a policy hasn't been created or exists to impose sanctions on users from off-site platforms, this RfA simply seems misplaced. If there is evidence on the wiki to support this RfA, let it be known.<br />
:I won't be commenting on the discussions below. Not because anything one person says I find to be true or untrue, I simply don't want to participate in the back and forth ebb and flow of it. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 05:48, 3 October 2018 (MDT)<br />
<br />
* I do support GamerAim, and believe that they should continue being an admin. With that said, GA has made mistakes, and should not immune to criticism, but this whole thing has honestly spiraled out of control. It is not my place to rule on the situations that have arisen outside the realms of D&D Wiki, but I am sorry for how GA has been treated, as the wiki is supposed to be a place where users can work together to better our community.<br />
:With that out of the way, I can move on to why I support GA's continued admin-ship. On the wiki, GA has strived to abide by the rules on the wiki and has tried be frank/straightforward about their opinion in a vast array of situations. They have also shown a constant wiliness to improve upon themselves while also trying to always do what they believe is the correct. With that said, it appears that most of the issues that users have with GA arise from GA's strict adherence to rules and regulations and using his power as an admin to either prevent other users from breaking those rules or fix problems that have arose due to users breaking those rules. This has more often then not rubbed users the wrong way and resulted in this Rfa. <br />
:I also believe that the vast majority of what GA has done on the wiki has been appropriate, but because of numerous users concerns I do think that it may help GA to seek additional aid when needed more often and/or try to explain situations in a concise manner without having conversations devolving into arguments. This recommendations of course should not distract from GA's excellent record on the wiki, and as such why GA has my support.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 14:49, 5 October 2018 (MDT)<br />
<br />
*I support GamerAims continued adminship, as someone who was active on the discord and previously the tavern until this happened. The discord has been called unofficial but has multiple times overstepped its purpose becoming a stand-in for the wiki.This isnt entirely GamerAims fault but i feel for it to have impact on the vote for GamerAims responsibility as an admin on the site there has to be a direct connection to the site and not an unofficial discord and his behaviour on the discord should be discarded for this rfa. On the wiki i see no reason why GamerAim shouldn't continue being admin though in the future i think the discord should be closed down due to potential conflicts, i personally have had no problems but as this rfa has proven, many have had issues that should be taken elsewhere instead of an Rfa solely made to besmirch him and the things he has done elsewhere.--[[User:SandyBleach|SandyBleach]] ([[User talk:SandyBleach|talk]]) 13:39, 7 October 2018 (MDT)<br />
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* '''Support''' I may upset several people; but this is necessary. I have Moved related posts to the relevant section; to properly follow due process as I believe that my reasons for Opposing GamerAim are valid at the start of this RFA the whole process is to the detriment to the community and devolved into a direct attack on GamerAim based on his reactions to the open hostility here and events that happened elsewhere that as stated are not relevant to the discussions here on this RFA. I humbly request that my vote is changed from oppose to Support. Time to end this nonsense as Adults and move forward. I want to see D&Dwiki community thrive, not tear itself apart internally. -- [[User:Kildairem|Kildairem]] 08:08, 8 October 2018 (PST)<br />
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:::As the party that is in the middle of the current situation; I feel that a consensus was reached by the Admin's and that GamerAim has abused his Admin Authority by reversing the policy without discussion with the other Admin's and notification to me; the creator of the campaign setting; that was created on D&D wiki prior to the D&D Wiki license updates. -- [[User:Kildairem|Kildairem]] 20:32, 1 October 2018 (PST)<br />
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::::This is not the appopriate place to discuss this matter, please keep all relevant discussion in [[Talk:Meadowlands (Stormforge Supplement)]]. I will personally revert any edits and block any willing breachers of this rule - An RfA is ''not'' the place for legal discussion about a campaign setting. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 01:55, 2 October 2018 (MDT)<br />
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:::::SgtLion, This RFA is specifically about GamerAim abusing his authority. My opinion is relevant to the discussion; My opinion is based on the premise that the other Admins left up the Talk Page specifically so that a discussion could be had there in the case that the Admins or other users wanted to continue talking about the Admin’s decision. I don’t dispute that GamerAim was following the Wiki Policy; however before undoing the deletion GamerAim should have posted on the Talk Page about the policy and that he believed that the pages should not be deleted. All that being said; I believe that this RFA is a confusing mess. I disagree that it should continue. If possible I would like to talk to GamerAim and decide if he is taking the feedback that has been posted and is able to ignore the personal attacks. I do not know the whole story that has caused others to Oppose GamerAim’s Adminship, but from what I have seen on the RFA there are a lot of unnecessary drama going on. ‘’’I know I can not petition for the RFA to be deleted; but I think that instead of extending the time, the RFA should start again with a new format. With each vote being made explaining the reason why and not permitting responses on the RFA Page. Instead responses should be posted on the discussion page.’’’ -- [[User:Kildairem|Kildairem]] 23:29, 7 October 2018 (PST)<br />
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::::::Seems to me like this RfA is about ''anything but'' about GamerAim abusing his authority. I take no issue with you discussing the matter here, just not in a legal capacity. As an admin GamerAim has a perfect right to revert deletions that appear to be against policy; That issue is under discussion and when consensus is reached, they've already stated they will happily abide by the result. That is perfectly fitting behaviour for an admin.<br />
::::::Though on one level I quite like your latter proposal, I think it would only serve to further confuse things at this point. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 05:20, 8 October 2018 (MDT)<br />
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::::Guy and Geodude did not have the authority to delete articles for the reasons they gave. They violated policy and abused their powers for your own benefit.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
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* '''"Support."''' After taking some time to think on things a while, my initial knee-jerk opposition was probably a tad rash. The consensus seems to be, based on support votes and Jwguy's neutral vote, that we shouldn't hold anyone accountable on the wiki for their interpersonal interactions outside of the wiki, regardless of how poor either party's behavior might be within that interaction or whether that interaction takes place in locations related to the wiki but not on the wiki proper. I still have issues with the Discord server and the way GamerAim leads it, but those issues I will bring up via the appropriate channel (hopefully without causing a flame war).<br />
:I remain concerned about the issue with copyright as well as some of his behavior in this RfA, for basically the same reasons as Jwguy stated below (and I will likely be issuing him a warning for his behavior here as he has explicitly invited such), however, he seems to have understood why his behavior with regards to that was wrong; I will remain concerned, but, in light of that, it seems somewhat unlikely that his pattern of behavior will continue to be problematic going forward. {{User:Geodude671/Signature}} . . 12:46, 8 October 2018 (MDT) <br />
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* '''Support''' See talk. <br />
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'''Oppose'''<br />
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* As the one nominating, I oppose, as per the reasons listed above. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 16:49, 1 October 2018 (MDT)<br />
** Would like to add that, as of this morning, I was kicked from the discord server for "defamation of a user's character," presumably just by the simple act of opening this RfA. This does not reflect well on GA at all. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 06:54, 2 October 2018 (MDT)<br />
:::You were kicked/banned because you remarkably managed to accrue 3 warnings within 24 hours. The final one was, indeed, for defamation. Not the simple act of opening this RfA - that is your right, even if it comes off as spiteful as it happened just after I initially warned you - but because you spread blatant lies about me, particularly in regards to me chasing Guy away. This was done in an attempt to sway others against me. Hence, you were warned and subsequently banned. Of course, I recognize the consensus that Discord actions cannot be punished on D&D Wiki - unlike you and everyone else here - so rest assured you won't be blocked from here :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 08:34, 2 October 2018 (MDT)<br />
:::: "Defamation?" seriously? You've accused me of that and outright *lying*. Lying implies intent. Worst case scenario is I'm mistaken about the things I've shared, but considering the sentiments have now been echoed by several people, it doesn't seem likely. "Sway others against you?" So discussion is banned now too? I'm sure you wouldn't ban anyone for trying to sway people Towards you. By your logic, you should be warned / banned for "lying," "defamation," and "swaying people" against me and several other people at this point. Perhaps you should discuss with your fellow admins on the discord what constitutes defamation, instead of throwing out warns and bans willy nilly. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 08:48, 2 October 2018 (MDT)<br />
:::::At least the rest of the accusations being lobbed at me can be interpreted from a certain point of view in some circumstances as being negative on my part. But the accusation regarding Guy is a wholesale fabrication. No twisting something I said. Just blaming me for Guy's (un)usual behavior. So, while discussion is allowed - no matter how baseless the claims made - there is a line that was crossed. That is why you were banned. So, feel free to sway people against me (though I ask that you please not), but do not create ''wholesale'' fabrications (as opposed to the 90% fabrications you otherwise made) that attribute another user's behavior to me.<br />
:::::Debating policy is expressly disallowed in Discord, and doing so solely with admins would lack the transparency I am known for advocating. I would have rather someone else did it, but Geodude declined, CL was sleeping, Mara and GD are never online and SgtLion isn't in there (along with other standing admins). So, there was no one besides me, and I acted accordingly. I'm sorry if you are offended, but you'll be allowed back in 7 days :) Alternatively, you can appeal your block. Maybe on the community portals talk page?--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 10:35, 2 October 2018 (MDT)<br />
*** And now I've been banned from the discord. Yippee. Again, this was done without consulting his fellow admins. Hell, I don't even know what I got banned for. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 08:07, 2 October 2018 (MDT)<br />
* <s>I am extremely disappointed that it's come to this. I've hoped GamerAim would improve by taking into account the feedback he's received from other users, but quite frankly he hasn't, and the fact that we're at this point sadly proves that it's not only me that thinks this. In expansion to what Varkarrus linked above, I would like to highlight several instances in which I feel GamerAim has behaved in a manner not befitting of a "face" of the wiki:<br />
:He has worked against consensus both on the wiki, such as [https://www.dandwiki.com/w/index.php?title=Special%3ALog&type=delete&user=GamerAim&page=&year=&month=10&tagfilter=&subtype=restore undeleting] the Stormforge campaign setting without any discussion after consensus was established between [[Talk:Meadowlands (Stormforge Supplement)|three other admins]] (which is presumably the cause of the newest admin, Guy, [https://cdn.discordapp.com/attachments/278007756068356096/496446702740439071/unknown.png leaving the wiki] only a couple weeks after his induction, though only Guy really knows for sure), and on the wiki's Discord server (on which he has the owner role), such as implementing several rules and a warning system for the server without even discussing it with the other admins that are on the server, let alone establishing consensus, and in a couple cases he's even implemented rules after discussion when the consensus was against that rule.<br />
:At one point, a reddit user [https://www.reddit.com/r/DnDHomebrew/comments/94tll0/how_ddwiki_is_toxic_to_the_homebrew_community/ complained] that a D&D Wiki user was illegally reproducing DM's Guild content on the wiki, and that they couldn't place any deletion tags on those pages because of issues with the captcha. GamerAim not only [https://cdn.discordapp.com/attachments/234071216535633921/496462941579771934/image0.png refused] to help the user (note: [https://cdn.discordapp.com/attachments/234071216535633921/496464203217895425/image1.png AmalgamGames is GA]), but [https://cdn.discordapp.com/attachments/489309058923495426/494352348710436866/image0.png also] [https://cdn.discordapp.com/attachments/489309058923495426/494351651746873345/image0.png discouraged] anyone else from doing so, on the basis that "reddit is always mean about the wiki so just ignore it." (paraphrased)<br />
:Several times, he has warned that he will undo any administrative action he personally deems unfair without warning or conversation, even when consensus has been reached by other admins or the involved parties, and he has done so several times over Discord. Most recently, he has [https://cdn.discordapp.com/attachments/234071216535633921/496464203217895424/image0.png threatened] to block me from the wiki the next time I make a page deletion that he personally disagrees with. <br />
:As Varkarrus stated above, there was a whole incident where after bringing up the wiki username of {{user|ConcealedWife}} potentially being a violation of username policy (which in itself was reasonable), he then harassed her over Discord about it (or at the very least she feels that way) while waiting on a response from Green Dragon. After the username issue was settled, he continued to hound her over trivial or imagined rule violations on Discord. She wrote out a complaint/criticism about the issues she had had with GamerAim and the Discord server, and rather than listen to her feedback and take it into consideration and improve, he banned her and deleted her post without a second thought. ([https://cdn.discordapp.com/attachments/234071216535633921/496457120468828174/image1.png] [https://cdn.discordapp.com/attachments/234071216535633921/496457121416609802/image2.png] [https://cdn.discordapp.com/attachments/234071216535633921/496457120468828170/image0.png]) After he was asked why he banned ConcealedWife, after you got past the name-calling and belittling directed at a couple different users, his reasoning was basically that he felt his authority was threatened and that he thinks he knows better than everyone else. Even after I unbanned ConcealedWife from the server, she expressed no desire to return, because of GamerAim's behavior towards her. ([https://cdn.discordapp.com/attachments/234071216535633921/496467152098951178/image0.png this] screenshot is also relevant)<br />
:With regards to his poor behavior towards ConcealedLight (again, see the link above), I agree with Varkarrus that this is extremely unbecoming of an admin. He's made belittling [https://www.dandwiki.com/w/index.php?title=User_talk%3AConcealedLight&type=revision&diff=1087252&oldid=1087197 comments] toward CL (he claims that wasn't his intention; it certainly comes across that way from my pov though) and made [https://www.dandwiki.com/w/index.php?title=User_talk%3AConcealedLight&type=revision&diff=1087019&oldid=1087014 remarks] which he even admits are passive-aggressive, in response to others disagreeing with him.<br />
:I and other users have brought up this pattern of poor behavior to him probably half a dozen times at least, over the past few months and everybody involved is just exhausted dealing with this. I want GA to remain an admin, I really do, but I cannot in good conscience support this RfA. Behavior on Discord doesn't normally carry over to the wiki, but I feel GamerAim's behavior on the wiki, on Discord, and in the one case on Reddit reflects poorly on the rest of the admin team and on the site as a whole, and I know I'm not alone in this. If GamerAim is demoted because of this and subsequently improves his behavior, I might be open to reinstating him as an administrator, but at present I feel he is a poor fit for the position. {{User:Geodude671/Signature}} . . 18:51, 1 October 2018 (MDT)</s><br />
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::That campaign setting again? '''You cannot delete articles for that reason.''' You went against long-standing policy, like SgtLion and I told you and Guy. You cannot form consensus to delete a page for that reason. Policy isn't something that users can just will up on the spot. I followed policy. You did not.<br />
<br />
::Again blaming me for Guy - a guy notorious for disappearing after confrontations with other users - disappearing after a confrontation with another user. If Guy is going to leave ''because I informed him of our long-standing policy,'' then maybe he wasn't admin material after all. If so, that's a shame, because our two disagreements aside, I was quite happy that he won his nomination.<br />
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::You guys sure do love consensus when it benefits you. Never mind the ''years'' of history, policy and precedent formed before you joined. But none of that matters because a couple people who don't even understand D&D Wiki policy decided they know it better? ''Someone'' has to remind you guys of policy, and that means ignoring misguided consensus. You want consensus to change policy? Do what I do and appeal it on the appropriate talk page. Reach out to people. Don't make a decision in your isolated corner and get upset when it isn't taken as law.<br />
<br />
::But then again, half of what you have going for you is comments on unofficial third-party platforms. ''We do not operate on r/dnd!'' That user made a YouTube video slamming D&D Wiki and posted it on reddit. That's not an official support channel, and he provided no proof that his claims were valid. I repeat: a YouTube video found on reddit does not qualify as a copyright infringement claim on D&D Wiki. But hey, consensus :)<br />
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::I "interpreted" your statement as an indication that you would violate policy. I informed you that there would be consequences. I know this is difficult to understand, but...if you repeatedly break policy despite being warned multiple times to stop...you will be blocked. Protip: don't do that.<br />
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::Everything else is the same propaganda that's been spread against me. It's all misconception at best. But I guess at some point consensus stopped being about valid arguments and truth and more about whatever opinion you like most \o/ --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 19:12, 1 October 2018 (MDT)<br />
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::I feel I should also rebutt your points, Geodude671, in that I don't believe a users actions on unofficial chat channels, or Reddit, are at all relevant to the wiki. If we strip your comments of those, then we're left with the legitimate complaints of "they undeleted a campaign setting because they believe that is policy" and "he made a passive aggressive comment and another one that comes across as bad". And I don't feel those two things are at all material problems, nor indicative of a dangerous pattern. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 02:44, 2 October 2018 (MDT)<br />
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:::Apparently it's okay for users to ignore the consensus that third-party services do not apply to D&D Wiki. But "consensus" on D&D Wiki is just a majority vote nowadays, and the majority is in favor of doing whatever they want without restraint.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
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:::Also, I didn't mention (at least not until the thing was mostly blown over, if ever) being an admin when I was on reddit. I intentionally kept that a secret so as to not appear to have more authority than any other user.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:03, 2 October 2018 (MDT)<br />
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::"I've hoped GamerAim would improve by taking into account the feedback he's received from other users" Just to add, I'd like to know what feed back I failed to take into account? I took CW's feedback into account, although she blatantly refuses to accept this fact. I also agreed to the informal ban on communicating with ConcealedLight. Unless you can provide substantial evidence here, I think we can regard your assertion as a blatant falsehood.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 08:34, 2 October 2018 (MDT)<br />
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* <s>I oppose GamerAim's continued Adminship.<br />
:No Admin should be above the consensus of other Admins. No Admin who controls a Discord channel should be allowed to ban a member; just because he or she feels they have the right to do whatever they wish.<br />
:I am willing to look at alternatives to deletion; such as locking the pages if the Admins are willing to work with me. -- [[User:Kildairem|Kildairem]] 20:43, 1 October 2018 (PST)</s><br />
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::We definitely would have been willing to work with you, and still are! I'm sorry, but Guy and Geodude misled you about what they had the authority to do. That's on them, not me. They can't just overrule long-standing policies because they discussed it by themselves in ignorance of aforementioned policy.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
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::I second this on all counts. --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 00:23, 2 October 2018 (MDT)<br />
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:::Keep in mind that GamerAim's ownership of the Discord channel is irrelevant to this site. The Discord channel is entirely and wholly unofficial. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 01:58, 2 October 2018 (MDT)<br />
::::Keep in mind that, until I pointed it out, the discord channel was listed under the contact information for this wiki. It might have been listed as "unofficial" there, but it was subsequently removed after I noted it. The discord maintains the hierarchy of this wiki when it comes to admins and the owner claims to 'follow wiki policy'. Furthermore, admins use it as a hub for spreading information, helping out users and discussing staff matters in the admin-only chat. I don't believe that calling it "unofficial" and trying to stow it under the carpet is fair, especially as its influencing the way users see this wiki negatively. -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 11:00, 2 October 2018 (CEST)<br />
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:::::Keep in mind that, following your complains about the Discord server, I personally took multiple steps to fix it.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
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:::::I agree that these are all issues. But it sounds like the problem is admins treating the Discord as official when it very clearly and explicitly isn't. As a problem, ''that'' perhaps should be rectified, but it still does not change that we as a wiki have never judged users based on their actions outside of the site's context, and for good reason. And if the Discord maintains the hierarchy, does that mean I'm on the bottom of it by not being there? ;~; --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 03:34, 2 October 2018 (MDT)<br />
::::::I stated that the discord follows the hierarchy of the wiki. In what universe did I mention that not being in the discord means you are at the bottom of the hierarchy? It means that whoever is an admin here, is an admin there. [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 04:25, 2 October 2018 (MDT)<br />
:::::::Ah, then I misunderstood your words - That makes sense. Apologies. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 04:38, 2 October 2018 (MDT)<br />
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::::::::The real difference between us and them, SgtLion, is that we apologize for our mistakes instead of stubbornly refusing to admit them.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:23, 2 October 2018 (MDT)<br />
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* I oppose GamerAim's continued adminship. <br />
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:I guess I should start at the start. I joined the wiki around January of this year. Previously, I had already been writing and rewriting lore with [[User:ConcealedLight | Concealedlight]] without an account. CL eventually convinced me to create an account to do the edits myself and voila, here I am. I believe I was working on the Anuran at the time and I was interested in getting tips from other users to improve myself and my work. CL gave me an invite to the discord, which I accepted about a week or so later. <br />
<br />
:As soon as I joined, I was singled out by the user in question, GamerAim, for having a name similar to ConcealedLight. I pointed out that the name was just a joke and I never really engaged with other users, nor claimed or tried to impersonate an admin. In the days that followed, I was harrassed time and time again about “wiki policies” which were apparently followed in this discord. Despite the fact that a majority of admins reached consensus (This consensus was reached on the wiki as well) that this was not a problem as my name was different enough, GA remained on my case, constantly threatening to bring this issue to GreenDragon to force me into changing my name. Comments like “Do you even have your own identity if your name is based off your relationship to another user” were also flung to my head.<br />
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:More small issues kept arising, with a prominent one being the use of ‘external emotes’ - a feature (pretty much the only feature you get) only available to users who support discord financially. Which GA disabled as soon as I used one, claiming that it went against one of the wiki’s policies (I can’t even remember which one.) and threatened to ban me if I were to use one again. I was also warned for mentioning things that might potentially ‘trigger’ other users. I became increasingly annoyed at these small jabs in my direction and what made it worse was that other admins approached me with the message “This is GA’s discord and it’s best to agree with everything he does.” which is entirely unbecoming of an admin who is supposedly all about ‘making sure everybody feels equal as we are all equal on the wiki.’.<br />
<br />
:The situation escalated as in the continued harassment started getting to me and I ended up calling ConcealedLight in tears because I felt unwelcome and personally attacked. GA then threw a massive fit (one of many to come), a huge drama ensued where they played victim and exclaimed that “Nobody even cared to understand or ask how *he* felt about this situation.” and transferred ownership of the discord to another user, Geodude761. User SgtLion left during this drama. Things were quiet for about a day or so before GA was back, claiming his ownership back and giving me a half-assed apology. <br />
:It still wasn’t over because next thing I know I’m attributed the “Meme” role (In my opinion, a shame role) "Dishonour Guard" (The opposite of the Discord's 'Honour Guard', a role supposedly awarded to users who work on improving and preserving pages) I should mention that when I pointed out I was working on a few pages on the wiki, I was told that I should wait at least two weeks before I could become 'Honour Guard.' by GA. A rule he made up at that moment in time and would quickly abandon as recently a new user joined and was awarded the role because they were ‘actively chatting’ for two days - not even about anything D&D or article related either. <br />
<br />
:Fastforward to a short while ago, where a controversial spell called "Change Sexuality" is discussed in the discord. User Varrakus and GA are discussing the spell, stating it's homophobic but they then continue to make jokes about killing heterosexuals, which is Okay according to their logic because heterosexual people are not discriminated against or killed. Instead of being a responsible owner, GA continues to defend their actions without regard for anyone’s feelings. I'm not straight myself but the spreading of hate messages is uncalled for and these messages irked me. <br />
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:Then comes the breaking point; after showing time and time again that they only follow policies from the wiki when it suits them, GA decided to start messing with me again, changing my role from 'Honour Guard' back to 'Dishonour Guard.' without a warning after the admins had discussed that nobody should be given this role if they expressed their dislike for it in the past. I wrote my frustrations down in a lengthy message which I posted in the discord (Geo already posted that message in a screenshot in his Oppose), as I feel every new person is allowed to know that GA is trying to make themselves seem like the ruler whose word is law, often ignoring other admins unless the majority speaks out against them, while simultaneously trying to preach the 'Wiki Policies' and that 'This is just like the wiki, where everybody is treated equally.’. I was subsequently banned with the message “You just broke the rules” - which, in itself, is hilarious to me, as those rules are copied 1 for 1 from the rules I set up for my own discord. (Save for the rule about images that trigger people) I later found out that GA continued calling me more names behind my back before making up the excuse “I was trying to avoid drama.”.<br />
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:GA then messaged me, with another half-assed apology. What is most annoying of their apologies is that they don’t seem sincere in any way - they always blame someone else. Be it blaming CL for informing me that GA is calling me names behind my back or blaming me for getting upset at his constant bullying and belittling. While I enjoyed the company of other users on the discord and working on articles on the wiki, I have become extremely hesitant of contributing further as the way some users are treated here by GA is absolutely abhorrent and someone who is this petty does not deserve to have his adminship renewed. <br />
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:As I have mentioned in another comment - I am aware of the fact that the discord is “unofficial” but users are encouraged to join the discord to discuss issues. Admins use it to announce information to users and they use their admin chat to discuss issues in discord but also issues that arise on the wiki. Furthermore, the hierarchy of the Wiki is maintained as well in the shape of the administrative team. I believe GA should be held responsible for his actions on the discord as it is clear that its drama bleeds into the wiki and gives users a negative perception of the wiki as a whole.<br />
:Edit: <!--I've marked this with edit to indicate the paragraph was added after replies were made, even though the signature was always there --SgtLion ~~~~--> I will add this less-than-favourable talk: {[https://puu.sh/BEskL/ea97bbae18.png 1] [https://puu.sh/BEsl9/45693b6ad1.png 2] [https://puu.sh/BEslu/4f1ceeba43.png 3] [https://puu.sh/BEslX/c17ca46408.png 4] [https://puu.sh/BEsmm/4d08c879a4.png 5] as, when I returnd to get the information I needed, I instead found that GA has actually removed all evidence of bashing me, as well as his joking about killing heterosexuals and people's children. I guess he forgot to delete this though: [https://puu.sh/BEsnG/c4f6699950.png joking about killing heteros and BigShotFancyMan's children] & [https://puu.sh/BEsoD/44e72951ad.png more confirmation of that same incident.]) [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 04:00, 2 October 2018 (MDT)<br />
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:::1) I let the name thing go when GD cleared it. I seem to recall Geodude having more issues about your "identity" than me, and I believe I called him out for asking you something along those lines. 2) External emotes were never intended to be allowed. You were the first one to bring to my attention that they could be used. Hence they were disallowed after you joined. 3) Conveniently ignoring the emotional distress the situation also caused me. 4) I never made jokes about killing heterosexuals. 5) My apology was sincere. 6) Your "husband" has been accused of misconduct more often than I have been, but I guess he's totes cool and I'm the sole D&D Wiki bad guy. 7) I fixed many Discord issues, including the HG/DG roles, after you left. In direct response to your frustration. Please do not act like I've done nothing to help mend the wound between us. Though I do not understand how you got the idea I disliked you - though I admit my feelings were mixed at times, as I am not required by law to love you - I continually made attempts to reassure you that I was not picking on you. I restructured the server to address your complaints.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
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::::I have added some screenshots to help refresh your mind about the killing of hetero's and BSFM's children. I guess you forgot to delete that one. :) [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 06:35, 2 October 2018 (MDT)<br />
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:::::At this point, these wild accusations are just disruptive. I did not delete the jokes, because they never happened. All I ever said was that I'd consider supporting a spell [suggested by a D&D Wiki user] that killed heteros as I interpreted it to be allowed under certain implementations. That was it: I said it wasn't against the rules since we had comparably bad spells that were allowed. If we held a discussion and the consensus was that such spell should not be allowed, I'd have abide by it. Because I always follow policy. Additionally, I never threatened BSFM's children. I said - in the cesspit to end all cesspits that is #adult-theme - that Donald Trump's EPA allowing asbestos in buildings again would put BSFM's kids at risk. I informed him of this because he was in favor of Donald Trump's presidency.<br />
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:::::Furthermore, your screenshots prove nothing. They show me bidding goodnight in my (a)typical GamerAim mannerism. In fact, I said that I love them all. Can I not express love for my fellow users? Is it my "be sorry when I've won" comment that irks you? I'm not sure how that's offensive. Just me being tiredly over-dramatic after a long evening of defending myself after being pelted with senseless accusations. And then I expressed disappointment and betrayal with regards to another user. Am I not allowed to have personal conversations with other users in third-party channels? That's what the server is ''for!'' I use D&D Wiki itself for being serious and - like everyone - use Discord to be more casual. And finally you can see me stating that I always tried to limit the power of myself and others. Your screenshots show me blatantly admitting that I was not threatening or joking about killing kids or heteros. ''You literally posted my defense against your accusations as proof of your accusations.'' It also shows me politely asking CL to stop using slurs.<br />
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:::::Again, your screenshots show little to incriminate me. At worst, they show me physically and emotionally exhausted as I go to bed. Or me telling EpicBoss99 how I felt about what he did. I'm transparent about my feelings. Is that a crime now? Is it "manipulative?" I don't think it's any more manipulative than you talking about how you once cried to CL over me. Which I said at the time I felt bad about '''''because I never meant to upset you ever.''''' Please, CW, save us both some time and stop lobbing baseless accusations at me.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 08:34, 2 October 2018 (MDT)<br />
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:::::: I have nothing left to say to you GA. You always twist the situation around and accuse someone else. The screenshots confirm that BSFM read the whole conversation where you joked about killing heterosexuals, nothing more. You saying "Haha, I did not do that." proves nothing. I could go around messaging other users to confirm that it did indeed happen (Because the messages *are* deleted, I checked it myself this morning) but I don't have to - BSFM's comment shows enough. Your child-like behaviour just keeps on showing, moreso with the banning of Varr from discord for starting this RfA in the name of 'slander', as well as accusing everyone of being a traitor. I will await further comments and the outcome. -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 08:45, 2 October 2018 (MDT)<br />
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:::Once again, even though you've acknowledged the point, I feel it's important to reiterate out how irrelevant the cesspit of Discord is to the site. If we're going to involve actions on third-party platforms into our decisions, it does seem unfair not to agree that we're going to do as such before punishing people on a basis we've previously agreed is irrelevant. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 04:16, 2 October 2018 (MDT)<br />
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::::Not holding other admins accountable for or even turning a blind eye to the abhorrent interactions they have with other users outside of the wiki, in the name of the wiki and it's policies, is a crime in itself. GA ignored consensus reached on my username (I have an e-mail from GD confirming that this consensus was reached) and continued to bully, insult and belittle me. At this point I wonder how you would feel if a fellow admin were to start calling other users on the phone, or sending them private messages on facebook to harass them - These are third party means of contacting people, after all. I have also found that after a brief absence, the 'unofficial discord' is now on the D&D Wiki:Community Portal again. It seems that slapping the title 'unofficial' means its now connected and recognized by the wiki, but is otherwise a lawless wasteland where admins can be as abusive as they see fit without having to fear consequences. If you feel that an admin who acts this childish outside of the wiki should go scot-free, I'm not sure what to tell you. [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 05:33, 2 October 2018 (MDT)<br />
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:::::I understand you dislike me, but do not lie about me. I did not ignore consensus regarding your username. Once consensus is made, I accept it. I always have and always will. The Discord is on the community portal because that's where all unofficial third-party community pages go. But they aren't dandwiki.com, so they aren't official. I. Did. Not. Harass. You. I'm sorry that you never forgave me for being concerned that your username violated username policy, but nothing I did was personal. You claim that Discord remains a lawless wasteland, when you haven't been there in months. You say I haven't done anything to change, but that isn't true. I never acted childish, but I did address the complaints against me. Some were valid, but they are valid no longer. How else can I make this clear? I don't know why any of you even bother writing long-winded accusations against me. Just say "I don't like GA and never will" and be honest.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:26, 2 October 2018 (MDT)<br />
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:::: I will respond and will mention that while I have not experienced much on this website. I do know that despite you mentioning that you dont want to involve this in your decision making, then do not and I will say do not advertise this in any way on your website, even if you say it is unnofficial, people will now associate this website with that discord. But as long as you advertise this server it is deffinitly a part of this discussion as it is a platform that is as much about this website as the website itself -- [[User:RedHawk007|RedHawk007]] ([[User talk:RedHawk007|talk]]) 04:33, 2 October 2018 (MDT)<br />
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::::::::All I have to add to these walls of text is that I still maintain a person's actions on third-party platforms are irrelevant position on the wiki, no matter how egregiously you fail to get along with them there. As a site, we do not hold authority over Discord servers, whatever they claim or do on that server is their own business. If we blocked GamerAim today, they would still rightfully be server owner; We have no control over their actions there. <br />
::::::::It's also prudent to point out that taking a user's text out of context and consequently changing its tone, as has been done a billion times in this RfA, is not appropriate, and usually a warn-able offense. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 07:15, 2 October 2018 (MDT)<br />
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:::::::::I'd like to note that in spite of this truth, I do hold myself accountable to my conduct in the Discord server. I'm a bit looser in the way I conduct myself there, granted, but I have always taken steps to rectify any offensive behavior.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 08:34, 2 October 2018 (MDT)<br />
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:::::::: All I am saying is that while the discord server is represented on the website, it represents the website and what happens on there should be taken into account what happens. A simple although slightly different is the Roll20 situation at this moment and the reddit. What happened on the Reddit, while it was clearly not on roll20 itself got Nolan T in trouble, despite it being a different platform. -- [[User:RedHawk007|RedHawk007]] ([[User talk:RedHawk007|talk]]) 08:04, 2 October 2018 (MDT)<br />
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:::::::::I do appreciate that viewpoint, I'm not saying it's literally impossible to do, but it doesn't serve D&D Wiki to do so and we've historically agreed not to.<br />
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:::::::::We link to Reddit, to Wikipedia, to random forums, all sorts, throughout our core pages; We can't hold people accountable for actions just 'cause we link to a place where it happened. The rules, policies and expectations of behaviour in Discord are different to those on this site. In the case of events like roll20, people get punished because their policy dictates what you can and can't do on other sites, whereas our policy doesn't, and until that changes, we should not be doing so. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 08:11, 2 October 2018 (MDT)<br />
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::::::::::Look bub, I get that we can't hold admins accountable for everything they do off site. But, quick anecdote for a second, whenever I've gotten a job as a camp counselor and I'm given a camp shirt, one of the things they tell me is that, while wearing that shirt, I represent their company. I would get in trouble if I wore that shirt while not at work, and was rude to someone, or did something controversial, or even drank alcohol, because anything I did wearing that shirt that reflects badly on me would also reflect badly on them. This is no different, GA has had interactions off-site in the name of D&D Wiki that are reflecting badly on the community. [[Special:Contributions/142.55.40.55|142.55.40.55]] [[User:Varkarrus|Varkarrus]] 08:21, 2 October 2018 (MDT)<br />
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:::::::::::Quick anecdote: D&D Wiki isn't the camp you worked at. Also, almost nothing you've accused me of is substantial. i.e. it either didn't happen or I rectified the offending behavior. If what you guys keep saying was the truth, then I agree I should be demoted! But it's not. It's just not. You have nothing on me, because I didn't ''do'' anything. Please stop spreading libelous accusations against me and let this go.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 08:34, 2 October 2018 (MDT)<br />
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::::::::::::For the future, please don't call me bub, it's an unnecessarily rude and incorrect term of address. As I explained, different places have different policies. If we're judging people by their offsite behaviour, especially if we're judging people by largely fabricated behaviour misrepresented by choice offsite chat snippets taken out of context, we should write that phrase into policy before we start doing it. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 08:58, 2 October 2018 (MDT)<br />
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::::::::::::: I assure you that none of the snippets have been fabricated. I only left out unrelated pieces of text from other users between these messages. You are free to visit the discord and fact-check these snippets for yourself - Nothing is stopping you or any other user from doing so, so accusing me of presenting GA in a bad light through the means of fabrication is unwarranted. I'm sure you'll find a lot more of these conversations as these were just the first things I ran into. :) -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 09:05, 2 October 2018 (MDT)<br />
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::::::::::::::Apologies, ConcealedWife, I wasn't trying to imply you had fabricated any of the text snippets you posted (I haven't looked very hard, as I say, I think Discord is irrelevant). However, what GamerAim has been accused of doing has been largely fabricated, as their initial rebuttal pointed out. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 10:12, 2 October 2018 (MDT)<br />
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:::::::::::::::It's alright. In hindsight, I should have probably just made screenshots of the conversation as a whole. That's on me, my apologies. I also assure you that nothing of what I accused GA of is fabricated. I have nothing against them, I simply wish to see justice for the bullshittery that is going down here. I must admit that their twisting and turning without concrete proof is starting to annoy me. -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 10:48, 2 October 2018 (MDT)<br />
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::::::::::::::The screenshots are real, I will admit this. BSFM may have taken what I said as a joke about killing heterosexuals, but that was Varkarrus. And it was an anonymous user of D&D Wiki. Again, all I did was say that the article in question about killing hets would not be against policy IMO, but I'd have done whatever the community consensus said to on that matter. Your screenshots "support" me being a heterosexual child threatener in much the same way as me taking a photograph of my bruised arm proves that you beat me up. Or we can bring this back to me: I said I loved everyone. There are minors in that server. That screenshot could then be used to assert that I'm a pedophile. I'm not, of course, but that's just an example of another way you can twist the "evidence" to support your fabricated claims. I'm sure that an event similar to what you say happened - I remember it as well - but it happened nothing like you claim it did.<br />
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::::::::::::::P.S. I didn't accuse everyone of being a traitor, though I did express feeling betrayed to a couple users. I did say "goodnight, traitors and comrades" as a goodnight jest. That should be evident by my subsequent declaration of love. But, ya know, feel free to "interpret" the events however you like. It won't change the facts, CW.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 10:35, 2 October 2018 (MDT)<br />
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::::::::::::::: It's a massive shame that I can't back my claims up further because you deleted all evidence of the conversation taking place. Should I remind you that both you and Varr were asked to stop having that talk about killing heterosexuals because several users came forward, explaining that they were uncomfortable with the conversation and 'joking' between you two? I don't remember which admin came forward. I'm interested as to why you won't admit you keep deleting evidence of your wrongdoings. -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 10:48, 2 October 2018 (MDT)<br />
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::::::::::::::::This is what I mean when I talk about taking events out of context, and another reason why enforcing standards on other platforms is entirely impractical, and why this conversation is silly and irrelevant. The controversial 'killing hets' topic (which was indeed, at least partially initiated by [[User:Varkarrus|Varkarrus]]) was entirely killed when I complained to GamerAim about it. A short conversation was all it took for them to realise the conversation was making people uncomfortable, the conversation was removed and the issue never arose again. ''Putting personal pride and views aside for the comfort of others is simply a positive and admirable mark.'' --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 13:12, 2 October 2018 (MDT)<br />
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:::::::::::::::::I'm interested to knowing as to why and how this event was taken out of context. The fact it even happened in the first place is not cool in any way and I'm sure it would fall under GA's own rule not to do anything that might "trigger" another user. I also fail to see why him stopping this conversation is as admirable as you make it out to be. -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 13:38, 2 October 2018 (MDT)<br />
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::::::::::::::::::Are you familiar with D&D Wiki's warning policy? A user, as per policy, should not be banned until they get 3 warnings, unless it's due to extenuating circumstances. And warnings disappear after 6 months. Because D&D Wiki recognizes that humans are like articles: improved with iteration, not better off deleted immediately. It should not be admirable to stop doing something wrong, this is true. But it shows that I always try to accommodate the community. Because we ''all'' make mistakes, ones that upset other users and make them uncomfortable. Even other admins have done so, probably more often than I have. But the true measure of a person's character isn't whether they make mistakes (look Vark, singular they!), but whether they learn from it. I can't say it for everyone here, but I think the record shows that I've done my work to learn from mine.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:03, 2 October 2018 (MDT)<br />
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* I too oppose GA's continued position as an administrator. <br />
: It's no secret to those present, GA's dislike of me. Between the insults and belittling directed at myself and other users, the wheel warring he's inappropriate initated and engaged in, the several invalid and unofficial warnings on and off the wiki he's made against myself as well as a whoely lack of professionalism contribute to the opinion that GA isn't or at least is no longer a suitable face of the wiki. {{User:ConcealedLight/Signature}} 10:38, 2 October 2018 (MDT)<br />
::Could you possibly link to any pattern of insults or belittling? Or wheel warring GamerAim has "initiated"? Or is this another 'off-site' perspective? --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 13:05, 2 October 2018 (MDT)<br />
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:::I don't care if it's off-site, because it hasn't happened on Discord either.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:03, 2 October 2018 (MDT)<br />
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::Could you please provide corroborating evidence to support your claims that I am unsuitable to have administrative tools on D&D Wiki? Any evidence that in the over 1.5 year time span I've been an admin that I abused administrative permissions? Because that is what the RfA process is here to decide, not to resolve a personal dispute over your perception that I dislike you. I have disagreed with your conduct on some occasions, but I do not dislike you on the whole, but even if I did, that isn't against policy.<br />
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::I ask you - as a fellow member of the community, not as an admin - to please not abuse the RfA process to settle personal disputes. If this is about you recently feeling upset by me warning and joking with you, that matter is resolved, as GD said, and I agreed to an informal ban on communications. I am only communicating with you now because you are opposing my RfA and SgtLion and I would like some evidence to back your claims that I am unsuitable for administrative tools.<br />
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::P.S. If anyone else would like an informal ban on me communicating with you, just ask! You're under no obligation to chitchat with me if you dislike me as a person for any reason. Me not interacting with you is as simple as plainly and clearly requesting that I cease communications with you :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:55, 3 October 2018 (MDT)<br />
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:::I've already communicated my concerns to GD in private which were echo'ed by users here and I will reserve my right not to interact with both of you when you're like this. {{User:ConcealedLight/Signature}} 06:46, 4 October 2018 (MDT)<br />
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* Put me down as well for another opposition vote. I believe that the past events reflect very poorly on GA's judgement as well as his ability to be the "face" of D&D wiki. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 15:10, 2 October 2018 (MDT)<br />
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::What past events? If you're referring to anything mentioned here, I've thoroughly debunked it all :) -[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 15:42, 2 October 2018 (MDT)<br />
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* I oppose GamerAim's continued adminship. I could spend all night writing up essays to defame character, start arguments, point out hypocrisy, and picking apart everything one person has ever done on this wiki and on his Discord, but... I'd really rather not. From my pile of gripes I can pick four points I feel obligated to make, the last of which is quite personal.<br />
:#Anyone who routinely uses language as horrifically toxic as that present in this page's history, and in the preceding Discord screenshots, does not deserve to be the face of anything respectable. "Betray," "traitor," "the one other honest admin," false accusations of "libel," and on and on and on. Disliking and belittling those who disagree with him, while praising and upholding those who agree. Etc. That alone should be instantly de-qualifying, let alone all the other abusive, belittling, confrontational, and conflict-causing behavior I've seen from the relevant user.<br />
:#Anyone who enforces their opinion over 10+ other active users' universal consensus, and (I quote) "didn't view consensus as legitimate," and disguises this as upholding the "spirit and intend of the wiki", '''''and''''' continues to do so for months does not deserve to be an administrator on any wiki. That alone should be instantly de-qualifying, let alone all the other instances of ignoring consensus and abusing power.<br />
:#Recently, an incomplete campaign setting was speedily deleted both due to potential copyright infringement and to the request of the sole significant contributor. It was discussed by three administrators and the sole significant contributor to reach apparent consensus in this deletion. Precedent for speedy deletion for both of these issues (let alone both) exists in the deletion log with hundreds of examples from several administrators from Marasmusine to Green Dragon over the past five years. Our written policy, both [[Help:Policies|then]] and [[Help:Deletion Policy|now]] supported this deletion. It's worth foot-stomping the fact that even after GamerAim rewrote the [[Help:Deletion Policy|then-proposed deletion policy]], including completely rephrasing the part regarding author-request-deletion (which is again only one of two reason the content was deleted), it still warranted speedy deletion as he wrote it. In short, this deletion had consensus, policy, and precedent in spades for both of its deletion reasons. In response to this deletion, GamerAim undid the deletion without discussing it at all beforehand, then warned two administrators for violating "unwritten" policy (again despite the fact written policy supported the deletion). Since then he has defamed both of the administrators several times for this action, even including on this page. When I began to bring up my evidence and make my case, trying to discuss it rationally{{dash}}as opposed to arrogantly undoing the actions of a then-fellow administrator{{dash}}I was not only '''ignored''' entirely, but in other locations GamerAim defaced my actions as "abusing my power" and "violating policy." He literally did so on this page. Meanwhile he has yet to respond on my talk page at all after I provided some of my reasons, apparently dismissing them as irrelevant. God knows what he's said on his Discord. As far as I can gather his rigid stance only began to diminish when Green Dragon declared "sole significant contributor request" was a valid reason for deletion, albeit not speedy deletion. As of this moment I remain convinced GamerAim feels his actions were correct and justified despite the fact they were destructively taken against actions supported policy, precedent, consensus, and even quality content curation. This whole situation and how it was handled exhibits a myriad of problems, including the (1) "toxic conflict-causing language" and (2) "violating consensus" already mentioned. Not only this but it represents an unwillingness to work with peers or even DISCUSS anything, a habit of creating conflict where there wasn't any, a misinterpretation (at best) of policy, using only what works in your favor (two precedent examples from 6 years ago as opposed to the hundreds made since then even from the same administrators), a stark double-standard (accepting GD's words as gospel but ignoring the thoughtful actions and words of several other administrators), not only twisting the truth but blatantly lying, libel (which as this RfA shows he loves to accuse others of), viewing his thoughts/actions as blatantly superior to the several combined thoughts/actions of his supposed peers, and overwhelming levels of hypocrisy. Ironically what he should have done is follow the advice he himself gave on this very page, "Do what I do and appeal it on the appropriate talk page. Reach out to people. Don't make a decision in your isolated corner and get upset when it isn't taken as law." His horrid response to this matter perhaps isn't enough reason for de-qualification, but it succinctly displays a continued pattern of behavior I find wholly unacceptable for an administrator.<!--Christ. Even in this page GamerAim you're begging at the leash to delete or undelete at the whims of Green Dragon or Marasmusine, but Guy/Geodude/ConcealedLight/etc can all rot without even being acknowledged, apparently. I assume you know the main reason we put signatures at the end of comments in wiki culture is because the message is what's important, and the messenger should only be an after thought.--> <br />
:#GamerAim's continued behavior and his abuse of power are the '''only''' reasons I still refuse to be part of the Discord server, and as I've stated I will rejoin it or a similar server (even if only to lurk) on the very day he is no longer the server owner. GamerAim's behavior is far from the only reason I insulted everyone who supported me by disavowing my adminship, and far from the only reason I blocked myself, but to say it isn't a major factor would be a lie. This last point isn't enough to be de-qualifying, but it is enough reason to cause my return solely to vote in this RfA.<!--<br />
:I regret joining this wiki and wasting everyone's time/effort with my own RfA, but I do not regret stepping down nor trying to break my wiki-addiction by blocking myself. If my "drama" indeed caused some of these issues to at least be openly discussed, then maybe there was a golden nugget in this pile of dung. --> - [[User talk:Guy|Guy]] 22:56, 12 October 2018 (MDT)<br />
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:::I responded on your talk page. Anyone interested in having your arguments fact-checked will have to see elsewhere on this page. I've neither time nor energy to refute the same arguments against me all over again. This page is too long as-is.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:42, 13 October 2018 (MDT)<br />
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:::Even if it doesn't mean anything and you're chastised by the ensuing paragraphs, I missed having you around Guy. I'll go back to my corner now. I hope to have you around again even if nothing is accomplished by ''all this''. {{User:ConcealedLight/Signature}} 06:07, 13 October 2018 (MDT)<br />
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:::: Same here, Guy. I've always admired you as a content creator and as a person. I'm so glad you came back! [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 06:46, 13 October 2018 (MDT)<br />
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:::::Most of these points have already been brought up and refuted, but it's understandable not reading the odysseys preceding your vote, so I'll sum up the arguments that pretty much dismiss these points. Same as everyone else, though, I hope for ye return.<br />
:::::1. Again, out-of-context, not toxic, and on a third-party platform. You can find me saying far more toxic and disgusting things than the word 'Betray' all over the wiki. Aside from minor passive-aggression that everyone has engaged in with the overly charged drama here, GamerAim continues to be a perfectly amiable, reasonable and polite person on the wiki.<br />
:::::2. I've no idea what you're talking about? GamerAim has very consistently abided by policy on the wiki, which does technically overrule consensus, so if that happened I can certainly bet it was because policy. If this is Discord, then, whatever, there are no relevant rules to be beholden to there.<br />
:::::3. Again, GamerAim acted entirely on written policy. Our deletion policy didn't even pose *any* clause for deletion by user request, until recently (thanks to your efforts, Guy), and speedy deletion by user request isn't and has never been technically allowed. I'll happily concede that though I had agreed the deletion was fine, I was wrong - it did actually contravene policy as written, so GamerAim was right to revert. Again, policy overrules consensus, and as it is what GamerAim has been citing all along, it's pretty clear proof this whole affair has been a matter of ''Good Faith''. I too would, overrule an action by consensus of a thousand admins if it was clearly not actually allowed.<br />
:::::4. Don't know how many times I have to say it. Dandwiki.com has zero authority over the unofficial D&D Wiki server. This is '''not a vote on owner of the Discord server'''. What happens on that server is entirely under the owner's purview. So, beyond an act of petty revenge, I'm not quite sure why you cite that as a factor in your vote. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 06:50, 13 October 2018 (MDT)<br />
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::::::You are absolutely biased. You consistently ignore the passive aggressive comments that GA has made in this RfA, furthermore, you condone this behaviour it by claiming "Well, I would have said worse." - Do you genuinely believe that saying that makes this sort of behaviour (from an admin no less) alright? Because to me it just sounds like "I express passive-aggressive behaviour towards users too so it's okay." - It's not. You should not be doing this either and frankly it disgusts me that you encourage it. [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 13:09, 13 October 2018 (MDT)<br />
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:::::::Yes, that is how a community process works - We're all biased, and we vote for things we are biased for. I don't recall how explicitly pointing out passive-aggression amounts to 'consistently ignor[ing]' it. Yes, I believe when you are witchhunted and harassed over made up drama for months, then a few pretty minor passive-aggressive comments is understandable. I'm sorry that stating this is somehow interpreted as encouraging bad behaviour, but it's not. If it weren't for this needless generated drama, none of this overly charged discourse would be happening at all. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 13:35, 13 October 2018 (MDT)<br />
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::::::::Call it needless drama - No matter how you twist or turn the words, there's still a group of users out there who are concerned about a slew of bad behaviour from an administrator. The fact you discredit all of GA's wrongdoings by calling it 'made up drama' speaks for itself as well. [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 14:57, 13 October 2018 (MDT)<br />
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:::::::::I call some drama needless because conduct on some Discord server is not in our jurisdiction. I call some drama made up because there have been accusations and actions pursued based on provedly false pretences. I hope that explains my intended meaning more clearly. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 16:15, 13 October 2018 (MDT)<br />
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:::::::I agree that administrators should keep their cool under stress, and for the most part I have. I apologize for where I lost my cool, but I also don't believe that being, as SgtLion said, "witchhunted and harassed over made up drama for months," was one of the job descriptions for becoming an administrator. Taking criticism, sure. I have always done that, even welcomed it! But all administrators are humans and all humans have limits to how much abuse they can take before they start making snide comments. None of us, not SgtLion, <s>Mara</s> BSFM, Kydo, GD, CL or Geodude, are perfect. I think SgtLion makes a valid point that we all do these things every once in awhile, but there used to be a mutual respect, not just among admins but among all users, that not every sleight needs to be sanctioned. As administrators, we look for ''patterns'' of minor sleights. Let us know (preferably on another talk page) if you have any more questions on administrator procedures!--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:11, 13 October 2018 (MDT)<br />
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::::::::So....anyone notice any admins missing? Must be perfect if they ain’t listed ;-) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:26, 13 October 2018 (MDT)<br />
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:::::::::{{trout}} <br />
:::::::::{{User:Geodude671/Signature}} . . 18:31, 13 October 2018 (MDT)<br />
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::::::::::Personally, while I do not believe anyone is perfect, I do not believe this sentiment should be used to excuse wrongdoing.<br />
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::::::::::It is perfectly fine to understand ''why'' someone retaliates, and not to tolerate it. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 09:34, 15 October 2018 (MDT)<br />
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:::::::::::I, for one, do not expect my wrongdoings to be excused. Though I do find it a bit hypocritical that you hold me solely responsible for my responses on this RfA that put me under undue stress while also laying blame on me for Guy blocking himself and leaving D&D Wiki. I'm curious if you believe I am also responsible for Varkarrus bringing Discord drama over to D&D Wiki? I just want to know how responsible I am for peoples' actions (like how you said my Discord conduct should be scrutinized because the server is linked on the social media page, even though I tried to get it removed when Geodude671 first added it).--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 13:57, 15 October 2018 (MDT)<br />
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* <s>'''Neutral'''</s> '''Opposed''' - I'll be frank: I'm only in this section because I am still deciding, and because I honestly am conflicted on this issue. On one hand, I'm going to dismiss the arguments of interpersonal conduct in relation to the discord server; As others have said before me, it is not relevant to this server. My own opinions about things said and done in it notwithstanding, I also think it should be stricken from this wiki's pages and we, as a website, ought to distance ourselves from it, as it is now. It provides no benefit to this site when it is mired in such ''discord'' and any attempt at dismissing it as irrelevant while we are simultaneously broadcasting its invite code and asking people to appeal their ''bans from the discord server'' on our wiki is hypocritical and foolish. I have suggested as much here: [[Talk:D&D Wiki on Social Media#Discord Removal]]. <br />
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:On the other hand, there are parts of [[User:GamerAim|GamerAim's]] conduct here, and in at least some of the screenshots provided, that I don't believe can be defended, and I don't consider them professional or appropriate. Whether we consider discord relevant to the server or not, part of one's candidacy for adminship should absolutely concern with how they wield that power against other users, not just their contributions to the wiki. Frankly, I feel as though the behavior on this page was already warranting concern, as a number of posts appear defensive or condescending, and I frankly cannot trust someone with power when they have previously used power to warn and ban users for 'spreading blatant lies in order to sway people against me', on their discord server or not, especially not in the context that the argument was presented by the offender, themselves.<br />
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:I'm also concerned regarding the issue of Copyright that was brought up on Reddit because -- and let me preface this comment with the fact that I have personally and exhaustively argued in defense of fair use and against strict copyright rules on record, and I stand by that -- any legitimate violation of copyright is a problem for Dandwiki. It is a serious issue and can place Dandwiki in a potentially dangerous place, legally speaking. I am currently researching this incident and I will otherwise not comment on it until I have finished. <br />
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:Whether you consider me a 'traitor' or not for voting this way, so far, is up to you. Personally speaking, while I perform select edits every now and then, I watch this website from my RSS feed and check in frequently. This is an unfortunate and disconcerting set of affairs to have come in to. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 17:23, 3 October 2018 (MDT)<br />
[[Category:Admin Request]]<br />
:: This is exactly why I take issue with the fact that admins cant be held accountable by how they act off-site! Because, you are right: GamerAim's behaviour in the screenshots provided IS inexcusable, unprofessional, and inappropriate. He was acting as such while also acting as a D&D wiki admin, AND as the "owner" of the D&D wiki server, which reflects poorly on the entire D&D wiki administration. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 18:08, 3 October 2018 (MDT)<br />
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:::Prior to my recent restructuring of the Discord server rules, there was no pretense that it was more than tangentially related to D&D Wiki. At the very least, ''I'' actively voiced against such pretenses. People had issues with the server, so I took steps to resolve them by treating it as more "official" than before. Under these circumstances, I don't see how my conduct in what was effectively ''my own'' server that you chose to join should reflect on my ability to wield administrative tools on D&D Wiki, considering that I responsively wielded them for over a year. I ran a server for my fellow community members; users who were informed multiple times, both before and after the rules change, that Discord is not a legitimate D&D Wiki communications channel. The link for it on social media explicitly said that the Tavern is the official chatroom (and the interpretation that Discord is separate from D&D Wiki was derived directly from GD's ruling regarding the Tavern). That is not how I ran it.<br />
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:::In short, I don't see how I can be held accountable to policies that don't and didn't exist. If you want us to be held accountable in the future, that's fine! But it's not any fairer to hold me accountable retro-actively than it would be you being blocked for joking about killing heterosexuals in Discord months ago. If I seem a bit on edge during this whole debacle, it's because of the scale of the injustice being proposed here.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 18:36, 3 October 2018 (MDT)<br />
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::I second removing the link from our social media page. I only mentioned Vark appeal her ban from it because she expressed contention over it on my RfA. I otherwise do not mention the Discord server on D&D Wiki (besides the long-standing link on my user page).<br />
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::I have not wielded the power wrongfully against users, either on here or on the Discord server. It was brought to my attention that lying in the manner Varkarrus and Geodude671 did is against D&D Wiki policy. No one else has been sanctioned because no one else spread the specific lie spread by them. While I disagree with the interpretation and use as evidence of many claims made here, they were not so baseless as claiming that I was single-handedly responsible for Guy leaving D&D Wiki. I did not announce myself as an administrator of D&D Wiki during that reddit discussion, so I fail to see how that could be relevant even if wrongfully representing D&D Wiki was against policy. My username there also differs from mine here, so the connection would not have been obvious to any onlookers.<br />
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::I do apologize if any of my comments came off as defensive or condescending; I am simply trying to alleviate any concerns and refute any claims that I believe are wrongful. This is done only for the sake of the reviewing bureaucrat and other users. I do not intend to be condescending, either. Is my use of smiley faces or long-winded explanations of events giving you that impression? Of so, please let me know and I will cut down on it! As I said above, I respect all opinions here, even if I disagree with them.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 18:36, 3 October 2018 (MDT)<br />
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:::According to your statements in the above argument on the matter, you argued that lies were spread about you especially in regards to driving Guy away, and that the motive behind them was in order to sway people against you. Stating that you 'drove someone away' is, at best, a hyperbolic accusation on its own, in the absence of a contradiction (i.e., the someone in question never having been away, at all). By all accounts here, and elsewhere, it does not appear that anyone can truly say exactly ''why'' he left without making an assumption. In regards to the 'in order to sway people against me' line, it is extraneous and only serves to bulk up the purported offense as if it were something more than it was. Because of this, it comes across as if you were acting less as an impartial arbitrator and instead were leaking your own displeasure into your ruling. It should also go without saying that the wiki is designed around swaying people, whether for or against. That's why we make these arguments toward each other all the time, in pursuit of consensus.<br />
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:::You have every right to govern your own server(s) in the way that you see fit. That said, whether you view that action as justified or not, do you contest that there is a very clear concern regarding your partiality when you're elevating a purported offense to more than it is, packing it with non-issues about swaying people, and then acting as judge, jury, and executioner on offenses against your own character? And when it all comes to a kick/ban due to a user -- miraculously, in your own words -- accumulating 3 warnings for behavior, against yourself, within 24 hours of posting this RfA? Does it matter if it was in the Discord if it reflects on how you use the powers of an admin?<br />
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:::I think that, in light of that, I have every right to be concerned regarding how you might use your power as an admin. It doesn't matter whether it was in Discord: That just means you weren't held to our standards and rules... but it absolutely does give reason to consider your capacity to use your power as an admin here in that same light.<br />
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:::As for the screenshots, I am not considering anything that amounts to, on its own, an interpersonal conflict. The arguments between you, ConcealedLight, ConcealedWife, Varkarrus, and whomever else, and the contents thereof, aren't something I am interested in, as they are completely outside of the scope of Dandwiki, the website, and your personal interactions away from here are not to be scrutinized in any official capacity -- not because they are away from here, but because they are explicitly only involving you and those parties without other context relevant to our site. What does concern me are the items that directly relate to this wiki, such as your purported jokes about calling people traitors over this RfA, and the questionable manner in which you told [[User:EpicBoss99|EpicBoss99]] that ''their neutrality is noted'', and then seemingly attempted to further press them into changing their vote with statements such as they were ''risking ending it all'' by voting neutrally, in regards to your contributions. With this being the serious matter that it is, I can't help but disapprove of that as being sly, and it certainly doesn't help matters when some of the main arguments being brought against you are your conduct and use of power against others.<br />
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:::As for the reddit incident, whether you announced yourself or not, it seems as if the user knew you were an administrator, with the "I'm speaking with a DanDWiki admin right now to try and resolve this." line in response to most of your suggestions, which they argued were not working or that they were barred from doing so by some means. That said, that isn't the issue: The issue is that someone alerted you to a potential copyright issue, and some of our editors corroborated it, and your actions in response were to discourage others on the matter because the reddit user in question had not followed the process you considered proper. You openly said you'd accept a legal attack (i.e. DMCA) on this site rather than working immediately to defend against it, because ''we shouldn't reward their bad behavior''. Don't misunderstand, I am not saying you should have immediately disregarded all rules and deleted the campaign, but we should always treat claims of Copyright Infringement seriously: We can't let our personal offense to a reddit user's behavior detract from that, or discourages others by the same token because of it.<br />
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:::Lastly, while I don't think the smilies help, I think they moreso don't help when you're delivering arguments followed by what equates to, in my mind, a verbal backhand. Consider the following quotes:<br />
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:::"'''The real difference between us and them, SgtLion, is that we apologize for our mistakes instead of stubbornly refusing to admit them.'''--GamerAim Chatmod.png (talk) 05:23, 2 October 2018 (MDT)"<br />
:::"And I find this whole RfA reminiscent of throwing a tantrum because I corrected users on policy or warned them for breaking it. As SgtLion said, please do not slander, belittle or insult users. '''And this coming from a user who tried starting drama in Discord because she thought I disliked her...'''--GamerAim Chatmod.png (talk) 05:20, 2 October 2018 (MDT)"<br />
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:::Without going through the lengths of filling this reply with quotes, I'd argue that neither of these comments, and the others like them, are professional or appropriate. I do not mind you defending yourself, and I would always have you do so, but you and I both know neither of these are defending anything. They only serve to exacerbate tensions and arguments between you all. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 20:34, 3 October 2018 (MDT)<br />
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::::Er, I should probably clarify that the "DanD Wiki" (sic) admin that Honeybadger referred to was ConcealedLight; he also posted in that reddit thread to help the user, and identified himself as an admin. {{User:Geodude671/Signature}} . . 21:05, 3 October 2018 (MDT)<br />
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:::::I only care to repeat the point I've made elsewhere, that this process seems to just be part of a wide, incessant, highly charged, and emotionally tiring witchhunt; in that exceptionally horrible position, one would have to be divine as a god to be, 100%, wholly unresentful about the whole affair. I would undoubtedly do far worse. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 00:18, 4 October 2018 (MDT)<br />
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::::::I agree with you on almost every points you make, JwGuy. GA spends his days proclaiming he is better than 'the others' ('The real difference between us and them, SgtLion, is that we apologize for our mistakes instead of stubbornly refusing to admit them.'--GamerAim) while he has done nothing but taunt us with these statements, only further proving his inability to act as a responsible admin. I was never here to question GA's ability to work with the admin tools - I am here because he displays behaviour off-site, in the name of the Wiki ("I have been working on making the discord more official") that is unbecoming of an admin. As an admin and "Face of the wiki" (Quoted from the [[https://www.dandwiki.com/wiki/D%26D_Wiki:Requests_for_Adminship RfA info page]]) this behaviour is less than favourable and even if he does not lose his adminship over this, he should not be in charge of any third party application such as Discord, as even his supporters Cotsu expressed a [https://puu.sh/BEsmm/4d08c879a4.png concern] over his power-hunger. He claims to have bettered the discord in my absence, but as I have befriended more than one person there I was more than aware of the situation that was still going down there - after all, we wouldn't be having this rfa if it was going as good as he claimed it to be. <br />
::::::Another quote from the rfa: "Administrators must be courteous, and exercise good judgement and patience in dealing with others." qualities that GA has shown not to possess while off-site, banning users for 'defaming his character' and speaking out against his constant belittling and bullying. <br />
::::::I also wonder if GA ever read the RfA page as the first thing he did was vote in support of himself here, in another act that comes off as ignoring or otherwise stepping all over the severity of the situation. (Quoted: Who may comment in the Support, Oppose and Neutral sections: Any D&D Wikian with an account is welcome to comment here, except for the candidate (who may respond to comments by others). Certain comments may be discounted or removed if there are suspicions of fraud; these may be the contributions of very new editors or sockpuppets, as well as meatpuppetry and other activity that may be the result of an illegitimate attempt to shift the balance of opinion. - Rfa page) -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 05:50, 4 October 2018 (MDT)<br />
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:::::::First of all, I apologize again of my conduct was offensive and I thank you for bringing it to my attention. I can see how those comments would have been construed as offensive and will not make any similar comments in the future. However, if you truly believe that I deserve to be sanctioned, by all means please issue me a warning [[User_talk:ConcealedLight#Warning_for_.22Quoting_another_editor_out_of_context.22|as I did to CL]] when I believed he violated policy. I have no problem being held accountable for recent unaddressed actions that I committed. I also apologize for offending you with my smiley faces. I only ever meant for them to alleviate hostilities and express sincerity. While I make no excuse for my actions and will accept a warning if deemed appropriate, I already apologized to EpicBoss99. My reasons for saying what I did, regardless of whether I should have done it, are on Discord where they belong, and you may look there if you want to see it.<br />
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:::::::Lying or swaying people against me are not in themselves to terrible to deserve a warning, but the lie was made in arguments about why I should not be an administrator. It was not a white lie, and I did not want to express that what happened was solely for lying or for swaying people against me. That is why both were mentioned, because the lying was exacerbated by its function of turning people against me for something I didn't do. This is a serious offense, whereas simply giving an interpretation of events is not. Again, this is why other people who gave their interpretations were not sanctioned.<br />
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:::::::I don't see why the warnings being for behavior against me is relevant. I would have issued those warnings if Varkarrus had picked on someone else, but she picked on me. That's just how it happened. My warnings were impartial - the ban wasn't even issued until the day after, when I had time to think it over. You say that it gives you concern about how I might abuse my administrative powers on D&D Wiki. But again, I've been an admin for over a year and have not - even recently - abused that power. I do understand why you might have concerns, but the fact remains that I am already an admin and have proven that I can be trusted through my actions as an admin.<br />
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:::::::The issue with reddit is, IMO, the same as the one with Discord: we don't have jurisdiction there. However, once consensus determined that it was irrelevant and we should act regardless, I abode it. I am passionate about my belief in policy and express it plainly at times, but I have always followed whatever was decided to be the correct course of action.<br />
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:::::::Again, most of the complaints about my actions in Discord were ''before'' I worked to make it "more official," and I did so solely in response to the needs of the community. They wanted all administrators to be held accountable and to abide by policy in the server, so I did what they asked. I have already said why I think we're having this RfA. At this point, I'm just talking in circles.<br />
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:::::::I did vote for myself, with a little winky face. One of my more positive qualities is that I attempt humor to alleviate hostilities between users. I admitted that I wasn't allowed to vote for myself. I try to come off as laid-back, casual and approachable.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:57, 4 October 2018 (MDT)<br />
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::::::::I've taken a good long time to think about the issue at hand, your responses, and other items of interest that I've been keeping tabs on throughout the wiki for the last several days. I wanted to make sure my response was appropriate and fair, and was the result of deliberation rather than a momentary reaction. Whatever may happen, I cannot in good conscience do nothing. I am changing my vote to Oppose.<br />
<br />
::::::::Frankly, I consider your response to be arrogant: You've asserted that your administration on this matter concerning your own personal offense are completely legitimate and impartial, despite the massive conflict of interest and personal stake you have in it. Your arguments to justify the ban over a <s>lie</s> '''truth''' (your assertion that it was a lie was your own opinion, not proof; furthermore, the subject user confirmed that this 'lie' is/was correct, in an above statement, making it all the more important to display the true issue with your actions: You attacked another user for saying something you disliked and denied without proof, which then turned out to be true) were unsatisfactory, and still come off as you hyper-inflating the issue due to personal interest. I have personally watched for the last several days and have seen at least one example, and hearing of more, of you pushing for others to come and vote favorably in your regard, which I considered without respect for the process at large and the severity of the claims against you. There was never a claim of jurisdiction over reddit, but rather that you refused to investigate, and discouraged others from investigating and acting on the content on our site, where we absolutely do have jurisdiction.<br />
<br />
::::::::I've read the counter-arguments, both by you and other admins: That your contributions to the site are too valuable to lose, and that this is a tempest-in-a-teapot set upon us with interest in deposing you.<br />
<br />
::::::::To the former, I argue that you can perform just as well without your administrative privileges, or at least to a sufficient degree. Any one of our staff can assist you in edits you cannot make yourself without those powers. That is not an appropriate argument for ignoring the issues being brought up, corroborated, and proved here.<br />
<br />
::::::::To the latter, I argue that even despite this supposed intent, it behooves us to act as protectors of our community and legitimately address issues that are brought up, especially if they are provable issues of improper conduct with regard to our site or your position as administrator. It doesn't matter who brings up a problem, if the problem itself is legitimate. To ignore it in the face of that is partiality and putting relationships ahead of Justice.<br />
<br />
::::::::That's how I feel; I do not believe the position of administrator should be solely based on one's contributions to the site. Paying your way to power, no matter the currency, inevitably leads to corruption and upheaval. I accept that maybe it's me who is out of place, in this regard, but that's a separate matter. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 08:53, 15 October 2018 (MDT)<br />
<br />
:::::::::Just as a note, I'd point out that - lie or not - the subject user's response actually confirmed that the accusation ''was not true''. I quote: "GamerAim's behavior is far from the only reason I insulted everyone who supported me by disavowing my adminship". And you go on to say GamerAim 'attacked' a user? I don't remember that at all. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 09:17, 15 October 2018 (MDT)<br />
<br />
::::::::::That is incorrect; 'far from the only reason' indicates that it is still a reason, just that there are others as well, and of a great number. I consider [[User:GamerAim|GamerAim's]] use of administrative powers in excess and without justifiable cause to be an attack on the user -- an aggressive action against them -- especially given the context and circumstances indicated above - notably, that the accumulated warnings were largely based in personal offense and were issued within 24 hours of this RfA's posting, which [[User:GamerAim|GamerAim]] has even indicated would be ''miraculous'' in any normal situation. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 09:25, 15 October 2018 (MDT)<br />
<br />
:::::::::::Being a minor part of someone's decision to leave is ''not equivalent'' to 'driving a user away' - That's still an incorrect and wholly unfair statement. I personally would not call an event on some Discord server where a user got banned for 3 days for literally breaking the rules of that server an 'attack'. I also personally find it pretty expectable that a hostile RfA would trigger a hostile conversation where rule-breaking happened. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 09:41, 15 October 2018 (MDT)<br />
<br />
::::::::::::That is subjective, and your opinion is noted, but I disagree; The severity of any part of cause is not something that can decided by either of us, unilaterally, least of all in favor of our own positions -- only that it was, indeed, a cause. That should, at the very least, be something we agree on, given the statement as-is, and the assertion that this is untruthful is objectively incorrect in the face of that -- stating initially that it was simply untrue, and then stating now that it was only a ''minor'' cause... that kind of unsteady position and argument should be evident enough. It is especially concerning that despite this, and despite [[User:GamerAim|GamerAim's]] action against the individual, regardless of the fact that his accusation turned out to be true, that it was still action against another user based in personal offense, with a personal stake in the matter, with exaggerated offenses. We can cherry-pick each others' arguments all day, but we should cut to the chase: Is this behavior okay, in your opinion? It isn't, in mine.<br />
<br />
::::::::::::You can call it what you wish, and you will always have my support in that, but semantics over what is and is not 'an attack' will not better serve the argument or the wiki. Also, in regard to your last point, whatever we consider 'expectable' should not mean we excuse or condone that behavior, nor does it mean that should somehow be exempt from consideration in regards to whether they should have power or not, full stop. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 11:15, 15 October 2018 (MDT)<br />
<br />
:::::::::::::I'll clarify just because who-knows-why, that my latter sentence referred to how not-miraculous it was that Varkarrus was subsequently banned for breaking the rules of some server. And yes, I think the behaviour of "correctly reverting an action that explicitly breaks explicit written policy", an act so cruel and fiendish that GamerAim somehow became responsible in ''any way'' for Guy leaving is more than acceptable behaviour, it is exemplary - If you think otherwise, you are an odd admin. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 13:50, 15 October 2018 (MDT)<br />
<br />
:::::::::# Of course I have a personal stake in this. The majority of people who opposed me do too. They want to see me removed from adminship out of a personal dislike of me. Not even over things I did on D&D Wiki, where I am considered The Face of D&D Wiki. It's because they dislike how I ran a server that is &mdash; as my 'supporters' have made me realize during this RfA &mdash; "mine."<br />
:::::::::#I don't even have to follow ''any'' interpretation of D&D Wiki policy on Discord. I can ban whoever I want for whatever reason I want to and D&D Wiki itself has no jurisdiction over it. GD did not endorse the server. He did not want an official Discord server, which is why the one I made was never official. I created it as a courtesy to other users as a way to community during D&D Wiki technical difficulties. It's not the official Tavern. No one has to be in there. It is, for all intents and purposes, a fan server. Is a D&D Wiki administrator not allowed to do other things on the side? It is, in truth, no more a part of D&D Wiki than D&D Wiki is owned by Hasbro or Wizards of the Coast.<br />
:::::::::#I have not used my position as a D&D Wiki administrator to abuse anyone on D&D Wiki based on events in Discord. People say they've had issues with me for months, but in all that time I did not abuse my administrator powers or position on D&D Wiki.<br />
:::::::::#Conduct on third-party platforms was never implied to be a responsibility of an administrator, and yet here I am being accused of poor conduct. Perhaps, if those users had opened a discussion on whether an administrator should be held responsible for off-site conduct, I would have made doubly sure that I was not infringing on that responsibility. For that reason alone, this RfA should be dropped based on the pretense of its creation.<br />
:::::::::# I am not responsible for Guy leaving. If Guy left because I told him not to speedy delete G7, that's on him. Green Dragon agreed that G7 is not enforceable on D&D Wiki. Guy was never chastised or sanctioned over his use of it; he was just informed that he isn't allowed to do it. Guy has a history of leaving over things like this. This is not the first time it is happened. Less than two weeks before he blocked himself, I made a joke in Discord (to which no one objected, FYI) that he was going to block himself after becoming an admin. Shortly before becoming an admin, he was asking (seriously or not, IDK) to be blocked. Other users had concerns about this during his last RfA. This is why it's ludicrous to accuse me of being responsible for Guy leaving. Guy left and blocked himself because that is who Guy is. And I'm not criticizing him for it, but that was ''always'' the concern about his behavior, and it is extremely unfair to accuse me of being responsible for a behavioral trait that Guy had previously exhibited without my involvement.<br />
:::::::::# Sure, I guess no one needs to be an administrator. We could all have GD do everything for us. But being able to do it by myself is ''why'' GD nominated me. And again, even if there's no reason I "need" to be an administrator, there's also no reason that I ''shouldn't'' be one anymore. Because I already am one, and I have not abused that privilege.<br />
:::::::::# I never pushed anyone to come vote for me. A couple users have expressed an interest in voting, and I offered to help them with it if they needed it. Geodude and ConcealedLight have done the same thing; they saw a user express support or opposition for me, and reminded them that they can vote. I did not go up to random users and coerce them into voting. I also consider some aspects of this RfA to be disrespectful towards the process, but there's nothing we can do to stop it.<br />
:::::::::In conclusion, if you think I've really broken policy on this page, issue me a warning. I won't challenge a warning if I've done something wrong. If there's not a policy for it, propose one. Stop it from happening again. That is what I always do. I have even tried to get policies created in response to criticisms other people have ''of me.''--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 10:29, 15 October 2018 (MDT)<br />
<br />
::::::::::There is some misdirection here. In response:<br />
<br />
::::::::::#The argument is about using administrative power against someone in matters you have a personal stake on. It is an argument of judgment and restraint and the responsible use of power. Not having personal interests in general. This was never implied or stated. While I know you did not imply as much, it should be noted that I, myself, was never involved in any of this; I found my opposition purely as a response to your own actions and words, explicitly.<br />
::::::::::#This is largely irrelevant. You conceded, yourself, that your actions as an administrator elsewhere are valid reasons to have concern regarding your position as one here. You have not been penalized for how you run your server generally or specifically by any legal or otherwise punitive measure, nor have I stated anywhere that you can or cannot do anything else outside of Dandwiki. I maintain my position that your conduct with power outside has brought concerns about your capability to be impartial, among other items.<br />
::::::::::#You have not been accused of this, at the very least, anywhere in this chain of discussion, that I can see.<br />
::::::::::#Whether or not you were informed explicitly ahead of time that your actions elsewhere would cause people to have legitimate concerns and issues regarding your claim to the position of administrator is, in my opinion, of little consequence, and I'd would say somewhat irrelevant. This RfA has brought forward legitimate questions and concerns regarding your capability to uphold the role.<br />
::::::::::#Whether Guy left or not, and whether his reasons for leaving were silly, negligible, or justified, are not the point of the argument. Whether this was expected of him or not, is not the point of the argument, either. It's that you declared your part in it to be a lie, and escalated the offense to retaliate against a user from a position of power on what was largely a personal matter. The veracity of the statement was not ever really that important, although I did consider it notable considering that it wasn't a lie, at all, under new information, largely because your biggest justification for this was that it was a bald-faced lie intended specifically to sway people against you. What is it, now?<br />
::::::::::#This is deflection. The issue is whether you can be trusted with power in light of these issues, not that anyone having power is a problem -- and I believe that you know that. Furthermore, while unfortunate, you are not the sole arbiter to decide whether you've done something wrong or not, or whether you should continue being an administrator. Neither am I, or anyone, for that matter, aside from Green Dragon, and he graciously defers to counsel from the RfA functionality.<br />
::::::::::#You were not implied to have coerced anyone, although some of your jokes have been pretty questionable, as mentioned above, but there are examples on your talk page where you've asked people to comment on the matter, and then directed them here, that seem to support the concern that it has occurred. That said, I'm willing to accept that you do not concern these actions with the same level of significance. Suffice to say, this might well just be a matter of my personal opinion, and I do not believe I gave it undue importance in my response that included it. <br />
::::::::::As for the concern about a warning for conduct on this page, I believe that is already being attended to by another administrator. I do not believe that it should detract from my position on the RfA, as-is. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 11:15, 15 October 2018 (MDT)<br />
<br />
:::::::::::I just want it to be said that the Discord warnings were newish and the warnings started being taunted. (and they still are. Even yesterday, after I issued a warning for belittling another's work, the user "smirks".) GA issued warnings over things because it seemed better to do that than kick people for no reason or not telling them. If there are suggestions for disruptive users making light of warnings please share. Otherwise, GA's hand was a little forced when users want to keep on with no civility or etiquette. GA didn't come to the wiki and stir the pot when the user was toxic on Discord, nor did GA headhunt any work from users goading them on the Discord. I could say more but I'll just support the things that SgtLion and GamerAim have already mentioned. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:30, 15 October 2018 (MDT)<br />
::::::::::::also, is this the edit [[https://www.dandwiki.com/w/index.php?title=User_talk%3AGamerAim&type=revision&diff=1093735&oldid=1093724]] that GA is said to be acting in bad faith? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:37, 15 October 2018 (MDT)<br />
:::::::::::::Hey, Bigshot, you remember on the 2nd of this month when GA pinged everyone on the server in the announcements channel and lavishly asked them all to vote for him? I remember that. I also remember deleting the ping, replacing it with what was said when Geo was getting RfA'ed(for demotion) and asking GA to keep announcement as announcements. Of which I was told to stop slandering him. Though I guess the later is canvassing rather then coercing. Just thought I'd share. {{User:ConcealedLight/Signature}} 12:24, 15 October 2018 (MDT)<br />
::::::::::::::''shoot. they've figured out my weakness...'''honesty'''!''<br><br />
I recall GA's announcement, the specifics no but thanking you for changing it to its usual generic format yes. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:03, 15 October 2018 (MDT)<br />
::::::::::::::I did not object to you replacing it, nor did I ask you to stop slandering me. I did ask, in jest and in the unmoderated private #admin group chat, if people could stop slandering me, but I assure you it wasn't directed at you personally. So, I will concede that I forgot I did generally ask people to vote for me, but I wasn't pushing anyone to. There was no standard Discord policy around how to announce RfAs, and people who wanted to vote against me or not vote at all were not being attacked by what I wrote. So, even though I did ask, I don't see the relevance in it.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 13:57, 15 October 2018 (MDT)<br />
<br />
:::::::::::#Perhaps I should have mentioned that you are not one of the users with a personal stake in this. Regardless of whether I agree that I should not have issued the bans, I did concede that other users had issue with it [[User_talk:Admin#Restricting_Execution_of_Administrator_Powers|and tried to address the issue to prevent upsetting anyone in the future.]]<br />
:::::::::::#I did not concede that. I maintain that your concerns are valid to an extent, but that I have been an administrator for over a year and have had very few issues. Perhaps you never noticed that before on account of me helping users and not upsetting them not being on the front page of the Wiki, unlike this RfA. It is easy to look at this RfA and make a judgement because it does not and cannot reflect all the positive interactions I have had as an admin.<br />
:::::::::::#You said yourself that my conduct in Discord raises concerns about my ability to administrate on D&D Wiki. And yet, history shows that this concern is unwarranted.<br />
:::::::::::#Again, the questions are legitimate on paper, but there is nothing backing them. People questioned my ability to administrate on D&D Wiki. Look at my history, and you'll see it is pretty much clean.<br />
:::::::::::#Guy left because of Guy, not because of me. He can say that I'm the reason he lost his house or his job or his dog or whatever, but it won't make it true.<br />
:::::::::::#Again, what have I actually done to make you question my ability to be an administrator? I have been one for over a year, so please show me evidence of me abusing the power that this RfA is here to determine if I should have. It is not determining Discord adminship. It is D&D Wiki adminship, which I have had for over a year and not abused. As you say, GD determines adminship, not me or you or anyone else here but him. That is why I am still replying after almost two weeks to ensure that he has all the right information. Not that I am calling you a liar.<br />
:::::::::::#Again, a user expressed a desire to support my adminship. Just as I said. I directed him to here. I don't deny that this happened, but I disagree that there's anything wrong with it. Even if it stands to "benefit" me, I was still trying to help a user with something they seemed to want.<br />
:::::::::::I am not trying to be dismissive of your opinions, so please don't take it that way. I'm not saying you did, but I want to make sure you don't. At best, I would like for you to see the situation the way I do, though I understand that is unlikely. At worst, I want GD to know my perception of events.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 11:56, 15 October 2018 (MDT)<br />
<br />
*I thought I'd pipe in too, after Jwguy's thoughtful and thorough response. I too '''oppose''' GamerAim's continued adminship. I'm far less active on the site than I used to be, and lurk mostly in a few select pages/places, but I still have a vested interest in the site being run well. I have no personal experience with GamerAim - if we've had any interaction at all, it's been passive and/or benign - but I stand behind (almost all of) Jwguy's points. The conversation on this page stands as a testament that GamerAim does not qualify as an admin. By that I do not mean that he is a bad person; that sort of thinking has led this sour page to where it is. GamerAim is a fantastic editor and seems a fine (if a temperamental and a little two-faced) person. It's just that my criteria for what I think makes a good admin are high.<br />
<br />
:A big problem is that pretty much no one is neutral on the issue. Makes sense, as it is a community with friendships and all, but it makes for regimented and divisive thinking and rhetoric. Just look at the current page for proof: it's already far too long and muddled for me to try and raise any points from amidst the wall of text. Some people support for fairly clearly personal reasons, while others stand opposed purely for theirs. (Something I really want to say here is that SgtLion staunchly defends GamerAim by often stating that they themselves "would undoubtedly do far worse" in the situation; no you wouldn't, SgtLion, my feeling is you'd deal with it gracefully and sensibly. You're just about the best admin I've ever met on any site ever.) Indeed, even I'm not neutral: I like Guy and his work immensely (without ever having had any meaningful contact with him) and his opinion probably affects mine, even if I try to disconnect myself from it. Jwguy stands as one of few who seem capable of disconnecting themselves from the situation, which is why I stand behind his arguments. [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 14:00, 15 October 2018 (MDT)<br />
<br />
'''Neutral'''<br />
* While I am concerned with how things have been going, this isn't the right way to solve this problem. GamerAim wants to make the site better like everyone else here. Even though BSFM, GamerAim, and I disagree on the ownership of pages, I still think his help as an administrator has been valuable. I think we can come to a compromise together that ALL users, new and old, will be satisfied with. I'm gonna be neutral here, but I still respect everyone here. I really hope we can go back to being a happy group of creators again :) --[[User:EpicBoss99|EpicBoss99]] ([[User talk:EpicBoss99|talk]]) 22:13, 1 October 2018 (MDT)<br />
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::I just wanted to clarify that I'm choosing to vote neutral because I can't make an informed decision in this argument. This isn't a betrayal towards anyone or a certain side of the argument. I am just making the best decision that I can make with the information that I have, since I wasn't present when anything stated here happened. The only information I have about any of this is what's been stated here on this page. --[[User:EpicBoss99|EpicBoss99]] ([[User talk:EpicBoss99|talk]]) 17:02, 2 October 2018 (MDT)<br />
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:::I suppose this is fair enough. We've only really talked in Discord, so you've no real idea about my qualifications as an administrator. To help with that, I updated my answer questions to help people unfamiliar with me :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 17:29, 2 October 2018 (MDT)</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Requests_for_Adminship/GamerAim_(2)&diff=1094475D&D Wiki:Requests for Adminship/GamerAim (2)2018-10-15T20:01:15Z<p>Cancelion: Commented</p>
<hr />
<div>===[[D&D Wiki:Requests for Adminship/GamerAim_(2)|GamerAim (2)]]===<br />
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'''[{{fullurl:D&D Wiki:Requests for Adminship/GamerAim_(2)|action=edit}} Voice your opinion]''' '''(10/6/1) 63% Approval; Ends 17:00, 15 October 2018 (MDT)'''<br />
<br />
GamerAim has now, for quite some time, been overstepping boundaries with his use of power. While he does so in the name of upholding D&D Wiki policies, he has now repeatedly alienated users both old and new, and undermined his fellow admins. Quite recently, he has driven another admin Guy to leave the site after he went against the consensus of the deletion of the Stormforge setting, and he bullied ConcealedWife off the D&D Wiki Discord Server. While I can't speak much personally on it, I've also heard of [[https://www.dandwiki.com/w/index.php?title=Help_talk:Warning_Policy&diff=1088633&oldid=1088575|another situation]] involving rude behavior to ConcealedLight, another fellow admin. An admin should be upholding policies but a combination of absolutism and poor communication has created an authoritarian air that is making multitudes of users and admins uncomfortable.<br />
<br />
:Candidates Prelude<br />
<br />
;Questions for the candidate<br />
Dear candidate, thank you for offering to serve D&D Wiki in this capacity. Please take the time to answer a few generic questions to provide guidance for voters:<br />
:'''1.''' What sysop chores do you anticipate helping with? Please read the page about [http://en.wikipedia.org/wiki/Wikipedia:Administrators administrators] and the [http://en.wikipedia.org/wiki/Wikipedia:Administrators%27_reading_list administrators' reading list] on Wikipedia before answering.<br />
::'''A:''' Since I became an administrator, my duties have shifted depending on what needed done. I've tackled recent changes, page deletions, page protections, Tavern administration and more. Generally I keep my eye on user talk pages to see if someone needs help requiring an administrator. I've made a number of fixes to the [[SRD:System_Reference_Document|3.5e SRD]] and [[MSRD:Modern_System_Reference_Document|MSRD]]. I'm personally responsible for the current progress on the [[3e_SRD:System_Reference_Document|3e SRD]] and the [[OGC:Main|3e/3.5e elements of the OGC transcription project]], both of which required administrative permissions to set up. I'm not quite as "intense" as some administrators; I don't look at a spreadsheet to find out what needs fixing. I prefer to use my powers more organically, fixing bits and tids as I find them, helping users or working on a project. I think that D&D Wiki has benefited and will continue to benefit from my brand of laid-back at-the-ready style of administration.<br />
<br />
:'''2.''' Of your articles or contributions to D&D Wiki, are there any with which you are particularly pleased, and why?<br />
::'''A:''' [[Crime and Punishment]] (incl. [[OGC:Main]]) and the [[3e_SRD:System_Reference_Document|3e SRD]] (which I can't finish if I'm not an admin, FYI) are both my babies. They required a lot of time, effort and dedication. I don't do much homebrew as I focus on other aspects of D&D Wiki which receive less attention, such as policy, navigation (helped with homebrew banner and redid the sidebar), templates, DPLs, SRDs, etc. This is part of why I was nominated by GD in the first place, because he knew that my knowledge and dedication would serve D&D Wiki well. I like to think that no matter where you are on the site, my DNA is in there somewhere :) That said, my key homebrew contributions can be found [[User:GamerAim#Contributions|here]], but beware I'm not as good at homebrew as I am at other things :P<br />
<br />
:'''3.''' Have you been in any conflicts over editing in the past or do you feel other users have caused you stress? How have you dealt with it and how will you deal with it in the future?<br />
::'''A:''' I don't really get into edit conflicts. I discuss any conflicting edits before going forward. Other users have caused me stress, but I've always kept my cool, even when defending myself from libelous accusations. Regardless of what other users think, issuing warnings to users who violate policy is not a matter of losing my head. I've always approached other users kindly and compassionately. That, I think, is one of the things GD appreciated about me. In recent months, some problematic users have forced me to exert more force than I'm normally comfortable with, but I am at my heart someone who is more than willing to compromise and talk things over rather than issue any formal sanction. And 99% of the "conflicts" I've had with users - on Wiki and Discord - have been resolved peacefully because I'm always willing to go the extra mile to prove my good intentions and reduce any negative impact I have on others. I think the only unresolved conflict I had with a user was on Discord, but sadly for reasons beyond my control I was unable to salvage that relationship. It is one of my biggest regrets here, but I am comforted in the knowledge that it's the only such instance.<br />
<br />
----<br />
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<!-- IMPORTANT: Only registered D&D Wikians may comment in the "support", "oppose" or "neutral" sections. Non-registered users or editors who are not logged in are welcome to participate in the "comments" and "questions" sections. --><br />
<br />
'''Discussion''' <br />
<br />
*Vark's assertion that I have been overstepping boundaries with use of my power is ludicrous. What use of my power? I issued one warning and restored some deleted articles. I guess I also used rollback a couple times (the effect of which could be replicated with the Undo button). I try to use my "power" as little as possible to resolve issues, preferring instead to talk with users, as I recently did with the user Dark Dragon after he was warned. The warning wasn't issued by me, but I did try to explain the warning and some possible steps to take going forward. In fact, I've been vocally opposing the use of "power" by other administrators.<br />
<br />
:Who did I undermine? Because by my count, I was undermined by my fellow admins on at least two accounts (both of CL's warnings) recently. But I respected them and kept moving forward. Perhaps your consensus would be stronger if you gave some concrete evidence. If you ''really'' want me gone, link some. If it's there and legitimate, then perhaps I will deserve to be demoted. But your argument holds little weight as-is.<br />
<br />
:"he has driven another admin Guy to leave the site after he went against the consensus of the deletion of the Stormforge setting, and he bullied ConcealedWife off the D&D Wiki Discord Server." O_o<br />
<br />
:1) No one made Guy do anything. The #1 reason people were concerned about his adminship is because he might do something like this. Nothing against him, of course; I nominated his adminship the first time and supported it the second. But saying that I'm responsible for Guy's...actions...a couple hours afterwards is ludicrous.<br />
<br />
:2) I went against what consensus? Are you just upset because I'm supporting a long-standing policy that you don't like? That deletion should never have gone through. Newer admins might not like our policy, but it's been that way for a ''long'' time. That policy is the reason some admins left years ago. It is old and it is part of who D&D Wiki is. There's just not many active admins left who ''remember'' that it's a policy. But somehow enforcing policy to restore articles is a bigger misuse of power than two admins violating time-honored policy to delete articles on a whim? This is just insulting and I'm tired of constantly having to defend myself to people ignorant to the responsibilities of D&D Wiki adminship. But, in the interest of transparency, I will continue<br />
<br />
:3) I did not bully CW. She had issues with the Discord server and left over them. This made me realize how bad it was and I took steps to fix the server. And yet, some users, including you, insist on continuing to fuel drama in there. But that's neither here nor there. I did kick her yes (with a few-hours block for her to cool down) because she was trying to start some drama. I do feel bad about how it all went down, but I did what needed to be done and she's welcome back at any time :) <br />
<br />
:The allegations of rudeness towards CL are largely unfounded. I did make one joke with him, thinking we were still friends that could joke like that. I feel bad for offending him, but I'd not realized we weren't friendly anymore.<br />
<br />
:I'm starting to get offended by all these allegations. To be blunt, I think it's coming from people who dislike D&D Wiki policy and/or getting sanctioned for it. If it's the former, try to change it! All policy is fluid. As you said, I try to enforce policy. Dislike that? Change the policy! I don't just enforce the policies I like; I enforce them all. Though "enforce" is a strong word. I...follow policy and try to encourage others to do the same. I won't lie: I dislike the way other admins are acting. Ways that they act authoritarian and make multitudes of users and admins uncomfortable. But what it comes down to is party politics: your side and mine. Everything you've accused me of could be applied to other admins as well, but that's overlooked because right now the majority opinion - not the consensus, as some people say - is in favor of certain others. Because GD, Mara and SgtLion are less active now. The old 3.5e and 4e users have mostly moved on. I'm the only active admin who remembers the spirit and intent of D&D Wiki. Well, maybe BSFM too <3 But my point is that I'm not wrong; I'm '''outnumbered.''' The behavior of users and admins that now runs rampant would have never been accepted before :( --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 18:11, 1 October 2018 (MDT)<br />
::In response to your "issued a warning to Varkarrus in the Discord server for swearing offensively at me," why don't you share the exact message sent? In response to you unofficially warning Geodude over a joke, I said "GamerAim needs to pull that stick from their ass". You'll find that's a far cry from me telling you to "**** off" or anything, which your comment implies. It'd be best if there was an elaboration because, yes, for sure, the latter would warrant a warning. Of course, that doesn't support the narrative you want to provide, does it? [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 18:28, 1 October 2018 (MDT)<br />
<br />
:::I did not elaborate because Discord server activities cannot be sanctioned on D&D Wiki. By admins, that is. I see you avoid a workaround :) But, to answer your question, yes, what you said deserved a warning. Hence the warning I issued. You should knot better than to say something like that in #casual. Also, Geodude was sanctioned over a joke - you know, that kind of thing I said to CL which you referenced above as a reason I should not be an admin - because it was part of a pattern of disruptive behavior, as I explained.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 18:46, 1 October 2018 (MDT)<br />
<br />
*I hope I am not drug through the coals for this; could you answer the questions with a more serious or sincere tone? I am trying to read this in good faith but when an answer starts with “hah” or some other verbiage is used-I feel as though this RfA comes across trivial or beneath the candidate. I took my RfA serious, as many admins did and do. I’d like to read this one with the same approach. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 22:15, 1 October 2018 (MDT)<br />
::I think GA took those answers as a joke because the questions are phrased in such a way that they seem directed towards users who are not admins and were nominated to become admins, and aren't super applicable to users who are already admins and were proposed for demotion. I see it as an attempt to bring levity to what is otherwise a serious and sad discussion. {{User:Geodude671/Signature}} . . 22:25, 1 October 2018 (MDT)<br />
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:::Geodude is right, but also this whole RfA is a joke. I try to respect all users' opinions, but it's difficult when the supposition of their arguments is "GA was naughty on social media" and "GA restored deleted articles." I won't treat it with any more seriousness than the people throwing fits because I called them out for violating policy.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
<br />
::::I greatly appreciate the answers. I understand some perceive this as a joke; but this a tool or means for non-admin users to impose some sort of justice when they feel wronged. Non-admins cannot warn and talk page discussions are....existent. Anywho, is there a place to support a RfA 'round here?? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 23:12, 2 October 2018 (MDT)<br />
<br />
<br />
* Pretty much every argument in support of GamerAim boils down to not judging him by how he acts off-site. At this point, you don't have to; simply look at his behavior on this page. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 09:42, 2 October 2018 (MDT)<br />
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::Pretty much every argument in opposition to me boils down to judging me by out-of-context screenshots of how I acted off-site (and on-site) months ago. I apologize if I somehow offended you on this page. Could you please tell me how? All that I've tried to do here is defend myself against your accusations. I understand I called them, among other things, ludicrous and baseless, but that's what they are, Vark. The only arguments against me which hold any sort of weight concern behavior that I already corrected. It is behavior that was already addressed. Behavior that was cleared with either GD or the community.<br />
<br />
::I understand that you disagreed with me telling Geodude to knock it off with the passive-aggressiveness, but I only did that because I have witness first-hand and relatively recently that he engages in that sort of disruptive counter-productive behavior every time we butt heads. Despite allegations of me abusing my power, I took no immediate actions against him. All I did was sternly request that he cease his disruptive behavior. And, in response to that, you told me to remove the stick from my a**. That behavior was uncalled for, and by this point you know better than to say something like that outside of #adult-theme, so I warned you. I didn't ban you for insulting me, I blocked you for using offensive language at a user, especially when I did nothing to deserve it except tell Geodude to cease his pattern of passive-aggressive behavior against me.<br />
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::Despite what has happened, I do not dislike you on the whole. Like with CW, I have at times disagreed with your actions and even had to engage in administrative actions against you, but I truly hold no contempt for anyone here. As I have stated multiple times to various people, I am not the type of person to hold a grudge. If being banned really bothers you, I would support your ban being repealed if another admin thinks that it would be appropriate and that it would help to resolve any hostilities between us that may have cropped up.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 13:46, 2 October 2018 (MDT)<br />
:::No thanks. I'm going the way of CW, and waiting until you're no longer an admin there. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 15:20, 2 October 2018 (MDT)<br />
::::I wouldn't hold your breath, but that's fine. Just let someone know! Remember that the RfA process isn't a vote. It's a discussion on the worth of someone as an administrator.<br />
<br />
::::Here's my interpretation of the RfA: Right now, three long-standing users in good standing have stated that they believe actions in Discord are irrelevant to the use of administrative tools on D&D Wiki. Cotsu, a well-respected administrator, has also come out in favor of me. However, even then, I've addressed the issues in Discord over the past few months. All the opposition arguments are founded in Discord, an erroneous view of administrative authority and matters that were already resolved. All you, CW and Geodude have managed to do is drum up outdated, irrelevant or fallacious arguments against me. I hate to be harsh, but that's the reality of your arguments against me. Kildairem disagrees with my use of administrative power, but as Mara says that's a matter of policy, not administration. And Quincy hasn't given any reasons; and those two are probably your best shot. Geodude's position counts for something, but he's facing the fact his arguments are largely invalid like I said.<br />
<br />
::::But I'm just laying out my own interpretation for the benefit of you and Green Dragon; it's ultimately up to him what happens here, but I want everyone to have a realistic understanding of how this RfA looks at this point :/ --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 16:01, 2 October 2018 (MDT)<br />
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:::::That is ''your interpretation'' of arguments, Varkarrus. My interpretation is that the arguments add up to: having a personal feud with GamerAim, and made up allegations, such as claiming we can somehow blame GamerAim for Guy leaving (protip: We can't; Guy's issue is the drama e.g. this entire RfA). Seems to me the arguments in opposition are just straight up untrue or unimportant (even if you did wrongly claim Discord is somehow relevant).<br />
:::::To be honest, this whole RfA should ruled invalid for being based on little but made up allegations and personal issues. '''RfAs are not a tool for settling your personal feuds'''.<br />
:::::I'd also say GamerAim has acted pretty honourably given the circumstances. If I was being incessantly pursued by *my own* community with official actions, based on no evidence of breaching policy, solely to back up a couple people's dislike of me, well I would've flipped my nut by now. None of us would do much better in that position - Nobody likes being subject to a witchhunt.<br />
:::::NB. As said before, we as a site have no authority over the Discord server, whatever happens. What they do there is their prerogative, especially leaving or not. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 01:49, 3 October 2018 (MDT)<br />
<br />
'''Support'''<br />
<br />
:<s>I'm not sure if I can do this, but just in case ;) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 18:11, 1 October 2018 (MDT)</s><br />
::You can't. {{User:Geodude671/Signature}} . . 18:51, 1 October 2018 (MDT)<br />
<br />
* I supported an interaction ban, but since this got shut down with concensus we should not hold GA accountable for actions relating to this any further (on Discord or here). I haven't had time to read this whole RfA (and will not for a few days), but for me his interactions are not a valid RfA reason. I don't yet know what happened between Guy, Geodude671 about G7 deletions, but I haven't used them on D&D Wiki before and its actually right to use our standard deletion process. I don't think that some actions and discussions in a matter of days are grounds for his removal from the administration. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 00:39, 2 October 2018 (MDT)<br />
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::I thank you for your support, GD. I know that we haven't always agreed, but I think that you of all people know that I always bow before consensus. Yes, I sometimes admit that it is begrudgingly, but I have always given my best to D&D Wiki even if I disagree. I contributed the background to our homebrew banner and implemented policy on our policy pages for protecting homebrew content. I also took the ConcealedWife "drama" (for lack of a better word) to heart and took numerous steps to prevent other users from feeling like she did. The overall trend is less drama in the Discord server without any hit to user engagement. Yes, Discord is unofficial and off-site and does not apply to D&D Wiki, but even then I value the community enough to make changes in my conduct there regardless. When ConcealedLight expressed a wish to not engage with me, I accepted an informal ban on communicating with him, and have not done so since unless he engaged me first. And if you decide that Guy and Geodude671 were right to delete that campaign setting, I will personally delete it again myself in accordance with our new policy. I think all these things show that this RfA is little more than a smear campaign created by a politically-charged community. However, I still think that there's room for the community to heal and bonds to be reforged :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 13:46, 2 October 2018 (MDT)<br />
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* I, too, am extremely disappointed that it's come to this. I'm disappointed because this community continues to make childish power plays against each other, and in doing so have really toxicified this whole site. GamerAim is always willing to engage in reasonable discussion, and, like it or not, is always implementing their interpretation of policy - If your interpretation of policy is different, then let's discuss it, but let's not drive away one of the most reasonable, community-minded, and productive members of this site.<br />
:I hate to sound like a broken record, but when I see GamerAim was 100% entirely conflict-free and never posed any problem to anyone in this community in the time preceding the creation of the Discord channel, and I see the utter rubbish that Discord members randomly come out with out of the blue, seems to me that the real issue is Discord and the active members who insist on bringing their conspiratorial rubbish here. This consistent conflict on D&D Wiki, especially against GamerAim, is nothing but Discord arguments being dragged back on to this site which is meant to be about collaboration, not getting angry at each other for no reason.<br />
:If GA gets demoted, I will seriously consider stepping down, because it would be nothing but an entrenchment of the hostile community that is making its home here. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 01:55, 2 October 2018 (MDT)<br />
:: I find that the "If GA gets demoted, I will seriously consider stepping down", an unnecessary comment that is more reminiscent of throwing a tantrum for not getting the outcome that you want than the point of this community becoming hostile (constructive criticism) you want it to be. [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 04:00, 2 October 2018 (MDT)<br />
:::You can find the feelings of another user as unnecessary as you like. I personally find it important to share how distressing and undesirable this community will become if this next step of entrenching the utter terribleness of the Discord community into the site goes ahead. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 04:16, 2 October 2018 (MDT)<br />
:::: I did not say that your feelings are unnecessary. I said that a comment threatening to leave if GA isn't demoted is unnecessary. It's manipulative. [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 04:21, 2 October 2018 (MDT)<br />
:::::Do not call me manipulative, please. A comment saying I'd give serious consideration to leaving is an effective way to share my feelings on the situation. It is how I honestly feel.<br />
:::::You might unfoundedly believe I feel otherwise, but if so, your belief is wrong, so please don't belittle and slander me because of that misunderstanding. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 04:30, 2 October 2018 (MDT)<br />
:::And I find this whole RfA reminiscent of throwing a tantrum because I corrected users on policy or warned them for breaking it. As SgtLion said, please do not slander, belittle or insult users. And this coming from a user who tried starting drama in Discord because she thought I disliked her...--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
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* Now I know I've jumped in on the drama on the discord server more than once and mentioned how much I disliked it but I must say looking through the work that GA has completed I am confused about what he has done on the wiki to deserve demotion. I have read through hours of backlog and there are absolutely times that I feel GA has abused the title of server owner and shoved his weight around. But once again, I support GA at this time because to me it is a question of his work ethic which I feel is impeccable considering all of the formats to 3e and whatnot.-- [[User:Cotsu Malcior|Cotsu Malcior]] ([[User talk:Cotsu Malcior|talk]]) 04:34, 2 October 2018 (MDT)<br />
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::I apologize if I came off as shoving my weight around at times, Cotsu. I think it is difficult sometimes to look at my actions without also seeing that crown attached to my name without conflating the too, but I think you've known be long enough to know that it would require something extreme for me to throw my weight around like that intentionally. I have been one of the loudest proponents to limiting administrative authority on D&D Wiki - or more specifically, bringing it back in line with how administrators used to act. I'm not sure if you were in the server when ConcealedWife left, but I took it very seriously and examined my own behavior before moving forward, and I admit that I did not like all of what I saw. Towards that end, I did take several steps to limit my own authority. I think that, looking at the facts and my history of behavior and actions overall, people will see as you did that I have been a net benefit to D&D Wiki because even when I make mistakes, I do my best to make amends and personally handle the situation with upset users to ensure that they know I am taking the matter seriously.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 13:46, 2 October 2018 (MDT)<br />
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* '''Support.''' First of all I'll say I don't care what happens on Discord. The only thing required of an admin is that they can be trusted with the admin tools. The main issue seems to be concerning the page restorations. This seems to be a result of the confusion over what policies are in affect. There's the historical "it's on the wiki now, you don't own it", and the G7 speedy inherited from Wikipedia. This should be discussed at [[Help:Policies]] and not a reason for going after an admin. It looks like GaimerAim acted in good faith. If what he did was in error, then it's a matter of communication, clarification and learning. I would only consider an Oppose if it can be shown there was maliciousness or complete incompetence at play. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:00, 2 October 2018 (MDT)<br />
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* I must say I am not surprised this happened. Many feathers have been ruffled but I hardly see removing admin rights from someone because disagreements exist to be okay. I think a 21st century culture of instant gratification supplemented by Discord creates topics "consensus"-d much too quickly, and brewed much drama we've seen. Perhaps discussion is necessary for that. There's certainly things occurring offsite, but here on the wiki GamerAim conducts themself generally within reason. Since a policy hasn't been created or exists to impose sanctions on users from off-site platforms, this RfA simply seems misplaced. If there is evidence on the wiki to support this RfA, let it be known.<br />
:I won't be commenting on the discussions below. Not because anything one person says I find to be true or untrue, I simply don't want to participate in the back and forth ebb and flow of it. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 05:48, 3 October 2018 (MDT)<br />
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* I do support GamerAim, and believe that they should continue being an admin. With that said, GA has made mistakes, and should not immune to criticism, but this whole thing has honestly spiraled out of control. It is not my place to rule on the situations that have arisen outside the realms of D&D Wiki, but I am sorry for how GA has been treated, as the wiki is supposed to be a place where users can work together to better our community.<br />
:With that out of the way, I can move on to why I support GA's continued admin-ship. On the wiki, GA has strived to abide by the rules on the wiki and has tried be frank/straightforward about their opinion in a vast array of situations. They have also shown a constant wiliness to improve upon themselves while also trying to always do what they believe is the correct. With that said, it appears that most of the issues that users have with GA arise from GA's strict adherence to rules and regulations and using his power as an admin to either prevent other users from breaking those rules or fix problems that have arose due to users breaking those rules. This has more often then not rubbed users the wrong way and resulted in this Rfa. <br />
:I also believe that the vast majority of what GA has done on the wiki has been appropriate, but because of numerous users concerns I do think that it may help GA to seek additional aid when needed more often and/or try to explain situations in a concise manner without having conversations devolving into arguments. This recommendations of course should not distract from GA's excellent record on the wiki, and as such why GA has my support.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 14:49, 5 October 2018 (MDT)<br />
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*I support GamerAims continued adminship, as someone who was active on the discord and previously the tavern until this happened. The discord has been called unofficial but has multiple times overstepped its purpose becoming a stand-in for the wiki.This isnt entirely GamerAims fault but i feel for it to have impact on the vote for GamerAims responsibility as an admin on the site there has to be a direct connection to the site and not an unofficial discord and his behaviour on the discord should be discarded for this rfa. On the wiki i see no reason why GamerAim shouldn't continue being admin though in the future i think the discord should be closed down due to potential conflicts, i personally have had no problems but as this rfa has proven, many have had issues that should be taken elsewhere instead of an Rfa solely made to besmirch him and the things he has done elsewhere.--[[User:SandyBleach|SandyBleach]] ([[User talk:SandyBleach|talk]]) 13:39, 7 October 2018 (MDT)<br />
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* '''Support''' I may upset several people; but this is necessary. I have Moved related posts to the relevant section; to properly follow due process as I believe that my reasons for Opposing GamerAim are valid at the start of this RFA the whole process is to the detriment to the community and devolved into a direct attack on GamerAim based on his reactions to the open hostility here and events that happened elsewhere that as stated are not relevant to the discussions here on this RFA. I humbly request that my vote is changed from oppose to Support. Time to end this nonsense as Adults and move forward. I want to see D&Dwiki community thrive, not tear itself apart internally. -- [[User:Kildairem|Kildairem]] 08:08, 8 October 2018 (PST)<br />
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:::As the party that is in the middle of the current situation; I feel that a consensus was reached by the Admin's and that GamerAim has abused his Admin Authority by reversing the policy without discussion with the other Admin's and notification to me; the creator of the campaign setting; that was created on D&D wiki prior to the D&D Wiki license updates. -- [[User:Kildairem|Kildairem]] 20:32, 1 October 2018 (PST)<br />
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::::This is not the appopriate place to discuss this matter, please keep all relevant discussion in [[Talk:Meadowlands (Stormforge Supplement)]]. I will personally revert any edits and block any willing breachers of this rule - An RfA is ''not'' the place for legal discussion about a campaign setting. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 01:55, 2 October 2018 (MDT)<br />
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:::::SgtLion, This RFA is specifically about GamerAim abusing his authority. My opinion is relevant to the discussion; My opinion is based on the premise that the other Admins left up the Talk Page specifically so that a discussion could be had there in the case that the Admins or other users wanted to continue talking about the Admin’s decision. I don’t dispute that GamerAim was following the Wiki Policy; however before undoing the deletion GamerAim should have posted on the Talk Page about the policy and that he believed that the pages should not be deleted. All that being said; I believe that this RFA is a confusing mess. I disagree that it should continue. If possible I would like to talk to GamerAim and decide if he is taking the feedback that has been posted and is able to ignore the personal attacks. I do not know the whole story that has caused others to Oppose GamerAim’s Adminship, but from what I have seen on the RFA there are a lot of unnecessary drama going on. ‘’’I know I can not petition for the RFA to be deleted; but I think that instead of extending the time, the RFA should start again with a new format. With each vote being made explaining the reason why and not permitting responses on the RFA Page. Instead responses should be posted on the discussion page.’’’ -- [[User:Kildairem|Kildairem]] 23:29, 7 October 2018 (PST)<br />
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::::::Seems to me like this RfA is about ''anything but'' about GamerAim abusing his authority. I take no issue with you discussing the matter here, just not in a legal capacity. As an admin GamerAim has a perfect right to revert deletions that appear to be against policy; That issue is under discussion and when consensus is reached, they've already stated they will happily abide by the result. That is perfectly fitting behaviour for an admin.<br />
::::::Though on one level I quite like your latter proposal, I think it would only serve to further confuse things at this point. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 05:20, 8 October 2018 (MDT)<br />
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::::Guy and Geodude did not have the authority to delete articles for the reasons they gave. They violated policy and abused their powers for your own benefit.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
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* '''"Support."''' After taking some time to think on things a while, my initial knee-jerk opposition was probably a tad rash. The consensus seems to be, based on support votes and Jwguy's neutral vote, that we shouldn't hold anyone accountable on the wiki for their interpersonal interactions outside of the wiki, regardless of how poor either party's behavior might be within that interaction or whether that interaction takes place in locations related to the wiki but not on the wiki proper. I still have issues with the Discord server and the way GamerAim leads it, but those issues I will bring up via the appropriate channel (hopefully without causing a flame war).<br />
:I remain concerned about the issue with copyright as well as some of his behavior in this RfA, for basically the same reasons as Jwguy stated below (and I will likely be issuing him a warning for his behavior here as he has explicitly invited such), however, he seems to have understood why his behavior with regards to that was wrong; I will remain concerned, but, in light of that, it seems somewhat unlikely that his pattern of behavior will continue to be problematic going forward. {{User:Geodude671/Signature}} . . 12:46, 8 October 2018 (MDT) <br />
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* '''Support''' See talk. <br />
<br />
'''Oppose'''<br />
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* As the one nominating, I oppose, as per the reasons listed above. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 16:49, 1 October 2018 (MDT)<br />
** Would like to add that, as of this morning, I was kicked from the discord server for "defamation of a user's character," presumably just by the simple act of opening this RfA. This does not reflect well on GA at all. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 06:54, 2 October 2018 (MDT)<br />
:::You were kicked/banned because you remarkably managed to accrue 3 warnings within 24 hours. The final one was, indeed, for defamation. Not the simple act of opening this RfA - that is your right, even if it comes off as spiteful as it happened just after I initially warned you - but because you spread blatant lies about me, particularly in regards to me chasing Guy away. This was done in an attempt to sway others against me. Hence, you were warned and subsequently banned. Of course, I recognize the consensus that Discord actions cannot be punished on D&D Wiki - unlike you and everyone else here - so rest assured you won't be blocked from here :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 08:34, 2 October 2018 (MDT)<br />
:::: "Defamation?" seriously? You've accused me of that and outright *lying*. Lying implies intent. Worst case scenario is I'm mistaken about the things I've shared, but considering the sentiments have now been echoed by several people, it doesn't seem likely. "Sway others against you?" So discussion is banned now too? I'm sure you wouldn't ban anyone for trying to sway people Towards you. By your logic, you should be warned / banned for "lying," "defamation," and "swaying people" against me and several other people at this point. Perhaps you should discuss with your fellow admins on the discord what constitutes defamation, instead of throwing out warns and bans willy nilly. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 08:48, 2 October 2018 (MDT)<br />
:::::At least the rest of the accusations being lobbed at me can be interpreted from a certain point of view in some circumstances as being negative on my part. But the accusation regarding Guy is a wholesale fabrication. No twisting something I said. Just blaming me for Guy's (un)usual behavior. So, while discussion is allowed - no matter how baseless the claims made - there is a line that was crossed. That is why you were banned. So, feel free to sway people against me (though I ask that you please not), but do not create ''wholesale'' fabrications (as opposed to the 90% fabrications you otherwise made) that attribute another user's behavior to me.<br />
:::::Debating policy is expressly disallowed in Discord, and doing so solely with admins would lack the transparency I am known for advocating. I would have rather someone else did it, but Geodude declined, CL was sleeping, Mara and GD are never online and SgtLion isn't in there (along with other standing admins). So, there was no one besides me, and I acted accordingly. I'm sorry if you are offended, but you'll be allowed back in 7 days :) Alternatively, you can appeal your block. Maybe on the community portals talk page?--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 10:35, 2 October 2018 (MDT)<br />
*** And now I've been banned from the discord. Yippee. Again, this was done without consulting his fellow admins. Hell, I don't even know what I got banned for. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 08:07, 2 October 2018 (MDT)<br />
* <s>I am extremely disappointed that it's come to this. I've hoped GamerAim would improve by taking into account the feedback he's received from other users, but quite frankly he hasn't, and the fact that we're at this point sadly proves that it's not only me that thinks this. In expansion to what Varkarrus linked above, I would like to highlight several instances in which I feel GamerAim has behaved in a manner not befitting of a "face" of the wiki:<br />
:He has worked against consensus both on the wiki, such as [https://www.dandwiki.com/w/index.php?title=Special%3ALog&type=delete&user=GamerAim&page=&year=&month=10&tagfilter=&subtype=restore undeleting] the Stormforge campaign setting without any discussion after consensus was established between [[Talk:Meadowlands (Stormforge Supplement)|three other admins]] (which is presumably the cause of the newest admin, Guy, [https://cdn.discordapp.com/attachments/278007756068356096/496446702740439071/unknown.png leaving the wiki] only a couple weeks after his induction, though only Guy really knows for sure), and on the wiki's Discord server (on which he has the owner role), such as implementing several rules and a warning system for the server without even discussing it with the other admins that are on the server, let alone establishing consensus, and in a couple cases he's even implemented rules after discussion when the consensus was against that rule.<br />
:At one point, a reddit user [https://www.reddit.com/r/DnDHomebrew/comments/94tll0/how_ddwiki_is_toxic_to_the_homebrew_community/ complained] that a D&D Wiki user was illegally reproducing DM's Guild content on the wiki, and that they couldn't place any deletion tags on those pages because of issues with the captcha. GamerAim not only [https://cdn.discordapp.com/attachments/234071216535633921/496462941579771934/image0.png refused] to help the user (note: [https://cdn.discordapp.com/attachments/234071216535633921/496464203217895425/image1.png AmalgamGames is GA]), but [https://cdn.discordapp.com/attachments/489309058923495426/494352348710436866/image0.png also] [https://cdn.discordapp.com/attachments/489309058923495426/494351651746873345/image0.png discouraged] anyone else from doing so, on the basis that "reddit is always mean about the wiki so just ignore it." (paraphrased)<br />
:Several times, he has warned that he will undo any administrative action he personally deems unfair without warning or conversation, even when consensus has been reached by other admins or the involved parties, and he has done so several times over Discord. Most recently, he has [https://cdn.discordapp.com/attachments/234071216535633921/496464203217895424/image0.png threatened] to block me from the wiki the next time I make a page deletion that he personally disagrees with. <br />
:As Varkarrus stated above, there was a whole incident where after bringing up the wiki username of {{user|ConcealedWife}} potentially being a violation of username policy (which in itself was reasonable), he then harassed her over Discord about it (or at the very least she feels that way) while waiting on a response from Green Dragon. After the username issue was settled, he continued to hound her over trivial or imagined rule violations on Discord. She wrote out a complaint/criticism about the issues she had had with GamerAim and the Discord server, and rather than listen to her feedback and take it into consideration and improve, he banned her and deleted her post without a second thought. ([https://cdn.discordapp.com/attachments/234071216535633921/496457120468828174/image1.png] [https://cdn.discordapp.com/attachments/234071216535633921/496457121416609802/image2.png] [https://cdn.discordapp.com/attachments/234071216535633921/496457120468828170/image0.png]) After he was asked why he banned ConcealedWife, after you got past the name-calling and belittling directed at a couple different users, his reasoning was basically that he felt his authority was threatened and that he thinks he knows better than everyone else. Even after I unbanned ConcealedWife from the server, she expressed no desire to return, because of GamerAim's behavior towards her. ([https://cdn.discordapp.com/attachments/234071216535633921/496467152098951178/image0.png this] screenshot is also relevant)<br />
:With regards to his poor behavior towards ConcealedLight (again, see the link above), I agree with Varkarrus that this is extremely unbecoming of an admin. He's made belittling [https://www.dandwiki.com/w/index.php?title=User_talk%3AConcealedLight&type=revision&diff=1087252&oldid=1087197 comments] toward CL (he claims that wasn't his intention; it certainly comes across that way from my pov though) and made [https://www.dandwiki.com/w/index.php?title=User_talk%3AConcealedLight&type=revision&diff=1087019&oldid=1087014 remarks] which he even admits are passive-aggressive, in response to others disagreeing with him.<br />
:I and other users have brought up this pattern of poor behavior to him probably half a dozen times at least, over the past few months and everybody involved is just exhausted dealing with this. I want GA to remain an admin, I really do, but I cannot in good conscience support this RfA. Behavior on Discord doesn't normally carry over to the wiki, but I feel GamerAim's behavior on the wiki, on Discord, and in the one case on Reddit reflects poorly on the rest of the admin team and on the site as a whole, and I know I'm not alone in this. If GamerAim is demoted because of this and subsequently improves his behavior, I might be open to reinstating him as an administrator, but at present I feel he is a poor fit for the position. {{User:Geodude671/Signature}} . . 18:51, 1 October 2018 (MDT)</s><br />
<br />
::That campaign setting again? '''You cannot delete articles for that reason.''' You went against long-standing policy, like SgtLion and I told you and Guy. You cannot form consensus to delete a page for that reason. Policy isn't something that users can just will up on the spot. I followed policy. You did not.<br />
<br />
::Again blaming me for Guy - a guy notorious for disappearing after confrontations with other users - disappearing after a confrontation with another user. If Guy is going to leave ''because I informed him of our long-standing policy,'' then maybe he wasn't admin material after all. If so, that's a shame, because our two disagreements aside, I was quite happy that he won his nomination.<br />
<br />
::You guys sure do love consensus when it benefits you. Never mind the ''years'' of history, policy and precedent formed before you joined. But none of that matters because a couple people who don't even understand D&D Wiki policy decided they know it better? ''Someone'' has to remind you guys of policy, and that means ignoring misguided consensus. You want consensus to change policy? Do what I do and appeal it on the appropriate talk page. Reach out to people. Don't make a decision in your isolated corner and get upset when it isn't taken as law.<br />
<br />
::But then again, half of what you have going for you is comments on unofficial third-party platforms. ''We do not operate on r/dnd!'' That user made a YouTube video slamming D&D Wiki and posted it on reddit. That's not an official support channel, and he provided no proof that his claims were valid. I repeat: a YouTube video found on reddit does not qualify as a copyright infringement claim on D&D Wiki. But hey, consensus :)<br />
<br />
::I "interpreted" your statement as an indication that you would violate policy. I informed you that there would be consequences. I know this is difficult to understand, but...if you repeatedly break policy despite being warned multiple times to stop...you will be blocked. Protip: don't do that.<br />
<br />
::Everything else is the same propaganda that's been spread against me. It's all misconception at best. But I guess at some point consensus stopped being about valid arguments and truth and more about whatever opinion you like most \o/ --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 19:12, 1 October 2018 (MDT)<br />
<br />
::I feel I should also rebutt your points, Geodude671, in that I don't believe a users actions on unofficial chat channels, or Reddit, are at all relevant to the wiki. If we strip your comments of those, then we're left with the legitimate complaints of "they undeleted a campaign setting because they believe that is policy" and "he made a passive aggressive comment and another one that comes across as bad". And I don't feel those two things are at all material problems, nor indicative of a dangerous pattern. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 02:44, 2 October 2018 (MDT)<br />
<br />
:::Apparently it's okay for users to ignore the consensus that third-party services do not apply to D&D Wiki. But "consensus" on D&D Wiki is just a majority vote nowadays, and the majority is in favor of doing whatever they want without restraint.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
<br />
:::Also, I didn't mention (at least not until the thing was mostly blown over, if ever) being an admin when I was on reddit. I intentionally kept that a secret so as to not appear to have more authority than any other user.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:03, 2 October 2018 (MDT)<br />
<br />
::"I've hoped GamerAim would improve by taking into account the feedback he's received from other users" Just to add, I'd like to know what feed back I failed to take into account? I took CW's feedback into account, although she blatantly refuses to accept this fact. I also agreed to the informal ban on communicating with ConcealedLight. Unless you can provide substantial evidence here, I think we can regard your assertion as a blatant falsehood.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 08:34, 2 October 2018 (MDT)<br />
<br />
* <s>I oppose GamerAim's continued Adminship.<br />
:No Admin should be above the consensus of other Admins. No Admin who controls a Discord channel should be allowed to ban a member; just because he or she feels they have the right to do whatever they wish.<br />
:I am willing to look at alternatives to deletion; such as locking the pages if the Admins are willing to work with me. -- [[User:Kildairem|Kildairem]] 20:43, 1 October 2018 (PST)</s><br />
<br />
::We definitely would have been willing to work with you, and still are! I'm sorry, but Guy and Geodude misled you about what they had the authority to do. That's on them, not me. They can't just overrule long-standing policies because they discussed it by themselves in ignorance of aforementioned policy.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
<br />
::I second this on all counts. --[[User:MetalShadowOverlord|MetalShadowOverlord]] ([[User talk:MetalShadowOverlord|talk]]) 00:23, 2 October 2018 (MDT)<br />
<br />
:::Keep in mind that GamerAim's ownership of the Discord channel is irrelevant to this site. The Discord channel is entirely and wholly unofficial. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 01:58, 2 October 2018 (MDT)<br />
::::Keep in mind that, until I pointed it out, the discord channel was listed under the contact information for this wiki. It might have been listed as "unofficial" there, but it was subsequently removed after I noted it. The discord maintains the hierarchy of this wiki when it comes to admins and the owner claims to 'follow wiki policy'. Furthermore, admins use it as a hub for spreading information, helping out users and discussing staff matters in the admin-only chat. I don't believe that calling it "unofficial" and trying to stow it under the carpet is fair, especially as its influencing the way users see this wiki negatively. -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 11:00, 2 October 2018 (CEST)<br />
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:::::Keep in mind that, following your complains about the Discord server, I personally took multiple steps to fix it.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
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:::::I agree that these are all issues. But it sounds like the problem is admins treating the Discord as official when it very clearly and explicitly isn't. As a problem, ''that'' perhaps should be rectified, but it still does not change that we as a wiki have never judged users based on their actions outside of the site's context, and for good reason. And if the Discord maintains the hierarchy, does that mean I'm on the bottom of it by not being there? ;~; --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 03:34, 2 October 2018 (MDT)<br />
::::::I stated that the discord follows the hierarchy of the wiki. In what universe did I mention that not being in the discord means you are at the bottom of the hierarchy? It means that whoever is an admin here, is an admin there. [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 04:25, 2 October 2018 (MDT)<br />
:::::::Ah, then I misunderstood your words - That makes sense. Apologies. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 04:38, 2 October 2018 (MDT)<br />
<br />
::::::::The real difference between us and them, SgtLion, is that we apologize for our mistakes instead of stubbornly refusing to admit them.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:23, 2 October 2018 (MDT)<br />
<br />
* I oppose GamerAim's continued adminship. <br />
<br />
:I guess I should start at the start. I joined the wiki around January of this year. Previously, I had already been writing and rewriting lore with [[User:ConcealedLight | Concealedlight]] without an account. CL eventually convinced me to create an account to do the edits myself and voila, here I am. I believe I was working on the Anuran at the time and I was interested in getting tips from other users to improve myself and my work. CL gave me an invite to the discord, which I accepted about a week or so later. <br />
<br />
:As soon as I joined, I was singled out by the user in question, GamerAim, for having a name similar to ConcealedLight. I pointed out that the name was just a joke and I never really engaged with other users, nor claimed or tried to impersonate an admin. In the days that followed, I was harrassed time and time again about “wiki policies” which were apparently followed in this discord. Despite the fact that a majority of admins reached consensus (This consensus was reached on the wiki as well) that this was not a problem as my name was different enough, GA remained on my case, constantly threatening to bring this issue to GreenDragon to force me into changing my name. Comments like “Do you even have your own identity if your name is based off your relationship to another user” were also flung to my head.<br />
<br />
:More small issues kept arising, with a prominent one being the use of ‘external emotes’ - a feature (pretty much the only feature you get) only available to users who support discord financially. Which GA disabled as soon as I used one, claiming that it went against one of the wiki’s policies (I can’t even remember which one.) and threatened to ban me if I were to use one again. I was also warned for mentioning things that might potentially ‘trigger’ other users. I became increasingly annoyed at these small jabs in my direction and what made it worse was that other admins approached me with the message “This is GA’s discord and it’s best to agree with everything he does.” which is entirely unbecoming of an admin who is supposedly all about ‘making sure everybody feels equal as we are all equal on the wiki.’.<br />
<br />
:The situation escalated as in the continued harassment started getting to me and I ended up calling ConcealedLight in tears because I felt unwelcome and personally attacked. GA then threw a massive fit (one of many to come), a huge drama ensued where they played victim and exclaimed that “Nobody even cared to understand or ask how *he* felt about this situation.” and transferred ownership of the discord to another user, Geodude761. User SgtLion left during this drama. Things were quiet for about a day or so before GA was back, claiming his ownership back and giving me a half-assed apology. <br />
:It still wasn’t over because next thing I know I’m attributed the “Meme” role (In my opinion, a shame role) "Dishonour Guard" (The opposite of the Discord's 'Honour Guard', a role supposedly awarded to users who work on improving and preserving pages) I should mention that when I pointed out I was working on a few pages on the wiki, I was told that I should wait at least two weeks before I could become 'Honour Guard.' by GA. A rule he made up at that moment in time and would quickly abandon as recently a new user joined and was awarded the role because they were ‘actively chatting’ for two days - not even about anything D&D or article related either. <br />
<br />
:Fastforward to a short while ago, where a controversial spell called "Change Sexuality" is discussed in the discord. User Varrakus and GA are discussing the spell, stating it's homophobic but they then continue to make jokes about killing heterosexuals, which is Okay according to their logic because heterosexual people are not discriminated against or killed. Instead of being a responsible owner, GA continues to defend their actions without regard for anyone’s feelings. I'm not straight myself but the spreading of hate messages is uncalled for and these messages irked me. <br />
<br />
:Then comes the breaking point; after showing time and time again that they only follow policies from the wiki when it suits them, GA decided to start messing with me again, changing my role from 'Honour Guard' back to 'Dishonour Guard.' without a warning after the admins had discussed that nobody should be given this role if they expressed their dislike for it in the past. I wrote my frustrations down in a lengthy message which I posted in the discord (Geo already posted that message in a screenshot in his Oppose), as I feel every new person is allowed to know that GA is trying to make themselves seem like the ruler whose word is law, often ignoring other admins unless the majority speaks out against them, while simultaneously trying to preach the 'Wiki Policies' and that 'This is just like the wiki, where everybody is treated equally.’. I was subsequently banned with the message “You just broke the rules” - which, in itself, is hilarious to me, as those rules are copied 1 for 1 from the rules I set up for my own discord. (Save for the rule about images that trigger people) I later found out that GA continued calling me more names behind my back before making up the excuse “I was trying to avoid drama.”.<br />
<br />
:GA then messaged me, with another half-assed apology. What is most annoying of their apologies is that they don’t seem sincere in any way - they always blame someone else. Be it blaming CL for informing me that GA is calling me names behind my back or blaming me for getting upset at his constant bullying and belittling. While I enjoyed the company of other users on the discord and working on articles on the wiki, I have become extremely hesitant of contributing further as the way some users are treated here by GA is absolutely abhorrent and someone who is this petty does not deserve to have his adminship renewed. <br />
<br />
:As I have mentioned in another comment - I am aware of the fact that the discord is “unofficial” but users are encouraged to join the discord to discuss issues. Admins use it to announce information to users and they use their admin chat to discuss issues in discord but also issues that arise on the wiki. Furthermore, the hierarchy of the Wiki is maintained as well in the shape of the administrative team. I believe GA should be held responsible for his actions on the discord as it is clear that its drama bleeds into the wiki and gives users a negative perception of the wiki as a whole.<br />
:Edit: <!--I've marked this with edit to indicate the paragraph was added after replies were made, even though the signature was always there --SgtLion ~~~~--> I will add this less-than-favourable talk: {[https://puu.sh/BEskL/ea97bbae18.png 1] [https://puu.sh/BEsl9/45693b6ad1.png 2] [https://puu.sh/BEslu/4f1ceeba43.png 3] [https://puu.sh/BEslX/c17ca46408.png 4] [https://puu.sh/BEsmm/4d08c879a4.png 5] as, when I returnd to get the information I needed, I instead found that GA has actually removed all evidence of bashing me, as well as his joking about killing heterosexuals and people's children. I guess he forgot to delete this though: [https://puu.sh/BEsnG/c4f6699950.png joking about killing heteros and BigShotFancyMan's children] & [https://puu.sh/BEsoD/44e72951ad.png more confirmation of that same incident.]) [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 04:00, 2 October 2018 (MDT)<br />
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:::1) I let the name thing go when GD cleared it. I seem to recall Geodude having more issues about your "identity" than me, and I believe I called him out for asking you something along those lines. 2) External emotes were never intended to be allowed. You were the first one to bring to my attention that they could be used. Hence they were disallowed after you joined. 3) Conveniently ignoring the emotional distress the situation also caused me. 4) I never made jokes about killing heterosexuals. 5) My apology was sincere. 6) Your "husband" has been accused of misconduct more often than I have been, but I guess he's totes cool and I'm the sole D&D Wiki bad guy. 7) I fixed many Discord issues, including the HG/DG roles, after you left. In direct response to your frustration. Please do not act like I've done nothing to help mend the wound between us. Though I do not understand how you got the idea I disliked you - though I admit my feelings were mixed at times, as I am not required by law to love you - I continually made attempts to reassure you that I was not picking on you. I restructured the server to address your complaints.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 05:20, 2 October 2018 (MDT)<br />
<br />
::::I have added some screenshots to help refresh your mind about the killing of hetero's and BSFM's children. I guess you forgot to delete that one. :) [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 06:35, 2 October 2018 (MDT)<br />
<br />
:::::At this point, these wild accusations are just disruptive. I did not delete the jokes, because they never happened. All I ever said was that I'd consider supporting a spell [suggested by a D&D Wiki user] that killed heteros as I interpreted it to be allowed under certain implementations. That was it: I said it wasn't against the rules since we had comparably bad spells that were allowed. If we held a discussion and the consensus was that such spell should not be allowed, I'd have abide by it. Because I always follow policy. Additionally, I never threatened BSFM's children. I said - in the cesspit to end all cesspits that is #adult-theme - that Donald Trump's EPA allowing asbestos in buildings again would put BSFM's kids at risk. I informed him of this because he was in favor of Donald Trump's presidency.<br />
<br />
:::::Furthermore, your screenshots prove nothing. They show me bidding goodnight in my (a)typical GamerAim mannerism. In fact, I said that I love them all. Can I not express love for my fellow users? Is it my "be sorry when I've won" comment that irks you? I'm not sure how that's offensive. Just me being tiredly over-dramatic after a long evening of defending myself after being pelted with senseless accusations. And then I expressed disappointment and betrayal with regards to another user. Am I not allowed to have personal conversations with other users in third-party channels? That's what the server is ''for!'' I use D&D Wiki itself for being serious and - like everyone - use Discord to be more casual. And finally you can see me stating that I always tried to limit the power of myself and others. Your screenshots show me blatantly admitting that I was not threatening or joking about killing kids or heteros. ''You literally posted my defense against your accusations as proof of your accusations.'' It also shows me politely asking CL to stop using slurs.<br />
<br />
:::::Again, your screenshots show little to incriminate me. At worst, they show me physically and emotionally exhausted as I go to bed. Or me telling EpicBoss99 how I felt about what he did. I'm transparent about my feelings. Is that a crime now? Is it "manipulative?" I don't think it's any more manipulative than you talking about how you once cried to CL over me. Which I said at the time I felt bad about '''''because I never meant to upset you ever.''''' Please, CW, save us both some time and stop lobbing baseless accusations at me.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 08:34, 2 October 2018 (MDT)<br />
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:::::: I have nothing left to say to you GA. You always twist the situation around and accuse someone else. The screenshots confirm that BSFM read the whole conversation where you joked about killing heterosexuals, nothing more. You saying "Haha, I did not do that." proves nothing. I could go around messaging other users to confirm that it did indeed happen (Because the messages *are* deleted, I checked it myself this morning) but I don't have to - BSFM's comment shows enough. Your child-like behaviour just keeps on showing, moreso with the banning of Varr from discord for starting this RfA in the name of 'slander', as well as accusing everyone of being a traitor. I will await further comments and the outcome. -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 08:45, 2 October 2018 (MDT)<br />
<br />
:::Once again, even though you've acknowledged the point, I feel it's important to reiterate out how irrelevant the cesspit of Discord is to the site. If we're going to involve actions on third-party platforms into our decisions, it does seem unfair not to agree that we're going to do as such before punishing people on a basis we've previously agreed is irrelevant. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 04:16, 2 October 2018 (MDT)<br />
<br />
::::Not holding other admins accountable for or even turning a blind eye to the abhorrent interactions they have with other users outside of the wiki, in the name of the wiki and it's policies, is a crime in itself. GA ignored consensus reached on my username (I have an e-mail from GD confirming that this consensus was reached) and continued to bully, insult and belittle me. At this point I wonder how you would feel if a fellow admin were to start calling other users on the phone, or sending them private messages on facebook to harass them - These are third party means of contacting people, after all. I have also found that after a brief absence, the 'unofficial discord' is now on the D&D Wiki:Community Portal again. It seems that slapping the title 'unofficial' means its now connected and recognized by the wiki, but is otherwise a lawless wasteland where admins can be as abusive as they see fit without having to fear consequences. If you feel that an admin who acts this childish outside of the wiki should go scot-free, I'm not sure what to tell you. [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 05:33, 2 October 2018 (MDT)<br />
<br />
:::::I understand you dislike me, but do not lie about me. I did not ignore consensus regarding your username. Once consensus is made, I accept it. I always have and always will. The Discord is on the community portal because that's where all unofficial third-party community pages go. But they aren't dandwiki.com, so they aren't official. I. Did. Not. Harass. You. I'm sorry that you never forgave me for being concerned that your username violated username policy, but nothing I did was personal. You claim that Discord remains a lawless wasteland, when you haven't been there in months. You say I haven't done anything to change, but that isn't true. I never acted childish, but I did address the complaints against me. Some were valid, but they are valid no longer. How else can I make this clear? I don't know why any of you even bother writing long-winded accusations against me. Just say "I don't like GA and never will" and be honest.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:26, 2 October 2018 (MDT)<br />
<br />
:::: I will respond and will mention that while I have not experienced much on this website. I do know that despite you mentioning that you dont want to involve this in your decision making, then do not and I will say do not advertise this in any way on your website, even if you say it is unnofficial, people will now associate this website with that discord. But as long as you advertise this server it is deffinitly a part of this discussion as it is a platform that is as much about this website as the website itself -- [[User:RedHawk007|RedHawk007]] ([[User talk:RedHawk007|talk]]) 04:33, 2 October 2018 (MDT)<br />
<br />
::::::::All I have to add to these walls of text is that I still maintain a person's actions on third-party platforms are irrelevant position on the wiki, no matter how egregiously you fail to get along with them there. As a site, we do not hold authority over Discord servers, whatever they claim or do on that server is their own business. If we blocked GamerAim today, they would still rightfully be server owner; We have no control over their actions there. <br />
::::::::It's also prudent to point out that taking a user's text out of context and consequently changing its tone, as has been done a billion times in this RfA, is not appropriate, and usually a warn-able offense. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 07:15, 2 October 2018 (MDT)<br />
<br />
:::::::::I'd like to note that in spite of this truth, I do hold myself accountable to my conduct in the Discord server. I'm a bit looser in the way I conduct myself there, granted, but I have always taken steps to rectify any offensive behavior.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 08:34, 2 October 2018 (MDT)<br />
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:::::::: All I am saying is that while the discord server is represented on the website, it represents the website and what happens on there should be taken into account what happens. A simple although slightly different is the Roll20 situation at this moment and the reddit. What happened on the Reddit, while it was clearly not on roll20 itself got Nolan T in trouble, despite it being a different platform. -- [[User:RedHawk007|RedHawk007]] ([[User talk:RedHawk007|talk]]) 08:04, 2 October 2018 (MDT)<br />
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:::::::::I do appreciate that viewpoint, I'm not saying it's literally impossible to do, but it doesn't serve D&D Wiki to do so and we've historically agreed not to.<br />
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:::::::::We link to Reddit, to Wikipedia, to random forums, all sorts, throughout our core pages; We can't hold people accountable for actions just 'cause we link to a place where it happened. The rules, policies and expectations of behaviour in Discord are different to those on this site. In the case of events like roll20, people get punished because their policy dictates what you can and can't do on other sites, whereas our policy doesn't, and until that changes, we should not be doing so. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 08:11, 2 October 2018 (MDT)<br />
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::::::::::Look bub, I get that we can't hold admins accountable for everything they do off site. But, quick anecdote for a second, whenever I've gotten a job as a camp counselor and I'm given a camp shirt, one of the things they tell me is that, while wearing that shirt, I represent their company. I would get in trouble if I wore that shirt while not at work, and was rude to someone, or did something controversial, or even drank alcohol, because anything I did wearing that shirt that reflects badly on me would also reflect badly on them. This is no different, GA has had interactions off-site in the name of D&D Wiki that are reflecting badly on the community. [[Special:Contributions/142.55.40.55|142.55.40.55]] [[User:Varkarrus|Varkarrus]] 08:21, 2 October 2018 (MDT)<br />
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:::::::::::Quick anecdote: D&D Wiki isn't the camp you worked at. Also, almost nothing you've accused me of is substantial. i.e. it either didn't happen or I rectified the offending behavior. If what you guys keep saying was the truth, then I agree I should be demoted! But it's not. It's just not. You have nothing on me, because I didn't ''do'' anything. Please stop spreading libelous accusations against me and let this go.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 08:34, 2 October 2018 (MDT)<br />
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::::::::::::For the future, please don't call me bub, it's an unnecessarily rude and incorrect term of address. As I explained, different places have different policies. If we're judging people by their offsite behaviour, especially if we're judging people by largely fabricated behaviour misrepresented by choice offsite chat snippets taken out of context, we should write that phrase into policy before we start doing it. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 08:58, 2 October 2018 (MDT)<br />
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::::::::::::: I assure you that none of the snippets have been fabricated. I only left out unrelated pieces of text from other users between these messages. You are free to visit the discord and fact-check these snippets for yourself - Nothing is stopping you or any other user from doing so, so accusing me of presenting GA in a bad light through the means of fabrication is unwarranted. I'm sure you'll find a lot more of these conversations as these were just the first things I ran into. :) -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 09:05, 2 October 2018 (MDT)<br />
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::::::::::::::Apologies, ConcealedWife, I wasn't trying to imply you had fabricated any of the text snippets you posted (I haven't looked very hard, as I say, I think Discord is irrelevant). However, what GamerAim has been accused of doing has been largely fabricated, as their initial rebuttal pointed out. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 10:12, 2 October 2018 (MDT)<br />
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:::::::::::::::It's alright. In hindsight, I should have probably just made screenshots of the conversation as a whole. That's on me, my apologies. I also assure you that nothing of what I accused GA of is fabricated. I have nothing against them, I simply wish to see justice for the bullshittery that is going down here. I must admit that their twisting and turning without concrete proof is starting to annoy me. -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 10:48, 2 October 2018 (MDT)<br />
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::::::::::::::The screenshots are real, I will admit this. BSFM may have taken what I said as a joke about killing heterosexuals, but that was Varkarrus. And it was an anonymous user of D&D Wiki. Again, all I did was say that the article in question about killing hets would not be against policy IMO, but I'd have done whatever the community consensus said to on that matter. Your screenshots "support" me being a heterosexual child threatener in much the same way as me taking a photograph of my bruised arm proves that you beat me up. Or we can bring this back to me: I said I loved everyone. There are minors in that server. That screenshot could then be used to assert that I'm a pedophile. I'm not, of course, but that's just an example of another way you can twist the "evidence" to support your fabricated claims. I'm sure that an event similar to what you say happened - I remember it as well - but it happened nothing like you claim it did.<br />
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::::::::::::::P.S. I didn't accuse everyone of being a traitor, though I did express feeling betrayed to a couple users. I did say "goodnight, traitors and comrades" as a goodnight jest. That should be evident by my subsequent declaration of love. But, ya know, feel free to "interpret" the events however you like. It won't change the facts, CW.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 10:35, 2 October 2018 (MDT)<br />
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::::::::::::::: It's a massive shame that I can't back my claims up further because you deleted all evidence of the conversation taking place. Should I remind you that both you and Varr were asked to stop having that talk about killing heterosexuals because several users came forward, explaining that they were uncomfortable with the conversation and 'joking' between you two? I don't remember which admin came forward. I'm interested as to why you won't admit you keep deleting evidence of your wrongdoings. -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 10:48, 2 October 2018 (MDT)<br />
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::::::::::::::::This is what I mean when I talk about taking events out of context, and another reason why enforcing standards on other platforms is entirely impractical, and why this conversation is silly and irrelevant. The controversial 'killing hets' topic (which was indeed, at least partially initiated by [[User:Varkarrus|Varkarrus]]) was entirely killed when I complained to GamerAim about it. A short conversation was all it took for them to realise the conversation was making people uncomfortable, the conversation was removed and the issue never arose again. ''Putting personal pride and views aside for the comfort of others is simply a positive and admirable mark.'' --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 13:12, 2 October 2018 (MDT)<br />
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:::::::::::::::::I'm interested to knowing as to why and how this event was taken out of context. The fact it even happened in the first place is not cool in any way and I'm sure it would fall under GA's own rule not to do anything that might "trigger" another user. I also fail to see why him stopping this conversation is as admirable as you make it out to be. -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 13:38, 2 October 2018 (MDT)<br />
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::::::::::::::::::Are you familiar with D&D Wiki's warning policy? A user, as per policy, should not be banned until they get 3 warnings, unless it's due to extenuating circumstances. And warnings disappear after 6 months. Because D&D Wiki recognizes that humans are like articles: improved with iteration, not better off deleted immediately. It should not be admirable to stop doing something wrong, this is true. But it shows that I always try to accommodate the community. Because we ''all'' make mistakes, ones that upset other users and make them uncomfortable. Even other admins have done so, probably more often than I have. But the true measure of a person's character isn't whether they make mistakes (look Vark, singular they!), but whether they learn from it. I can't say it for everyone here, but I think the record shows that I've done my work to learn from mine.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:03, 2 October 2018 (MDT)<br />
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* I too oppose GA's continued position as an administrator. <br />
: It's no secret to those present, GA's dislike of me. Between the insults and belittling directed at myself and other users, the wheel warring he's inappropriate initated and engaged in, the several invalid and unofficial warnings on and off the wiki he's made against myself as well as a whoely lack of professionalism contribute to the opinion that GA isn't or at least is no longer a suitable face of the wiki. {{User:ConcealedLight/Signature}} 10:38, 2 October 2018 (MDT)<br />
::Could you possibly link to any pattern of insults or belittling? Or wheel warring GamerAim has "initiated"? Or is this another 'off-site' perspective? --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 13:05, 2 October 2018 (MDT)<br />
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:::I don't care if it's off-site, because it hasn't happened on Discord either.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:03, 2 October 2018 (MDT)<br />
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::Could you please provide corroborating evidence to support your claims that I am unsuitable to have administrative tools on D&D Wiki? Any evidence that in the over 1.5 year time span I've been an admin that I abused administrative permissions? Because that is what the RfA process is here to decide, not to resolve a personal dispute over your perception that I dislike you. I have disagreed with your conduct on some occasions, but I do not dislike you on the whole, but even if I did, that isn't against policy.<br />
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::I ask you - as a fellow member of the community, not as an admin - to please not abuse the RfA process to settle personal disputes. If this is about you recently feeling upset by me warning and joking with you, that matter is resolved, as GD said, and I agreed to an informal ban on communications. I am only communicating with you now because you are opposing my RfA and SgtLion and I would like some evidence to back your claims that I am unsuitable for administrative tools.<br />
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::P.S. If anyone else would like an informal ban on me communicating with you, just ask! You're under no obligation to chitchat with me if you dislike me as a person for any reason. Me not interacting with you is as simple as plainly and clearly requesting that I cease communications with you :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:55, 3 October 2018 (MDT)<br />
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:::I've already communicated my concerns to GD in private which were echo'ed by users here and I will reserve my right not to interact with both of you when you're like this. {{User:ConcealedLight/Signature}} 06:46, 4 October 2018 (MDT)<br />
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* Put me down as well for another opposition vote. I believe that the past events reflect very poorly on GA's judgement as well as his ability to be the "face" of D&D wiki. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 15:10, 2 October 2018 (MDT)<br />
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::What past events? If you're referring to anything mentioned here, I've thoroughly debunked it all :) -[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 15:42, 2 October 2018 (MDT)<br />
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* I oppose GamerAim's continued adminship. I could spend all night writing up essays to defame character, start arguments, point out hypocrisy, and picking apart everything one person has ever done on this wiki and on his Discord, but... I'd really rather not. From my pile of gripes I can pick four points I feel obligated to make, the last of which is quite personal.<br />
:#Anyone who routinely uses language as horrifically toxic as that present in this page's history, and in the preceding Discord screenshots, does not deserve to be the face of anything respectable. "Betray," "traitor," "the one other honest admin," false accusations of "libel," and on and on and on. Disliking and belittling those who disagree with him, while praising and upholding those who agree. Etc. That alone should be instantly de-qualifying, let alone all the other abusive, belittling, confrontational, and conflict-causing behavior I've seen from the relevant user.<br />
:#Anyone who enforces their opinion over 10+ other active users' universal consensus, and (I quote) "didn't view consensus as legitimate," and disguises this as upholding the "spirit and intend of the wiki", '''''and''''' continues to do so for months does not deserve to be an administrator on any wiki. That alone should be instantly de-qualifying, let alone all the other instances of ignoring consensus and abusing power.<br />
:#Recently, an incomplete campaign setting was speedily deleted both due to potential copyright infringement and to the request of the sole significant contributor. It was discussed by three administrators and the sole significant contributor to reach apparent consensus in this deletion. Precedent for speedy deletion for both of these issues (let alone both) exists in the deletion log with hundreds of examples from several administrators from Marasmusine to Green Dragon over the past five years. Our written policy, both [[Help:Policies|then]] and [[Help:Deletion Policy|now]] supported this deletion. It's worth foot-stomping the fact that even after GamerAim rewrote the [[Help:Deletion Policy|then-proposed deletion policy]], including completely rephrasing the part regarding author-request-deletion (which is again only one of two reason the content was deleted), it still warranted speedy deletion as he wrote it. In short, this deletion had consensus, policy, and precedent in spades for both of its deletion reasons. In response to this deletion, GamerAim undid the deletion without discussing it at all beforehand, then warned two administrators for violating "unwritten" policy (again despite the fact written policy supported the deletion). Since then he has defamed both of the administrators several times for this action, even including on this page. When I began to bring up my evidence and make my case, trying to discuss it rationally{{dash}}as opposed to arrogantly undoing the actions of a then-fellow administrator{{dash}}I was not only '''ignored''' entirely, but in other locations GamerAim defaced my actions as "abusing my power" and "violating policy." He literally did so on this page. Meanwhile he has yet to respond on my talk page at all after I provided some of my reasons, apparently dismissing them as irrelevant. God knows what he's said on his Discord. As far as I can gather his rigid stance only began to diminish when Green Dragon declared "sole significant contributor request" was a valid reason for deletion, albeit not speedy deletion. As of this moment I remain convinced GamerAim feels his actions were correct and justified despite the fact they were destructively taken against actions supported policy, precedent, consensus, and even quality content curation. This whole situation and how it was handled exhibits a myriad of problems, including the (1) "toxic conflict-causing language" and (2) "violating consensus" already mentioned. Not only this but it represents an unwillingness to work with peers or even DISCUSS anything, a habit of creating conflict where there wasn't any, a misinterpretation (at best) of policy, using only what works in your favor (two precedent examples from 6 years ago as opposed to the hundreds made since then even from the same administrators), a stark double-standard (accepting GD's words as gospel but ignoring the thoughtful actions and words of several other administrators), not only twisting the truth but blatantly lying, libel (which as this RfA shows he loves to accuse others of), viewing his thoughts/actions as blatantly superior to the several combined thoughts/actions of his supposed peers, and overwhelming levels of hypocrisy. Ironically what he should have done is follow the advice he himself gave on this very page, "Do what I do and appeal it on the appropriate talk page. Reach out to people. Don't make a decision in your isolated corner and get upset when it isn't taken as law." His horrid response to this matter perhaps isn't enough reason for de-qualification, but it succinctly displays a continued pattern of behavior I find wholly unacceptable for an administrator.<!--Christ. Even in this page GamerAim you're begging at the leash to delete or undelete at the whims of Green Dragon or Marasmusine, but Guy/Geodude/ConcealedLight/etc can all rot without even being acknowledged, apparently. I assume you know the main reason we put signatures at the end of comments in wiki culture is because the message is what's important, and the messenger should only be an after thought.--> <br />
:#GamerAim's continued behavior and his abuse of power are the '''only''' reasons I still refuse to be part of the Discord server, and as I've stated I will rejoin it or a similar server (even if only to lurk) on the very day he is no longer the server owner. GamerAim's behavior is far from the only reason I insulted everyone who supported me by disavowing my adminship, and far from the only reason I blocked myself, but to say it isn't a major factor would be a lie. This last point isn't enough to be de-qualifying, but it is enough reason to cause my return solely to vote in this RfA.<!--<br />
:I regret joining this wiki and wasting everyone's time/effort with my own RfA, but I do not regret stepping down nor trying to break my wiki-addiction by blocking myself. If my "drama" indeed caused some of these issues to at least be openly discussed, then maybe there was a golden nugget in this pile of dung. --> - [[User talk:Guy|Guy]] 22:56, 12 October 2018 (MDT)<br />
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:::I responded on your talk page. Anyone interested in having your arguments fact-checked will have to see elsewhere on this page. I've neither time nor energy to refute the same arguments against me all over again. This page is too long as-is.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:42, 13 October 2018 (MDT)<br />
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:::Even if it doesn't mean anything and you're chastised by the ensuing paragraphs, I missed having you around Guy. I'll go back to my corner now. I hope to have you around again even if nothing is accomplished by ''all this''. {{User:ConcealedLight/Signature}} 06:07, 13 October 2018 (MDT)<br />
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:::: Same here, Guy. I've always admired you as a content creator and as a person. I'm so glad you came back! [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 06:46, 13 October 2018 (MDT)<br />
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:::::Most of these points have already been brought up and refuted, but it's understandable not reading the odysseys preceding your vote, so I'll sum up the arguments that pretty much dismiss these points. Same as everyone else, though, I hope for ye return.<br />
:::::1. Again, out-of-context, not toxic, and on a third-party platform. You can find me saying far more toxic and disgusting things than the word 'Betray' all over the wiki. Aside from minor passive-aggression that everyone has engaged in with the overly charged drama here, GamerAim continues to be a perfectly amiable, reasonable and polite person on the wiki.<br />
:::::2. I've no idea what you're talking about? GamerAim has very consistently abided by policy on the wiki, which does technically overrule consensus, so if that happened I can certainly bet it was because policy. If this is Discord, then, whatever, there are no relevant rules to be beholden to there.<br />
:::::3. Again, GamerAim acted entirely on written policy. Our deletion policy didn't even pose *any* clause for deletion by user request, until recently (thanks to your efforts, Guy), and speedy deletion by user request isn't and has never been technically allowed. I'll happily concede that though I had agreed the deletion was fine, I was wrong - it did actually contravene policy as written, so GamerAim was right to revert. Again, policy overrules consensus, and as it is what GamerAim has been citing all along, it's pretty clear proof this whole affair has been a matter of ''Good Faith''. I too would, overrule an action by consensus of a thousand admins if it was clearly not actually allowed.<br />
:::::4. Don't know how many times I have to say it. Dandwiki.com has zero authority over the unofficial D&D Wiki server. This is '''not a vote on owner of the Discord server'''. What happens on that server is entirely under the owner's purview. So, beyond an act of petty revenge, I'm not quite sure why you cite that as a factor in your vote. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 06:50, 13 October 2018 (MDT)<br />
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::::::You are absolutely biased. You consistently ignore the passive aggressive comments that GA has made in this RfA, furthermore, you condone this behaviour it by claiming "Well, I would have said worse." - Do you genuinely believe that saying that makes this sort of behaviour (from an admin no less) alright? Because to me it just sounds like "I express passive-aggressive behaviour towards users too so it's okay." - It's not. You should not be doing this either and frankly it disgusts me that you encourage it. [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 13:09, 13 October 2018 (MDT)<br />
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:::::::Yes, that is how a community process works - We're all biased, and we vote for things we are biased for. I don't recall how explicitly pointing out passive-aggression amounts to 'consistently ignor[ing]' it. Yes, I believe when you are witchhunted and harassed over made up drama for months, then a few pretty minor passive-aggressive comments is understandable. I'm sorry that stating this is somehow interpreted as encouraging bad behaviour, but it's not. If it weren't for this needless generated drama, none of this overly charged discourse would be happening at all. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 13:35, 13 October 2018 (MDT)<br />
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::::::::Call it needless drama - No matter how you twist or turn the words, there's still a group of users out there who are concerned about a slew of bad behaviour from an administrator. The fact you discredit all of GA's wrongdoings by calling it 'made up drama' speaks for itself as well. [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 14:57, 13 October 2018 (MDT)<br />
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:::::::::I call some drama needless because conduct on some Discord server is not in our jurisdiction. I call some drama made up because there have been accusations and actions pursued based on provedly false pretences. I hope that explains my intended meaning more clearly. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 16:15, 13 October 2018 (MDT)<br />
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:::::::I agree that administrators should keep their cool under stress, and for the most part I have. I apologize for where I lost my cool, but I also don't believe that being, as SgtLion said, "witchhunted and harassed over made up drama for months," was one of the job descriptions for becoming an administrator. Taking criticism, sure. I have always done that, even welcomed it! But all administrators are humans and all humans have limits to how much abuse they can take before they start making snide comments. None of us, not SgtLion, <s>Mara</s> BSFM, Kydo, GD, CL or Geodude, are perfect. I think SgtLion makes a valid point that we all do these things every once in awhile, but there used to be a mutual respect, not just among admins but among all users, that not every sleight needs to be sanctioned. As administrators, we look for ''patterns'' of minor sleights. Let us know (preferably on another talk page) if you have any more questions on administrator procedures!--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 14:11, 13 October 2018 (MDT)<br />
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::::::::So....anyone notice any admins missing? Must be perfect if they ain’t listed ;-) [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 18:26, 13 October 2018 (MDT)<br />
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:::::::::{{trout}} <br />
:::::::::{{User:Geodude671/Signature}} . . 18:31, 13 October 2018 (MDT)<br />
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::::::::::Personally, while I do not believe anyone is perfect, I do not believe this sentiment should be used to excuse wrongdoing.<br />
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::::::::::It is perfectly fine to understand ''why'' someone retaliates, and not to tolerate it. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 09:34, 15 October 2018 (MDT)<br />
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:::::::::::I, for one, do not expect my wrongdoings to be excused. Though I do find it a bit hypocritical that you hold me solely responsible for my responses on this RfA that put me under undue stress while also laying blame on me for Guy blocking himself and leaving D&D Wiki. I'm curious if you believe I am also responsible for Varkarrus bringing Discord drama over to D&D Wiki? I just want to know how responsible I am for peoples' actions (like how you said my Discord conduct should be scrutinized because the server is linked on the social media page, even though I tried to get it removed when Geodude671 first added it).--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 13:57, 15 October 2018 (MDT)<br />
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* <s>'''Neutral'''</s> '''Opposed''' - I'll be frank: I'm only in this section because I am still deciding, and because I honestly am conflicted on this issue. On one hand, I'm going to dismiss the arguments of interpersonal conduct in relation to the discord server; As others have said before me, it is not relevant to this server. My own opinions about things said and done in it notwithstanding, I also think it should be stricken from this wiki's pages and we, as a website, ought to distance ourselves from it, as it is now. It provides no benefit to this site when it is mired in such ''discord'' and any attempt at dismissing it as irrelevant while we are simultaneously broadcasting its invite code and asking people to appeal their ''bans from the discord server'' on our wiki is hypocritical and foolish. I have suggested as much here: [[Talk:D&D Wiki on Social Media#Discord Removal]]. <br />
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:On the other hand, there are parts of [[User:GamerAim|GamerAim's]] conduct here, and in at least some of the screenshots provided, that I don't believe can be defended, and I don't consider them professional or appropriate. Whether we consider discord relevant to the server or not, part of one's candidacy for adminship should absolutely concern with how they wield that power against other users, not just their contributions to the wiki. Frankly, I feel as though the behavior on this page was already warranting concern, as a number of posts appear defensive or condescending, and I frankly cannot trust someone with power when they have previously used power to warn and ban users for 'spreading blatant lies in order to sway people against me', on their discord server or not, especially not in the context that the argument was presented by the offender, themselves.<br />
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:I'm also concerned regarding the issue of Copyright that was brought up on Reddit because -- and let me preface this comment with the fact that I have personally and exhaustively argued in defense of fair use and against strict copyright rules on record, and I stand by that -- any legitimate violation of copyright is a problem for Dandwiki. It is a serious issue and can place Dandwiki in a potentially dangerous place, legally speaking. I am currently researching this incident and I will otherwise not comment on it until I have finished. <br />
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:Whether you consider me a 'traitor' or not for voting this way, so far, is up to you. Personally speaking, while I perform select edits every now and then, I watch this website from my RSS feed and check in frequently. This is an unfortunate and disconcerting set of affairs to have come in to. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 17:23, 3 October 2018 (MDT)<br />
[[Category:Admin Request]]<br />
:: This is exactly why I take issue with the fact that admins cant be held accountable by how they act off-site! Because, you are right: GamerAim's behaviour in the screenshots provided IS inexcusable, unprofessional, and inappropriate. He was acting as such while also acting as a D&D wiki admin, AND as the "owner" of the D&D wiki server, which reflects poorly on the entire D&D wiki administration. [[User:Varkarrus|Varkarrus]] ([[User talk:Varkarrus|talk]]) 18:08, 3 October 2018 (MDT)<br />
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:::Prior to my recent restructuring of the Discord server rules, there was no pretense that it was more than tangentially related to D&D Wiki. At the very least, ''I'' actively voiced against such pretenses. People had issues with the server, so I took steps to resolve them by treating it as more "official" than before. Under these circumstances, I don't see how my conduct in what was effectively ''my own'' server that you chose to join should reflect on my ability to wield administrative tools on D&D Wiki, considering that I responsively wielded them for over a year. I ran a server for my fellow community members; users who were informed multiple times, both before and after the rules change, that Discord is not a legitimate D&D Wiki communications channel. The link for it on social media explicitly said that the Tavern is the official chatroom (and the interpretation that Discord is separate from D&D Wiki was derived directly from GD's ruling regarding the Tavern). That is not how I ran it.<br />
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:::In short, I don't see how I can be held accountable to policies that don't and didn't exist. If you want us to be held accountable in the future, that's fine! But it's not any fairer to hold me accountable retro-actively than it would be you being blocked for joking about killing heterosexuals in Discord months ago. If I seem a bit on edge during this whole debacle, it's because of the scale of the injustice being proposed here.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 18:36, 3 October 2018 (MDT)<br />
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::I second removing the link from our social media page. I only mentioned Vark appeal her ban from it because she expressed contention over it on my RfA. I otherwise do not mention the Discord server on D&D Wiki (besides the long-standing link on my user page).<br />
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::I have not wielded the power wrongfully against users, either on here or on the Discord server. It was brought to my attention that lying in the manner Varkarrus and Geodude671 did is against D&D Wiki policy. No one else has been sanctioned because no one else spread the specific lie spread by them. While I disagree with the interpretation and use as evidence of many claims made here, they were not so baseless as claiming that I was single-handedly responsible for Guy leaving D&D Wiki. I did not announce myself as an administrator of D&D Wiki during that reddit discussion, so I fail to see how that could be relevant even if wrongfully representing D&D Wiki was against policy. My username there also differs from mine here, so the connection would not have been obvious to any onlookers.<br />
<br />
::I do apologize if any of my comments came off as defensive or condescending; I am simply trying to alleviate any concerns and refute any claims that I believe are wrongful. This is done only for the sake of the reviewing bureaucrat and other users. I do not intend to be condescending, either. Is my use of smiley faces or long-winded explanations of events giving you that impression? Of so, please let me know and I will cut down on it! As I said above, I respect all opinions here, even if I disagree with them.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 18:36, 3 October 2018 (MDT)<br />
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:::According to your statements in the above argument on the matter, you argued that lies were spread about you especially in regards to driving Guy away, and that the motive behind them was in order to sway people against you. Stating that you 'drove someone away' is, at best, a hyperbolic accusation on its own, in the absence of a contradiction (i.e., the someone in question never having been away, at all). By all accounts here, and elsewhere, it does not appear that anyone can truly say exactly ''why'' he left without making an assumption. In regards to the 'in order to sway people against me' line, it is extraneous and only serves to bulk up the purported offense as if it were something more than it was. Because of this, it comes across as if you were acting less as an impartial arbitrator and instead were leaking your own displeasure into your ruling. It should also go without saying that the wiki is designed around swaying people, whether for or against. That's why we make these arguments toward each other all the time, in pursuit of consensus.<br />
<br />
:::You have every right to govern your own server(s) in the way that you see fit. That said, whether you view that action as justified or not, do you contest that there is a very clear concern regarding your partiality when you're elevating a purported offense to more than it is, packing it with non-issues about swaying people, and then acting as judge, jury, and executioner on offenses against your own character? And when it all comes to a kick/ban due to a user -- miraculously, in your own words -- accumulating 3 warnings for behavior, against yourself, within 24 hours of posting this RfA? Does it matter if it was in the Discord if it reflects on how you use the powers of an admin?<br />
<br />
:::I think that, in light of that, I have every right to be concerned regarding how you might use your power as an admin. It doesn't matter whether it was in Discord: That just means you weren't held to our standards and rules... but it absolutely does give reason to consider your capacity to use your power as an admin here in that same light.<br />
<br />
:::As for the screenshots, I am not considering anything that amounts to, on its own, an interpersonal conflict. The arguments between you, ConcealedLight, ConcealedWife, Varkarrus, and whomever else, and the contents thereof, aren't something I am interested in, as they are completely outside of the scope of Dandwiki, the website, and your personal interactions away from here are not to be scrutinized in any official capacity -- not because they are away from here, but because they are explicitly only involving you and those parties without other context relevant to our site. What does concern me are the items that directly relate to this wiki, such as your purported jokes about calling people traitors over this RfA, and the questionable manner in which you told [[User:EpicBoss99|EpicBoss99]] that ''their neutrality is noted'', and then seemingly attempted to further press them into changing their vote with statements such as they were ''risking ending it all'' by voting neutrally, in regards to your contributions. With this being the serious matter that it is, I can't help but disapprove of that as being sly, and it certainly doesn't help matters when some of the main arguments being brought against you are your conduct and use of power against others.<br />
<br />
:::As for the reddit incident, whether you announced yourself or not, it seems as if the user knew you were an administrator, with the "I'm speaking with a DanDWiki admin right now to try and resolve this." line in response to most of your suggestions, which they argued were not working or that they were barred from doing so by some means. That said, that isn't the issue: The issue is that someone alerted you to a potential copyright issue, and some of our editors corroborated it, and your actions in response were to discourage others on the matter because the reddit user in question had not followed the process you considered proper. You openly said you'd accept a legal attack (i.e. DMCA) on this site rather than working immediately to defend against it, because ''we shouldn't reward their bad behavior''. Don't misunderstand, I am not saying you should have immediately disregarded all rules and deleted the campaign, but we should always treat claims of Copyright Infringement seriously: We can't let our personal offense to a reddit user's behavior detract from that, or discourages others by the same token because of it.<br />
<br />
:::Lastly, while I don't think the smilies help, I think they moreso don't help when you're delivering arguments followed by what equates to, in my mind, a verbal backhand. Consider the following quotes:<br />
<br />
:::"'''The real difference between us and them, SgtLion, is that we apologize for our mistakes instead of stubbornly refusing to admit them.'''--GamerAim Chatmod.png (talk) 05:23, 2 October 2018 (MDT)"<br />
:::"And I find this whole RfA reminiscent of throwing a tantrum because I corrected users on policy or warned them for breaking it. As SgtLion said, please do not slander, belittle or insult users. '''And this coming from a user who tried starting drama in Discord because she thought I disliked her...'''--GamerAim Chatmod.png (talk) 05:20, 2 October 2018 (MDT)"<br />
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:::Without going through the lengths of filling this reply with quotes, I'd argue that neither of these comments, and the others like them, are professional or appropriate. I do not mind you defending yourself, and I would always have you do so, but you and I both know neither of these are defending anything. They only serve to exacerbate tensions and arguments between you all. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 20:34, 3 October 2018 (MDT)<br />
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::::Er, I should probably clarify that the "DanD Wiki" (sic) admin that Honeybadger referred to was ConcealedLight; he also posted in that reddit thread to help the user, and identified himself as an admin. {{User:Geodude671/Signature}} . . 21:05, 3 October 2018 (MDT)<br />
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:::::I only care to repeat the point I've made elsewhere, that this process seems to just be part of a wide, incessant, highly charged, and emotionally tiring witchhunt; in that exceptionally horrible position, one would have to be divine as a god to be, 100%, wholly unresentful about the whole affair. I would undoubtedly do far worse. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 00:18, 4 October 2018 (MDT)<br />
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::::::I agree with you on almost every points you make, JwGuy. GA spends his days proclaiming he is better than 'the others' ('The real difference between us and them, SgtLion, is that we apologize for our mistakes instead of stubbornly refusing to admit them.'--GamerAim) while he has done nothing but taunt us with these statements, only further proving his inability to act as a responsible admin. I was never here to question GA's ability to work with the admin tools - I am here because he displays behaviour off-site, in the name of the Wiki ("I have been working on making the discord more official") that is unbecoming of an admin. As an admin and "Face of the wiki" (Quoted from the [[https://www.dandwiki.com/wiki/D%26D_Wiki:Requests_for_Adminship RfA info page]]) this behaviour is less than favourable and even if he does not lose his adminship over this, he should not be in charge of any third party application such as Discord, as even his supporters Cotsu expressed a [https://puu.sh/BEsmm/4d08c879a4.png concern] over his power-hunger. He claims to have bettered the discord in my absence, but as I have befriended more than one person there I was more than aware of the situation that was still going down there - after all, we wouldn't be having this rfa if it was going as good as he claimed it to be. <br />
::::::Another quote from the rfa: "Administrators must be courteous, and exercise good judgement and patience in dealing with others." qualities that GA has shown not to possess while off-site, banning users for 'defaming his character' and speaking out against his constant belittling and bullying. <br />
::::::I also wonder if GA ever read the RfA page as the first thing he did was vote in support of himself here, in another act that comes off as ignoring or otherwise stepping all over the severity of the situation. (Quoted: Who may comment in the Support, Oppose and Neutral sections: Any D&D Wikian with an account is welcome to comment here, except for the candidate (who may respond to comments by others). Certain comments may be discounted or removed if there are suspicions of fraud; these may be the contributions of very new editors or sockpuppets, as well as meatpuppetry and other activity that may be the result of an illegitimate attempt to shift the balance of opinion. - Rfa page) -- [[User:ConcealedWife|ConcealedWife]] ([[User talk:ConcealedWife|talk]]) 05:50, 4 October 2018 (MDT)<br />
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:::::::First of all, I apologize again of my conduct was offensive and I thank you for bringing it to my attention. I can see how those comments would have been construed as offensive and will not make any similar comments in the future. However, if you truly believe that I deserve to be sanctioned, by all means please issue me a warning [[User_talk:ConcealedLight#Warning_for_.22Quoting_another_editor_out_of_context.22|as I did to CL]] when I believed he violated policy. I have no problem being held accountable for recent unaddressed actions that I committed. I also apologize for offending you with my smiley faces. I only ever meant for them to alleviate hostilities and express sincerity. While I make no excuse for my actions and will accept a warning if deemed appropriate, I already apologized to EpicBoss99. My reasons for saying what I did, regardless of whether I should have done it, are on Discord where they belong, and you may look there if you want to see it.<br />
<br />
:::::::Lying or swaying people against me are not in themselves to terrible to deserve a warning, but the lie was made in arguments about why I should not be an administrator. It was not a white lie, and I did not want to express that what happened was solely for lying or for swaying people against me. That is why both were mentioned, because the lying was exacerbated by its function of turning people against me for something I didn't do. This is a serious offense, whereas simply giving an interpretation of events is not. Again, this is why other people who gave their interpretations were not sanctioned.<br />
<br />
:::::::I don't see why the warnings being for behavior against me is relevant. I would have issued those warnings if Varkarrus had picked on someone else, but she picked on me. That's just how it happened. My warnings were impartial - the ban wasn't even issued until the day after, when I had time to think it over. You say that it gives you concern about how I might abuse my administrative powers on D&D Wiki. But again, I've been an admin for over a year and have not - even recently - abused that power. I do understand why you might have concerns, but the fact remains that I am already an admin and have proven that I can be trusted through my actions as an admin.<br />
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:::::::The issue with reddit is, IMO, the same as the one with Discord: we don't have jurisdiction there. However, once consensus determined that it was irrelevant and we should act regardless, I abode it. I am passionate about my belief in policy and express it plainly at times, but I have always followed whatever was decided to be the correct course of action.<br />
<br />
:::::::Again, most of the complaints about my actions in Discord were ''before'' I worked to make it "more official," and I did so solely in response to the needs of the community. They wanted all administrators to be held accountable and to abide by policy in the server, so I did what they asked. I have already said why I think we're having this RfA. At this point, I'm just talking in circles.<br />
<br />
:::::::I did vote for myself, with a little winky face. One of my more positive qualities is that I attempt humor to alleviate hostilities between users. I admitted that I wasn't allowed to vote for myself. I try to come off as laid-back, casual and approachable.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 06:57, 4 October 2018 (MDT)<br />
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::::::::I've taken a good long time to think about the issue at hand, your responses, and other items of interest that I've been keeping tabs on throughout the wiki for the last several days. I wanted to make sure my response was appropriate and fair, and was the result of deliberation rather than a momentary reaction. Whatever may happen, I cannot in good conscience do nothing. I am changing my vote to Oppose.<br />
<br />
::::::::Frankly, I consider your response to be arrogant: You've asserted that your administration on this matter concerning your own personal offense are completely legitimate and impartial, despite the massive conflict of interest and personal stake you have in it. Your arguments to justify the ban over a <s>lie</s> '''truth''' (your assertion that it was a lie was your own opinion, not proof; furthermore, the subject user confirmed that this 'lie' is/was correct, in an above statement, making it all the more important to display the true issue with your actions: You attacked another user for saying something you disliked and denied without proof, which then turned out to be true) were unsatisfactory, and still come off as you hyper-inflating the issue due to personal interest. I have personally watched for the last several days and have seen at least one example, and hearing of more, of you pushing for others to come and vote favorably in your regard, which I considered without respect for the process at large and the severity of the claims against you. There was never a claim of jurisdiction over reddit, but rather that you refused to investigate, and discouraged others from investigating and acting on the content on our site, where we absolutely do have jurisdiction.<br />
<br />
::::::::I've read the counter-arguments, both by you and other admins: That your contributions to the site are too valuable to lose, and that this is a tempest-in-a-teapot set upon us with interest in deposing you.<br />
<br />
::::::::To the former, I argue that you can perform just as well without your administrative privileges, or at least to a sufficient degree. Any one of our staff can assist you in edits you cannot make yourself without those powers. That is not an appropriate argument for ignoring the issues being brought up, corroborated, and proved here.<br />
<br />
::::::::To the latter, I argue that even despite this supposed intent, it behooves us to act as protectors of our community and legitimately address issues that are brought up, especially if they are provable issues of improper conduct with regard to our site or your position as administrator. It doesn't matter who brings up a problem, if the problem itself is legitimate. To ignore it in the face of that is partiality and putting relationships ahead of Justice.<br />
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::::::::That's how I feel; I do not believe the position of administrator should be solely based on one's contributions to the site. Paying your way to power, no matter the currency, inevitably leads to corruption and upheaval. I accept that maybe it's me who is out of place, in this regard, but that's a separate matter. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 08:53, 15 October 2018 (MDT)<br />
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:::::::::Just as a note, I'd point out that - lie or not - the subject user's response actually confirmed that the accusation ''was not true''. I quote: "GamerAim's behavior is far from the only reason I insulted everyone who supported me by disavowing my adminship". And you go on to say GamerAim 'attacked' a user? I don't remember that at all. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 09:17, 15 October 2018 (MDT)<br />
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::::::::::That is incorrect; 'far from the only reason' indicates that it is still a reason, just that there are others as well, and of a great number. I consider [[User:GamerAim|GamerAim's]] use of administrative powers in excess and without justifiable cause to be an attack on the user -- an aggressive action against them -- especially given the context and circumstances indicated above - notably, that the accumulated warnings were largely based in personal offense and were issued within 24 hours of this RfA's posting, which [[User:GamerAim|GamerAim]] has even indicated would be ''miraculous'' in any normal situation. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 09:25, 15 October 2018 (MDT)<br />
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:::::::::::Being a minor part of someone's decision to leave is ''not equivalent'' to 'driving a user away' - That's still an incorrect and wholly unfair statement. I personally would not call an event on some Discord server where a user got banned for 3 days for literally breaking the rules of that server an 'attack'. I also personally find it pretty expectable that a hostile RfA would trigger a hostile conversation where rule-breaking happened. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 09:41, 15 October 2018 (MDT)<br />
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::::::::::::That is subjective, and your opinion is noted, but I disagree; The severity of any part of cause is not something that can decided by either of us, unilaterally, least of all in favor of our own positions -- only that it was, indeed, a cause. That should, at the very least, be something we agree on, given the statement as-is, and the assertion that this is untruthful is objectively incorrect in the face of that -- stating initially that it was simply untrue, and then stating now that it was only a ''minor'' cause... that kind of unsteady position and argument should be evident enough. It is especially concerning that despite this, and despite [[User:GamerAim|GamerAim's]] action against the individual, regardless of the fact that his accusation turned out to be true, that it was still action against another user based in personal offense, with a personal stake in the matter, with exaggerated offenses. We can cherry-pick each others' arguments all day, but we should cut to the chase: Is this behavior okay, in your opinion? It isn't, in mine.<br />
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::::::::::::You can call it what you wish, and you will always have my support in that, but semantics over what is and is not 'an attack' will not better serve the argument or the wiki. Also, in regard to your last point, whatever we consider 'expectable' should not mean we excuse or condone that behavior, nor does it mean that should somehow be exempt from consideration in regards to whether they should have power or not, full stop. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 11:15, 15 October 2018 (MDT)<br />
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:::::::::::::I'll clarify just because who-knows-why, that my latter sentence referred to how not-miraculous it was that Varkarrus was subsequently banned for breaking the rules of some server. And yes, I think the behaviour of "correctly reverting an action that explicitly breaks explicit written policy", an act so cruel and fiendish that GamerAim somehow became responsible in ''any way'' for Guy leaving is more than acceptable behaviour, it is exemplary - If you think otherwise, you are an odd admin. --[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 13:50, 15 October 2018 (MDT)<br />
<br />
:::::::::# Of course I have a personal stake in this. The majority of people who opposed me do too. They want to see me removed from adminship out of a personal dislike of me. Not even over things I did on D&D Wiki, where I am considered The Face of D&D Wiki. It's because they dislike how I ran a server that is &mdash; as my 'supporters' have made me realize during this RfA &mdash; "mine."<br />
:::::::::#I don't even have to follow ''any'' interpretation of D&D Wiki policy on Discord. I can ban whoever I want for whatever reason I want to and D&D Wiki itself has no jurisdiction over it. GD did not endorse the server. He did not want an official Discord server, which is why the one I made was never official. I created it as a courtesy to other users as a way to community during D&D Wiki technical difficulties. It's not the official Tavern. No one has to be in there. It is, for all intents and purposes, a fan server. Is a D&D Wiki administrator not allowed to do other things on the side? It is, in truth, no more a part of D&D Wiki than D&D Wiki is owned by Hasbro or Wizards of the Coast.<br />
:::::::::#I have not used my position as a D&D Wiki administrator to abuse anyone on D&D Wiki based on events in Discord. People say they've had issues with me for months, but in all that time I did not abuse my administrator powers or position on D&D Wiki.<br />
:::::::::#Conduct on third-party platforms was never implied to be a responsibility of an administrator, and yet here I am being accused of poor conduct. Perhaps, if those users had opened a discussion on whether an administrator should be held responsible for off-site conduct, I would have made doubly sure that I was not infringing on that responsibility. For that reason alone, this RfA should be dropped based on the pretense of its creation.<br />
:::::::::# I am not responsible for Guy leaving. If Guy left because I told him not to speedy delete G7, that's on him. Green Dragon agreed that G7 is not enforceable on D&D Wiki. Guy was never chastised or sanctioned over his use of it; he was just informed that he isn't allowed to do it. Guy has a history of leaving over things like this. This is not the first time it is happened. Less than two weeks before he blocked himself, I made a joke in Discord (to which no one objected, FYI) that he was going to block himself after becoming an admin. Shortly before becoming an admin, he was asking (seriously or not, IDK) to be blocked. Other users had concerns about this during his last RfA. This is why it's ludicrous to accuse me of being responsible for Guy leaving. Guy left and blocked himself because that is who Guy is. And I'm not criticizing him for it, but that was ''always'' the concern about his behavior, and it is extremely unfair to accuse me of being responsible for a behavioral trait that Guy had previously exhibited without my involvement.<br />
:::::::::# Sure, I guess no one needs to be an administrator. We could all have GD do everything for us. But being able to do it by myself is ''why'' GD nominated me. And again, even if there's no reason I "need" to be an administrator, there's also no reason that I ''shouldn't'' be one anymore. Because I already am one, and I have not abused that privilege.<br />
:::::::::# I never pushed anyone to come vote for me. A couple users have expressed an interest in voting, and I offered to help them with it if they needed it. Geodude and ConcealedLight have done the same thing; they saw a user express support or opposition for me, and reminded them that they can vote. I did not go up to random users and coerce them into voting. I also consider some aspects of this RfA to be disrespectful towards the process, but there's nothing we can do to stop it.<br />
:::::::::In conclusion, if you think I've really broken policy on this page, issue me a warning. I won't challenge a warning if I've done something wrong. If there's not a policy for it, propose one. Stop it from happening again. That is what I always do. I have even tried to get policies created in response to criticisms other people have ''of me.''--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 10:29, 15 October 2018 (MDT)<br />
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::::::::::There is some misdirection here. In response:<br />
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::::::::::#The argument is about using administrative power against someone in matters you have a personal stake on. It is an argument of judgment and restraint and the responsible use of power. Not having personal interests in general. This was never implied or stated. While I know you did not imply as much, it should be noted that I, myself, was never involved in any of this; I found my opposition purely as a response to your own actions and words, explicitly.<br />
::::::::::#This is largely irrelevant. You conceded, yourself, that your actions as an administrator elsewhere are valid reasons to have concern regarding your position as one here. You have not been penalized for how you run your server generally or specifically by any legal or otherwise punitive measure, nor have I stated anywhere that you can or cannot do anything else outside of Dandwiki. I maintain my position that your conduct with power outside has brought concerns about your capability to be impartial, among other items.<br />
::::::::::#You have not been accused of this, at the very least, anywhere in this chain of discussion, that I can see.<br />
::::::::::#Whether or not you were informed explicitly ahead of time that your actions elsewhere would cause people to have legitimate concerns and issues regarding your claim to the position of administrator is, in my opinion, of little consequence, and I'd would say somewhat irrelevant. This RfA has brought forward legitimate questions and concerns regarding your capability to uphold the role.<br />
::::::::::#Whether Guy left or not, and whether his reasons for leaving were silly, negligible, or justified, are not the point of the argument. Whether this was expected of him or not, is not the point of the argument, either. It's that you declared your part in it to be a lie, and escalated the offense to retaliate against a user from a position of power on what was largely a personal matter. The veracity of the statement was not ever really that important, although I did consider it notable considering that it wasn't a lie, at all, under new information, largely because your biggest justification for this was that it was a bald-faced lie intended specifically to sway people against you. What is it, now?<br />
::::::::::#This is deflection. The issue is whether you can be trusted with power in light of these issues, not that anyone having power is a problem -- and I believe that you know that. Furthermore, while unfortunate, you are not the sole arbiter to decide whether you've done something wrong or not, or whether you should continue being an administrator. Neither am I, or anyone, for that matter, aside from Green Dragon, and he graciously defers to counsel from the RfA functionality.<br />
::::::::::#You were not implied to have coerced anyone, although some of your jokes have been pretty questionable, as mentioned above, but there are examples on your talk page where you've asked people to comment on the matter, and then directed them here, that seem to support the concern that it has occurred. That said, I'm willing to accept that you do not concern these actions with the same level of significance. Suffice to say, this might well just be a matter of my personal opinion, and I do not believe I gave it undue importance in my response that included it. <br />
::::::::::As for the concern about a warning for conduct on this page, I believe that is already being attended to by another administrator. I do not believe that it should detract from my position on the RfA, as-is. --[[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 11:15, 15 October 2018 (MDT)<br />
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:::::::::::I just want it to be said that the Discord warnings were newish and the warnings started being taunted. (and they still are. Even yesterday, after I issued a warning for belittling another's work, the user "smirks".) GA issued warnings over things because it seemed better to do that than kick people for no reason or not telling them. If there are suggestions for disruptive users making light of warnings please share. Otherwise, GA's hand was a little forced when users want to keep on with no civility or etiquette. GA didn't come to the wiki and stir the pot when the user was toxic on Discord, nor did GA headhunt any work from users goading them on the Discord. I could say more but I'll just support the things that SgtLion and GamerAim have already mentioned. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:30, 15 October 2018 (MDT)<br />
::::::::::::also, is this the edit [[https://www.dandwiki.com/w/index.php?title=User_talk%3AGamerAim&type=revision&diff=1093735&oldid=1093724]] that GA is said to be acting in bad faith? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 11:37, 15 October 2018 (MDT)<br />
:::::::::::::Hey, Bigshot, you remember on the 2nd of this month when GA pinged everyone on the server in the announcements channel and lavishly asked them all to vote for him? I remember that. I also remember deleting the ping, replacing it with what was said when Geo was getting RfA'ed(for demotion) and asking GA to keep announcement as announcements. Of which I was told to stop slandering him. Though I guess the later is canvassing rather then coercing. Just thought I'd share. {{User:ConcealedLight/Signature}} 12:24, 15 October 2018 (MDT)<br />
::::::::::::::''shoot. they've figured out my weakness...'''honesty'''!''<br><br />
I recall GA's announcement, the specifics no but thanking you for changing it to its usual generic format yes. [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 13:03, 15 October 2018 (MDT)<br />
::::::::::::::I did not object to you replacing it, nor did I ask you to stop slandering me. I did ask, in jest and in the unmoderated private #admin group chat, if people could stop slandering me, but I assure you it wasn't directed at you personally. So, I will concede that I forgot I did generally ask people to vote for me, but I wasn't pushing anyone to. There was no standard Discord policy around how to announce RfAs, and people who wanted to vote against me or not vote at all were not being attacked by what I wrote. So, even though I did ask, I don't see the relevance in it.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 13:57, 15 October 2018 (MDT)<br />
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:::::::::::#Perhaps I should have mentioned that you are not one of the users with a personal stake in this. Regardless of whether I agree that I should not have issued the bans, I did concede that other users had issue with it [[User_talk:Admin#Restricting_Execution_of_Administrator_Powers|and tried to address the issue to prevent upsetting anyone in the future.]]<br />
:::::::::::#I did not concede that. I maintain that your concerns are valid to an extent, but that I have been an administrator for over a year and have had very few issues. Perhaps you never noticed that before on account of me helping users and not upsetting them not being on the front page of the Wiki, unlike this RfA. It is easy to look at this RfA and make a judgement because it does not and cannot reflect all the positive interactions I have had as an admin.<br />
:::::::::::#You said yourself that my conduct in Discord raises concerns about my ability to administrate on D&D Wiki. And yet, history shows that this concern is unwarranted.<br />
:::::::::::#Again, the questions are legitimate on paper, but there is nothing backing them. People questioned my ability to administrate on D&D Wiki. Look at my history, and you'll see it is pretty much clean.<br />
:::::::::::#Guy left because of Guy, not because of me. He can say that I'm the reason he lost his house or his job or his dog or whatever, but it won't make it true.<br />
:::::::::::#Again, what have I actually done to make you question my ability to be an administrator? I have been one for over a year, so please show me evidence of me abusing the power that this RfA is here to determine if I should have. It is not determining Discord adminship. It is D&D Wiki adminship, which I have had for over a year and not abused. As you say, GD determines adminship, not me or you or anyone else here but him. That is why I am still replying after almost two weeks to ensure that he has all the right information. Not that I am calling you a liar.<br />
:::::::::::#Again, a user expressed a desire to support my adminship. Just as I said. I directed him to here. I don't deny that this happened, but I disagree that there's anything wrong with it. Even if it stands to "benefit" me, I was still trying to help a user with something they seemed to want.<br />
:::::::::::I am not trying to be dismissive of your opinions, so please don't take it that way. I'm not saying you did, but I want to make sure you don't. At best, I would like for you to see the situation the way I do, though I understand that is unlikely. At worst, I want GD to know my perception of events.--[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 11:56, 15 October 2018 (MDT)<br />
<br />
*I thought I'd pipe in too, after Jwguy's thoughtful and thorough response. I too oppose GamerAim's continued adminship. I'm far less active on the site than I used to be, and lurk mostly in a few select pages/places, but I still have a vested interest in the site being run well. I have no personal experience with GamerAim - if we've had any interaction at all, it's been passive and/or benign - but I stand behind (almost all of) Jwguy's points. The conversation on this page stands as a testament that GamerAim does not qualify as an admin. By that I do not mean that he is a bad person; that sort of thinking has led this sour page to where it is. GamerAim is a fantastic editor and seems a fine (if a temperamental and a little two-faced) person. It's just that my criteria for what I think makes a good admin are high.<br />
<br />
A big problem is that pretty much no one is neutral on the issue. Makes sense, as it is a community with friendships and all, but it makes for regimented and divisive thinking and rhetoric. Just look at the current page for proof: it's already far too long and muddled for me to try and raise any points from amidst the wall of text. Some people support for fairly clearly personal reasons, while others stand opposed purely for theirs. (Something I really want to say here is that SgtLion staunchly defends GamerAim by often stating that they themselves "would undoubtedly do far worse" in the situation; no you wouldn't, SgtLion, my feeling is you'd deal with it gracefully and sensibly. You're just about the best admin I've ever met on any site ever.) Indeed, even I'm not neutral: I like Guy and his work immensely (without ever having had any meaningful contact with him) and his opinion probably affects mine, even if I try to disconnect myself from it. Jwguy stands as one of few who seem capable of disconnecting themselves from the situation, which is why I stand behind his arguments. [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 14:00, 15 October 2018 (MDT)<br />
<br />
'''Neutral'''<br />
* While I am concerned with how things have been going, this isn't the right way to solve this problem. GamerAim wants to make the site better like everyone else here. Even though BSFM, GamerAim, and I disagree on the ownership of pages, I still think his help as an administrator has been valuable. I think we can come to a compromise together that ALL users, new and old, will be satisfied with. I'm gonna be neutral here, but I still respect everyone here. I really hope we can go back to being a happy group of creators again :) --[[User:EpicBoss99|EpicBoss99]] ([[User talk:EpicBoss99|talk]]) 22:13, 1 October 2018 (MDT)<br />
<br />
::I just wanted to clarify that I'm choosing to vote neutral because I can't make an informed decision in this argument. This isn't a betrayal towards anyone or a certain side of the argument. I am just making the best decision that I can make with the information that I have, since I wasn't present when anything stated here happened. The only information I have about any of this is what's been stated here on this page. --[[User:EpicBoss99|EpicBoss99]] ([[User talk:EpicBoss99|talk]]) 17:02, 2 October 2018 (MDT)<br />
<br />
:::I suppose this is fair enough. We've only really talked in Discord, so you've no real idea about my qualifications as an administrator. To help with that, I updated my answer questions to help people unfamiliar with me :) --[[User:GamerAim|GamerAim]] [[File:chatmod.png]] ([[User talk:GamerAim|talk]]) 17:29, 2 October 2018 (MDT)</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Ghaer_(3.5e_Environment)&diff=1092633Ghaer (3.5e Environment)2018-10-10T20:12:55Z<p>Cancelion: Minor fixes</p>
<hr />
<div>== General ==<br />
<br />
{| style="float:right" class="d20"<br />
!https://t00.deviantart.net/5snXz0xNLvuHb_5l445eV4Sc43s=/fit-in/700x350/filters:fixed_height(100,100):origin()/pre00/0f0f/th/pre/f/2012/201/e/e/ee3ebb7503d528e91b709492f2c405c5-d57yh2g.jpg<br />
|-class="even"<br />
|[https://fionahsieh.deviantart.com/art/Ancient-315696616/ Ghaer is not the homogeneous hell it's made out to be,<br>although it certainly can be a hell.]<br />
|}<br />
<br />
Situated at the very southeasternmost edge of the continent, the forest of Ghaer is an old haunt by any reckoning. It has stood the test of time, and stands as a reminder of an age gone by. The great woods of old have been mostly cut down to fuel the cities of the great races, and the last remnants of those endless expanses of trees are Ghaer, as well as Dunas in the Midlands. Of the two, Ghaer is the more secluded and less hospitable - which says a lot, considering that Dunas is far from pleasant.<br />
<br />
That's not to say that Ghaer isn't majestic, because it is. Towering trees reach into the shrouded sky, leaving the humid forest in a state of simulated twilight during the day and oppressing darkness during the night. Masses of flowers, some as big as cartwheels, sprout from between gargantuan roots that snake their way through the heavy undergrowth. The air is thick with smells both sickly-sweet and disgustingly rotten, and since the winds can barely penetrate the forest, the atmosphere ends up choking.<br />
<br />
The forest contains a variety of species of trees, including cypress, sequoia, and several types of pine. All of these seem to grow far larger and especially taller than elsewhere on the continent, and the foliage of the trees lies some hundred to two hundred feet above ground level, depending on your exact position in the forest. This means that the trees, shrubs and plants living below the canopy are of hardy and tough strains, capable of thriving with severely limited sunlight.<br />
<br />
Attempts to tame the ancient forest aren't exactly uncommon, but they are, in the long run, uniformly unsuccessful. The sweltering heat and constant humidity of the place ruins wares and construction materials; the local fauna - and some more civilized, if no less deadly inhabitants - are dead-set on driving away intruders; and disease is rampant, at least in invaders. The forest edge houses ruins of logging camps and settlers' cabins, all of them rotten, crumbled and abandoned. All they now house are animals and bones.<br />
<br />
Ghaer is the ancestral home of the dunners. It was from here that the race spread out into the world, and it is here the more conservative of their kind remain. Few other folks could survive such conditions, but the dunner capacity for living in trees allows them to thrive here. Ghaer dunners are stereotyped as backwards xenophobes, but even though there is some inkling of truth in this, it is far from a fair assessment. Besides, almost all who come to Ghaer attempt to colonize it aggressively: no wonder the dunners won't accept them with open arms.<br />
<br />
== Weather ==<br />
<br />
The heavy canopy of Ghaer protects (or quarantines, depending on how you look at it) the forest from most of the extremes of weather. Heavy winds can't pass through the trees, rainfall is softened by dense foliage before it slowly falls to the ground, and thunder doesn't reach the earthbound at all. This means that throughout the year, Ghaer stays at a fairly constant 75° Fahrenheit (25° Celsius) and at a high level of humidity. The winters are a bit cooler and slightly less humid.<br />
<br />
Ghaer is an ancient forest, and it has had time to grow: almost all of its area counts as dense forest (DMG, p. 87) that runs up right to the coastline. Only the northern edge has medium forest that peters into sparse forest on the borders of Rochvan. Some areas in the heart of Ghaer are truly overgrown, and only have heavy undergrowth and massive trees - sensible travelers stay far away from these parts.<br />
<br />
The relatively flat terrain of Ghaer means that the many rivers that run to the sea are lazy and murky things. In many places the water barely moves at all, and these areas quickly turn into swamps (DMG, p. 88). These swamps often incorporate deep lakes, which look exactly like the shallower water surrounding them, making them incredibly deceptive.<br />
<br />
Ghaer is often characterized as having constant rainfall, but this is not true. Sure, the air is constantly humid, but this has more to do with the evaporated water in the air that has nowhere to go and no winds to disperse it. When it rains, the rainfall hits the foliage, from where it slowly drips to the humid forest below. This sort of rain alternates constantly between actual rainfall and fog (DMG, p. 94). Ghaer experiences practically no wind, except at the very borders where the trees are sparser.<br />
<br />
== Wildlife ==<br />
<br />
{| style="float:right" class="d20"<br />
!https://t00.deviantart.net/-m4p6CGeLyK_iILU0XWH4gHvlWk=/fit-in/700x350/filters:fixed_height(100,100):origin()/pre00/4d43/th/pre/i/2014/014/f/6/year_of_snake_by_sktneh-d726afj.jpg<br />
|-class="even"<br />
|[https://sktneh.deviantart.com/art/Year-of-snake-426915919/ When you've seen the snakes of Ghaer, you won't wonder why some think them gods.]<br />
|}<br />
<br />
The inhospitable nature of the region means that only the very strong, very cunning and very deadly can thrive here. The natural fauna of Ghaer, including [[SRD:Boar|boars]], [[SRD:Leopard|jungle cats]] and [[SRD:Monitor Lizard|carnivorous lizards]] are all ill-tempered and without fear of civilized folk, and the local insects seem to be of a particularly bloodthirsty and annoying type. A notable strain of animals in Ghaer are [[SRD:Ape|apes]] and [[SRD:Monkey|monkeys]] of all kinds: the hooting calls and swift forms of the tree-dwellers are a common sight everywhere in the forest.<br />
<br />
Only those who can raise themselves from the dangerous ground level can truly enjoy Ghaer. Birds in tens of thousands of types fly through the canopy, and their cacophonous singing fills the air at sunrise and sunset. [[Races (Years of Gold)#Dunners|Dunners]], as well as their distant cousins the simians, make their home in the trees as well: dunners in treetop villages, the simians in the trees themselves. The roof of the forest is by no means a safe haven, but it is the nicest place to be. The "dunner nation" of Ghaer, such as it is, is the only true bastion of civilization in the forest, although the tribes that live in Ghaer are of a decidedly conservative bent. Some [[Races (Years of Gold)#Goliaths|goliaths]] choose to live in the forest as well, but only on the northwestern edge, and even there they are few and far between.<br />
<br />
Special mention must be made of the serpents of Ghaer. Nowhere on Pansaer are snakes as common as here: there are [[SRD:Tiny Viper|slithery, venomous types]] that hide in the undergrowth and swim in the opaque water; [[SRD:Constrictor Snake|thick, ropy types]] that drop on the unwary from above and squeeze life from their prey; and indeed, [[SRD:Naga|stranger serpents still]]. Cults that worship [[Pantheon (Years of Gold)#World-Serpent Ophidia|the World-Serpent]] hide away in the depths of Ghaer, and their members are the only who can traverse the forest without constant danger - [[SRD:Couatl|powerful forces]] make sure of that.<br />
<br />
The seclusion provided by the ancient forest also means that a lot of rarer creatures call the forest their home. [[SRD:Hydra|Hydras]] live just beneath the water lilies, [[SRD:Cockatrice|cockatrices]] nest in roots, mephits ([[SRD:Earth Mephit|earth]] and [[SRD:Water Mephit|water]], for the most part) flit overhead, and [[SRD:Minotaur|minotaurs]] make crude hut-villages on the southeastern coastline. It seems like every year some new horror spawns in the darkness below the foliage, and it very well could be so: Ghaer is home to cult after secretive cult, many of which incorporate sorcerers and wizards who abuse their powers to call up that which they can't always send back.<br />
<br />
{| class="d20" style="white-space: nowrap; width: 1px;"<br />
|+ Table: Ghaer Encounter Table<br />
|-<br />
! align="left" | d% (Easy) !! d% (Hard) !! Encounter !! Average EL<br />
|-<br />
| align="middle" | — || 01-03 || 1 [[SRD:Couatl|serpentine demigod]], 1d4 [[SRD:Lizardfolk|snake-man]] hexweavers (6th-level [[Classes (Years of Gold)#Sorcerer|sorcerer]]), 1d4 snake-man carvers (4th-level [[Classes (Years of Gold)#Monk|monk]]),<br>2d6 snake-man hunters (3rd-level [[Classes (Years of Gold)#Ranger|ranger]]) and 1 [[SRD:Colossal Monstrous Centipede|domesticated giant centipede]]) || 14<br />
|-class="even"<br />
| align="middle" | — || 04-10 || 1 bone naga<sup>MM2</sup> and 1d2 [[SRD:Dark Naga|dark nagas]] || 12<br />
|-<br />
| align="middle" | — || 11-17 || 1d8 [[SRD:Black Pudding|amorphous horrors]] masquerading as swamp pools || 11<br />
|-class="even"<br />
| align="middle" | — || 18-25 || 1 leechwalker<sup>MM2</sup> and 2d6 [[SRD:Water Mephit|water mephits]] || 11<br />
|-<br />
| align="middle" | — || 26-33 || 3d6 [[SRD:Huge Viper|huge vipers]] || 10<br />
|-class="even"<br />
| align="middle" | — || 34-38 || 4 caryatid columns<sup>FF</sup> in pillar form in a strangely-preserved coliseum || 10<br />
|-<br />
| align="middle" | — || 39-47 || 2d6 [[Dunners (3.5e Race)|dunner]] subjugators (4th-level [[Classes (Years of Gold)#Fighter|fighter]] with [[Whip, barbed (3.5e Equipment)|barbed whips]] and nets) and 4d6 [[SRD:Baboon|enslaved chimpanzees]] || 10<br />
|-class="even"<br />
| align="middle" | 01-05 || 48-56 || 1 serpentine lord (as yuan-ti abomination<sup>MM1</sup>) and 1d6 serpentine handmaidens (as yuan-ti purebloods<sup>MM1</sup>) || 9<br />
|-<br />
| align="middle" | 06-12 || 57-64 || 3d4 [[SRD:Five-Headed Hydra|five-headed hydras]] || 9<br />
|-class="even"<br />
| align="middle" | 13-20 || 65-72 || 1 [[SRD:Water Naga|water naga]] and 1d3 [[SRD:Large Water Elemental|large water elementals]] || 9<br />
|-<br />
| align="middle" | 21-27 || 73-82 || 1 [[SRD:Fiendish Creature|fiendish]] [[SRD:Ape|ape]] and 2d6 apes || 8<br />
|-class="even"<br />
| align="middle" | 28-34 || 83-90 || 1d4 [[SRD:Will-O'-Wisp|corpselights]] || 8<br />
|-<br />
| align="middle" | 35-42 || 91-100 || 1d8 [[SRD:Tiger|man-eater tigers]] || 8<br />
|-class="even"<br />
| align="middle" | 43-48 || — || 1 [[Races (Years of Gold)#Goliath|goliath]] crocodilesoul (5th-level [[Classes (Years of Gold)#Barbarian|barbarian]]/2nd-level [[Classes (Years of Gold)#Skinwalker|crocodile skinwalker]]) || 7<br />
|-<br />
| align="middle" | 49-57 || — || 1d4 [[Dunners (3.5e Race)|dunner]] shamans (5th-level [[SRD:Adept|adept]]) carried to battle by as many [[SRD:Ape|apes]] || 7<br />
|-class="even"<br />
| align="middle" | 58-66 || — || 1d6 [[SRD:Wight|bog husks]] || 6<br />
|-<br />
| align="middle" | 67-74 || — || 1d4 [[SRD:Minotaur|minotaurs]] in a labyrinth of thorns || 6<br />
|-class="even"<br />
| align="middle" | 75-82 || — || 1d6 sailsnakes<sup>MM4</sup> || 5<br />
|-<br />
| align="middle" | 83-91 || — || 1 [[SRD:Giant Constrictor Snake|giant anaconda]] in a tree || 5<br />
|-class="even"<br />
| align="middle" | 92-100 || — || 1d4 [[SRD:Monitor Lizard|Ghaer dragons]] || 4<br />
|}<br />
<br />
== Points of interest ==<br />
<br />
=== Mother Pine ===<br />
<br />
Although holding the honorable title of the oldest tree in Ghaer and perhaps all of Pansaer, Mother Pine is surprisingly not a particularly majestic sight. The tree itself is a gnarly, low thing, albeit very broad, and has been close to death for many years now what with the lack of sunlight and other growth creeping ever closer.<br />
<br />
Only the care of the tree's "family" keeps it alive. They systematically pull up weeds that encroach on the elder, seek to tear open the foliage that looms above it, and fertilize it with their feces and eventually their bodies. You'd expect such care from the most devoted of gardeners, but the family actually consists of a tribe of sentient apes, some of which know the rudiments of [[Variant Rules (Years of Gold)#Languages|Vulici]].<br />
<br />
It would appear that these creatures consider the tree their mother not only in a spiritual but in a physical sense as well, but no one's quit sure: communication is hard, since the apes are far from intelligent, and aggressive towards intruders. Rumors of [[SRD:Dryad|bark-skinned simians]] living among the tribe would suggest that there's some truth to this belief, but nothing's been proven.<br />
<br />
=== The Coiling Ziggurat ===<br />
<br />
Ghaer houses many ruins. Throughout its history, many have tried to colonize it: from the early men who sailed west and built stone citadels to ward off the woodland night, to goliaths who made simple huts in the borderlands, to even the dwarves of Carag Maragos who tried to extend their reach. Now all that remains is the stone, for wood and corpses both rot away quickly. Sometimes it feels like Ghaer gives birth to ruins.<br />
<br />
Among the oldest such ruins is the Coiling Ziggurat. Judging by the dilapidated state of the ziggurat's stone, it must have been built in the prehistory of the continent. By whom, no one can say. It has nonetheless stood the test of time, perhaps due to its size alone - the stumpy citadel rises to some hundred feet in height, and is at least four times that wide. It's fashioned from the turquoise stone common in the area, and decorated with nephrite jade that's worn away everywhere except inside the complex.<br />
<br />
Originally called just the Ziggurat, the name of the monument was changed in the early days of the [[History & Timeline (Years of Gold)#Historical timeline, or the Reckoning|Golden Years]]. A thick fog overtook the monument - mist is common in Ghaer, but outright fog is rare - and any who approached were bitten and died a convulsing death. When the fog finally cleared, a grotesque ornament had been added to the ziggurat: a massive snake-statue, constructed of bone, coiled around the entirety of the monument. It's as if a massive serpent had snaked around the ziggurat, died, and calcified instantly.<br />
<br />
This made the Coiled Ziggurat, previously abandoned and avoided due to the dangers it contained, a holy place to the faith of [[Pantheon (Years of Gold)#World-Serpent Ophidia|the World-Serpent Ophidia]]. Believers far and wide dare the dangers of Ghaer to reach the monument, and consider the intense fatality rate a test of their zeal. Those who come to the ziggurat are threatened not only by the forest itself, but also [[SRD:Stone Golem|mindless guardian-statues]] built of jade who strangle those not fast enough to escape. Spreading rumor has also attracted adventurers and treasure hunters, but they have to face the wrath of Ophidia's faithful as well.<br />
<br />
=== Tipua Falls ===<br />
<br />
Ghaer is a relatively level forest, sloping only ever so slightly from northwest to southeast. The lazy rivers of the forest run along this diagonal, until they finally deposit their soil-darkened, grimy water into the easternmost waters of Fathme. One particular river, called Tipua in [[Variant Rules (Years of Gold)#Languages|Vulici]], has its wellspring near Carag Maragos, runs the length of the [[Tumbling Fells (3.5e Environment)|Tumbling Fells]], enters Ghaer, and snakes its way to the sea, giving it the distinction of being the longest river on Pansaer.<br />
<br />
While for most of its length Tipua, which is called Vez in [[Variant Rules (Years of Gold)#Languages|Mitter]], is an unassuming little stream, the place where it enters Ghaer in force is famed. This place is called Tipua Falls, a roaring series of waterfalls and whitewater rapids that are nothing like the slow stream it becomes as it passes through the forest itself. The water is teeming with aquatic life, and fishermen from as far away as Patros come to test their lines in Tipua.<br />
<br />
A tribe of [[Races (Years of Gold)#Goliath|Perchborn goliaths]] call the area near Tipua Falls their home. Unlike many goliath tribes who live between the Fells and Ghaer, this one accepts outsiders with open arms, giving them not only free access to the waters, but hiring out their own as guides and instructors, offering lodgings and food for a fee, and selling their handmade wares to those interested in keepsakes. In effect, they've become a tribe catering to tourists: many of the tribe's younger members speak Khabarat, Mitter, Maridian, or even all three.<br />
<br />
Some of the other tribes look down on this behavior, which they consider an affront to the noble heritage of their race, and a disgusting distillation of their culture. Thus, other goliaths in the area can be dismissive or even outright hostile to travelers, as a sort of punitive measure. This has led to an unfortunate juxtaposition: the Perchborn tribe, supported by steel and sometimes soldiers from Rochvan and the [[Irid and Eros (3.5e Environment)|Twin Cities]], wage skirmishes with tribes of wrathful goliaths supported by beasts and strange arcane powers.<br />
<br />
== Examples of adventures ==<br />
<br />
{| style="float:right" class="d20"<br />
!https://t00.deviantart.net/16gJWV-jaaW6mYwi5xUtTSelgK8=/fit-in/700x350/filters:fixed_height(100,100):origin()/pre00/636f/th/pre/i/2012/264/0/2/anvil_by_yazjack-d5ffxf8.png<br />
|-class="even"<br />
|[https://yazjack.deviantart.com/art/Anvil-328268276/ An unusual enemy.]<br />
|}<br />
*'''Gravity, the Greatest Foe:''' A tribe of borderland dunners on the northmost reaches of Ghaer have decided to improve their quality of life by introducing ironworks into their lives. That said, they intend to stick to their independence by not buying metal tools, but by making them: they've purchased five anvils from Rochvan for their treetop forges (constructed of stone on top of gravel, of course). Now they're faced with the challenge of hoisting the 200-pound hulks into the canopy. Their low-quality harnesses alone make it hard, but the attacks by more conservative dunners, who intend to steal and destroy the anvils, make it outright impossible. And night's approaching, with all the horrors it holds.<br />
*'''Hungry For Knowledge:''' Waylaid by a pack of ferocious [[SRD:Ape|gorillas]], the party (or some of them, or someone they know) is kidnapped and taken to a cavernous homestead. There, they face a surprising figure: Arui, a [[SRD:Ape|silverback]] [[Classes (Years of Gold)#Cleric|soothsayer]] with genius-level intellect. He engages his captives in small talk, but with a reserved, even guilty look on his face. After the prisoners have been reprieved of their possessions, they are taken through winding tunnels towards a strengthening, vicious smell. They arrive in somewhere between a temple and a butcher's shop, with broken-skulled skeletons all around. Arui explains that his wisdom comes from feasting on the brains of sentient beings, all the while sharpening a hand axe and trying to keep his voice level.<br />
*'''In The Veins:''' A ritual for the glory of [[Pantheon (Years of Gold)#World-Serpent Ophidia|the World-Serpent]] draws to a close as the midday sun struggles to pierce the canopy above cyclopean ruins. A snake-headed priest releases swarm after swarm of vipers<sup>FF</sup> from a cast-iron coffer, which immediately start towards sacrificial slaves tied to rough granite pillars. Whenever a slave is bitten by a viper, they undergo a hideous mutation: they, too, twist into serpentine forms, now slaves in mind as well as in body. ''[[SRD:Delay Poison|Delay poison]]'' can push back the transformation for a time and ''[[SRD:Neutralize Poison|neutralize poison]]'' clears it outright, but after the form has changed, only death can free those bitten.<br />
*'''Majestic Hosts:''' Day after day of vines that your machete can barely clear, day after day of sweltering heat and hunger, and now the forest gives way to a city? You must be hallucinating. It feels very real, though: the [[SRD:Rakshasa|panther-headed humanoids]] who inhabit the city are accommodating, intelligent, and polite to a fault. They radiate an air of threatening power, but shy away from harsh words or gestures, instead giving you a guided tour through the city, which seems to be made of nothing but absurd luxury: houses built of ivory and gemstones, bazaars of expensive fabrics and pelts, fountains of mercury and molten brass. Eventually, the panther-heads lead you to the city's edge and send you on your way, but not before filling your packs with exquisite foodstuffs and wine.<br />
*'''The Doom That Came To Ghaer:''' Where it came from no one knows, but where it's headed is clear: an absolutely titanic [[SRD:Stone Golem|golem]] is heading for Rochvan! Easily over two hundred feet tall and weighing thousands of tons, the vine-covered hulk moves with morose determination, trampling the forest as it goes. Trees snap like twigs as it passes, and what little weaponry can damage it can't do so fast enough: there's plenty of it, after all. The only solution is to take the fight within the golem. Someone must clamber onto the golem, fight the [[SRD:Androsphinx|guardian beasts]] and [[SRD:Huge Earth Elemental|animating spirits]] that inhabit the construct, make their way through perilous traps including [[SRD:Assassin Vine|hostile vine-doors]] and crushing walls, to finally face the hosts of deadly perils at the heart of the thing. If not stopped, the golem will certainly spell doom for Rochvan, possibly to the Sultanate, and perhaps even all of Pansaer.<br />
<br />
----<br />
{{3.5e Environments Breadcrumb}}<br><br />
{{3.5e Campaign Settings Breadcrumb}} &rarr; [[Years of Gold (3.5e Campaign Setting)|Years of Gold]] &rarr; [[Geography & Environment (Years of Gold)|Geography & Environment]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Environment]]<br />
[[Category:Years of Gold Setting]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Mothers_Three_(3.5e_NPC)&diff=1092625Mothers Three (3.5e NPC)2018-10-10T19:53:07Z<p>Cancelion: Removed pic</p>
<hr />
<div>{{Stat Block 2<br />
|name=Hecate |cr=10<br />
|sex=Female |race=[[SRD:Monstrous Spider|giant spider]] |clvl=[[wizard]] 10<br />
|al=[[Neutral evil|NE]] |size=[[Large]] |type=[[vermin]]<br />
|init=+7 |listen=+2 |spot=+6<br />
|lang=Luskan, Khabarat, Gutnisk, Or<br />
|ac=14 |touch=12 |flat=11 |acmods=-1 size, +3 Dex, +2 natural<br />
|hp=57 |hd=14<br />
|fort=+8 |ref=+7 |will=+10<br />
|spd=30 ft. (6 squares), climb 20 ft.<br />
|melee1=bite +9 (1d8+3 plus poison)<br />
|bab=+8 |grp=+14<br />
|atkop=+2 DC to enchantment spells<br />
|sa=poison, web, spells<br />
|prgrsns={{<br />
Stat Block 2/Spells Prepared<br />
|pd=CL 10th<br />
|sp5=''[[dominate person]]'' ×2 (DC 22), ''[[feeblemind]]'' (DC 22), ''[[hold person|heightened hold person]]'' (DC 22)<br />
|sp4=''[[black tentacles]]'' (DC 19), ''[[charm monster]]'' (DC 21), ''[[confusion]]'' ×2 (DC 21), ''[[wall of fire]]''<br />
|sp3=''[[dispel magic]]'', ''[[stinking cloud]]'' (DC 18), ''[[suggestion]]'' ×2 (DC 20), ''[[slow]]'' (DC 18)<br />
|sp2=''[[resist energy]]'', ''[[SRD:Hideous Laughter|hideous laughter]]'' (DC 19), ''[[touch of idiocy]]'' ×2 (DC 19), ''[[invisibility]]'', ''[[SRD:Fox's Cunning|fox's cunning]]''<br />
|sp1=''[[shield]]'', ''[[mage armor]]'', ''[[charm person]]'' ×3 (DC 18), ''[[magic missile]]'', ''[[color spray]]'' (DC 16)<br />
|sp0=''[[resistance]]'', ''[[detect magic]]'', ''[[daze]]'' ×2 (DC 17), ''[[ghost sound]]''<br />
}}<br />
|str=15 |dex=17 |con=12 |int=20 |wis=15 |cha=7<br />
|sq=darkvision 60 ft., tremorsense 60 ft., vermin traits, school specialization (enchantment)<br />
|feats=[[Eschew Materials]], [[Greater Spell Focus]] (enchantment), [[Heighten Spell]], [[Improved Initiative]], [[Quicken Spell]], [[Spell Focus]] (enchantment), [[Spell Penetration]]<br />
|skills=[[Climb]] +27, [[Concentration]] +18, [[Craft]] (tailoring) +22, [[Decipher Script]] +22, [[Knowledge]] (arcana) +22, [[Knowledge]] (history) +22, [[Spellcraft]] +22<br />
|san1=Poison ([[Ex]]) |sad1=Injury, Fortitude DC 18, initial and secondary damage 1d6 Str. The save DC is Constitution-based.<br />
|san2=Web ([[Ex]]) |sad2=Hecate can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than her. An entangled creature can escape with a successful DC 18 Escape Artist check or burst it with a DC 22 Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.<br />
<br />
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—.<br />
<br />
Hecate can move across her own web at her climb speed and can pinpoint the location of any creature touching her web.<br />
|san3=Tremorsense ([[Ex]]) |sad3=Hecate can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with her webs.<br />
}}<br />
<br />
{{Stat Block 2<br />
|name=Selene |cr=9<br />
|sex=Female |race=[[SRD:Monstrous Spider|giant spider]] |clvl=[[wizard]] 8<br />
|al=[[Neutral evil|NE]] |size=[[Huge]] |type=[[vermin]]<br />
|init=+7 |listen=+1 |spot=+5<br />
|lang=Khabarat, Or<br />
|ac=16 |touch=11 |flat=13 |acmods=-2 size, +3 Dex, +5 natural<br />
|hp=90 |hd=16<br />
|fort=+10 |ref=+9 |will=+11<br />
|spd=30 ft. (6 squares), climb 20 ft.<br />
|melee1=bite +12 melee (2d6+6 plus poison)<br />
|bab=+10 |grp=+22<br />
|sa=poison, web, spells<br />
|prgrsns={{<br />
Stat Block 2/Spells Prepared<br />
|pd=CL 8th<br />
|sp4=''[[ice storm]]'' (DC 17), ''[[shout]]'' (DC 17), ''[[fear]]'' (DC 17)<br />
|sp3=''[[fireball]]'' (DC 16), ''[[lightning bolt]]'' (DC 16), ''[[haste]]'' ×3<br />
|sp2=''[[see invisibility]]'', ''[[gust of wind]]'' (DC 15), ''[[scorching ray]]'' (DC 15), ''[[blur]]'', ''[[SRD:Ghoul Touch|ghoul touch]]'' (DC 15)<br />
|sp1=''[[comprehend languages]]'', ''[[true strike]]'', ''[[burning hands]]'' (DC 14), ''[[magic missile]]'', ''[[ray of enfeeblement]]'' (DC 14), ''[[reduce person]]'' (DC 14)<br />
|sp0=''[[detect poison]]'', ''[[dancing lights]]'', ''[[flare]]'' (DC 13), ''[[ray of frost]]'', ''[[mage hand]]''<br />
}}<br />
|str=19 |dex=17 |con=14 |int=16 |wis=13 |cha=6<br />
|sq=darkvision 60 ft., tremorsense 60 ft., vermin traits, school specialization (evocation)<br />
|feats=[[Combat Casting]], [[Combat Reflexes]], [[Eschew Materials]], [[Improved Initiative]], [[Iron Will]], [[Lightning Reflexes]]<br />
|skills=[[Climb]] +12, [[Concentration]] +21, [[Craft]] (tailoring) +22, [[Knowledge]] (local) +22, [[Knowledge]] (nobility and royalty) +22, [[Spellcraft]] +22<br />
|san1=Poison ([[Ex]]) |sad1=Injury, Fortitude DC 20, initial and secondary damage 1d8 Str. The save DC is Constitution-based.<br />
|san2=Web ([[Ex]]) |sad2=Selene can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than her. An entangled creature can escape with a successful DC 20 Escape Artist check or burst it with a DC 24 Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.<br />
<br />
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—.<br />
<br />
Selene can move across her own web at her climb speed and can pinpoint the location of any creature touching her web.<br />
|san3=Tremorsense ([[Ex]]) |sad3=Selene can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with her webs.<br />
}}<br />
<br />
{{Stat Block 2<br />
|name=Arteme |cr=8<br />
|sex=Female |race=[[SRD:Monstrous Spider|giant spider]]<br />
|al=[[Chaotic evil|CE]] |size=[[Gargantuan]] |type=[[vermin]]<br />
|init=+3 |listen=+20 |spot=+24<br />
|lang=Or<br />
|ac=21 |touch=9 |flat=18 |acmods=-4 size, +3 Dex, +12 natural<br />
|hp=120 |hd=16<br />
|fort=+12 |ref=+8 |will=+5<br />
|spd=30 ft. (6 squares), climb 20 ft.<br />
|melee1=bite +16 melee (3d8+10 plus poison)<br />
|bab=+12 |grp=+31<br />
|sa=poison, web<br />
|str=25 |dex=17 |con=14 |int=12 |wis=12 |cha=5<br />
|sq=darkvision 60 ft., tremorsense 60 ft., vermin traits<br />
|feats=[[Ability Focus]] (poison), [[Improved Natural Armor]] ×2, [[Improved Natural Attack]] (bite), [[Toughness]], [[Weapon Focus]] (bite)<br />
|skills=[[Craft]] (tailoring) +20, [[Listen]] +20, [[Spot]] +24<br />
|san1=Poison ([[Ex]]) |sad1=Injury, Fortitude DC 22, initial and secondary damage 2d6 Str. The save DC is Constitution-based.<br />
|san2=Web ([[Ex]]) |sad2=Arteme can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than her. An entangled creature can escape with a successful DC 20 Escape Artist check or burst it with a DC 24 Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.<br />
<br />
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—.<br />
<br />
Arteme can move across her own web at her climb speed and can pinpoint the location of any creature touching her web.<br />
|san3=Tremorsense ([[Ex]]) |sad3=Arteme can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with her webs.<br />
}}<br />
<br />
''NOTE: Hecate, Selene and Arteme are NPCs in the [[Years of Gold]] setting, and the entry reflects that. They should be easy enough to adapt to games and campaigns in other settings, but remember to check them over for Pansaer-exclusive content. The CRs of the three have been calculated keeping nonassociated class levels in mind.''<br />
<br />
=== History ===<br />
<br />
Spawned in the depths of the Carag Ka'thull, Hecate is the eldest of all giant spiders in Pansaer. Her sister Selene was born a few hundred years later and her other sister Arteme a few hundred years more after that. The exact age of Hecate is lost to the years - not even she herself is certain - but is certainly closer to a millennium, if not more, where Arteme is only a few hundred years old. They make up the Mothers Three - the undisputed rulers of spiderkind on Pansaer.<br />
<br />
Hecate's age and gender alone would make her the undisputed matriarch of the giant spiders of her mountain, but her incredible magical prowess seals the deal. She has not spent her long centuries in idle luxury, but rather in deep study: over the years, dozens if not hundreds of wizards have been kidnapped by the spider queen's cronies, and brought to Carag Ka'thull to be milked dry of every last drop of knowledge they possess.<br />
<br />
Younger but also larger than her sister, Selene is queen regent to her elder sister. In her youth, she traveled the length and breadth of the Caragos Eavorn, seeking arcane knowledge to share with her sister. After long years of study abroad, she returned to her sister's dwell, and has not left since, for her bulk has grown much too obvious to hide. Now she rules besides her sister, a deadly enforcer and interpreter of her sister's quiet commands.<br />
<br />
Arteme, the youngest of the Mothers, is still old by the reckoning of men, and is grotesquely large. Her comparatively few years mean she hasn't mastered the Word and the Law like her two elder sisters, and although she tries and tries, it appears she just doesn't have the natural talent for it. Thus, she has accepted her role as a physical threat, complementing her frailer sisters.<br />
<br />
The three didn't truly trust each other to begin with, since attempted coups are everyday in the race's history, and in those days their power could have been challenged by a spider great enough. However, all of the sisters shared a love for tapestry and tailoring of beautiful cloth from their own silk and of fabric brought from far-away lands, and it was this hobby that brought the three together and eventually united them. Now, they are as unchallengeable as the mountain itself.<br />
<br />
=== Appearance and personality ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th09.deviantart.net/fs70/200H/f/2012/116/9/b/poison_spider_by_hunqwert-d4xn84e.jpg<br />
|-class="even"<br />
|[http://hunqwert.deviantart.com/art/Poison-spider-298375646/ Hecate's venom is deadly, but it's her mind<br>that makes her a true monster.]<br />
|}<br />
<br />
Ordinary giant spiders never stop growing as they get older, but not so with Hecate. Her growth has been a mental one: her intellect is far beyond others of her kind, making her an incredible enchanter and a mind few can match. Unlike most giant spiders, she appears frail and wiry - akin to a harvestman spider. Her carapace is dark blue, like most of the spiders of the deep, and she's easy to recognize from the light-blue markings that are characteristic of her lineage. Hecate's speech is quiet, slow and contemplative, and she is loathe to speak her mind quickly.<br />
<br />
Selene is larger than her elder sister, and of the three sisters she is the only one appropriately sized for her age. Her intellect is not quite as spectacular as her elder sisters, but she possesses a wicked cunning and ability to device plans on the fly quite unlike her sister matriarch. Selene is stoutly built, somewhat resembling an orb-weaver spider, although she is larger in bulk than most of them. She is rash and impulsive, but nonetheless very capable of sharp thought and snap decisions. She is the one to speak up and to pass on the matriarch's messages.<br />
<br />
The youngest of the sisters is nonetheless much larger than her two sisters, strangely: through some quirk of nature, she grows much faster than her race on average, and in only a few hundred years is as large as a house. She shares the light-blue markings of her sisters, and her massive frame is in the shape of a gargantuan, dark blue tarantula. She is surprisingly shy and only ever talks to her sisters, but is an absolute monster when she deems it necessary.<br />
<br />
=== Followers and allies ===<br />
<br />
All giant spiders of Carag Ka'thull - and indirectly all giant spiders on Pansaer - answer to grand matriarch Hecate, meaning the Mothers have quite an army to command. Independent and traitorous creatures that they are, most non-Carag Ka'thull spiders probably wouldn't answer the queen's summons, but certainly wouldn't work or fight against her.<br />
<br />
Each of the three sisters has spawned offspring of her own, and these sons and daughters function as their closest and most trusted bodyguard. Hecate's children, few in numbers and invariably daughters, are all skilled wizards, and are taught by Selene (Hecate herself is too occupied with ruling, as well as wholly inadequate as a teacher). Selene's offspring are cunning and rash like their mother, and often serve as generals and leaders of spider packs. Arteme's children are every bit as massive as their monstrous mother, and function as living siege engines when needed.<br />
<br />
Furthermore, the arcane gifts and dark secrets the Mothers Three have uncovered over the years means they can call upon dark forces to further their plans. Hecate is especially gifted at summoning living [[SRD:Shadow|shadows]] to serve her will, and Selene, gifted tailor that she is, constructs incredibly well-crafted web golems. Many of the shadows and golems are sent to guard far-off fortresses and lairs the sisters themselves can't watch over.<br />
<br />
=== Recent activity and plans ===<br />
<br />
The plans of the Mothers Three span centuries, owing to the long lifespan of the giant spider race, and are thus hard to guess. It's clear something is happening in Carag Ka'thull: the numbers of spider servants forced to join Hecate's armies are growing by the day, and clerics of Groke, most in attune with the spider race, feel a disturbance in the will of their deity.<br />
<br />
Hecate's plan, known only to her and her sisters, is to commence an arcane ritual of epic proportions, with ceremonies taking place simultaneously all over Pansaer. The culmination of the ritual is to be the summoning of a malevolent arachnid force, taking the form of an endless sea of poisonous spiders that sweeps over the continent, leaving the world barren of all other races. Thus, the sisters could rule forever.<br />
<br />
=== Combat ===<br />
<br />
Hecate, Selene and Arteme are almost invariably together, and thus fight together when a fight presents itself (which is rarely, considering how well-hidden and -guarded they are). Their positioning is simple: Arteme, as the strongest and most durable, takes the front and holds foes off, Selene positions herself between foes and Hecate, and the matriarch herself stays back.<br />
<br />
Hecate unleashes a barrage of mind-altering effects and compulsions, and thanks to her incredibly prowess can usually bring foes down by herself. If this happens, the three will toy with their prey, often sending them on a task to fulfill before they feast on their innards. Selene is a skilled evocator, and unleashes powerful damaging spells if her sister's charms will not work. These are complimented by Arteme, who crushes foes under her massive girth, pinning them down with grapple checks and biting them to inflict them with her lethal poison.<br />
<br />
Running away is infeasible to the three, as they consider themselves the absolute rulers of the mountain (entirely forgetting that there are many other horrific things hiding in the deeps). Any fight that involves the Mothers Three will take place in the heart of their stronghold, and thus the opponents they fight will be at the mercy of the many traps they place: clouds of poisonous fume, invisible webs and so on. The number of bodyguard and other guardians will also be great, so a fight with the three will definitely be one to remember.<br />
<br />
----<br />
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[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR8]]<br />
[[Category:CR9]]<br />
[[Category:CR10]]<br />
[[Category:ECL12]]<br />
[[Category:Vermin Type]]<br />
[[Category:Neutral (Law-Chaos) Alignment]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]<br />
[[Category:Years of Gold Setting]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Tumbling_Fells_(3.5e_Environment)&diff=1092624Tumbling Fells (3.5e Environment)2018-10-10T19:49:46Z<p>Cancelion: Minor fixes</p>
<hr />
<div>== General ==<br />
<br />
{| style="float:right" class="d20"<br />
!http://t01.deviantart.net/wMGDREebgn9Z6JQrQNWlh8jefMo=/300x200/filters:fixed_height(100,100):origin()/pre11/9fe6/th/pre/i/2014/168/4/7/hallatunturi_by_kipine-d7mqqea.png<br />
|-class="even"<br />
|[http://kipine.deviantart.com/art/Hallatunturi-461462050/ Tranquil, nostalgic, beautiful -<br>and one of the deadliest places in the world.]<br />
|}<br />
<br />
The western and eastern kingdoms of Pansaer are separated not just by culture, but by geography. On the northern side of Caragos Eavorn west and east are separated from each other by the [[Remoras Prairie (3.5e Environment)|harsh prairie of Remoras]] and the [[Red Wastes (3.5e Environment)|Red Wastes]]. In the east, the barrier are the Tumbling Fells. While a cursory glance would suggest that the fells are quiet, beautiful, even peaceful, they are anything but. The Tumbling Fells aren't called Troll Country for nothing.<br />
<br />
The Fells are a massive expanse of land dominated by great fells, taller and more jagged in the north and lower and smoother in the south. The tops of the fells are bald and harsh, supporting only a few stunted birches, and are surrounded by vast woodlands of hardy evergreens. The western edge of the Fells houses birch forests that thrive with life, while the eastern edge peters into a magnificent dry plain filled with large carnivores and herds.<br />
<br />
The environment of the Tumbling Fells doesn't pose a threat to travelers - although the constant rainfall of the [[History & Timeline (Years of Gold)#Calendar|summer season]] can be a bother - but the inhabitants sure do. The Tumbling Fells are nearly uninhabited by the more civilized races due to the presence of uncountable giants: while some amounts of the titan's children have always lived in the Fells, it was in year 882 that they started arriving in large numbers, earning the place the moniker "Troll Country". Now the tops of northern fells are dominated by dark standing stones, with hungry mouths hiding in their shadows. The [[SRD:Stone Giant|eldest giants]] have even established underground fortresses.<br />
<br />
The [[Goliaths, Pansaer (3.5e Race)|goliaths]] of Pansaer are originally from the Tumbling Fells, and they are the only race to have any sort of settlements in the area. Even then, they only inhabit the less hazardous borders of the region, and contact between western and eastern goliaths is scarce. Goliaths have no cities ''per se'', but some of their older settlements have grown into towns, with buildings of wood and clay halfway built into the fells.<br />
<br />
== Weather ==<br />
<br />
The Tumbling Fells are among the coldest regions in Pansaer. The swift southern winds and closeness to the sea lower the temperature noticeably, although extremes of both ends - too hot or too cold - are rare. The Fells are one of the only places asides from the mountain range where snowfall is common.<br />
<br />
The tops of the fells and their slopes count as rugged hills terrain (DMG, p. 89), while the forests in-between count as medium or dense forest terrain (DMG, p. 87). Westwards the forests get lighter and the fells lower; eastwards the forests run out and the fells turn into high plateaus. In the south the fells terminate into high cliffs by the sea, while in the north the fells get higher and higher until they seamlessly join the mountains.<br />
<br />
[[History & Timeline (Years of Gold)#Calendar|Nighsummer]] is dominated by heavy rainfall (DMG, p. 94). These rains are characterized by their laziness: water falls in big drops and the moisture seems to get everywhere. Each such period of rain is preceded and followed by heavy fog (DMG, p. 94). Since the clear periods between the fog and the rain are quite brief, travel becomes difficult in the summer, unless a skilled [[SRD:Survival|survivalist]] accompanies the travelers.<br />
<br />
Once or twice a year the rain-bringing southern winds whip into a proper storm. The wind grows to windstorm levels (DMG, p. 95) and the accompanying rain makes the fells a lethal place to be, unless you've got somewhere to hide from nature's fury. Even the giants of the Fells hide in their burrows and stone circles when the great winds whip Troll Country, and their boulder barrage seizes for a while.<br />
<br />
The Fells are also prone to earthquakes. Most of these quakes are small, rumbling affairs that do little to hinder anyone. It is from these quakes, and the minor avalanches they set off, that the Fells get their name from. Every now and then these minor quakes grow into full-blown [[SRD:Earthquake|earthquakes]] that shake the ground for tens or even hundreds of miles. Midlands folklore tells that these quakes are due to the tossing and turning of [[Pantheon (Years of Gold)#Korgar of the Fells|Korgar]] in his centennial sleep.<br />
<br />
== Wildlife ==<br />
<br />
{| style="float:right" class="d20"<br />
!http://t09.deviantart.net/Rk1i9SImHXb65OXDVlMN0pqewYM=/300x200/filters:fixed_height(100,100):origin()/pre07/efc2/th/pre/f/2013/151/6/3/giant_warrior_by_velinov-d6793ud.jpg<br />
|-class="even"<br />
|[http://velinov.deviantart.com/art/Giant-Warrior-374979253/ Face it: you're no longer<br>the biggest guy around.]<br />
|}<br />
<br />
The variety of fauna found in the Tumbling Fells is amazing. Since the area sports two types of terrain - rocky, mountainous fells and heavily forested lowlands - it contains twice the kinds of animals as well. Many sorts of natural animals both big and small live in the Fells and their surroundings. It is one of the oldest, most untouched-by-civilization places on Pansaer, so the strains of animals are equally ancestral, and uniformly massive.<br />
<br />
[[Goliaths, Pansaer (3.5e Race)|Goliaths]], the self-pronounced descendants of the [[Pantheon (Years of Gold)#The titan-gods|titan pantheon]], are the only humanoids to make the Fells their home. Here, the goliaths practice their nomadic ways; being constantly on the move is good protection against giant hostility and the elements. They do have a few permanent settlements in the southeastern end of the area, although these are nothing compared to even small towns of other races.<br />
<br />
Giants are the most infamous dwellers of Troll Country. [[SRD:Troll|Trolls]] gather in populous tribes that live on the cliffsides and forested regions of the Fells - hence the nickname. Giants both greater (fog<sup>MF</sup>, [[SRD:Hill Giant|hill]] and [[SRD:Stone Giant|stone]]) and lesser (mostly [[SRD:Ettin|ettins]] and [[SRD:Ogre|ogres]]) dwell here, each according to their habits and customs. In general, the farther north you go and the higher the fells get, the meaner the giants. A few of the nobler giants, which consider themselves the direct heirs of the titans, have built underground fortresses and halls below the greatest fells.<br />
<br />
Giants are not the only monsters to plague the Fells. The secluded wilds of Troll Country are fertile breeding ground for a variety of hideous beasts. [[SRD:Hydra|Hydras]], [[SRD:Mephit|mephits]] (mostly [[SRD:Air Mephit|air]] and [[SRD:Ooze Mephit|ooze]]), [[SRD:Will-O'-Wisp|will-o'-wisps]] and [[SRD:Wyvern|wyverns]] all threaten travellers, and vermin grow to monstrous sizes in the teeming forests: [[SRD:Giant Praying Mantis|gigantic praying mantises]] are especially well-known.<br />
<br />
{| class="d20" style="white-space: nowrap; width: 1px;"<br />
|+ Table: Tumbling Fells Encounter Table<br />
|-<br />
! align="left" | d% (Easy) !! d% (Hard) !! Encounter !! Average EL<br />
|-<br />
| align="middle" | — || 01-04 || 1 fog giant<sup>MF</sup> and 1d4 [[SRD:Invisible Stalker|invisible stalkers]] || 11<br />
|-class="even"<br />
| align="middle" | — || 05-08 || 1 twelve-headed [[SRD:Hydra|hydra]] || 11<br />
|-<br />
| align="middle" | — || 09-15 || 2d4 [[SRD:Ettin|ettins]] || 10<br />
|-class="even"<br />
| align="middle" | — || 16-25 || 1d3 [[SRD:Hill Giant|hill giants]] and 1d6 [[SRD:Dire Wolf|dire wolves]] || 10<br />
|-<br />
| align="middle" | — || 26-32 || 1 [[SRD:Nymph|nymph]] with one each of [[SRD:Ape|ape]], [[SRD:Brown Bear|brown bear]], [[SRD:Constrictor Snake|constrictor snake]], [[SRD:Leopard|mountain lion]] and [[SRD:Wolf|wolf]] companions || 9<br />
|-class="even"<br />
| align="middle" | — || 33-43 || 1 [[SRD:Ogre|ogre]] chieftain (3rd-level [[SRD:Fighter|fighter]]), 1d3 [[SRD:Ogre|ogre]] ritualists (3rd-level [[SRD:Adept|adept]]) and 1d4 [[SRD:Ogre|ogres]] || 9<br />
|-<br />
| align="middle" | — || 44-53 || 1d4 [[SRD:Large Earth Elemental|Large earth elementals]] and 1d4 [[SRD:Large Water Elemental|Large water elementals]] || 9<br />
|-class="even"<br />
| align="middle" | 01-06 || 54-61 || 1d6 [[SRD:Air Mephit|air mephits]] and 1d6 [[SRD:Ooze Mephit|ooze mephits]] || 8<br />
|-<br />
| align="middle" | 07-11 || 62-68 || 1 [[SRD:Stone Giant|stone giant]] and 1 [[SRD:Large Earth Elemental|Large earth elemental]] || 8<br />
|-class="even"<br />
| align="middle" | 12-18 || 69-75 || 1 five-headed [[SRD:Five-Headed Hydra|pyrohydra]] and 1 five-headed [[SRD:Five-Headed Hydra|cryohydra]] || 8<br />
|-<br />
| align="middle" | 19-25 || 76-83 || 1d4 [[SRD:Troll|trolls]] || 7<br />
|-class="even"<br />
| align="middle" | 26-34 || 84-92 || 1 [[Goliaths, Pansaer (3.5e Race)|goliath]] amok-mage (4th-level [[SRD:Druid|druid]]) and 1d6 [[Goliaths, Pansaer (3.5e Race)|goliath]] berserkers (2nd-level [[SRD:Barbarian|barbarian]]) || 7<br />
|-<br />
| align="middle" | 35-42 || 93-100 || 1 [[SRD:Water Naga|water naga]] || 7<br />
|-class="even"<br />
| align="middle" | 43-48 || — || 1d6 [[SRD:Giant Eagle|giant eagles]] || 6<br />
|-<br />
| align="middle" | 49-58 || — || 1d3 [[SRD:Owlbear|owlbears]] || 6<br />
|-class="even"<br />
| align="middle" | 59-68 || — || 1 [[SRD:Giant Stag Beetle|giant stag beetle]] and 1d3 [[SRD:Giant Bombardier Beetle|giant bombardier beetles]] || 5<br />
|-<br />
| align="middle" | 69-76 || — || 1 necromancer (3rd-level [[Classes (Years of Gold)#Wizard|wizard]] specializing in [[SRD:Necromancy School|necromancy]]), 1d6 [[SRD:Human Warrior Skeleton|skeletons]] and 1d6 [[SRD:Human Zombie|zombies]] || 5<br />
|-class="even"<br />
| align="middle" | 77-85 || — || 1d4 [[Goliaths, Pansaer (3.5e Race)|goliath]] headhunters (2nd-level [[Classes (Years of Gold)#Ranger|ranger]]) || 4<br />
|-<br />
| align="middle" | 86-92 || — || 1 [[SRD:Brown Bear|brown bear]] || 4<br />
|-class="even"<br />
| align="middle" | 93-100 || — || 1d6 [[SRD:Wolf|wolves]] || 3<br />
|}<br />
<br />
== Points of interest ==<br />
<br />
=== Cyl Nahcor ===<br />
<br />
Cyl Nahcor, or the Village of Pelts, is the largest gathering of [[Goliaths, Pansaer (3.5e Race)|goliaths]] in the Tumbling Fells. The village consists of several dozen longhouses made of light birch and covered with animal pelts of various kinds. Each longhouse has only one type of pelt on it, lending the village an uniform look. A longhouse houses from anywhere between one and ten families - goliaths don't mind the closeness.<br />
<br />
The lightness of the longhouses, as well as their simple construction, means that they're easy to disassemble and move. This is on purpose: Cyl Nahcor is a moving village. The goliaths of Cyl Nahcor travel with the seasons, avoiding natural disasters and murderous giants. This is possible thanks to the efforts of the village's shamans.<br />
<br />
The shamans of Cyl Nahcor are a naturally-occurring mutation of the Fells. They have powerful arcane powers not linked to the Word and the Law, and these powers are often (although not always) inherited. This comes with a price: the shamans often sport hideous mutations, and both mother and child are at risk during childbirth. Each shaman lives in a longhouse all their own. These longhouses are covered in grim giant hides and the pelts of strange beasts, instead of the more mundane animal skins.<br />
<br />
Cyl Nahcor is among the more hospitable goliath settlements. Those goliaths who stick to their old ways, dwindling in the Fells, are often distrustful of or outright hate outsiders, and woe to those who happen upon such a tribe. The folk of Cyl Nahcor understand that the times are changing. They might not like it, but will accept travelers (at least those who behave courteously) and will not hinder young goliaths who want to leave the village. Cyl Nahcor might not be a paradise for non-goliaths, but at least their longhouses are never covered with humanoid pelts.<br />
<br />
=== Dead Teeth Top ===<br />
<br />
Standing stones are common in the Tumbling Fells. They're among the only structures even the most savage of giants can create, and they are very much like them: tall and hard. The more advanced giants shape their standing stones, fashioning them into rough obelisk shapes or scoring them with indecipherable runes and pictographs. Many a fell top is jagged with an array of such standing stones.<br />
<br />
But none can challenge Dead Teeth Top. The northeastern fell is not particularly tall, but it is very wide: it encompasses an area of roughly four square miles. The fell is almost perfectly round, and it houses seven nested rings of standing stones. The first and longest ring, which runs along the bottom of the fell, has low, simple stones almost hidden by forest and undergrowth, while the stones of the highest, shortest ring are gargantuan things that blot out the sky.<br />
<br />
A host of [[SRD:Stone Giant|stone giants]] and their elders inhabit Dead Teeth Top. Their simple dwellings, little more than dens or lairs, are excavated into the dirt and stone of the fell's sides. The higher a giant lives, the more important he is. At the center of the nested rings lives a council of three stone giant wizards. Their long years and ceaseless study means they are masters of the arcane arts.<br />
<br />
=== The Moving Mound ===<br />
<br />
The historical [[History & Timeline (Years of Gold)#Historical timeline, or the Reckoning|Reckoning]] begins with the [[Pantheon (Years of Gold)#The titan-gods|titan pantheon]] overthrowing the lesser gods and divinities. Many of them were destroyed, but some escaped and hid in the depths of the earth, beneath the waves, or in supernatural realms. Some, however, were so powerful that they did neither: the only thing [[Auri (3.5e Deity)|Auri]] and his kin could do was to restrain them in the world and hope they'd never free themselves.<br />
<br />
One such specimen is the Moving Mound. Outwardly, the Mound appears to be little more than a roughly humanoid-shaped fell. Sure, it's even more barren than the other fells, and no animal will approach it, but it's just a landmark, right? Not so. The Mound is an ancient [[SRD:Titan|titan]] of extraordinary power. Auri could not defeat it in combat, so instead [[Luni (3.5e Deity)|Luni]] wove an enchantment of eternal sleep over it. The unnamed titan fell asleep, forming the Mound. If one presses their ear against the "stone" of the Mound, they can hear a slow pound, like the heartbeat of a mountain.<br />
<br />
The name comes from the fact that, during the severest earthquakes and thunderstorms, the titan stirs and wakes halfway. It then drowsily wanders the Fells, laying waste to countryside where its titanic feet fall. When the world calms down, the sleep once again takes hold of the titan, and it falls where it stands. Thus, the Mound is always on the move.<br />
<br />
Some of the giants living in the Tumbling Fells consider the Moving Mound their forefather and god-king. They track its movements (from afar, obviously) and seek to dwell as near to it as is safe. They sacrifice sentient beings to it in dark rituals and hope to reach it in its millennial dreams, so that it would awaken and take down the titans who withdrew their promise of giving the world to the giants. The Mound acknowledges them in no way.<br />
<br />
== Examples of adventures ==<br />
<br />
{| style="float:right" class="d20"<br />
!http://t14.deviantart.net/KEB9z_akYzLwrndxn_vVsrk4uAc=/300x200/filters:fixed_height(100,100):origin()/pre13/32d9/th/pre/f/2015/185/8/4/trollhjem___home_by_tsonline-d8zx884.jpg<br />
|-class="even"<br />
|[http://tsonline.deviantart.com/art/Trollhjem-Home-544066276/ Out of the sight of gods, blasphemy takes place.]<br />
|}<br />
*'''Food of the Gods:''' A chilly forest stream runs from the mountains into the sea, disappearing under a fell every now and then. But under one such fell lives a tribe of vicious [[SRD:Scrag|scrags]]. They venerate [[Pantheon (Years of Gold)#Korgar of the Fells|Korgar]], the father of trolls. To worship their god, they systematically capture giants through numbers alone and drag them into their underfell hideout half-drowned. Their restrained prey is then butchered while still alive by [[SRD:Annis|hag fiends]], while scrag [[SRD:Adept|shamans]] make sure the prey doesn't perish before its time. The living flesh of the victim is eaten by the scrags and fed to hook horror<sup>MM2</sup> pets. Turns out they're happy to commit this sickening divine service on anyone who blunders into their hidden haunt.<br />
*'''I Don't Need No Civil War:''' You get caught up in a minor civil war: three archwizards from the Spire, along with their star students, have come to study the giant-created standing stones of the Fells, and since each archwizard represents a different specialization, strife is unavoidable. The first faction consists of powerful [[SRD:Evocation School|evokers]]; the second is made up of [[SRD:Conjuration School|conjurers]] and their summoned minions; and the third and smallest is a handful of [[SRD:Illusion School|illusionists]], supported by [[SRD:Shadow|half-real relfections of their foes]].<br />
*'''In The Guise of the Beast:''' Full moon climbs into the sky as the last of the post-rain fog dissipates into the night. Suddenly, you hear hideous roaring: a mixture of animal and human rage. Great, lumbering beasts close in from behind boulders and trees: bears. Wait, no - they're goliaths! Draped in bloodstained bear hides, the ravenous berserker tribe approaches. But among their numbers are a few who are [[Skinwalker (3.5e Prestige Class)|truly connected to their animist deity]], and have left their humanoid shape behind. You're draw into a deadly game of "spot the monster": which of the approaching figures are disguised goliaths and which are lycanthropes?<br />
*'''Old as Stone:''' A [[SRD:Stone Giant Elder|stone giant elder]], seemingly as old as the Fells themselves, sits by a firepit the size of a forest fire. His white mane and beard nearly touch the ground, and his milky-white, pupilless eyes gaze an unseeing gaze into the fire. He is blind, and doesn't seem to notice that those who wish to talk to him aren't giants - or perhaps pretends not to notice. He'll happily talk about the long history of the Tumbling Fells: the pantheon's betrayal of their children, the coming of the trolls, the young race of the goliaths... He speaks with a mourning in his voice: the world was large once, was his once, and is no longer.<br />
*'''Worm of an Older Time:''' Deep, deep beneath the Fells, under mud and earth and stone, hidden in halls delved thousands of years ago, dwells a [[SRD:Red Dragon|Worm]]. It is a Crimson Worm, a Ravenous Worm, a Burning Worm. It has found solace hidden away from the eyesight of the blazing sun and the pale moon, and in the heart of the world it devises calamities for the world. Pampered by [[SRD:Fire Giant|giant]] and [[SRD:Salamander|salamander]] servants, warmed by [[SRD:Fire Elemental|elementals]] and [[SRD:Hell Hound|hell hounds]] and guarded by [[SRD:Stone Golem|marvels of an ancient era]], the Worm is safe - or so it thinks.<br />
<br />
----<br />
{{3.5e Environments Breadcrumb}}<br><br />
{{3.5e Campaign Settings Breadcrumb}} &rarr; [[Years of Gold (3.5e Campaign Setting)|Years of Gold]] &rarr; [[Geography & Environment (Years of Gold)|Geography & Environment]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Environment]]<br />
[[Category:Years of Gold Setting]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Fighter,_Pansaer_(3.5e_Class)&diff=1092622Fighter, Pansaer (3.5e Class)2018-10-10T19:41:22Z<p>Cancelion: Minor fixes</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|type=Combat-Focused<br />
|desc=A powered-up version of the classic fighter for the Years of Gold setting.<br />
}}<br />
<br />
== Fighter ==<br />
<br />
Mastery of battle can be achieved in many different ways. Some learn the bow by heart, felling their foes from beyond the reach of their foes. Some close the distance and devastate their enemies by crippling vital points. But what matters is not the path to mastery; what matters is the mastery itself. This is what a fighter strives for: becoming the best at their game.<br />
<br />
The fighters of [[Years of Gold (3.5e Campaign Setting)|Pansaer]] stand out from fighters of other settings by their focus. They are superficially similar to the [[SRD:Fighter|base class]] in that they are a simple martial class built around feats. They stand out by their focus: each fighter concentrates around a given fighting style, making each fighter unique not only through feat selection, but in other ways as well.<br />
<br />
=== Making a Fighter ===<br />
<br />
Pansaerian fighters remain the effective martial class they've always been, but now can bring even more power to bear through their choice of specialization. This focus comes with a limitation on their feat choices: while a base fighter can choose from a large list of bonus feats, a Pansaerian fighter's feat list is focused around their chosen specialization.<br />
<br />
'''Abilities:''' The importance of ability scores depends on your choice of specialization, but in general the physical ability scores ([[SRD:Strength|Strenght]], [[SRD:Dexterity|Dexterity]] and [[SRD:Constitution|Constitution]]) are the most important to a fighter. Don't ignore the mental scores, though: a fighter with low [[SRD:Wisdom|Wisdom]] especially is begging for a world of hurt.<br />
<br />
'''Races:''' Since every race is well-acquainted with violence, fighters are found in them all. You can see differences between the races when you get into specializations, though: a [[SRD:Halfling|halfling]] fighter is unlikely to go for the more in-your-face specializations, just as a [[SRD:Dwarf|dwarven]] fighter might have problems with some of the more finesse-oriented specializations.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp (150 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Fighter}}</div><br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +0<br />
| class="left" | [[#Specializations|Primary specialization]] +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +0<br />
| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +1<br />
| class="left" | [[#Specializations|Primary specialization]] +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th|| class="left" | +4 || +4 || +1 || +1<br />
| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th|| class="left" | +5 || +4 || +1 || +1<br />
| class="left" | [[#Specializations|Primary specialization]] +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th|| class="left" | +6/+1 || +5 || +2 || +2<br />
| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th|| class="left" | +7/+2 || +5 || +2 || +2<br />
| class="left" | [[#Specializations|Primary specialization]] +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th|| class="left" | +8/+3 || +6 || +2 || +2<br />
| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th|| class="left" | +9/+4 || +6 || +3 || +3<br />
| class="left" | [[#Specializations|Primary specialization]] +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +3<br />
| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +3<br />
| class="left" | [[#Specializations|Primary specialization]] +6, [[#Specializations|secondary specialization]] +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +4<br />
| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +4<br />
| class="left" | [[#Specializations|Primary specialization]] +7, [[#Specializations|secondary specialization]] +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +4<br />
| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +5<br />
| class="left" | [[#Specializations|Primary specialization]] +8, [[#Specializations|secondary specialization]] +3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +5<br />
| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +5<br />
| class="left" | [[#Specializations|Primary specialization]] +9, [[#Specializations|secondary specialization]] +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +6<br />
| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +6<br />
| class="left" | [[#Specializations|Primary specialization]] +10, [[#Specializations|secondary specialization]] +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +6<br />
| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the fighter.<br />
<br />
'''Weapon and Armor Proficiency:''' A fighter is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]] and with all armor ([[SRD:Armor Proficiency (Heavy)|heavy]], [[SRD:Armor Proficiency (Medium)|medium]], and [[SRD:Armor Proficiency (Light)|light]]) and [[SRD:Shield Proficiency|shields]] (including [[SRD:Tower Shield Proficiency|tower shields]]).<br />
<br />
'''{{#anc:Specializations}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a fighter chooses their [[#Fighter Specializations|primary specialization]]: the style of combat they are focused on. While a fighter is perfectly capable of using other methods of disposing of their enemies, the specialization is the field of combat in which the fighter shines. A fighter's specialization gives them a feature or features that improve on every odd-numbered fighter level (1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th).<br />
<br />
At 11th level, a fighter chooses a [[#Fighter Specializations|secondary specialization]]: another field of combat where they dominate to complement their forte. A fighter's secondary specialization never becomes as powerful as their primary specialization, but serves to round out their capabilities. A fighter's secondary specialization improves on the 11th, 13th, 15th, 17th and 19th levels, simultaneously with their primary specialization.<br />
<br />
'''{{#anc:Bonus Feats}}:''' At every even-numbered fighter level (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th), a fighter gets a bonus combat-oriented feat. These bonus feats must be drawn from the feats associated with the chosen specialization(s) of the fighter. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.<br />
<br />
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.<br />
<br />
==== Epic Fighter ====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Fighter}}</div><br />
Hit Die: d10<br />
|- {{#vardefine:odd|0}}<br />
!Level!! Special <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| class="left" | [[#Specializations|Primary specialization]] +11, [[#Specializations|secondary specialization]] +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| class="left" | [[#Specializations|Primary specialization]] +12, [[#Specializations|secondary specialization]] +7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| class="left" | [[#Specializations|Primary specialization]] +13, [[#Specializations|secondary specialization]] +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| class="left" | [[#Specializations|Primary specialization]] +14, [[#Specializations|secondary specialization]] +9<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| class="left" | [[#Specializations|Primary specialization]] +15, [[#Specializations|secondary specialization]] +10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| class="left" | [[#Bonus Feats|Bonus feat]]<br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''[[#Specializations|Specializations]]:''' A fighter's chosen specializations - both primary and secondary - continue to improve in linear fashion every two levels after 19th.<br />
<br />
'''[[#Bonus Feats|Bonus Feats]]:''' The epic fighter gains a bonus feat (selected from the fighter's specialization feat list) every two levels after 20th. Alternatively, the epic fighter can gain a feat from the epic fighter bonus feat list.<br />
<br />
''Epic Fighter Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Combat Archery|Combat Archery]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Devastating Critical|Devastating Critical]], [[SRD:Dire Charge|Dire Charge]], [[SRD:Distant Shot|Distant Shot]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Endurance|Epic Endurance]], [[SRD:Epic Leadership|Epic Leadership]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Improved Stunning Fist|Improved Stunning Fist]], [[SRD:Improved Whirlwind Attack|Improved Whirlwind Attack]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Instant Reload|Instant Reload]], [[SRD:Legendary Commander|Legendary Commander]], [[SRD:Legendary Rider|Legendary Rider]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Overwhelming Critical|Overwhelming Critical]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Spellcasting Harrier|Spellcasting Harrier]], [[SRD:Storm of Throws|Storm of Throws]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Two-Weapon Rend|Two-Weapon Rend]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]].<br />
<br />
==== Dwarf Fighter Starting Package ====<br />
<br />
'''Weapons:''' [[Greataxe]], [[longbow]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || -4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || -4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Swim || 4 || Str || -8<br />
|}<br />
<br />
'''Feat:''' [[Weapon Focus]] (greataxe).<br />
<br />
'''Gear:''' Scale mail, 20 arrows, backpack, waterskin, bedroll, tent.<br />
<br />
'''Gold:''' 4d4 gp<br />
<br />
=== Fighter Specializations ===<br />
<br />
At 1st level and again at 11th level, a fighter gets to choose a specialization. This choice defines their character, so it is not one to be made lightly. Each specialization contains one or more features that improve on every odd-numbered fighter level, as well as a list of bonus feats a fighter with that specialization can choose on even-numbered levels.<br />
<br />
==== Cavalier ====<br />
<br />
A cavalier is an expert in fighting while mounted, whether the mount is a horse or something more exotic. Cavaliers tend to have maximum [[SRD:Handle Animal Skill|Handle Animal]] ranks (as well as [[SRD:Ride Skill|Ride]], obviously), and many have an affinity for animals, especially ones that can be ridden.<br />
<br />
A cavalier can always choose to take 10 on a [[SRD:Ride Skill|Ride]] check as well as all [[SRD:Handle Animal Skill|Handle Animal]] checks to control a mount, even if distracted or endangered.<br />
<br />
When your mount charges, it can make one turn of up to 90 degrees during its movement. All other restrictions on charges still apply, and you must have line of sight to the opponent at the start of the charge. When making an attack at the end of a mounted charge, you gain a bonus on attack and damage rolls equal to your specialization bonus.<br />
<br />
Add [[Knowledge]] (nature) and [[Survival]] to your list of fighter class skills.<br />
<br />
''Cavalier Bonus Feat List:'' [[Animal Affinity]], Brutal Strike<sup>PHB2</sup>, [[Cleave]], [[Exotic Weapon Proficiency]] (net), [[Great Cleave]], [[Greater Weapon Focus]], [[Greater Weapon Specialization]], [[Mounted Archery]], [[Mounted Combat]], [[Power Attack]], [[Ride-By Attack]], [[Spirited Charge]], [[Trample]], [[Weapon Focus]], [[Weapon Specialization]].<br />
<br />
==== Crusader ====<br />
<br />
Whether by the blessing of a powerful cleric or a powerful connection to a deity, a crusader can bring some of a cleric's powers to bear. They do not heal, nor do they hex their foes: a crusader concentrates exclusively on combat buffs, usually those they can cast on themselves. Almost all crusaders are zealous and strictly religious.<br />
<br />
When the crusader first gains this specialization and every time their specialization bonus goes up after that, a crusader can choose one of the following spells: ''[[bull's strength]]'', ''[[bear's endurance]]'', ''[[cat's grace]], [[darkvision]]'', ''[[divine favor]]'', ''[[SRD:Entropic Shield|entropic shield]]'', ''[[magic weapon]]'', ''[[resist energy]]'', ''[[shield of faith]]'', ''[[shield other]]''. The crusader can cast the chosen spells as spell-like abilities up to a combined number of times equal to 3 + the crusader fighter's Wisdom modifier. The caster level for these spells is equal to the crusader's specialization bonus.<br />
<br />
Add [[Knowledge]] (religion) and [[Sense Motive]] to your list of fighter class skills.<br />
<br />
''Crusader Bonus Feat List:'' Brutal Strike<sup>PHB2</sup>, [[Combat Reflexes]], [[Endurance]], [[Exotic Weapon Proficiency]] (bastard sword), [[Greater Weapon Focus]], [[Greater Weapon Specialization]], [[Improved Initiative]], [[Improved Sunder]], Indomitable Soul<sup>PHB2</sup>, [[Iron Will]], [[Power Attack]], [[Skill Focus]] (knowledge), [[Toughness]], [[Weapon Focus]], [[Weapon Specialization]].<br />
<br />
==== Commander ====<br />
<br />
Commanders are not only deadly combatants themselves, but inspire (or bully) their comrades into new heights of martial prowess as well. Commanders tend to have big personalities and often big voices as well, although some lead by example alone; they tend to have higher-than-average [[SRD:Charisma|Charisma]] scores.<br />
<br />
Commanders inspire their allies with words, or actions, or pure presence; in any case, each ally within 60 feet of a commander (including the commander themselves) gains a +4 morale bonus on saving throws against fear effects.<br />
<br />
In addition, a commander can bolster an ally further as a move action. An ally thus bolstered gains [[SRD:Temporary Hit Points|temporary hit points]] equal to the commander's specialization bonus. These temporary hit points last for 1 minute, and a single creature can only receive temporary hit points this way once per minute.<br />
<br />
Add [[Diplomacy]] and [[Gather Information]] to your list of fighter class skills.<br />
<br />
''Commander Bonus Feat List:'' Armor Specialization<sup>PHB2</sup>, [[Combat Reflexes]], [[Diehard]], [[Endurance]], [[Greater Weapon Focus]], [[Greater Weapon Specialization]], Hindering Opportunist<sup>PHB2</sup>, Intimidating Strike<sup>PHB2</sup>, [[Leadership]], [[Negotiator]], [[Persuasive]], [[Quick Draw]], Stalwart Defense<sup>PHB2</sup>, [[Weapon Focus]], [[Weapon Specialization]].<br />
<br />
==== Fencer ====<br />
<br />
Who said you have to stand still in combat? A fencer treats the battlefield like a dance floor: they skit around, skillfully dodging blows and then turning to the offensive. Fencers tend to be lithe (which helps them move) and brash (which helps them forget that they can't always get out of the way).<br />
<br />
When the fencer first gains the specialization, they gain precise strike +1d6. This class feature works exactly like the [[SRD:Duelist|duelist]] class feature of the same name, and stacks with it.<br />
<br />
For every five feet a fencer moves in a turn, they receive a +1 dodge bonus on Reflex saves and on AC, up to a maximum of their specialization bonus. These bonuses last until the beginning of the fencer's next turn.<br />
<br />
Add [[Balance]] and [[Tumble]] to your list of fighter class skills.<br />
<br />
''Fencer Bonus Feat List:'' [[Acrobatic]], Bounding Assault<sup>PHB2</sup>, [[Combat Expertise]], [[Dodge]], [[Greater Weapon Focus]], [[Greater Weapon Specialization]], [[Improved Critical]], [[Lightning Reflexes]], [[Mobility]], [[Quick Draw]], Rapid Blitz<sup>PHB2</sup>, [[Spring Attack]], [[Weapon Focus]], [[Weapon Specialization]], [[Whirlwind Attack]].<br />
<br />
==== Guardian ====<br />
<br />
Guardians are steadfast defenders of their companions, and of course of themselves. The best offense starts with an unbeatable defense. The method of achieving this defense is secondary - a guardian can be quick on their feet, or hide behind shield and plate; some are just lucky. Guardians tend to be more empathic than other fighters.<br />
<br />
A guardian can make an aid another action in combat as a move action instead of as a standard action. When a guardian takes an aid another action, the action can affect any number of applicable allies.<br />
<br />
A guardian gains damage resistance equal to one-half (rounded down) their specialization bonus. For example, an 8th-level guardian has damage resistance 2/—.<br />
<br />
Add [[Listen]] and [[Spot]] to your list of fighter class skills.<br />
<br />
''Guardian Bonus Feat List:'' Active Shield Defense<sup>PHB2</sup>, Agile Shield Fighter<sup>PHB2</sup>, Armor Specialization<sup>PHB2</sup>, [[Combat Expertise]], [[Diehard]], [[Dodge]], [[Endurance]], [[Greater Weapon Focus]], [[Greater Weapon Specialization]], Hindering Opportunist<sup>PHB2</sup>, [[Improved Shield Bash]], Shield Specialization<sup>PHB2</sup>, Shield Ward<sup>PHB2</sup>, [[Weapon Focus]], [[Weapon Specialization]].<br />
<br />
==== Halberdier ====<br />
<br />
While the name might suggest otherwise, a halberdier is a master of all hafted weapons, not just the [[halberd]]. A halberdier can be a one of a line of elite spearmen holding in tight formation, or they can be a loner whose reach no enemy can safely enter. In either case, halberdiers are proud, steadfast fighters.<br />
<br />
As a swift action, a halberdier can choose to change their grip on a reach weapon other than a spiked chain or a whip. If they do so, they can use that weapon to threaten and attack spaces adjacent to themselves, but can't attack at reach before they use another swift action to change their grip again.<br />
<br />
A halberdier gains a bonus on attack and damage rolls equal to their specialization bonus whenever they make an attack of opportunity against a creature moving out of a threatened square.<br />
<br />
Add [[Heal]] and [[Listen]] to your list of fighter class skills.<br />
<br />
''Halberdier Bonus Feat List:'' [[Blind-Fight]], [[Combat Expertise]], [[Combat Reflexes]], Combat Tactician<sup>PHB2</sup>, Defensive Sweep<sup>PHB2</sup>, [[Dodge]], [[Greater Weapon Focus]], [[Greater Weapon Specialization]], [[Improved Disarm]], [[Improved Trip]], Lunging Strike<sup>PHB2</sup>, [[Mobility]], [[Mounted Combat]], [[Weapon Focus]], [[Weapon Specialization]].<br />
<br />
==== Sniper ====<br />
<br />
A sniper is a master of taking out foes over a long distance. They use a ranged weapon, most often a bow or crossbow but in some cases a thrown weapon, and hone their ability to surgically remove a threat before a fight even begins. Snipers are often cool, distant people, and have a close connection to their weapons - they have to, if they intend to use them to full effect.<br />
<br />
A sniper gains a bonus on damage rolls equal to their Dexterity bonus when using ranged weapons as long as the target is at a distance of 30 feet or farther. If you'd normally add your Strength modifier to the damage roll, you choose which one to add. You always add a Strength penalty to your damage rolls when applicable.<br />
<br />
In addition, a sniper can make a snipe attack as a standard action. When you snipe a flat-footed creature, you get a bonus on the attack roll and your weapon's threat range increases by a number equal to your specialization bonus. For example, if a 5th-level sniper snipes a flat-footed foe with a [[SRD:Light Crossbow|light crossbow]], they get a +3 bonus on the attack roll and the threat range increases to 16-20. If the sniped creature is not flat-footed, the sniper gains no bonuses on the attack.<br />
<br />
Add [[Hide]] and [[Spot]] to your list of fighter class skills.<br />
<br />
''Sniper Bonus Feat List:'' [[Alertness]], Crossbow Sniper<sup>PHB2</sup>, Deadeye Shot<sup>PHB2</sup>, [[Dodge]], [[Far Shot]], [[Greater Weapon Focus]], [[Greater Weapon Specialization]], [[Improved Critical]], [[Improved Initiative]], [[Improved Precise Shot]], [[Mobility]], [[Point Blank Shot]], [[Precise Shot]], [[Weapon Focus]], [[Weapon Specialization]].<br />
<br />
==== Warlord ====<br />
<br />
Warlords epitomize the old tenet "might makes right". Their combat tactics consists mostly of application of physical force, but it's dangerous to consider them one-dimensional: there's plenty of ways to overpower your foes, after all. Warlords tend toward boisterousness and crudeness, but they do have gentler and more charismatic souls among them too.<br />
<br />
A warlord may charge over difficult terrain that normally slows movement. Depending on the circumstance, they may still need to make appropriate checks to successfully move over the terrain. Furthermore, warlords gain a bonus equal to their specialization bonus on damage rolls on attacks made during a charge as well as on successful sunder attempts.<br />
<br />
Add [[Bluff]] and [[Sleight of Hand]] to your list of fighter class skills.<br />
<br />
''Warlord Bonus Feat List:'' Brutal Strike<sup>PHB2</sup>, [[Cleave]], Cometary Collision<sup>PHB2</sup>, [[Great Cleave]], [[Great Fortitude]], [[Greater Weapon Focus]], [[Greater Weapon Specialization]], [[Improved Bull Rush]], [[Improved Overrun]], [[Improved Sunder]], Overwhelming Assault<sup>PHB2</sup>, [[Persuasive]], [[Power Attack]], [[Weapon Focus]], [[Weapon Specialization]].<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Years of Gold Setting]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Summoner,_Variant_(3.5e_Class)&diff=1092614Summoner, Variant (3.5e Class)2018-10-10T17:50:15Z<p>Cancelion: Minor fix</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<!--name of image file--><br />
|imgsize=<!--width in pixels--><br />
|imgcaption=<!--Image caption--><br />
|type=Combat-Focused, Underlings<br />
|desc=A master conjurer who fights from behind walls of minions.<br />
}}<br />
<br />
== Summoner ==<br />
<br />
Summoning an underling to do your bidding has long been a favored trick of spellcasters everywhere. Nonetheless, summoning a creature is rarely the main focus of even a conjurer wizard, since so many powerful options are available. Not so with summoners: they've mastered the art of calling creatures from beyond the world to such an extent that their minions are the only tool they need. They call on races unheard of by lesser conjurers, and bolster their summons with ingenious specialties, in exchange for variability.<br />
<br />
That's not to say a summoner can ''only'' summon creatures. Thanks to their focus, summoners can call on their servants even while wearing armor and wielding weaponry, allowing them to become warriors themselves and lead from the front. Few can stand the onslaught of an armored summoner smiting from the front while simultaneously being flanked by the summoner's varied minions. The exotic creatures a summoner can call on also allow them to fulfill more roles than just a monster factory.<br />
<br />
=== Making a Summoner ===<br />
<br />
A summoner can either support with their varied summons or take to the front, depending on feat and item choices. A summoner wearing heavy armor and shield can tank, while a two-hander wielder can be a damaging threat - and they don't need help flanking foes. Summoners themselves need a bit of support for survivability, and since they can't cast spells, a [[SRD:Sorcerer|sorcerer]] or [[SRD:Wizard|wizard]] is a godsend.<br />
<br />
'''Abilities:''' [[SRD:Charisma|Charisma]] provides a summoner with extra summon spells per day, but other than that, the choice of ability scores is yours. If you want survivability, go for [[SRD:Constitution|Constitution]] and [[SRD:Dexterity|Dexterity]]; if you want to bring the hurt, [[SRD:Strength|Strength]] is important; and [[SRD:Intelligence|Intelligence]] is good for a skill-based summoner.<br />
<br />
'''Races:''' [[SRD:Dwarves|Dwarves]] seem to have an unexplained love for summoning creatures - perhaps it has to do with the control inherent in the art. Most other races have summoners as well, and each race customizes their summons to their culture: [[SRD:Elf|elves]] go for animal and fey creatures, [[SRD:Goblin|goblins]] love their vermin, and monstrous summoners often summon related beasts.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 5d4&times;10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[wizard]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Summoner}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="9" | [[#Summoning|Summon per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! [[SRD:Summon Monster I|I]] || [[SRD:Summon Monster II|II]] || [[SRD:Summon Monster III|III]] || [[SRD:Summon Monster IV|IV]] || [[SRD:Summon Monster V|V]] || [[SRD:Summon Monster VI|VI]] || [[SRD:Summon Monster VII|VII]] || [[SRD:Summon Monster VIII|VIII]] || [[SRD:Summon Monster IX|IX]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Exotic summoning<br />
|3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | Summoner's knack<br />
|4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +1 || +3<br />
| class="left" | Exotic summoning<br />
|5||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Summoner's knack<br />
|6||4||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Exotic summoning<br />
|7||5||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | Summoner's knack<br />
|7||6||4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | Exotic summoning<br />
|8||7||5||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | Summoner's knack<br />
|8||7||6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | Exotic summoning<br />
|9||8||7||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | Summoner's knack<br />
|9||8||7||5||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | Exotic summoning<br />
|∞||9||8||6||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | Summoner's knack<br />
|∞||9||8||7||5||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | Exotic summoning<br />
|∞||∞||9||7||6||4||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | Summoner's knack<br />
|∞||∞||9||8||7||5||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9<br />
| class="left" | Exotic summoning<br />
|∞||∞||∞||8||7||6||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Summoner's knack<br />
|∞||∞||∞||9||8||7||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | Exotic summoning<br />
|∞||∞||∞||9||8||7||5||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | Summoner's knack<br />
|∞||∞||∞||∞||9||8||6||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | Exotic summoning<br />
|∞||∞||∞||∞||9||8||7||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | Summoner's knack<br />
|∞||∞||∞||∞||∞||9||7||6||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Bluff]] (Cha), [[Concentration]] (Con), [[Craft]] (Int), [[Diplomacy]] (Cha), [[Disguise]] (Cha), [[Forgery]] (Cha), [[Handle Animal]] (Cha), [[Heal]] (Wis), [[Intimidate]] (Cha), [[Knowledge]] (arcana) (Int), [[Knowledge]] (dungeoneering) (Int), [[Knowledge]] (nature) (Int), [[Knowledge]] (religion) (Int), [[Knowledge]] (the planes) (Int), [[Profession]] (Wis), [[Ride]] (Dex), [[Sense Motive]] (Wis), [[Speak Language]] (None) and [[Use Magic Device]] (Cha).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the summoner.<br />
<br />
'''Weapon and Armor Proficiency:''' A summoner is proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).<br />
<br />
'''{{#anc:Summoning}}:''' A summoner is, as the name implies, a master of summoning creatures both mundane and magical to her aid. A summoner can use the ''summon monster'' family of spells at increasing power as they gain levels, starting with ''[[SRD:Summon Monster I|summon monster I]]'' at 1st level and working their way up from there. This is a ([[SRD:Special Abilities Overview#Supernatural|supernatural]]) ability that takes a standard action to use, does not provoke attacks of opportunity and has an effective caster level equal to your summoner level.<br />
<br />
A summoner's daily allotment of ''summon monster'' spells is given on Table: The Summoner; ∞ on the table implies that the summoner can cast that level of ''summon monster'' as many times per day as she likes. In addition, she receives bonus summons per day if she has a high Charisma score, exactly as if she were a spellcaster and gained bonus spells per day.<br />
<br />
'''{{#anc:Exotic Summoning}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Summoners are far more varied with their minions than the average spellcaster: they can call on forces a sorcerer or wizard couldn't even dream of. At every odd-numbered level, a summoner can add an extra creature to the list of creatures of every level of ''summon monster'' she can use. For example, a summoner who reaches 5th level can add a creature to her ''[[SRD:Summon Monster I|summon monster I]]'', ''[[SRD:Summon Monster II|summon monster II]]'' and ''[[SRD:Summon Monster III|summon monster III]]'' lists.<br />
<br />
A creature to be added to a list can't have a CR greater than that spell's level. For example, you can add [[SRD:Eight-Headed Hydra|eight-headed hydra]] (a CR 7 creature) to your ''[[SRD:Summon Monster VII|summon monster VII]]'' list, but not to your ''[[SRD:Summon Monster VI|summon monster VI]]'' list.<br />
<br />
Furthermore, you have to get approval for the creatures to be added from your DM. This is not to restrict your choices and tie you down, but rather in the interest of balance: repeat (even at-will) ability to summon creatures with certain abilities can be backbreaking to the integrity of a game. As a DM, be wary (although not automatically dismissive) of: instant-death abilities, powerful continuous abilities (gazes and the like), extremely strong spellcasting, and unconventional abilities easy to abuse - summon abilities don't count, since a summoned creature can't itself summon more creatures. Remember that the later levels can and should allow for strong creatures - just look at the [[SRD:Couatl|couatl]] of ''[[SRD:Summon Monster IX|summon monster IX]]''.<br />
<br />
If you have access to ''summon monster'' spells from sources other than the summoner class, the creatures added to your lists can be summoned with those spells as well.<br />
<br />
'''{{#anc:Summoner's Knack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As masters of their trade, summoners bring forth creatures superior than their mundane counterparts. At every even-numbered level, a summoner can select one knack from the following list. All creatures he subsequently summons with ''summon monster'' spells and abilities (whether from this class or from other sources) gain that knack's benefits for the duration of the summoning effect.<br />
<br />
Some knacks are level-restricted; the ones that are state so in their description. You can't gain the same knack twice unless the knack specifically states so.<br />
<br />
''{{#anc:Muscular}}:'' Each creature you conjure with any summon spell or effect gains a +2 bonus to Strength.<br />
<br />
''{{#anc:Agile}}:'' Each creature you conjure with any summon spell or effect gains a +2 bonus to Dexterity.<br />
<br />
''{{#anc:Stout}}:'' Each creature you conjure with any summon spell or effect gains a +2 bonus to Constitution.<br />
<br />
''{{#anc:Smart}}:'' Each creature you conjure with any summon spell or effect gains a +2 bonus to Intelligence.<br />
<br />
''{{#anc:Sagely}}:'' Each creature you conjure with any summon spell or effect gains a +2 bonus to Wisdom.<br />
<br />
''{{#anc:Graceful}}:'' Each creature you conjure with any summon spell or effect gains a +2 bonus to Charisma.<br />
<br />
''{{#anc:Murderous}}:'' Each creature you conjure with any summon spell or effect gains a +1 bonus to attack rolls and a +2 bonus to damage rolls. You can gain this knack multiple times. Its effects stack.<br />
<br />
''{{#anc:Tough}}:'' Each creature you conjure with any summon spell or effect increases its natural armor bonus by +1. You can gain this knack multiple times. Its effects stack.<br />
<br />
''{{#anc:Resistant}}:'' Each creature you conjure with any summon spell or effect gains a +1 bonus to all saving throws. You can gain this knack multiple times. Its effects stack.<br />
<br />
''{{#anc:Heavyweight}}:'' Each creature you conjure with any summon spell or effect gains +5 hit points. You can gain this knack multiple times. Its effects stack.<br />
<br />
''{{#anc:Liquidator}}:'' Each creature you conjure with any summon spell or effect can make a sneak attack like a rogue, dealing an extra 1d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the creature is flanking. This stacks with any sneak attack the creature might already have. A summoner must be at least 4th level to gain this knack.<br />
<br />
''{{#anc:Blind-Fight}}:'' Each creature you conjure with any summon spell or effect gains the [[SRD:Blind-Fight|Blind-Fight]] feat. A summoner must be at least 4th level to gain this knack.<br />
<br />
''{{#anc:Multiattack}}:'' Each creature you conjure with any summon spell or effect gains the [[SRD:Multiattack|Multiattack]] feat, even if it doesn't meet the prerequisites. A summoner must be at least 4th level to gain this knack.<br />
<br />
''{{#anc:Fast}}:'' Each creature you conjure with any summon spell or effect gains a +10 feet bonus to one of its movement modes. A summoner must be at least 6th level to gain this knack.<br />
<br />
''{{#anc:Potent}}:'' Each creature you conjure with any summon spell or effect adds +2 to the DC for all saving throws against one special attack the creature possesses (you choose the ability). You can gain this knack multiple times. Its effects stack. A summoner must be at least 6th level to gain this knack.<br />
<br />
''{{#anc:Improved Initiative}}:'' Each creature you conjure with any summon spell or effect gains the [[SRD:Improved Initiative|Improved Initiative]] feat. A summoner must be at least 6th level to gain this knack.<br />
<br />
''{{#anc:Sorcerous}}:'' Each creature you conjure with any summon spell or effect has its effective caster level for spells, supernatural abilities and spell-like abilities increased by 1. You can gain this knack multiple times. Its effects stack. A summoner must be at least 8th level to gain this knack.<br />
<br />
''{{#anc:Mauling}}:'' Each creature you conjure with any summon spell or effect has the damage of one of its natural attacks increased by one step: 1d2 to 1d3 to 1d4 to 1d6 to 1d8 to 2d6 to 3d6 to 4d6 to 6d6 to 8d6 to 12d6. You can gain this knack multiple times. Each instance must affect a different type of natural attack. A summoner must be at least 8th level to gain this knack.<br />
<br />
''{{#anc:Impervious}}:'' Each creature you conjure with any summon spell or effect gains damage reduction 5/magic. This doesn't stack with any damage resistance the creature might already have. A summoner must be at least 10th level to gain this knack.<br />
<br />
''{{#anc:Resilient}}:'' Choose acid, cold, electricity, fire, or sonic. Each creature you conjure with any summon spell or effect gains resistance 5 to that energy type. This doesn't stack with any energy resistance the creature might already have. You can gain this knack multiple times. Each time you take the knack, it applies to a different type of energy. A summoner must be at least 10th level to gain this knack.<br />
<br />
''{{#anc:Shielded}}:'' Each creature you conjure with any summon spell or effect gains spell resistance 5 + that creature's HD. This doesn't stack with any spell resistance the creature might already have. A summoner must be at least 12th level to gain this knack.<br />
<br />
''{{#anc:Bound}}:'' Any attempts to dispel creatures you've conjured with any summon spell or effect has its DC increased by 10. A summoner must be at least 12th level to gain this knack.<br />
<br />
''{{#anc:Massive}}:'' Each creature you conjure with any summon spell or effect changes its size category to the next larger one, if you so choose. This functions exactly as a ''[[SRD:Enlarge Person|enlarge person]]'' spell, but can't be dispelled. A summoner must be at least 14th level to gain this knack.<br />
<br />
''{{#anc:Miniscule}}:'' Each creature you conjure with any summon spell or effect changes its size category to the next smaller one, if you so choose. This functions exactly as a ''[[SRD:Reduce Person|reduce person]]'' spell, but can't be dispelled. A summoner must be at least 14th level to gain this knack.<br />
<br />
''{{#anc:Immune}}:'' Each creature you conjure with any summon spell or effect is immune to poison, sleep effects, paralysis, stunning, disease, death effects, and all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). A summoner must be at least 16th level to gain this knack.<br />
<br />
''{{#anc:Undying}}:'' Each creature you conjure with any summon spell or effect has fast healing 5. This doesn't stack with any fast healing the creature might already have. A summoner must be at least 16th level to gain this knack.<br />
<br />
==== Epic Summoner ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Summoner}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Exotic summoning<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Summoner's knack<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Exotic summoning<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Summoner's knack, bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Exotic summoning<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Summoner's knack<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Exotic summoning<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Summoner's knack, bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Exotic summoning<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Summoner's knack<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Exotic Summoning:''' The summoner adds new creatures to his lists on every odd-numbered level (21st, 23rd, 25th, 27th and 29th).<br />
<br />
'''Summoner's Knack:''' The summoner adds a new knack to his creatures on every even-numbered level (22nd, 24th, 26th, 28th and 30th). Furthermore, a few extra knacks become available to a summoner on epic levels.<br />
<br />
''{{#anc:Brawny}}:'' Each creature you conjure with any summon spell or effect gains a +4 bonus to Strength.<br />
<br />
''{{#anc:Lithe}}:'' Each creature you conjure with any summon spell or effect gains a +4 bonus to Dexterity.<br />
<br />
''{{#anc:Corpulent}}:'' Each creature you conjure with any summon spell or effect gains a +4 bonus to Constitution.<br />
<br />
''{{#anc:Brilliant}}:'' Each creature you conjure with any summon spell or effect gains a +4 bonus to Intelligence.<br />
<br />
''{{#anc:Astute}}:'' Each creature you conjure with any summon spell or effect gains a +4 bonus to Wisdom.<br />
<br />
''{{#anc:Exquisite}}:'' Each creature you conjure with any summon spell or effect gains a +4 bonus to Charisma.<br />
<br />
''{{#anc:Bloodhungry}}:'' Each creature you conjure with any summon spell or effect gains a +2 bonus to attack rolls and a +4 bonus to damage rolls. You can gain this knack multiple times. Its effects stack.<br />
<br />
''{{#anc:Stalwart}}:'' Each creature you conjure with any summon spell or effect increases its natural armor bonus by +2. You can gain this knack multiple times. Its effects stack.<br />
<br />
''{{#anc:Impervious}}:'' Each creature you conjure with any summon spell or effect gains a +2 bonus to all saving throws. You can gain this knack multiple times. Its effects stack.<br />
<br />
''{{#anc:Enormous}}:'' Each creature you conjure with any summon spell or effect gains +20 hit points. You can gain this knack multiple times. Its effects stack.<br />
<br />
''{{#anc:Awesome Blow}}:'' Each creature you conjure with any summon spell or effect gains the [[SRD:Awesome Blow|Awesome Blow]] feat, even if it doesn't meet the prerequisites.<br />
<br />
''{{#anc:Augmented}}:'' Each creature you conjure with any summon spell or effect has one of its natural attacks threaten a critical hit on a natural attack roll of 18-20 and dealing triple damage on a successful critical hit. You can gain this knack multiple times. Each instance must affect a different type of natural attack.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic summoner gains a bonus feat (selected from the list of epic summoner bonus feats) every four levels after 20th.<br />
<br />
''Epic Summoner Bonus Feat List:'' [[SRD:Additional Magic Item Space|Additional Magic Item Space]], [[Energy Resistance]], [[SRD:Epic Leadership|Epic Leadership]], [[Epic Prowess]], [[SRD:Epic Reputation|Epic Reputation]], [[Epic Skill Focus]], [[Epic Will]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Legendary Commander|Legendary Commander]], [[Polyglot]], [[SRD:Superior Initiative|Superior Initiative]].<br />
<br />
==== Dwarf Summoner Starting Package ====<br />
<br />
'''Weapons:''' [[Longspear]], 5 [[SRD:Javelin|javelins]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Handle Animal || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Heal || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Use Magic Device || 4 || Cha || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Spell Focus|Spell Focus]] (conjuration).<br />
<br />
'''Gear:''' Scale mail, backpack, waterskin, bedroll, three bags of caltrops, two vials of acid, 5 days worth of trail rations.<br />
<br />
'''Gold:''' 4d4 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Summoner ====<br />
<br />
'''Religion:''' Summoners can be as religious as they want - the practice itself doesn't particularly draw or push someone away from faith. A prestigiously powerful (or just thoroughly deluded) summoner can think that they're a deity, seeing their ability to "create life from nothing" as proof. Those who summon creatures of the natural realm might worship nature gods, while an aberrant summoner seeks stranger powers to bow down to.<br />
<br />
'''Other Classes:''' A summoner typically does one thing well, meaning they benefit immensely from a well-balanced adventuring group around them: quantity has a quality all its own, but a [[SRD:Fire Beetle|fire beetle]] just doesn't compare to a level-equivalent PC character.<br />
<br />
'''Combat:''' Both the frontline and the back row are possible options for a summoner, depending on feats chosen and gear worn. A summoner can even (attempt to) be the group's main warrior, if they've got the money to spare. Just remember: your summons are your main ability, so use it at every opportunity.<br />
<br />
'''Advancement:''' While the available summons improve by level, a summoner can quite easily multiclass into some other - perhaps more martial - role. It all depends on how much you want to concentrate on being the taskmaster and how much you want to lead by example.<br />
<br />
==== Summoners in the World ====<br />
<br />
{{quote|Outnumbered? Gentlemen, I'm never outnumbered.|orig=Bellog Quint, gnome summoner}}<br />
<br />
Thanks to the plethora of abilities a summoner can bring to bear through her underlings, a summoner can usually find gainful employment anywhere he goes. Just watch out for lands where the counjuring arts are seen as strange, scary, or even heretical.<br />
<br />
'''Daily Life:''' Summoners gravitate to different lives depending on their personalities, histories and quirks. Some spend their entire lives secluded away in swamps, entertaining only guests they've summoned themselves; others live precarious, in-your-face lives in the hearts of metropolises. There is no norm for the summoner as a whole.<br />
<br />
'''Organizations:''' Since the summoner has her art refined to a ridiculous extent, they rarely participate in arcane colleges or the like: the resident conjurers tend to view them poorly, and accuse them of choosing practice over theory. Some summoners have organizations or clubs of their own, and many cults see the abilities of a gifted summoner as important enough to coax into service.<br />
<br />
'''NPC Reactions:''' Summoners who display their abilities openly face equal amounts of childlike wonder and envy-tinged fear. Those who can afford their services and are not afraid of strange beasts often seek to indulge summoners in the hopes that they can trust on their services later on.<br />
<br />
==== Summoner Lore ====<br />
<br />
Characters with ranks in Knowledge (arcana) can research summoners to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Summoners are a specialized variant of conjurer whose one single ability is conjuring powerful creatures.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Unlike other conjurers, a summoner can summon wave after wave of monsters. The most powerful never run out of minions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Don't be surprised if you see a summoner call up a creature you've never seen summoned before: they specialize in exotic creatures.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | Even a mundane-looking creature summoned by a summoner is likely to be stronger than others of its kind.<br />
|}<br />
<br />
==== Summoners in the Game ====<br />
<br />
As has been said before, summoners can fill a variety of roles. The class fits those who want to micromanage groups of creatures - as an aside, you should only have summoners in your game if your group is alright with the relative complexity that repeat summons can create.<br />
<br />
'''Adaptation:''' If you want to further customize the class, you can create more focus summon lists as the basis of your ''summon monster'' abilities. Another option is to replace ''summon monster'' with ''summon nature's ally'', or a similar line of spells.<br />
<br />
'''Sample Encounter:''' Bellog Quint is not so much evil as he is disgustingly indifferent. To him, everyone is either a servant or an obstacle, and he's more than happy to remove obstacles using violence. He's currently residing in a small hamlet, the guard of which is utterly unable to so much as scratch him. He feasts on the hamlet's larders, sleeps with its maidens and pilfers its stockpiles, and intends to leave the moment he's sucked the place dry.<br />
<br />
''EL 9:'' Anyone who disagrees with Bellog's despicable abuse of the hamlet will have to face the gnome's gathered forces. The summoner is properly paranoid, having thwarted attempted assassinations before, and seeks to know of enemies before the fight. That way, his strongest summons are already up when the fight begins<br />
<br />
{{Stat Block 2<br />
|name= |=Bellog Quint |cr=9<br />
|sex=Male |race=[[SRD:Gnome|gnome]] |clvl=summoner 9<br />
|al=[[SRD:Neutral Evil|NE]] |size=[[SRD:Small Size|Small]] |type=[[SRD:Humanoid Type|Humanoid]] ([[SRD:Gnome|gnome]])<br />
|init=+ |sense=[[low-light vision]] |listen=+3 |spot=+3<br />
|lang=Common, Dwarf, Gnome, Undercommon<br />
|ac=25 |touch=14 |flat=22 |othac=+4 dodge bonus to AC against giants |acmods=+1 size, +3 Dex, +2 shield, +9 armor<br />
|hp=58 |hd=9<br />
|fort=+5 |ref=+6 |will=+9<br />
|spd=20 ft. (4 squares)<br />
|melee1=masterwork morningstar +8/+3 (1d8)<br />
|bab=+6 |grp=+2<br />
|atkop=+1 racial bonus on attack rolls against kobolds and goblinoids<br />
|str=10 |dex=16 |con=14 |int=14 |wis=12 |cha=14<br />
|sq=gnome traits<br />
|feats=[[Alertness]], [[Augment Summoning]], [[Iron Will]], [[Spell Focus]] (conjuring)<br />
|skills=[[Bluff]] +14, [[Intimidate]] +14, [[Knowledge]] (arcana) +14, [[Knowledge]] (the planes) +14, [[Listen]] +3, [[Sense Motive]] +13, [[Spot]] +3, [[Use Magic Device]] +14<br />
|poss=masterwork morningstar, ''+1 mithral full plate'', masterwork heavy steel shield, potion of haste<br />
|san1=Summoning ([[Su]]) |sad1=Bellog can use ''[[SRD:Summon Monster I|summon monster I]]'' 9/day, ''[[SRD:Summon Monster II|summon monster II]]'' 8/day, ''[[SRD:Summon Monster III|summon monster III]]'' 7/day, ''[[SRD:Summon Monster IV|summon monster IV]]'' 4/day, and ''[[SRD:Summon Monster V|summon monster V]]'' 2/day.<br />
|san2=Exotic Summoning ([[Ex]]) |sad2=Bellog has added the following creatures to his lists: [[SRD:Ghoul|ghoul]], [[SRD:Giant Bee|giant bee]], [[SRD:Grimlock|grimlock]], [[SRD:Hyena|hyena]] and [[SRD:Pseudodragon|pseudodragon]] to ''[[SRD:Summon Monster I|summon monster I]]''; [[SRD:Choker|choker]], [[SRD:Crocodile|crocodile]], [[SRD:Homunculus|homunculus]] and [[SRD:Thoqqua|thoqqua]] to ''[[SRD:Summon Monster II|summon monster II]]''; [[SRD:Cockatrice|cockatrice]], [[SRD:Flamebrother Salamander|flamebrother salamander]] and [[SRD:Shadow|shadow]] to ''[[SRD:Summon Monster III|summon monster III]]''; [[SRD:Minotaur|minotaur]] and [[SRD:Owlbear|owlbear]] to ''[[SRD:Summon Monster IV|summon monster IV]]''; and [[SRD:Wraith|wraith]] to ''[[SRD:Summon Monster V|summon monster V]]''.<br />
|san3=Summoner's Knack ([[Ex]]) |sad3=Belloq has the following summoner's knacks: muscular, liquidator, potent, and mauling.<br />
}}<br />
<br />
Belloq prefers to start fights with one or two wraiths already summoned, hiding within walls and ready to ambush foes. As soon as the fighting begins in earnest, Belloq conjures a big, beefy monster (usually a minotaur or an owlbear) to hold the front, then uses ''[[SRD:Summon Monster III|summon monster III]]'' to repeatedly summon 1d4+1 giant bees - he takes delight in seeing the creatures mass on a foe, sting them to poison them, and then drop dead.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Cyclops_(3.5e_Creature)&diff=1092346Cyclops (3.5e Creature)2018-10-09T13:11:52Z<p>Cancelion: Minor fixes</p>
<hr />
<div>{{Stat Block 2<br />
|name=Cyclops<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Huge]] |type=[[giant]]<br />
|init=+2 |sense=[[low-light vision]] |listen=+15 |spot=+15<br />
|ac=27 |touch=10 |flat=25 |acmods=–2 size, +2 Dex, +12 natural, +5 mithral breastplate<br />
|hp=161 |hd=17<br />
|fort=+15 |ref=+7 |will=+10<br />
|spd=50 ft. (10 squares)<br />
|bab=+12 |grp=+32<br />
|melee1=masterwork glaive +23/+18/+13 (3d8+18/×3)<br />
|ranged1=rock +9 ranged (2d8+12)<br />
|str=34 |dex=15 |con=21 |int=18 |wis=17 |cha=15<br />
|sq=rock catching, poor depth perception<br />
|feats=[[Blind-Fight]], [[Cleave]], [[Improved Sunder]], [[Iron Will]], [[Power Attack]], Short Haft<sup>PHB2</sup><br />
|skills=[[Climb]] +19, [[Concentration]] +6, [[Craft]] (any one) +14, [[Diplomacy]] +4, [[Intimidate]] +12, [[Listen]] +15, [[Sense Motive]] +9, [[Spot]] +15<br />
|san1= Addling [[SRD:Gaze|Gaze]] ([[SRD:Su|Su]])<br />
|sad1= 1d4 Intelligence damage, range 30 feet, Fortitude DC 20 negates. The save DC is Charisma-based.<br />
|san2=Rock Throwing ([[SRD:Ex|Ex]])<br />
|sad2=The range increment is 140 feet for a cyclops' thrown rocks.<br />
|san3=Poor Depth Perception ([[SRD:Ex|Ex]])<br />
|sad3=Cyclopes have a -4 racial penalty on attack rolls with ranged weapons.<br />
|cr=12<br />
}}<br />
<br />
{| style="float:right" class="d20"<br />
!http://t08.deviantart.net/ZW6IFK39s5ItiLl5v1JVpszyI7Q=/fit-in/700x350/filters:fixed_height(100,100):origin()/pre13/b6ff/th/pre/f/2015/274/4/c/cyclops_opener___miguel_regodon_by_miguelregodon-d9bkfjl.jpg<br />
|-class="even"<br />
|[http://miguelregodon.deviantart.com/art/Cyclops-Opener-Miguel-Regodon-563624625/ Many seek out cyclopes who practice the arcane arts, for they are the masters of their craft.]<br />
|}<br />
<br />
''The smell of libraries is the same everywhere, even here. The bookshelves might be three times as tall as you and the books the size of wagon wheels, but the smell of musty knowledge is still there. The librarian isn't your stereotypical prim lady, however, but a giant that resembles a finely sculpted statue: it's skin is nearly perfectly white, and when it turns to face you, you just glimpse an eye of extraordinary azure color before you remember to turn away. Even the brief glance leaves your head muddled.''<br />
<br />
Cyclopes are one of the many races of giants, separated from most of their brothers by their intellect. Cyclopes are racially intelligent, and their intelligence only grows during their around 500 years. The race gets its name from its most obvious feature: cyclopes have a single eye, slightly bigger than an eye would be on a two-eyed creature of the same size. A cyclops always has a brilliantly hued iris, but looking at it is not advised: the gaze of a cyclops saps the intellect of its viewer in rapid succession. Since this works even on others of their race, cyclopes usually live in solitude, coming together only after extended written contact, and make sure to cover their eyes. Adults of both genders are about 16 feet tall and weigh around 5,000 pounds.<br />
<br />
=== Combat ===<br />
<br />
As brilliant creatures, cyclopes are keenly aware of their strengths and weaknesses. The most obvious of the latter is their depth perception, which means cyclopes avoid ranged combat - unless they're truly angered, in which case they let the boulders fly. A cyclops closes the distance to fight with their glaives and to let their gaze devastate opposition. Loss of intelligence isn't much of a problem for a frontline fighter, but cyclopes know to let their gaze linger on wizards. Cyclopes are solitary creatures, and thus rarely fight alongside others of their kind (although exception do exist), but they often have other creatures in their service: either naturally blind creatures, such as subjugated [[SRD:Grimlock|grimlocks]] and pet [[SRD:Yrthak|yrthaks]], or creatures that have willingly blinded themselves to serve the cyclops (permanently or otherwise).<br />
<br />
{{Stat Block 2<br />
|name=Cyclops Librarian, 11th-level [[Wizard]]<br />
|al=[[SRD:Lawful Neutral|LN]] |size=[[Huge]] |type=[[giant]]<br />
|init=+2 |sense=[[low-light vision]] |listen=+26 |spot=+26<br />
|ac=24 |touch=12 |flat=22 |acmods=–2 size, +2 Dex, +2 ''ring of deflection +2'', +12 natural<br />
|hp=271 |hd=28<br />
|fort=+20 |ref=+12 |will=+19<br />
|spd=50 ft. (10 squares)<br />
|bab=+17 |grp=+37<br />
|prgrsns={{<br />
Stat Block 2/Spells Prepared<br />
|pd=CL 11th<br />
|sp6=''[[summon monster VI]]''<br />
|sp5=''[[interposing hand]]'', ''[[summon monster V]]'' ×2<br />
|sp4=''[[black tentacles]]'', ''[[enervation]]'', ''[[fire shield]]'', ''[[greater invisibility]]''<br />
|sp3=''[[dispel magic]]'' ×2, ''[[haste]]'', ''[[lightning bolt]]'' ×2<br />
|sp2=''[[SRD:Fox's Cunning|fox's cunning]]'', ''[[gust of wind]]'', ''[[levitate]]'', ''[[protection from arrows]]'', ''[[see invisibility]]''<br />
|sp1=''[[comprehend languages]]'', ''[[feather fall]]'', ''[[magic missile]]'' ×2, ''[[shield]]'', ''[[true strike]]''<br />
|sp0=''[[dancing lights]]'', ''[[mending]]'', ''[[open/close]]'', ''[[read magic]]''<br />
}}<br />
|melee1=''+1 dancing glaive'' +28/+23/+18/+13 (3d8+19/×3)<br />
|ranged1=rock +14 ranged (2d8+12)<br />
|str=34 |dex=15 |con=22 |int=20 |wis=17 |cha=15<br />
|sq=rock catching, poor depth perception<br />
|feats=[[Augment Summoning]], [[Blind-Fight]], [[Cleave]], [[Combat Casting]], [[Improved Sunder]], [[Iron Will]], [[Power Attack]], [[Scribe Scroll]], Short Haft<sup>PHB2</sup>, [[Silent Spell]], [[Spell Focus]] (conjuration), [[Spell Penetration]], [[Still Spell]]<br />
|skills=[[Climb]] +19, [[Concentration]] +18, [[Craft]] (bookbinding) +26, [[Diplomacy]] +15, [[Intimidate]] +23, [[Listen]] +26, [[Sense Motive]] +20, [[Spot]] +26<br />
|poss=''+1 dancing glaive'', ''ring of deflection +2'', ''cloak of resistance +2'', ''potion of resist energy (fire) 20'', ''potion of resist energy (cold) 20''<br />
|san1= Addling [[SRD:Gaze|Gaze]] ([[SRD:Su|Su]])<br />
|sad1= 1d4 Intelligence damage, range 30 feet, Fortitude DC 26 negates. The save DC is Charisma-based.<br />
|san2=Rock Throwing ([[SRD:Ex|Ex]])<br />
|sad2=The range increment is 140 feet for a cyclops' thrown rocks.<br />
|san3=Poor Depth Perception ([[SRD:Ex|Ex]])<br />
|sad3=Cyclopes have a -4 racial penalty on attack rolls with ranged weapons.<br />
|cr=18<br />
}}<br />
<br />
''NOTE: The CR of the cyclops librarian has been calculated keeping nonassociated class levels in mind.''<br />
<br />
Librarian is easily the most respected line of work among cyclopes. Each cyclops keeps a library of at least some prestige if possible, collecting valuable grimoires and tomes during their long life and passing them on as a valuable inheritance. The most powerful and influential cyclopes own vast collections of incredible rarities, and the libraries themselves are more like mazes. Cyclops librarians are invariably skilled wizards.<br />
<br />
=== Combat ===<br />
<br />
Unlike most wizards, cyclops librarians try to get fairly close to their enemies to let their gaze affect them, but only do so when they have their magical defenses up. They fight with genius intellect, using their summoned minions to surround foes so that the cyclops itself will have an easier time laying enemies to waste. They often try to get their hands on ''dancing'' weapons, so that they can threaten their enemies on both the mundane and the magical front.<br />
<br />
----<br />
{{3.5e Creatures CR 12 Breadcrumb}}<br />
{{3.5e Creatures CR 18 Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Creature]]<br />
[[Category:CR12]]<br />
[[Category:CR18]]<br />
[[Category:Giant Type]]<br />
[[Category:Huge Size]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Bar%27mini_(3.5e_NPC)&diff=1092327Bar'mini (3.5e NPC)2018-10-09T12:31:04Z<p>Cancelion: Minor fixes</p>
<hr />
<div>{{x0<br />
|race=Rakshasa<br />
|level(s)=Cleric 7<br />
|description=A divine-caster rakshasa who uses her ability to heal only to hurt.<br />
}}<br />
{{Stat Block 2<br />
|name=Bar'mini |cr=17<br />
|sex=Female |race=[[rakshasa]] |clvl=[[cleric]] 7<br />
|al=[[Lawful evil|LE]] |size=[[Medium]] |type=[[outsider]] (native)<br />
|init=+2 |sens=[[darkvision]] 60 ft. |listen=+19 |spot=+17<br />
|lang=Common, Abyssal, Infernal, Undercommon<br />
|ac=29 |touch=12 |flat=27 |othac=+1 dodge from [[Dodge]] |acmods=+2 Dex, +8 armor, +9 natural<br />
|hp=105 |hd=14<br />
|fort=+13 |ref=+11 |will=+15<br />
|spd=30 ft. in full plate (6 squares), base speed 40 ft.<br />
|melee1=''+2 dispelling<sup>MIC</sup> kukri'' +15/+10/+5 (1d4+3/18-20) and bite +8 (1d6)<br />
|melee2=2 claws +13 (1d4+1) and bite +8 (1d6)<br />
|ranged1=''+2 shocking burst composite shortbow'' +16/+11/+6 (1d6+3/×3 plus 1d6 electricity plus 2d10 electricity on a critical hit)<br />
|bab=+12 |grp=+13<br />
|atkop=+1 caster level to healing spells<br />
|sa=spells, turn undead<br />
|prgrsns={{<br />
Stat Block 2/Spells Prepared<br />
|pd=CL 14th<br />
|sp7=''[[regeneration]]'' (D), ''[[resurrection]]'' ×2 (all DC 22)<br />
|sp6=''[[blade barrier]]'', ''[[harm]]'', ''[[mislead]]'' (D), ''[[symbol of fear]]'' (all DC 21)<br />
|sp5=''[[SRD:False Vision|false vision]]'' (D), ''[[flame strike]]'', ''[[SRD:Greater Command|greater command]]'', ''[[insect plague]]'', ''[[slay living]]'' (all DC 20)<br />
|sp4=''[[confusion]]'' (D), ''[[SRD:Death Ward|death ward]]'', ''[[SRD:Giant Vermin|giant vermin]]'', ''[[poison]]'', ''[[SRD:Spell Immunity|spell immunity]]'', ''[[tongues]]'' (all DC 19)<br />
|sp3=''[[bestow curse]]'', ''[[contagion]]'', ''[[SRD:Invisibility Purge|invisibility purge]]'', ''[[nondetection]]'' (D), ''[[searing light]]'', ''[[SRD:Speak with Dead|speak with dead]]'' (all DC 18)<br />
|sp2=''[[aid]]'', ''[[bull's strength]]'', ''[[darkness]]'', ''[[death knell]]'', ''[[enthrall]]'', ''[[hold person]]'', ''[[invisibility]]'' (D) (all DC 17)<br />
|sp1=''[[bane]]'', ''[[command]]'' ×2, ''[[SRD:Deathwatch|deathwatch]]'', ''[[disguise self]]'' (D), ''[[doom]]'', ''[[obscuring mist]]'', ''[[sanctuary]]'' (all DC 16)<br />
|sp0=''[[create water]]'', ''[[detect magic]]'', ''[[detect poison]]'', ''[[guidance]]'', ''[[light]]'', ''[[virtue]]'' (all DC 15)<br />
}}<br />
|str=12 |dex=14 |con=16 |int=13 |wis=20 |cha=18<br />
|sq=''[[detect thoughts]]'', change shape, damage reduction 15/good and piercing, spell resistance 34, domains (healing and trickery), spontaneous casting (cure spells)<br />
|feats=[[Alertness]], [[Combat Casting]], [[Dodge]], [[Lightning Reflexes]], [[Spell Penetration]]<br />
|skills=[[Bluff]] +20, [[Concentration]] +15, [[Diplomacy]] +10, [[Disguise]] +20 (+22 acting), [[Intimidate]] +8, [[Listen]] +19, [[Move Silently]] +15, [[Perform]] (oratory) +15, [[Sense Motive]] +17, [[Spellcraft]] +13, [[Spot]] +17<br />
|poss=''boots of levitation'', mithral masterwork full plate<br />
|san1=''[[Detect Thoughts]]'' ([[Su]]) |sad1=Bar'mini can continuously use ''[[detect thoughts]]'' as the spell (caster level 18th; Will DC 16 negates). She can suppress or resume this ability as a free action. The save DC is Charisma-based.<br />
|san2=Change Shape ([[Su]]) |sad2=Bar'mini can assume any humanoid form, or revert to her own form, as a standard action. In humanoid form, Bar'mini loses her claw and bite attacks. Bar'mini remains in one form until she chooses to assume a new one. A change in form cannot be dispelled, but Bar'mini reverts to her natural form when killed. A true seeing spell reveals her natural form.<br />
|san3=Spells |sad3=Bar'mini casts spells as a 14th-level [[cleric]].<br />
|san4=Skills |sad4=Bar'mini has a +4 racial bonus on Bluff and Disguise checks. When using change shape, Bar'mini gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, her circumstance bonus on Bluff and Disguise checks increases by a further +4.<br />
|san5=Spontaneous Casting |sad5=Bar'mini can "lose" any prepared spell that is not a domain spell in order to cast any ''cure'' spell of the same spell level or lower.<br />
}}<br />
<br />
=== History ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://t11.deviantart.net/toDEGs4EvoUzUwzYgVO7caOD2UM=/300x200/filters:fixed_height(100,100):origin()/pre03/551e/th/pre/i/2012/345/c/3/sekhmet_by_darantha-d5nraoe.jpg<br />
|-class="even"<br />
|[http://darantha.deviantart.com/art/Sekhmet-342235598/ At home, Bar'mini dresses<br>more casually.]<br />
|}<br />
<br />
Bar'mini was born blessed by Ravush the Furless, one of the many bastard sons of the rakshasa deity Ravanna. Instead of the sorcerous prowess exhibited by most rakshasa, Bar'mini was born capable of powerful healing magic. Like many rakshasa before her, she wasn't pleased with just her natural powers, and began to further train herself in the clerical arts. Eventually she became a healer of renown, and since most evil outsiders are incapable of channeling positive energy, she became a sought-after mercenary. Eventually, she even attracted the personal attention of Ravush, the giver of her powers.<br />
<br />
Ravush the Furless is considered a hideous sight by most rakshasa due to the minor deity's lack of fur: he has the appearance of a sphynx cat. But Bar'mini didn't look for beauty in a mate - she looked for power, and charisma, and influence, all of which Ravush had by the wagonload. The two got tangled into a cat-and-mouse relationship, chasing after each other's affection in turn, their courting and lovemaking becoming things of legend. But the bastards sons of Ravanna are fickle and bore easily, and all the beauty and harsh allure of Bar'mini could not stop the godling from leaving her. She wasn't about to accept that.<br />
<br />
Bar'mini hunted down the son of Ravanna and engaged in a terrible battle with him. Bar'mini's many minions fought the fierce godling while Bar'mini weaved terrible spells on the god. In the end, the very divine power Ravush had blessed Bar'mini with was his downfall, as he could no longer withdraw his gift. Bar'mini chained Ravush the Furless to the bedrock of her tower-fortress, Kaan'ta of Thorns, and began to experiment with the torturous techniques that she would later become famous for. Ravush has now withered in the tower for centuries, tortured to death and resurrected again and again.<br />
<br />
=== Appearance and beliefs ===<br />
<br />
Bar'mini is a fairly average specimen of her race: she's 6' 0<nowiki>''</nowiki> and weighs 160 lb., and has the head of a lioness and the reversed hands typical of a rakshasa woman. Bar'mini enjoys enhancing her appearance through various means: whether in her true form or an assumed shape, Bar'mini wears the most expensive clothes and the finest make-up. When traveling in possibly dangerous territory, Bar'mini wears her intricate mithral full plate, which is adorned with gilded lioness motifs. Her ''[[disguise self]]'' spell allows her to fine-tune her appearance further according to knowledge gleaned with ''[[detect thoughts]]'', so as to always appear as the very height of beauty.<br />
<br />
Bar'mini is a cruel, capricious creature, and absolutely can't take a slight. Ravush is not the only being languishing in Kaan'ta: thousands of people are tortured in the basements of her tower-fortress, some for offenses as minor as failing to meet her eye, or indeed looking her in the eye unwarranted. She enjoys shows of submission and groveling, and invariably accepts only those minions who submit themselves completely to her. Normally she's bombastic and extravagant in her gestures and speech, but when angry, she becomes cold and subdued.<br />
<br />
=== Followers and allies ===<br />
<br />
Bar'mini has many servants but few allies, thanks to her dominating nature and hazardous personality. Most of the staff of Kaan'ta are humanoid slaves of various walks of life: Bar'mini especially tries to subjugate arcane spellcasters to supplement her might. As is common for her race, Bar'mini can't stand other rakshasa, but she does employ a few of them as assassins and enforcers, after having been completely broken through torture personally applied by Bar'mini. Some of them are mighty rajahs, which Bar'mini particularly enjoys humiliating, although they've been fitted with antimagic collars to suppress any chance of rebellion.<br />
<br />
The many demonologists that dwell in Kaan'ta of Thorns ensure that Bar'mini also has access to legions of both demons and devils, which are her bodyguards of choice when away from the tower - her ''[[resurrection]]'' spell is of no use in intense melee, so using living underlings as bodyguards would serve no point. Bar'mini's ability to resurrect minions means that her living followers are devoted to her and try to keep in her good graces: their lives may depend on it. Although she is fabulously rich, she doesn't waste the expensive diamonds required for the spell unless the follower is worth it.<br />
<br />
=== Recent activity and plans ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://t11.deviantart.net/myoWlKSECqDDkXZJSwY6CVkToCk=/300x200/filters:fixed_height(100,100):origin()/pre13/ffdc/th/pre/i/2014/045/3/a/tower_by_sebastianwagner-d769ddv.jpg<br />
|-class="even"<br />
|[http://sebastianwagner.deviantart.com/art/Tower-433778179/ Kaan'ta of Thorns is a great lair created by<br>joint efforts of architectural marvel and arcane might.]<br />
|}<br />
<br />
Bar'mini's life has been an endless quest for ever-greater power. Like all her kind, Bar'mini enjoys power, especially power over others, and has used every trick in the book to achieve it. She's dominated kings through displays of magic, tricked races to her servitude, and backstabbed those more powerful than her to surpass them and gain their fortunes. She will not stop until her power equals or surpasses that of the greatest fiends and deities. Perhaps one day she can be a god: a god of ambition and cruelty.<br />
<br />
On the other hand, Bar'mini searches for a lover. Some are foolish enough to snicker about such a mundane goal, but they risk spending an eternity in the jails of Kaan'ta. The temperamental rakshasa still desires a mate to equal her violent courtship of Ravush the Furless, and more than a few great entities have stepped up to the task. Those who fail to please her thoroughly - and until now all have failed - better get used to pain and darkness. Some examples of aspirants include a sadomasochistic [[SRD:Pit Fiend|pit fiend]] (her tastes proved to be too spicy), a [[SRD:Solar|solar]] of Kord (who tried and failed to convert her) and an [[SRD:Blue Dragon|old blue dragon]] (try not to picture it). Bar'mini's search of mate is utterly secondary to her quest for power and influence, and is indeed a part of it: she doesn't seek love, but a challenge, a worthy equal she can break and bend to her will.<br />
<br />
=== Combat ===<br />
<br />
Bar'mini has no fear of combat, but usually doesn't need to join it: she's got slaves and minions to spare, and why risk your life when someone else can do it for you? Besides, if a living minion dies, she can always resurrect them later. If forced into combat, either when traveling or in her tower-fortress, Bar'mini is invariably attended by several humanoid spellcasters, as well as abyssal and infernal minions. She also has a penchant for strange creatures from across the plains, which she keeps as dangerous pets in Kaan'ta: expect to face some of these as well.<br />
<br />
Bar'mini is a support caster, using her powerful healing spells (remember that she channels positive energy, even though her alignment would suggest otherwise) and support spells like ''[[SRD:Invisibility Purge|invisibility purge]]'' and ''[[SRD:Spell Immunity|spell immunity]]'' to keep her side on top of things. She also dominates foes with spells like ''[[SRD:Greater Command|greater command]]'' and ''[[symbol of fear]]'' solely for the enjoyment it brings her.<br />
<br />
If forced into melee combat, which she avoids like the plague, she'll lash out with ''[[slay living]]'', although spells like ''[[blade barrier]]'' and ''[[invisibility]]'' mean that she's incredibly hard to approach. The towering demons and devils by her side don't make things easier. For all her negative features, Bar'mini is a stout-hearted rakshasa and thoroughly confident in her superiority, so when faced in Kaan'ta she doesn't run. Either the invaders go down or she does.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e NPCs CR 17|CR 17]]<br/><br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e NPCs|NPCs]] &rarr; [[3.5e NPCs ECL 17|ECL 17]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR17]]<br />
[[Category:ECL17]]<br />
[[Category:Outsider Type]]<br />
[[Category:Native Subtype]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Evil Alignment]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Casper,_Jesper_and_Jonathan_(3.5e_NPC)&diff=1092315Casper, Jesper and Jonathan (3.5e NPC)2018-10-09T12:25:23Z<p>Cancelion: Minor fixes</p>
<hr />
<div>{{Adult Theme}}<br />
<br />
{{x0<br />
|race=Human<br />
|level(s)=Wizard 12/Ranger 11<br />
|description=Three brothers - or two brothers and a fascimile - who have been pushed over the edge.<br />
}}<br />
{{Stat Block 2<br />
|name=Casper Dirt |cr=12<br />
|sex=Male |race=[[human]] |clvl=[[wizard]] 12<br />
|al=[[Chaotic evil|NE]] |size=[[Medium]] |type=[[humanoid]] ([[SRD:Human (Creature)|human]])<br />
|init=+5 |listen=+1 |spot=+1<br />
|lang=Common, Draconic, Dwarf, Orc, Undercommon<br />
|ac=11 |touch=11 |flat=10 |acmods=+1 Dex<br />
|hp=66 |hd=12<br />
|fort=+6 |ref=+5 |will=+10<br />
|spd=30 ft. (6 squares)<br />
|melee1=masterwork dagger +8/+3 (1d4+1/19-20)<br />
|ranged1=masterwork light crossbow +8/+3 (1d8/19-20)<br />
|bab=+6 |grp=+7<br />
|sa=spells<br />
|prgrsns={{<br />
Stat Block 2/Spells Prepared<br />
|pd=CL 12th<br />
|sp6=''[[disintegrate]]'' (DC 20), ''[[eyebite]]'' (DC 21)<br />
|sp5=''[[SRD:Persistent Image|persistent image]]'' (DC 19), ''[[SRD:Ray of Enfeeblement|quickened ray of enfeeblement]]'' ×2 (DC 16)<br />
|sp4=''[[dimensional anchor]]'', ''[[SRD:Scorching Ray|empowered scorching ray]]'' ×2, ''[[enervation]]''<br />
|sp3=''[[displacement]]'', ''[[fireball]]'' (DC 17), ''[[haste]]'', ''[[ray of exhaustion]]'' ×2 (DC 18)<br />
|sp2=''[[invisibility]]'' ×2, ''[[resist energy]]'' ×2, ''[[web]]'' (DC 16)<br />
|sp1=''[[enlarge person]]'', ''[[magic missile]]'' ×2, ''[[true strike]]'' ×2<br />
|sp0=''[[detect magic]]'', ''[[mage hand]]'', ''[[ray of frost]]'', ''[[touch of fatigue]]'' (DC 14)<br />
}}<br />
|str=12 |dex=12 |con=16 |int=18 |wis=12 |cha=9<br />
|feats=[[Empower Spell]], [[Improved Initiative]],[[Point Blank Shot]], [[Precise Shot]], [[Quicken Spell]], [[Scribe Scroll]], [[Spell Focus]] (necromancy) [[Spell Penetration]], [[Weapon Focus]] (ray)<br />
|skills=[[Concentration]] +16, [[Craft]] (trapmaking) +19, [[Decipher Script]] +19, [[Knowledge]] (local) +19, [[Knowledge]] (local) +19, [[Profession]] (bounty hunter) +16, and [[Spellcraft]] +19<br />
|poss=''metamagic rod'' (quicken), ''gloves of Dexterity +2'', ''cloak of resistance +2''<br />
}}<br />
<br />
{{Stat Block 2<br />
|name=Jesper Dirt |cr=11<br />
|sex=Male |race=[[human]] |clvl=[[ranger]] 11<br />
|al=[[SRD:Neutral Evil|NE]] |size=[[Medium]] |type=[[humanoid]] ([[SRD:Human (Creature)|human]])<br />
|init=+2 |listen=+15 |spot=+15<br />
|lang=Common, Elven<br />
|ac=21 |touch=13 |flat=19 |acmods=+2 Dex, +8 armor, +1 deflection<br />
|hp=71 |hd=11<br />
|fort=+11 |ref=+11 |will=+8<br />
|spd=30 ft. (6 squares)<br />
|melee1=''+1 frost/+1 shock two-bladed sword'' +14/+9/+4 and +14/+9/+4 (1d8+5 plus 1d6 cold/17-20) (1d8+3 plus 1d6 electricity/17-20)<br />
|ranged1=masterwork composite longbow (+4 Str) +14/+9/+4 (1d8+4)<br />
|bab=+11 |grp=+15<br />
|atkop=+6 damage against humans, +2 damage against elves and dwarves<br />
|sa=spells<br />
|prgrsns={{<br />
Stat Block 2/Spells Prepared<br />
|pd=CL 5th<br />
|sp2=''[[barkskin]]''<br />
|sp1=''[[entangle]]'' (DC 12), ''[[longstrider]]''<br />
}}<br />
|str=18 |dex=14 |con=14 |int=12 |wis=12 |cha=10<br />
|sq=favored enemy (human, elf and dwarf), wild empathy, woodland stride, swift tracker, evasion<br />
|feats=[[Blind-Fight]], [[Endurance]], [[Exotic Weapon Proficiency]] (two-bladed sword), [[Greater Two-Weapon Fighting]], [[Improved Critical]], [[Improved Two-Weapon Fighting]], [[Iron Will]], [[Power Attack]], [[Track]], [[Two-Weapon Fighting]]<br />
|skills=[[Heal]] +15, [[Knowledge]] (geography) +15, [[Knowledge]] (nature) +15, [[Listen]] +15, [[Profession]] (bounty hunter) +15, [[Search]] +15, [[Spot]] +15, [[Survival]] +15<br />
|poss=''+1 frost/+1 shock two-bladed sword'', ''+3 mithral breastplate'', ''cloak of resistance +2'', ''ring of protection +1''<br />
|san1=Favored Enemy ([[Ex]]) |sad1=Jesper gains a +6 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans and a +2 bonus when using these skills against elves and dwarves. Likewise, he gets a +6 bonus on weapon damage rolls against humans and a +2 bonus against elves and dwarves.<br />
|san2=Wild Empathy ([[Ex]]) |sad2=Jesper can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Jesper rolls 1d20+11 to determine the wild empathy check result. Jesper can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. <br />
|san3=Woodland Stride ([[Ex]]) |sad3=Jesper may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.<br />
|san4=Swift Tracker ([[Ex]]) |sad4=Jesper can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.<br />
|san5=Evasion ([[Ex]]) |sad5=Jesper can avoid even magical and unusual attacks with great agility. If he makes a successful 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 Jesper is wearing light armor or no armor. A helpless Jesper does not gain the benefit of evasion.<br />
}}<br />
<br />
{{Stat Block 2<br />
|name=Jonathan Dirt |cr=3<br />
|sex=Male |race=[[human]] |clvl=[[commoner]] 4<br />
|al=[[Neutral|N]] |size=[[Medium]] |type=[[humanoid]] ([[SRD:Human (Creature)|human]])<br />
|init=+0 |listen=-2 |spot=-2<br />
|lang=—<br />
|ac=10 |touch=10 |flat=10<br />
|hp=10 |hd=4<br />
|fort=+1 |ref=+1 |will=-1<br />
|spd=30 ft. (6 squares)<br />
|melee1=unarmed + (1d3-1 nonlethal)<br />
|bab=+2 |grp=+1<br />
|str=9 |dex=10 |con=10 |int=6 |wis=7 |cha=8<br />
|feats=—<br />
|skills=—<br />
}}<br />
<br />
{{Stat Block 2<br />
|name=Kharubazan |cr=14<br />
|race=[[SRD:Glabrezu|Glabrezu]]<br />
|al=[[Chaotic evil|CE]] |size=[[Huge]] |type=[[outsider]] ([[SRD:Chaotic Subtype|chaotic]], [[SRD:Extraplanar Subtype|extraplanar]], [[SRD:Evil Subtype|evil]])<br />
|init=+0 |sens=[[darkvision]] 60 ft., true seeing |listen=+29 |spot=+29<br />
|lang=Common, Undercommon, Abyssal, Infernal; telepathy 100 ft.<br />
|ac=27 |touch=8 |flat=27 |acmods=-2 size, +19 natural<br />
|hp=217 |hd=15<br />
|fort=+19 |ref=+9 |will=+12<br />
|spd=40 ft. (8 squares)<br />
|melee1=2 pincers +23 (2d8+10) and 2 claws +21 (1d6+5) and bite +21 (1d8+5)<br />
|bab=+15 |grp=+33<br />
|atkop=improved grab, ''[[SRD:Dispel Magic|quickened dispel magic]]'' 3/day<br />
|sa=spell-like abilities, summon demon<br />
|slad=CL 14th<br />
|freq1=at will<br />
|slaat will=''[[SRD:Chaos Hammer|chaos hammer]]'' (DC 21), ''[[confusion]]'' (DC 21), ''[[dispel magic]]'', ''[[mirror image]]'', ''[[reverse gravity]]'' (DC 24), ''[[greater teleport]]'' (self plus 50 pounds of objects only), ''[[SRD:Unholy Blight|unholy blight]]'' (DC 21)<br />
|freq2=1/day<br />
|sla1/day=''[[power word stun]]''<br />
|str=31 |dex=10 |con=31 |int=16 |wis=16 |cha=24<br />
|sq=damage reduction 10/good, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 24<br />
|feats=[[Cleave]], [[Great Cleave]], [[Multiattack]], [[Persuasive]], [[Power Attack]], [[Quicken Spell-Like Ability]] (''[[dispel magic]]'')<br />
|skills=[[Bluff]] +27, [[Concentration]] +28, [[Diplomacy]] +11, [[Disguise]] +10 (+12 acting), [[Intimidate]] +29, [[Knowledge]] (history) +21, [[Knowledge]] (religion) +21, [[Listen]] +29, [[Move Silently]] +15, [[Search]] +21, [[Sense Motive]] +21, [[Spellcraft]] +21, [[Spot]] +29, [[Survival]] +3 (+5 following tracks)<br />
|poss=''cloak of Charisma +4''<br />
|san1=Improved Grab ([[Ex]]) |sad1=To use this ability, Kharubazan must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.<br />
|san2=Summon Demon ([[Sp]]) |sad2=Once per day Kharubazan can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.<br />
|san3=Wish ([[Sp]]) |sad3=Once per month, Kharubazan can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires — but unless the wish is used to create pain and suffering in the world, Kharubazan demands either terrible evil acts or great sacrifice as compensation.<br />
}}<br />
<br />
=== History ===<br />
<br />
It's easy to forget just how important contraception is. Take "Madam" May: a prostitute in a city where her mental incompetence and low status means she has neither contraception nor a change of occupation available to her. The men who employed her services didn't much care about any bastards born this way - after all, it is the mother who's obligated to look after the child.<br />
<br />
Only she couldn't. Not for lack of trying, as she spent every last penny she'd earn to support the child she had, but it wasn't nearly enough; besides, her weak mental faculties made her an erratic mother when deprived of care herself. Thus, one after another, her children were taken from her and put into an orphanage. She died giving birth to the third.<br />
<br />
And thus were born Casper, Jesper and Jonathan. Their poor early care was enough to do serious damage to them, but nothing you couldn't cure - that's where the orphanage steps in. Unlike many orphanages of their day, this one was a relatively affluent one: furnished, warm, and full of employees.<br />
<br />
It was one of these employees, a cleaning lady, who sexually molested all three children in turn. Her interests were directed at the very young, so when another of May's children entered, she'd change targets. When Jonathan moved to the orphanage and became a victim, the older brothers had had enough: they could take their own torment, but not that of their much-younger brother. They killed the woman, and with the near-catatonic little brother in tow, ran for it.<br />
<br />
Many years have passed since then, but these events still tarnish the life of the three brothers. Casper and Jesper have since trained themselves as a mage and a tracker, respectively, and employ themselves as assassins and thugs, while simultaneously taking care of their little brother Jonathan. Only the strong love between the older brothers holds the unconventional family unit (nicknamed Dirt by the downtrodden Jesper) together. Jonathan still responds to practically nothing.<br />
<br />
Kharubazan, a tempter demon great in power but low in self-control, found himself banished to the mortal realm after he openly taunted a superior. Unlike an ordinary manifestation, this one was a risk to the glabrezu: normally, a demon killed on the mortal plane returns to its otherworldy home, but the binding in this case meant that Kharubazan would perish with its mortal form.<br />
<br />
The fear of death led Kharubazan into taking shelter inside the bodies of other mortals. With its magic, it could tie itself into the physical form of other creatures, and over the years it danced from flesh to flesh, always corrupting those it lived in. It was an elven queen, a halfling alchemist, an alpha wolf, a bloated spider - and finally, a broken child.<br />
<br />
This was a mistake. Kharubazan exchanged bodies like others change clothes, but when he entered Jonathan (at the exact moment his brothers put an end to his mortal torment), the boy broke. For all intents and purposes, Jonathan was dead and replaced with Kharubazan, but the demon could no longer leave the body - not unless it died.<br />
<br />
=== Appearance and personality ===<br />
<br />
{| style="float:right" class="d20"<br />
!https://t00.deviantart.net/kakFngZsLXtCLRP48hSci2GMWGs=/fit-in/700x350/filters:fixed_height(100,100):origin()/pre00/83e3/th/pre/i/2012/158/a/4/no_yesterdays__no_tomorrows__only_this_moment_____by_sxeven-d51iyh3.jpg<br />
|-class="even"<br />
|[https://sxeven.deviantart.com/art/No-yesterdays-no-tomorrows-Only-this-moment-304894983/ From how the brothers treat each other, you'd never guess how they treat everyone else.]<br />
|}<br />
<br />
Casper and Jesper, only two years apart at 24 and 22, look fairly alike. They are both lithe and tall (5' 9<nowiki>''</nowiki> and 5' 7<nowiki>''</nowiki>, 185 lb. and 175 lb.), and sport prematurely-grayed manes of hair. They seek to make themselves physically uninteresting and muted by wearing drab clothing and moving in a subdued, bent manner, but it's hard for two gray-haired, handsome men of their age.<br />
<br />
Both their famished early life and sexual abuse the two have faced has left scars, which are a long time in healing since few are ready to help in any way. Both have severe self-esteem issues, which Casper channels into impotent rage and dangerous behavior towards others and himself. Jesper on the other hand suffers from crippling anxiety and shame. Neither would be able to operate in any meaningful way without the other.<br />
<br />
At 15, Jonathan is younger than Jesper by seven years, and looks barely two-thirds of that. He's 4' 4<nowiki>''</nowiki> and weighs 90 lb., and what food his older brothers patiently feed him doesn't seem to improve the situation. In fact, it seems like Jonathan has barely grown since they "day of emancipation" - like he's stuck there. Even his hair and nails grow incredibly slowly.<br />
<br />
Jonathan has no personality to speak of. He stares through empty eyes, deaf, dumb and blind in almost all ways. It's questionable if anything's left of the poor child he once was, although an empathetic person would give the matter the benefit of the doubt. The only communication Jonathan does is with his brothers, and that happens through fragments of sentences and pulling on their clothes and hair impotently. They are always requests, and both Casper and Jesper follow them blindly, no matter how nonsensical. If only the older brothers knew that it's not Jonathan they're talking to.<br />
<br />
Kharubazan's true form looks like power and horror made flesh: part insect, part beast, part regal, part grotesque. Currently, however, he just looks like Jonathan, the body he's inhabiting. The broken from limits his ability to affect the world in a big way: with enough effort, he can just barely bring the boy to an epileptic fit, but possesses no fine control over the body's actions. Besides, even the tiniest effort brings the demon immense agony.<br />
<br />
Once a princely liar and tempter, Kharubazan has become a sulking, pained creature. Were it to be released from its flesh-prison, it would certainly not be the demon it once were - a twisted counterpart to the changes abuse has brought Casper and Jesper.<br />
<br />
=== Followers and allies ===<br />
<br />
Casper and Jesper work for a plethora of criminal organizations and private movers, so if need be, they can call upon favors and pay for extra hands. Even in the hardened environment they frequent, many are sympathetic to their plight and their desire to care for Jonathan; ironic that this is the place they finally have allies in.<br />
<br />
Kharubazan is thoroughly removed from his demonic origins. He can no longer call upon others of his kin for aid, since they'd never associate with a banished demon (either out of disgust, or fear of repercussions). Thus, the once-mighty abyssal lord has to look to two unstable humans for help - a situation he resents immensely. He also never attempts to summon demons for the same reason.<br />
<br />
=== Recent activity and plans ===<br />
<br />
All that Kharubazan currently seeks is the death of his vessel: constant pain and lack of control mean he is unable to make Jonathan kill himself, and the brothers pamper their younger brother to such an extent that he's safe from all harm. Furthermore, the demon's presence greatly extends the lifespan of the body it inhabits, so death by natural causes is far off.<br />
<br />
Some years back, Kharubazan devised a plan. It might be incapacitated for the time being, but it is still a schemer. Through mumbled words and pointed fingers, "Jonathan" tells its brothers to do little things: talk to a woman on the street, bring their little brother a seashell and the like. Innocuous by themselves, but brought together these tiny steps make up a path that leads into Jonathan not only being slain, but slain in the company of a powerful body for Kharubazan to subsequently inhabit. Fear of death has never left it.<br />
<br />
=== Combat ===<br />
<br />
{| style="float:right" class="d20"<br />
!https://t00.deviantart.net/DvU0LVO9YpVXUcFYd9ozCsW9ruo=/fit-in/700x350/filters:fixed_height(100,100):origin()/pre00/2fa4/th/pre/i/2013/160/3/1/invite_me_in__by_alicexz-d4nxgmt.jpg<br />
|-class="even"<br />
|[https://alicexz.deviantart.com/art/Invite-me-in-282057077/ Anybody in there?]<br />
|}<br />
<br />
Considering how close the three brothers are, it might be surprising that it's usually a thug-supported Casper or Jesper one will face in combat. The older brothers will not risk harm coming to the younger, and one will always accompany Jonathan in a safe hideaway while the other is working - practically the only time they might come into blows with anyone, considering the withdrawn nature of the Dirts.<br />
<br />
Casper is an assassin mage, and behaves as such: he seeks to end fights quickly, using ''[[disintegrate]]'' against single targets and ''[[eyebite]]'' against groups. ''[[SRD:Ray of Enfeeblement|Quickened ray of enfeeblement]]'' allows Casper to hinder opposition even as he mauls them with magic. When on a difficult job, Casper is often supported by a few skilled cutthroats (6th-to-8th-level rogues) provided by the criminals currently employing him.<br />
<br />
Jesper likewise seeks to execute foes as quickly as possible and leave. Indeed, unlike his seething brother, it's unlikely he'll stick around if the enemy he's fighting isn't his target. Jesper has both ''[[barkskin]]'' and ''[[longstrider]]'' up when engaging his target, and he's always the one to go after human targets, contributing to his anatomical mastery of the humanoid form.<br />
<br />
In the rare situation where the brothers are faced as a group, they fight harder than ever, because it means Jonathan is in danger. They become blind to everything else, including their own safety, and take down foes depending on who's closest to Jonathan or presents the biggest threat to him, whether real or imaginary. Kharubazan, on the other hand, can only contribute to such a fight with his ''[[wish]]'' (see below), but if he were to be freed from his flesh-prison, the brothers would surely attack him: after all, it would seem like the demon killed, or contributed to killing, their beloved brother.<br />
<br />
An interesting support on the side of the brothers is Kharubazan. Jonathan (or more specifically, his body) might not fight, but for whatever reason, Kharubazan is still capable of using all of his spell-like abilities, including ''[[wish]]'', from within the body. Since each older brother prays for the others' safety, Kharubazan can interpret this as a sort-of wish, which the Kharubazan fills as best it can, although invariably in the wickedest way possible. Casting these spells causes immense pain to the glabrezu, however, so he can only bring himself to expend himself once every 1d4 rounds. The spells seem to originate from nowhere, and it'd be impossible to convince the Dirts that their little brother is the one behind the chaos.<br />
<br />
----<br />
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[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
[[Category:CR11]]<br />
[[Category:CR12]]<br />
[[Category:CR14]]<br />
[[Category:ECL11]]<br />
[[Category:ECL12]]<br />
[[Category:ECL14]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Outsider Type]]<br />
[[Category:Human Subtype]]<br />
[[Category:Chaotic Subtype]]<br />
[[Category:Extraplanar Subtype]]<br />
[[Category:Evil Subtype]]<br />
[[Category:Neutral (Law-Chaos) Alignment]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]<br />
[[Category:Evil Alignment]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Ysabella_(3.5e_NPC)&diff=1092308Ysabella (3.5e NPC)2018-10-09T11:53:53Z<p>Cancelion: Minor fixes</p>
<hr />
<div>{{x0<br />
|race=Vampire<br />
|level(s)=Fighter 6 and blackguard 7<br />
|description=The warlike, quick-to-anger tyrant wife of Nerukath.<br />
}}<br />
{{Stat Block 2<br />
|name=Ysabella |cr=15<br />
|sex=Female |race=[[vampire]] |clvl=[[fighter]] 6 and [[blackguard]] 7<br />
|al=[[Lawful evil|LE]] |size=[[Medium]] |type=[[undead]] (augmented humanoid)<br />
|init=+7 |sens= |listen=+15 |spot=+15<br />
|lang=Common, Undercommon, Abyssal<br />
|ac=33 |touch=13 |flat=32 |othac=+1 dodge from [[Dodge]] |acmods=+1 Dex, +4 shield, +10 armor, +6 natural, +2 deflection<br />
|hp=84 |hd=13<br />
|fort=+16 |ref=+15 |will=+15<br />
|spd=20 ft. in full plate (4 squares), base speed 30 ft.<br />
|melee1=''+2 bastard sword of sudden stunning''<sup>DMG2</sup> +22/+17/+12 (1d10+10/17-20)<br />
|melee2=slam +22 (1d6+9 plus energy drain)<br />
|ranged1=''+1 composite longbow'' +17/+12/+7 (1d8+7/×3)<br />
|bab=+13 |grp=+19<br />
|atkop=[[Cleave]], [[Improved Sunder]], [[Power Attack]], Vexing Flanker<sup>PHB2</sup><br />
|sa=spells, smite good 2/day, sneak attack +2d6, blood drain, energy drain<br />
|slad=CL 7th<br />
|freq1=at will<br />
|slaat will=''[[detect good]]''<br />
|prgrsns={{<br />
Stat Block 2/Spells Prepared<br />
|pd=CL 7th<br />
|sp4=''[[freedom of movement]]''<br />
|sp3=''[[contagion]]'' (DC 18), ''[[protection from energy]]''<br />
|sp2=''[[bull's strength]]'', ''[[eagle's splendor]]''<br />
|sp1=''corrupt weapon'', ''[[doom]]'' (DC 16), ''[[inflict light wounds]]'' (DC 16)<br />
}}<br />
|str=22 |dex=16 |con=— |int=14 |wis=20 |cha=20<br />
|sq=aura of evil, detect good, poison use, dark blessing, command undead, aura of despair, children of the night, dominate, create spawn, alternate form, damage reduction 10/silver and magic, damage reduction 2/—, fast healing 5, ''[[gaseous form]]'', resistance to cold and electricity 10, ''[[spider climb]]'', +4 turn resistance<br />
|feats=[[Ability Focus]] (dominate), [[Alertness]], Armor Specialization<sup>PHB2</sup> (full plate), [[Cleave]], [[Combat Reflexes]], [[Dodge]], [[Exotic Weapon Proficiency]], [[Improved Critical]] (bastard sword), [[Improved Initiative]], [[Improved Sunder]], [[Lightning Reflexes]], [[Power Attack]], Vexing Flanker<sup>PHB2</sup>, [[Weapon Focus]] (bastard sword), [[Weapon Specialization]] (bastard sword)<br />
|skills=[[Concentration]] +16, [[Hide]] +28, [[Intimidate]] +21, [[Knowledge]] (religion) +18<br />
|poss=''+2 bastard sword of sudden stunning''<sup>DMG2</sup>, ''+1 composite longbow'', ''+2 heavy steel shield'', ''+2 full plate'', ''ring of deflection +2'', 3 vials of terinav root (DC 16, damage 1d6 Dex/2d6 Dex)<br />
|san1=Poison Use |sad1=Ysabella is skilled in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.<br />
|san2=Smite Good ([[Su]]) |sad2=Twice per day, Ysabella can add +5 to her attack roll and deals 13 extra points of damage. If Ysabella accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.<br />
|san3=Aura of Despair ([[Su]]) |sad3=Ysabella radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.<br />
|san4=Blood Drain ([[Ex]]) |sad4=Ysabella can suck blood from a living victim with her fangs by making a successful grapple check. If she pins the foe, she drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, she gains 5 temporary hit points.<br />
|san5=Children of the Night ([[Su]]) |sad5=Ysabella commands the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms or 1d4+1 bat swarms as a standard action. These creatures arrive in 2d6 rounds and serve him for up to 1 hour. Ysabella is the Lady of Keepsake, where there are no wolves, so calling them forth is out of the question.<br />
|san6=Dominate ([[Su]]) |sad6=Ysabella can crush an opponent’s will just by looking into her eyes. This is similar to a gaze attack, except that Ysabella must use a standard action, and those merely looking at him are not affected. Anyone Ysabella targets must succeed on a DC 23 Will save or fall instantly under Ysabella's influence as though by a ''[[dominate person]]'' spell (caster level 12th). The ability has a range of 30 feet.<br />
|san7=Create Spawn ([[Su]]) |sad7=A humanoid or monstrous humanoid slain by Ysabella's energy drain rises as a [[SRD:Vampire Spawn|vampire spawn]] 1d4 days after burial. If she instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under Ysabella's command and remains enslaved until its destruction. At any given time Ysabella may have enslaved spawn totaling no more than twice her own Hit Dice; any spawn she creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so Ysabella can control a number of lesser vampires in this fashion. Ysabella may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.<br />
|san8=Energy Drain ([[Su]]) |sad8=Living creatures hit by Ysabella's slam attack gain two negative levels. For each negative level bestowed, Ysabella gains 5 temporary hit points. She can use her energy drain ability once per round.<br />
|san9=Alternate Form ([[Su]]) |sad9=Ysabella can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in her alternate form, Ysabella loses her natural slam attack and dominate ability, but gains the natural weapons and extraordinary special attacks of her new form. She can remain in that form until she assumes another or until the next sunrise.<br />
|san10=Fast Healing ([[Ex]]) |sad10=Ysabella heals 5 points of damage each round so long as she has at least 1 hit point. If reduced to 0 hit points in combat, she automatically assumes ''[[gaseous form]]'' and attempts to escape. Ysabella must reach her coffin home within 2 hours or be utterly destroyed. (He can travel up to 9 miles in 2 hours.) Any additional damage dealt to him while forced into gaseous form has no effect. Once at rest in her coffin, Ysabella is helpless. She regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.<br />
|san11=Gaseous Form ([[Su]]) |sad11=As a standard action, Ysabella can assume ''[[gaseous form]]'' at will as the spell (caster level 5th), but she can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.<br />
|san12=Skills |sad12=Ysabella has a +8 racial bonus on [[Bluff]], [[Hide]], [[Listen]], [[Move Silently]], [[Search]], [[Sense Motive]], and [[Spot]] checks.<br />
}}<br />
<br />
Nerukath has made the following effects ''[[SRD:Permanency|permanent]]'' on Ysabella: ''[[SRD:Greater Magic Fang|greater magic fang]]'' (+3 bonus), ''[[resistance]]'' and ''[[telepathic bond]]'' (between himself and Ysabella).<br />
<br />
=== History ===<br />
<br />
Anem's Hold is a grim castle hugging a seaside cliff, its towers and buttresses hanging haphazardly over the dark waters. The apparent lords of Anem's Hold are an old noble family, but the true masters of the castle are an ancient lineage of vampires who hide in the castle crypts, influencing the events of the surrounding kingdoms through their human puppets. When one of the human "rulers" shows enough promise, the leader of the vampires (which changes often, thanks to infighting) welcomes them to the family with a bite. These newcomers are then given a familial position depending on their age and gender: often "son" or "daughter", but also "grandfather", "aunt", "cousin" and the like. This is done to maintain a charade of mortal existence, to soothe the vampires who, in the end, don't always find their immortality a boon.<br />
<br />
Not so with Ysabella. A powerful knight of the human family, she accepted the title of "sister" under the usurper leader of the family, Surma, but didn't see the reason for it. An eternal life and a position of power were all that she had ever wanted. Even as a squire, she had enjoyed the tyranny she had over the peasants and hated the servitude she owned to her attended knight. Now she trod on anyone she wanted! Except not quite: Surma was a powerful vampire, which he had proved when he effortlessly disposed of the former ruling vampire of Anem's Hold. As long as she dwelt in the castle, there'd always be someone she'd have to bow down to.<br />
<br />
This changed when [[Nerukath (3.5e NPC)|Nerukath]] entered the castle to negotiate with Surma. Nerukath demanded the secrets of lichdom Surma had uncovered before choosing the easier path of vampirism, and Ysabella could only marvel at the force of character the enchanter possessed. He didn't have to yell, or to threaten: he spoke simply, went straight to the point, and people would bend to his will. She began courting Nerukath, who at first missed the point completely, assuming this to be some plan of Surma's. When he finally got the hint, the two learned of their compatibility: it was almost as if they were made for each other.<br />
<br />
Nerukath achieved lichdom and stayed at Anem's Hold for a while, but both Ysabella and him wanted a home of their own. Ysabella was still not truly free of Surma's influence, although the vampire could do nothing but bow down to Nerukath, and Ysabella was becoming more powerful herself every day. When Keepsake was finished, the two lovebirds quickly moved to the fortress, becoming the sole lords of not only their new home, but of the Far Fanes as a whole: no one else has a holding there, as few even knew of the pocket dimension. The Lady of an entire world, Ysabella was finally content - for a while.<br />
<br />
=== Appearance and beliefs ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://t07.deviantart.net/-OolrEqcsf6EzBNUEoB1nP2CsJs=/300x200/filters:fixed_height(100,100):origin()/pre01/c6ac/th/pre/f/2013/211/9/2/female_vampire_warrior_concept_02_by_kargain-d6fvjm1.jpg<br />
|-class="even"<br />
|[http://kargain.deviantart.com/art/Female-vampire-warrior-concept-02-389463049/ The Lady of Keepsake.]<br />
|}<br />
<br />
The Lord and Lady of Keepsake are equal rulers of their fortress, but only Ysabella looks the part: her vampiric beauty combines with an eye for magnificence when it comes to armor, clothing and jewelry. This is complimented by Ysabella's massive size: she's 6' 0<nowiki>''</nowiki> and weighs 180 lb., almost all of which is muscle. In her human days she was occasionally jeered at as The Manly Princess, but she was always quick to silence the cavilers. Nowadays, no one would dare. Ysabella prefers hardy, stout materials in her gear: fur over silk, oak over yew, steel over gold. Ysabella has a bit of a tomboyish look to her: she keeps her black hair cropped short and her face without makeup. Her voice is naturally low and commanding.<br />
<br />
Ysabella is similar to [[Nerukath (3.5e NPC)|Nerukath]] in that she outwardly appears benevolent and sensible. That all goes out the window the moment someone doesn't show complete and utter subservience: her voice quickly gains a violent edge and her gaze becomes iron-hard. In her mind, everyone is lesser to her, except of course for her beloved Nerukath. If they disagree, she's quick to sic her minions to educate the poor fool. Ysabella is also greatly indifferent of almost everyone. She doesn't seem to notice most people at all, unless they commit the stupid mistake of talking over her.<br />
<br />
=== Followers and allies ===<br />
<br />
Ysabella and [[Nerukath (3.5e NPC)|Nerukath]] are the joint Lord and Lady of Keepsake: their word is equally important, and thus all the household of the fortress answers to Ysabella. Perhaps even more, since most of the [[Vampire Retainer (3.5e Creature)|vampire servants]] were brought over from Anem's Hold or later willingly turned by Ysabella - she doesn't drain the unwilling, considering them unworthy of being vampires. The [[SRD:Night Hag|night hags]] of Keepsake are her handmaidens, and serve mainly her, although she would be peeved if she learned they don't consider Nerukath an equal master.<br />
<br />
Ysabella has tight connections to his "brother" Surma - indeed, their whole relationship, once based on Surma's superiority, has now careened to the other side. Ysabella can all but order her brother, and he daren't keep secrets from her. This means Ysabella basically has access to all of Surma's underlings. It's not that Nerukath couldn't boss Surma around, but the stubborn lord of Anem's Hold wouldn't reveal his strongest tricks to the lich.<br />
<br />
=== Recent activity and plans ===<br />
<br />
Nerukath might be passive, but Ysabella is anything but. While being the absolute tyrant of an entire plane of existence (albeit a small one) has satisfied her for the time being, Ysabella's love of rulership and conquering means she always dreams of new lands to subjugate and of new folks to make her slaves. Even now, she gathers an army of unliving creatures, mostly [[Carmichael (3.5e NPC)|Carmichael's golems]] and undead, both intelligent and those commanded by her blackguard arts. When their numbers swell enough, Ysabella intends to march on and conquer no less a kingdom than the entire Negative Energy plane. A grand plane - some would say megalomaniacal - but one small step at a time, perhaps achievable.<br />
<br />
Ysabella is also close to [[Sister Cheryll (3.5e NPC)|Sister Cheryll]], although it would be a terrible terminological mistake to say "friend". Potions of mind control, speaking the truth and losing all willpower are of immense interest to Ysabella, so she carefully nudges Cheryll towards such creations; carefully, because although Cheryll accepts Ysabella's rulership, she's also fully capable of leaving if Ysabella tries to exert her superiority. Thus, the two skirt around each other, Cheryll perpetually working on a concoction that would sap all agency from its drinker, at a pace the impatient Lady of Keepsake considers woefully slow.<br />
<br />
=== Combat ===<br />
<br />
Ysabella finds combat incredibly enticing, as long as she's got the upper hand. To her, it is an extension of dominance: physically forcing someone to see your superiority. She rarely finds reason to fight in Keepsake, since almost everyone is smart enough to avoid provoking her anger. Thus, she jumps at every opportunity of beating foes to death. This doesn't mean she actively searches for combat or that the household servants need to fear an unprovoked attack, but unruly guests and adventurers beware.<br />
<br />
Ysabella takes the front line in any combat she takes part in. She's got more than enough armor and high enough saves to survive in the thick of it, and if she's had the time (she often has, thanks to cautious [[SRD:Night Hag|night hags]]), she has her protective spells up (''[[freedom of movement]]'', ''[[protection from energy]]'', ''[[bull's strength]]'' and ''[[eagle's splendor]]'') and poison on her bastard sword. This, in addition to Nerukath's buffs, makes her a melee powerhouse. Her tactics are simple and effective: get in the deep of it with her bastard sword, using full attacks as often as possible. She tries to flank a foe with a [[Vampire Retainer (3.5e Creature)|vampire servant]] or Ketka, the couple's pet flesh golem, which makes her attacks that much more likely to hit thanks to Vexing Flanker. The stuns from her sword make her especially deadly, and coupled with sunder attempts can keep multiple fighters busy.<br />
<br />
If the opponent is particularly weak, Ysabella likes to take her time, showing her foes exactly how much they are below her. She'll sunder every weapon, stun every foe, even throw away her shield to slam foes to drain their levels. If on the other hand the foe is especially powerful, she'll keep back at first, trying to get ''corrupt weapon'' online and summon a few swarms to up the ante. She'll also repeatedly use her dominating gaze in a situation like this, so as to force those who dare attack her to submit. While incredibly stubborn, she's not stupid, and will leave a lost battle before she perishes - the ''[[teleportation circle]]''-enhanced thrones in her and Nerukath's chambers are an easy route. Ysabella's coffin home is located in the same secret cache the throne teleporters lead to.<br />
<br />
----<br />
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[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:NPC]]<br />
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[[Category:ECL15]]<br />
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[[Category:Lawful Alignment]]<br />
[[Category:Evil Alignment]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Talk:Inquisitor_(3.5e_Class)&diff=1087646Talk:Inquisitor (3.5e Class)2018-09-24T20:31:13Z<p>Cancelion: Commented</p>
<hr />
<div>=== Reverting recent changes to the class ===<br />
<br />
Oh dear. There have been quite a few edits to this class as of late by Specialist Lion. While I appreciate the enthusiasm, most of the changes are (in my opinion) for the worse: a lot of it is just changing words and phrases, and the additions, omissions and changes to the actual rules rarely make sense (my favorite is "Fortitude Stamina roll of (Inquisitor's Life Data + Inquisitor's Charisma Modifier)"). The formatting has also been made wonky. I think it would make sense to take the page back to how it was after RamZs's fix on 16.08., but I don't know how I would go about doing that - I've tried undoing edits on the History page before, and I've always managed to make a mess of things. Help? [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 13:41, 24 September 2018 (MDT)<br />
<br />
:Find the revision that you wish to restore, and click the date of that revision to view it. Then, click "edit." You should see a warning message that you are editing an out of date version of the page. Without making any changes to the old revision, click "Save." That's how normal users can use the rollback tool :) {{User:Geodude671/Signature}} . . 13:59, 24 September 2018 (MDT)<br />
<br />
::Hey, great! Thank you so much :) Now to hope that the editor's willing to discuss this. [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 14:30, 24 September 2018 (MDT)</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Inquisitor_(3.5e_Class)&diff=1087644Inquisitor (3.5e Class)2018-09-24T20:29:20Z<p>Cancelion: Rolled back to an earlier edit that lacked problems; please see talk page</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgsize=<br />
|imgcaption=<br />
|type=Antihero, divine spellcasting, skilled, spontaneous spellcasting<br />
|desc=A divine spellcaster who devastates the minds and morales of his foes.<br />
}}<br />
<br />
== Inquisitor ==<br />
<br />
Pain is a cheap price for truth. So say the inquisitors, divine warriors dedicated to the cause of truth by any means necessary. An inquisitor combines a plethora of physical tricks with an array of magical ones, but their greatest power lies in their ability to influence others. Whether it be through threats, connections, lies or torture, an inquisitor is likely to get his way.<br />
<br />
Inquisitors don't always dedicate themselves to a single church or religion, as the name might imply. They're just as likely to follow solely the cause of truth. An inquisitor can be a particularly vicious priest of a lawful god, an independent agent furthering his own brand of justice, or a torturer with a set of twisted morals. All inquisitors have divine powers, however, so it is clear that something is looking down on them with benevolence.<br />
<br />
=== Making an Inquisitor ===<br />
An inquisitor works a support role both in and out of combat. Their ability to influence an opposing force, whether through magic in the midst of battle or by carefully chosen words in the quiet streets, is their strongest side. A group without a [[bard]] or a [[cleric]] can find an inquisitor a valuable ally, thanks to their buffs, debuffs and healing magic. They can even hold their own in close quarters - just don't expect them to tank.<br />
<br />
'''Abilities:''' [[Charisma]] is the most important ability for an inquisitor, since many of their special abilities as well as their spellcasting depends on it. [[Intelligence]] is also good for inquisitors, since they thrive on their skills, as is [[Constitution]], since flagellate demands a high hit point total. The other abilities are determined by your choices: melee or ranged? Tough or strong-willed? You be the judge.<br />
<br />
'''Races:''' Most inquisitors come from races that tend towards lawful and not particularly towards good: such societies often have niches for an inquisitor to fill. [[SRD:Dwarf|Dwarven]] and [[human]] inquisitors might be the most common, but all races have their share of these warriors of dark justice.<br />
<br />
'''Alignment:''' Any nonchaotic. On the good-evil axis, inquisitors tend to move away from good, since it's very hard to keep to your morals when you deal with the worst of the worst. That said, there are lawful good inquisitors, which doesn't mean they're washed-out versions of the class at all.<br />
<br />
'''Starting Gold:''' 5d4x10 gp (125 gp)<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[cleric]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Inquisitor}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Presences Known<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | Befitting force, presence || 2<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | Nonlethal damage reduction 4/— || 2<br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | ''[[SRD:Spectral Hand|Spectral hand]]'', advanced learning || 2<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[Diehard]] || 3<br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Flagellate (2d6) || 3<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | Nonlethal damage reduction 8/—, advanced learning || 3<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | || 4<br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | Break the cowed || 4<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | Advanced learning || 4<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | Nonlethal damage reduction 12/— || 5<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | Flagellate (3d6) || 5<br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | ''[[SRD:Spectral Hand|Spectral hand]]'' (permanent), damage specialization, advanced learning || 5<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | || 5<br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | Nonlethal damage reduction 16/— || 5<br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | Advanced learning || 5<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Energy specialization || 5<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Flagellate (4d6) || 5<br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Nonlethal damage reduction 20/—, advanced learning || 5<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | || 5<br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Elemental specialization || 5<br />
|4||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the inquisitor.<br />
<br />
'''Weapon and Armor Proficiency:''' Inquisitors are proficient with all simple weapons, plus the flail, heavy flail, long sword, longbow, net, short sword, shortbow, and whip. Inquisitors are proficient with light and medium armor, but not with shields.<br />
<br />
'''{{#anc:Spells}}:''' An inquisitor casts divine spells, which are drawn from the inquisitor spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an inquisitor must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Charisma modifier.<br />
<br />
Like other spellcasters, an inquisitor can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Inquisitor. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Inquisitor indicates that the inquisitor gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. An inquisitor may cast any spell on the inquisitor spell list, provided that he can cast spells of that level. Inquisitors choose their spells from the following list:<br />
<br />
0&mdash;''[[acid splash]]'', ''[[cure minor wounds]]'', ''[[daze]]'', ''[[SRD:Deathwatch|deathwatch]]'', ''[[detect magic]]'', ''[[detect poison]]'', ''[[OGC:Endure Pain (3.5e Spell)|endure pain]]'', ''[[SRD:Inflict Minor Wounds|inflict minor wounds]]'', ''[[message]]'', ''[[resistance]]'', ''[[virtue]]''<br />
<br />
1st&mdash;''[[calm emotions]]'', ''[[cause fear]]'', ''[[charm person]]'', ''[[command]]'', ''[[comprehend languages]]'', ''[[cure light wounds]]'', ''[[detect chaos]]'', ''[[endure elements]]'', ''[[hold portal]]'', ''[[inflict light wounds]]'', ''[[SRD:Protection from Chaos|protection from chaos]]'', ''[[remove fear]]'', ''[[shield of faith]]'', ''[[shocking grasp]]'', ''[[true strike]]''<br />
<br />
2nd&mdash;''[[align weapon]]'', ''[[blindness/deafness]]'', ''[[cure moderate wounds]]'', ''[[darkvision]]'', ''[[death knell]]'', ''[[delay poison]]'', ''[[detect thoughts]]'', ''[[false life]]'', ''[[SRD:Ghoul Touch|ghoul touch]]'', ''[[inflict moderate wounds]]'', ''[[remove paralysis]]'', ''[[scare]]'', ''[[SRD:Status|status]]'', ''[[summon swarm]]'', ''[[tongues]]'', ''[[zone of truth]]''<br />
<br />
3rd&mdash;''[[bestow curse]]'', ''[[charm monster]]'', ''[[contagion]]'', ''[[SRD:Crushing Despair|crushing despair]]'', ''[[cure serious wounds]]'', ''[[fear]]'', ''[[hold person]]'', ''[[inflict serious wounds]]'', ''[[SRD:Invisibility Purge|invisibility purge]]'', ''[[keen edge]]'', ''[[magic circle against chaos]]'', ''[[nondetection]]'', ''[[remove blindness/deafness]]'', ''[[rage]]'', ''[[remove curse]]'', ''[[remove disease]]'', ''[[SRD:Speak with Dead|speak with dead]]'', ''[[vampiric touch]]''<br />
<br />
4th&mdash;''[[break enchantment]]'', ''[[cure critical wounds]]'', ''[[SRD:Death Ward|death ward]]'', ''[[dimensional anchor]]'', ''[[discern lies]]'', ''[[enervation]]'', ''[[freedom of movement]]'', ''[[SRD:Giant Vermin|giant vermin]]'', ''[[hold monster]]'', ''[[SRD:Inflict Critical Wounds|inflict critical wounds]]'', ''[[neutralize poison]]'', ''[[poison]]'', ''[[SRD:Zone of Silence|zone of silence]]''<br />
<br />
5th&mdash;''[[dispel chaos]]'', ''[[dismissal]]'', ''[[dominate person]]'', ''[[feeblemind]]'', ''[[SRD:Greater Command|greater command]]'', ''[[SRD:Mind Fog|mind fog]]'', ''[[phantasmal killer]]'', ''[[slay living]]'', ''[[SRD:Symbol of Pain|symbol of pain]]'', ''[[SRD:Symbol of Sleep|symbol of sleep]]'', ''[[true seeing]]''<br />
<br />
6th&mdash;''[[blade barrier]]'', ''[[cloudkill]]'', ''[[flesh to stone]]'', ''[[insect plague]]'', ''[[repulsion]]'', ''[[stone to flesh]]'', ''[[symbol of fear]]'', ''[[symbol of persuasion]]''<br />
<br />
'''{{#anc:Befitting Force}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Inquisitors are masters of making sure their victim doesn't succumb too fast and use nonlethal methods to catch their quarry alive, but they also know when and how to hit hard. An inquisitor can use a melee weapon that deals lethal damage to deal nonlethal damage without taking a -4 penalty on the attack roll. Likewise, an inquisitor can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage without taking a -4 penalty on the attack roll.<br />
<br />
'''{{#anc:Presence}}:''' The mere proximity of an inquisitor makes the bravest men quaver with fear, the most hostile thugs seek to please, and the wisest men turn to folly. Exhibiting a presence is a swift action, and an inquisitor can only exhibit one presence at a time. A presence remains in effect until the inquisitor uses a free action to dismiss it or he activates another presence in its place. An inquisitor can have a presence active continually; thus, a presence can be in effect at the start of an encounter even before the inquisitor takes his first turn.<br />
<br />
Unless otherwise noted, an inquisitor's presence affects all creatures (except the inquisitor himself) within 30 feet with line of effect to him. He can choose to (and usually wants to) exclude any number of creatures from being affected by his presence. An inquisitor's presence is dismissed if he becomes unconscious or is slain, but otherwise it remains in effect even if he is incapable of acting.<br />
<br />
When applicable, the Difficulty Class for a saving throw against an inquisitor's presence is 10 + ½ the inquisitor's Hit Dice + the inquisitor's Charisma modifier. A 1st-level inquisitor knows how to exhibit two presences chosen from the list below. At certain levels after that (see Table: The Inquisitor), an inquisitor learns one additional presence of his choice, until all five presences are known at 10th level. Each time an inquisitor activates a presence, he can choose from any of the presences that he knows.<br />
<br />
''Coercing:'' Creatures within the inquisitor's presence take a -4 penalty on level checks to oppose the inquisitor's [[Intimidate]] checks.<br />
<br />
''Commanding:'' When the inquisitor speaks to a creature within his presence, that creature must succeed on a Will save or be [[fascinated]] for as long as the inquisitor is addressing it and does nothing else. This presence can only affect one creature at a time.<br />
<br />
''Overwhelming:'' Creatures within the inquisitor's presence take a -1 penalty on attack rolls and damage rolls.<br />
<br />
''Subjugating:'' Creatures within the inquisitor's presence take a -1 penalty on Will saves.<br />
<br />
''Terrifying:'' Creatures within the inquisitor's presence must succeed on a Will save or be [[shaken]] for as long as they remain within the inquisitor's presence.<br />
<br />
'''{{#anc:Nonlethal Damage Reduction}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Inquisitors are used to pain on both sides of the coin: dealing it and withstanding it. Many of the more wicked actually take a masochistic delight in it. At 2nd level, an inquisitor gains damage reduction 4/- against nonlethal damage. This increases to 8/- at 6th level, 12/- at 10th level, 16/- at 14th level and 20/- at 18th level.<br />
<br />
'''''{{#anc:Spectral Hand}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Inquisitors are masters of delivering touch spells from a distance, the better to heal friends and harm foes. Starting at 3rd level, an inquisitor can use ''[[SRD:Spectral Hand|spectral hand]]'' at will, except the range is close (25 ft. + 5 ft./2 levels).<br />
<br />
At 12th level, the inquisitor's ''[[SRD:Spectral Hand|spectral hand]]'' becomes permanent, and doesn't make the inquisitor lose hit points when cast. If it is destroyed or dispelled, it can be cast again as normal.<br />
<br />
'''{{#anc:Advanced Learning}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level and every third level thereafter, an inquisitor can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a of a level no higher than that of the highest-level spell the inquisitor already knows. Once a new spell is selected, it is forever added to the inquisitor's spell list and can be cast just like any other spell on his list. An inquisitor always uses a spell at its highest level: for example, if an inquisitor were to add ''[[SRD:Fire Trap|fire trap]]'' to his spell list, he would cast it as a 4th-level spell, even though it's a 2nd-level spell for a [[druid]].<br />
<br />
'''{{#anc:Diehard}}:''' An inquisitor gains [[Diehard]] as a bonus feat at 4th level, even if he does not have the normal prerequisites for that feat.<br />
<br />
'''{{#anc:Flagellate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Inquisitors can turn their own pain into the suffering of others. Starting at 5th level, an inquisitor can choose to take 5 hit points of damage to add an extra 2d6 damage to a melee attack. The choice to flagellate is made before the attack roll is made.<br />
<br />
The extra damage dealt by flagellate increases to 3d6 at 11th level and 4d6 at 17th level.<br />
<br />
'''{{#anc:Break the Cowed}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Inquisitors spread fear where the walk, and they're extremely adept at abusing those who are overcome by terror. An 8th-level inquisitor deals 2 extra damage against creatures who are [[shaken]], 4 extra damage against creatures who are [[frightened]], 6 extra damage against creatures who are [[panicked]], and 8 extra damage against creatures who are [[cowering]].<br />
<br />
'''{{#anc:Specialization}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When it comes to their tools of torturous trade, each inquisitor is unique: one might specialize in purging the heretics with fire, while an another knows the secrets of corrosive fluids. At 12th level, an inquisitor chooses bludgeoning, piercing, slashing or nonlethal. Whenever the inquisitor deals that type of damage to a creature, that creature must succeed on a DC (10 + ½ the inquisitor's Hit Dice + the inquisitor's Charisma modifier) Fortitude save or become sickened for 1d4 rounds.<br />
<br />
At 16th level, an inquisitor chooses positive energy or negative energy. The above applies to that type of damage as well. <br />
<br />
At 20th level, an inquisitor chooses acid, cold, electricity, fire or sonic. The above applies to that type of damage as well.<br />
<br />
==== Ex-Inquisitors ====<br />
<br />
An inquisitor who becomes chaotic in alignment cannot progress in levels as an inquisitor, though he retains all his inquisitor abilities.<br />
<br />
==== Epic Inquisitor ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Inquisitor}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Greater presence, advanced learning<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Flagellate (5d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Advanced learning, bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Advanced learning<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Flagellate (6d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Advanced learning<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Spells:''' The inquisitor's caster level is equal to his or her class level. The inquisitor's number of spells per day does not increase after 20th level.<br />
<br />
'''Greater Presence:''' An inquisitor of 21st level improves the effectiveness of his five presences. The ability otherwise remains the same.<br />
<br />
''Coercing:'' Creatures within the inquisitor's presence take a -8 penalty on level checks to oppose the inquisitor's [[Intimidate]] checks.<br />
<br />
''Commanding:'' When the inquisitor speaks to a creature within his presence, that creature must succeed on a Will save or be [[fascinated]] for as long as the inquisitor is addressing it and does nothing else. This presence can affect any number of creatures within the presence.<br />
<br />
''Overwhelming:'' Creatures within the inquisitor's presence take a -2 penalty on attack rolls and damage rolls.<br />
<br />
''Subjugating:'' Creatures within the inquisitor's presence take a -2 penalty on Will saves.<br />
<br />
''Terrifying:'' Creatures within the inquisitor's presence must succeed on a Will save or be [[frightened]] for as long as they remain within the inquisitor's presence.<br />
<br />
'''Advanced Learning (Ex):''' The inquisitor adds a new spell to his list every third level after 18th (21st, 24th, 27th and 30th).<br />
<br />
'''Flagellate (Ex):''' The extra damage dealt by flagellate increases by +1d6 every 6th level after 17th (23rd and 29th).<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic inquisitor gains a bonus feat (selected from the list of epic inquisitor bonus feats) every four levels after 20th.<br />
<br />
''Epic Inquisitor Bonus Feat List:'' ''[[SRD:Additional Magic Item Space|Additional Magic Item Space]]'', ''[[Energy Resistance]]'', ''[[Epic Fortitude]]'', ''[[Epic Prowess]]'', ''[[SRD:Epic Reputation|Epic Reputation]]'', ''[[Epic Skill Focus]]'', ''[[Epic Will]]'', ''[[SRD:Great Charisma|Great Charisma]]'', ''[[SRD:Improved Spell Capacity|Improved Spell Capacity]]'', ''[[Penetrate Damage Reduction]]'', ''[[SRD:Spell Opportunity|Spell Opportunity]]''.<br />
<br />
==== Human Inquisitor Starting Package ====<br />
<br />
'''Weapons:''' [[Shortbow]], [[whip]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Disguise || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Forgery || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Search || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Use Rope || 4 || Dex || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[Point Blank Shot]].<br />
<br />
'''Bonus Feat (human):''' [[Weapon Finesse]].<br />
<br />
'''Gear:''' Scale mail, 20 arrows, backpack, waterskin, bedroll, 5 days worth of trail rations.<br />
<br />
'''Gold:''' 2d4 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing an Inquisitor ====<br />
<br />
'''Religion:''' Inquisitors are very often, but not always, dedicated to some religion or creed. This doesn't mean they venerate any specific god, however: many work more generally "in the name of justice", or worship several nonchaotic deities. Depending on their nature, an inquisitor often pays tribute to either Heironeus or Hextor. Many also venerate St. Cuthbert, while dwarven inquisitors serve Moradin and halfling inquisitors serve Yondalla.<br />
<br />
'''Other Classes:''' Inquisitors are half-casters and half-combatants, so they need support on both fronts to achieve their full potential. An inquisitor can serve as a more damage-oriented healer or a powerful debuffer, and fights well alongside a more traditional melee combatant.<br />
<br />
'''Combat:''' The distance an inquisitor stands from his foes depends on his gear and specialization. Some take the more spell-oriented route, standing back and devastating foes with spells while simultaneously aiding allies. Some take to the fray, using their weapons and magic in an offensive fashion.<br />
<br />
'''Advancement:''' The slow magical progression means that an inquisitor might want to stick to the class for a while. On the other hand, a few levels of inquisitor and a few of, say, [[fighter]] or [[rogue]] can create a more straightforward combat character with just a pinch of divine might.<br />
<br />
==== Inquisitors in the World ====<br />
<br />
{{quote|You are to be judged by Moradin's will. This hammer represents that will.|orig=Albin Hammerfall, dwarven inquisitor}}<br />
<br />
Inquisitors travel far and wide. Where there's justice to be served, heretics to be punished or wrongdoers to set straight, you can be sure to find a few hard men and women wearing the inquisitorial robes.<br />
<br />
'''Daily Life:''' Inquisitors spend most of their time investigating those accused of anything that's deemed under their jurisdiction - hence the name. Traveling inquisitors tend to be very self-sufficient, although they are usually city folk and less suited to the wilds.<br />
<br />
'''Organizations:''' Very few inquisitors are independent, with most serving (as hired hands or as volunteers) churches, lords or governments. Some Inquisitions are powerful organizations by themselves, and either control the lands where they are situated or rent out their expertize to those in charge.<br />
<br />
'''NPC Reactions:''' Inquisitors are often respected or feared, but very rarely loved. The exact reactions people have to inquisitors depends on the country. In chaotic lands, the only thing keeping the people from outright attacking inquisitors is the power they wield.<br />
<br />
==== Inquisitor Lore ====<br />
<br />
Characters with ranks in Knowledge (nobility and royalty) or Knowledge (religion) can research inquisitors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[Knowledge]] (nobility and royalty) or [[Knowledge]] (religion) <br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Inquisitors are a combined judge, jury and execution of their jurisdictions. They serve many roles: they hunt criminals, interrogate them, and if the need presents itself, infiltrate the foe.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | All inquisitors are skilled at influencing other people, and their mere presence often leaves weaker men reeling.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Inquisitors complement their powerful, pain-derived fighting prowess with divine spells, and are gifted at both healing and harming with magic.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Inquisitors are nothing if not specialized: some know the workings of blades in and out, while others prefer electricity as their tool of trade. Even their spells of choice are often learned from other casters.<br />
|}<br />
<br />
==== Inquisitors in the Game ====<br />
<br />
Inquisitors are a fun class to play both in and out of combat. Their variety of skills - as well as lots of skill points - means that they work well as skill monkeys, especially when supported by magic. Meanwhile, their combat capabilities aren't diminished because of this.<br />
<br />
'''Sample Encounter:''' Mount Dwerrow is a divided kingdom. The mountain fortress, traditionally a mountain dwarf settlement, accepted a contingent of hill dwarves who were made refugees by a rampaging dragon. The tensions between the two groups run high, and Torome, an inquisitor of Moradin, is the only one who stands between violence.<br />
<br />
''EL 8:'' Torome works with four lesser apprentices, each of which is a 3rd-level [[warrior]] equipped with a heavy flail and a heavy crossbow. Any who try to scheme for the superiority of either group will have to answer to Torome.<br />
<br />
{{Stat Block 2<br />
|name= |=Torome, Who Stands Between |cr=6<br />
|sex=Female |race=[[SRD:Dwarf|dwarf]] |clvl=inquisitor 6<br />
|al=[[SRD:Lawful Good|LG]] |size=[[SRD:Medium Size|Medium]] |type=[[SRD:Humanoid Type|Humanoid]] ([[SRD:Dwarf|dwarf]])<br />
|init=+5 |sense=[[darkvision]] 60 ft. |listen=+0 |spot=+0<br />
|lang=Common, Dwarven<br />
|ac=20 |touch=11 |flat=19 |othac= |acmods=+1 Dex, +3 shield, +6 armor<br />
|hp=39 |hd=6<br />
|fort=+7 |ref=+3 |will=+5<br />
|spd=20 ft. (4 squares)<br />
|melee1=''+1 flail'' +8 (1d8+3)<br />
|bab=+4 |grp=+6<br />
|atkop=spells (3 0-level, 4 1<sup>st</sup>-level, 3 2<sup>nd</sup>-level)<br />
|str=14 |dex=12 |con=15 |int=8 |wis=10 |cha=14<br />
|sq=dwarf traits, nonlethal damage reduction 8/-<br />
|feats=[[Combat Casting]], [[Diehard]], [[Improved Initiative]], [[Weapon Focus]] (flail)<br />
|skills=[[Concentration]] +11, [[Gather Information]] +11, [[Heal]] +9, [[Intimidate]] +11, [[Sense Motive]] +9<br />
|poss=''+1 flail'', ''+1 breastplate of light fortification'', ''+1 heavy steel shield''<br />
|san1=Befitting Force ([[Ex]]) |sad1=Torome can use a melee weapon that deals lethal damage to deal nonlethal damage without taking a -4 penalty on the attack roll. Likewise, Torome can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage without taking a -4 penalty on the attack roll.<br />
|san2=Presence |sad2=Torome knows the coercing, overwhelming and terrifying presences. The Difficulty Class for a saving throw againt her presence is 15.<br />
|san3=''[[SRD:Spectral Hand|Spectral hand]]'' ([[Sp]]) |sad3=Torome can use ''[[SRD:Spectral Hand|spectral hand]]'' at will, except the range is close (25 ft. + 5 ft./2 levels).<br />
|san4=Advanced Learning ([[Ex]]) |sad4=Torome has added ''[[divine favor]]'' and ''[[eagle's splendor]]'' to her spell list through advanced learning.<br />
|san5=Flagellate ([[Ex]]) |sad5=Torome can choose to take 5 hit points of damage to add an extra 2d6 damage to a melee attack. The choice to flagellate is made before the attack roll is made.<br />
}}<br />
<br />
Torome's power as a combatant is in her abilities. Two of her four guards stand before her, absorbing blows and benefiting from her magic, while two stand back and pelt foes with their crossbows. Torome casts ''[[summon swarm]]'' (usually summoning [[SRD:Bat Swarm|bats]]) and ''[[eagle's splendor]]'' at the earliest opportunity, then concentrates on healing friends with ''cure'' spells and devastating foes with ''inflict'' spells. ''[[SRD:Spectral Hand|Spectral hand]]'' makes it all possible. Torome usually has overwhelming or terrifying presence on, depending on how strong-willed her opponents are, and will close the distance and use flagellate to finish foes.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Skilled]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Talk:Inquisitor_(3.5e_Class)&diff=1087640Talk:Inquisitor (3.5e Class)2018-09-24T19:41:41Z<p>Cancelion: Reverting recent changes to the class, aka HELP ME WISE MODERATORS</p>
<hr />
<div>=== Reverting recent changes to the class ===<br />
<br />
Oh dear. There have been quite a few edits to this class as of late by Specialist Lion. While I appreciate the enthusiasm, most of the changes are (in my opinion) for the worse: a lot of it is just changing words and phrases, and the additions, omissions and changes to the actual rules rarely make sense (my favorite is "Fortitude Stamina roll of (Inquisitor's Life Data + Inquisitor's Charisma Modifier)"). The formatting has also been made wonky. I think it would make sense to take the page back to how it was after RamZs's fix on 16.08., but I don't know how I would go about doing that - I've tried undoing edits on the History page before, and I've always managed to make a mess of things. Help? [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 13:41, 24 September 2018 (MDT)</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Skull_Kid_(5e_Race)&diff=1066160Skull Kid (5e Race)2018-07-25T10:19:42Z<p>Cancelion: Whoops</p>
<hr />
<div>{{Hyrule Header}}<br />
<br />
==Skull Kid==<br />
{{5e Image|float:right|https://zelda.gamepedia.com/media/zelda.gamepedia.com/thumb/0/0a/Skull_Kid_Artwork.png/359px-Skull_Kid_Artwork.png|[https://zelda.gamepedia.com/File:Skull_Kid_Artwork.png Source]}}<br />
===Physiology===<br />
The creation of a skull kid is shrouded in myth and mystery. As they dwell almost exclusively in forest depths, however, most myths revolve around this in some way. The most prevailing belief is that when {{5h|Race|Hylian}} children or {{5h|Race|Kokiri}} become lost in woodlands and consequently perish within them, they are reborn or transformed into skull kids. Others believe skull kids are magically created by the [[Religion (Hyrule Supplement)#Great Deku Tree|Great Deku Tree]], much like {{5h|Race|Kokiri}} and {{5h|Race|Korok}}s. Even skull kids themselves are unsure; the earliest memory any one of them has is wandering the forest alone, inborn with knowledge and instincts comparable to any humanoid adolescent.<br />
<br />
Once created, a skull kid does not physically or mentally age. In body and mind, it is an early adolescent&mdash;comparable to a {{5h|Race|Hylian}} around age 10 or 11&mdash;for its entire life. There are no physical differences between males and females, but nonetheless most of them have a gender they identify with.<br />
<br />
In appearance, a skull kid resembles a thin scarecrow that stands a little under 4 feet tall. Indeed, its limbs, body, and even head appear to be comprised of animate straw, clay, or other common materials. Just like any living creature, removing or damaging these materials would cause the kid pain and injury. A skull kid's face features beady eyes that glow a color between yellow and red.<br />
<br />
It is commonly believed that skull kids are undead, but they react to magic and other phenomena as living creatures do.<br />
<br />
===Society===<br />
Most skull kids live in small groups of other skull kids, deep within dark woodlands and far away from most other cultures. These ones usually live playful lives among themselves, spending most of their time playing songs on instruments they have crafted, or playing tricks and games with one another. <br />
<br />
A minority of these skull kids manage to leave these forests to dwell among civilization. They are generally seen as aberrant by most other humanoids, but not subject to outright persecution like {{5h|c|Moblin}}s or other monsters. These "civilized" skull kids are often beggars, entertainers, or seekers of odd jobs, as their chaotic and childish nature makes traditional employment nigh impossible.<br />
<br />
===Skull Kid Traits===<br />
{{5e Racial Traits<br />
|summary=These cursed, magical children wander through forests for centuries, playing songs and tricks alike.<br />
|abilities=Your {{5a|dex}} and {{5a|con}} scores both increase by 1.<br />
|size=A typical skull kid is just under 4 feet tall. Your size is Small.<br />
|alignment=Skull kids follow no rules and no laws, and steal from others for fun. They have a strong tendency towards chaos, and a very minor tendency towards evil.<br />
|age=Created from cursed children, skull kids are "created" at the apparent age at which they will die. Although a skull kid doesn't age, one will rarely live beyond 200 years.<br />
|speed=Your base walking speed is 25 feet.<br />
|trait1=Eternal Youth<br />
|description1=You do not age, and are immune to any magical effect that would cause you to age.<br />
|trait2=Musical Savant<br />
|description2=You are proficient with one [[Tools (Hyrule Supplement)#Musical Instruments|musical instrument]] of your choice from fiddle, flute, horn, ocarina, maracas, or recorder.<br />
|trait3=Immutable<br />
|description3=Your twisted mind and body help you to resist subtle magic. When you make a saving throw against a spell or magic effect that doesn't inflict damage, you make the saving throw with {{5e|Advantage}}.<br />
|languages=You can speak, read, and write both Common and {{HyruleLanguage|Deku}}.<br />
|subrace=A skull kid can be either Free or Lost. Choose one of these subraces.<br />
}}<br />
<br />
====Free Skull Kid====<br />
A free skull kid may have wandered the forest for years, but managed to escape before the curse could take its full toll. Although this skull kid has been irrevocably changed, and retains few memories of its former life, it can still function in society as a sane individual.<br />
<br />
A free skull kid's face no longer resembles what it might have been in a former life, but hasn't been fully reshaped either. Instead, it usually appears to be a pitch-black void save for its eyes and lips, or occasionally something resembling a scarecrow.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of either your {{5a|wis}} score or {{5a|cha}} score increases by 1.<br />
|trait1=Navigator<br />
|description1=You are proficient in the {{5s|Survival}} skill. You have {{5e|Advantage}} on {{5a|wis}} ({{5s|Survival}}) checks to navigate or avoid becoming lost.<br />
|trait2=Woodland Weapons<br />
|description2=You are proficient with [[Weapons (Hyrule Supplement)#Weapons|blowgun]]s, {{5e|Club}}s, and {{5h|e|Slingshot}}s. If you would otherwise become proficient with one of these weapons you instead gain a +1 bonus on damage rolls with it.<br />
|trait3=Fleet of Foot<br />
|description3=Your base walking speed increases to 30 feet.<br />
}}<br />
<br />
====Lost Skull Kid====<br />
:''This subrace assumes use of the [[Hyrule (5e Campaign Setting)#Magic Points|magic points]] and [[Hyrule (5e Campaign Setting)#Stamina Points|stamina points]] rules of the [[Hyrule (5e Campaign Setting)|Hyrule]] campaign setting.''<br />
A lost skull kid is one who has accepted the forest's curse, and likely has spent over a century in the forest that cursed it&mdash;if it ever even escaped. One such as this has become at least partially insane, but adapted to living alone among woodlands. <br />
<br />
A lost skull kid's face no longer resembles what it might have been in a former life, instead being fully recreated into something bizarre and twisted. Some have fangs, others have duck-like bills, and more still resemble scarecrows, but none seem to resemble any known living creature.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of either your {{5a|dex}} score or your {{5a|con}} score increases by an additional 1.<br />
|trait1=Insanity<br />
|description1=Your state of mind is fragile, but erratic. You have a -2 penalty on all {{5a|wis}} saving throws, but you can't be {{5c|Charmed}} or {{5c|Frightened}}.<br />
|trait2=Magic Adept<br />
|description2=Mysteries of the forest give you supernatural energy. Your [[Hyrule (5e Campaign Setting)#Magic Points|magic point]] maximum increases by 2.<br />
|trait3=Skull Magic<br />
|description3=You know the ''{{5e|Druidcraft}}'' cantrip. You can cast {{5h|s|Conjure Marionettes}} at its lowest level by expending 2 [[Hyrule (5e Campaign Setting)#Magic Points|magic points]]. Starting from 3rd level, you can cast either {{5h|s|Conjure Marionettes}} or ''{{5e|Misty Step}}'' as a 2nd-level spell by expending 3 [[Hyrule (5e Campaign Setting)#Magic Points|magic points]]. Starting from 5th level, you can cast {{5h|s|Conjure Marionettes}} as a 3rd-level spell by expending 5 [[Hyrule (5e Campaign Setting)#Magic Points|magic points]].<br />
|trait4=Forest Survivor<br />
|description4=You have {{5e|advantage}} on {{5a|wis}} ({{5s|Survival}}) checks to find food or hunt animals in forests, jungles, swamps, or other areas of abundant flora.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| class="5e" style="text-align: left;"<br />
! Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3′ 4" || +2d6 || 20 lb. || &times; (1d2) lb.<br />
|}<br />
{{clear}}<br />
----<br />
{{5e Races Breadcrumb}}<br/><br />
{{Hyrule|Race}}<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Skull Kid Tag]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Skull_Kid_(5e_Race)&diff=1066159Skull Kid (5e Race)2018-07-25T10:19:11Z<p>Cancelion: I think this works best</p>
<hr />
<div>{{Hyrule Header}}<br />
<br />
==Skull Kid==<br />
{{5e Image|float:right|https://zelda.gamepedia.com/media/zelda.gamepedia.com/thumb/0/0a/Skull_Kid_Artwork.png/359px-Skull_Kid_Artwork.png|[https://zelda.gamepedia.com/File:Skull_Kid_Artwork.png Source]}}<br />
===Physiology===<br />
The creation of a skull kid is shrouded in myth and mystery. As they dwell almost exclusively in forest depths, however, most myths revolve around this in some way. The most prevailing belief is that when {{5h|Race|Hylian}} children or {{5h|Race|Kokiri}} become lost in woodlands and consequently perish within them, they are reborn or transformed into skull kids. Others believe skull kids are magically created by the [[Religion (Hyrule Supplement)#Great Deku Tree|Great Deku Tree]], much like {{5h|Race|Kokiri}} and {{5h|Race|Korok}}s. Even skull kids themselves are unsure; the earliest memory any one of them has is wandering the forest alone, inborn with knowledge and instincts comparable to any humanoid adolescent.<br />
<br />
Once created, a skull kid does not physically or mentally age. In body and mind, it is an early adolescent&mdash;comparable to a {{5h|Race|Hylian}} around age 10 or 11&mdash;for its entire life. There are no physically differences between males and females, but nonetheless most of them have a gender they identify with.<br />
<br />
In appearance, a skull kid resembles a thin scarecrow that stands a little under 4 feet tall. Indeed, its limbs, body, and even head appear to be comprised of animate straw, clay, or other common materials. Just like any living creature, removing or damaging these materials would cause the kid pain and injury. A skull kid's face features beady eyes that glow a color between yellow and red.<br />
<br />
It is commonly believed that skull kids are undead, but they react to magic and other phenomena as living creatures do.<br />
<br />
===Society===<br />
Most skull kids live in small groups of other skull kids, deep within dark woodlands and far away from most other cultures. These ones usually live playful lives among themselves, spending most of their time playing songs on instruments they have crafted, or playing tricks and games with one another. <br />
<br />
A minority of these skull kids manage to leave these forests to dwell among civilization. They are generally seen as aberrant by most other humanoids, but not subject to outright persecution like {{5h|c|Moblin}}s or other monsters. These "civilized" skull kids are often beggars, entertainers, or seekers of odd jobs, as their chaotic and childish nature makes traditional employment nigh impossible.<br />
<br />
===Skull Kid Traits===<br />
{{5e Racial Traits<br />
|summary=These cursed, magical children wander through forests for centuries, playing songs and tricks alike.<br />
|abilities=Your {{5a|dex}} and {{5a|con}} scores both increase by 1.<br />
|size=A typical skull kid is just under 4 feet tall. Your size is Small.<br />
|alignment=Skull kids follow no rules and no laws, and steal from others for fun. They have a strong tendency towards chaos, and a very minor tendency towards evil.<br />
|age=Created from cursed children, skull kids are "created" at the apparent age at which they will die. Although a skull kid doesn't age, one will rarely live beyond 200 years.<br />
|speed=Your base walking speed is 25 feet.<br />
|trait1=Eternal Youth<br />
|description1=You do not age, and are immune to any magical effect that would cause you to age.<br />
|trait2=Musical Savant<br />
|description2=You are proficient with one [[Tools (Hyrule Supplement)#Musical Instruments|musical instrument]] of your choice from fiddle, flute, horn, ocarina, maracas, or recorder.<br />
|trait3=Immutable<br />
|description3=Your twisted mind and body help you to resist subtle magic. When you make a saving throw against a spell or magic effect that doesn't inflict damage, you make the saving throw with {{5e|Advantage}}.<br />
|languages=You can speak, read, and write both Common and {{HyruleLanguage|Deku}}.<br />
|subrace=A skull kid can be either Free or Lost. Choose one of these subraces.<br />
}}<br />
<br />
====Free Skull Kid====<br />
A free skull kid may have wandered the forest for years, but managed to escape before the curse could take its full toll. Although this skull kid has been irrevocably changed, and retains few memories of its former life, it can still function in society as a sane individual.<br />
<br />
A free skull kid's face no longer resembles what it might have been in a former life, but hasn't been fully reshaped either. Instead, it usually appears to be a pitch-black void save for its eyes and lips, or occasionally something resembling a scarecrow.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of either your {{5a|wis}} score or {{5a|cha}} score increases by 1.<br />
|trait1=Navigator<br />
|description1=You are proficient in the {{5s|Survival}} skill. You have {{5e|Advantage}} on {{5a|wis}} ({{5s|Survival}}) checks to navigate or avoid becoming lost.<br />
|trait2=Woodland Weapons<br />
|description2=You are proficient with [[Weapons (Hyrule Supplement)#Weapons|blowgun]]s, {{5e|Club}}s, and {{5h|e|Slingshot}}s. If you would otherwise become proficient with one of these weapons you instead gain a +1 bonus on damage rolls with it.<br />
|trait3=Fleet of Foot<br />
|description3=Your base walking speed increases to 30 feet.<br />
}}<br />
<br />
====Lost Skull Kid====<br />
:''This subrace assumes use of the [[Hyrule (5e Campaign Setting)#Magic Points|magic points]] and [[Hyrule (5e Campaign Setting)#Stamina Points|stamina points]] rules of the [[Hyrule (5e Campaign Setting)|Hyrule]] campaign setting.''<br />
A lost skull kid is one who has accepted the forest's curse, and likely has spent over a century in the forest that cursed it&mdash;if it ever even escaped. One such as this has become at least partially insane, but adapted to living alone among woodlands. <br />
<br />
A lost skull kid's face no longer resembles what it might have been in a former life, instead being fully recreated into something bizarre and twisted. Some have fangs, others have duck-like bills, and more still resemble scarecrows, but none seem to resemble any known living creature.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your choice of either your {{5a|dex}} score or your {{5a|con}} score increases by an additional 1.<br />
|trait1=Insanity<br />
|description1=Your state of mind is fragile, but erratic. You have a -2 penalty on all {{5a|wis}} saving throws, but you can't be {{5c|Charmed}} or {{5c|Frightened}}.<br />
|trait2=Magic Adept<br />
|description2=Mysteries of the forest give you supernatural energy. Your [[Hyrule (5e Campaign Setting)#Magic Points|magic point]] maximum increases by 2.<br />
|trait3=Skull Magic<br />
|description3=You know the ''{{5e|Druidcraft}}'' cantrip. You can cast {{5h|s|Conjure Marionettes}} at its lowest level by expending 2 [[Hyrule (5e Campaign Setting)#Magic Points|magic points]]. Starting from 3rd level, you can cast either {{5h|s|Conjure Marionettes}} or ''{{5e|Misty Step}}'' as a 2nd-level spell by expending 3 [[Hyrule (5e Campaign Setting)#Magic Points|magic points]]. Starting from 5th level, you can cast {{5h|s|Conjure Marionettes}} as a 3rd-level spell by expending 5 [[Hyrule (5e Campaign Setting)#Magic Points|magic points]].<br />
|trait4=Forest Survivor<br />
|description4=You have {{5e|advantage}} on {{5a|wis}} ({{5s|Survival}}) checks to find food or hunt animals in forests, jungles, swamps, or other areas of abundant flora.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{| class="5e" style="text-align: left;"<br />
! Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3′ 4" || +2d6 || 20 lb. || &times; (1d2) lb.<br />
|}<br />
{{clear}}<br />
----<br />
{{5e Races Breadcrumb}}<br/><br />
{{Hyrule|Race}}<br />
{{Copyright Disclaimer|franchise=The Legend of Zelda|owner=Nintendo}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Small Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Skull Kid Tag]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Feats_(Hyrule_Supplement)&diff=1065612Feats (Hyrule Supplement)2018-07-24T06:30:03Z<p>Cancelion: Undo revision 1065585 by Crono19d (talk); doesn't seem to be what the feat intended</p>
<hr />
<div>{{Hyrule Header}}<br />
<center>''This content is intended for the [[Hyrule (5e Campaign Setting)|Hyrule]] campaign setting and the variant rules it uses. The feats on this page are intended to replace the feats available in the Player's Handbook.''</center><br />
<br />
<br />
A feat represents a talent or competence that gives a character extraordinary capabilities. It embodies training, experience, and abilities beyond what a class provides.<br />
<br />
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, a feat might require you you to have a {{5a|str}} of 13 or higher. If your Strength is reduced below 13 somehow&mdash;perhaps by a withering curse&mdash;you can't benefit from that feat until your Strength is restored. You can take each feat only once, unless the feat’s description says otherwise.<br />
<br />
There are two main ways to gain a feat, though your DM may allow additional options.<br />
<br />
;Gaining a feat at 1st level<br />
At character creation only, you can choose to decrease four of your ability scores by 1 each to gain a feat of your choice. This sacrifice represents a deficiency in other areas of your life spent dedicated to training and experience to master the feat you choose. The scores you choose to decrease are subject to two restrictions:<br />
#You must choose four different ability scores to decrease, and cannot decrease the same ability score multiple times. <br />
#If you are of a race that grants a bonus of 2 or higher to an ability score, you must choose any or all ability scores that your race increases by more than 1. For example, due to his or her race, a {{5h|Race|Zora}} has +2 {{5a|wis}}, so if using this option a zora must choose to decrease {{5a|wis}} in addition to three other ability scores.<br />
<br />
;Gaining a feat at later levels<br />
At certain levels, your class gives you the Ability Score Improvement feature. You can forgo taking that feature to take a feat of your choice instead. <br />
==General Feats==<br />
===[[All-Nighter (5e Feat)|All-Nighter]]===<br />
You have mastered an ancient and infamous form of sleep deprivation. You gain the following benefits:<br />
* Increase your {{5a|con}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You never need to sleep. You can complete and gain the benefits of a {{5e|Long Rest}} while remaining conscious throughout.<br />
* Magic can't render you {{5c|Unconscious}}. You otherwise have {{5e|Advantage}} on any ability checks and saving throws made to avoid falling {{5c|Unconscious}}.<br />
* Unless your eyes are damaged, you have no need to blink. You have {{5e|Advantage}} on saving throws to avoid being {{5c|Blinded}}.<br />
<br />
===Ambusher===<br />
You are well-trained in guerilla warfare. You gain the following benefits:<br />
* When you attack a creature that is {{5e|Surprise}}d, you gain +2 bonus on the attack roll.<br />
* You add a +2 bonus to your {{5e|Initiative}} rolls.<br />
* You can't be {{5e|Surprise}}d while you are conscious.<br />
* Other creatures don't gain {{5e|Advantage}} on attack rolls against you as a result of being hidden from you.<br />
<br />
===Climate Resistance===<br />
Through repeated and prolonged exposure to either heat or cold, you have built up a powerful tolerance to temperature extremes and harsh environments. Your {{5a|con}} score increases by 1, but does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability. You also gain one of the following benefits:<br />
* You have {{5e|Damage Resistance|resistance}} to cold damage. You can easily endure environments of extreme cold.<br />
* You have {{5e|Damage Resistance|resistance}} to fire damage. You can easily endure environments of extreme heat.<br />
<br />
===Evasive Footwork===<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/c39jsku.png<br/>[https://zelda.gamepedia.com/File:LA_Link_02.png Source]</center></div><br />
''Prerequisite: {{5a|dex}} 13 or higher''<br/><br />
You have learned to nimbly weave through melee combat without exposing yourself. You gain the following benefits:<br />
* The first 5 feet you move on your turn never provokes {{5e|Opportunity Attack}}s.<br />
* When you use your action to {{5e|Dash Action|Dash}}, your movement does not provoke {{5e|Opportunity Attack}}s until the end of your turn.<br />
* When you are hit with a melee attack, you can use your {{5e|Reactions|reaction}} to move up to your speed without provoking {{5e|Opportunity Attack}}s from that creature. If you do so, you cannot move again until after the end of your next turn.<br />
<br />
===Fated===<br />
The gods have already decided your fate. Whenever you finish a {{5e|Long Rest}}, the DM rolls a d20 in secret. Until you next finish a long rest, anytime you make an ability check, attack roll, or saving throw and the d20 lands on a 2 or a 3, the result is replaced with the result the DM rolled earlier. You can discern a degree of success or failure for each replaced roll, but never gain knowledge of the exact number of your fated roll.<br />
<br />
===Foe Hunter===<br />
With study, practice, and perhaps a grudge, you have learned to excel at tracking and defeating your chosen quarry. Choose a {{5e|Creatures#Types|creature type}} from aberrations, beasts, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You can elect to instead choose two humanoid races (such as [[:Category:Moblin Tag|moblin]]s and [[:Category:Lizalfos Tag|lizalfos]]). You gain the following benefits:<br />
* In the first round of any combat, you have {{5e|Advantage}} on attack rolls against your chosen foe.<br />
* You have {{5e|Advantage}} on {{5a|wis}} ({{5s|Survival}}) checks made to track your chosen foe, and any {{5a|int}} checks made to recall lore about them.<br />
* When you are targeted by an attack from your chosen foe, you can use your {{5e|Reaction}} to impose {{5e|Disadvantage}} on the attack roll.<br />
* You have a +2 bonus on any saving throw forced on you by your chosen foe.<br />
<br />
===[[5e SRD:Feats#Grappler|Grappler]]===<br />
''Prerequisite: {{5a|str}} 13 or higher''<br/><br />
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:<br />
*You have {{5e|Advantage}} on attack rolls against a creature you are {{5e|Melee Attacks#Grappling|grappling}}.<br />
*You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both {{5c|Restrained}} until the grapple ends.<br />
<br />
===Hearty===<br />
Whether through intentional training or pure luck, you always seem to cling to consciousness even when you are at death's door. You gain the following benefits:<br />
* Increase your {{5a|con}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* When you are reduced from full {{5e|Hit Points}} to 0 {{5e|Hit Points}}, but not killed outright, you are reduced to 1 hit point instead. You must complete a {{5e|Short Rest|short}} or {{5e|Long Rest}} before this feature can be used again.<br />
* When you finish a {{5e|Long Rest}}, you gain {{5e|Temporary Hit Points}} equal to your proficiency bonus plus your {{5a|con}} modifier.<br />
<br />
===Impostor===<br />
You have developed impeccable mimicry and acting ability, and gain the following benefits:<br />
* Increase your {{5a|cha}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking. or heard the creature make the sound, for at least 1 minute. A successful {{5a|wis}} ({{5s|Insight}}) check contested by your {{5a|cha}} ({{5s|Deception}}) check allows a listener to determine that the effect is faked.<br />
* You have {{5e|Advantage}} on {{5a|cha}} checks made to pass yourself off as a different creature.<br />
* You gain proficiency with the [[Tools (Hyrule Supplement)#Professional Tools|disguise kit]]. If you are already proficient, or later would gain proficiency a second time, you instead gain [[Hyrule (5e Campaign Setting)#Expertise|expertise]] with the [[Tools (Hyrule Supplement)#Professional Tools|disguise kit]].<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/GneJ48c.png<br/>[https://zelda.gamepedia.com/File:TP_Link_and_Epona_Artwork.png Source]</center></div><br />
===Leaper of Roc===<br />
You have trained your capability to jump to the extremes. You gain the following benefits: <br />
* Increase your {{5a|str}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* When determining how far or high you can {{5e|Jumping|jump}}, your {{5a|str}} score is doubled. You make every jump as though you had a running start of 10 feet.<br />
* You have {{5e|Advantage}} on any ability check made to jump.<br />
* You can perform a single long jump or high jump in place of your normal movement. This movement still provokes {{5e|Opportunity Attack}}s, but may enable you to ignore {{5e|Difficult Terrain}} or other hazards more easily.<br />
* While you aren't {{5c|Incapacitated}}, you have {{5e|Damage Resistance|resistance}} to damage incurred from {{5e|Falling}}.<br />
<br />
===Magic Container===<br />
''Prerequisite: Spellcasting feature''<br/><br />
You are able to store magic power more efficiently than others, and gain the following benefits:<br />
* When you gain this feat, add half your level (rounded down) to your [[Hyrule (5e Campaign Setting)#Magic Points|magic point]] maximum. Your magic point maximum increases by 1 at every even-numbered level you gain after this.<br />
* When you complete a {{5e|Short Rest}} and have 2 or fewer magic points remaining, you regain a number of [[Hyrule (5e Campaign Setting)#Magic Points|magic points]] equal to your proficiency bonus.<br />
===Martial Artist===<br />
You have mastered the esoteric art of fighting unarmed. You gain the following benefits:<br />
* You can roll a d6 in place of the normal damage of your {{5e|Unarmed Strike}}. This kind of unarmed strike is considered a [[Weapons (Hyrule Supplement)#Weapon Properties|light weapon]] for the purpose of [[Hyrule (5e Campaign Setting)#Revised Two-Weapon Fighting|two-weapon fighting]].<br />
* You can substitute your {{5a|dex}} modifier for your {{5a|str}} modifier on attack and damage rolls with unarmed strikes.<br />
* When you hit a creature with an unarmed strike on your turn, you can use a {{5e|Bonus Action}} to attempt to {{5e|Melee Attacks|grapple}} the target.<br />
* When you are unarmed and both of your hands are free, you add a +1 bonus to your AC.<br />
<br />
===Medic===<br />
You are trained and knowledgeable in treating injuries on the field of battle, and other dire situations. You gain the following benefits:<br />
* You gain proficiency in your choice of either the {{5s|Medicine}} skill or the [[Tools (Hyrule Supplement)#Professional Tools|apothecary's kit]]. If you are already proficient in both of these, you can instead gain proficiency in any [[Tools (Hyrule Supplement)|tool]] of your choice.<br />
* When you use your action to successfully {{5e|Dropping to 0 Hit Points#Stabilizing a Creature|stabilize a dying creature}}, that creature also regains 1 {{5e|Hit Points|hit point}}.<br />
* When you complete a {{5e|Short Rest}}, you can treat your wounds and those of nearby creatures resting with you. When an affected creature rolls Hit Dice to restore hit points at the end of this rest, it can add your {{5a|wis}} or {{5a|int}} modifier to the roll instead of its {{5a|con}} modifier.<br />
<br />
===Mounted Warrior===<br />
You are a dangerous foe to face while mounted. While you are mounted and aren't {{5c|Incapacitated}}, you gain the following benefits:<br />
* You have {{5e|Advantage}} on {{5a|str}}-based melee attack rolls against any unmounted creature that is smaller than your mount.<br />
* You can force an attack targeted at your mount to target you instead.<br />
* If your mount is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.<br />
<br />
===Night Seer===<br />
You have spent many years honing your eyes to perceive clearly in darkness or areas of limited vision, and gain the following benefits:<br />
* Increase your {{5a|wis}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* {{5e Darkvision}}<br />
* You treat any [[5e SRD:Vision and Light|lightly obscured]] area as if it wasn't obscured.<br />
* Other creatures don't gain {{5e|Advantage}} on attack rolls against you as a result of being hidden from you.<br />
{{clear}}<br />
===Paragon===<br />
You have spent countless hours honing your mind or body to new peaks not often attainable by mere mortals. Choose one ability score. Your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for your chosen ability increases by 2.<br />
<br />
===Pegasus===<br />
You are exceptionally swift on your feet. You gain the following benefits:<br />
* Your base walking speed increases by 10 feet.<br />
* The distance of your {{5e|Jumping|long jump}} increases by 5 feet if you have a running start.<br />
* When you make a melee attack against a creature, you don't provoke {{5e|Opportunity Attack}}s from that creature for the rest of the turn, whether you hit or not.<br />
* If you use your action to {{5e|Dash Action|Dash}}, you can use a {{5e|Bonus Action}} to make one melee weapon attack or to {{5e|Melee Attacks|shove}} a creature. If you move at least 10 feet in a straight line immediately before taking this {{5e|Bonus Action}}, you can {{H|A greatsword for example would deal 3d6 damage instead of 2d6.|roll one extra damage die}} for a {{5a|str}}-based weapon attack if you hit with it, or gain {{5e|Advantage}} on the {{5a|str}} ({{5s|Athletics}}) check.<br />
<br />
===Perceptive===<br />
You are quick to notice details in your environment, and analyze visible phenomenon with relative ease. You gain the following benefits:<br />
* Increase your {{5a|int}} or {{5a|wis}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.<br />
* You have a +5 bonus to your passive {{5a|wis}} ({{5s|Perception}}) and passive {{5a|int}} ({{5s|Investigation}}) scores.<br />
* You have {{5e|Advantage}} on sight-based {{5a|wis}} ({{5s|Perception}}) and {{5a|int}} ({{5s|Investigation}}) checks.<br />
<br />
===[[Powerlifter (5e Feat)|Powerlifter]]===<br />
''Prerequisite: {{5a|str}} 13 or higher''<br />
<br />
You have trained to lift weights and push your physical limits. You gain the following benefits:<br />
*Increase your {{5a|str}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
*The weight you can push, drag, or lift is doubled. Your carrying capacity or encumbrance is similarly doubled, unless you already benefit from an effect which doubles it.<br />
*You have {{5e|Advantage}} on all {{5a|str}} checks made to push, drag, or lift objects.<br />
*You have {{5e|Advantage}} on all {{5a|str}} ({{5s|Athletics}}) checks to avoid being shoved or {{5c|Grappled}}.<br />
<br />
===Reactionary===<br />
''Prerequisite: Stamina Meter feature''<br/><br />
You have learned how to react faster than most can think, and this carries over to your combat capabilities. You gain the following benefits:<br />
* Every round you can take one additional {{5e|Reactions|reaction}} by expending 2 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina points]]. You can still only take one readied action each round.<br />
* When you make a {{5a|dex}} saving throw, you can gain {{5e|Advantage}} on it by expending 2 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina points]] before you make the roll.<br />
* When you make an {{5e|Initiative}} roll, you can gain {{5e|Advantage}} on it by expending 4 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina points]] before you make the roll.<br />
<br />
===Sheikah Yogi===<br />
You have mastered ancient sheikah arts of focus and self-preservation. You gain the following benefits:<br />
* Increase your {{5a|con}} or {{5a|wis}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability. <br />
* You have a +2 bonus on all saving throws made to maintain {{5e|Concentration}}, and on saving throws made against disease.<br />
* You know the spell {{5h|s|Sheikah Meditation}}. As an action, you can cast it on yourself without expending [[Hyrule (5e Campaign Setting)#Magic Points|magic points]]. {{5a|wis}} is your casting ability for this spell.<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/7qclE8y.png<br/>[https://zelda.gamepedia.com/Spin_Attack Source]</center></div><br />
===Spellcasting Adept===<br />
Your [[Hyrule (5e Campaign Setting)#Magic Points|magic point]] maximum increases by 2.<br />
<br />
Choose a class and subclass from [[Hyrule: Researcher (5e Class)|researcher]] or [[Hyrule: Sage (5e Class)|sage]]. You learn two cantrips of your choice from that subclass's [[Spells (Hyrule Supplement)#Spell List|spell list]]. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level by expending 2 magic points.<br />
<br />
Your spellcasting ability for these spells depends on the class you chose: {{5a|int}} for researcher, or {{5a|wis}} for sage.<br />
<br />
===Tough as Nails===<br />
When you gain this feat, all of your Hit Dice increase in size by one step, and your {{5e|Hit Points}} increase by an amount equal to your level. Whenever you gain Hit Dice and hit points after this, your newly gain Hit Die is treated as though it was one size larger. You cannot increase a Hit Die above d12.<br />
<br />
{| class="5e"<br />
! Normal<br/>HD !! Enhanced<br/>HD<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d4 || style="text-align: center;"| d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d6 || style="text-align: center;"| d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d8 || style="text-align: center;"| d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d10 || style="text-align: center;"| d12<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d12 || style="text-align: center;"| d12<br />
|}<br />
<br />
===Vessel of Stamina===<br />
''Prerequisite: Stamina Meter feature''<br/><br />
You are a paragon of athletic endurance, and gain the following benefits:<br />
* When you gain this feat, add half your level (rounded down) to your [[Hyrule (5e Campaign Setting)#Stamina Points|stamina point]] maximum. Your stamina point maximum increases by 1 at every even-numbered level you gain after this.<br />
* As a {{5e|Bonus Action}}, you can expend 1 stamina point to take the {{5e|Dash Action|Dash}} action.<br />
* You have {{5e|Advantage}} on {{5a|con}} saving throws and ability checks to push your body to the extremes of athletic stamina over an abnormally long period of time, such as running a marathon or climbing a mountain.<br />
<br />
===Whirling Blade===<br />
''Prerequisite: Extra Attack feature''<br/><br />
After much effort and training, you have mastered the esoteric martial technique referred to by some as the spin attack. You gain the following benefits:<br />
* As an action, you can make one melee weapon attack against any or all creatures within 5 feet of you. If you hit a swarm with this attack, it does not resist the damage you deal.<br />
* You can expend 6 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina points]] or 3 [[Hyrule (5e Campaign Setting)#Magic Points|magic points]] to either perform two Whirling Blade attacks with one action, or increase its range to 10 feet.<br />
* When you use your action to break free from being {{5c|Grappled}} or {{5c|Restrained}}, you spin your body in such a way that you gain {{5e|Advantage}} on any ability check or saving throw to escape.<br />
{{clear}}<br />
==Mastery Feats==<br />
Feats in this section primarily grant proficiency.<br />
<div class="externalimage-holder" style="width:20%;float:right"><center>http://i.imgur.com/yjtbHxJ.png<br/>[https://zelda.gamepedia.com/File:BotW_Phantom_Armor_Concept_Artwork.png Source]</center></div><br />
===Library of Knowledge===<br />
You have studied and retained more book-borne knowledge than should be humanly possible, and gain the following benefits:<br />
* Increase your {{5a|int}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency in any any two of following skills: {{5s|Arcana}}, {{5s|History}}, {{5s|Medicine}}, {{5s|Nature}}, and {{5s|Religion}}. You can replace any or all of these skills with proficiency in an equal number of [[Tools (Hyrule Supplement)|tools]].<br />
* You can accurately remember anything you've read in the past month. Even if it was in a language you didn't understand, you can reproduce the characters or runes you saw.<br />
<br />
===Master of Bombs===<br />
''Prerequisite: Proficiency with at least one martial weapon''<br/><br />
You gain the following benefits:<br />
* Increase your {{5a|str}} or {{5a|dex}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency with [[Bomb, Hyrulean (5e Equipment)|bombs]], including [[Bombchu (5e Equipment)|bombchu]] and other explosive weapons.<br />
<br />
===Master of Armor===<br />
You have trained extensively with armor. Choose two of the following benefits. You gain those two benefits.<br />
* Increase your {{5a|str}}, {{5a|dex}}, or {{5a|con}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency with light armor.<br />
* You gain proficiency with medium armor, and with shields (but not {{5h|e|Heavy Shield}}s). To choose this option, you either must have been proficient with light armor before you gained this feat, or must gain proficiency with light armor as one of the two benefits from this feat.<br />
* If you are proficient with medium armor, or become proficient with it due to this feat: you gain proficiency with heavy armor, and with all shields. To choose this option, you must have been proficient with medium armor before you gained this feat, or must gain proficiency with medium armor as one of the two benefits from this feat.<br />
You can gain this feat multiple times.<br />
<br />
===Master of Rods===<br />
You gain the following benefits:<br />
* Increase your {{5a|int}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency with {{5h|e|Fire Rod}}s, {{5h|e|Ice Rod}}s, and {{5h|e|Lightning Rod}}s.<br />
<br />
===Master of Skills===<br />
You gain proficiency with a combination of any three {{5e|Skills}} or [[Tools (Hyrule Supplement)|tools]] of your choice.<br />
<br />
===Master of Weapons===<br />
You gain the following benefits:<br />
* Increase your {{5a|str}} or {{5a|dex}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency with all simple weapons, or any combination of four simple or martial weapons of your choice.<br />
<br />
===Resilience===<br />
Choose one ability score. You gain the following benefits:<br />
* Increase the chosen ability score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency in saving throws using the chosen ability.<br />
* If you chose {{5a|int}}, your heightened mental resilience also gives {{5e|Advantage}} on saving throws against the {{5c|Charmed}} and {{5c|Frightened}} conditions.<br />
{{clear}}<br />
<br />
==Expertise Feats==<br />
The feats in this section primarily grant [[Hyrule (5e Campaign Setting)#Expertise|expertise]] in at least one tool or skill.<br />
<br />
===Aggressor===<br />
You are unnaturally eager to take out your aggression on your enemies, and gain the following benefits:<br />
* As a {{5e|Bonus Action}}, you can move up to half your speed directly towards a hostile creature you can see or hear.<br />
* You gain proficiency in the {{5s|Intimidation}} skill. If you are already proficient, or would gain proficiency a second time, you instead gain [[Hyrule (5e Campaign Setting)#Expertise|expertise]] in {{5s|Intimidation}}.<br />
<br />
===Beast Kin===<br />
You have an unusually strong bond with animals, and can even converse with them as easily as humanoids converse with another. You gain the following benefits:<br />
* You gain proficiency in the {{5s|Animal Handling}} skill. If you are otherwise proficient, or would later gain proficiency a second time, you instead gain [[Hyrule (5e Campaign Setting)#Expertise|expertise]] in {{5s|Animal Handling}}.<br />
* You know the ''{{5e|Speak with Animals}}'' spell, and can cast it without expending [[Hyrule (5e Campaign Setting)#Magic Points|magic points]].<br />
<br />
===Expert===<br />
You have trained and studied to be the very best, like no one ever was. Choose one {{5e|Skills|skill}} or one [[Tools (Hyrule Supplement)#Professional Tool|professional tool]] in which you are proficient. You gain the following benefits:<br />
* You gain [[Hyrule (5e Campaign Setting)#Expertise|expertise]] in the skill or tool you chose.<br />
* If you chose a professional tool, the {{5s|Medicine}} skill, or an {{5a|int}}-based skill, increase your {{5a|int}} score by 1 if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* When you make an ability check with the chosen skill or tool and the d20 lands on a 1 or 2, you can roll again and use the new result.<br />
<br />
===Masterful Artisan===<br />
''Prerequisite: Proficiency with an [[Tools (Hyrule Supplement)#Artisan's Tools|artisan's tool]]''<br/><br />
Whether by natural talent or exceptional training, you are abnormally talented with tools. Choose one [[Tools (Hyrule Supplement)#Artisan's Tools|artisan's tool]] with which you are proficient. You gain the following benefits:<br />
* Increase your {{5a|int}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain [[Hyrule (5e Campaign Setting)#Expertise|expertise]] in the chosen tool.<br />
* When you use your chosen tool to craft an item as a downtime activity, you make progress per day in 100 rupee increments instead of 50 rupee increments.<br />
* When you use your chosen tool to make a living during a downtime activity, you make double the amount of rupees you otherwise would.<br />
* If an item has been damaged by rust, fractures, or other repairable damage, you can flawlessly repair that item as part of a {{5e|Short Rest}} if you have access to appropriate tools. You can do this even if you aren't proficient with the appropriate tools.<br />
<!-- ===Masterful Musician===<br />
''Prerequisite: Proficiency in at least one [[Tools (Hyrule Supplement)#Musical Instrument|musical instrument]]<br />
<br />
Through legendary talent or unending practice, your skill in the art of music is unrivaled. You gain the following benefits:<br />
* Increase your {{5a|cha}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You have [[Hyrule (5e Campaign Setting)#Expertise|expertise]] in all [[Tools (Hyrule Supplement)#Musical Instrument|musical instruments]] you are proficient.<br />
* If you make a {{5a|cha}} ({{5s|Performance}}) check focused around you performing with a musical instrument with you are proficient, you make the check with {{5e|Advantage}}.<br />
* When you use a musical instrument to make a living during a downtime activity, you make double the amount of rupees you otherwise would.<br />
--><br />
{{clear}}<br />
==Weapon and Shield Feats==<br />
The feats in this section primarily improve your capabilities with a type of weapon or a type of shield with which you are already proficient.<br />
<br />
===[[Ricochet Master (5e Feat)|Boomeranger]]===<br />
You gain the following benefits when you throw a weapon with the [[Weapons (Hyrule Supplement)|returning]] property:<br />
* The weapon returns to you even if you hit your target.<br />
* There are no space requirements. The weapon returns to you even if there are obstructions near the target.<br />
* Being within 5 feet of a hostile creature doesn't impose {{5e|Disadvantage}} on your ranged attack rolls with a weapon that has the returning property.<br />
* Attacks made by a weapon that has the returning property ignore {{5e|Cover|half cover}} and {{5e|Cover|three-quarters cover}}.<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/Mt8Q67i.png<br/>[https://zelda.gamepedia.com/File:Oracle_Series_Link_Shield.png Source]</center></div><br />
===Ball and Chain Soldier===<br />
''Prerequisite: Proficiency with the {{5h|e|Ball and Chain}}''<br/><br />
You have trained to notorious levels of skill and power with the fearsome weapon known as the {{5h|e|Ball and Chain}}. You gain the following benefits:<br />
* Increase your {{5a|str}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You master wide, sweeping attacks with the ball and chain. When you wield one it has a reach of 10 feet instead of 5 feet.<br />
* You can use the weapon's bulk as an improvised shield. While wielding a ball and chain in two hands, you add a +1 bonus to your AC.<br />
* If you use your action to throw a ball and chain a distance of 20 feet or less, you can maintain a grip on the chain. While you maintain this grip, you can use your interaction for the turn to hurl the thrown weapon back to your space. Alternatively, you can use your normal movement to move to where the weapon landed. In either case you are considered to be wielding the thrown weapon again.<br />
<br />
===[[Deft Aegis (5e Feat)|Deft Aegis]]===<br />
''Prerequisite: Proficiency with {{5e|Shield (Armor)|shield}}s''<br/><br />
Your familiarity with shields allows you to handle them with an ease others envy. You gain the following benefits:<br />
* You can don or doff a shield (but not a {{5h|e|Heavy Shield}}) as if you were drawing or stowing a weapon, rather than as an action.<br />
* You can hold or grasp an item with an arm that's wearing a shield (but not a heavy shield). You can't make attacks using anything you're grasping with this arm.<br />
* When making ranged attacks using a one-handed weapon and wearing a shield (but not a heavy shield), you are considered to have a hand free for the purposes of both the Ammunition and Loading weapon properties.<br />
* You know just how to maneuver your shield to help you in sticky situations. Whenever you make an ability score contest to avoid being shoved or grappled, you may use your reaction to move your shield in the way, adding a +2 bonus to the check.<br />
<br />
===Dual-Wielding Ace===<br />
You have mastered the art of [[Hyrule (5e Campaign Setting)#Revised Two-Weapon Fighting|two-weapon fighting]]. You gain the following benefits while you wield a separate weapon in each hand:<br />
* You gain a +1 bonus to your AC.<br />
* You can add your ability modifier to the damage of the attack you make as a {{5e|Bonus Action}}.<br />
* When you use the {{5e|Attack Action|Attack}} action and land a {{5e|Attack Rolls|critical hit}} with at least one attack, you gain {{5e|Advantage}} on the attack roll you make as a {{5e|Bonus Action}}.<br />
<br />
===Perfect Guard===<br />
''Prerequisite: {{5a|dex}} 13 or higher''<br/><br />
While you are wielding a [[Weapons (Hyrule Supplement)|finesse weapon]] or a [[Armor (Hyrule Supplement)|shield]] with which you are proficient and another creature hits you with a melee attack, you can use your {{5e|Reactions|reaction}} to add your proficiency bonus to your AC for that attack, potentially causing it to miss you.<br />
<br />
If you use this reaction against a ranged weapon attack that deals bludgeoning damage, and the attack misses you, you can redirect the attack back at who sent it as part of this same reaction. Make a ranged attack roll against the target, adding your {{5a|dex}} bonus but not your proficiency modifier. On a hit, damage for the attack is rolled as normal, using the original attacker's ability modifiers and features.<br />
<br />
===Titan Fighter===<br />
''Prerequisite: Small or Medium size, and 13 {{5a|str}} or higher''<br/><br />
<!-- {{5e Image|float:right|https://hydra-media.cursecdn.com/zelda.gamepedia.com/thumb/8/8a/Phantom_Ganon_Sword_Wield.png/234px-Phantom_Ganon_Sword_Wield.png|[https://zelda.gamepedia.com/File:Phantom_Ganon_Sword_Wield.png Source]}} --><br />
You've trained extensively to battle with weapons built for creatures larger than you. If you are Small, you gain the following benefits:<br />
* Your {{5a|str}} score increases by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability. <br />
* You can wield weapons as if you were of Medium size. <br />
* Your size is considered Medium for the purpose of {{5e|Melee Attacks#Grappling|grappling}}.<br />
<br />
If you are Medium, you instead only gain the following benefit:<br />
* You can wield [[Weapons (Hyrule Supplement)#Weapons of Unusual Size|unusually sized weapons]] as if your size was Large.<br />
<br />
{{clear}}<br />
----<br />
{{Hyrule}}<br />
[[Category:Supplement]]<br />
[[Category:Feat]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Old_One%27s_Bone_(5e_Equipment)&diff=1064115Old One's Bone (5e Equipment)2018-07-16T07:54:18Z<p>Cancelion: Little fixes all around</p>
<hr />
<div>{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Old One's Bone<br />
|type=Weapon<br />
|subtype=[[5e_SRD:Quarterstaff|quarterstaff]]<br />
|rarity=legendary<br />
|attunement=requires attunement by a creature of chaotic neutral alignment <br />
|description= This quarterstaff is a long gray bone that emits a chilling aura. Along its length run veins of dark, softly glowing energy. It can be wielded as a magical quarterstaff that grants a +2 bonus to attack and damage rolls made with it.<br/><br />
'''''Of the Void.''''' ''The Old One's Bone'' comes from the void. Anyone who attunes to it finds their skin turning a rough, deep gray, and their eyes a sickly yellow with an unearthly luminescence to them. Your canines sharpen into fangs and, perhaps most alarmingly, your heart stops beating: your body becomes icy cold as blood stops running in your veins, yet you are perfectly capable of functioning like a living being. Attuning to the quarterstaff grants you 120 feet of {{5e|darkvision}} and allows you to see in magical darkness.<br/><br />
'''''Peacefully Empty.''''' Anyone who wields this eldritch wonder seizes being a living creature from the moment they attune to it, and remain so until they give it up. They become a creature of the void, a horror far removed from mortal experience. While attuned to the quarterstaff, you are immune to being {{5c|charmed}}, {{5c|frightened}}, and {{5c|blinded}}.<br />
<br />
<br />
}}<br />
|<br />
<div class="externalimage-holder" style="width:95%;float:right;">{{5e Image|float:right|https://i.pinimg.com/736x/d1/75/b1/d175b10a33a7f8b12ab367604238f56b--character-concept-character-art.jpg|[https://www.deviantart.com/zeenchin/art/Kong-The-Monk-508561844 Source]}}</div><br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]][[Category:User]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Ancient_Cultist_(5e_Background)&diff=1061503Ancient Cultist (5e Background)2018-07-06T09:50:19Z<p>Cancelion: Fixed some grammar and formatting, and added more fluff</p>
<hr />
<div>== Ancient Cultist ==<br />
<br />
You are part of a cult that follows an elder god, an ancient monstrosity or another such entity. You were either born into the cult's fold or joined later in life for one reason or another. For whatever reason, you've chosen to leave your former allies behind. Perhaps you can't stand what your "family" has done and what you've been made to do, and have decided to leave that life behind, or at least are trying to. On the other hand, perhaps you have set out on a private mission, received from the cult or directly from your god and you are willing to do everything in your power to finish it.<br />
<br />
Choose an elder god from those that exists within the world, or create one for your cultist to follow. Work with your GM to fashion and detail the cult, its practices and members, and seek to incorporate it into the world in a natural and logical way.<br />
<br />
'''Skill Proficiencies:''' [[5e SRD:Arcana Skill|Arcana]], [[5e SRD:Religion Skill|Religion]]<br />
<br />
'''Tool Proficiencies:''' Torturer's kit<br />
<br />
'''Languages:''' Deep Speech<br />
<br />
'''Equipment:''' A set of traveler's clothes, your cult’s identification mark, a marked dagger, and a pouch containing 10 gp<br />
<br />
=== Feature: One of the Family ===<br />
<br />
Thanks to your long affiliation with your cult, you can easily identify members of other cults that follow an esoteric entity like that of yours. This does not mean that you are held in high standing with such cults: the field of hidden worship is often a competitive one, and an adherent of one creed might stand in bloody opposition to a faithful of another. Nonetheless, you have insight into the nature of hidden religions and can usually recognize the basic features of any given cult.<br />
<br />
=== Suggested Characteristics ===<br />
<br />
Cultists are very much molded by the experiences they've faced within their own cult. Although many such cults are secretive and adherents don't speak publicly of their strange faith, cults tend to snake their way into all areas of a cultist's life. This influence, and the kind of personality it breeds, tends to linger long after a person has left the fold. Not all cultists are bad people, just as not all cults are inherently bad - but they do tend to be secretive, suspicious and even paranoid.<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d8 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My past still haunts me in my dreams. I often wake up screaming or do not sleep at all.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I anger quickly and I am prone to violent tantrums when someone tries to control me or give me orders.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Being a pawn in someone else’s game left me with an inability to make choices of my own. I am indecisive.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I am having second thoughts about having left the cult. I am afraid I could easily return to my old ways given the right circumstances.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Boundaries were violated time and time again in the cult until I lost sense of which boundaries were appropriate. I often behave inappropriately or in a seemingly random manner.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Constant feelings of shame, helplessness and inferiority make me change my mood at a moment’s notice. I suffer from mood swings or sudden emotional breakdowns.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || I feel immense guilt over my past actions and welcome suffering as my atonement. I have little or no regard for my personal health.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || Every day I expect to get a knife in my gut and I see vengeful assassins in every shadow. I am paranoid or suspicious of others.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Protective.''' Dark cults trifle with powers that are beyond their understanding or control. Those fools must be stopped. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Nihilist.''' What’s the point of anything? People are insignificant and their struggle is futile. (Neutral)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Repentant.''' I cannot possibly undo the wrongs I have done, but I can still try and atone. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Anarchist.''' Lives of men should not be ruled by anyone. No gods, no masters! (Chaotic)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || '''Faithful.''' While our cause is righteous, the cult's leaders are corrupt: I seek to follow my god's plans. (Any)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || '''Selfish.''' The world is doomed either way. Better make the most of it. (Evil)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || When I left the cult, I took one of its relics with me. For some strange reason, I cannot part with it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || They were supposed to be sacrificed, but I helped them escape. Now I feel responsible for them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || It breaks my heart to know that my close friend, lover or family member is still a loyal follower of the cult.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || The cult leader made me kill my old friend during the initiation. I have not forgotten that and I want revenge.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || I cannot stand by and watch as more children and youths get turned into mindless fanatics or are exploited for someone else's personal gain.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || No one must ever know about my involvement with the cult.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d6 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Sometimes, I hear voices in my head that command me to do terrible things. And sometimes, I give in.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I trance out and lose touch with reality. I am sometimes delusional or experience delirious states.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I take great solace in flagellation. The road to salvation is through blood and self-inflicted pain.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Before I left, I was given a task by my cult's deity or leader that I am yet to fulfill.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || While at the cult, they kept us on drugs. I am still heavily addicted and I will do anything to get a dose.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || I dread the idea of killing another sentient creature. I have already spilled enough blood.<br />
|}<br />
<br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Cervitaur_(5e_Race)&diff=1060203Cervitaur (5e Race)2018-07-02T08:26:05Z<p>Cancelion: Undo revision 1060112 by 122.60.89.110 (talk); returned to shorter lifespan - see discussion!</p>
<hr />
<div>==Cervitaur==<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://static.tumblr.com/1792207b009278d1bf3dd34fa0f52ae1/9pzfasx/oBAnza7pa/tumblr_static_cllnazs5k54w884s4gcscokk8.png|[http://brenna-ivy.tumblr.com/ A young cervitaur]}}<br />
<br />
Those who are familiar only with centaurs are quick to point out the similarities in resemblance between them and cervitaurs, but closer observation reveals an abundance of differences. Cervitaurs have the lower bodies of deer and the upper bodies of youthful humans: indeed, even an old cervitaur will still have the appearance of a man no older than twenty, and they rarely live twice that number. Cervitaurs are lithe creatures, quick on their hooves and flighty by nature. They are much lighter in coloration than most centaurs, both in the upper and lower parts of their bodies.<br />
<br />
The cervitaur race encompasses a variety of phenotypes: one population of cervitaurs might have longer fur, rougher character and resemble reindeer, while another will share the tiny frame and tusks of muntjacs. This makes it hard to make generalizations about cervitaur physiology, although the following usually hold true: males have imposing antler crowns, while females sport smaller, straighter antlers; they are herbivores and almost always ruminants; and they are relatively small, standing no taller than a human and often much shorter.<br />
<br />
More interesting than their physical characteristics are the minds of cervitaurs. Cervitaurs (at least those who have not been influence by other cultures) live in the moment. It is built into their very character. They express emotions - both positive and negative - in large, obvious ways. A cervitaur in love will woo the target of their affection constantly, and might hurt themselves if their love is not returned, while an angry cervitaur will concentrate only on hurting those who have angered them. But once the emotion is gone, it will rarely be returned to: cervitaurs hold no grudges, nor do they long remember lost loved ones.<br />
<br />
===History===<br />
Though they look like centaurs, cervitaurs actually hail from the Feywild. Indeed, they have more in common with the fey than any mundane race, in that while they have no natural arcane prowess, they possess a mind that's hard to comprehend to, say, a human. Cervitaurs have almost completely adapted to the material plane, to the point that they are nowadays quite rare in their native Feywild. Cervitaurs have no history as a race per se: they do not build nor have they ever built nations or empires, they feel no need to record their deeds or attempt to make themselves famous, and they rarely if ever consider the long run. They have little to show for the thousands of years of their existence in the material plane. This ties into their live-in-the-moment nature.<br />
<br />
Unfortunately, this lack of a need to assert themselves has led cervitaurs into being cruelly mistreated in many parts. Their mindset means that cervitaur bands respond to aggression with fierce resistance, but the moment the offender backs off, the cervitaurs do too. It's not that they forget: rather, they cease caring. This makes it easy for a tactical foe abusing this tendency to devastate cervitaur populations. Cervitaurs also possess a fairly low level of technology unless they live close to a more stable society. Their weaponry consists of little more than sharpened sticks, and they have no need of constructed dwellings.<br />
<br />
===Society===<br />
Cervitaur society is arranged by gender, although again this might vary by phenotype. Males usually live alone or in small gatherings, while females live in larger packs with the fawns. An interested male will approach a pack of females and attempt to court them. A male will usually court around three to five of the females at once. If their affections are returned, the male will live with the pack for a while. While in no way monogamous, a male cervitaur with children will frequent the packs that contain their young, and will protect them as best they can (and often sire more children at the same time).<br />
<br />
This only holds true for cervitaurs living solely with their own kind, however. Cervitaur populations that live near other races will quickly adopt any positive features of their cultures. These populations are a breeding ground for cervitaur adventurers, a line of work the cervitaur mindset is actually well suited for. Cervitaurs are present-moment-oriented, adaptive creatures with a penchant for moving in small parties - all qualities of the archetypal adveturer.<br />
<br />
===Cervitaur Names===<br />
Cervitaurs often take fey names and are content with just a first name, made possible by the small size of their populations.<br />
<br />
'''Male:''' Ailde, Eadan, Rònan, Odiane<br />
<br />
'''Female:''' Eimhir, Donella, Ellette, Liliana<br />
<br />
===Cervitaur Traits=== <!-- 6.5 --><br />
{{5e Racial Traits<br />
|summary=Creatures with hybrid bodies and transient minds.<br />
|abilities=Your {{5a|dex}} score increases by 2, and your {{5a|cha}} score increases by 1. <!-- 3 --><br />
|age= Cervitaurs mature in around 2 or 3 years and live up to be around 40 years old.<br />
|alignment=Tend toward neutrality.<br />
|size=Most cervitaurs stand 4 to 6 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 40 feet. <!-- 1.5 --><br />
|trait1={{5E|Darkvision}} <!-- 0.5 --><br />
|description1={{5e Darkvision}} <br />
|trait2=Hooves of Fury <!-- 1 --><br />
|description2= You may attack with your hooves as though they were your unarmed strike. You are proficient with your unarmed strikes, which deal 1d6 bludgeoning damage on a hit.<br />
|trait3=Horse Half <!-- -0.5 --><br />
|description3=You cannot wear boots, pants, or anything that is worn on the legs or waist area except for belts and specially made armor and saddles. All armor you wear must be specially made to accommodate you, doubling the cost. You cannot ride mounts.<br />
|trait4=Rideable Anatomy <!-- 0.5 --><br />
|description4=You can willingly serve as a mount for a Medium or smaller creature as long as their additional weight doesn't cause you to be encumbered. Furthermore, your carrying capacity is multiplied by 1.5.<br />
|trait5=Fey Ancestry <!-- 0.5 --><br />
|description5=You have advantage on saving throws against being {{5c|Charmed}}, and magic cannot put you to sleep.<br />
|languages=You can speak, read and write Common and Sylvan.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Cervitaur<br />
|feet=5<br />
|inches=8<br />
|heightmod=2d4<br />
|weight=200<br />
|weightmod=2d6<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Fey Type]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Talk:Cervitaur_(5e_Race)&diff=1060202Talk:Cervitaur (5e Race)2018-07-02T08:23:50Z<p>Cancelion: Commented on the age</p>
<hr />
<div>{{Musicus|6.5}}<br />
<br />
=== Concerning fluff ===<br />
<br />
I wrote up some thematic description for the race, building on what was already there as well as the qualities of actual deer. I really wanted to take cervitaurs further away from centaurs (as otherwise what's the point), which I hope I've accomplished here. I also changed some things, which I hope no one disagrees with. I'll just leave the stub template up for someone else to decide whether this is enough to address the issue. [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 02:18, 30 May 2018 (MDT)<br />
:There seems to be some disagreement over the age of the cervitaur, with an impending edit war over the issue. I thought I'd outline my opinions on the issue, as I was the one to change the "maximum" age from 200 to much lower. D&D (and fantasy in general) is filled with races that live older than humans - perhaps for wish-fulfillment purposes, perhaps inspired by Tolkien's elves, perhaps just because venerable things feel more magical to some. I like to create fantasy races of all age ranges: creatures with lifespans of a few weeks, a couple of decades, human-like, in the hundreds, and immortal. A race inspired by deers, which this one is, makes sense to me as a shorter-lived one. It fits the natural bent, as well as with their "living in the moment" theme. If you feel differently, I'd love to hear your opinion. [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 02:23, 2 July 2018 (MDT)</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Feats_(Hyrule_Supplement)&diff=1050176Feats (Hyrule Supplement)2018-06-02T16:45:03Z<p>Cancelion: Lil' fix</p>
<hr />
<div>{{Hyrule Header}}<br />
<center>''This content is intended for the [[Hyrule (5e Campaign Setting)|Hyrule]] campaign setting and the variant rules it uses. The feats on this page are intended to replace the feats available in the Player's Handbook.''</center><br />
<br />
<br />
A feat represents a talent or competence that gives a character extraordinary capabilities. It embodies training, experience, and abilities beyond what a class provides.<br />
<br />
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, a feat might require you you to have a {{5a|str}} of 13 or higher. If your Strength is reduced below 13 somehow&mdash;perhaps by a withering curse&mdash;you can't benefit from that feat until your Strength is restored. You can take each feat only once, unless the feat’s description says otherwise.<br />
<br />
There are two main ways to gain a feat, though your DM may allow additional options.<br />
<br />
;Gaining a feat at 1st level<br />
At character creation only, you can choose to decrease four of your ability scores by 1 each to gain a feat of your choice. This sacrifice represents a deficiency in other areas of your life spent dedicated to training and experience to master the feat you choose. The scores you choose to decrease are subject to two restrictions:<br />
#You must choose four different ability scores to decrease, and cannot decrease the same ability score multiple times. <br />
#If you are of a race that grants a bonus of 2 or higher to an ability score, you must choose any or all ability scores that your race increases by more than 1. For example, due to his or her race, a {{5h|Race|Zora}} has +2 {{5a|wis}}, so if using this option a zora must choose to decrease {{5a|wis}} in addition to three other ability scores.<br />
<br />
;Gaining a feat at later levels<br />
At certain levels, your class gives you the Ability Score Improvement feature. You can forgo taking that feature to take a feat of your choice instead. <br />
==General Feats==<br />
===[[All-Nighter (5e Feat)|All-Nighter]]===<br />
You have mastered an ancient and infamous form of sleep deprivation. You gain the following benefits:<br />
* Increase your {{5a|con}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You never need to sleep. You can complete and gain the benefits of a {{5e|Long Rest}} while remaining conscious throughout.<br />
* Magic can't render you {{5c|Unconscious}}. You otherwise have {{5e|Advantage}} on any ability checks and saving throws made to avoid falling {{5c|Unconscious}}.<br />
* Unless your eyes are damaged, you have no need to blink. You have {{5e|Advantage}} on saving throws to avoid being {{5c|Blinded}}.<br />
<br />
===Ambusher===<br />
You are well-trained in guerilla warfare. You gain the following benefits:<br />
* When you attack a creature that is {{5e|Surprise}}d, you gain +2 bonus on the attack roll.<br />
* You add a +2 bonus to your {{5e|Initiative}} rolls.<br />
* You can't be {{5e|Surprise}}d while you are conscious.<br />
* Other creatures don't gain {{5e|Advantage}} on attack rolls against you as a result of being hidden from you.<br />
<br />
===Climate Resistance===<br />
Through repeated and prolonged exposure to either heat or cold, you have built up a powerful tolerance to temperature extremes and harsh environments. Your {{5a|con}} score increases by 1, but does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability. You also gain one of the following benefits:<br />
* You have {{5e|Damage Resistance|resistance}} to cold damage. You can easily endure environments of extreme cold.<br />
* You have {{5e|Damage Resistance|resistance}} to fire damage. You can easily endure environments of extreme heat.<br />
<br />
===Evasive Footwork===<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/c39jsku.png<br/>[https://zelda.gamepedia.com/File:LA_Link_02.png Source]</center></div><br />
''Prerequisite: {{5a|dex}} 13 or higher''<br/><br />
You have learned to nimbly weave through melee combat without exposing yourself. You gain the following benefits:<br />
* The first 5 feet you move on your turn never provokes {{5e|Opportunity Attack}}s.<br />
* When you use your action to {{5e|Dash Action|Dash}}, your movement does not provoke {{5e|Opportunity Attack}}s until the end of your turn.<br />
* When you are hit with a melee attack, you can use your {{5e|Reactions|reaction}} to move up to your speed without provoking {{5e|Opportunity Attack}}s from that creature. If you do so, you cannot move again until after the end of your next turn.<br />
<br />
===Fated===<br />
The gods have already decided your fate. Whenever you finish a {{5e|Long Rest}}, the DM rolls a d20 in secret. Until you next finish a long rest, anytime you make an ability check, attack roll, or saving throw and the d20 lands on a 2 or a 3, the result is replaced with the result the DM rolled earlier. You can discern a degree of success or failure for each replaced roll, but never gain knowledge of the exact number of your fated roll.<br />
<br />
===Foe Hunter===<br />
With study, practice, and perhaps a grudge, you have learned to excel at tracking and defeating your chosen quarry. Choose a {{5e|Creatures#Types|creature type}} from aberrations, beasts, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You can elect to instead choose two humanoid races (such as [[:Category:Moblin Tag|moblin]]s and [[:Category:Lizalfos Tag|lizalfos]]). You gain the following benefits:<br />
* In the first round of any combat, you have {{5e|Advantage}} on attack rolls against your chosen foe.<br />
* You have {{5e|Advantage}} on {{5a|wis}} ({{5s|Survival}}) checks made to track your chosen foe, and any {{5a|int}} checks made to recall lore about them.<br />
* When you are targeted by an attack from your chosen foe, you can use your {{5e|Reaction}} to impose {{5e|Disadvantage}} on the attack roll.<br />
* You have a +2 bonus on any saving throw forced on you by your chosen foe.<br />
<br />
===[[5e SRD:Feats#Grappler|Grappler]]===<br />
''Prerequisite: {{5a|str}} 13 or higher''<br/><br />
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:<br />
*You have {{5e|Advantage}} on attack rolls against a creature you are {{5e|Melee Attacks#Grappling|grappling}}.<br />
*You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both {{5c|Restrained}} until the grapple ends.<br />
<br />
===Hearty===<br />
Whether through intentional training or pure luck, you always seem to cling to consciousness even when you are at death's door. You gain the following benefits:<br />
* Increase your {{5a|con}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* When you are reduced from full {{5e|Hit Points}} to 0 {{5e|Hit Points}}, but not killed outright, you are reduced to 1 hit point instead. You must complete a {{5e|Short Rest|short}} or {{5e|Long Rest}} before this feature can be used again.<br />
* When you finish a {{5e|Long Rest}}, you gain {{5e|Temporary Hit Points}} equal to your proficiency bonus plus your {{5a|con}} modifier.<br />
<br />
===Impostor===<br />
You have developed impeccable mimicry and acting ability, and gain the following benefits:<br />
* Increase your {{5a|cha}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking. or heard the creature make the sound, for at least 1 minute. A successful {{5a|wis}} ({{5s|Insight}}) check contested by your {{5a|cha}} ({{5s|Deception}}) check allows a listener to determine that the effect is faked.<br />
* You have {{5e|Advantage}} on {{5a|cha}} checks made to pass yourself off as a different creature.<br />
* You gain proficiency with the [[Tools (Hyrule Supplement)#Professional Tools|disguise kit]]. If you are already proficient, or later would gain proficiency a second time, you instead gain [[Hyrule (5e Campaign Setting)#Expertise|expertise]] with the [[Tools (Hyrule Supplement)#Professional Tools|disguise kit]].<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/GneJ48c.png<br/>[https://zelda.gamepedia.com/File:TP_Link_and_Epona_Artwork.png Source]</center></div><br />
===Leaper of Roc===<br />
You have trained your capability to jump to the extremes. You gain the following benefits: <br />
* Increase your {{5a|str}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* When determining how far or high you can {{5e|Jumping|jump}}, your {{5a|str}} score is doubled. You make every jump as though you had a running start of 10 feet.<br />
* You have {{5e|Advantage}} on any ability check made to jump.<br />
* You can perform a single long jump or high jump in place of your normal movement. This movement still provokes {{5e|Opportunity Attack}}s, but may enable you to ignore {{5e|Difficult Terrain}} or other hazards more easily.<br />
* While you aren't {{5c|Incapacitated}}, you have {{5e|Damage Resistance|resistance}} to damage incurred from {{5e|Falling}}.<br />
<br />
===Magic Container===<br />
''Prerequisite: Spellcasting feature''<br/><br />
You are able to store magic power more efficiently than others, and gain the following benefits:<br />
* When you gain this feat, add half your level (rounded down) to your [[Hyrule (5e Campaign Setting)#Magic Points|magic point]] maximum. Your magic point maximum increases by 1 at every even-numbered level you gain after this.<br />
* When you complete a {{5e|Short Rest}} and have 2 or fewer magic points remaining, you regain a number of [[Hyrule (5e Campaign Setting)#Magic Points|magic points]] equal to your proficiency bonus.<br />
===Martial Artist===<br />
You have mastered the esoteric art of fighting unarmed. You gain the following benefits:<br />
* You can roll a d6 in place of the normal damage of your {{5e|Unarmed Strike}}. This kind of unarmed strike is considered a [[Weapons (Hyrule Supplement)#Weapon Properties|light weapon]] for the purpose of [[Hyrule (5e Campaign Setting)#Revised Two-Weapon Fighting|two-weapon fighting]].<br />
* You can substitute your {{5a|dex}} modifier for your {{5a|str}} modifier on attack and damage rolls with unarmed strikes.<br />
* When you hit a creature with an unarmed strike on your turn, you can use a {{5e|Bonus Action}} to attempt to {{5e|Melee Attacks|grapple}} the target.<br />
* When you are unarmed and both of your hands are free, you add a +1 bonus to your AC.<br />
<br />
===Medic===<br />
You are trained and knowledgeable in treating injuries on the field of battle, and other dire situations. You gain the following benefits:<br />
* You gain proficiency in your choice of either the {{5s|Medicine}} skill or the [[Tools (Hyrule Supplement)#Professional Tools|apothecary's kit]]. If you are already proficient in both of these, you can instead gain proficiency in any [[Tools (Hyrule Supplement)|tool]] of your choice.<br />
* When you use your action to successfully {{5e|Dropping to 0 Hit Points#Stabilizing a Creature|stabilize a dying creature}}, that creature also regains 1 {{5e|Hit Points|hit point}}.<br />
* When you complete a {{5e|Short Rest}}, you can treat your wounds and those of nearby creatures resting with you. When an affected creature rolls Hit Dice to restore hit points at the end of this rest, it can add your {{5a|wis}} or {{5a|int}} modifier to the roll instead of its {{5a|con}} modifier.<br />
<br />
===Mounted Warrior===<br />
You are a dangerous foe to face while mounted. While you are mounted and aren't {{5c|Incapacitated}}, you gain the following benefits:<br />
* You have {{5e|Advantage}} on {{5a|str}}-based melee attack rolls against any unmounted creature that is smaller than your mount.<br />
* You can force an attack targeted at your mount to target you instead.<br />
* If your mount is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.<br />
<br />
===Night Seer===<br />
You have spent many years honing your eyes to perceive clearly in darkness or areas of limited vision, and gain the following benefits:<br />
* Increase your {{5a|wis}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* {{5e Darkvision}}<br />
* You treat any [[5e SRD:Vision and Light|lightly obscured]] area as if it wasn't obscured.<br />
* Other creatures don't gain {{5e|Advantage}} on attack rolls against you as a result of being hidden from you.<br />
{{clear}}<br />
===Paragon===<br />
You have spent countless hours honing your mind or body to new peaks not often attainable by mere mortals. Choose one ability score. Your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for your chosen ability increases by 2.<br />
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===Pegasus===<br />
You are exceptionally swift on your feet. You gain the following benefits:<br />
* Your base walking speed increases by 10 feet.<br />
* The distance of your {{5e|Jumping|long jump}} increases by 5 feet if you have a running start.<br />
* When you make a melee attack against a creature, you don't provoke {{5e|Opportunity Attack}}s from that creature for the rest of the turn, whether you hit or not.<br />
* If you use your action to {{5e|Dash Action|Dash}}, you can use a {{5e|Bonus Action}} to make one melee weapon attack or to {{5e|Melee Attacks|shove}} a creature. If you move at least 10 feet in a straight line immediately before taking this {{5e|Bonus Action}}, you can {{H|A greatsword for example would deal 3d6 damage instead of 2d6.|roll one extra damage die}} for a {{5a|str}}-based weapon attack if you hit with it, or gain {{5e|Advantage}} on the {{5a|str}} ({{5s|Athletics}}) check.<br />
<br />
===Perceptive===<br />
You are quick to notice details in your environment, and analyze visible phenomenon with relative ease. You gain the following benefits:<br />
* Increase your {{5a|int}} or {{5a|wis}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.<br />
* You have a +5 bonus to your passive {{5a|wis}} ({{5s|Perception}}) and passive {{5a|int}} ({{5s|Investigation}}) scores.<br />
* You have {{5e|Advantage}} on sight-based {{5a|wis}} ({{5s|Perception}}) and {{5a|int}} ({{5s|Investigation}}) checks.<br />
<br />
===[[Powerlifter (5e Feat)|Powerlifter]]===<br />
''Prerequisite: {{5a|str}} 13 or higher''<br />
<br />
You have trained to lift weights and push your physical limits. You gain the following benefits:<br />
*Increase your {{5a|str}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
*The weight you can push, drag, or lift is doubled. Your carrying capacity or encumbrance is similarly doubled, unless you already benefit from an effect which doubles it.<br />
*You have {{5e|Advantage}} on all {{5a|str}} checks made to push, drag, or lift objects.<br />
*You have {{5e|Advantage}} on all {{5a|str}} ({{5s|Athletics}}) checks to avoid being shoved or {{5c|Grappled}}.<br />
<br />
===Reactionary===<br />
''Prerequisite: Stamina Meter feature''<br/><br />
You have learned how to react faster than most can think, and this carries over to your combat capabilities. You gain the following benefits:<br />
* Every round you can take one additional {{5e|Reactions|reaction}} by expending 2 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina points]]. You can still only take one readied action each round.<br />
* When you make a {{5a|dex}} saving throw, you can gain {{5e|Advantage}} on it by expending 2 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina points]] before you make the roll.<br />
* When you make an {{5e|Initiative}} roll, you can gain {{5e|Advantage}} on it by expending 4 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina points]] before you make the roll.<br />
<br />
===Sheikah Yogi===<br />
You have mastered ancient sheikah arts of focus and self-preservation. You gain the following benefits:<br />
* Increase your {{5a|con}} or {{5a|wis}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability. <br />
* You have a +2 bonus on all saving throws made to maintain {{5e|Concentration}}, and on saving throws made against disease.<br />
* You know the spell {{5h|s|Sheikah Meditation}}. As an action, you can cast it on yourself without expending [[Hyrule (5e Campaign Setting)#Magic Points|magic points]]. {{5a|wis}} is your casting ability for this spell.<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/7qclE8y.png<br/>[https://zelda.gamepedia.com/Spin_Attack Source]</center></div><br />
===Spellcasting Adept===<br />
Your [[Hyrule (5e Campaign Setting)#Magic Points|magic point]] maximum increases by 2.<br />
<br />
Choose a class and subclass from [[Hyrule: Researcher (5e Class)|researcher]] or [[Hyrule: Sage (5e Class)|sage]]. You learn two cantrips of your choice from that subclass's [[Spells (Hyrule Supplement)#Spell List|spell list]]. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level by expending 2 magic points.<br />
<br />
Your spellcasting ability for these spells depends on the class you chose: {{5a|int}} for researcher, or {{5a|wis}} for sage.<br />
<br />
===Tough as Nails===<br />
When you gain this feat, all of your Hit Dice increase in size by one step, and your {{5e|Hit Points}} increase by an amount equal to your level. Whenever you gain Hit Dice and hit points after this, your newly gain Hit Die is treated as though it was one size larger. You cannot increase a Hit Die above d12.<br />
<br />
{| class="5e"<br />
! Normal<br/>HD !! Enhanced<br/>HD<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d4 || style="text-align: center;"| d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d6 || style="text-align: center;"| d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d8 || style="text-align: center;"| d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d10 || style="text-align: center;"| d12<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| d12 || style="text-align: center;"| d12<br />
|}<br />
<br />
===Vessel of Stamina===<br />
''Prerequisite: Stamina Meter feature''<br/><br />
You are a paragon of athletic endurance, and gain the following benefits:<br />
* When you gain this feat, add half your level (rounded down) to your [[Hyrule (5e Campaign Setting)#Stamina Points|stamina point]] maximum. Your stamina point maximum increases by 1 at every even-numbered level you gain after this.<br />
* As a {{5e|Bonus Action}}, you can expend 1 stamina point to take the {{5e|Dash Action|Dash}} action.<br />
* You have {{5e|Advantage}} on {{5a|con}} saving throws and ability checks to push your body to the extremes of athletic stamina over an abnormally long period of time, such as running a marathon or climbing a mountain.<br />
<br />
===Whirling Blade===<br />
''Prerequisite: Extra Attack feature''<br/><br />
After much effort and training, you have mastered the esoteric martial technique referred to by some as the spin attack. You gain the following benefits:<br />
* As an action, you can make one melee weapon attack against any or all creatures within 5 feet of you. If you hit a swarm with this attack, it does not resist the damage you deal.<br />
* You can expend 6 [[Hyrule (5e Campaign Setting)#Stamina Points|stamina points]] or 3 [[Hyrule (5e Campaign Setting)#Magic Points|magic points]] to either perform two Whirling Blade attacks with one action, or increase its range to 10 feet.<br />
* When you use your action to break free from being {{5c|Grappled}} or {{5c|Restrained}}, you spin your body in such a way that you gain {{5e|Advantage}} on any ability check or saving throw to escape.<br />
{{clear}}<br />
==Mastery Feats==<br />
Feats in this section primarily grant proficiency.<br />
<br />
===Library of Knowledge===<br />
You have studied and retained more book-borne knowledge than should be humanly possible, and gain the following benefits:<br />
* Increase your {{5a|int}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency in any any two of following skills: {{5s|Arcana}}, {{5s|History}}, {{5s|Medicine}}, {{5s|Nature}}, and {{5s|Religion}}. You can replace any or all of these skills with proficiency in an equal number of [[Tools (Hyrule Supplement)|tools]].<br />
* You can accurately remember anything you've read in the past month. Even if it was in a language you didn't understand, you can reproduce the characters or runes you saw.<br />
<br />
===Master of Bombs===<br />
''Prerequisite: Proficiency with at least one martial weapon''<br/><br />
You gain the following benefits:<br />
* Increase your {{5a|str}} or {{5a|dex}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency with [[Bomb, Hyrulean (5e Equipment)|bombs]], including [[Bombchu (5e Equipment)|bombchu]] and other explosive weapons.<br />
<div class="externalimage-holder" style="width:20%;float:right"><center>http://i.imgur.com/yjtbHxJ.png<br/>[https://zelda.gamepedia.com/File:BotW_Phantom_Armor_Concept_Artwork.png Source]</center></div><br />
===Master of Heavy Armor===<br />
''Prerequisite: Proficiency with medium armor''<br/><br />
You gain the following benefits:<br />
* Increase your {{5a|str}}, {{5a|dex}}, or {{5a|con}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency with heavy armor.<br />
* You gain proficiency with shields and {{5h|e|Heavy Shield}}s.<br />
<br />
===Master of Light Armor===<br />
You gain the following benefits:<br />
* Increase your {{5a|str}}, {{5a|dex}}, or {{5a|con}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency with light armor.<br />
<br />
===Master of Medium Armor===<br />
''Prerequisite: Proficiency with light armor''<br/><br />
You gain the following benefits:<br />
* Increase your {{5a|str}}, {{5a|dex}}, or {{5a|con}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency with medium armor.<br />
* You gain proficiency with shields, but not {{5h|e|Heavy Shield}}s.<br />
<br />
===Master of Rods===<br />
You gain the following benefits:<br />
* Increase your {{5a|int}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency with {{5h|e|Fire Rod}}s, {{5h|e|Ice Rod}}s, and {{5h|e|Lightning Rod}}s.<br />
<br />
===Master of Skills===<br />
You gain proficiency with a combination of any three {{5e|Skills}} or [[Tools (Hyrule Supplement)|tools]] of your choice.<br />
<br />
===Master of Weapons===<br />
You gain the following benefits:<br />
* Increase your {{5a|str}} or {{5a|dex}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency with all simple weapons, or any combination of four simple or martial weapons of your choice.<br />
<br />
===Resilience===<br />
Choose one ability score. You gain the following benefits:<br />
* Increase the chosen ability score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain proficiency in saving throws using the chosen ability.<br />
* If you chose {{5a|int}}, your heightened mental resilience also gives {{5e|Advantage}} on saving throws against the {{5c|Charmed}} and {{5c|Frightened}} conditions.<br />
{{clear}}<br />
==Expertise Feats==<br />
The feats in this section primarily grant [[Hyrule (5e Campaign Setting)#Expertise|expertise]] in at least one tool or skill.<br />
<br />
===Aggressor===<br />
You are unnaturally eager to take out your aggression on your enemies, and gain the following benefits:<br />
* As a {{5e|Bonus Action}}, you can move up to half your speed directly towards an enemy you can see or hear.<br />
* You gain proficiency in the {{5s|Intimidation}} skill. If you are already proficient, or would gain proficiency a second time, you instead gain [[Hyrule (5e Campaign Setting)#Expertise|expertise]] in {{5s|Intimidation}}.<br />
<br />
===Beast Kin===<br />
You have an unusually strong bond with animals, and can even converse with them as easily as humanoids converse with another. You gain the following benefits:<br />
* You gain proficiency in the {{5s|Animal Handling}} skill. If you are otherwise proficient, or would later gain proficiency a second time, you instead gain [[Hyrule (5e Campaign Setting)#Expertise|expertise]] in {{5s|Animal Handling}}.<br />
* You know the ''{{5e|Speak with Animals}}'' spell, and can cast it without expending [[Hyrule (5e Campaign Setting)#Magic Points|magic points]].<br />
<br />
===Expert===<br />
You have trained and studied to be the very best, like no one ever was. Choose one {{5e|Skills|skill}} or one [[Tools (Hyrule Supplement)#Professional Tool|professional tool]] in which you are proficient. You gain the following benefits:<br />
* You gain [[Hyrule (5e Campaign Setting)#Expertise|expertise]] in the skill or tool you chose.<br />
* If you chose a professional tool, the {{5s|Medicine}} skill, or an {{5a|int}}-based skill, increase your {{5a|int}} score by 1 if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* When you make an ability check with the chosen skill or tool and the d20 lands on a 1 or 2, you can roll again and use the new result.<br />
<br />
===Masterful Artisan===<br />
''Prerequisite: Proficiency with an [[Tools (Hyrule Supplement)#Artisan's Tools|artisan's tool]]''<br/><br />
Whether by natural talent or exceptional training, you are abnormally talented with tools. Choose one [[Tools (Hyrule Supplement)#Artisan's Tools|artisan's tool]] with which you are proficient. You gain the following benefits:<br />
* Increase your {{5a|int}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You gain [[Hyrule (5e Campaign Setting)#Expertise|expertise]] in the chosen tool.<br />
* When you use your chosen tool to craft an item as a downtime activity, you make progress per day in 100 rupee increments instead of 50 rupee increments.<br />
* When you use your chosen tool to make a living during a downtime activity, you make double the amount of rupees you otherwise would.<br />
* If an item has been damaged by rust, fractures, or other repairable damage, you can flawlessly repair that item as part of a {{5e|Short Rest}} if you have access to appropriate tools. You can do this even if you aren't proficient with the appropriate tools.<br />
<!-- ===Masterful Musician===<br />
''Prerequisite: Proficiency in at least one [[Tools (Hyrule Supplement)#Musical Instrument|musical instrument]]<br />
<br />
Through legendary talent or unending practice, your skill in the art of music is unrivaled. You gain the following benefits:<br />
* Increase your {{5a|cha}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You have [[Hyrule (5e Campaign Setting)#Expertise|expertise]] in all [[Tools (Hyrule Supplement)#Musical Instrument|musical instruments]] you are proficient.<br />
* If you make a {{5a|cha}} ({{5s|Performance}}) check focused around you performing with a musical instrument with you are proficient, you make the check with {{5e|Advantage}}.<br />
* When you use a musical instrument to make a living during a downtime activity, you make double the amount of rupees you otherwise would.<br />
--><br />
{{clear}}<br />
==Weapon and Shield Feats==<br />
The feats in this section primarily improve your capabilities with a type of weapon or a type of shield with which you are already proficient.<br />
<br />
===[[Ricochet Master (5e Feat)|Boomeranger]]===<br />
You gain the following benefits when you throw a weapon with the [[Weapons (Hyrule Supplement)|returning]] property:<br />
* The weapon returns to you even if you hit your target.<br />
* There are no space requirements. The weapon returns to you even if there are obstructions near the target.<br />
* Being within 5 feet of a hostile creature doesn't impose {{5e|Disadvantage}} on your ranged attack rolls with a weapon that has the returning property.<br />
* Attacks made by a weapon that has the returning property ignore {{5e|Cover|half cover}} and {{5e|Cover|three-quarters cover}}.<br />
<div class="externalimage-holder" style="width:30%;float:right"><center>https://i.imgur.com/Mt8Q67i.png<br/>[https://zelda.gamepedia.com/File:Oracle_Series_Link_Shield.png Source]</center></div><br />
===Ball and Chain Soldier===<br />
''Prerequisite: Proficiency with the {{5h|e|Ball and Chain}}''<br/><br />
You have trained to notorious levels of skill and power with the fearsome weapon known as the {{5h|e|Ball and Chain}}. You gain the following benefits:<br />
* Increase your {{5a|str}} score by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability.<br />
* You master wide, sweeping attacks with the ball and chain. When you wield one it has a reach of 10 feet instead of 5 feet.<br />
* You can use the weapon's bulk as an improvised shield. While wielding a ball and chain in two hands, you add a +1 bonus to your AC.<br />
* If you use your action to throw a ball and chain a distance of 20 feet or less, you can maintain a grip on the chain. While you maintain this grip, you can use your interaction for the turn to hurl the thrown weapon back to your space. Alternatively, you can use your normal movement to move to where the weapon landed. In either case you are considered to be wielding the thrown weapon again.<br />
<br />
===[[Deft Aegis (5e Feat)|Deft Aegis]]===<br />
''Prerequisite: Proficiency with {{5e|Shield (Armor)|shield}}s''<br/><br />
Your familiarity with shields allows you to handle them with an ease others envy. You gain the following benefits:<br />
* You can don or doff a shield (but not a {{5h|e|Heavy Shield}}) as if you were drawing or stowing a weapon, rather than as an action.<br />
* You can hold or grasp an item with an arm that's wearing a shield (but not a heavy shield). You can't make attacks using anything you're grasping with this arm.<br />
* When making ranged attacks using a one-handed weapon and wearing a shield (but not a heavy shield), you are considered to have a hand free for the purposes of both the Ammunition and Loading weapon properties.<br />
* You know just how to maneuver your shield to help you in sticky situations. Whenever you make an ability score contest to avoid being shoved or grappled, you may use your reaction to move your shield in the way, adding a +2 bonus to the check.<br />
<br />
===Dual-Wielding Ace===<br />
You have mastered the art of [[Hyrule (5e Campaign Setting)#Revised Two-Weapon Fighting|two-weapon fighting]]. You gain the following benefits while you wield a separate weapon in each hand:<br />
* You gain a +1 bonus to your AC.<br />
* You can add your ability modifier to the damage of the attack you make as a {{5e|Bonus Action}}.<br />
* When you use the {{5e|Attack Action|Attack}} action and land a {{5e|Attack Rolls|critical hit}} with at least one attack, you gain {{5e|Advantage}} on the attack roll you make as a {{5e|Bonus Action}}.<br />
<br />
===Perfect Guard===<br />
''Prerequisite: {{5a|dex}} 13 or higher''<br/><br />
While you are wielding a [[Weapons (Hyrule Supplement)|finesse weapon]] or a [[Armor (Hyrule Supplement)|shield]] with which you are proficient and another creature hits you with a melee attack, you can use your {{5e|Reactions|reaction}} to add your proficiency bonus to your AC for that attack, potentially causing it to miss you.<br />
<br />
If you use this reaction against a ranged weapon attack that deals bludgeoning damage, and the attack misses you, you can redirect the attack back at who sent it as part of this same reaction. Make a ranged attack roll against the target, adding your {{5a|dex}} bonus but not your proficiency modifier. On a hit, damage for the attack is rolled as normal, using the original attacker's ability modifiers and features.<br />
<br />
===Titan Fighter===<br />
''Prerequisite: Small or Medium size, and 13 {{5a|str}} or higher''<br/><br />
<!-- {{5e Image|float:right|https://hydra-media.cursecdn.com/zelda.gamepedia.com/thumb/8/8a/Phantom_Ganon_Sword_Wield.png/234px-Phantom_Ganon_Sword_Wield.png|[https://zelda.gamepedia.com/File:Phantom_Ganon_Sword_Wield.png Source]}} --><br />
You've trained extensively to battle with weapons built for creatures larger than you. If you are Small, you gain the following benefits:<br />
* Your {{5a|str}} score increases by 1, if doing so does not exceed your [[Hyrule (5e Campaign Setting)#Ability Score Maximum|maximum score]] for that ability. <br />
* You can wield weapons as if you were of Medium size. <br />
* Your size is considered Medium for the purpose of {{5e|Melee Attacks#Grappling|grappling}}.<br />
<br />
If you are Medium, you instead only gain the following benefit:<br />
* You can wield [[Weapons (Hyrule Supplement)#Weapons of Unusual Size|unusually sized weapons]] as if your size was Large.<br />
<br />
{{clear}}<br />
----<br />
{{Hyrule}}<br />
[[Category:Supplement]]<br />
[[Category:Feat]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Talk:Cervitaur_(5e_Race)&diff=1048945Talk:Cervitaur (5e Race)2018-05-30T08:18:05Z<p>Cancelion: Commented</p>
<hr />
<div>{{Musicus|6.5}}<br />
<br />
=== Concerning fluff ===<br />
<br />
I wrote up some thematic description for the race, building on what was already there as well as the qualities of actual deer. I really wanted to take cervitaurs further away from centaurs (as otherwise what's the point), which I hope I've accomplished here. I also changed some things, which I hope no one disagrees with. I'll just leave the stub template up for someone else to decide whether this is enough to address the issue. [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 02:18, 30 May 2018 (MDT)</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Cervitaur_(5e_Race)&diff=1048943Cervitaur (5e Race)2018-05-30T08:14:33Z<p>Cancelion: Adding fluff</p>
<hr />
<div>{{stub|Incomplete. This really needs to be fleshed out because as of right now it lacks any substantial {{ref|Fluff}}. While it can be regarded by some as useless information it has a significant impact on how your content is used by players. Consult the [[5e Race Design Guide]] for help.}} <br />
==Cervitaur==<br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://static.tumblr.com/1792207b009278d1bf3dd34fa0f52ae1/9pzfasx/oBAnza7pa/tumblr_static_cllnazs5k54w884s4gcscokk8.png|[http://brenna-ivy.tumblr.com/ A young cervitaur]}}<br />
<br />
Those who are familiar only with centaurs are quick to point out the similarities in resemblance between them and cervitaurs, but closer observation reveals an abundance of differences. Cervitaurs have the lower bodies of deer and the upper bodies of youthful humans: indeed, even an old cervitaur will still have the appearance of a man no older than twenty, and they rarely live twice that number. Cervitaurs are lithe creatures, quick on their hooves and flighty by nature. They are much lighter in coloration than most centaurs, both in the upper and lower parts of their bodies.<br />
<br />
The cervitaur race encompasses a variety of phenotypes: one population of cervitaurs might have longer fur, rougher character and resemble reindeer, while another will share the tiny frame and tusks of muntjacs. This makes it hard to make generalizations about cervitaur physiology, although the following usually hold true: males have imposing antler crowns, while females sport smaller, straighter antlers; they are herbivores and almost always ruminants; and they are relatively small, standing no taller than a human and often much shorter.<br />
<br />
More interesting than their physical characteristics are the minds of cervitaurs. Cervitaurs (at least those who have not been influence by other cultures) live in the moment. It is built into their very character. They express emotions - both positive and negative - in large, obvious ways. A cervitaur in love will woo the target of their affection constantly, and might hurt themselves if their love is not returned, while an angry cervitaur will concentrate only on hurting those who have angered them. But once the emotion is gone, it will rarely be returned to: cervitaurs hold no grudges, nor do they long remember lost loved ones.<br />
<br />
===History===<br />
Though they look like centaurs, cervitaurs actually hail from the feywilds. Indeed, they have more in common with the fey than any mundane race, in that while they have no natural arcane prowess, they possess a mind that's hard to comprehend to, say, a human. Cervitaurs have almost completely adapted to the material plane, to the point that they are nowadays quite rare in their native feywild. Cervitaurs have no history as a race per se: they do not build nor have they ever built nations or empires, they feel no need to record their deeds or attempt to make themselves famous, and they rarely if ever consider the long run. They have little to show for the thousands of years of their existence in the material plane. This ties into their live-in-the-moment nature.<br />
<br />
Unfortunately, this lack of a need to assert themselves has led cervitaurs into being cruelly mistreated in many parts. Their mindset means that cervitaur bands respond to aggression with fierce resistance, but the moment the offender backs off, the cervitaurs do too. It's not that they forget: rather, they seize caring. This makes it easy for a tactical foe abusing this tendency to devastate cervitaur populations. Cervitaurs also possess a fairly low level of technology unless they live close to a more stable society. Their weaponry consists of little more than sharpened sticks, and they have no need of constructed dwellings.<br />
<br />
===Society===<br />
Cervitaur society is arranged by gender, although again this might vary by phenotype. Males usually live alone or in small gatherings, while females live in larger packs with the fawns. An interested male will approach a pack of females and attempt to court them. A male will usually court around three to five of the females at once. If their affections are returned, the male will live with the pack for a while. While in no way monogamous, a male cervitaur with children will frequent the packs that contain their young, and will protect them as best they can (and often sire more children at the same time).<br />
<br />
This only holds true for cervitaurs living solely with their own kind, however. Cervitaur populations that live near other races will quickly adopt any positive features of their cultures. These populations are a breeding ground for cervitaur adventurers, a line of work the cervitaur mindset is actually well suited for. Cervitaurs are present-moment-oriented, adaptive creatures with a penchant for moving in small parties - all qualities of the archetypal adveturer.<br />
<br />
===Cervitaur Names===<br />
Cervitaurs often take fey names and are content with just a first name, made possible by the small size of their populations.<br />
<br />
'''Male:''' Ailde, Eadan, Rònan, Odiane<br />
<br />
'''Female:''' Eimhir, Donella, Ellette, Liliana<br />
<br />
===Cervitaur Traits=== <!-- 6.5 --><br />
{{5e Racial Traits<br />
|summary=Creatures with hybrid bodies and transient minds.<br />
|abilities=Your {{5a|dex}} score increases by 2, and your {{5a|cha}} score increases by 1. <!-- 3 --><br />
|age= Cervitaurs mature in around 2 or 3 years and live up to be around 40 years old.<br />
|alignment=Tend toward neutrality.<br />
|size=Most cervitaurs stand 4 to 6 feet tall. Your size is Medium.<br />
|speed=Your base walking speed is 45 feet. <!-- 1.5 --><br />
|trait1={{5E|Darkvision}} <!-- 0.5 --><br />
|description1={{5e Darkvision}} <br />
|trait2=Hooves of Fury <!-- 1 --><br />
|description2= You may attack with your hooves as though they were your unarmed strike. You are proficient with your unarmed strikes, which deal 1d6 (3) bludgeoning damage on a hit.<br />
|trait3=Horse Half <!-- -0.5 --><br />
|description3=You cannot wear boots, pants, or anything that is worn on the legs or waist area except for belts and specially made armor and saddles. All armor you wear must be specially made to accommodate you, doubling the cost. You cannot ride mounts.<br />
|trait4=Rideable Anatomy <!-- 0.5 --><br />
|description4=You can willingly serve as a mount for a Medium or smaller creature as long as their additional weight doesn't cause you to be encumbered. Furthermore, your carrying capacity is multiplied by 1.5.<br />
|trait5=Fey Ancestry <!-- 0.5 --><br />
|description5=You have advantage on saving throws against being {{5c|Charmed}}, and magic cannot put you to sleep.<br />
|languages=You can speak, read and write Common and Sylvan.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Cervitaur<br />
|feet=5<br />
|inches=8<br />
|heightmod=2d4<br />
|weight=200<br />
|weightmod=2d6<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Fey Type]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Exotic_Races_(Hyrule_Supplement)&diff=1047955Exotic Races (Hyrule Supplement)2018-05-27T08:39:16Z<p>Cancelion: Minor fix</p>
<hr />
<div>{{Hyrule Header}}<br />
<br />
For a typical campaign, player-characters should be made from [[Races (Hyrule Supplement)|common races]] or sometimes [[Races (Hyrule Supplement)|uncommon races]]. The exotic races within this page are considered a variant rule, and should only be used in carefully-crafted or intentionally-erratic campaigns. The [[Hyrule (5e Campaign Setting)|Hyrule]] campaign setting is not designed for their inclusion, but they can otherwise function as player-characters. <br />
<br />
Races on this page can be used as player-characters, but require special consideration by the DM. Some [[Background (Hyrule Supplement)|backgrounds]] may be nonsensical for a member of an exotic race, among other potential problems.<br />
<br />
=Table: Exotic Races=<br />
{| class="5e" style="text-align: left;" width="100%;"<br />
! Race !! Description !! Considerations<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[#Fairy|Fairy]] || Fairies are tiny creatures that appear as a glow, but can be seen to look like incredibly small, winged hylians. || Any fairy is of Tiny size, which is very unusual for a player-character.<br/>Fairies are capable of unrestricted flight, which can be an overly powerful boon for a low-level player-character.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[#Goriya|Goriya]] || Furry and with wolf-like facial features, goriya are both pioneers and masters of combat via [[Boomerang (5e Equipment)|boomerang]]. || Most humanoids consider goriya to be monsters, and will fight or flee from them on sight.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[#Kikwi|Kikwi]] || Short, stout fur-covered creatures with plants on their back, renowned for their secretive and reclusive nature || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[#Lizalfos|Lizalfos]] || Reptilian humanoids that are most often found in marshes and wetlands. They come in diverse varieties capable of flight, fire breath, and more. || Most humanoids consider lizalfos to be monsters, and will fight or flee from them on sight.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[#Lynel|Lynel]] || A lynel has the head of a lion, the chest and arms of the strongest hylian you would ever meet, and the legs of draft horse. Facing one alone in combat is a death sentence. || Most humanoids consider lynels to be fearsome monsters, and will fight or flee from them on sight.<br/>Any lynel is of Large size, which is unusual for a player-character.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[#Minish|Minish]] || Tiny and altruistic mouse-like humanoids that are so small they are virtually invisible. || Any minish is of Tiny size, which is very unusual for a player-character.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[#Moblin|Moblin]] || Brutish and evil, moblins are disliked by almost all other races &mdash; even other monsters. They come in many varieties and sizes. || Most humanoids consider moblins to be monsters, and will fight or flee from them on sight.<br/>Some moblin subraces are of Large size, which is unusual for a player-character.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[#Mogma|Mogma]] || With their powerful upper bodies, these mole men burrow through dirt and sand at incredible speed. || Mogma are capable of burrowing underground, enabling them to avoid many traditional hazards or obstacles.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[#Parella|Parella]] || Aquatic creatures believed to share a common ancestor with {{5h|Race|Zora}} || Parella have no legs and extreme difficult moving on land.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[#Poe|Poe]] || Floating, undead, legless ghosts who rarely remember anything from their former lives. Their souls are trapped in lanterns they are cursed to bear eternally in the afterlife. || Most humanoids consider poes to be monsters, and will fight or flee from them on sight.<br/>Poes are undead and lack legs, which is very unusual for a player-character.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[#Subrosian|Subrosian]] || Small, mysterious, subterranean people who already wear robes and habitually bathe in lava &mdash; to them, sunlight and open skies are quite alien phenomena. || Subrosians are foreign beings ill-suited to living above ground.<br/>Any subrosian is immune to fire damage, enabling it to safely ignore many hazards that would be lethal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[#Twili|Twili]] || Hailing from the [[Geography (Hyrule Supplement)#Twilight Realm|Twilight Realm]], twili share ancient ancestors with {{5h|Race|Hylian}}s. Unlike their [[Geography (Hyrule Supplement)|Light World]] counterparts, twili are still widely adept with magic. || Twili hail from an alien dimension called the [[Astrology (Hyrule Supplement)#Twilight Realm|Twilight Realm]], and do not normally exist in Hyrule.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| [[#Yeti|Yeti]] || Yooks and white yeti alike are known for their physical power and ability to withstand brutal cold &mdash; less so for their questionable intelligence. || Yeti are of Large size, which is unusual for a player-character.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==Fairy==<br />
<div class="externalimage-holder" style="width:15%;float:right">{{5e Image|float:right|https://i.imgur.com/EhhWGoN.png|[https://zelda.gamepedia.com/Fairy Source]}}</div><br />
'''''Ability Score Increase.''''' Your {{5a|dex}} score increases by 2, but your {{5a|str}} score decreases by 2.<br/><br />
'''''Age.''''' Unless a fairy is magically created (which is common for them), one reaches adulthood after about 10 years. A fairy rarely lives beyond 100 years, but retains its young adult appearance and demeanor for its entire life.<br/><br />
'''''Alignment.''''' Fairies have an extreme tendency towards good, and as a whole are among the most altruistic beings in [[Hyrule (Hyrule Supplement)|Hyrule]].<br/><br />
'''''Size.''''' A fairy usually stands around 6 inches, with a wingspan of as much as 8 inches. One typically weighs about 2 pounds. Your size is Tiny. As such compared to a Medium creature you require a quarter as much food and water, have half the normal [[5e SRD:Strength|carrying capacity or encumbrance]] for your {{5a|str}} score, may require special equipment, and can only ride [[Mounts and Animals (Hyrule Supplement)|mounts]] of Small size.<br/><br />
'''''Speed.''''' You have a base walking speed of 15 feet, but a flying speed of 60 feet. You can hover in place effortlessly.<br/><br />
'''''Hybrid Nature.''''' You have two creature types: fey and humanoid. You are affected by a game effect if works on either of your creature types.<br/><br />
'''''Tiny Equipment.''''' As a Tiny fey, you have difficulty wielding normal-sized weapons, and are better off wielding weapons sized for you; see [[Weapons (Hyrule Supplement)#Weapons of Unusual Size|Weapons of Unusual Size]]. You can't wear normal armor or clothes, but instead must wear armor sized for a Tiny creature; such gear costs half as much and weighs {{1/8}}th as much as normal.<br/><br />
'''''Darting Reach.''''' Unlike most Tiny creatures, your swift and agile movements facilitate your reach in combat. Unless you cannot use your fly speed, you have a reach of no less than 5 feet.<br/><br />
'''''Illumination.''''' Your body visibly glows. You shed bright light out to a radius of 5 feet, and dim light for an additional 5 feet. You can suppress this light if you are not {{5c|Incapacitated}}.<br/><br />
'''''Languages.''''' You can read, write, and speak both Common and {{HyruleLanguage|Deku}}.<br/><br />
'''''Subraces.''''' Choose either fairy of life, or fairy of navigation.<br />
<br />
==={{5H|c|Fairy of Life}}===<br />
'''''Ability Score Increase.''''' Your {{5a|int}} and {{5a|wis}} scores both increase by 1.<br/><br />
'''''Life Giver.''''' You have mysterious knowledge of how to heal injuries and alleviate suffering. You are considered proficient in {{5s|Medicine}} for any check made to provide care for another creature.<br/><br />
'''''Revive.''''' As an action, you can touch a creature to cause it to regain 3d6 {{5e|Hit Points}}. The amount of {{5e|Hit Points}} regained increases by 1d6 at 3rd level (4d6), and at 5th level (5d6). Also at 5th level, if the creature is dead but died less than 1 minute ago, and for reasons other than old age, the creature returns to life before regaining these hit points. This action has no effect on constructs or undead. Once you use this action, you must finish a {{5e|Long Rest}} before you use it again.<br />
<br />
==={{5H|c|Fairy of Navigation}}===<br />
'''''Ability Score Increase.''''' Your {{5a|wis}} and {{5a|cha}} scores both increase by 1.<br/><br />
'''''Keen Senses.''''' You are proficient in the {{5s|Perception}} skill.<br/><br />
'''''Tattle.''''' For reasons that are mysterious even to you, you have an unusual skill in analyzing other creature's physiological capabilities, and recall such knowledge easily. You have {{5e|Advantage}} on all {{5a|int}} checks made to identify a creature's capabilities.<br />
{{clear}}<br />
==Goriya==<br />
{{5e Image|float:right|https://i.imgur.com/7UPdoMj.png|[https://zelda.gamepedia.com/Goriya Source]}}<br />
'''''Ability Score Increase.''''' Your {{5a|dex}} and {{5a|con}} scores both increase by 2.<br/><br />
'''''Age.''''' A goriya reaches adulthood in about 10 years. Rarely does one live beyond the age of 50.<br/><br />
'''''Alignment.''''' Goriya have a strong tendency towards evil. They are unusually loyal and orderly for evil creatures, with a slight tendency towards law.<br/><br />
'''''Size.''''' A goriya is usually just under 6 feet tall, and on average weighs between 180 and 200 pounds.<br/><br />
'''''Darkvision.''''' {{5e Darkvision}}<br/><br />
'''''Ancestral Arms.''''' Goriya have been wielding {{5h|e|Boomerang}}s for countless generations, and are said to be the progenitors of their use in combat. You are proficient in {{5h|e|Boomerang}}s. When you make a ranged attack with a weapon that has the [[Weapons (Hyrule Supplement)#Properties|returning]] property, you add a +1 bonus to the damage roll.<br/><br />
'''''Keen Senses.''''' You are proficient in the {{5s|Perception}} skill.<br/><br />
'''''Languages.''''' You can read, write, and speak both Common and {{HyruleLanguage|Blin}}.<br />
{{clear}}<br />
==Kikwi==<br />
<div class="externalimage-holder" style="width:15%;float:right">{{5e Image|float:right|https://i.imgur.com/0NuJsqA.png|[https://zelda.gamepedia.com/Lopsa Source]}}</div><br />
'''''Ability Score Increase.''''' Your {{5a|con}} and {{5a|wis}} scores both increase by 2.<br/><br />
'''''Age.''''' A kikwi reaches adulthood in less than 10 years. They often succumb to diseases and other perils earlier than most races, but those who thrive can live to be as old as 200.<br/><br />
'''''Alignment.''''' Kikwi follow their elders and leaders without question. Although they fear most outsiders, they are altruistic to those they befriend. Kikwi have a slight tendency towards law and a stronger tendency towards good.<br/><br />
'''''Size.''''' A kikwi typically stands at a height of about 3 feet, but has a stout pear-shaped body. Your size is Small.<br/><br />
'''''Speed.''''' You have a base walking speed of 25 feet.<br/><br />
'''''Naturalist.''''' You are proficient in the {{5s|Nature}} skill. You can survive without food so long as you have water, sunlight, and air.<br/><br />
'''''Hybrid Nature.''''' You have two creature types: humanoid and plant. You are affected by a game effect if works on either of your creature types.<br/><br />
'''''Naturally Stealthy.''''' Your herbivore ancestors survived primarily by hiding from predators. You are naturally proficient in the {{5s|Stealth}} skill. When you make an ability check to {{5e|Hide Action|Hide}}, you can choose to make a {{5a|wis}} ({{5s|Stealth}}) check in place of a {{5a|dex}} ({{5s|Stealth}}) check.<br/><br />
'''''Forest Dweller.''''' You have {{5e|Advantage}} on all {{5s|Stealth}} and {{5s|Survival}} checks made in natural forest terrain.<br/><br />
'''''Languages.''''' You can read, write, and speak both Common and {{HyruleLanguage|Deku}}.<br />
{{clear}}<br />
<br />
=={{5H|c|Lizalfos}}==<br />
'''''Age.''''' A lizalfos reaches adulthood in at most 10 years. Rarely does one live beyond the age of 50.<br/><br />
'''''Alignment.''''' Lizalfos as a whole have a strong tendency towards evil. Daira are inherently chaotic, while geru are relatively orderly, and most other lizalfos fall somewhere between.<br/><br />
'''''Size.''''' Your size is Medium.<br/><br />
'''''Speed.''''' You have a base walking speed of 30 feet.<br/><br />
'''''Alkaline Scales.''''' You have {{5e|Damage Resistance|resistance}} to acid damage.<br/><br />
'''''Standing Leap.''''' If it would otherwise be lesser, your {{5e|Jumping|long jump}} is up to 20 feet and your {{5e|Jumping|high jump}} is up to 10 feet, with or without a running start.<br/><br />
'''''Languages.''''' All lizalfos speak {{HyruleLanguage|Lizal}}. A minority, including all lizalfos player-characters, speak Common as a second language.<br/><br />
'''''Subraces.''''' Lizalfos come in numerous subraces. Choose one from aeralfos, chameleon, daira, dinolfos, and geru.<br />
<br />
==={{5H|c|Aeralfos}}===<br />
'''''Ability Score Increase.''''' Your {{5a|dex}} and {{5a|con}} scores both increase by 1.<br/><br />
'''''Fly Speed.''''' You have a fly speed of 40 feet. This speed increases to 50 feet at 3rd level, and 60 feet at 5th level.<br/><br />
<br />
===[[Chameleon Lizalfos (5e Creature)|Chameleon]]===<br />
'''''Ability Score Increase.''''' Your {{5a|dex}} and {{5a|wis}} scores both increase by 1.<br/><br />
'''''Ambusher.''''' You have {{5e|Advantage}} on attack rolls against any creature you have {{5e|Surprise}}d.<br/><br />
'''''Chameleon Cunning.''''' You have {{5e|Advantage}} on saving throws against being {{5c|Charmed}}, and magic can't put you to sleep. You have no need to sleep, but you still must relax for the entirety of a {{5e|Long Rest}} to gain the benefits of finishing one.<br/><br />
'''''Chameleon Skin.''''' You have {{5e|Advantage}} on any {{5a|dex}} ({{5s|Stealth}}) check made to hide, but only if you remain motionless in the same spot for 12 seconds (two consecutive turns). You forfeit this advantage if you move.<br/> <!--<br />
'''''Tongue Snap.''''' In place of one attack you make as part of the {{5e|Attack Action|Attack}} action, you can make a special kind of {{5e|Unarmed Strike}} by snapping your elastic tongue. This attack has a reach of 20 feet. On a hit you deal bludgeoning damage equal to 1d4 + your {{5a|str}} or {{5a|dex}} modifier (whichever is higher), plus an extra 1d4 acid damage. Once you use this attack you must complete a {{5e|Short Rest|short}} or {{5e|Long Rest|long rest}} before you can use it again. --><br />
<br />
==={{5H|c|Daira}}===<br />
'''''Ability Score Increase.''''' Your {{5a|str}} score increases by 2.<br/><br />
'''''Blood Frenzy.''''' As a {{5e|Bonus Action}}, you can detect without error whether one living creature you can see has half its {{5e|Hit Points}} or fewer. After you use this bonus action, you have {{5e|Advantage}} on all melee weapon attack rolls made against that creature. This benefit lasts until the creature restores any {{5e|Hit Points}}, drops to 0 {{5e|Hit Points}}, or you use your Blood Frenzy on another creature.<br/><br />
'''''Daira Scales.''''' When you are hit by a nonmagical melee weapon, you can use your {{5e|Reactions|reaction}} to halve the damage you take from that attack. You must finish a {{5e|Short Rest}} before you use this feature again.<br/><br />
<br />
==={{5H|c|Dinolfos}}===<br />
'''''Ability Score Increase.''''' Your {{5a|str}} and {{5a|con}} scores both increase by 1.<br/><br />
'''''Fire Resistance.''''' You have {{5e|Damage Resistance|resistance}} to fire damage.<br/><br />
'''''Fire Breath.''''' You can use your action to exhale a gout of flame in a 15-foot cone. Each creature in this area must make a {{5a|dex}} saving throw, with a DC equal to 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much on a success. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this feature, you can't use it again until you finish a {{5e|Short Rest|short}} or {{5e|Long Rest}}.<br />
<br />
==={{5H|c|Geru}}===<br />
'''''Ability Score Increase.''''' Your {{5a|str}} score, {{5a|dex}} score, and one other ability score of your choice all increase by 1.<br/><br />
'''''Swim Speed.''''' You have a swim speed of 30 feet.<br/><br />
'''''Hold Breath.''''' You can {{5e|Suffocating|hold your breath}} for 30 minutes, regardless of your {{5a|con}} score.<br/><br />
'''''Keen Senses.''''' You have proficiency in the {{5s|Perception}} skill.<br/><br />
'''''Swamp Camouflage.''''' You have {{5e|Advantage}} on {{5a|dex}} ({{5s|Stealth}}) checks made to hide in terrain reminiscent of swamps, marshes, and wetlands.<br />
<br />
===Racial Feat: Swampfighter===<br />
You have trained to be an elite warrior among lizalfos, embodying traditional combat styles and tactics of your people. You gain the following benefits:<br/><br />
'''''Martial Advantage.''''' When you take the {{5e|Attack Action|Attack}} action and hit a creature with a melee attack, if that creature is within 5 feet of your ally and that ally isn't {{5c|Incapacitated}}, you can use your {{5e|Bonus Action}} to flourish the strike and deal an extra 1d6 damage to the hit creature.<br/><br />
'''''Shield Breaker.''''' If you score a {{5e|Critical Hit}} hit with a melee attack against a creature, any nonmagical shield the target is wielding becomes damaged beyond use.<br/><br />
'''''Skill Proficiency.''''' You gain proficiency in your choice of either {{5s|Athletics}} or {{5s|Stealth}}.<br />
<br />
=={{5H|c|Lynel}}==<br />
'''''Ability Score Increase.''''' Your {{5a|str}} score and {{5a|con}} score both increase by 2.<br/><br />
'''''Age.''''' Lynels reach maturity quickly, and are considered adults by 10 years at the latest, though they may continue physically growing for decades after this. Although it is very common for lynels to live short and violent lives, the oldest among them can live to an age of up to 300.<br/><br />
'''''Alignment.''''' Lynels are murderously aggressive towards almost everything, and are ferociously independent of anything that would restrict their will or their freedom. As a whole, they have a strong tendency towards chaotic evil.<br/><br />
'''''Size.''''' A typical Lynel is about 10 feet tall and weighs in the neighborhood of 1800 pounds. Your size is Large. Due to your unusual centaur-like shape, you may be unable to benefit from gear designed for feet or humanoid legs. Compared to a Medium creature you require four times as much food and water, have double [[5e SRD:Strength|carrying capacity or encumbrance]] for your {{5a|str}} score, may require special equipment, and can't ride [[Mounts and Animals (Hyrule Supplement)|mounts]] of Large size or smaller. In combat, you occupy a 10-foot square instead of a 5-foot square, but you have the same reach as a Medium creature.<br/><br />
'''''Large Equipment.''''' As a Large humanoid, you can wield normal-sized weapons, but are better off wielding weapons sized for you; see [[Weapons (Hyrule Supplement)#Weapons of Unusual Size|Weapons of Unusual Size]]. You can't wear normal armor or clothes, but instead must wear armor sized for a Large creature; such gear costs twice as much and weighs eight times as much.<br/><br />
'''''Speed.''''' You gallop like a horse and pounce like a jaguar. Your base walking speed is 50 feet.<br/><br />
'''''Hybrid Nature.''''' You have two creature types: giant and humanoid. You are affected by a game effect if works on either of your creature types.<br/><br />
'''''Menacing.''''' You are proficient in the {{5s|Intimidation}} skill.<br/><br />
'''''Cantrip.''''' You know one cantrip of your choice from ''{{5e|Fire Bolt}}'', {{5h|s|Power Beam}}, ''{{5e|Resistance}}'', and {{5h|s|Step Up}}. {{5a|cha}} is your casting ability for this spell.<br/><br />
'''''Languages.''''' All lynels speak {{HyruleLanguage|Blin}}. A minority, including all lynel player-characters, speak Common as a second language.<br/><br />
<br />
===Racial Feat: Flame Evoker===<br />
Many lynels are capable of conjuring supernatural fire, but doing so takes immense training. You are one such lynel who has trained to this extent. As an action, you can do either of the following. Once you do so, you must complete a {{5e|Short Rest|short}} or {{5e|Long Rest}} before you benefit from this feat again.<br />
*'''''Fire Breath.''''' You exhale fire in a 30-foot cone. Each creature in that area must make a {{5a|dex}} saving throw. A target takes 2d6 fire damage on a failed save, or halve as much on a success.<br />
*'''''Flame Burst.''''' Thrusting its weapon into the ground, you detonate a wave of flame that sweeps out from it. Each creature in a 10-foot circle originating from you must make a {{5a|dex}} saving throw. On a failed save, a creature takes 2d4 fire damage, is pushed 10 feet away from you, and is knocked {{5c|Prone}}. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone.<br />
The DC for either action equals 8 + your proficiency bonus + your {{5a|con}} modifier. The damage increases by one damage die at 6th level (3d4 or 3d6), 11th level (4d4 or 4d6), and 16th level (5d4 or 5d6).<br />
<br />
===Racial Feat: Resilient Lynel===<br />
It is common for lynels to push their already formidable bodies to the limits of mortal endurance and strength. You, in particular, have adapted to the harshest heat, the most brutal cold, and you are resolute in virtually any climate. <br />
<br />
You gain {{5e|Damage Resistance|resistance}} to cold, fire, and lightning damage.<br />
<br />
==Minish==<br />
<div class="externalimage-holder" style="width:15%;float:right">{{5e Image|float:right|https://i.imgur.com/fnPWpAz.png|[https://zelda.gamepedia.com/Minish Source]}}</div><br />
'''''Ability Score Increase.''''' Your {{5a|dex}}, {{5a|wis}}, {{5a|int}}, and {{5a|cha}} scores all increase by 1. Your {{5a|str}} score decreases by 2.<br/><br />
'''''Age.''''' Despite their size, minish live comparably to humanoids. One reaches adulthood in its last teens, and at most lives just shy of a century.<br/><br />
'''''Alignment.''''' Minish are inherently benevolent, and most of them are happy to aid creatures who don't even know they exist. They are almost universally good, and have a smaller tendency towards law.<br/><br />
'''''Size.''''' A typical minish is 3 inches tall at most, and weighs about 1 pound. Your size is, for most purposes, Tiny. You are however so diminutive that you can ride in the pocket of a Small or Medium humanoid. You can occupy and move through the space of any creature (excluding a creature that fills the entirety of its space, such as certain oozes). You can survive on what other creatures would consider crumbs; a mere drop of water is enough to quench your thirst for hours. Your carrying capacity or encumbrance is 1% what it would be for a Medium creature. If you were to ride a [[Mounts and Animals (Hyrule Supplement)|mount]], the mount itself would likely need to be a Tiny creature, such as a squirrel or a frog.<br/><br />
'''''Speed.''''' Your size prevents very swift movement, but like an insect your weight is easy to carry even in hazardous terrain. Your base walking speed, climb speed, and swim speed are all 15 feet. You can move through land-based {{5e|Difficult Terrain}} without reduced movement.<br/><br />
'''''Minish Gear.''''' You can only wield weapons and armor specifically designed for a minish-sized humanoid. Even Tiny equipment is too big for you. If it is readily available, minish-sized equipment costs half as much as normal, and weighs about 1% as much as normal, but it may need to be specially crafted.<br/> <br />
'''''Minish in Combat.''''' Any nonmagical weapon you wield deals 1 damage if its damage die would normally be 1d6 or lower, 2 damage if it would normally be 1d8, and 3 damage if it would be 1d10 or higher. You still add the appropriate ability modifier to attack and damage rolls with weapons. Your reach is 0 feet (even if you wield a weapon that has the [[Weapons (Hyrule Supplement)#Weapon Properties|reach]] property), meaning you must occupy the same space as any creature to touch it or make a melee attack against it. (You still only provoke an {{5e|Opportunity Attack}} when you leave a creature's reach.) The range of any ranged weapon you wield or spell you cast is halved. Despite the lack of power or reach behind your attacks, you strike swiftly. If you use your action to make at least one weapon attack, you can use your {{5e|Bonus Action}} to make another attack with that same weapon. You lose the effect of this feature if your size increases to Small.<br/><br />
'''''Tiny Agility.''''' You have {{5e|Disadvantage}} on any ability check or saving throw that relies on {{5a|str}}. You have {{5e|Advantage}} on any saving throw that relies on {{5a|dex}}. You lose the effect of this feature if your size increases to Small.<br/><br />
'''''Minish Veil.''''' Minish are supernaturally difficult to perceive and track by larger creatures. Any creature of Medium size or larger that attacks you from a range of 10 feet or more has {{5e|Disadvantage}} on the attack roll. When you {{5e|Hide Action|Hide}} from creatures that are Medium or larger, you have {{5e|Advantage}} on the {{5a|dex}} ({{5s|Stealth}}) check. You lose the effect of this feature if your size increases to Small.<br/><br />
'''''Keen Senses.''''' You are proficient in the {{5s|Perception}} skill.<br/><br />
'''''Languages.''''' You can read, write, and speak both Common and {{HyruleLanguage|Minish}}.<br />
{{clear}}<br />
=={{5H|c|Moblin}}==<br />
'''''Age.''''' A moblin swiftly reaches adulthood in about 7 years. Bokoblins in particular can reach adulthood in as little as 2. Rarely does a moblin live beyond the age of 30.<br/><br />
'''''Alignment.''''' Moblins have a strong tendency towards evil. Though a few among them may be good, even these pretend to be evil among their peers just to fit in.<br/><br />
'''''Size.''''' A moblin's size is heavily dependent upon its subrace.<br/><br />
'''''Keen Smell.''''' You have {{5e|Advantage}} on {{5a|wis}} ({{5s|Perception}}) checks that rely on smell.<br/><br />
'''''Ancestral Arms.''''' Moblins are instinctively skilled at smashing things with blunt objects. You are always proficient with {{5e|Club}}s, {{5h|e|Crusher}}s, and {{5e|Greatclub}}s. If you become proficient with any martial weapon, you also become proficient with [[Weapons (Hyrule Supplement)#Weapons|moblin spears]].<br/><br />
'''''Languages.''''' All moblins speak {{HyruleLanguage|Blin}}. A minority, including all moblin player-characters, speak Common as a second language.<br/><br />
'''''Subraces.''''' Moblins come in extremely diverse subraces. It is most common for a moblin's parents to be of the same subrace, but in cases of mixed lineage the offspring takes after the mother almost entirely. Choose one from big moblin, bokoblin, bulblin, and miniblin.<br />
<br />
==={{5H|c|Big Moblin}}===<br />
'''''Ability Score Increase.''''' Your {{5a|str}} score increases by 2.<br/><br />
'''''Size.''''' As its name implies, a big moblin has an imposing figure usually between 8 and 12 feet in height, and usually weighs between 800 and 1600 pounds. Your size is Large. As such compared to a Medium creature you require four times as much food and water, have double [[5e SRD:Strength|carrying capacity or encumbrance]] for your {{5a|str}} score, may require special equipment, and can't ride [[Mounts and Animals (Hyrule Supplement)|mounts]] of Large size or smaller. In combat you occupy a 10-foot square instead of a 5-foot square, but you have the same reach as a Medium creature.<br/><br />
'''''Large Equipment.''''' As a Large humanoid, you can wield normal-sized weapons, but are better off wielding weapons sized for you; see [[Weapons (Hyrule Supplement)#Weapons of Unusual Size|Weapons of Unusual Size]]. You can't wear normal armor or clothes, but instead must wear armor sized for a Large creature; such gear costs twice as much and weighs eight times as much.<br/><br />
'''''Climate Endurance.''''' You can endure any naturally-occurring hot, cold, dry, or humid climate without hardship, {{5a|con}} checks, or {{5a|con}} saving throws.<br />
<br />
==={{5H|c|Bokoblin}}===<br />
'''''Ability Score Increase.''''' Your {{5a|str}}, {{5a|dex}}, and {{5a|con}} scores all increase by 1.<br/><br />
'''''Enduring.''''' You have {{5e|Advantage}} on saving throws made to resist {{5c|Exhaustion}}, and can thrive on one-quarter of the food and water you would otherwise need.<br/><br />
'''''Reckless.''''' At the start of your turn, you can gain {{5e|Advantage}} on all melee weapon attack rolls you make this turn, but attack rolls against you have {{5e|Advantage}} until the start of your next turn.<br/><br />
'''''Forage.''''' Bokoblins are infamous for doing anything to survive. You have {{5e|Advantage}} on any {{5a|wis}} ({{5s|Survival}}) check to find food or water in the wild.<br/><br />
'''''Poison Resistance.''''' As a bokoblin, your immune system is freakishly tolerant of everything from eating rotten meat to enduring venomous spider bites. You have {{5e|Damage Resistance|resistance}} to {{5e|Damage Rolls|poison damage}}, and have {{5e|Advantage}} on saving throws against [[5e SRD:Conditions#Poisoned|poison]].<br/><br />
'''''Climate Endurance.''''' You can endure any naturally-occurring hot, cold, dry, or humid climate without hardship, {{5a|con}} checks, or {{5a|con}} saving throws.<br />
<br />
==={{5H|c|Bulblin}}===<br />
'''''Ability Score Increase.''''' Your {{5a|str}}, {{5a|dex}}, and {{5a|int}} scores all increase by 1.<br/><br />
'''''Pack Tactic.''''' On your turn if a creature is within 5 feet of your ally (excluding any animal or mount), you can choose to gain {{5e|Advantage}} on attack rolls you make against that creature until it or your ally moves more than 5 feet away from each other. Once you use this feature, you cannot use it again until you next roll {{5e|Initiative}}.<br/><br />
'''''Beast Tamer.''''' Bulblins are instinctively skilled with manipulating animals to their needs. You are proficient in the {{5s|Animal Handling}} skill.<br/><br />
'''''Armor Training.''''' Unlike most moblins, bulblins are trained for armor usage from a young age. You are always proficient with light armor.<br/>{{tab}}If you would otherwise become proficient in light armor, you also become proficient in medium armor and {{5e|Shield (Armor)|shields}} (but not heavy shields).<br/>{{tab}}If you would otherwise become proficient in medium armor, you also become proficient in heavy armor and {{5h|e|Heavy Shield}}s.<br/>{{tab}}If you would otherwise become proficient in heavy armor, while wearing any heavy armor you can add your {{5a|dex}} modifier (max 1) to your AC.<br />
<br />
==={{5H|c|Miniblin}}===<br />
'''''Ability Score Increase.''''' Your {{5a|dex}} score increases by 2.<br/><br />
'''''Size.''''' A typical miniblin stands just over 2 feet tall. Your size is Small.<br/><br />
'''''Darkvision.''''' {{5e Darkvision}}<br/><br />
'''''Da-Neh.''''' You are proficient with {{5e|Spear}}s and {{5e|Trident}}s. When wielding these weapons, you can choose to use your {{5a|dex}} modifier in place of your {{5a|str}} modifier on attack and damage rolls with them.<br/><br />
'''''Pack Tactic.''''' On your turn if a creature is within 5 feet of your ally (excluding any animal or mount), you can choose to gain {{5e|Advantage}} on attack rolls you make against that creature until it or your ally moves more than 5 feet away from each other. Once you use this feature, you cannot use it again until you next roll {{5e|Initiative}}.<br/><br />
'''''Spider Climb.''''' Miniblins possess an uncanny, supernatural ability to climb. You have a climb speed of 20 feet, which you can use even if both your hands are occupied. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.<br/><br />
<br />
=={{5H|Race|Mogma}}==<br />
'''''Ability Score Increase.''''' Your {{5a|str}} score increases by 2, and your {{5a|wis}} score increases by 1.<br/><br />
'''''Age.''''' Mogma reach adulthood in their mid teens, and usually live to an age between 60 and 100.<br/><br />
'''''Alignment.''''' Mogma are somewhat greedy, and don't meld well into overly structured society. They tend towards chaos.<br/><br />
'''''Medium.''''' A mogma has a height of just over four feet, but its shoulders can be almost as wide as it is tall. Your size is Medium.<br/><br />
'''''Speed.''''' You have a base walking speed of 25 feet and a climb speed of 25 feet.<br/><br />
'''''Darkvision.''''' {{5e Darkvision}}<br/><br />
'''''Claws.''''' Your {{5e|Unarmed Strike}} inflicts slashing damage equal to 1d4 + your {{5a|str}} modifier.<br/><br />
'''''Tremorsense.''''' You have {{5e|Tremorsense}} out to a range of 10 feet. Your tremorsense can detect and pinpoint the origin of vibrations within this radius, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures<br/><br />
'''''Dig.''''' As an action, you can gain a burrow speed equal to your base walking speed until the start of your next turn. While burrowing, you can move through sand, earth, mud, or ice, but not solid rock. When you use this action, you are {{5c|Incapacitated}} until the start of your next turn.<br/><br />
'''''Nose for Treasure.''''' You are always considered proficient in any ability check made to estimate the value of gemstones or treasure, or to identify the properties of magic items.<br/><br />
'''''Languages.''''' You can read, write, and speak both Common and {{HyruleLanguage|Goro}}.<br />
<br />
==Parella==<br />
<div class="externalimage-holder" style="width:20%;float:right">{{5e Image|float:right|https://i.imgur.com/CHxkY9l.png|A parella as it appears suspended in water.<br/>[https://zelda.gamepedia.com/Parella Source]}}</div><br />
'''''Ability Score Increase.''''' Your ability scores all increase by 1.<br/><br />
'''''Age.''''' Parella reach adulthood at 20 at the latest, and can live to an age of 200 or more.<br/><br />
'''''Alignment.''''' Although their ways seem foreign to many, parella tend to be good natured. They tend towards good.<br/><br />
'''''Size.''''' While underwater, a parella's jellyfish-like body extends to a height of about 6 feet, but on land it is squished to a height of about 4 feet. Your size is Medium.<br/><br />
'''''Speed.''''' You have a base walking speed of 5 feet, and a swim speed of 60 feet.<br/><br />
'''''Amphibious.''''' You can breathe both air and water.<br/><br />
'''''Invertebrate.''''' You are a mucus-covered invertebrate, and your body is highly amorphous compared to most creatures. You can fit through a space as narrow as 1 foot without squeezing. You have {{5e|Advantage}} on any ability check or saving through to escape being {{5c|Grappled}} or {{5c|Restrained}}.<br/><br />
'''''Languages.''''' You can read, write, and speak both Common and {{HyruleLanguage|Zoran}}.<br />
{{clear}}<br />
=={{5H|c|Poe}}==<br />
'''''Ability Score Increase.''''' Your {{5a|dex}} and {{5a|cha}} scores both increase by 1.<br/><br />
'''''Age.''''' As poes are not alive, they don't age. They are "born into undeath" with the same form and level of development they will always have. Although poes are eventually destroyed, they only "age" when they are not in a dormant state. An actual numerical age is almost meaningless to them.<br/><br />
'''''Alignment.''''' Poes are believed to be animated spirits formed through unanswered malevolence and hatred, and they feel no need to conform to the norms of any society. They have a strong tendency towards chaotic evil. Even in undeath, however, a rare few souls can overcome these urges.<br/><br />
'''''Size.''''' Although your body sometimes flickers mysteriously from view, and can appear gaseous, it is solid. You have no visible legs, and instead you seem to float above ground; the remainder of your body comprises a torso, arms, and head. Poes are anywhere between 3 feet and 7 feet, though on average they float at a height of just over 5 feet. You can choose to be either Small or Medium.<br/><br />
'''''Speed.''''' You have no legs, and you won't walk in the traditional sense. You can float in place effortlessly, and do so even if you are {{5c|Unconscious}}. You have a base walking speed and a flying speed of 30 feet, but you cannot use this speed to ascend more than 2 feet above ground. You can, however, maintain the same altitude if the ground beneath you falls away. <br/>If you cannot use your flying speed, due to a spell or other effect, you are {{5c|Prone}}.<br/><br />
'''''Poison Immunity.''''' Poison rots flesh and steals life, neither of which are things you have. You are immune to poison damage, cannot be {{5c|Poisoned}}, and are immune to any disease which doesn't specifically affect undead.<br/><br />
'''''Otherworldly Perception.''''' You can sense any creature that is {{5c|Invisible}} or in the [[Astrology (Hyrule Supplement)#Silent Realm|Silent Realm]]. You can pinpoint such a creature if it is moving.<br/><br />
'''''Ghost Magic.''''' You know your choice of one cantrip from either ''{{5e|Prestidigitation}}'' or ''{{5e|Produce Flame}}''. If you otherwise gain the Spellcasting feature, you can gain one of these cantrips in place of one you would otherwise be able to gain. Beginning at 3rd level you can cast the ''{{5e|Invisibility}}'' spell on yourself by expending 3 [[Hyrule (5e Campaign Setting)#Magic Points|magic points]]. {{5a|cha}} is your casting ability for these spells.<br/><br />
'''''Undead.''''' You are treated as an undead instead of a humanoid. You are not "alive," so effects which bring creature back to life will not affect you, nor will most effects that restore {{5e|Hit Points}}.<br/><br />
'''''Sunlight Weakness.''''' While in sunlight, you have {{5e|Disadvantage}} on all attack rolls, ability checks, and saving throws.<br/><br />
'''''Poe's Lantern.''''' Your starting equipment includes a {{5e|Lantern, Hooded|hooded lantern}}. While holding a lantern or similar object, you can ignite or extinguish it as a {{5e|Bonus Action}}. If you are ever not within the light provided by a lantern you have ignited with this feature, you are afflicted as if you were in sunlight. You can use a lantern you have ignited as if it was a {{5e|Club}}, and on a hit it deals an extra 1 fire damage. If you are proficient with {{5e|Shield (Armor)|shields}}, you can gain a +2 bonus to your AC from this lantern while you hold it as if it was a {{5e|Shield (Armor)|shield}}.<br/><br />
'''''Languages.''''' All poes speak {{HyruleLanguage|Stal}}. Some are also capable of speaking a language they knew in life. A minority of poes, including all poe player-characters, speak Common as a second language.<br/><br />
<br />
===Racial Feat: Daybreaker===<br />
After brutal and arduous training, your undead physiology has become capable of enduring sunlight with negligible discomfort. You gain the following benefits:<br />
* Your {{5a|con}} or {{5a|wis}} score increases by 1, but does not exceed your maximum score for that ability.<br />
* While in sunlight or without the light of your Poe's Lantern, you still suffer {{5e|Disadvantage}} on {{5a|con}} and {{5a|wis}} saving throws, but may otherwise ignore the Sunlight Weakness feature.<br />
* If a spell or other magic would affect an undead but not a humanoid, you have {{5e|Advantage}} on any saving throw imposed by that effect.<br />
<br />
===Racial Feat: Incorporeal Specter===<br />
You have learned to use your spectral capabilities to fly to greater heights, and even pass through walls. You gain the following benefits:<br />
* You can move through other creatures and objects as if they were {{5e|Difficult Terrain}}. You take 5 (1d10) force damage if you end your turn inside an object.<br />
* You gain a fly speed of 50 feet, and can hover in place effortlessly. There is no limit to the distance you can ascend.<br />
<br />
=={{5H|Race|Subrosian}}==<br />
'''''Ability Score Increase.''''' Your {{5a|con}} score increases by 2. One score of your choice from {{5a|int}}, {{5a|wis}}, or {{5a|cha}} increases by 1.<br/><br />
'''''Age.''''' Subrosians reach adulthood in their late teens. They show practically no signs of aging, but live at most a century.<br/><br />
'''''Alignment.''''' Subrosians are reclusive and secretive, but trust those who break through their shell. They have a slight tendency towards good.<br/><br />
'''''Size.''''' A typical subrosian is a little over 3 feet tall. Your size is Small.<br/><br />
'''''Speed.''''' You have a base walking speed of 25 feet.<br/><br />
'''''Darkvision.''''' {{5e Darkvision}}<br/><br />
'''''Heatproof.''''' You are immune to fire damage, and do not catch flame.<br/><br />
'''''Secretive.''''' You gain proficiency in your choice of one of the following skills: {{5s|Deception}}, {{5s|Insight}}, {{5s|Sleight of Hand}}, or {{5s|Stealth}}.<br/><br />
'''''Subterranean.''''' You have {{5e|Advantage}} on any {{5a|wis}} ({{5s|Survival}}) check made in a completely underground environment.<br/><br />
'''''Languages.''''' You can read, write, and speak both Common and {{HyruleLanguage|Subrosian}}.<br />
<br />
==Twili==<br />
<div class="externalimage-holder" style="width:15%;float:right">{{5e Image|float:right|https://i.imgur.com/WvVHgMq.png|A twili of the elegant subrace.<br/>[https://zelda.gamepedia.com/Gallery:Midna#Hyrule_Warriors Source]}}</div><br />
'''''Ability Score Increase.''''' Your {{5a|int}} score, and one other ability score of your choice, both increase by 1.<br/><br />
'''''Age.''''' Twili age slowly. They may not reach full adulthood until 20 years or more, but can live to be nearly 200.<br/><br />
'''''Alignment.''''' Twili hail from usurpers and renegades who threatened to overthrow a kingdom and seize a dark, magical power. Like {{5h|Race|Hylian}}s, their alignments vary widely from one to another, but as a whole they have a slight tendency towards chaotic evil.<br/><br />
'''''Size.''''' Twili are tall and thin. One typically stands between 6 and 7 feet, yet only weighs between 150 and 220 pounds. Your size is Medium.<br/><br />
'''''Speed.''''' You have a base walking speed of 30 feet.<br/><br />
'''''Darkvision.''''' {{5e Darkvision}}<br/><br />
'''''Sunslight Sensitivity.''''' Your people evolved to eternal twilight and darkness, and the bright light of the sun is extremely unpleasant to your senses. While in sunlight, you have {{5e|Disadvantage}} on attack rolls, as well as on {{5a|wis}} ({{5s|Perception}}) checks that rely on sight.<br/><br />
'''''Arcane Heritage.''''' Your people are masters of what most Hyruleans call ancient magic, and what they consider arcane secrets is common knowledge in your homeland. You are proficient in the {{5s|Arcana}} skill.<br/><br />
'''''Languages.''''' All twili read, write, and speak {{HyruleLanguage|Twilit}}. A minority of twili, including all twili player-characters, are just as fluent in Common.<br/><br />
'''''Subraces.''''' Choose either elegant twili or usurper twili.<br />
<br />
===Elegant Twili===<br />
Compared to most twili, your facial features take a shape closest to {{5h|Race|Hylian}}s. If it wasn't for your smooth gray skin and abnormally colored eyes, someone could even mistake you for an unusually tall and slender {{5h|Race|Hylian}}. In the [[Astrology (Hyrule Supplement)#Twilight Realm|Twilight Realm]], your kind has traditionally comprised the ruling upper class. The few who have ventured into the [[Astrology (Hyrule Supplement)#Light World|Light World]] have had a relatively easier time adapting to the alien world and foreign cultures.<br />
<br />
'''''Ability Score Increase.''''' Your {{5a|int}}, {{5a|wis}}, or {{5a|cha}} score increases by 1.<br/><br />
'''''Magic Adept.''''' Your people are unusually talented with spellcasting. Your [[Hyrule (5e Campaign Setting)#Magic Points|magic point]] maximum increases by 2.<br/><br />
'''''Cantrip.''''' You know one cantrip of your choice from ''{{5e|Mage Hand}}'', ''{{5e|Minor Illusion}}'', ''{{5e|Message}}'', and {{5h|s|Tear}}. {{5a|int}} is your casting ability for this spell.<br/><br />
'''''Twilit Magic.''''' You know one spell of your choice from {{5h|s|Conjure Spirit Wolf}}, ''{{5e|Disguise Self}}'', and ''{{5e|Feather Fall}}'' . At 3rd level you learn one spell from ''{{5e|Misty Step}}'', ''{{5e|Levitate}}'', and {{5h|s|Split}}. You cast these spells by expending the normal amount of [[Hyrule (5e Campaign Setting)#Magic Points|magic points]], and {{5a|int}} is your casting ability for these spells.<br />
<br />
===Usurper Twili===<br />
Compared to most twili, your facial features are abnormally flat and plain in appearance, to the extent even other twili may find them eerie. Your lineage links strongly to those who have attempted, and failed, to overthrow the norm. Although all twili hail from the ancient race that was banished to the [[Astrology (Hyrule Supplement)#Twilight Realm|Twilight Realm]], your kind is often attributed as the renegades responsible.<br />
<br />
'''''Ability Score Increase.''''' Your {{5a|str}}, {{5a|dex}}, or {{5a|con}} score increases by 1.<br/><br />
'''''Superior Darkvision.''''' The range of your darkvision increases to 120 feet.<br/><br />
'''''Twilit Resilience.''''' Even more so than other twili, your people have adapted and evolved to the hardships of the [[Astrology (Hyrule Supplement)#Twilight Realm|Twilight Realm]]. You have {{5e|Advantage}} on ability checks or saving throws to avoid {{5c|Exhaustion}} or being {{5c|Frightened}}.<br/><br />
'''''Cantrip.''''' You know one cantrip of your choice from ''{{5e|Blade Ward}}'', {{5h|s|Death Bolt}}, ''{{5e|Mage Hand}}'', and ''{{5e|True Strike}}''. {{5a|int}} is your casting ability for this spell.<br />
<br />
===Racial Feat: Daybreaker===<br />
After arduous training, your sight and other senses have become capable of enduring sunlight with negligible discomfort. You gain the following benefits: <!--<br />
* Your {{5a|con}} or {{5a|wis}} score increases by 1, but does not exceed your maximum score for that ability. --><br />
* You may ignore your Sunlight Sensitivity feature.<br />
* You have {{5e|Advantage}} on any saving throw against being {{5c|Blinded}}.<br />
* You gain proficiency in your choice of either the {{5s|Perception}} skill or the {{5s|Investigation}} skill.<br />
<br />
===Racial Feat: Trained Twili===<br />
You have trained under the tutelage of another twili whose subrace is opposite from yours, and have learned to emulate their capabilities. You gain the features of a twili subrace that is not your own.<br />
<br />
===Racial Feat: Sorcerous Twili===<br />
''Prerequisite: Spellcasting feature''<br />
<br />
You have studied the depths of twilit magic, and empower your spellcasting capabilities. At appropriate points determined by your Spellcasting feature, you can learn the following spells in place of spells otherwise available to your class at the same spell level. When you cast any of these spells, you gain an additional benefit as noted in the following list.<br />
:2nd: ''{{5e|Misty Step}}''. If there is a willing creature of Medium or smaller in your space or adjacent, you can teleport that creature with you. Its movement mirrors yours; if you teleport 20 feet north for instance, so does that creature.<br />
:3rd: ''{{5e|Fly}}''. If you cast this spell on yourself, the duration increases to, "{{5e|Concentration}}, up to 1 hour."<br />
:4th: ''{{5e|Dimension Door}}''. If there is a willing creature of Medium or smaller in your space or adjacent, you can teleport that creature with you, in addition to any objects or creatures otherwise allowed by ''dimension door''.<br />
:5th: ''{{5e|Arcane Hand}}''. You conjure two hands instead of one, both of which can appear anywhere in range. When you cast the spell and use a bonus action on your subsequent turns, you can still control only one hand at a time.<br />
Your {{5a|int}} score increases by 1, but cannot increase above your maximum for that score.<br />
{{clear}}<br />
==Yeti==<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.imgur.com/zcHjV3V.png|A white yeti wearing unusual headgear.<br/>[https://zelda.gamepedia.com/Yeti Source]}}</div><br />
'''''Ability Score Increase.''''' Your {{5a|str}} score and {{5a|con}} score both increase by 1.<br/><br />
'''''Age.''''' A yeti is considered an adult around age 10, though many continue to grow into their late thirties. At best, one will live just under a century.<br/><br />
'''''Alignment.''''' Yeti organize themselves in loose and often tribes which have little desire for order and few strong loyalties. They have a tendency towards chaos.<br/><br />
'''''Size.''''' Your size depends on your subrace. If you are a yook, your size is Medium. If you are a white yeti, your size is Large.<br/><br />
'''''Speed.''''' Your base walking speed is 30 feet.<br/><br />
'''''Languages.''''' You can speak both {{HyruleLanguage|Anook}} and Common, but cannot read or write.<br/><br />
'''''Subraces.''''' Choose either white yeti, or yook.<br />
<br />
===White Yeti===<br />
'''''Size.''''' A yeti is of great size, usually 10 to 12 feet in height, and weighs in the neighborhood of 1600 lbs. Your size is Large. As such compared to a Medium creature you require four times as much food and water, have double [[5e SRD:Strength|carrying capacity or encumbrance]] for your {{5a|str}} score, may require special equipment, and can't ride [[Mounts and Animals (Hyrule Supplement)|mounts]] of Large size or smaller. In combat you occupy a 10-foot square instead of a 5-foot square, but you have the same reach as a Medium creature.<br/><br />
'''''Large Equipment.''''' As a Large humanoid, you can wield normal-sized weapons, but are better off wielding weapons sized for you; see [[Weapons (Hyrule Supplement)#Weapons of Unusual Size|Weapons of Unusual Size]]. You can't wear normal armor or clothes, but instead must wear armor sized for a Large creature; such gear costs twice as much and weighs eight times as much.<br/><br />
'''''Cold Endurance.''''' You are comfortable even in the coldest of climates, and do not need to make saving throws or ability checks for enduring nonmagical cold weather.<br/><br />
'''''Long Strides.''''' Your base walking speed increases by 5 feet.<br />
{{clear}}<br />
===Yook===<br />
{{5e Image|float:right|https://i.imgur.com/WP0sscg.png|A yook wielding a club.<br/>[https://www.zeldadungeon.net/wiki/Yook Source]}}<br />
'''''Ability Score Increase.''''' On ability score of your choice from {{5a|str}}, {{5a|con}}, and {{5a|wis}} increases by 1.<br/><br />
'''''Cold Resistance.''''' You have {{5e|Damage Resistance|resistance}} to cold damage.<br/><br />
'''''Ice Breath.''''' You can use your action to exhale a snowstorm of bitter cold in a 15-foot cone. Each creature in this area must make a {{5a|con}} saving throw, with a DC equal to 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 2d6 cold damage on a failed save, and half as much on a success. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this feature, you can't use it again until you finish a {{5e|Short Rest|short}} or {{5e|Long Rest}}.<br/><br />
'''''Ancestral Arms.''''' You are proficient with {{5e|Club}}s and {{5e|Greatclub}}s, and have +1 bonus on damage rolls made with these weapons.<br />
<br />
{{clear}}<br />
----<br />
{{Hyrule|Race}}<br />
[[Category:5e]]<br />
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[[Category:Supplement]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Leonardo%27s_Everflowing_Chalice_of_Missiles_(5e_Spell)&diff=1038988Leonardo's Everflowing Chalice of Missiles (5e Spell)2018-05-06T06:01:38Z<p>Cancelion: Minor fixes</p>
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<div>{{5e Spell<br />
|name=Leonardo's Everflowing Chalice of Missiles<br />
|school=Conjuration<br />
|ritual=<br />
|lvl=3rd<br />
|casttime=1 action<br />
|range=60 ft.<br />
|comp=V, S<br />
|dur=Concentration, up to 1 minute<br />
|summary=You summon a pool of radiance that unleashes magic missiles.<br />
}}<br />
<br />
You channel your inner arcane energy into a brilliant display of light that leaves a shimmering 5 ft. pool of radiance on the floor within 60 ft. of you. This pool disappears if you move more than 60 ft. away from it. Upon casting this spell, the pool summons four magic missiles that seek random enemy targets within 60 ft. of it. The missiles behave as per the ''{{5e|Magic Missile}}'' spell, dealing 1d4+1 force damage. <br />
<br />
As a bonus action on each subsequent turn, you can choose to channel your inner energy on the pool to summon two additional missiles and choose who those missiles strike. <br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, the spell creates one more missile for each slot level above 3rd. <br />
<br />
----<br />
{{5e Sorcerer Spells Breadcrumb}}<br/><br />
{{5e Wizard Spells Breadcrumb}}<br />
[[Category:DnD]]<br />
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[[Category:Sorcerer 3]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Change_Sex_(5e_Spell)&diff=1006200Change Sex (5e Spell)2018-02-07T07:00:37Z<p>Cancelion: Cleaning this up a bit</p>
<hr />
<div>{{Adult Theme}}<br />
{{5e Spell<br />
|name=Change Sex<br />
|school=Transmutation<br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=2nd<br />
|casttime=1 action<br />
|range=Touch<br />
|comp=V, S, M (a small dried frog)<br />
|dur=Permanent or up to 24 hours (see below)<br />
|summary=You attempt to change one target to another sex.<br />
}}<br />
<br />
You attempt to change one target to another sex. You can change a target to any sex, be it male, female, hermaphrodite, or any other sex that species has. An unwilling target can make a {{5a|con}} saving throw, being unaffected on a success.<br />
<br />
The spell's duration depends on whether or not the target is willing. If the target is willing, the spell's effects are permanent. If the target is unwilling, the spell lasts for 24 hours. An unwilling target can repeat their {{5a|con}} saving throw every hour, ending the spell early on a success.<br />
<br />
----<br />
{{5e Bard Spells Breadcrumb}}<br/><!--if this cannot be cast by Bard, delete this entire line--><br />
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{{5e Paladin Spells Breadcrumb}}<br/><!--if this cannot be cast by Paladin, delete this entire line--><br />
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{{5e Sorcerer Spells Breadcrumb}}<br/><!--if this cannot be cast by Sorcerer, delete this entire line--><br />
{{5e Warlock Spells Breadcrumb}}<br/><!--if this cannot be cast by Warlock, delete this entire line--><br />
{{5e Wizard Spells Breadcrumb}}<!--if this cannot be cast by Wizard, delete this entire line--><br />
[[Category:DnD]]<br />
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[[Category:User]]<br />
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[[Category:Wizard 2]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Geography_%26_Environment_(Years_of_Gold)&diff=996070Geography & Environment (Years of Gold)2018-01-08T18:11:18Z<p>Cancelion: Undo revision 995954 by 47.151.179.155 (talk); Dead Teeth Toa sounds like a nice addition to Pansaer, but is a bit specific for this page - maybe it could be a quest on its own page?</p>
<hr />
<div>[[File:Pansaer (compressed).jpg|thumb|center|1000px|A map of the continent of Pansaer. Click for a full-sized image.]]<br />
<br />
''NOTE: The accounts of places and locations given here are rough and simplified versions of the actual histories behind the world - many have more in-depth explications (with links given here), and many more are left to the Dungeon Master's imagination. Furthermore, only the most important and large locales are outlined here; many more exist, but are left to the Dungeon Master to develop.''<br />
<br />
= The Western Kingdoms =<br />
<br />
{| style="float:right" class="d20"<br />
!http://th06.deviantart.net/fs70/200H/f/2013/030/2/d/field_by_samburley-d2yeljy.jpg<br />
|-class="even"<br />
|[http://samburley.deviantart.com/art/Field-178720414/ The fields of Basket go as far as the eye can see.]<br />
|}<br />
<br />
The great expanses and fields that lay south and west of the Caragos Eavorn are collectively called the western kingdoms. Named after the fact they're technically ruled by the king of Fort Brunid, the western kingdoms are actually more-or-less self-governed by local rulers, councils, nobles, cutthroats or tyrants, depending on where exactly you are.<br />
<br />
The current king of the western kingdoms is Eric Brunhelm, a sickly and passive character who rules ineffectively and poorly. Command of towns has been hijacked by local power sources: Redford is run by its council, Brimhaven by the tyrannical Alexander von Brimm and so on. The west is in a state of ineffective passivity which threatens the lands just as much as any outsider army or evil cult. It will take great deeds to wake up the slumbering kingdoms.<br />
<br />
Many have said that while some of the greatest inventions and devices, along with arcane intelligence, are gathered in the west, they're not put to great use. Wizardly studies are more tolerated than accepted, and anything more complicated than a waterwheel will meet with doubt from the locals. Because of this, the west has fallen behind in innovation compared to, say, Irid and Eros.<br />
<br />
The western kingdoms mostly consist of vast expanses of fields and plains, dotted with small coppices and forests and divided by streams running down from the inland mountain range. The air is temperate, with plenty of rainfall around most of the year, especially near the coastline and in the Basket. The air gets colder when moving eastwards, reaching its lowest point by the borders of the Midlands. Altitude variation is rather small, with only small hills and cliff-sides to be found.<br />
<br />
=== [[Redford (3.5e Environment)|Redford]] ===<br />
<br />
The exact time Redford was established is lost and unknown even to the great annals of the Redford Library, but a rough assumption places its birth between the years 2400 and 2600. The first buildings built at this time are now long-lost, except for the few strangely preserved tombstones at the graveyard, which indicate that they were placed there over 700 years ago. The first inhabitants of Redford were probably outcasts from Carag Brun, and later from Fort Brunid and Carag Vorn. The town has had a healthy population of both humans and dwarves even in its early years.<br />
<br />
The town quickly became important in trade, thanks to its central position and the fertile soil surrounding it. The first mention of the Redford area as "the bread-basket of the West" can be found in a series of old letters between a nobleman and a fledgling wizard from the year 2911. Mining, especially the mining of silver, was an important part of the town's economy even before the great fields, and many mines remain in the northwestern Redford, some abandoned, some still working.<br />
<br />
Redford was an important area during the Arn-Wars, and that age of strife increased its value as a producer of grain. In fact, one of the reasons the city was preserved in the war was its importance to the human and dwarf leaders as a source of sustenance. Redford has increased in value and notability ever since those times, and is a central place in Pansaer as of now, to all but the most remote eastern parts. Truly it has earned its nickname, "the Heart of the West".<br />
<br />
=== [[Brimhaven (3.5e Environment)|Brimhaven]] ===<br />
<br />
The flashy newcomer among the great cities of Pansaer, Brimhaven is a city of opposites. On the other hand, the count has legalized prostitution and many drugs (not to forget a long history of thievery and assassination); on the other, Brimhaven is an extremely religious city, with more churches, shrines and altars than hospitals and orphanages. People often commit their sin and vice in the weekends, and then fast and pray on the weeks.<br />
<br />
Brimhaven is ruled by its count, Alexander von Brimm. After he became the count (in very unclear and shady circumstances) he began fortifying the city: new walls of stone were built around the main districts, and the number of town guard was nearly doubled. Alexander purposefully made the city a chaotic one: by legalizing vices and yet supporting religion and the town guard, he made the people easier to control. Thus, no one could do anything as Alexander cut off most trade routes to the mountains and Fort Brunid.<br />
<br />
Brimhaven was built on the remains of a cemetery. The original inhabitants of Brimhaven saw a chance when it arrived, and built their homes from discarded gravestones and boulders. In the old parts of the city, buried under earth and stone, the dead are said to wake from eternal slumber, thanks in part to both the atrocities committed by the city's folk and in part to the religious rituals performed. This adds another layer to the horrors of the "city of vice", as it is widely known.<br />
<br />
=== [[Calimport (3.5e Environment)|Calimport]] ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th06.deviantart.net/fs71/200H/f/2010/082/4/4/Port_City_by_garygill.jpg<br />
|-class="even"<br />
|[http://alvinhew.deviantart.com/art/Port-City-158129141/ Cruddy dump or nest of possibilities? You be the judge.]<br />
|}<br />
<br />
As the power of the Brunhelm royal family waned, the need for a secondary port city, one that would link the distant sultanate to the west, began to arise. The namesake of Brimhaven, the Brimm family, had total control of the sea-city, and the king was in dire need of a port he could control. Thus, Calimport was born.<br />
<br />
The shores in the river-heavy delta where the town was constructed were long and gradual, meaning Calimport would either have to be built far into the sea on top of walkways and pillars, or more inland, with the ships further towards the sea. In a feat of amazing stupidity, the king had the city built as a halfway to these two options: not far enough into the sea for proper docks, not close enough to dry land for comfort.<br />
<br />
Calimport lives off the tides: the city is built on top of a series of wooden walkways and supports, and ships set off only during high tide, when the sea comes up to the docks incorporated into the city itself. During low tide, the wet, barnacle-infested area underneath the docks (or undercity, as it is commonly known) is a place of beggars, thieves and even monsters that wash up from the sea.<br />
<br />
=== The Basket ===<br />
<br />
The eponymous "heart of the west", the fertile lands east of Raventurn and west of Dunas are called the Basket. The moniker comes from the seemingly endless fields that mark the landscape. The Basket produces the vast majority of all grain and foodstuff that's consumed in the west, and since huge amounts of the produce (especially those kinds that store well) are imported as well, some estimates claim that most of the food eaten on the continent is originally from here.<br />
<br />
Basket is nonetheless not quite the boring, monotonous megafield it is sometimes made out to be. The fields are broken up by stony hills and frequent rivers, and in any case not all the fields produce grain. There are also orchards, livestock farms and stables. The close proximity of Redford means there's little need of trade cities, so most of the area's inhabitants live in familial farmhouses and small farming communities.<br />
<br />
=== [[Lowlands of Hundon (3.5e Environment)|Lowlands of Hundon]] ===<br />
<br />
East of Fort Brunid and north of Redford lie the lowlands of Hundon. In these wild expanses, all sorts of nasty folk gather: it is the highest concentration of wild giant spiders outside of the mountains themselves, and tribes of goblins have been driven here from the western lands by racist folk. All in all, if you want to live in the west but don't want or can't be seen, the lowlands is the place to go.<br />
<br />
There are no permanent settlements in the lowlands: the rocky, hill-heavy environ doesn't support construction, and the various bandits and brigands makes inhabiting the place nigh-impossible. Only the wild goblins have made homes here, in deep caverns and lairs. There, they mingle with the giant spiders, their hearts slowly filled with greed and desire for the riches of the west.<br />
<br />
Giants move where the lowlands connect to the mountains. Ogres, commonly hated by the western folk, live here, and the scant few ogres that travel in the west (either because someone needed their strength or because they work as robbers) come from here. Even a few true giants, mostly hill and stone giants, live here. Hundon is the place giants and other folk meet most often, challenged only by the Tumbling Fells.<br />
<br />
= Midlands =<br />
<br />
The Midlands are a fairly small expanse of land, the borders of which are the first trees of Dunas in the west and the last hills of the Tumbling Fells in the east. The Midlands reach no further northwards than to Caragos Eavorn, and are so called because they're located in what is seen as the middle of the continent.<br />
<br />
Midlands are not considered a part of the western kingdoms. The official explanation is that there is no useful agriculture or important locations there, so the king sees no need to expand there, but the truth is entirely different. The folk of the Midlands are wild, strong and independent, consisting of a mix of westerners and easterners with all five races. The king's armies simply could not take these lands so far from their center of strength, and the Midlanders would not yield.<br />
<br />
The folk of the country are considered uncivilized and brutish by people not of Midland, and free and self-sustaining by folk who live in the area. They have no need of technology or high magic, since there's little a man of Tull or one of the many small farming communities farther east needs to live. The sole exception is the Spire, which is inhabited by a variety of folk from all over the continent and are thus not considered "true Midlanders" by the other folk of the Midlands.<br />
<br />
The area is universally considered to be a harsh environ, with blowing winds all year round and winters that only the peaks of Caragos Eavorn could challenge in temperature. Clay is a common type of earth in the area, and the Midlands are much more altitude-varied than most of the continent, asides of course from the mountains. Most trees in the Midlands are fir trees, except for a few scant oaks and birches.<br />
<br />
=== [[Tull (3.5e Environment)|Tull]] ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th05.deviantart.net/fs71/200H/i/2012/328/f/e/main_town_by_iidanmrak-d5m080d.jpg<br />
|-class="even"<br />
|[http://iidanmrak.deviantart.com/art/Main-town-339292813/ Tull, just like its inhabitants, is harsh but fair.]<br />
|}<br />
<br />
The town of streams, the bridge-town, the forest keep - Tull has many names. Built close to the end of the Journeying Years, Tull is an old town by any reckoning. It never grew to be as large or notable as most other towns of the west, and is mostly known as a pathway between western Pansaer and the Midlands, as well as for the toughness of the local folk.<br />
<br />
The surroundings of Tull are famed for their beauty: after the grain fields, two great rushing streams called the Rivers of Dunas pour down to the sea on both sides of the town. A short way to the north, Dunas, the Greatwood, lies with all its secret pathways and mysteries. Deeper to the forest lies a shadow: the trees sway with ill winds, and the old oaks creak.<br />
<br />
The men of Tull are known through the lands as hardy, quiet folk. They prefer to keep their own counsel and rarely speak of their thoughts out loud. They are gifted builders, especially with wood, and Tullian artisans are hired as far as Fort Brunid when something needs to be constructed to last for years on end.<br />
<br />
=== The Spire ===<br />
<br />
Built entirely from pitch-black marble, the Spire is the oldest mortal-made structure in Pansaer that still remains. The tower is massively thick at its' base, but quickly narrows - the very tip being a mere 10 ft.-by-10 ft. platform. An old stone road leads to the only entrance, a gate of ivory facing south. The road begins at the Great Bridge of Tull, but by who it was built is unknown.<br />
<br />
In its' time of glory, the Spire was a gathering place for wizards of all schools and specializations: abjurers and evokers would argue on endlessly about the superiority of their magics, diviners would make more-or-less-true prophecies, necromancers would study the mysteries of unlife, and they all feasted at grand banquets in the deep-cellars.<br />
<br />
Over the long years, the meanings of the Spire twisted: it became a place of strife instead of true learning. The schools of magic eventually degenerated into open warfare, using their magics to various deadly effects. Slowly, the Grand Masters of the schools all reached eternal life, and now they rule their respective pupils with an iron hand and teach them to loathe the other schools.<br />
<br />
=== Dunas ===<br />
<br />
Dunas is the largest woodland area on the continent. It is divided roughly in the middle by the twin Rivers of Dunas, and the western and eastern sides of the forest are different like day and night. Eastern Dunas is a haven for the forest-folk: many dryads and other nature-bound creatures live here, as well as a druid populace. Animals are mostly peaceful, and the people of Tull hunt for meat here.<br />
<br />
The western part of Dunas, however, is another story. The trees are shadowy and bent, the air has a thick, musky, even suffocating smell, and the animals are feral. Owlbears and hydras live here, and rumors of worse monsters linger in the air. A shadow, darker than the darkness, gathers near the western strands of the Rivers.<br />
<br />
The Old Oakfather, a tree of uncounted years, lies in the heart of Dunas. On the west side of the river, the wide tree submerges its massive roots into the river, inducing hallucinations and passivity in all those who drink from the waters. Old Oakfather is a master of lies and of the wind, and commands a large force of treants on the western side of the river.<br />
<br />
=== [[Tumbling Fells (3.5e Environment)|Tumbling Fells]] ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th02.deviantart.net/fs71/200H/i/2013/061/7/e/speedpaint__troll_canyon_by_junejenssen-d5wolyh.jpg<br />
|-class="even"<br />
|[http://junejenssen.deviantart.com/art/Speedpaint-Troll-Canyon-357226793/ Camping in Troll Country is akin to suicide.]<br />
|}<br />
<br />
The stuff of endless Pansaer legends, myths, poems and proverbs (such as "One goes a'tumbling where he is not askedth for / find oneself in Troll Country, meal for the maw-beasts"), the Tumbling Fells are famous and, in a way, well-liked. Anyone who gets himself killed by going into the Tumbling Fells is not considered a victim of the beasts there; rather, it was a suicide.<br />
<br />
The Tumbling Fells gain their name from the mass of loose rocks and boulder found, often employed as weapons by the local giants. The secondary name of the area, Troll Country, is well-deserved: all sorts of trolls, ogres, giants and other deadly offspring of the titans dwell here. No sane person attempts to move from west to east or the other way around through Troll Country; sensible folk risk the mountain slopes, or pay the dwarves for passage through the mountains if they can afford it.<br />
<br />
Countless legends surround the hazardous fells, the most common of which are the animist beliefs of the goliaths. Of the five great races, only goliaths are hardy and strong enough to live here on a permanent basis, and their folklore of the area is vast. Stories of goliaths who turn into wolves and bears and eagles at night, of troll kings counting their endless treasure hordes under the earth, of the primordial titans who will one day challenge the titan pantheon for the right to the world.<br />
<br />
= The Sultanate =<br />
<br />
Compared to the lush forests and lively towns of the west, the lands of the sultanate are a wasteland. It would be untrue to claim the entirety of the sultanate is a wasteland, however: the inhabited regions of the east are invariably places of great civilization, interesting folk and great wonders. They're just not as connected and easy to cultivate as the western towns and cities - to live in the east, you have to make an effort.<br />
<br />
Most of eastern life is concentrated in the southernmost areas, near the great twin-cities of Irid and Eros. Small settlements, farming villages (which mostly cultivate corn, dates, olives and other hardy plants and trees) and herding communities make up for most of eastern populace, with a fair share of merchants, artisans, wizards, oddjobs, thieves, murderers and stranger folk thrown into the mix. The sultanate abides by a caste system (see Dharuum below), the rigidity of which depends on where in the east you are.<br />
<br />
Winds in Pansaer blow most often from south to north, and extremely rarely from north to south, so the eastern lands get little rainfall. The vast deserts directly north of Caragos Eavorn are not called the Red Wastes for nothing. This means two things: life in the east concentrates around sources of water, such as rivers, the shoreline or oases; and the folk of the sultanate have to be incredibly innovative and hardy to survive the environment.<br />
<br />
The northwestern area of the east is almost entirely uninhabited, except for a few hardy groups of dwarves known as dunedelvers who build their stone kingdoms in the coolness beneath the dunes. Other races build their settlements near rivers and oases, which are starkly contrasted with the desert by their lush, prismatic glory. Dwarves in general are common in the east, since their thick skins and stubborn nature is well-suited to the harsh lives. Humans and goblins are also extremely common, with goliaths being rarer and dunners almost nonexistent except in the far south.<br />
<br />
=== [[Dharuum (3.5e Environment)|Dharuum]] ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th00.deviantart.net/fs35/200H/f/2008/290/b/0/Arab_penthouse_by_AndreeWallin.jpg<br />
|-class="even"<br />
|[http://andreewallin.deviantart.com/art/Arab-penthouse-100922093/ The higher castes of Dharuum live in luxury.]<br />
|}<br />
<br />
The sultan of Dharuum (currently Al Tayyib) is the absolute monarch of all the eastern provinces - in theory. In practice, Dharuum is a secluded, solitary jewel in the vast emptiness of the Red Wastes, sheltered by the shade provided by the mountains of Caragos Eavorn and dampened by the Seven Wells, a technological marvel built by goblin ingenuity. All of the east lives under the caste system, but no city lives by it quite like Dharuum. <br />
<br />
Intercaste trade, discussion, love, even casual contact, is seen as heretical and is often punishable, especially if the initiator of the contact was the lower caste member. This has led to the city being built in four layers for the four castes: the Priests (under 0.1% of population, the Warriors (5% of population), the Merchants (10% of population) and the Servants (85% of population). The higher the caste, the closer to the mountain wall it resides. Slaves and women (except those of the Priest caste) are called Untouchables and are not permitted to live within the city walls independently.<br />
<br />
The population of Dharuum consists of roughly equal amounts of humans, dwarves and goblins, with a notable and powerful centaur minority. Dharuum is a shining center of innovation both mechanical and magical in the continent: the high status of Priests and Merchants, coupled with their easy lives, makes them efficient innovators and designers. This comes at a cost: the Servant and Untouchable castes live in horrible conditions and are basically nothing but fodder for the higher-ups.<br />
<br />
=== [[Irid and Eros (3.5e Environment)|Irid and Eros]] ===<br />
<br />
The twin cities of Irid and Eros are the focal point of eastern civilization, considering the "capital" of Dharuum is almost entirely secluded from the rest of the area. They are merchant cities, with Irid (north of river Kwazir) being a center of landborne trade and Eros (south of river Kwazir) the center of seaborne trade. The cities are seldom even mentioned separately from each other, so intertwined they have become in their growth from small communities to fully-fledged metropolises.<br />
<br />
Irid translates to the Town of Great Vision, and is famed for its namesake observatory: a large tower on the northern side of town, where alchemists and wizards study the movement of the planets and stars. A small wizard academy works in the observatory, and pays tribute for the right to use it. Irid is devoted to the titan [[Luni (3.5e Deity)|Luni]], since her night is the best time to observe the stars.<br />
<br />
Eros is like its brother city in many ways - culturally, architecturally, population-wise - but there are also great differences. Eros is the rougher of the two, with no academical minority to pacify the area, and the ship-fueled trade with the west makes it the more colorful of the two. Eros is dedicated to [[Auri (3.5e Deity)|Auri]], for it is in his day that ships sail.<br />
<br />
=== Rochvan ===<br />
<br />
The lands around Ghaer are not quite as unlivable as the Red Wastes, but they are still inhospitable. There are few settlements here, except for the dunner villages inside the borders of Ghaer, even though the land is quite green and lush. Sudden changes of temperature and hostile locals make sure the land remains mostly empty.<br />
<br />
The exception is Rochvan. Often called the dunner capital of the continent, Rochvan is a city that was built upwards, not outwards. The buildings of Rochvan are invariably tall, with the most extravagant being towers of daunting heights. This suits the two main racial groups, dunners and goblins, just fine. Rochvan is also something of a stronghold city, since it has to weather the hostility of both tribes in the area and the occasional attack of Ghaer dunners, who consider the city a blasphemy against their ancestral ways.<br />
<br />
Traveling to Rochvan is a pilgrimage undertaken by almost all architects that can afford it. The spires of Rochvan, precariously yet ingeniously built of wood, are a marvel of architectural science. No less amazing is the ability of the locals to disassemble the colossi with surprising speed and ease, only to rebuild them better. Thus, the skyline of Rochvan is constantly changing.<br />
<br />
=== [[Red Wastes (3.5e Environment)|Red Wastes]] ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th02.deviantart.net/fs70/200H/f/2012/074/d/4/desert_caravan_by_jastorama-d4styk3.jpg<br />
|-class="even"<br />
|[http://jastorama.deviantart.com/art/Desert-Caravan-290291763/ A rare instance of calm between<br>sandstorms and monster assaults.]<br />
|}<br />
<br />
The endless lands of choking sand and deadly heat just north of Caragos Eavorn are called the Red Wastes. The name stems from the strange coloration of the sand in most of the area: the dunes are an at-once beautiful and terrifying blood-red shade. This comes from the large amounts of red clay that's in the earth here.<br />
<br />
The Red Wastes are almost entirely inhospitable: the days are scorching hot and evaporate all water, and the nights chill to the bone those who foolishly wander here. Only folk with methods of hiding from the heat at day and warming themselves at night, as well as a source of water, can endure life here. So is the case with the dunedelver dwarves, as well as with a scant few groups of goblin bedouins.<br />
<br />
The heat of the desert both hides and gives birth to all sorts of horrifying creatures that wander out of the desert to torment the folk of Pansaer. It is said that the scorching sun gives life to fire elementals, that great cities of fire titans lie in the center of the sands, that burrowing vermin are ready to swallow folk whole at a moment's notice. Bonfire stories or the truth? Few know.<br />
<br />
=== [[Ghaer (3.5e Environment)|Ghaer]] ===<br />
<br />
The damp forests of Ghaer are the ancestral birthplace of the dunner folk, and in it is reflected many of that races qualities: the forest is a haven for those who can live in the tall trees, who are able to look out for themselves and have no qualms about using others for their benefit. Hunt or be hunted is the word of the day in the forest of Ghaer.<br />
<br />
Ghaer is a large expanse of connected woodlands, with long, murky streams running along the relentless undergrowth and a magnificent variety of animals living in the foliage of the incredibly tall trees. Most dunners in the region still build their homes like their ancestors did, constructing houses and huts high into the trees and on the treetops. Since Ghaer can be and often is a cruel home, few of these settlements are permanent.<br />
<br />
These forests are also home to a great variety of dangerous beasts, ranging from the more mundane tigers all the way to terrifying medusas. Snakes of all kinds (ranging from small, poisonous vermin to the gigantic, strangling kind) are common, as are cults that venerate these monsters. The cults usually consist of human and dunner acolytes, led by naga or serpentine clerics.<br />
<br />
= Northlands =<br />
<br />
The smallest region in Pansaer with the sole exception of the Golden Isles. The northlands are the cradle of humankind, the place from which humans migrated to all over the continent. The region is not a warm cradle, however: the north is a hot, sweaty place, filled with bent trees, broken cliffs and abandoned ruins. It has become a brooding, dark place, and only a few sturdy folk live here.<br />
<br />
The area is often labeled a prairie, but that hardly describes it properly. The northern wastes are not quite as inhospitable or scorching as the Red Wastes that lie just east of them, but the area is nonetheless unpleasant, to say the least. The sun can barely penetrate the thick clouds that seem to cover the skies here, and even then near midday. The few forests in the area are composed of old, twisted trees and broken boulders.<br />
<br />
The only decent folk who live in the northlands are those grim (some would say stupid) folk who still choose to live in Remoras, the only true city in all of the area. The rest of the inhabitants of the area are tribes that pillage and raid the northernmost areas of the west, only to retreat to their hidden villages in the north.<br />
<br />
=== Remoras ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th03.deviantart.net/fs71/200H/i/2012/148/a/f/war_by_rhinoting-d51dk6x.jpg<br />
|-class="even"<br />
|[http://johnsonting.deviantart.com/art/War-304643193/ Formerly Lindgalen, Remoras has become little more<br>than a bulwark of war.]<br />
|}<br />
<br />
After many wars and sieges from human and goblin tribes, the town of Remoras has become a fortified, dark place. It is no longer a commoner town: only soldiers fortify the streets of Remoras. Walls are built only to be toppled, towers built only to be felled. Remoras is, and has for long been, on the verge of destruction.<br />
<br />
The town was once called Lindgalen, but the endless wars that ravage the town, especially during the Arn-Wars, were what gained the town its new name: Remoras, which translates to battlefield. Soldiers, warriors, and murderers from Remoras are sought-after all over the west and in some parts of the east, thanks to their incredible prowess in battle.<br />
<br />
Remoras is partly constructed of discarded stones pillaged from the ancient ruins that litter the north, except of course for the stones of Dead Illusk; no one is foolish enough to disturb those. This means that the ramparts and towers of Remoras are a patchwork of various style of design and architecture, and things are only constructed to be efficient, not pretty. There are no artists, no poets in Remoras.<br />
<br />
=== [[Remoras Prairie (3.5e Environment)|Remoras Prairie]] ===<br />
<br />
Inventively named, Remoras prairie is the unpleasant expanse that makes up most of the north and surrounds Remoras. The skies are almost permanently covered by a cover of dark clouds, but rainfall is nonetheless rare and the air humid, suffocating. It has been called the cradle of humanity, but now it resembles a tombstone much more closely.<br />
<br />
The environment here is withered, with all plant life in the area having an unpleasant atmosphere. It's as if all life in the area is subdued: plants grow slowly, never to great heights, die quickly, and matter rots faster than elsewhere. Even the lives of animals and sentient creatures are shorter here than anywhere else.<br />
<br />
The only people who live in the prairie are savage tribes of humans, dwarves and goblins (usually divided rather sharply by racial lines) that terrorize the entire west from this safe haven: no one wants to chase them here. All kinds of monsters also dwell in the region, from ogres and centaurs to giant insects and minotaurs.<br />
<br />
=== Dead Illusk ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th00.deviantart.net/fs71/200H/i/2012/353/4/d/castle_ruins_by_iidanmrak-d5o6ylv.jpg<br />
|-class="even"<br />
|[http://iidanmrak.deviantart.com/art/Castle-ruins-342966451/ Dead Illusk, Haunted Illusk, Lost Illusk.<br>The nightmare has many names.]<br />
|}<br />
<br />
Little to nothing is known about these ruins. They are some of the earliest footholds of man on Pansaer, from the time men sailed in the frozen borders of the endless sea. Now they are gone, and only the bloodthirsty ghosts of past inhabit the empty streets. It is Dead Illusk, remembered in feared stories by men all over. A reminder of mankind's past, and a living example of the corruption that's in many ways inherent to the world.<br />
<br />
No man remembers the construction or the loss of Dead Illusk, but they do know its current reputation - a dark place, filled with ghosts and monsters. In the old days, the place was a place of incredibly beauty and magic, where wizard-kings ruled a prosperous city in the days of man's glory. Gold was as common as iron, diamond as common as glass, and glorious things were constructed from glorious materials, by equally glorious artisans.<br />
<br />
How such a magnificent city could be lost is lost to history, but folklore blames a strange force, entirely unconnected from the titan-gods. Of this force little is known but this: it is not of this world. The dead city has an unnatural, otherworldly feel - as if some unknown dimension was leaking into ours. Animals near the city have fallen under this otherworldly spell: they've become feral, and even mutated.<br />
<br />
= Caragos Eavorn =<br />
<br />
The great mountain range that spans the length of Pansaer is called Caragos Eavorn, which means the Spine of the World in ancient Luskan. Asides from Caragos Maride, Tumbling Fells and a few scant higher hills scattered around the continent, this range has the only mountains in the entire world. The world is not old, so the mountains still have an edge to them: they are untamed, sharp, wild. Folklore states that it is here Auri began with forging the world anew.<br />
<br />
Caragos Eavorn has the highest population of giants in the entire world, with some mountains even having settlements (either magnificent cities or ramshackle towns, depending on the type of giant) of the creatures. The peaks around Carag Ka'thull positively teem with them, perhaps stemming from the mountain's dark influence.<br />
<br />
=== Carag Vorn ===<br />
<br />
A great kingdom of dwarves lives just beneath the mountain of Carag Vorn (which translates as Spine Mountain). Iron is found bountifully in the deeps here, and ore trade with Brimhaven and Redford is the dwarves' main source of income. The inhabitants of the dwarven kingdom are dependent on the grain provided by Redford, although the dwarves have sought a way to provide easier nourishment for a while now.<br />
<br />
The king of Carag Vorn, Beren Redbeard, is the high king of the dwarves of Caragos Eavorn. Under his rule, the dwarves have prospered and become strong, both in arms, trade and knowledge. However, in his old days, the king has become wary of humans, and resents the situation the dwarves are in: dependent on human aid.<br />
<br />
The mountain itself is peaceful, thanks to the vigilance of the dwarves that inhabit its depths. Small plantations of whatever crops (mostly potatoes and radishes) that can survive on the slopes are cultivated, and animals (mostly sheep) are herded. Dwarves in the mountain have also began attempting to cultivate edible mushrooms and to herd giant rats for food.<br />
<br />
=== Carag Maragos ===<br />
<br />
A tall loner among the small hills of eastern Caragos Eavorn, this mountain, alongside with Carag Vorn, is the capital of dwarves on Pancreaton. Iron, coal and tin are all found bountifully in the depths, and the dwarven kingdom thrives. Secret passageways and tunnels, running through the length of Caragos Eavorn, lead dwarves to and from Carag Maragos (which translates to Dwarf Mount).<br />
<br />
Since there are no kings among the dwarves except their high king, Carag Maragos is ruled by a council of powerful clanmasters. This is a remnant of the old times, when the hill dwarves assembled into their shamanic councils under the moonlight. These dwarven stonecircles can still be found on the northern side of the mountain, and some still hide powerful artifacts.<br />
<br />
Unlike the slopes of Carag Vorn, Carag Maragos is a more inhospitable environ. This can perhaps be traced to the heat coming from the eastern deserts. The very highest point is a breeding ground of flying monsters, such as [[SRD:Manticore|manticores]] and [[SRD:Wyvern|wyverns]], and the entrances to the dwarven kingdom are as close to even ground as possible.<br />
<br />
=== Spine of the World ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th04.deviantart.net/fs70/200H/i/2013/321/2/8/sleepy_mountain_by_kate_fox-d6ulllj.png<br />
|-class="even"<br />
|[http://kate-fox.deviantart.com/art/Sleepy-mountain-414193303/ Carag Ka'thull alone stands unconquered<br>among the peaks of the Spine of the World.]<br />
|}<br />
<br />
The Spine of the World is almost a thousand miles long. It begins relatively humbly in the west, building up to a towering range in just a few hundred miles, and terminates into two close ends, one of which contains Carag Maragos and one of which shelters Dharuum. The southern edge of the mountain range tends to be gentler and more even, albeit no less dangerous, while the northern edge is harsher and the cliffs more abrupt.<br />
<br />
Each of the mountains in Caragos Eavorn has a name of its own, but these are commonly known only to the (extremely rare) locals and to dwarven maps, which are renowned for their exactitude. Suffice to say that all mountains in the mountain range are generally inhospitable and cruel, with hard winds blowing in their peaks and horrors living in the slopes.<br />
<br />
The eastern end of the mountain range contains a long valley, unnamed due to it being uninhabited by any folk that have use for names. It is a dark, hard veil, and the proximity of Carag Maragos does little to help. The very depths of the valley contain some of the oldest buildings in all of Pansaer, for it is an ancient haunt of giants. Some still live in the cyclopean ruins.<br />
<br />
= Caragos Maride =<br />
<br />
The far western coast of Pansaer is separated from the rest of the continent by the mountain range of Caragos Maride, which translates to Brine Mountains. It is the second-largest mountain range on Pansaer, coming right after the towering Caragos Eavorn, and is far more hospitable and civilized than its big brother.<br />
<br />
Even in the early history of Pansaer, Caragos Maride has had a notable human population. When the first humans descended from the north, they built some of their earliest settlements in the safety of the lower cliffs of the mountain range. The mountains gave them shelter, food (in the form of numerous goats) and a base of operations for their eventual spread into the whole continent. Due to the capital of the western kingdoms being located at the north end of the range, it remains a human-dominated area even to this day.<br />
<br />
Caragos Maride is often dismissed as a goat- and ibex-infested remnant, and many compare it negatively with its grander - and currently clearly more influental - sibling, the Spine of the World. This is not the entire truth. Caragos Maride remains an important location in the west, especially Fort Brunid and the mine of King's Deep, which provides the west with most of its ore.<br />
<br />
=== Fort Brunid ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://t05.deviantart.net/w95FAnSsY4LJTsnMhgaXyWJQOGo=/fit-in/700x350/filters:fixed_height(100,100):origin()/pre04/6119/th/pre/f/2015/228/4/5/ventus_castle_by_jordangrimmer-d93vmq6.jpg<br />
|-class="even"<br />
|[http://jordangrimmer.deviantart.com/art/Ventus-Castle-550710222/ The "grand" fort of Brunid has something decidedly rural to it.]<br />
|}<br />
<br />
Technically the capital of Pansaer, Fort Brunid has seen better days. The walls are grimy with years of unkempt, the soldiers drowsy and bored, the gates permanently open. Nowadays, Brimhaven is the actual trade-capital, but in the "good ol' days", still fresh in the memory of old folk, Fort Brunid was active and strong. Now it lives mostly off of mining in Carag Brun, against which the castle was built, and from goat herders.<br />
<br />
The foundations of Fort Brunid were built over five hundred years ago, around the time of the Arn-Wars, when western folk waged war over control of the resources and rich cities. It stood valiantly against all enemy offensives, protecting the western pass against foes. The walls were reinforced by hired dwarves from the fortress of Carag Vorn, and are nearly impenetrable.<br />
<br />
The king of the western kingdoms, Eric Brunhelm (which means Bronzehelm), after who's ancestor the fort was named, currently rules Fort Brunid and its surroundings. As king, Eric technically rules all of southern Pansaer, but times have changed. Now the rule of the Brunhelms is all but forgot, and people are ruled by powerful counts and barons, the most notable of which is Alexander von Brimm, the count of Brimhaven.<br />
<br />
=== Brine Mountains ===<br />
<br />
Few of the mountains that make up Caragos Maride are noteworthy enough to have unique names, except of course for the locals. Carag Brun, the Bronze Mountain, is the northernmost peak of the mountain range and stands a little over two miles tall. It's not the highest peak (that honor goes to a peak the locals call Carag Sinne a little ways southeast) but it is the most important one, both in that it houses Fort Brunid in its bosom and in that the mountain's root is rich with minerals and ores.<br />
<br />
The mountain range is some 500 miles long, and has small villages and hamlets running along its eastern side. The western face of the mountains and the coast that lies between them and the sea have mostly been abandoned: horrors of the sea have retaken their ancient haunt. Aldor, once a great place of learning in the western lands, is now a dusty ruin, and monsters its only scholars.<br />
<br />
= Golden Isles =<br />
<br />
Clinging to the western shore of Pansaer, the Golden Isles are the only notable islands of the continent. While there are other islands all over the shoreline, the Golden Isles are the largest and most noteworthy in their history. They are named after Marid'Arn, the gold mine on the largest of the three islands, but are also often called the Step-Stone Islands because of their linear positioning.<br />
<br />
The islands themselves have names in ancestral tongues: Edna, Dvee and Trye. These are rarely used, and the islands are more commonly known by their unique features: Marid'Arn for its gold mine, Chestwood for its chestnut-infested forest, and Isle of Man for its most common populace.<br />
<br />
The seas around the Golden Isles are free of skerries, whirlpools and the other pitfalls that plague seafarers, so the area is widely used by sailors. The seas are clear and the water is cool, but farther away from the islands, darkness is said to dwell in the depths. Giant octopuses, coal-black sharks and even stygian gods are said to dwell on the sea bottom, where the ruins of ancient civilizations have become inhabited by dark folk.<br />
<br />
=== Marid'Arn ===<br />
<br />
The infamous Golden Mine of the Isles, Marid'Arn is the basis of Brimhaven's fortune. It is the only place in all of Pansaer where one can find a large amount of gold ore, and neither coal nor silver are uncommon either. In addition to all of this, the mine has a particularly large supply of gems, especially sapphires and diamonds. This makes it, by far, the single most valuable mine in all of Pansaer.<br />
<br />
Previously, Marid'Arn belonged to the king of the western kingdoms, and gold was transported through Redford to Fort Brunid. With the lessening power of the king, coastal cities took control of the gold trade, although they had to ship the ore through long and perilous ocean ways. The heavy ship movement in the coastal sea has angered many seabound horrors. Marid'Arn has become more and more of a stronghold.<br />
<br />
The mine is surrounded by a small settlement, consisting mostly of miners, soldiers, metalworkers and their families. Food is (mostly) brought from the Basket area and (less so) grown locally. The rest of the isle Marid'Arn is situated on is a humid near-jungle, with great apes and strange animals wandering in the undergrowth.<br />
<br />
=== Chestwood ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th04.deviantart.net/fs70/200H/i/2013/113/5/f/beach_speed_paint_by_novum1-d62ssjh.jpg<br />
|-class="even"<br />
|[http://georgelovesyart.deviantart.com/art/Beach-speed-paint-367499645/ The rough wilds of the island<br>can only be traversed by dunners.]<br />
|}<br />
<br />
The second-largest of the three islands that make up the Golden Isles, Chestwood was originally a wild track of land, with jungle forests inhabited only by natural flora and fauna. Just as with the other islands, the creatures of Chestwood have evolved separated from the rest of the continent, becoming diverse and strange in the eyes of those from the mainland.<br />
<br />
Dunners, once they emigrated in numbers from Ghaer forest and became sailors in large numbers, discovered the island Chestwood is on and fell in love with the lush forest, the high trees and the more-or-less peaceful nature. They established small ports, treetop towns and rope gangways from tree to tree on the island. Nowadays, almost the entirety of the island is under dunner rule.<br />
<br />
Chestwood is ruled by the Chief of Commons, a clan ruler of sorts among the Chestwood dunners. He has little official authority, but serves as the figurehead of the independent dunner nation. Sailors of Brimhaven, Calimport and Eros would love to have a piece of the trading ports of Chestwood, but the dunners hold on tight to what's (in their opinion) theirs.<br />
<br />
=== Isle of Man ===<br />
<br />
The blessed one of the Golden Isles, Isle of Man is the jewel of Pansaer. The golden hay fields of Ferrel count for most of the gorgeous island, except for the shores that shine with a golden gleam. Poets and dreamers often live the rest of their days, until their death, on Isle of Man, making songs so beautiful that mortals cannot fathom them. The Graveyard of Yoll on the far east side of the island is the final resting place of these dreamers.<br />
<br />
A strange enchantment is laid over the island: only those who are but a few years from their death - whether that be by old age or violent life - can step ashore on the Isle of Man. Others find themselves unable to lay their foot on the golden sands of the island's shores, and the idea of entering the Ferrel Fields all but impossible. This is said to be a spell cast by [[Groke Who Is Cold (3.5e Deity)|Groke Who Is Cold]], who is said to have created Isle of Man as the resting place of great kings and lords.<br />
<br />
The graveyard of Yoll can be found clinging to the eastern shore of the island. The graves are built of volcanic basalt, which is strange, since the mineral can't be found anywhere on the island. Furthermore, the gravestones are not built by and the graveyard not tended by the mortals of the island, so who or what does is a mystery. Legends speak of fey beings, invisible to the eye, who seek to lead men to their final sleep peacefully.<br />
<br />
----<br />
{{3.5e Campaign Settings Breadcrumb}} &rarr; [[Years of Gold (3.5e Campaign Setting)|Years of Gold]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Years of Gold Setting]]<br />
[[Category:Supplement]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Races_(Years_of_Gold)&diff=990160Races (Years of Gold)2017-12-21T22:50:28Z<p>Cancelion: Added stygians + new pic</p>
<hr />
<div>Pansaer is home to a multitude of races, although not nearly as many as more high-fantasy worlds. Many creatures that are races on their own right in other worlds, like ''Greyhawk'' or ''Eberron'', are unique monsters born of a variety of causes in Pansaer. Some are brought to life by [[About Years of Gold (Years of Gold)#Magic|the Word and the Law]], others are particularly rare mutations of more common races, while others still are the last remnants of ages-old races that have died out except for them. They are few, while the Five are numerous.<br />
<br />
The Five - [[Races (Years of Gold)#Humans|humans]], [[Races (Years of Gold)#Dwarves|dwarves]], [[Races (Years of Gold)#Dunners|dunners]], [[Races (Years of Gold)#Goblins|goblins]] and [[Races (Years of Gold)#Goliaths|goliaths]] - represent the most numerous humanoid races that have sapience and notable cultures in Pansaer. This number of races is somewhat lower than basic 3.5e or most other custom settings, but is meant to enforce a feel of coherency within the setting. All races are modified to only give attribute bonuses to physical stats ([[Strength]], [[Dexterity]], [[Constitution]]) so as to encourage casters of all races. Some of the races described below, including [[Races (Years of Gold)#Dunners|dunners]], [[Races (Years of Gold)#Goblins|goblins]] and [[Races (Years of Gold)#Goliaths|goliaths]], have separate pages for when you want to use them in other settings: the racial traits on this page are balanced specifically for the Years of Gold setting, and are not an automatic fit elsewhere.<br />
<br />
Languages work very differently in Years of Gold than in other settings, and a member of a race won't gain the usual compliment of languages: see [[Variant Rules (Years of Gold)#Languages|Languages at Variant Rules]] for more information. Years of Gold also doesn't incorporate favored classes: players are able to vary their choice of class freely from level to level.<br />
<br />
= PC races =<br />
<br />
=== Humans ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th06.deviantart.net/fs70/200H/f/2011/182/9/1/human_warrior_by_saturnoarg-d3kpdd4.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Human-Warrior-216174568/ An archetypal human fighter.]<br />
|}<br />
<br />
*Live in all regions of Pansaer<br />
*Concentrations: Fort Brunid, [[Brimhaven (3.5e Environment)|Brimhaven]], [[Redford (3.5e Environment)|Redford]], [[Irid and Eros (3.5e Environment)|Irid and Eros]]<br />
<br />
Humans are the most numerous of the five great races, although not far ahead of dunners and goblins in numbers. They awoke in the northwest reaches of the continent, where they had a prehistoric culture that's largely forgotten. The only remnants of humanity's past are haunted ruins, but their glory days were great: they spread southwards, and the benevolent conditions of those lands allowed them to briefly gain supremacy of the continent. Thanks to their ability to adapt to all sorts of surroundings, humans can be found in all regions of Pansaer, except the highest peaks of the Caragos Eavorn and the hottest areas of the northeastern deserts.<br />
<br />
All sentient races are defined more by their culture than by their racial heritage, but to no race does this hold true like it does to humans. While a man of Redford is likely to be thin, tall, brown of hair and put his faith in Auri, a man of Dharuum is more likely to be short, strong, dark of hair and trust in the divinity that is his Sultan. After all, it's been over three thousand years since the dawn of humanity: they've had time to adapt.<br />
<br />
* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.<br />
* Human base land speed is 30 feet.<br />
* 1 extra feat at 1st level. This feat must be chosen from among the feats marked as Skill feats.<br />
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.<br />
<br />
=== Dwarves ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th06.deviantart.net/fs70/200H/f/2014/075/f/0/dwarf_cleric_by_butttornado-d7aikow.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Dwarf-Cleric-440926016/ An archetypal dwarf cleric.]<br />
|}<br />
<br />
*Live in Caragos Eavorn, [[Red Wastes (3.5e Environment)|Red Wastes]]<br />
*Concentrations: Carag Vorn, Carag Maragos, [[Dharuum (3.5e Environment)|Dharuum]]<br />
<br />
Dwarves, the dwellers of the world underground, are a somewhat rarer sight on the continent, especially in the western kingdoms. Alone among the five great races, dwarves came to be underground. Their ancestral home is in Caragos Eavorn, and it is there that their race still holds power. This seclusion from other races made dwarf culture, language and physique vastly different from that of others. Their thick skins, low body water percentage and hardy bodies are better-suited to the harsh northeastern deserts than most other races, so they are among the only races with permanent dwellings there.<br />
<br />
Dwarves are culturally diverse and shaped by their surroundings, but a few features have stood the test of time in all dwarven populace: they're often adept at physical tasks, especially of the repetitive variety, and they offer prayers to [[Morran (3.5e Deity)|Morran]] more often than the other races, considering the titan their creator. The dwarves of the eastern lands are dark of skin and wear light tunics and robes, while their mountain brothers prefer dark colors, and armor as their clothing. The dwarves of the western kingdoms are divided: some integrate to the overall cultural sphere there, while others exclude themselves from those cultures on purpose and create enclaves of dwarven society within the area.<br />
<br />
* +2 Constitution: Dwarves are by far the stoutest race of Pansaer, a fact that has led them to thrive in both the mountains and the northeastern desert.<br />
* Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.<br />
* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).<br />
* [[SRD:Darkvision|Darkvision]]: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.<br />
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).<br />
* +2 racial bonus on saving throws against poison. Dwarves have a natural resistance to venom that borders on the unnatural (perhaps living close to giant spiders is to blame).<br />
<br />
=== Dunners ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th08.deviantart.net/fs70/200H/f/2011/006/0/0/monkey_king_by_jessada_nuy-d36joke.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Monkey-King-192394526/ An archetypal dunner monk.]<br />
|}<br />
<br />
*Live in [[Ghaer (3.5e Environment)|Ghaer]], the shorelines of the whole continent<br />
*Concentrations: [[Calimport (3.5e Environment)|Calimport]], [[Tull (3.5e Environment)|Tull]], Chestwood<br />
<br />
Originally hailing from massive forest that Ghaer was in the dawn of time, dunners are a race of short but stocky humanoids. They stayed in their ancestral home for long centuries, but when early humans came to the east, dunners found their sea-vessels to their liking, and soon they had spread across the continent. Dunners are a wily folk with thick arms and legs, strong muscular bodies and keen minds. The defining feature of dunners is the thick, coarse hair that grows on their heads, chest, arms and legs. In many ways they resemble monkeys, except that they don't have tails.<br />
<br />
Dunners may at first strike people as indifferent or even cruel, but this isn't at all true: rather, they are fiercely independent and believe that everyone ought to take care of themselves. They have no problem with the other races and often mingle with them, and thus all areas of the continent have at least a dunner minority. They universally wear less clothes than most other races, thanks to their natural body hair.<br />
<br />
* +2 Dexterity: Dunners are immensely nimble and capable of extreme feats of agility.<br />
* Small: As a Small creature, a dunner gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.<br />
* Dunner base land speed is 20 feet. They also have a climb speed of 20 feet.<br />
* +2 racial bonus on Balance and Jump checks: Dunners are agile and sure in their movements, owing to their woodland heritage.<br />
* +8 racial bonus on Climb checks: All dunners are exceptional climbers. A dunner must make a Climb check to climb any wall or slope with a DC of more than 0, but they can always choose to take 10, even if rushed or threatened while climbing. If they choose an accelerated climb, they move at double their climb speed and make a single Climb check at a -5 penalty. They cannot run while climbing. They retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing dunner.<br />
<br />
See [[Dunners (3.5e Race)]] for a more in-depth description, as well as racial traits for use in other settings.<br />
<br />
=== Goblins ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th00.deviantart.net/fs71/200H/f/2011/093/3/0/goblin_solitario_by_decozin-d3d64xy.png<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Goblin-Solitario-203519878/ An archetypal goblin wizard.]<br />
|}<br />
<br />
*Live in the banks of Kwazir, [[Red Wastes (3.5e Environment)|Red Wastes]], [[Remoras Prairie (3.5e Environment)|Remoras Praerie]]<br />
*Concentrations: Remoras, [[Dharuum (3.5e Environment)|Dharuum]]<br />
<br />
Sometimes, looks can be deceiving. So too is the case with goblins: a race of short, wiry goblinoids with sharp teeth, long noses and skin that ranges from dark green to muted brown. However, they are not the wild, monstrous creatures that folklore of other realms makes them - if anything, they are the very opposite of that. Goblins came to be at the wellsprings of Kwazir, the river that brings life to the east. They're still at their most numerous there and elsewhere in the east, but they've spread to the west as well, where they've been welcomed rather poorly.<br />
<br />
Goblins tend to be intelligent, thoughtful and thorough in everything they do, with a penchant for perfectionism and obsession. Their long, nimble fingers are capable of building all sorts of devices, and their diplomatic skills and honey tongues make them fantastic traders, merchants and diplomats. People also tend to underestimate them - which suits them just fine. Goblins have a very high pain threshold, which makes them stand out from other races. They rarely complain about physical anguish unless it's insurmountable, and many of them are fascinated with piercings.<br />
<br />
* +2 Dexterity: Goblins are quick in their movements, and their manual dexterity is unrivaled.<br />
* Small: Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.<br />
* Goblin base land speed is 20 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a goblin can function just fine with no light at all.<br />
* +2 racial bonus on [[Disable Device]] and [[Open Lock]] checks: goblins have long, thin fingers, perfectly suited to handling all sorts of devices.<br />
* +2 racial bonus on [[Concentration]] checks: all goblins have a high resistance to pain, and most are calm and collected by nature, so concentrating on a task comes to them naturally.<br />
* [[Endurance]]: Goblins gain Endurance as a bonus feat. If a goblin would later gain Endurance as a bonus feat, she can select any other feat for which she qualifies. Goblins have incredible stamina for their size.<br />
<br />
See [[Goblins, Pansaer (3.5e Race)]] for a more in-depth description, as well as racial traits for use in other settings.<br />
<br />
=== Goliaths ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th04.deviantart.net/fs71/200H/f/2010/335/1/1/goliath_by_artofty-d33zchg.jpg<br />
|-class="even"<br />
|[http://artofty.deviantart.com/art/Goliath-188086516/ An archetypal goliath barbarian.]<br />
|}<br />
<br />
*Live in [[Ghaer (3.5e Environment)|Ghaer]], [[Tumbling Fells (3.5e Environment)|Tumbling Fells]]<br />
*Concentrations: [[Tull (3.5e Environment)|Tull]]<br />
<br />
Strongly in touch with their ancient roots and on bad terms with the titan-gods they see as their ancestors, the race of goliaths is easily the fewest in numbers of the five great races. Perhaps this is because they never truly spread out from the Tumbling Fells, their point of origin. Whether it is from the hate of the titans or from natural causes, goliath numbers have been dwindling for hundreds of years. Many of those that remain steadfastly cling to folklore and traditions.<br />
<br />
Goliaths are towering humanoids, somewhat bestial in appearance with long canine teeth and angular facial features. Their wild looks belie a level nature that prefers balance and continuity in all things. Goliaths live in the wilds, although many have traveled to the cities of both east and west, as their dwindling numbers would otherwise leave them stranded in the wilds.<br />
<br />
* +2 Strength: Goliaths are powerfully built and exceptionally strong, partly from their natural physique and partly from growing up in harsh conditions.<br />
* Medium: As Medium creatures, goliaths have no special bonuses or penalties due to their size.<br />
* Goliath base land speed is 30 feet.<br />
* Natural Wrestler: Goliaths have a +4 racial bonus on grapple checks, and don't provoke an attack of opportunity when beginning a grapple. The massive bodies and strong limbs of the goliaths make them exceptional wrestlers, and they often further hone this ability through practice.<br />
* Animist Guidance (Su): Once per day as a free action, a goliath can invoke the animal deity that governs over them (or the deities in general if they are a Navenfri) to gain a +2 insight bonus to all saving throws for a number of rounds equal to his or her character level.<br />
<br />
See [[Goliaths, Pansaer (3.5e Race)]] for a more in-depth description, as well as racial traits for use in other settings.<br />
<br />
= Other races =<br />
<br />
What follows is a list of the many creatures and races that populate Pansaer. This is not to be taken as a precise listing: many rarer, even one-off beasts can be found in the wide lands. The races listed here are the most numerous, most influential or otherwise most noteworthy (asides from the Five), and their existence should be common knowledge - or oft-repeated legend - to the inhabitants of the part of the continent where the race lives. If the DM wants to include more creatures or races in the setting, they are free to do so, but should carefully consider the feel of the world.<br />
<br />
Some of the races described below are available, if not suggested, for use as player character races. They tend to have unconventional capabilities and features (uncommon size, resistances and immunities, powerful abilities) that can make them unfit or unbalanced for the purposes of the campaign, so consult with your DM before you use one. The races that are fit for player use have racial traits listed.<br />
<br />
=== Anubals ===<br />
<br />
*Live in the [[Red Wastes (3.5e Environment)|Red Wastes]]<br />
*Concentrations: [[Dharuum (3.5e Environment)|Dharuum]]<br />
<br />
A naturally-occurring race common in the Red Wastes and somewhat rarer in southeastern Pansaer, anubals are ebony-skinned, jackal-headed protectors of tombs and master mummifiers. They're well-adapted to the harsh deserts that make up most of the east, and their natural powers make them respected, feared, venerated or hated - depending on who you ask. Closely related to them are [[Anubal Hound (3.5e Creature)|anubal hounds]], constructs built by the jackal-headed wardens.<br />
<br />
Anubals play a large part in the cultures of the east. Death is less feared in those parts, and mummification the norm, so as masters of burial rites anubals are an important part of everyday life. They never associate with humans in any great amount or live in the cities (except Dharuum), but they take solitary apprentices from all races and walks of life. These people become master morticians, and are pillars of society in the east.<br />
<br />
* +4 Dexterity, +4 Constitution, +6 Intelligence, +6 Wisdom, +6 Charisma: Anubals are physically capable, but their true strength lies in their immense mental capacities.<br />
* Medium: As Medium creatures, anubals have no special bonuses or penalties due to their size.<br />
* Anubal base land speed is 30 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Anubals can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and an anubal can function just fine with no light at all.<br />
* Racial Hit Dice: An anubal begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.<br />
* Racial Skills: An anubal's outsider levels give it skill points equal to 9 × (8 + Int modifier). Its class skills are [[Appraise]], [[Concentration]], [[Diplomacy]], [[Handle Animal]], [[Heal]], [[Knowledge]] (arcana), [[Knowledge]] (religion), [[Listen]], [[Profession]] (mortician), [[Sense Motive]], [[Spellcraft]], and [[Spot]].<br />
* Racial Feats: An anubal's outsider levels give it three feats.<br />
* +4 natural armor bonus.<br />
* Spell-Like Abilities: At will—''[[cure light wounds]]'', ''[[death knell]]'', ''[[inflict light wounds]]''; 1/day—''[[cause fear]]'', ''[[mass cure light wounds]]'', ''[[SRD:Mass Inflict Light Wounds|mass inflict light wounds]]''. Caster level 6th; save DC 11 + anubal's Cha modifier + spell level.<br />
* Lifesense ([[SRD:Supernatural Abilities|Su]]): An anubal notices and locates living creatures within 60 feet, just as if it possessed the [[blindsight]] ability. It also senses the strength of their life force automatically, as if it had cast ''[[deathwatch]]''.<br />
* Level adjustment +4.<br />
<br />
See [[Anubal Warden (3.5e Creature)]] for a more in-depth description.<br />
<br />
=== Beastmen ===<br />
<br />
*Live in the [[Remoras Prairie (3.5e Environment)|Remoras Prairie]], [[Ghaer (3.5e Environment)|Ghaer]]<br />
*Concentrations: Dead Illusk<br />
<br />
Perhaps related to the natural mutation of [[Races (Years of Gold)#Lycanthropes|lycanthropes]], beastmen are a race of horrid amalgamations of man and beast. They are less a true race and more a loose collection of creatures born with animal features, driven out of civilized lands, and banding together for power and safety. They are technically sentient creatures, but their animal instincts and painful mutations often drive them to violence. Hence, they are hated where they are met.<br />
<br />
Some suggest that [[Mieli (3.5e Deity)|Mieli]] has a hand in the birth of these creatures - this is quite possible, considering Mieli's insatiable sexual appetite and interest in crossbreeds. Where the forest titan is venerated, beastmen are occasionally tolerated, even accepted, although such communities are rarer than even the beastmen themselves. And they are rare indeed, since most are killed at birth by their horrified parents. Only a few tribes have sprung up, where the rare fertile females give birth to hundreds of monstrous children. The three types of beastmen listed below are not the only types that exist, but they are by and far the most common.<br />
<br />
===== Dogmen =====<br />
<br />
The beastmen of [[Remoras Prairie (3.5e Environment)|Remoras prairie]], sometimes called (somewhat misleadingly) dogmen or dogs of war, are the most numerous, and often have canine, porcine or caprine features, although other animal hybrids are possible. They are by far the most numerous of beastmen, since Mieli is often venerated in her more warlike and savage aspects in the north, and a few tribes incorporate both dogmen and other humanoids. Those dogmen who band into tribes or who live alone tend toward tightly hierarchical personal structures and possess a natural skill for skirmish warfare, but this could just as well be the influence of the cursed prairie they live in.<br />
<br />
* Strength +2, Constitution +2: Dogmen are hardy creatures, although its hard to say whether its a part of their physical condition or instilled into them by harsh life.<br />
* Medium: As Medium creatures, dogmen have no special bonuses or penalties due to their size.<br />
* A dogman's base land speed is 30 feet.<br />
* [[SRD:Low-Light Vision|Low-Light Vision]]: A dogman can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.<br />
* +1 natural armor bonus.<br />
* Natural Weapons: A dogman's primary natural weapon is their bite (1d6).<br />
* [[SRD:Scent|Scent]]: A dogman's exquisite sense of smell allows them to pinpoint their foes. A dogman can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at triple normal range. When a dogman detects a scent, the exact location of the source is not revealed — only its presence somewhere within range. The dogman can take a move action to note the direction of the scent. Whenever the dogman comes within 5 feet of the source, the dogman pinpoints the source’s location.<br />
* Level adjustment +1.<br />
<br />
==== Maneaters ====<br />
<br />
Ghaer beastmen are far rarer, but often more powerful than others of their condition, and their mutations include the features of big cats as well as sorcerous powers. They are called maneaters, although how common cannibalism is among them is debatable: there are far too few maneater societies to draw definitive conclusions from. It's questionable whether it makes sense to even call them a race, since two maneaters can look, think and behave as different as day and night. Nonetheless, their population is too big to be sustained by natural mutations alone, so it seems at least some of them are capable of procreating.<br />
<br />
* +2 Strength, +6 Dexterity, +2 Intelligence, +6 Charisma: Maneaters are charismatic creatures with an intimidating presence, but can also move and fight with all the strength and speed of the animals they resemble.<br />
* Medium: As Medium creatures, maneaters have no special bonuses or penalties due to their size.<br />
* A maneater's base land speed is 40 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Maneaters can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a maneater can function just fine with no light at all.<br />
* Spell resistance equal to 14 + class levels.<br />
* Racial Hit Dice: A maneater begins with four levels of outsider, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +4.<br />
* Racial Skills: A maneater's outsider levels give it skill points equal to 7 × (8 + Int modifier). Its class skills are [[Appraise]], [[Bluff]], [[Concentration]], [[Decipher Script]], [[Diplomacy]], [[Listen]], [[Move Silently]], [[Sense Motive]], [[Spellcraft]], and [[Spot]].<br />
* Racial Feats: A maneater's outsider levels give it two feats.<br />
* +2 natural armor bonus.<br />
* Natural Weapons: A maneater's primary natural weapon is their bite (1d6), and they have 2 claws (1d4) as secondary weapons.<br />
* Spells: A maneater character casts spells as a 4th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the maneater's base spellcasting ability for spells known, spells per day, and other effects dependent on caster level.<br />
* Level adjustment +4.<br />
<br />
==== Minotaurs ====<br />
<br />
Minotaurs, hulking bovine behemoths, live in quasi-civilized societies on the larger islands of the Wasted Sea, and some have spread onto the continent proper. Some believe them related to the giants, which matches with their size and the ability of some of their elders to learn Or, the eldest tongue. Minotaurs themselves consider themselves the favored children of [[Mieli (3.5e Deity)|Mieli]]. Their religious practices in the Waste Sea include cannibalizing those of their foes they consider the most worthy, since this allows the defeated to join with the godlike. The largest island off the northern coast, the Tear, sports slab citadels that harbor minotaur armies, ready to set sail on longships that are adorned with the bones of their enemies.<br />
<br />
* +8 Strength, +4 Constitution: Minotaurs are as hideously powerful and durable as they appear.<br />
* Large: As a Large creature, a minotaur takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on [[Hide]] checks, but they gain a +4 size bonus on grapple checks, use larger weapons than humans use, and their lifting and carrying limits are double those of a Medium character.<br />
* A minotaur’s base land speed is 30 feet.<br />
* Racial Hit Dice: A minotaur begins with five levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.<br />
* Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 8 × (2 + Int modifier, minimum 1). Its class skills are [[Intimidate]], [[Jump]], [[Listen]], [[Search]], and [[Spot]]. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.<br />
* Racial Feats: A minotaur’s monstrous humanoid levels give it two feats.<br />
* +4 natural armor bonus.<br />
* Natural Weapons: A minotaur's primary natural weapon is their gore (1d8).<br />
* Powerful Charge: A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6 + Strength modifier points of damage.<br />
* Natural Cunning: Minotaurs possess innate cunning and logical ability. This gives them immunity to ''[[maze]]'' spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.<br />
* Level adjustment +3.<br />
<br />
=== Centaurs ===<br />
<br />
*Live in the [[Red Wastes (3.5e Environment)|Red Wastes]], the Sultanate<br />
*Concentrations: [[Dharuum (3.5e Environment)|Dharuum]], [[Irid and Eros (3.5e Environment)|Irid and Eros]]<br />
<br />
Centaurs are a fairly young race, born from a mad whim of [[Mieli (3.5e Deity)|Mieli]], the forest titan. Mieli assumed the form of a pitch-black mare and forced the sultan of Dharuum to copulate with herself as both a punishment for his supposedly blasphemous actions and to sate Mieli's sick appetites. From the union was born the race of centaurs, who the eastern folk now live with. This connection to the divine, as well as their ability to navigate the harsh eastern desert unlike most others, has made centaurs a venerated race: in many of the more conservative and religious areas, they are considered outright sacred.<br />
<br />
Centaurs have the spirit of Mieli in them: at once peaceful and sagely, at another spiteful and wild. All centaurs have obsidian skin in both the horse and the man part of their body, another reminder of their divine origin. They often serve as sages and warriors in the court of Dharuum, and as messengers in Irid and Eros. They have no cities of their own, but rather live among other races. In cities where they are common, areas of the city will often be set side for centaurs to occupy, and have living quarters suitable for the equine physiology.<br />
<br />
* +6 Strength, +2 Dexterity, +4 Constitution, +2 Wisdom: Centaurs are physically imposing, and have strong minds - until the wildness takes them.<br />
* Large: As a Large creature, a centaur takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on [[Hide]] checks, but they gain a +4 size bonus on grapple checks, use larger weapons than humans use, and their lifting and carrying limits are double those of a Medium character.<br />
* A centaur’s base land speed is 50 feet.<br />
* Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.<br />
* Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.<br />
* Racial Feats: A centaur’s monstrous humanoid levels give it two feats.<br />
* +3 natural armor bonus.<br />
* Level adjustment +2.<br />
<br />
=== Daemons ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th09.deviantart.net/fs71/200H/f/2013/100/9/f/succubus___01_by_aditya777-d2lcct6.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Succubus-01-156780762/ A succubus is<br>mortal lust<br>given material form by<br>arcane energies<br>and a powerful wizard.]<br />
|}<br />
<br />
*Live in the underworld<br />
*Concentrations: None<br />
<br />
There are no hells or abysses for the people of Pansaer to visit, but this does not mean there are no demons or devils. Men are tormented by their demons every day, after all: demons like greed, hate and addiction. Due to the nature of [[About Years of Gold (Years of Gold)#Magic|the Word and the Law]], a powerful wizard can bind these mental, conceptual demons into physical, definitive forms, however briefly. Sometimes they occur naturally: in places where reality grows thin, or where events of great importance or terror take place, dreams and nightmares can take the shape of a monster. These temporary creatures are called daemons in academic settings, but have geographic names as well: they are called ''jinn'' in most of the Sultanate, ''luonto'' in [[Tull (3.5e Environment)|Tull]] and the [[Tumbling Fells (3.5e Environment)|Fells]], ''wights'' on the western side of Caragos Maride, and many other names besides.<br />
<br />
Every such being is unique, born from the specific conditions of its creation: a conjurer who dreams up a [[SRD:Succubus|a demon of lust]] to attend to their pleasure will shape the demon into a form both consciously and unconsciously. They are also exactly as wild and uncontrollable as our imaginations tend to be, which makes them dangerous, even in those cases where they are not actively antagonistic towards all life. Creatures formed in this way cannot hold onto their physical form without expenditure of incredible magical concentration or similar forces. Thus, they dissipate quickly unless such means are used.<br />
<br />
Any outsider - demon, devil, yugoloth, djinn - can be used to represent a Pansaerian demon, although bear in mind that the descriptions of such creatrues (and on occasion even their capabilities) are not uniform. These creatures lose all inappropriate subtypes, such as Baatezu, Tanar'ri and similar subtypes (no such division exists), and the Extraplanar subtype.<br />
<br />
=== Dragons ===<br />
<br />
*Live in Caragos Eavorn<br />
<br />
*Concentrations: None<br />
<br />
The dragons were spawned in the early ages of the world, when the titans still vied for control of the world. Whether they were created by older beings still as a living weapon, or hatched out of some primordial madness, none can now say. They fought the titans with the elder gods and lost, and were driven to hide in mountain lairs and deep forests. They are asexual and seem to reproduce only by means of asexually or magically spawning more of their kind - an event that hasn't happened since the early days of the continent - so the only dragons that live nowadays are all at least old, with the age categories being somewhat modified.<br />
<br />
In the low-magic, no-easy-flight world of Pansaer, dragons are much more of a challenge than they would normally be, and considering they're a tough challenge in standard D&D, that says a lot. Only around a hundred dragons have ever existed, and nowadays even the wisest scholars can only guess at their numbers; twenty is a common estimate. Their rarity makes dragon relics priceless treasures: the dragon skull in the Sultan's Palace in Dharuum is a wonder of the world.<br />
<br />
The dragons are represented by [[SRD:True_Dragon|those of baseline D&D]], metallic and chromatic alike, but function as unique individuals that don't necessarily concur with the descriptions given. Considering the awesome, almost godlike power the dragons wield, it is entirely possible that any given dragon will have created slaves or companions in its likeness, if not equal in power; this is the origin of draconic races, such as [[SRD:Lizardfolk (Race)|lizardfolk]] and [[SRD:Wyvern|wyverns]].<br />
<br />
The age categories are modified to account for the timeline of Pansaer. They are now as follows:<br />
<br />
{| class="d20"<br />
|-<br />
|+ '''Dragon Age Categories'''<br />
|-<br />
! '''Category'''!! '''Age (Years)'''<br />
|-<br />
| Old|| 1,000-2,000<br />
|-class="even"<br />
| Very old|| 2,001-3,000<br />
|-<br />
| Ancient|| 3,001–5,000<br />
|-class="even"<br />
| Wyrm|| 5,001–???<br />
|-<br />
| Great wyrm|| ???<br />
|-class="even"<br />
|}<br />
<br />
=== Elementals ===<br />
<br />
*Live in all regions of Pansaer<br />
*Concentrations: None<br />
<br />
Elementals are not drawn from elemental planes in Years of Gold (since no such planes exist), but are rather formed by application of [[About Years of Gold (Years of Gold)#Magic|the Word and the Law]] that govern the world. Gifted wizards often use elementals to battle each other, with a greater elemental meaning greater power. They also arise spontaneously on occasion, especially in areas where the rules of the world grow thin, such as the haunts of powerful creatures and ancient places of power. Elemental creatures lose the Extraplanar subtype.<br />
<br />
=== The faerie ===<br />
<br />
*Live in all regions of Pansaer<br />
*Concentrations: Dunas, [[Ghaer (3.5e Environment)|Ghaer]]<br />
<br />
The faerie is a collective term for many naturally-occurring creatures of Pansaer. Perhaps a more accurate name would be "nature's children", as all faerie are tied to a given natural feature: this feature can be as small as a lake, or as big as a specific biome. The faerie tend towards shyness and avoid other races, since civilization is anathema to them: towns and cities are fashioned from the bones of the earth, then fed with all growing green things. They aren't antagonistic towards humanoids, however, and can be contacted, interacted with and pacified by those who know how to interact with them. The types of faerie listed below are not the only ones, but they are the ones with the most interaction with other races.<br />
<br />
Many faerie have a strong connection to Glade, the strange realm of existence that is intrinsically connected to [[Mieli (3.5e Deity)|Wild Mieli]]. Glade isn't a separate dimension ''per se''; rather, entering Glade is like moving deeper into existence, to a wilder place at the heart of reality. Every natural place, be it a meadow, a river, a mountain or a forest, is Glade - the question is how much. The oldest surviving forests, Dunas and [[Ghaer (3.5e Environment)|Ghaer]], are the most connected to Glade, and thus sport the most faerie.<br />
<br />
==== Dryads and naiads ====<br />
<br />
No faerie is as connected to the land as are [[SRD:Dryad|dryads]] and [[Naiad (3.5e Creature)|naiads]]. These creatures, apparently born from the very thing they are bound to and protect, are only a hair's strand removed from elementals. Dryads are the shepherds of trees, and each is bound to a single tree of great age, while naiads are the guardians of bodies of water, fiercely protecting the water that gives them life. Both types of faerie are occasionally sought out for their powers: dryads for their ability to speak to the forest, and naiads for the prophecies they can speak.<br />
<br />
==== Treants ====<br />
<br />
Some believe that any tree that grows old enough gains, nay, ''deserves'' sentience. The exact numbers differ: some believe it takes a century, others insist a millennium is required. There might be truth to this: in the eldest of forests, the trees are said to move of their own accord, thinking their own indecipherable thoughts and fulfilling goals that those not of root and bark can only guess at. [[SRD:Treant|Treants]] are most common in Dunas, but appear in scant numbers in other old forests as well. Awakened plantlife resemble the places they are born: humid, overgrown [[Ghaer (3.5e Environment)|Ghaer]] gives birth to [[SRD:Tendriculos|a different breed of creature]] than [[SRD:Shambling Mound|the dry twig-and-leaf monsters]] of the coast of the Wasted Sea.<br />
<br />
=== Giants ===<br />
<br />
{| style="float:right" class="d20"<br />
!https://t00.deviantart.net/jqiJ60uZctqvAOWfPJSJVhu0pTU=/fit-in/700x350/filters:fixed_height(100,100):origin()/pre00/51f0/th/pre/f/2009/013/0/f/the_blue_giant_by_mc_the_lane.jpg<br />
|-class="even"<br />
|[https://mc-the-lane.deviantart.com/art/The-Blue-Giant-93024482/ "Ours. All ours."]<br />
|}<br />
<br />
*Live in [[Tumbling Fells (3.5e Environment)|Tumbling Fells]], Caragos Eavorn, [[Remoras Prairie (3.5e Environment)|Remoras prairie]]<br />
*Concentrations: Carag Ka'thull<br />
<br />
The bastard children of the titans of yore, giants (and [[SRD:Troll|trolls]], [[SRD:Ogre|ogres]], [[SRD:Titan|lesser titans]], as well as all other creatures of the [[SRD:Giant Type|Giant]] type) are an eternal foe to the folk of Pansaer. They have mere crumbs of the power their ancestral mothers and fathers hold, but that power is plenty enough to terrorize the continent with. Each race of giants is associated with one of the titan-gods, and consider themselves that titan's children. Whether they're actually related is questionable (although in Mieli's case, not so much). [[Groke Who Is Cold (3.5e Deity)|Groke]] is no titan, and thus doesn't have giant descendants.<br />
<br />
==== Auri's children ====<br />
<br />
[[SRD:Fire Giant|fire giants]] and sun titans<sup>MM2</sup> are [[Auri (3.5e Deity)|Auri's]] descendants, and live in the sun-scorched [[Red Wastes (3.5e Environment)|Red Wastes]]. The two races are related but not in good terms: indeed, the constant strife between them is one contributing factor to their rarity - a blessing to the rest of the Sultanate. Collectively called the sunborn, Auri's giants are characterized by massive egos, a tyrannical view to life, and an affinity for fire.<br />
<br />
==== Luni's children ====<br />
<br />
Fog giants<sup>MF</sup> and shadow giants<sup>FF</sup> are [[Luni (3.5e Deity)|Luni's]] children, and bide their time in the hidden places of the world. They are fewer in numbers than the offspring of the rest of the titan-deities, but they tend to be more powerful as well. They are also a lot less antagonistic of other races, in that they don't actively seek out and destroy other creatures: the moonborn are content on dwelling on their own superiority, and with sufficient gifts and exaltations, can even be persuaded to provide divinations and prophecies. Nonetheless, they are exactly as dangerous as the rest of their kind when moved to action.<br />
<br />
==== Ahti's children ====<br />
<br />
[[SRD:Frost Giant|Frost giants]], [[SRD:Storm Giant|storm giants]] and bog giants<sup>FF</sup> are heirs to [[Ahti (3.5e Deity)|Ahti]], and live near and in water, as well as in floating sea-cities. They are seldom seen, since the mountain lakes and glaciers of the frost giants, floating citadels and underwater fortresses of storm giants and peat dwellings of bog giants tend to be located in out-of-the-way places. The stormborn, as they are called, despise all non-giants (and indeed all other giants as well), which leads them to wreck havoc on those they consider trespassers on their lands.<br />
<br />
==== Mieli's children ====<br />
<br />
[[Mieli (3.5e Deity)|Mieli]] is a special case amongst the titan pantheon. The Hunter, insatiable that she is, has spawned several lineages of offspring, including the comparatively noble races of [[SRD:Stone Giant|stone giants]] and forest giants<sup>MM2</sup>, as well as the more monstrous [[SRD:Troll|trolls]] and fomorians<sup>MM2</sup> in affairs with legendary beasts. Mieli's more bestial children, such as the aforementioned trolls and the centaurs (see above) come about due to Mieli's appetites often drawing her to copulate with powerful animals.<br />
<br />
==== Morran's children ====<br />
<br />
[[SRD:Cloud Giant|Cloud giants]] are the sole scions of [[Morran (3.5e Deity)|Morran]], and live only on the tallest peaks. They are exceptional smiths and artificers, and their architecture is centuries ahead the rest of the races of the continent. They do not share, however: they despise every other races with misanthropic passion, and are the only giants to go out of their way to wage war on other races. Their highest aspiration is to commit genocide on all other inhabitants of the world they consider theirs. Only their remoteness, and the fact that their warfare is mostly directed towards the other giants surrounding their peaks, keeps them from being a threat to the continent as a whole.<br />
<br />
==== Other giants ====<br />
<br />
[[SRD:Hill Giant|Hill giants]], mountain giants<sup>MM2</sup>, [[SRD:Ogre|ogres]] and [[SRD:Ettin|ettins]] are thought to be the children of the lesser titans that Auri's pantheon defeated. Why they weren't destroyed along with their ancestors, none can tell. Perhaps they weren't worth the trouble. The nobler giants uniformly hunt the lesser giants, considering it their duty to wipe the "false inheritors" from the face of the earth. They, in turn, are far more numerous, and tend to band together both to protect themselves and to better terrorize those smaller than them, creating a vicious pecking order.<br />
<br />
===== Ogres =====<br />
<br />
Ogres are the only kind of giant that have peaceful (if strained) contact with other races. Most of them live in communities that attack settlements and are hunted in turn, but those who are secluded from these tribes turn to other means of staying alive. They are not a kind race - far from it - but they can control the hatred all giants feel for other races, and those born into humanoid cultures are farther and farther removed from this heritage for every generation. Perhaps the superiority is learned. Still, [[Brimhaven (3.5e Environment)|Brimhaven]] is the only major city to accept ogres, and even there they are second-class citizens.<br />
<br />
* +8 Strength, -2 Dexterity, +4 Constitution, -2 Intelligence: As the muddled offspring of dead powers, ogres are lacking in intellect and agility, but make up for it in raw strength.<br />
* Large: As a Large creature, an ogre takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on [[Hide]] checks, but they gain a +4 size bonus on grapple checks, use larger weapons than humans use, and their lifting and carrying limits are double those of a Medium character.<br />
* An ogre’s base land speed is 40 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Ogres can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and an ogre can function just fine with no light at all.<br />
* Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.<br />
* Racial Skills: An ogre’s giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skills are [[Climb]], [[Listen]], [[Spot]], and [[Survival]].<br />
* Racial Feats: An ogre’s giant levels give it two feats.<br />
* +5 natural armor bonus.<br />
* Level adjustment +2.<br />
<br />
=== Giant spiders ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th07.deviantart.net/fs71/200H/i/2013/003/7/9/giant_spiders__by_akonstad-d5qaxq8.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Giant-Spiders-346511168/ A troupe of goblins face a giant spider<br>in the Red Wastes.]<br />
|}<br />
<br />
*Live in Caragos Eavorn, [[Lowlands of Hundon (3.5e Environment)|Lowlands of Hundon]]<br />
*Concentrations: Carag Ka'thull<br />
<br />
The horror of the underground world and the bane of the dwarves that inhabit the mountains, giant spiders are a common danger in Pansaer. Unlike their small, household cousins, giant spiders are intelligent creatures: they are born with a glimmer of intellect that grows as the spider grows older. The largest of the giant spiders are matriarchal monstrosities with wit to challenge wizards with. Indeed, rumors speak of spiders so venerable that they've studied the arcane arts and become master wizards themselves. It would be naive to think of giant spiders as "evil", but thinking them a fine fit into other societies is equally naive. They have a mind all their own, so different from that of humanoids that true communication is difficult. Besides, they eat sentient creatures, which always puts a dent in diplomacy.<br />
<br />
Giant spiders live within the mountain range of Caragos Eavorn, in tunnels where the sun never shines. They've also made nests in the [[Remoras Prairie (3.5e Environment)|barren prairie]] that surrounds Remoras, as well as the [[Lowlands of Hundon (3.5e Environment)|Lowlands of Hundon]]. Since the spiders are intelligent, some extremely small forms of trade take place between them and other races: they provide people with amazing silk, and receive food in return; in darker parts of the world they're often paid in slaves to devour. Giant spiders speak Or, the language of the gods (a gift from their patron deity [[Groke Who Is Cold (3.5e Deity)|Groke]]), and rarely learn other languages.<br />
<br />
Giant spiders have an Intelligence score that grows with their size (along with other increases, level-based and otherwise). Remember that they behave accordingly: giant spiders are capable of setting ambushes, stalking prey, remembering faces, even begging for mercy. Typical Intelligence scores for giant spiders are as follows:<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Giant Spider Intelligence}}<br />
|-<br />
! '''Size'''!! '''Intelligence'''<br />
|-<br />
| Tiny|| 3<br />
|- class="even"<br />
| Small|| 5<br />
|-<br />
| Medium|| 8<br />
|- class="even"<br />
| Large|| 10<br />
|-<br />
| Huge|| 12<br />
|- class="even"<br />
| Gargantuan|| 15<br />
|-<br />
| Colossal|| 18<br />
|- class="even"<br />
|}<br />
<br />
=== Lycanthropes ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th01.deviantart.net/fs70/200H/f/2012/045/c/7/bob_the_werebear_by_zeejaywong-d4psdq2.jpg<br />
|-class="even"<br />
|[http://zeejaywong.deviantart.com/art/Bob-the-Werebear-285179258/ This goliath has received more than just<br>guidance from the Bear.]<br />
|}<br />
<br />
*Live in [[Ghaer (3.5e Environment)|Ghaer]], [[Tumbling Fells (3.5e Environment)|Tumbling Fells]]<br />
*Concentrations: None<br />
<br />
Only a very specific form of lycanthropes exist on Pansaer: the animal-goliaths of Ghaer and the Tumbling Fells. Believed to be men possessed with animist spirits, they are revered (from a distance) by other goliaths. And there might very well be something to it: these lycanthropes don't spread their condition like a disease; rather, it is a natural phenomenon associated with the titan [[Luni (3.5e Deity)|Luni]], and is on a person from birth. Lycanthropes are not vicious or evil, and often remain in the goliath tribes they were born in, invariably achieving high positions thanks to their natural powers. During full moon, lycanthropes remove themselves from civilized areas and wander the wilds in their animal forms. Very rarely, a member of a race other than goliath can become a lycanthrope, although it's a once-in-a-century occurrence.<br />
<br />
=== Mephits ===<br />
<br />
*Live in [[Red Wastes (3.5e Environment)|Red Wastes]], [[Tumbling Fells (3.5e Environment)|Tumbling Fells]]<br />
*Concentrations: Thullian Delta<br />
<br />
The mephits of Pansaer are a naturally-occuring (if strange) race of the continent, unlike in other settings where they are extraplanar creatures. They were created when the world was forged anew, and spread into the world. A special quirk of mephits is their inhuman adaption to conditions: evolution tends to take a long while, but mephits can turn into completely different species in just a few generations. The extent of this rapid evolution is also amazing: a mephit exposed to searing conditions will soon develop [[SRD:Fire Mephit|a form to match]], while an aquatic surrounding will produce [[SRD:Water Mephit|a wholly different breed]]; the two couldn't be farther from each other. Mephits lose the Extraplanar subtype.<br />
<br />
=== Stygians ===<br />
<br />
*Live in all seas of Pansaer<br />
*Concentrations: The Wasted Sea<br />
<br />
There are few places to hide from the gaze of the gods. A few of the eldest forests, a few of the highest mountains might provide shelter from the angry eyes of the titan-gods, but only one place is vast enough to hide the lesser gods of gone millenia: the sea. The ocean that surrounds the lone continent of Pansaer extends seemingly endlessly in all directions, although the old salts say that one should never sail so far as to lose sight of land. The sea gets strange the farther you go - and the deeper you go.<br />
<br />
Sure, [[Ahti (3.5e Deity)|Ahti]] governs the waves. But the sea is deep, and Ahti is only one god. Plunge deep enough and you find [[Stygian (3.5e Creature)|the stygians]]: the degenerate remnants of elder gods that produce [[Stygian Minion (3.5e Creature)|even more degenerate offspring]] in turn. They resemble twisted versions of sealife: a given stygian might appear as a rake-thin, albino moray eel, while another has an unmistakably crustacean visage. Some would argue that it is sealife that resembles the stygians. For the very oldest of their numbers are almost godlike in power, and are the direct descendants that once vied for that very status.<br />
<br />
=== Undead ===<br />
<br />
*Live (?) in all regions of Pansaer<br />
*Concentrations: None<br />
<br />
Undead creatures are the dead remains of once-living beings animated and made capable to act by rewriting [[About Years of Gold (Years of Gold)#Magic|the Word and the Law]] to accommodate such unnatural horrors, however briefly. These creatures range from [[SRD:Skeleton|skeletal]] and [[SRD:Zombie|fleshy]] puppets to [[SRD:Shadow|shadows that walk on their own]] to [[SRD:Ghost|twisted reflections of once-living people]]. Indeed, the undead share a lot with the daemons (see above), the difference being that the undead are tied to the physical world through the bodies or soul-stuff they are made of, and are thus usually longer-lasting. Specific races of undead, such as vampires (rare, but they exist), mummies (found in the [[Red Wastes (3.5e Environment)|Red Wastes]]) and [[SRD:Ghoul|ghouls]] (a cannibal race from the west) make exceptions to this rule.<br />
<br />
The changes to how resurrecting the dead in Years of Gold works (namely, it is all but impossible) means that creating undead is not quite the sin it is in other realms, since it's impossible to mess with the resurrection of sentient beings. Necromancy is more akin to a morbid form of puppetry. The necromancers of the east, called carriomancers, are accepted (if not always well-liked) as creators of free workforce. In the west the practice is far less common, and the average person will react to reanimation with hostility, but at least as an academic pursuit it is accepted.<br />
<br />
----<br />
{{3.5e Campaign Settings Breadcrumb}} &rarr; [[Years of Gold (3.5e Campaign Setting)|Years of Gold]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Years of Gold Setting]]<br />
[[Category:Supplement]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Talk:Skills_%26_Feats_(Years_of_Gold)&diff=990105Talk:Skills & Feats (Years of Gold)2017-12-21T20:06:39Z<p>Cancelion: Help with headings required!</p>
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<div>{{needsadmin|Anyone wanna help out with the problem described below?}}<br />
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=== Too many headings ===<br />
<br />
Try as I might, I'm not quite the wikiwizard I want to be. I'd like to limit the number of headings to three, so that only 1, 1.1 and 1.1.1 show. I've tried <nowiki>{{TOC limit|3}}</nowiki> and I've tried <nowiki>{{TOC left|limit=3}}</nowiki>, but nothing seems to work. Help a man out? [[User:Cancelion|Cancelion]] ([[User talk:Cancelion|talk]]) 13:06, 21 December 2017 (MST)</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Skills_%26_Feats_(Years_of_Gold)&diff=990104Skills & Feats (Years of Gold)2017-12-21T20:00:38Z<p>Cancelion: Some more fixes</p>
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<div>{{WIP}}<br />
<br />
= Skills =<br />
<br />
{| style="float:right" class="d20"<br />
!http://th00.deviantart.net/fs70/200H/i/2014/013/8/c/monkey_king_by_asahisuperdry-d7225a2.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Monkey-King-426722618/ Dunners are often real ''skill monkeys''.]<br />
|}<br />
<br />
Skills define the mundane capabilities of a character: it all boils down to what he can and can't do. Skills in [[Years of Gold]] work as they do in standard D&D, except for a few changes to the basic rules, and the modifications to specific skills, both listed below. The mundane setting makes skills somewhat more important and highlighted than they are in standard D&D.<br />
<br />
Taking 10 is allowed in all skill checks except Bluff, Diplomacy, Gather Information, Intimidate, Perform and Sense Motive. These abilities are barred from taking 10 because all of them require situational thought, performing and pure moxie - things which one can't have an average performance in. Taking 10 (and by extension taking 20) otherwise work as normal.<br />
<br />
* '''[[Diplomacy]]:''' Changing peoples' attitudes and convincing them of your point of view should never boil down to a roll of dice, especially in a realism-oriented setting. As a Dungeon Master, take a players roleplaying into account when the Diplomacy skill is in use, unless you're playing a roleplay-light game. Furthermore, always remember that some people's attitudes just can't be changed: the fanatical priest of Morran is not operating on logic, so changing his viewpoint with Diplomacy just isn't possible.<br />
<br />
* '''[[Intimidate]]:''' See Diplomacy above. Note that people being intimidated are not brainwashed: if they can find a way to escape the situation safely or to betray you and lead you to danger, they will do so.<br />
<br />
* '''[[Perform]]:''' See Diplomacy above.<br />
<br />
* '''[[Sleight of Hand]]:''' The DC for palming a coin-sized object or performing a minor feat of legerdemain is 15. Furthermore, a creature who succeeds on his or her [[Spot]] check to notice when someone is lifting a small object from him or her is entitled to either stop the attempt (in which case the thief doesn't manage to take the object) or take an attack of opportunity against the one attempting Sleight of Hand.<br />
<br />
* '''[[Speak Language]]:''' This skill is excluded from the [[Years of Gold]] setting. Learning new languages is an application of roleplaying and at the DM's discretion, not a mechanical purchase, in the setting.<br />
<br />
* '''[[Spellcraft]]:''' Remember that there are no "spells" in the [[Years of Gold]] setting; when using Spellcraft to identify a spell, it actually means that you discern what the power in question is going to do, and can react accordingly. The lack of scrolls in the setting means that you can't learn spells from them.<br />
<br />
* '''[[Use Magic Device]]:''' This skill is excluded from the [[Years of Gold]] setting. Magic items are scarce in Pansaer, and their activation and usage rarely has anything to do with someone's spellcasting ability.<br />
<br />
= Feats =<br />
<br />
The following list of feats is available to PC's and NPC's alike in Years of Gold. Many of the feats have the same name as feats from the base game, but often work slightly differently. Most feats have been boosted, making them a more important choice and a larger part of your character's identity. The feats are categorized into general feats, advanced feats (the only feats to have another feat as a prerequisite), metamagic feats, and skill feats.<br />
<br />
A notable change from baseline D&D is that, asides from the advanced feats, no feat has prerequisites other than ability score requirements. This gives characters access to a wider variety of feats, and a character's feat progression won't be eaten up by a single feat tree. The ability score requirements have been revamped too: in many cases, a feat offers two alternative ability scores as requirements, to open up the choices for characters with high scores in unlikely abilities.<br />
<br />
==General Feats==<br />
<br />
===Anatomical Precision [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Constitution|Str]] 15 or [[SRD:Dexterity|Dex]] 15.<br />
<br />
=====Benefit=====<br />
<br />
Choose a weapon archetype (see Weapon Focus, below). When using a weapon from that archetype, your threat range is doubled.<br />
<br />
=====Special=====<br />
<br />
You can gain Anatomical Precision multiple times. The effects do not stack. Each time you take the [[SRD:Feats|feat]], it applies to a new weapon archetype.<br />
<br />
This effect doesn't stack with any other effect that expands the threat range of a weapon.<br />
<br />
===Armor Focus [General]===<br />
<br />
=====Benefit=====<br />
<br />
You are proficient with all types of armor. When you wear a type of armor with which you are proficient, the [[SRD:Armor Check Penalty|armor check penalty]] for that armor applies only to [[SRD:Balance Skill|Balance]], [[SRD:Climb Skill|Climb]], [[SRD:Escape Artist Skill|Escape Artist]], [[SRD:Hide Skill|Hide]], [[SRD:Jump Skill|Jump]], [[SRD:Move Silently Skill|Move Silently]], [[SRD:Sleight of Hand Skill|Sleight of Hand]], and [[SRD:Tumble Skill|Tumble]] checks.<br />
<br />
You gain a +1 bonus to AC when wearing armor.<br />
<br />
=====Normal=====<br />
<br />
A character who is wearing armor with which she is not proficient applies its [[SRD:Armor Check Penalty|armor check penalty]] to [[SRD:Attack Roll|attack rolls]] and to all [[SRD:Skill Check|skill checks]] that involve moving, including [[SRD:Ride Skill|Ride]].<br />
<br />
===Awesome Blow [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 17.<br />
<br />
=====Benefit=====<br />
<br />
As a [[SRD:Standard Actions|standard action]], you may choose to subtract 4 from your melee [[SRD:Attack Roll|attack roll]] and deliver an awesome blow. If you hit a corporeal opponent with an awesome blow, it must succeed on a [[SRD:Saving Throw|Reflex]] save ([[SRD:DC|DC]]=damage dealt) or be knocked flying 10 feet in a direction of your choice and fall [[SRD:Prone|prone]]. You can only push the opponent in a straight line, and the opponent can’t move closer to you than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.<br />
<br />
===Blind-Fight [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Wisdom|Wis]] 13.<br />
<br />
=====Benefit=====<br />
<br />
In melee, every time you miss because of [[SRD:Concealment|concealment]], you can reroll your miss chance percentile roll one time to see if you actually hit.<br />
<br />
An [[SRD:Invisible|invisible]] attacker gets no advantages related to hitting you in melee. That is, you don't lose your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:Armor Class|Armor Class]], and the attacker doesn't get the usual +2 bonus for being [[SRD:Invisible|invisible]]. The [[SRD:Invisible|invisible]] attacker's bonuses do still apply for [[SRD:Ranged Attack|ranged attacks]], however.<br />
<br />
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.<br />
<br />
=====Normal=====<br />
<br />
Regular [[SRD:Attack Roll|attack roll]] modifiers for [[SRD:Invisible|invisible]] attackers trying to hit you apply, and you lose your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]]. The speed reduction for darkness and poor visibility also applies.<br />
<br />
=====Special=====<br />
<br />
The Blind-Fight [[SRD:Feats|feat]] is of no use against a character who is the subject of a ''[[SRD:Blink (Spell)|blink]]'' spell.<br />
<br />
===Bulldozer [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13 or [[SRD:Constitution|Con]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When you perform a [[SRD:Bull Rush|bull rush]] you do not provoke an [[SRD:Attacks of Opportunity|attack of opportunity]] from the defender. You also gain a +2 bonus on the opposed [[SRD:Strength|Strength]] check you make to push back the defender.<br />
<br />
===Cleave [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13.<br />
<br />
=====Benefit=====<br />
<br />
If you deal a creature enough damage to make it drop (typically by dropping it to below 0 [[SRD:Hit Points|hit points]] or killing it), you get an immediate, extra [[SRD:Melee Attack|melee attack]] against another creature within reach. You cannot take a [[SRD:5-Foot Step|5-foot step]] before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per [[SRD:Round|round]].<br />
<br />
===Combat Casting [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +4 bonus on [[SRD:Concentration Skill|Concentration]] checks made to cast a spell or use a [[SRD:Spell-Like Ability|spell-like ability]] while on the defensive or while you are [[SRD:Grappling|grappling]] or [[SRD:Pinned|pinned]].<br />
<br />
===Combat Reflexes [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You may make a number of additional [[SRD:Attack of Opportunity|attacks of opportunity]] equal to your [[SRD:Dexterity|Dexterity]] bonus.<br />
<br />
With this [[SRD:Feats|feat]], you may also make [[SRD:Attack of Opportunity|attacks of opportunity]] while [[SRD:Flat-Footed|flat-footed]].<br />
<br />
=====Normal=====<br />
<br />
A character without this [[SRD:Feats|feat]] can make only one [[SRD:Attack of Opportunity|attack of opportunity]] per [[SRD:Round|round]] and can't make [[SRD:Attack of Opportunity|attacks of opportunity]] while [[SRD:Flat-Footed|flat-footed]].<br />
<br />
=====Special=====<br />
<br />
The Combat Reflexes [[SRD:Feats|feat]] does not allow a [[SRD:Rogue|rogue]] to use her opportunist ability more than once per [[SRD:Round|round]].<br />
<br />
===Cunning Distraction [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Intelligence|Int]] 13 or [[SRD:Charisma|Cha]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You can make a [[SRD:Bluff Skill|Bluff]] check to [[SRD:Feint|feint]] in combat as a [[SRD:Move Actions|move action]].<br />
<br />
=====Normal=====<br />
<br />
Feinting in combat is a [[SRD:Standard Actions|standard action]].<br />
<br />
===Deflect Arrows [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You must have at least one hand free (holding nothing) to use this [[SRD:Feats|feat]]. Once per [[SRD:Round|round]] when you would normally be hit with a [[SRD:Ranged Weapon|ranged weapon]], you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted.<br />
<br />
Alternatively, you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use.<br />
<br />
Attempting to deflect a [[SRD:Ranged Weapon|ranged weapon]] doesn't count as an action. Unusually massive ranged weapons and [[SRD:Ranged Attack|ranged attacks]] generated by spell effects can't be deflected.<br />
<br />
===Diehard [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Constitution|Con]] 15.<br />
<br />
=====Benefit=====<br />
<br />
When reduced to between -1 and -9 [[SRD:Hit Points|hit points]], you automatically become [[SRD:Stable|stable]]. You don't have to roll d% to see if you lose 1 hit point each [[SRD:Round|round]].<br />
<br />
When reduced to negative [[SRD:Hit Points|hit points]], you may choose to toughen up. You must make this decision as soon as you are reduced to negative [[SRD:Hit Points|hit points]] (even if it isn't your turn). If you do not choose to act as if you were [[SRD:Disabled|disabled]], you immediately fall unconscious.<br />
<br />
When using this [[SRD:Feats|feat]], you continue to fight without penalty. You can take a [[SRD:Move Actions|move action]] without further injuring yourself, but if you perform any [[SRD:Standard Actions|standard action]] (or any other action deemed as strenuous, including some [[SRD:Free Actions|free actions]], such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 [[SRD:Hit Points|hit points]], you immediately die.<br />
<br />
=====Normal=====<br />
<br />
A character without this [[SRD:Feats|feat]] who is reduced to between -1 and -9 [[SRD:Hit Points|hit points]] is [[SRD:Unconscious|unconscious]] and [[SRD:Dying|dying]].<br />
<br />
===Dire Charge [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 17.<br />
<br />
=====Benefit=====<br />
<br />
If the character [[SRD:Charge|charges]] a foe during the first [[SRD:Round|round]] of combat (or the surprise [[SRD:Round|round]], if the character is allowed to act in it), he or she can make a full attack against the opponent [[SRD:Charge|charged]]. <br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], a character may only make a single attack as part of a [[SRD:Charge|charge]].<br />
<br />
===Dodge [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
During your action, you designate an opponent and receive a +2 dodge bonus to [[SRD:Armor Class|Armor Class]] against attacks from that opponent. You can select a new opponent on any action.<br />
<br />
A condition that makes you lose your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:Armor Class|Armor Class]] (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.<br />
<br />
===Effortless Disarm [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13 or [[SRD:Intelligence|Int]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You do not provoke an [[SRD:Attacks of Opportunity|attack of opportunity]] when you attempt to [[SRD:Disarm|disarm]] an opponent, nor does the opponent have a chance to [[SRD:Disarm|disarm]] you. You also gain a +2 bonus on the opposed [[SRD:Attack Roll|attack roll]] you make to [[SRD:Disarm|disarm]] your opponent.<br />
<br />
=====Normal=====<br />
<br />
See the normal [[SRD:Disarm|disarm rules]].<br />
<br />
===Endurance [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Constitution|Con]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You gain a +4 bonus on the following checks and saves: [[SRD:Swim Skill|Swim]] checks made to resist [[SRD:Nonlethal Damage|nonlethal damage]], [[SRD:Constitution|Constitution]] checks made to continue running, [[SRD:Constitution|Constitution]] checks made to avoid [[SRD:Nonlethal Damage|nonlethal damage]] from a forced march, [[SRD:Constitution|Constitution]] checks made to hold your breath, [[SRD:Constitution|Constitution]] checks made to avoid [[SRD:Nonlethal Damage|nonlethal damage]] from starvation or thirst, [[SRD:Saving Throw|Fortitude]] saves made to avoid [[SRD:Nonlethal Damage|nonlethal damage]] from hot or cold environments, and [[SRD:Saving Throw|Fortitude]] saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming [[SRD:Fatigued|fatigued]].<br />
<br />
=====Normal=====<br />
<br />
A character without this [[SRD:Feats|feat]] who sleeps in [[SRD:Armor|medium or heavier armor]] is automatically [[SRD:Fatigued|fatigued]] the next day.<br />
<br />
===Eschew Materials [General]===<br />
<br />
=====Benefit=====<br />
<br />
You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes [[SRD:Attack of Opportunity|attacks of opportunity]] as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.<br />
<br />
===Expertise [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Intelligence|Int]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your [[SRD:Attack Roll|attack roll]] and add the same number (+5 or less) as a dodge bonus to your [[SRD:Armor Class|Armor Class]]. This number may not exceed your [[SRD:Base Attack Bonus|base attack bonus]]. The changes to [[SRD:Attack Roll|attack rolls]] and [[SRD:Armor Class|Armor Class]] last until your next action.<br />
<br />
=====Normal=====<br />
<br />
A character without the Combat Expertise [[SRD:Feats|feat]] can fight defensively while using the attack or full attack action to take a -5 penalty on [[SRD:Attack Roll|attack rolls]] and gain a +2 dodge bonus to [[SRD:Armor Class|Armor Class]].<br />
<br />
===Extra Turning [General]===<br />
<br />
=====Benefit=====<br />
<br />
Each time you take this [[SRD:Feats|feat]], you can use your ability to turn or rebuke creatures four more times per day than normal.<br />
<br />
If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], a character can typically turn or rebuke [[SRD:Undead Type|undead]] (or other creatures) a number of times per day equal to 3 + his or her [[SRD:Charisma|Charisma]] modifier.<br />
<br />
=====Special=====<br />
<br />
You can gain Extra Turning multiple times. Its effects stack. Each time you take the [[SRD:Feats|feat]], you can use each of your turning or rebuking abilities four additional times per day.<br />
<br />
===Far Shot [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.<br />
<br />
===Fast [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 15.<br />
<br />
=====Benefit=====<br />
<br />
Your land speed is faster than the norm for your race by +10 feet.<br />
<br />
===Finesse [General]===<br />
<br />
=====Benefit=====<br />
<br />
With a [[SRD:Light Weapon|light weapon]], [[SRD:Rapier|rapier]], [[SRD:Whip|whip]], or [[SRD:Spiked Chain|spiked chain]] made for a creature of your [[SRD:Size Category|size category]], you may use your [[SRD:Dexterity|Dexterity]] modifier instead of your [[SRD:Strength|Strength]] modifier on [[SRD:Attack Roll|attack rolls]]. If you carry a [[SRD:Shield|shield]], its [[SRD:Armor Check Penalty|armor check penalty]] applies to your [[SRD:Attack Roll|attack rolls]].<br />
<br />
=====Special=====<br />
<br />
[[SRD:Natural Weapon|Natural weapons]] are always considered [[SRD:Light Weapon|light weapons]].<br />
<br />
===Great Fortitude [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throws]]. Once per day, you can reroll a failed Fortitude saving throw. You must take the result of the reroll, even if it's worse than the original roll.<br />
<br />
===Iron Will [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Saving Throw|Will saving throws]]. Once per day, you can reroll a failed Will saving throw. You must take the result of the reroll, even if it's worse than the original roll.<br />
<br />
===Lightning Reflexes [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throws]]. Once per day, you can reroll a failed Reflex saving throw. You must take the result of the reroll, even if it's worse than the original roll.<br />
<br />
===Manyshot [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 17.<br />
<br />
=====Benefit=====<br />
<br />
As a [[SRD:Standard Actions|standard action]], you may fire two arrows at a single opponent within 30 feet. Both arrows use the same [[SRD:Attack Roll|attack roll]] (with a ・ penalty) to determine success and deal damage normally (but see Special).<br />
<br />
For every five points of [[SRD:Base Attack Bonus|base attack bonus]] you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a [[SRD:Base Attack Bonus|base attack bonus]] of +16. However, each arrow after the second adds a cumulative -2 penalty on the [[SRD:Attack Roll|attack roll]] (for a total penalty of -4 for three arrows and -6 for four).<br />
<br />
Damage reduction and other resistances apply separately against each arrow fired.<br />
<br />
=====Special=====<br />
<br />
Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a [[SRD:Critical Hit|critical hit]], only the first arrow fired deals critical damage; all others deal regular damage.<br />
<br />
===Mastery Over Death [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Wisdom|Wis]] 15.<br />
<br />
=====Benefit=====<br />
<br />
You turn or rebuke creatures as if you were a [[Classes (Years of Gold)#Cleric|cleric]] one level higher than you are.<br />
<br />
===Mobility [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You can [[SRD:Full-Round Actions#Withdraw|withdraw]] as a move action, but you can only move up to your speed (rather than up to double your speed).<br />
<br />
You also get a +4 dodge bonus to [[SRD:Armor Class|Armor Class]] against [[SRD:Attack of Opportunity|attacks of opportunity]] caused when you move out of or within a threatened area. A condition that makes you lose your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:Armor Class|Armor Class]] (if any) also makes you lose dodge bonuses.<br />
<br />
Dodge bonuses stack with each other, unlike most types of bonuses.<br />
<br />
===Mounted Archery [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13 or [[SRD:Charisma|Cha]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You take no penalty when using a [[SRD:Ranged Weapon|ranged weapon]] while mounted when your mount is taking a double move, and the penalty is halved (-4 instead of -8) when your mount is running.<br />
<br />
===Mounted Combat [General]===<br />
<br />
[[SRD:Wisdom|Wis]] 13 or [[SRD:Charisma|Cha]] 13.<br />
<br />
=====Benefit=====<br />
<br />
Once per [[SRD:Round|round]] when you or your mount is hit in combat, you may attempt a [[SRD:Ride Skill|Ride check]] (as a reaction) to negate the hit. The hit is negated if your [[SRD:Ride Skill|Ride]] check result is greater than the opponent's [[SRD:Attack Roll|attack roll]]. (Essentially, the [[SRD:Ride Skill|Ride]] check result becomes the [[SRD:Armor Class|Armor Class]] if it's higher than the regular [[SRD:AC|AC]].)<br />
<br />
===Point Blank Shot [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +1 bonus on attack rolls and a +2 bonus on [[SRD:Attack Damage|damage rolls]] with ranged weapons at ranges of up to 30 feet.<br />
<br />
===Power Attack [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13.<br />
<br />
=====Benefit=====<br />
<br />
On your action, before making [[SRD:Attack Roll|attack rolls]] for a [[SRD:Round|round]], you may choose to subtract a number from all [[SRD:Melee Attack|melee attack]] rolls and add the same number to all melee [[SRD:Attack Damage|damage rolls]]. This number may not exceed your [[SRD:Base Attack Bonus|base attack bonus]]. The penalty on attacks and bonus on damage apply until your next turn.<br />
<br />
=====Special=====<br />
<br />
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your [[SRD:Attack Roll|attack rolls]]. You can’t add the bonus from Power Attack to the damage dealt with a [[SRD:Light Weapon|light weapon]] (except with unarmed strikes or [[SRD:Natural Weapon|natural weapon]] attacks), even though the penalty on [[SRD:Attack Roll|attack rolls]] still applies. (Normally, you treat a [[SRD:Double Weapon|double weapon]] as a one-handed weapon and a [[SRD:Light Weapon|light weapon]]. If you choose to use a [[SRD:Double Weapon|double weapon]] like a two-handed weapon, attacking with only one end of it in a [[SRD:Round|round]], you treat it as a two-handed weapon.)<br />
<br />
===Precise Shot [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13 or [[SRD:Wisdom|Wis]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your [[SRD:Attack Roll|attack roll]]. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.<br />
<br />
===Pugilist [General]===<br />
<br />
=====Benefit=====<br />
<br />
You are considered to be armed even when unarmed - that is, you do not provoke [[SRD:Attacks of Opportunity|attacks of opportunity]] from armed opponents when you attack them while unarmed. However, you still get an [[SRD:Attack of Opportunity|attack of opportunity]] against any opponent who makes an unarmed attack on you.<br />
<br />
In addition, your unarmed strikes can deal lethal or [[SRD:Nonlethal Damage|nonlethal damage]], at your option.<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you are considered unarmed when attacking with an [[SRD:Unarmed Strike|unarmed strike]], and you can deal only [[SRD:Nonlethal Damage|nonlethal damage]] with such an attack.<br />
<br />
===Quick Draw [General]===<br />
<br />
[[SRD:Dexterity|Dex]] 13 or [[SRD:Wisdom|Wis]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You can draw a weapon as a [[SRD:Free Actions|free action]] instead of as a [[SRD:Move Actions|move action]]. You can draw a hidden weapon (see the [[SRD:Sleight of Hand Skill|Sleight of Hand skill]]) as a [[SRD:Move Actions|move action]].<br />
<br />
A character who has selected this [[SRD:Feats|feat]] may throw weapons at his full normal rate of attacks (much like a character with a bow).<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you may draw a weapon as a [[SRD:Move Actions|move action]], or (if your [[SRD:Base Attack Bonus|base attack bonus]] is +1 or higher) as a [[SRD:Free Actions|free action]] as part of movement. Without this [[SRD:Feats|feat]], you can draw a hidden weapon as a [[SRD:Standard Actions|standard action]].<br />
<br />
===Quick on the Uptake [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +4 bonus on [[SRD:Initiative|initiative checks]]. You aren't [[SRD:Flat-Footed|flat-footed]] before your first regular turn in the initiative order.<br />
<br />
=====Normal=====<br />
<br />
At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are [[SRD:Flat-Footed|flat-footed]]. You can’t use your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) while [[SRD:Flat-Footed|flat-footed]].<br />
<br />
===Rapid Reload [General]===<br />
<br />
=====Benefit=====<br />
<br />
The time required for you to reload crossbows is reduced to a [[SRD:Free Actions|free action]] (for a [[SRD:Hand Crossbow|hand]] or [[SRD:Light Crossbow|light crossbow]]) or a [[SRD:Move Actions|move action]] (for a [[SRD:Heavy Crossbow|heavy crossbow]]). Reloading a crossbow still provokes an [[SRD:Attack of Opportunity|attack of opportunity]].<br />
<br />
If you have selected this [[SRD:Feats|feat]] for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.<br />
<br />
=====Normal=====<br />
<br />
A character without this [[SRD:Feats|feat]] needs a [[SRD:Move Actions|move action]] to reload a hand or light crossbow, or a [[SRD:Full-Round Actions|full-round action]] to reload a heavy crossbow.<br />
<br />
===Rapid Shot [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 15.<br />
<br />
=====Benefit=====<br />
<br />
You can get one extra attack per [[SRD:Round|round]] with a [[SRD:Ranged Weapon|ranged weapon]]. The attack is at your highest [[SRD:Base Attack Bonus|base attack bonus]], but each attack you make in that [[SRD:Round|round]] (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this [[SRD:Feats|feat]].<br />
<br />
===Ride-By Attack [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 15 or [[SRD:Charisma|Cha]] 15.<br />
<br />
=====Benefit=====<br />
<br />
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the [[SRD:Round|round]] can't exceed double your mounted speed. You and your mount do not provoke an [[SRD:Attack of Opportunity|attack of opportunity]] from the opponent that you attack.<br />
<br />
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).<br />
<br />
===Roughshod [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13 or [[SRD:Constitution|Con]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When you attempt to [[SRD:Overrun|overrun]] an opponent, the target may not choose to avoid you. You also gain a +2 bonus on your [[SRD:Strength|Strength]] check to knock down your opponent.<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], the target of an overrun can choose to avoid you or to block you.<br />
<br />
===Run [General]===<br />
<br />
=====Benefit=====<br />
<br />
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the [[SRD:Jump Skill|Jump]] skill description), you gain a +4 bonus on your [[SRD:Jump Skill|Jump]] check. While running, you retain your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]].<br />
<br />
=====Normal=====<br />
<br />
You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]].<br />
<br />
===Shield Focus [General]===<br />
<br />
=====Benefit=====<br />
<br />
You are proficient with shields. When you wear a type of shield with which you are proficient, the [[SRD:Armor Check Penalty|armor check penalty]] for that armor applies only to [[SRD:Balance Skill|Balance]], [[SRD:Climb Skill|Climb]], [[SRD:Escape Artist Skill|Escape Artist]], [[SRD:Hide Skill|Hide]], [[SRD:Jump Skill|Jump]], [[SRD:Move Silently Skill|Move Silently]], [[SRD:Sleight of Hand Skill|Sleight of Hand]], and [[SRD:Tumble Skill|Tumble]] checks.<br />
<br />
When you perform a [[SRD:Shield Bash|shield bash]], you may still apply the shield’s [[SRD:Shield Bonus|shield bonus]] to your [[SRD:AC|AC]].<br />
<br />
=====Normal=====<br />
<br />
When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.<br />
<br />
Without this [[SRD:Feats|feat]], a character who performs a shield bash loses the shield’s [[SRD:Shield Bonus|shield bonus]] to [[SRD:AC|AC]] until his or her next turn.<br />
<br />
===Shot on the Run [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13 or [[SRD:Intelligence|Int]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When using the [[SRD:Standard Actions#Attack|attack action]] with a [[SRD:Ranged Weapon|ranged weapon]], you can move both before and after the attack, provided that your total distance moved is not greater than your speed.<br />
<br />
===Spell Focus [General]===<br />
<br />
=====Benefit=====<br />
<br />
Choose a school of magic. Add +1 to the [[SRD:DC|Difficulty Class]] for all [[SRD:Saving Throw|saving throws]] against spells from the [[SRD:School Specialization|school of magic]] you select.<br />
<br />
=====Special=====<br />
<br />
You can gain this [[SRD:Feats|feat]] multiple times. Its effects do not stack. Each time you take the [[SRD:Feats|feat]], it applies to a new school of magic.<br />
<br />
===Spell Foil [General]===<br />
<br />
=====Benefit=====<br />
<br />
When [[SRD:Casting Spells#COUNTERSPELLS|counterspelling]], you may use a spell of the same school that is one or more [[SRD:Spell Level|spell levels]] higher than the target spell.<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.<br />
<br />
===Spell Penetration [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on [[SRD:Caster Level|caster level]] checks (1d20 + [[SRD:Caster Level|caster level]]) made to overcome a creature’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance|spell resistance]].<br />
<br />
===Spring Attack [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 15.<br />
<br />
=====Benefit=====<br />
<br />
When using the attack or full attack actions with a [[SRD:Melee Weapon|melee weapon]], you can move both before and after the attacks, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] from the defenders you attack, though it might provoke [[SRD:Attack of Opportunity|attacks of opportunity]] from other creatures, if appropriate. You can't use this [[SRD:Feats|feat]] if you are wearing heavy armor.<br />
<br />
You must move at least 5 feet both before and after you make your attacks in order to utilize the benefits of Spring Attack.<br />
<br />
===Stunning Strike [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Intelligence|Int]] 15 or [[SRD:Wisdom|Wis]] 15.<br />
<br />
=====Benefit=====<br />
<br />
You must declare that you are using this [[SRD:Feats|feat]] before you make your [[SRD:Attack Roll|attack roll]] (thus, a failed [[SRD:Attack Roll|attack roll]] ruins the attempt). Stunning Strike forces a foe damaged by your attack to make a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 your character level + your [[SRD:Intelligence|Int]] or [[SRD:Wisdom|Wis]] modifier, whicever is higher), in addition to dealing damage normally. A defender who fails this [[SRD:Saving Throw|saving throw]] is [[SRD:Stunned|stunned]] for 1 [[SRD:Round|round]] (until just before your next action). A [[SRD:Stunned|stunned]] character can't act, loses any [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]], and takes a -2 penalty to [[SRD:AC|AC]]. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per [[SRD:Round|round]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal creatures]], and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be [[SRD:Stunned|stunned]].<br />
<br />
=====Special=====<br />
<br />
A [[SRD:Monk|monk]] who selects this [[SRD:Feats|feat]] may attempt a stunning attack a number of times per day equal to their [[SRD:Monk|monk]] level, plus one more time per day for every four levels they have in [[SRD:Classes|classes]] other than [[SRD:Monk|monk]].<br />
<br />
===Thick Skin [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Constitution|Con]] 15.<br />
<br />
=====Benefit=====<br />
<br />
When unarmored, you add your Constitution bonus to your AC as a natural armor bonus.<br />
<br />
===Topple Over [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13 or [[SRD:Intelligence|Int]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You do not provoke an [[SRD:Attacks of Opportunity|attack of opportunity]] when you attempt to [[SRD:Trip|trip]] an opponent while you are unarmed. You also gain a +2 bonus on your [[SRD:Strength Check|Strength check]] to trip your opponent.<br />
<br />
If you trip an opponent in melee combat, you immediately get a [[SRD:Melee Attack|melee attack]] against that opponent as if you hadn't used your attack for the trip attempt. <br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you provoke an [[SRD:Attack of Opportunity|attack of opportunity]] when you attempt to trip an opponent while you are unarmed.<br />
<br />
===Toughness [General]===<br />
<br />
=====Benefit=====<br />
<br />
You gain [[SRD:Hit Points|hit points]] equal to your level. Whenever you gain a level, you gain 1 [[SRD:Hit Points|hit point]].<br />
<br />
===Trample [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13 or [[SRD:Charisma|Cha]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on [[SRD:Attack Roll|attack rolls]] against [[SRD:Prone|prone]] targets.<br />
<br />
===Two-Weapon Focus [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
Your penalties on [[SRD:Attack Roll|attack rolls]] for [[SRD:Two-Weapon Fighting|fighting with two weapons]] are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.<br />
<br />
When wielding a [[SRD:Double Weapon|double weapon]] or two weapons (not including [[SRD:Natural Weapon|natural weapons]] or unarmed strikes), you gain a +1 [[SRD:Shield Bonus|shield bonus]] to your [[SRD:AC|AC]]. When you are fighting defensively or using the total defense action, this [[SRD:Shield Bonus|shield bonus]] increases to +2.<br />
<br />
=====Normal=====<br />
<br />
If you wield a second weapon in your off hand, you can get one extra attack per [[SRD:Round|round]] with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An [[SRD:Unarmed Strike|unarmed strike]] is always considered light.)<br />
<br />
===Unerring Sunder [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13 or [[SRD:Wisdom|Wis]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When you [[SRD:Sunder|strike at an object held or carried by an opponent]] (such as a weapon or shield), you do not provoke an [[SRD:Attack of Opportunity|attack of opportunity]].<br />
<br />
You also gain a +2 bonus on any [[SRD:Attack Roll|attack roll]] made to attack an object held or carried by another character.<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you provoke an [[SRD:Attack of Opportunity|attack of opportunity]] when you strike at an object held or carried by another character.<br />
<br />
{| style="float:right" class="d20"<br />
!http://th00.deviantart.net/fs71/200H/i/2012/312/8/e/dual_wielding_by_andreameloni-d5kdunn.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Dual-wielding-336569459/ True masters know<br>the use of a<br>plethora of weapons.]<br />
|}<br />
<br />
===Weapon Focus [General]===<br />
<br />
=====Benefit=====<br />
<br />
Choose a weapon archetype from the following options. When using a weapon from that archetype, you gain a +2 bonus on all attack rolls made using that weapon.<br />
<br />
*''Armor Weapons:'' [[gauntlet]], spiked armor, [[light shield]], [[heavy shield]], light spiked shield, and heavy spiked shield.<br />
*''Axes:'' [[throwing axe]], [[handaxe]], [[battleaxe]], [[greataxe]], and [[dwarven waraxe]].<br />
*''Bows:'' [[shortbow]], [[longbow]], [[composite shortbow]], and [[composite longbow]].<br />
*''Crossbows:'' [[heavy crossbow]], [[light crossbow]], and [[hand crossbow]].<br />
*''Fist Weapons:'' [[SRD:Unarmed Strike|unarmed]], [[punching dagger]], [[gauntlet]], and [[spiked gauntlet]].<br />
*''Flails and Chains:'' [[flail]], [[heavy flail]], [[spiked chain]], and [[dire flail]].<br />
*''Gladiator Weapons:'' [[spiked gauntlet]], [[short sword]], [[trident]], [[bolas]], and [[net]].<br />
*''Heavy Blades:'' [[longsword]], [[greatsword]], [[falchion]], [[scimitar]], [[bastard sword]], and [[two-bladed sword]].<br />
*''Light Blades:'' [[dagger]], [[kukri]], [[punching dagger]], [[rapier]] and [[short sword]].<br />
*''Maces and Clubs:'' [[club]], [[light mace]], [[heavy mace]], [[morningstar]], [[greatclub]], [[quarterstaff]], and [[sap]].<br />
*''Peasant Weapons:'' [[club]], [[sickle]], [[shortspear]], [[quarterstaff]], [[scythe]]<br />
*''Picks and Hammers:'' [[light pick]], [[heavy pick]], [[light hammer]], and [[warhammer]].<br />
*''Polearms:'' [[glaive]], [[guisarme]], [[halberd]], and [[ranseur]].<br />
*''Slings and Thrown Weapons:'' [[dart]], [[dagger]], [[javelin]], [[throwing axe]], and [[sling]].<br />
*''Spears and Lances:'' [[javelin]], [[lance]], [[longspear]], [[shortspear]], and [[trident]].<br />
<br />
=====Special=====<br />
<br />
You can gain Weapon Focus multiple times. The effects do not stack. Each time you take the [[SRD:Feats|feat]], it applies to a new weapon archetype.<br />
<br />
===Whirlwind Attack [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 17 or [[SRD:Intelligence|Int]] 17.<br />
<br />
=====Benefit=====<br />
<br />
When you use the full attack action, you can give up your regular attacks and instead make one [[SRD:Melee Attack|melee attack]] at your full [[SRD:Base Attack Bonus|base attack bonus]] against each opponent within reach. Each attack you make takes a -2 penalty.<br />
<br />
When you use the Whirlwind Attack [[SRD:Feats|feat]], you also forfeit any bonus or extra attacks granted by other [[SRD:Feats|feats]], spells, or abilities.<br />
<br />
===Wrestler [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13 or [[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You do not provoke an [[SRD:Attacks of Opportunity|attack of opportunity]] when you make a [[SRD:Touch Attack|touch attack]] to start a [[SRD:Grapple|grapple]]. You also gain a +2 bonus on all [[SRD:Grapple|grapple]] checks, regardless of whether you started the [[SRD:Grapple|grapple]].<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you provoke an [[SRD:Attack of Opportunity|attack of opportunity]] when you make a [[SRD:Touch Attack|touch attack]] to start a [[SRD:Grapple|grapple]].<br />
<br />
==Advanced Feats==<br />
<br />
===Advanced Armor Focus [Advanced]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[#Armor Focus [General]|Armor Focus]].<br />
<br />
=====Benefit=====<br />
<br />
When wearing a given type of armor, you gain one of the following features:<br />
<br />
*''Light Armor:'' You have [[SRD:Evasion and Improved Evasion|evasion]]. If you already have [[SRD:Evasion and Improved Evasion|evasion]] from a different source, you automatically gain [[SRD:Evasion and Improved Evasion|improved evasion]] instead.<br />
*''Medium Armor:'' You have [[SRD:Rogue#Class Features|uncanny dodge]]. If you already have [[SRD:Rogue#Class Features|uncanny dodge]] from a different source, you automatically gain [[SRD:Rogue#Class Features|improved uncanny dodge]] instead.<br />
*''Heavy Armor:'' You have damage reduction 2/—.<br />
<br />
===Advanced Shield Focus [Advanced]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[#Shield Focus [General]|Shield Focus]].<br />
<br />
=====Benefit=====<br />
<br />
You apply your shield bonus to your touch AC, and on checks or rolls to resist [[SRD:Bull Rush|bull rush]], [[SRD:Disarm|disarm]], [[SRD:Grapple|grapple]], [[SRD:Overrun|overrun]], or [[SRD:Trip|trip]] attempts against you.<br />
<br />
===Advanced Spell Focus [Advanced]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[#Spell Focus [General]|Spell Focus]].<br />
<br />
=====Benefit=====<br />
<br />
Choose a school of magic to which you already have applied the [[#Spell Focus|Spell Focus]] [[SRD:Feats|feat]]. You gain a feature depending on the school of magic chosen:<br />
<br />
*'''{{#anc:[[SRD:Abjuration School|Abjuration]]}}:''' When [[SRD:Casting Spells#Counterspells|counterspelling]], you may use a spell of the same school that is one or more [[SRD:Spell Level|spell levels]] higher than the target spell.<br />
*'''{{#anc:[[SRD:Conjuration School|Conjuration]]}}:''' Each creature you conjure with any ''summon'' spell gains a +4 enhancement bonus to [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] for the duration of the spell that summoned it.<br />
*'''{{#anc:[[SRD:Divination School|Divination]]}}:''' As an immediate action, you can lose a prepared divination spell or a spell slot from a spell level for which you have at least one divination spell to gain an insight bonus on an attack roll, saving throw or skill check equal to one-half that spell's level (rounded down, minimum 1).<br />
*'''{{#anc:[[SRD:Enchantment School|Enchantment]]}}:''' The [[SRD:DC|Difficulty Class]] for [[SRD:Sense Motive Skill|Sense Motive]] checks to determine that a subject’s behavior is being influenced by an enchantment effect controlled by you increase by 10.<br />
*'''{{#anc:[[SRD:Evocation School|Evocation]]}}:''' You can modify any evocation spell with an energy descriptor to use a different type of energy instead - acid, cold, electricity, fire, or sonic. The spell's descriptor changes to the new energy type.<br />
*'''{{#anc:[[SRD:Illusion School|Illusion]]}}:''' Three times per day, you can cast an illusion spell as [[#Silent Spell|silent]] and [[#Still Spell|still]] without that spell using a spell slot of a higher level. You don't need to have either metamagic feat to use this feature.<br />
*'''{{#anc:[[SRD:Necromancy School|Necromancy]]}}:''' Once per day, you can ignore the material component requirement of ''[[SRD:Animate Dead|animate dead]]'', ''[[SRD:Create Undead|create undead]]'' or ''[[SRD:Create Greater Undead|create greater undead]]''.<br />
*'''{{#anc:[[SRD:Transmutation School|Transmutation]]}}:''' Transmutation spells you cast lasts twice as long as normal. An [[#Extend Spell|extended]] transmutation spell you cast lasts three times as long as normal.<br />
<br />
=====Special=====<br />
<br />
You can gain this [[SRD:Feats|feat]] multiple times. Its effects do not stack. Each time you take the [[SRD:Feats|feat]], it applies to a new school of magic to which you already have applied the Spell Focus [[SRD:Feats|feat]].<br />
<br />
===Advanced Two-Weapon Focus [Advanced]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[#Two-Weapon Focus [General]|Two-Weapon Focus]].<br />
<br />
=====Benefit=====<br />
<br />
You can make a number of attacks with an off-hand weapon equal to the number of attacks you can make with you primary-hand weapon. Each attack beyond the first is made at a cumulative -5 penalty.<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you can only get a single extra attack with an off-hand weapon.<br />
<br />
===Advanced Weapon Focus [Advanced]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[#Weapon Focus [General]|Weapon Focus]].<br />
<br />
=====Benefit=====<br />
<br />
Choose a weapon archetype (see Weapon Focus, above). When using a weapon from that archetype, you gain a +4 bonus on all damage rolls made using that weapon.<br />
<br />
=====Special=====<br />
<br />
You can gain Advanced Weapon Focus multiple times. The effects do not stack. Each time you take the [[SRD:Feats|feat]], it applies to a new weapon archetype.<br />
<br />
==Metamagic Feats==<br />
<br />
===Empower Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
All variable, numeric effects of an empowered spell are increased by one-half.<br />
<br />
[[SRD:Saving Throw|Saving throws]] and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.<br />
<br />
===Enlarge Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level.<br />
<br />
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.<br />
<br />
===Extend Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this [[SRD:Feats|feat]]. An extended spell uses up a spell slot one level higher than the spell's actual level.<br />
<br />
===Heighten Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
A heightened spell has a higher [[SRD:Spell Level|spell level]] than normal (up to a maximum of 9th level). Unlike other metamagic [[SRD:Feats|feats]], Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on [[SRD:Spell Level|spell level]] (such as [[SRD:Saving Throw|saving throw]] [[SRD:DC|DCs]] and ability to penetrate a ''[[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]]'') are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.<br />
<br />
===Maximize Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
All variable, numeric effects of a spell modified by this [[SRD:Feats|feat]] are maximized. [[SRD:Saving Throw|Saving throws]] and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.<br />
<br />
An empowered, maximized spell gains the separate benefits of each [[SRD:Feats|feat]]: the maximum result plus one-half the normally rolled result.<br />
<br />
===Quicken Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
Casting a quickened spell is a [[SRD:Free Actions|free action]]. You can perform another action, even casting another spell, in the same [[SRD:Round|round]] as you cast a quickened spell. You may cast only one quickened spell per [[SRD:Round|round]]. A spell whose casting time is more than 1 full [[SRD:Round|round]] action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an [[SRD:Attack of Opportunity|attack of opportunity]].<br />
<br />
=====Special=====<br />
<br />
This [[SRD:Feats|feat]] can’t be applied to any spell cast spontaneously (including [[SRD:Sorcerer|sorcerer]] spells, [[SRD:Bard|bard]] spells, and [[SRD:Cleric|cleric]] or [[SRD:Druid|druid]] spells cast spontaneously), since applying a metamagic [[SRD:Feats|feat]] to a spontaneously cast spell automatically increases the casting time to a [[SRD:Full-Round Actions|full-round action]].<br />
<br />
===Reach Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged [[SRD:Touch Attack|touch attack]] to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level.<br />
<br />
===Silent Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.<br />
<br />
===Still Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
A stilled spell can be cast with no somatic components.<br />
<br />
Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.<br />
<br />
===Widen Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell’s actual level.<br />
<br />
Spells that do not have an area of one of these four sorts are not affected by this [[SRD:Feats|feat]].<br />
<br />
==Skill Feats==<br />
<br />
===Acrobatic [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Jump Skill|Jump]] checks and [[SRD:Tumble Skill|Tumble]] checks. In addition, you gain the following features:<br />
<br />
*When making a [[SRD:Jump Skill|Jump]] check, the DC for the check doesn't double if you fail to move 20 feet in a straight line prior to jumping. If you do move 20 feet in a straight line before attempting a jump, you gain a +5 competence bonus on your check.<br />
*If you succeed in using [[SRD:Tumble Skill|Tumble]] to avoid an opponent's attack of opportunity, you gain a +4 bonus on the next attack that you make against that foe as long as the attack occurs before the end of your current turn.<br />
<br />
===Agile [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Balance Skill|Balance]] checks and [[SRD:Escape Artist Skill|Escape Artist]] checks. In addition, you gain the following features:<br />
<br />
*If an effect causes you to fall prone, you can make a DC 20 [[SRD:Balance Skill|Balance]] check to remain on your feet.<br />
*When you escape a grapple, you can make a single melee attack with a light weapon as a swift action against the opponent that was grappling you. The opponent is considered flat-footed against this attack. You must have the weapon in hand at the beginning of your turn in order to use this feat.<br />
<br />
===Alertness [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Listen Skill|Listen]] checks and [[SRD:Spot Skill|Spot]] checks. In addition, you gain the following features:<br />
<br />
*When you make a [[SRD:Listen Skill|Listen]] check, you might learn more than normal about a source of noise. If you beat the Listen DC by 5 or more, you determine the size, speed, and direction of the source of noise. If you beat the DC by 10 or more, you determine the precise, current position of the creature or object that caused the sound. If you beat the DC by 15 or more, you determine the type of armor the creature wears and what it carries, if anything. If you beat the DC by 20 or more, you learn the creature's type and subtypes.<br />
*As a standard action, you can attempt a [[SRD:Spot Skill|Spot]] check to find a weakness in your opponent's defenses. The DC of this check equals the opponent's AC. If the check succeeds, your next attack against that opponent (which must be made no later than your next turn) is treated as a touch attack. If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from the feat.<br />
<br />
===Animal Affinity [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Handle Animal Skill|Handle Animal]] checks and [[SRD:Ride Skill|Ride]] checks. In addition, you gain the following features:<br />
<br />
*You can improve the attitude of an animal. This ability functions just like a [[SRD:Diplomacy Skill|Diplomacy]] check to improve the attitude of a person, except you use [[SRD:Handle Animal Skill|Handle Animal]] for the check. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.<br />
*You can drop down and hang alongside your mount, using it as cover, while simultaneously being able to attack and cast spells (although you still need to succeed on [[SRD:Concentration Skill|Concentration]] checks as normal). The DC for this check is 30, and if you fail it, you don't get the cover benefit. This usage does not take an action.<br />
<br />
===Athletic [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Climb Skill|Climb]] checks and [[SRD:Swim Skill|Swim]] checks. In addition, you gain the following features:<br />
<br />
*You have a [[SRD:Movement, Position, and Distance#Climb|climb speed]] equal to one-half your base movement speed.<br />
*You have a [[SRD:Movement, Position, and Distance#Swim|swim speed]] equal to one-half your base movement speed.<br />
<br />
===Deceitful [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Disguise Skill|Disguise]] checks and [[SRD:Forgery Skill|Forgery]] checks. In addition, you gain the following features:<br />
<br />
*If an observer sees through your disguise with a successful Spot check, you can (as an immediate action) attempt a [[SRD:Bluff Skill|Bluff]] check to convince him that he's mistaken. Use the observer's [[SRD:Spot Skill|Spot]] check result as the DC for your [[SRD:Bluff Skill|Bluff]] check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show.<br />
*You make your [[SRD:Forgery Skill|Forgery]] check when you create a forged document, and know the check result in advance.<br />
<br />
===Deft Hands [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Sleight of Hand Skill|Sleight of Hand]] checks and [[SRD:Use Rope Skill|Use Rope]] checks. In addition, you gain the following features:<br />
<br />
*You can make a special feint as a free action, using [[SRD:Sleight of Hand Skill|Sleight of Hand]] rather than [[SRD:Bluff Skill|Bluff]]. Your opponent uses the standard rules for resisting a feint. Once you use this maneuver against a particular opponent, whether it succeeds or fails, you cannot use it against him again.<br />
*You can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weightbearing object in order to climb a wall or swing across a chasm. You make [[SRD:Climb Skill|Climb]] checks using the whip as if it were a normal rope. Using this feat requires a [[SRD:Use Rope Skill|Use Rope]] check as normal for securing a grappling hook but takes only a move action.<br />
<br />
===Diligent [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Appraise Skill|Appraise]] checks and [[SRD:Decipher Script Skill|Decipher Script]] checks. In addition, you gain the following features:<br />
<br />
*You can use [[SRD:Appraise Skill|Appraise]] to identify a magic item exactly as if you had cast ''[[identify]]''. The DC for the check is 15 + the magic item's caster level. Failure means that you can't use [[SRD:Appraise Skill|Appraise]] to identify that item in this way, although you can still attempt to estimate its value.<br />
*If you read a text that triggers a hazard when read (for example ''[[explosive runes]]''), you can make a DC 25 [[SRD:Decipher Script Skill|Decipher Script]] check to stop yourself in time: the hazard is not erased, but neither is it triggered.<br />
<br />
===Investigator [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Gather Information Skill|Gather Information]] checks and [[SRD:Search Skill|Search]] checks. In addition, you gain the following features:<br />
<br />
*By accepting a -10 penalty on your [[SRD:Gather Information Skill|Gather Information]] check, you can avoid any suspicions that might otherwise be aroused by someone pursuing sensitive information.<br />
*You can use the [[SRD:Search Skill|Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
===Magical Aptitude [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Spellcraft Skill|Spellcraft]] checks and [[SRD:Use Magic Device Skill|Use Magic Device]] checks. In addition, you gain the following features:<br />
<br />
*When casting a spell, you may attempt a DC 20 + spell's level [[SRD:Spellcraft Skill|Spellcraft]] check. If you succeed, the spell's level is heightened by one, exactly as if by [[#Heighten Spell|Heigthen Spell]]. If you fail, the spell fails and is lost. A spell can't be heightened above the maximum level of spells you can cast this way.<br />
*If you are using [[SRD:Use Magic Device Skill|Use Magic Device]] to emulate an alignment or some other quality in an ongoing manner, you only need to make the check once per 24 hours, instead of once per hour.<br />
<br />
===Negotiator [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Diplomacy Skill|Diplomacy]] checks and [[SRD:Sense Motive Skill|Sense Motive]] checks. In addition, you gain the following features:<br />
<br />
*You can attempt to entrance a creature using nothing but words as long as you aren't engaged in combat with it. As a standard action, you can force a creature to make a [[SRD:Saving Throw|Will]] saving throw (DC 10 + your ranks in [[SRD:Diplomacy Skill|Diplomacy]]). If it fails, it is [[SRD:Fascinated|fascinated]] for as long as you spend a standard action each round to continue speaking with the creature. A creature that successfully saves or breaks the effect cannot be affected again by the ability for 24 hours.<br />
*If you are affected by an enchantment spell or effect of the [[SRD:Charm Subschool|Charm]] or [[SRD:Compulsion Subschool|Compulsion]] subschools and fail your saving throw, you can attempt it again 1 round later at the same DC. You can attempt this extra saving throw only once.<br />
<br />
===Nimble Fingers [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Disable Device Skill|Disable Device]] checks and [[SRD:Open Lock Skill|Open Lock]] checks. In addition, you gain the following features:<br />
<br />
*You can use the [[SRD:Disable Device Skill|Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap's DC by 10 or more with a [[SRD:Disable Device Skill|Disable Device]] check, you can study the trap, figure out how it works, and bypass it (with your party) without disarming it.<br />
*You can improvise a set of thieves' tools from unlikely materials (strands of hair, bent nails and so on), and thus never take the -2 circumstance penalty for attempting an [[SRD:Open Lock Skill|Open Lock]] check without them.<br />
<br />
===Persuasive [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Bluff Skill|Bluff]] checks and [[SRD:Intimidate Skill|Intimidate]] checks. In addition, you gain the following features:<br />
<br />
*When you successfully [[SRD:Feint|feint]] an opponent in combat, your target is denied its Dexterity bonus to AC (if any) for all melee attacks you make against it on or before your next turn.<br />
*You can [[SRD:Intimidate Skill|demoralize]] an opponent in combat as a swift action.<br />
<br />
===Self-Sufficient [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Heal Skill|Heal]] checks and [[SRD:Survival Skill|Survival]] checks. In addition, you gain the following features:<br />
<br />
*You can fortify a creature as a standard action. If you succeed on a DC 20 [[SRD:Heal Skill|Heal]] check, the fortified creature gains [[SRD:Temporary Hit Points|temporary hit points]] equal to one-quarter your check result. The temporary hit points disappear 24 hours later. A creature can only benefit from being fortified in this way once every 24 hours.<br />
*You can [[SRD:Track|track]] foes using the [[SRD:Survival Skill|Survival]] skill.<br />
<br />
===Stealthy [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Hide Skill|Hide]] checks and [[SRD:Move Silently Skill|Move Silently]] checks. In addition, you gain the following features:<br />
<br />
*You can attempt a [[SRD:Hide Skill|Hide]] check even if you don't have [[SRD:Cover|cover]] or [[SRD:Concealment|concealment]].<br />
*You can move silently at your normal movement speed without penalty, and take only a -10 penalty to move silently while running or charging.<br />
<br />
----<br />
{{3.5e Campaign Settings Breadcrumb}} &rarr; [[Years of Gold (3.5e Campaign Setting)|Years of Gold]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Years of Gold Setting]]<br />
[[Category:Supplement]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Skills_%26_Feats_(Years_of_Gold)&diff=990101Skills & Feats (Years of Gold)2017-12-21T19:49:26Z<p>Cancelion: Big revamp, still under work</p>
<hr />
<div>{{WIP}}<br />
<br />
= Skills =<br />
<br />
{| style="float:right" class="d20"<br />
!http://th00.deviantart.net/fs70/200H/i/2014/013/8/c/monkey_king_by_asahisuperdry-d7225a2.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Monkey-King-426722618/ Dunners are often real ''skill monkeys''.]<br />
|}<br />
<br />
Skills define the mundane capabilities of a character: it all boils down to what he can and can't do. Skills in [[Years of Gold]] work as they do in standard D&D, except for a few changes to the basic rules, and the modifications to specific skills, both listed below. The mundane setting makes skills somewhat more important and highlighted than they are in standard D&D.<br />
<br />
Taking 10 is allowed in all skill checks except Bluff, Diplomacy, Gather Information, Intimidate, Perform and Sense Motive. These abilities are barred from taking 10 because all of them require situational thought, performing and pure moxie - things which one can't have an average performance in. Taking 10 (and by extension taking 20) otherwise work as normal.<br />
<br />
* '''[[Diplomacy]]:''' Changing peoples' attitudes and convincing them of your point of view should never boil down to a roll of dice, especially in a realism-oriented setting. As a Dungeon Master, take a players roleplaying into account when the Diplomacy skill is in use, unless you're playing a roleplay-light game. Furthermore, always remember that some people's attitudes just can't be changed: the fanatical priest of Morran is not operating on logic, so changing his viewpoint with Diplomacy just isn't possible.<br />
<br />
* '''[[Intimidate]]:''' See Diplomacy above. Note that people being intimidated are not brainwashed: if they can find a way to escape the situation safely or to betray you and lead you to danger, they will do so.<br />
<br />
* '''[[Perform]]:''' See Diplomacy above.<br />
<br />
* '''[[Sleight of Hand]]:''' The DC for palming a coin-sized object or performing a minor feat of legerdemain is 15. Furthermore, a creature who succeeds on his or her [[Spot]] check to notice when someone is lifting a small object from him or her is entitled to either stop the attempt (in which case the thief doesn't manage to take the object) or take an attack of opportunity against the one attempting Sleight of Hand.<br />
<br />
* '''[[Speak Language]]:''' This skill is excluded from the [[Years of Gold]] setting. Learning new languages is an application of roleplaying and at the DM's discretion, not a mechanical purchase, in the setting.<br />
<br />
* '''[[Spellcraft]]:''' Remember that there are no "spells" in the [[Years of Gold]] setting; when using Spellcraft to identify a spell, it actually means that you discern what the power in question is going to do, and can react accordingly. The lack of scrolls in the setting means that you can't learn spells from them.<br />
<br />
* '''[[Use Magic Device]]:''' This skill is excluded from the [[Years of Gold]] setting. Magic items are scarce in Pansaer, and their activation and usage rarely has anything to do with someone's spellcasting ability.<br />
<br />
= Feats =<br />
<br />
The following list of feats is available to PC's and NPC's alike in Years of Gold. Many of the feats have the same name as feats from the base game, but often work slightly differently. Most feats have been boosted, making them a more important choice and a larger part of your character's identity. The feats are categorized into general feats, advanced feats (the only feats to have another feat as a prerequisite), metamagic feats, and skill feats.<br />
<br />
A notable change from baseline D&D is that, asides from the advanced feats, no feat has prerequisites other than ability score requirements. This gives characters access to a wider variety of feats, and a character's feat progression won't be eaten up by a single feat tree. The ability score requirements have been revamped too: in many cases, a feat offers two alternative ability scores as requirements, to open up the choices for characters with high scores in unlikely abilities.<br />
<br />
==General Feats==<br />
<br />
===Anatomical Precision [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Constitution|Str]] 15 or [[SRD:Dexterity|Dex]] 15.<br />
<br />
=====Benefit=====<br />
<br />
Choose a [[#Weapon Focus [General]|weapon archetype]]. When using a weapon from that archetype, your threat range is doubled.<br />
<br />
=====Special=====<br />
<br />
You can gain Anatomical Precision multiple times. The effects do not stack. Each time you take the [[SRD:Feats|feat]], it applies to a new weapon archetype.<br />
<br />
This effect doesn't stack with any other effect that expands the threat range of a weapon.<br />
<br />
===Armor Focus [General]===<br />
<br />
=====Benefit=====<br />
<br />
You are proficient with all types of armor. When you wear a type of armor with which you are proficient, the [[SRD:Armor Check Penalty|armor check penalty]] for that armor applies only to [[SRD:Balance Skill|Balance]], [[SRD:Climb Skill|Climb]], [[SRD:Escape Artist Skill|Escape Artist]], [[SRD:Hide Skill|Hide]], [[SRD:Jump Skill|Jump]], [[SRD:Move Silently Skill|Move Silently]], [[SRD:Sleight of Hand Skill|Sleight of Hand]], and [[SRD:Tumble Skill|Tumble]] checks.<br />
<br />
You gain a +1 bonus to AC when wearing armor.<br />
<br />
=====Normal=====<br />
<br />
A character who is wearing armor with which she is not proficient applies its [[SRD:Armor Check Penalty|armor check penalty]] to [[SRD:Attack Roll|attack rolls]] and to all [[SRD:Skill Check|skill checks]] that involve moving, including [[SRD:Ride Skill|Ride]].<br />
<br />
===Awesome Blow [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 17.<br />
<br />
=====Benefit=====<br />
<br />
As a [[SRD:Standard Actions|standard action]], you may choose to subtract 4 from your melee [[SRD:Attack Roll|attack roll]] and deliver an awesome blow. If you hit a corporeal opponent with an awesome blow, it must succeed on a [[SRD:Saving Throw|Reflex]] save ([[SRD:DC|DC]]=damage dealt) or be knocked flying 10 feet in a direction of your choice and fall [[SRD:Prone|prone]]. You can only push the opponent in a straight line, and the opponent can’t move closer to you than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.<br />
<br />
===Blind-Fight [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Wisdom|Wis]] 13.<br />
<br />
=====Benefit=====<br />
<br />
In melee, every time you miss because of [[SRD:Concealment|concealment]], you can reroll your miss chance percentile roll one time to see if you actually hit.<br />
<br />
An [[SRD:Invisible|invisible]] attacker gets no advantages related to hitting you in melee. That is, you don't lose your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:Armor Class|Armor Class]], and the attacker doesn't get the usual +2 bonus for being [[SRD:Invisible|invisible]]. The [[SRD:Invisible|invisible]] attacker's bonuses do still apply for [[SRD:Ranged Attack|ranged attacks]], however.<br />
<br />
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.<br />
<br />
=====Normal=====<br />
<br />
Regular [[SRD:Attack Roll|attack roll]] modifiers for [[SRD:Invisible|invisible]] attackers trying to hit you apply, and you lose your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]]. The speed reduction for darkness and poor visibility also applies.<br />
<br />
=====Special=====<br />
<br />
The Blind-Fight [[SRD:Feats|feat]] is of no use against a character who is the subject of a ''[[SRD:Blink (Spell)|blink]]'' spell.<br />
<br />
===Bulldozer [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13 or [[SRD:Constitution|Con]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When you perform a [[SRD:Bull Rush|bull rush]] you do not provoke an [[SRD:Attacks of Opportunity|attack of opportunity]] from the defender. You also gain a +2 bonus on the opposed [[SRD:Strength|Strength]] check you make to push back the defender.<br />
<br />
===Cleave [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13.<br />
<br />
=====Benefit=====<br />
<br />
If you deal a creature enough damage to make it drop (typically by dropping it to below 0 [[SRD:Hit Points|hit points]] or killing it), you get an immediate, extra [[SRD:Melee Attack|melee attack]] against another creature within reach. You cannot take a [[SRD:5-Foot Step|5-foot step]] before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per [[SRD:Round|round]].<br />
<br />
===Combat Casting [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +4 bonus on [[SRD:Concentration Skill|Concentration]] checks made to cast a spell or use a [[SRD:Spell-Like Ability|spell-like ability]] while on the defensive or while you are [[SRD:Grappling|grappling]] or [[SRD:Pinned|pinned]].<br />
<br />
===Combat Reflexes [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You may make a number of additional [[SRD:Attack of Opportunity|attacks of opportunity]] equal to your [[SRD:Dexterity|Dexterity]] bonus.<br />
<br />
With this [[SRD:Feats|feat]], you may also make [[SRD:Attack of Opportunity|attacks of opportunity]] while [[SRD:Flat-Footed|flat-footed]].<br />
<br />
=====Normal=====<br />
<br />
A character without this [[SRD:Feats|feat]] can make only one [[SRD:Attack of Opportunity|attack of opportunity]] per [[SRD:Round|round]] and can't make [[SRD:Attack of Opportunity|attacks of opportunity]] while [[SRD:Flat-Footed|flat-footed]].<br />
<br />
=====Special=====<br />
<br />
The Combat Reflexes [[SRD:Feats|feat]] does not allow a [[SRD:Rogue|rogue]] to use her opportunist ability more than once per [[SRD:Round|round]].<br />
<br />
===Cunning Distraction [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Intelligence|Int]] 13 or [[SRD:Charisma|Cha]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You can make a [[SRD:Bluff Skill|Bluff]] check to [[SRD:Feint|feint]] in combat as a [[SRD:Move Actions|move action]].<br />
<br />
=====Normal=====<br />
<br />
Feinting in combat is a [[SRD:Standard Actions|standard action]].<br />
<br />
===Deflect Arrows [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You must have at least one hand free (holding nothing) to use this [[SRD:Feats|feat]]. Once per [[SRD:Round|round]] when you would normally be hit with a [[SRD:Ranged Weapon|ranged weapon]], you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted.<br />
<br />
Alternatively, you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use.<br />
<br />
Attempting to deflect a [[SRD:Ranged Weapon|ranged weapon]] doesn't count as an action. Unusually massive ranged weapons and [[SRD:Ranged Attack|ranged attacks]] generated by spell effects can't be deflected.<br />
<br />
===Diehard [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Constitution|Con]] 15.<br />
<br />
=====Benefit=====<br />
<br />
When reduced to between -1 and -9 [[SRD:Hit Points|hit points]], you automatically become [[SRD:Stable|stable]]. You don't have to roll d% to see if you lose 1 hit point each [[SRD:Round|round]].<br />
<br />
When reduced to negative [[SRD:Hit Points|hit points]], you may choose to toughen up. You must make this decision as soon as you are reduced to negative [[SRD:Hit Points|hit points]] (even if it isn't your turn). If you do not choose to act as if you were [[SRD:Disabled|disabled]], you immediately fall unconscious.<br />
<br />
When using this [[SRD:Feats|feat]], you continue to fight without penalty. You can take a [[SRD:Move Actions|move action]] without further injuring yourself, but if you perform any [[SRD:Standard Actions|standard action]] (or any other action deemed as strenuous, including some [[SRD:Free Actions|free actions]], such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 [[SRD:Hit Points|hit points]], you immediately die.<br />
<br />
=====Normal=====<br />
<br />
A character without this [[SRD:Feats|feat]] who is reduced to between -1 and -9 [[SRD:Hit Points|hit points]] is [[SRD:Unconscious|unconscious]] and [[SRD:Dying|dying]].<br />
<br />
===Dire Charge [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 17.<br />
<br />
=====Benefit=====<br />
<br />
If the character [[SRD:Charge|charges]] a foe during the first [[SRD:Round|round]] of combat (or the surprise [[SRD:Round|round]], if the character is allowed to act in it), he or she can make a full attack against the opponent [[SRD:Charge|charged]]. <br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], a character may only make a single attack as part of a [[SRD:Charge|charge]].<br />
<br />
===Dodge [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
During your action, you designate an opponent and receive a +2 dodge bonus to [[SRD:Armor Class|Armor Class]] against attacks from that opponent. You can select a new opponent on any action.<br />
<br />
A condition that makes you lose your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:Armor Class|Armor Class]] (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.<br />
<br />
===Effortless Disarm [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13 or [[SRD:Intelligence|Int]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You do not provoke an [[SRD:Attacks of Opportunity|attack of opportunity]] when you attempt to [[SRD:Disarm|disarm]] an opponent, nor does the opponent have a chance to [[SRD:Disarm|disarm]] you. You also gain a +2 bonus on the opposed [[SRD:Attack Roll|attack roll]] you make to [[SRD:Disarm|disarm]] your opponent.<br />
<br />
=====Normal=====<br />
<br />
See the normal [[SRD:Disarm|disarm rules]].<br />
<br />
===Endurance [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Constitution|Con]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You gain a +4 bonus on the following checks and saves: [[SRD:Swim Skill|Swim]] checks made to resist [[SRD:Nonlethal Damage|nonlethal damage]], [[SRD:Constitution|Constitution]] checks made to continue running, [[SRD:Constitution|Constitution]] checks made to avoid [[SRD:Nonlethal Damage|nonlethal damage]] from a forced march, [[SRD:Constitution|Constitution]] checks made to hold your breath, [[SRD:Constitution|Constitution]] checks made to avoid [[SRD:Nonlethal Damage|nonlethal damage]] from starvation or thirst, [[SRD:Saving Throw|Fortitude]] saves made to avoid [[SRD:Nonlethal Damage|nonlethal damage]] from hot or cold environments, and [[SRD:Saving Throw|Fortitude]] saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming [[SRD:Fatigued|fatigued]].<br />
<br />
=====Normal=====<br />
<br />
A character without this [[SRD:Feats|feat]] who sleeps in [[SRD:Armor|medium or heavier armor]] is automatically [[SRD:Fatigued|fatigued]] the next day.<br />
<br />
===Eschew Materials [General]===<br />
<br />
=====Benefit=====<br />
<br />
You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes [[SRD:Attack of Opportunity|attacks of opportunity]] as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.<br />
<br />
===Expertise [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Intelligence|Int]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your [[SRD:Attack Roll|attack roll]] and add the same number (+5 or less) as a dodge bonus to your [[SRD:Armor Class|Armor Class]]. This number may not exceed your [[SRD:Base Attack Bonus|base attack bonus]]. The changes to [[SRD:Attack Roll|attack rolls]] and [[SRD:Armor Class|Armor Class]] last until your next action.<br />
<br />
=====Normal=====<br />
<br />
A character without the Combat Expertise [[SRD:Feats|feat]] can fight defensively while using the attack or full attack action to take a -5 penalty on [[SRD:Attack Roll|attack rolls]] and gain a +2 dodge bonus to [[SRD:Armor Class|Armor Class]].<br />
<br />
===Extra Turning [General]===<br />
<br />
=====Benefit=====<br />
<br />
Each time you take this [[SRD:Feats|feat]], you can use your ability to turn or rebuke creatures four more times per day than normal.<br />
<br />
If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], a character can typically turn or rebuke [[SRD:Undead Type|undead]] (or other creatures) a number of times per day equal to 3 + his or her [[SRD:Charisma|Charisma]] modifier.<br />
<br />
=====Special=====<br />
<br />
You can gain Extra Turning multiple times. Its effects stack. Each time you take the [[SRD:Feats|feat]], you can use each of your turning or rebuking abilities four additional times per day.<br />
<br />
===Far Shot [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.<br />
<br />
===Fast [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 15.<br />
<br />
=====Benefit=====<br />
<br />
Your land speed is faster than the norm for your race by +10 feet.<br />
<br />
===Finesse [General]===<br />
<br />
=====Benefit=====<br />
<br />
With a [[SRD:Light Weapon|light weapon]], [[SRD:Rapier|rapier]], [[SRD:Whip|whip]], or [[SRD:Spiked Chain|spiked chain]] made for a creature of your [[SRD:Size Category|size category]], you may use your [[SRD:Dexterity|Dexterity]] modifier instead of your [[SRD:Strength|Strength]] modifier on [[SRD:Attack Roll|attack rolls]]. If you carry a [[SRD:Shield|shield]], its [[SRD:Armor Check Penalty|armor check penalty]] applies to your [[SRD:Attack Roll|attack rolls]].<br />
<br />
=====Special=====<br />
<br />
[[SRD:Natural Weapon|Natural weapons]] are always considered [[SRD:Light Weapon|light weapons]].<br />
<br />
===Great Fortitude [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throws]]. Once per day, you can reroll a failed Fortitude saving throw. You must take the result of the reroll, even if it's worse than the original roll.<br />
<br />
===Iron Will [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Saving Throw|Will saving throws]]. Once per day, you can reroll a failed Will saving throw. You must take the result of the reroll, even if it's worse than the original roll.<br />
<br />
===Lightning Reflexes [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throws]]. Once per day, you can reroll a failed Reflex saving throw. You must take the result of the reroll, even if it's worse than the original roll.<br />
<br />
===Manyshot [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 17.<br />
<br />
=====Benefit=====<br />
<br />
As a [[SRD:Standard Actions|standard action]], you may fire two arrows at a single opponent within 30 feet. Both arrows use the same [[SRD:Attack Roll|attack roll]] (with a ・ penalty) to determine success and deal damage normally (but see Special).<br />
<br />
For every five points of [[SRD:Base Attack Bonus|base attack bonus]] you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a [[SRD:Base Attack Bonus|base attack bonus]] of +16. However, each arrow after the second adds a cumulative -2 penalty on the [[SRD:Attack Roll|attack roll]] (for a total penalty of -4 for three arrows and -6 for four).<br />
<br />
Damage reduction and other resistances apply separately against each arrow fired.<br />
<br />
=====Special=====<br />
<br />
Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a [[SRD:Critical Hit|critical hit]], only the first arrow fired deals critical damage; all others deal regular damage.<br />
<br />
===Mastery Over Death [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Wisdom|Wis]] 15.<br />
<br />
=====Benefit=====<br />
<br />
You turn or rebuke creatures as if you were a [[Classes (Years of Gold)#Cleric|cleric]] one level higher than you are.<br />
<br />
===Mobility [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You can [[SRD:Full-Round Actions#Withdraw|withdraw]] as a move action, but you can only move up to your speed (rather than up to double your speed).<br />
<br />
You also get a +4 dodge bonus to [[SRD:Armor Class|Armor Class]] against [[SRD:Attack of Opportunity|attacks of opportunity]] caused when you move out of or within a threatened area. A condition that makes you lose your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:Armor Class|Armor Class]] (if any) also makes you lose dodge bonuses.<br />
<br />
Dodge bonuses stack with each other, unlike most types of bonuses.<br />
<br />
===Mounted Archery [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13 or [[SRD:Charisma|Cha]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You take no penalty when using a [[SRD:Ranged Weapon|ranged weapon]] while mounted when your mount is taking a double move, and the penalty is halved (-4 instead of -8) when your mount is running.<br />
<br />
===Mounted Combat [General]===<br />
<br />
[[SRD:Wisdom|Wis]] 13 or [[SRD:Charisma|Cha]] 13.<br />
<br />
=====Benefit=====<br />
<br />
Once per [[SRD:Round|round]] when you or your mount is hit in combat, you may attempt a [[SRD:Ride Skill|Ride check]] (as a reaction) to negate the hit. The hit is negated if your [[SRD:Ride Skill|Ride]] check result is greater than the opponent's [[SRD:Attack Roll|attack roll]]. (Essentially, the [[SRD:Ride Skill|Ride]] check result becomes the [[SRD:Armor Class|Armor Class]] if it's higher than the regular [[SRD:AC|AC]].)<br />
<br />
===Point Blank Shot [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +1 bonus on attack rolls and a +2 bonus on [[SRD:Attack Damage|damage rolls]] with ranged weapons at ranges of up to 30 feet.<br />
<br />
===Power Attack [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13.<br />
<br />
=====Benefit=====<br />
<br />
On your action, before making [[SRD:Attack Roll|attack rolls]] for a [[SRD:Round|round]], you may choose to subtract a number from all [[SRD:Melee Attack|melee attack]] rolls and add the same number to all melee [[SRD:Attack Damage|damage rolls]]. This number may not exceed your [[SRD:Base Attack Bonus|base attack bonus]]. The penalty on attacks and bonus on damage apply until your next turn.<br />
<br />
=====Special=====<br />
<br />
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your [[SRD:Attack Roll|attack rolls]]. You can’t add the bonus from Power Attack to the damage dealt with a [[SRD:Light Weapon|light weapon]] (except with unarmed strikes or [[SRD:Natural Weapon|natural weapon]] attacks), even though the penalty on [[SRD:Attack Roll|attack rolls]] still applies. (Normally, you treat a [[SRD:Double Weapon|double weapon]] as a one-handed weapon and a [[SRD:Light Weapon|light weapon]]. If you choose to use a [[SRD:Double Weapon|double weapon]] like a two-handed weapon, attacking with only one end of it in a [[SRD:Round|round]], you treat it as a two-handed weapon.)<br />
<br />
===Precise Shot [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13 or [[SRD:Wisdom|Wis]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your [[SRD:Attack Roll|attack roll]]. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.<br />
<br />
===Pugilist [General]===<br />
<br />
=====Benefit=====<br />
<br />
You are considered to be armed even when unarmed - that is, you do not provoke [[SRD:Attacks of Opportunity|attacks of opportunity]] from armed opponents when you attack them while unarmed. However, you still get an [[SRD:Attack of Opportunity|attack of opportunity]] against any opponent who makes an unarmed attack on you.<br />
<br />
In addition, your unarmed strikes can deal lethal or [[SRD:Nonlethal Damage|nonlethal damage]], at your option.<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you are considered unarmed when attacking with an [[SRD:Unarmed Strike|unarmed strike]], and you can deal only [[SRD:Nonlethal Damage|nonlethal damage]] with such an attack.<br />
<br />
===Quick Draw [General]===<br />
<br />
[[SRD:Dexterity|Dex]] 13 or [[SRD:Wisdom|Wis]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You can draw a weapon as a [[SRD:Free Actions|free action]] instead of as a [[SRD:Move Actions|move action]]. You can draw a hidden weapon (see the [[SRD:Sleight of Hand Skill|Sleight of Hand skill]]) as a [[SRD:Move Actions|move action]].<br />
<br />
A character who has selected this [[SRD:Feats|feat]] may throw weapons at his full normal rate of attacks (much like a character with a bow).<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you may draw a weapon as a [[SRD:Move Actions|move action]], or (if your [[SRD:Base Attack Bonus|base attack bonus]] is +1 or higher) as a [[SRD:Free Actions|free action]] as part of movement. Without this [[SRD:Feats|feat]], you can draw a hidden weapon as a [[SRD:Standard Actions|standard action]].<br />
<br />
===Quick on the Uptake [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +4 bonus on [[SRD:Initiative|initiative checks]]. You aren't [[SRD:Flat-Footed|flat-footed]] before your first regular turn in the initiative order.<br />
<br />
=====Normal=====<br />
<br />
At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are [[SRD:Flat-Footed|flat-footed]]. You can’t use your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) while [[SRD:Flat-Footed|flat-footed]].<br />
<br />
===Rapid Reload [General]===<br />
<br />
=====Benefit=====<br />
<br />
The time required for you to reload crossbows is reduced to a [[SRD:Free Actions|free action]] (for a [[SRD:Hand Crossbow|hand]] or [[SRD:Light Crossbow|light crossbow]]) or a [[SRD:Move Actions|move action]] (for a [[SRD:Heavy Crossbow|heavy crossbow]]). Reloading a crossbow still provokes an [[SRD:Attack of Opportunity|attack of opportunity]].<br />
<br />
If you have selected this [[SRD:Feats|feat]] for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.<br />
<br />
=====Normal=====<br />
<br />
A character without this [[SRD:Feats|feat]] needs a [[SRD:Move Actions|move action]] to reload a hand or light crossbow, or a [[SRD:Full-Round Actions|full-round action]] to reload a heavy crossbow.<br />
<br />
===Rapid Shot [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 15.<br />
<br />
=====Benefit=====<br />
<br />
You can get one extra attack per [[SRD:Round|round]] with a [[SRD:Ranged Weapon|ranged weapon]]. The attack is at your highest [[SRD:Base Attack Bonus|base attack bonus]], but each attack you make in that [[SRD:Round|round]] (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this [[SRD:Feats|feat]].<br />
<br />
===Ride-By Attack [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 15 or [[SRD:Charisma|Cha]] 15.<br />
<br />
=====Benefit=====<br />
<br />
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the [[SRD:Round|round]] can't exceed double your mounted speed. You and your mount do not provoke an [[SRD:Attack of Opportunity|attack of opportunity]] from the opponent that you attack.<br />
<br />
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).<br />
<br />
===Roughshod [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13 or [[SRD:Constitution|Con]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When you attempt to [[SRD:Overrun|overrun]] an opponent, the target may not choose to avoid you. You also gain a +2 bonus on your [[SRD:Strength|Strength]] check to knock down your opponent.<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], the target of an overrun can choose to avoid you or to block you.<br />
<br />
===Run [General]===<br />
<br />
=====Benefit=====<br />
<br />
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the [[SRD:Jump Skill|Jump]] skill description), you gain a +4 bonus on your [[SRD:Jump Skill|Jump]] check. While running, you retain your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]].<br />
<br />
=====Normal=====<br />
<br />
You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]].<br />
<br />
===Shield Focus [General]===<br />
<br />
=====Benefit=====<br />
<br />
You are proficient with shields. When you wear a type of shield with which you are proficient, the [[SRD:Armor Check Penalty|armor check penalty]] for that armor applies only to [[SRD:Balance Skill|Balance]], [[SRD:Climb Skill|Climb]], [[SRD:Escape Artist Skill|Escape Artist]], [[SRD:Hide Skill|Hide]], [[SRD:Jump Skill|Jump]], [[SRD:Move Silently Skill|Move Silently]], [[SRD:Sleight of Hand Skill|Sleight of Hand]], and [[SRD:Tumble Skill|Tumble]] checks.<br />
<br />
When you perform a [[SRD:Shield Bash|shield bash]], you may still apply the shield’s [[SRD:Shield Bonus|shield bonus]] to your [[SRD:AC|AC]].<br />
<br />
=====Normal=====<br />
<br />
When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.<br />
<br />
Without this [[SRD:Feats|feat]], a character who performs a shield bash loses the shield’s [[SRD:Shield Bonus|shield bonus]] to [[SRD:AC|AC]] until his or her next turn.<br />
<br />
===Shot on the Run [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13 or [[SRD:Intelligence|Int]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When using the [[SRD:Standard Actions#Attack|attack action]] with a [[SRD:Ranged Weapon|ranged weapon]], you can move both before and after the attack, provided that your total distance moved is not greater than your speed.<br />
<br />
===Spell Focus [General]===<br />
<br />
=====Benefit=====<br />
<br />
Choose a school of magic. Add +1 to the [[SRD:DC|Difficulty Class]] for all [[SRD:Saving Throw|saving throws]] against spells from the [[SRD:School Specialization|school of magic]] you select.<br />
<br />
=====Special=====<br />
<br />
You can gain this [[SRD:Feats|feat]] multiple times. Its effects do not stack. Each time you take the [[SRD:Feats|feat]], it applies to a new school of magic.<br />
<br />
===Spell Foil [General]===<br />
<br />
=====Benefit=====<br />
<br />
When [[SRD:Casting Spells#COUNTERSPELLS|counterspelling]], you may use a spell of the same school that is one or more [[SRD:Spell Level|spell levels]] higher than the target spell.<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.<br />
<br />
===Spell Penetration [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on [[SRD:Caster Level|caster level]] checks (1d20 + [[SRD:Caster Level|caster level]]) made to overcome a creature’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance|spell resistance]].<br />
<br />
===Spring Attack [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 15.<br />
<br />
=====Benefit=====<br />
<br />
When using the attack or full attack actions with a [[SRD:Melee Weapon|melee weapon]], you can move both before and after the attacks, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke [[SRD:Attack of Opportunity|attacks of opportunity]] from the defenders you attack, though it might provoke [[SRD:Attack of Opportunity|attacks of opportunity]] from other creatures, if appropriate. You can't use this [[SRD:Feats|feat]] if you are wearing heavy armor.<br />
<br />
You must move at least 5 feet both before and after you make your attacks in order to utilize the benefits of Spring Attack.<br />
<br />
===Stunning Strike [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Intelligence|Int]] 15 or [[SRD:Wisdom|Wis]] 15.<br />
<br />
=====Benefit=====<br />
<br />
You must declare that you are using this [[SRD:Feats|feat]] before you make your [[SRD:Attack Roll|attack roll]] (thus, a failed [[SRD:Attack Roll|attack roll]] ruins the attempt). Stunning Strike forces a foe damaged by your attack to make a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 your character level + your [[SRD:Intelligence|Int]] or [[SRD:Wisdom|Wis]] modifier, whicever is higher), in addition to dealing damage normally. A defender who fails this [[SRD:Saving Throw|saving throw]] is [[SRD:Stunned|stunned]] for 1 [[SRD:Round|round]] (until just before your next action). A [[SRD:Stunned|stunned]] character can't act, loses any [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]], and takes a -2 penalty to [[SRD:AC|AC]]. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per [[SRD:Round|round]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal creatures]], and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be [[SRD:Stunned|stunned]].<br />
<br />
=====Special=====<br />
<br />
A [[SRD:Monk|monk]] who selects this [[SRD:Feats|feat]] may attempt a stunning attack a number of times per day equal to their [[SRD:Monk|monk]] level, plus one more time per day for every four levels they have in [[SRD:Classes|classes]] other than [[SRD:Monk|monk]].<br />
<br />
===Thick Skin [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Constitution|Con]] 15.<br />
<br />
=====Benefit=====<br />
<br />
When unarmored, you add your Constitution bonus to your AC as a natural armor bonus.<br />
<br />
===Topple Over [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13 or [[SRD:Intelligence|Int]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You do not provoke an [[SRD:Attacks of Opportunity|attack of opportunity]] when you attempt to [[SRD:Trip|trip]] an opponent while you are unarmed. You also gain a +2 bonus on your [[SRD:Strength Check|Strength check]] to trip your opponent.<br />
<br />
If you trip an opponent in melee combat, you immediately get a [[SRD:Melee Attack|melee attack]] against that opponent as if you hadn't used your attack for the trip attempt. <br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you provoke an [[SRD:Attack of Opportunity|attack of opportunity]] when you attempt to trip an opponent while you are unarmed.<br />
<br />
===Toughness [General]===<br />
<br />
=====Benefit=====<br />
<br />
You gain [[SRD:Hit Points|hit points]] equal to your level. Whenever you gain a level, you gain 1 [[SRD:Hit Points|hit point]].<br />
<br />
===Trample [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13 or [[SRD:Charisma|Cha]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on [[SRD:Attack Roll|attack rolls]] against [[SRD:Prone|prone]] targets.<br />
<br />
===Two-Weapon Focus [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
Your penalties on [[SRD:Attack Roll|attack rolls]] for [[SRD:Two-Weapon Fighting|fighting with two weapons]] are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.<br />
<br />
When wielding a [[SRD:Double Weapon|double weapon]] or two weapons (not including [[SRD:Natural Weapon|natural weapons]] or unarmed strikes), you gain a +1 [[SRD:Shield Bonus|shield bonus]] to your [[SRD:AC|AC]]. When you are fighting defensively or using the total defense action, this [[SRD:Shield Bonus|shield bonus]] increases to +2.<br />
<br />
=====Normal=====<br />
<br />
If you wield a second weapon in your off hand, you can get one extra attack per [[SRD:Round|round]] with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An [[SRD:Unarmed Strike|unarmed strike]] is always considered light.)<br />
<br />
===Unerring Sunder [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13 or [[SRD:Wisdom|Wis]] 13.<br />
<br />
=====Benefit=====<br />
<br />
When you [[SRD:Sunder|strike at an object held or carried by an opponent]] (such as a weapon or shield), you do not provoke an [[SRD:Attack of Opportunity|attack of opportunity]].<br />
<br />
You also gain a +2 bonus on any [[SRD:Attack Roll|attack roll]] made to attack an object held or carried by another character.<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you provoke an [[SRD:Attack of Opportunity|attack of opportunity]] when you strike at an object held or carried by another character.<br />
<br />
{| style="float:right" class="d20"<br />
!http://th00.deviantart.net/fs71/200H/i/2012/312/8/e/dual_wielding_by_andreameloni-d5kdunn.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Dual-wielding-336569459/ True masters know<br>the use of a<br>plethora of weapons.]<br />
|}<br />
<br />
===Weapon Focus [General]===<br />
<br />
=====Benefit=====<br />
<br />
Choose a weapon archetype from the following options. When using a weapon from that archetype, you gain a +2 bonus on all attack rolls made using that weapon.<br />
<br />
*''Armor Weapons:'' [[gauntlet]], spiked armor, [[light shield]], [[heavy shield]], light spiked shield, and heavy spiked shield.<br />
*''Axes:'' [[throwing axe]], [[handaxe]], [[battleaxe]], [[greataxe]], and [[dwarven waraxe]].<br />
*''Bows:'' [[shortbow]], [[longbow]], [[composite shortbow]], and [[composite longbow]].<br />
*''Crossbows:'' [[heavy crossbow]], [[light crossbow]], and [[hand crossbow]].<br />
*''Fist Weapons:'' [[SRD:Unarmed Strike|unarmed]], [[punching dagger]], [[gauntlet]], and [[spiked gauntlet]].<br />
*''Flails and Chains:'' [[flail]], [[heavy flail]], [[spiked chain]], and [[dire flail]].<br />
*''Gladiator Weapons:'' [[spiked gauntlet]], [[short sword]], [[trident]], [[bolas]], and [[net]].<br />
*''Heavy Blades:'' [[longsword]], [[greatsword]], [[falchion]], [[scimitar]], [[bastard sword]], and [[two-bladed sword]].<br />
*''Light Blades:'' [[dagger]], [[kukri]], [[punching dagger]], [[rapier]] and [[short sword]].<br />
*''Maces and Clubs:'' [[club]], [[light mace]], [[heavy mace]], [[morningstar]], [[greatclub]], [[quarterstaff]], and [[sap]].<br />
*''Peasant Weapons:'' [[club]], [[sickle]], [[shortspear]], [[quarterstaff]], [[scythe]]<br />
*''Picks and Hammers:'' [[light pick]], [[heavy pick]], [[light hammer]], and [[warhammer]].<br />
*''Polearms:'' [[glaive]], [[guisarme]], [[halberd]], and [[ranseur]].<br />
*''Slings and Thrown Weapons:'' [[dart]], [[dagger]], [[javelin]], [[throwing axe]], and [[sling]].<br />
*''Spears and Lances:'' [[javelin]], [[lance]], [[longspear]], [[shortspear]], and [[trident]].<br />
<br />
=====Special=====<br />
<br />
You can gain Weapon Focus multiple times. The effects do not stack. Each time you take the [[SRD:Feats|feat]], it applies to a new weapon archetype.<br />
<br />
===Whirlwind Attack [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Dexterity|Dex]] 17 or [[SRD:Intelligence|Int]] 17.<br />
<br />
=====Benefit=====<br />
<br />
When you use the full attack action, you can give up your regular attacks and instead make one [[SRD:Melee Attack|melee attack]] at your full [[SRD:Base Attack Bonus|base attack bonus]] against each opponent within reach. Each attack you make takes a -2 penalty.<br />
<br />
When you use the Whirlwind Attack [[SRD:Feats|feat]], you also forfeit any bonus or extra attacks granted by other [[SRD:Feats|feats]], spells, or abilities.<br />
<br />
===Wrestler [General]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[SRD:Strength|Str]] 13 or [[SRD:Dexterity|Dex]] 13.<br />
<br />
=====Benefit=====<br />
<br />
You do not provoke an [[SRD:Attacks of Opportunity|attack of opportunity]] when you make a [[SRD:Touch Attack|touch attack]] to start a [[SRD:Grapple|grapple]]. You also gain a +2 bonus on all [[SRD:Grapple|grapple]] checks, regardless of whether you started the [[SRD:Grapple|grapple]].<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you provoke an [[SRD:Attack of Opportunity|attack of opportunity]] when you make a [[SRD:Touch Attack|touch attack]] to start a [[SRD:Grapple|grapple]].<br />
<br />
==Advanced Feats==<br />
<br />
===Advanced Armor Focus [Advanced]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[#Armor Focus [General]|Armor Focus]].<br />
<br />
=====Benefit=====<br />
<br />
When wearing a given type of armor, you gain one of the following features:<br />
<br />
*''Light Armor:'' You have [[SRD:Evasion and Improved Evasion|evasion]]. If you already have [[SRD:Evasion and Improved Evasion|evasion]] from a different source, you automatically gain [[SRD:Evasion and Improved Evasion|improved evasion]] instead.<br />
*''Medium Armor:'' You have [[SRD:Rogue#Class Features|uncanny dodge]]. If you already have [[SRD:Rogue#Class Features|uncanny dodge]] from a different source, you automatically gain [[SRD:Rogue#Class Features|improved uncanny dodge]] instead.<br />
*''Heavy Armor:'' You have damage reduction 2/—.<br />
<br />
===Advanced Shield Focus [Advanced]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[#Shield Focus [General]|Shield Focus]].<br />
<br />
=====Benefit=====<br />
<br />
You apply your shield bonus to your touch AC, and on checks or rolls to resist [[SRD:Bull Rush|bull rush]], [[SRD:Disarm|disarm]], [[SRD:Grapple|grapple]], [[SRD:Overrun|overrun]], or [[SRD:Trip|trip]] attempts against you.<br />
<br />
===Advanced Spell Focus [Advanced]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[#Spell Focus [General]|Spell Focus]].<br />
<br />
=====Benefit=====<br />
<br />
Choose a school of magic to which you already have applied the [[#Spell Focus|Spell Focus]] [[SRD:Feats|feat]]. You gain a feature depending on the school of magic chosen:<br />
<br />
*'''{{#anc:[[SRD:Abjuration School|Abjuration]]}}:''' When [[SRD:Casting Spells#Counterspells|counterspelling]], you may use a spell of the same school that is one or more [[SRD:Spell Level|spell levels]] higher than the target spell.<br />
*'''{{#anc:[[SRD:Conjuration School|Conjuration]]}}:''' Each creature you conjure with any ''summon'' spell gains a +4 enhancement bonus to [[SRD:Strength|Strength]] and [[SRD:Constitution|Constitution]] for the duration of the spell that summoned it.<br />
*'''{{#anc:[[SRD:Divination School|Divination]]}}:''' As an immediate action, you can lose a prepared divination spell or a spell slot from a spell level for which you have at least one divination spell to gain an insight bonus on an attack roll, saving throw or skill check equal to one-half that spell's level (rounded down, minimum 1).<br />
*'''{{#anc:[[SRD:Enchantment School|Enchantment]]}}:''' The [[SRD:DC|Difficulty Class]] for [[SRD:Sense Motive Skill|Sense Motive]] checks to determine that a subject’s behavior is being influenced by an enchantment effect controlled by you increase by 10.<br />
*'''{{#anc:[[SRD:Evocation School|Evocation]]}}:''' You can modify any evocation spell with an energy descriptor to use a different type of energy instead - acid, cold, electricity, fire, or sonic. The spell's descriptor changes to the new energy type.<br />
*'''{{#anc:[[SRD:Illusion School|Illusion]]}}:''' Three times per day, you can cast an illusion spell as [[#Silent Spell|silent]] and [[#Still Spell|still]] without that spell using a spell slot of a higher level. You don't need to have either metamagic feat to use this feature.<br />
*'''{{#anc:[[SRD:Necromancy School|Necromancy]]}}:''' Once per day, you can ignore the material component requirement of ''[[SRD:Animate Dead|animate dead]]'', ''[[SRD:Create Undead|create undead]]'' or ''[[SRD:Create Greater Undead|create greater undead]]''.<br />
*'''{{#anc:[[SRD:Transmutation School|Transmutation]]}}:''' Transmutation spells you cast lasts twice as long as normal. An [[#Extend Spell|extended]] transmutation spell you cast lasts three times as long as normal.<br />
<br />
=====Special=====<br />
<br />
You can gain this [[SRD:Feats|feat]] multiple times. Its effects do not stack. Each time you take the [[SRD:Feats|feat]], it applies to a new school of magic to which you already have applied the Spell Focus [[SRD:Feats|feat]].<br />
<br />
===Advanced Two-Weapon Focus [Advanced]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[#Two-Weapon Focus [General]|Two-Weapon Focus]].<br />
<br />
=====Benefit=====<br />
<br />
You can make a number of attacks with an off-hand weapon equal to the number of attacks you can make with you primary-hand weapon. Each attack beyond the first is made at a cumulative -5 penalty.<br />
<br />
=====Normal=====<br />
<br />
Without this [[SRD:Feats|feat]], you can only get a single extra attack with an off-hand weapon.<br />
<br />
===Advanced Weapon Focus [Advanced]===<br />
<br />
=====Prerequisites=====<br />
<br />
[[#Weapon Focus [General]|Weapon Focus]].<br />
<br />
=====Benefit=====<br />
<br />
Choose a [[#Weapon Focus [General]|weapon archetype]]. When using a weapon from that archetype, you gain a +4 bonus on all damage rolls made using that weapon.<br />
<br />
=====Special=====<br />
<br />
You can gain Advanced Weapon Focus multiple times. The effects do not stack. Each time you take the [[SRD:Feats|feat]], it applies to a new weapon archetype.<br />
<br />
==Metamagic Feats==<br />
<br />
===Empower Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
All variable, numeric effects of an empowered spell are increased by one-half.<br />
<br />
[[SRD:Saving Throw|Saving throws]] and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.<br />
<br />
===Enlarge Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level.<br />
<br />
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.<br />
<br />
===Extend Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this [[SRD:Feats|feat]]. An extended spell uses up a spell slot one level higher than the spell's actual level.<br />
<br />
===Heighten Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
A heightened spell has a higher [[SRD:Spell Level|spell level]] than normal (up to a maximum of 9th level). Unlike other metamagic [[SRD:Feats|feats]], Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on [[SRD:Spell Level|spell level]] (such as [[SRD:Saving Throw|saving throw]] [[SRD:DC|DCs]] and ability to penetrate a ''[[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]]'') are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.<br />
<br />
===Maximize Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
All variable, numeric effects of a spell modified by this [[SRD:Feats|feat]] are maximized. [[SRD:Saving Throw|Saving throws]] and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.<br />
<br />
An empowered, maximized spell gains the separate benefits of each [[SRD:Feats|feat]]: the maximum result plus one-half the normally rolled result.<br />
<br />
===Quicken Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
Casting a quickened spell is a [[SRD:Free Actions|free action]]. You can perform another action, even casting another spell, in the same [[SRD:Round|round]] as you cast a quickened spell. You may cast only one quickened spell per [[SRD:Round|round]]. A spell whose casting time is more than 1 full [[SRD:Round|round]] action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an [[SRD:Attack of Opportunity|attack of opportunity]].<br />
<br />
=====Special=====<br />
<br />
This [[SRD:Feats|feat]] can’t be applied to any spell cast spontaneously (including [[SRD:Sorcerer|sorcerer]] spells, [[SRD:Bard|bard]] spells, and [[SRD:Cleric|cleric]] or [[SRD:Druid|druid]] spells cast spontaneously), since applying a metamagic [[SRD:Feats|feat]] to a spontaneously cast spell automatically increases the casting time to a [[SRD:Full-Round Actions|full-round action]].<br />
<br />
===Reach Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged [[SRD:Touch Attack|touch attack]] to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level.<br />
<br />
===Silent Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.<br />
<br />
===Still Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
A stilled spell can be cast with no somatic components.<br />
<br />
Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.<br />
<br />
===Widen Spell [Metamagic]===<br />
<br />
=====Benefit=====<br />
<br />
You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell’s actual level.<br />
<br />
Spells that do not have an area of one of these four sorts are not affected by this [[SRD:Feats|feat]].<br />
<br />
==Skill Feats==<br />
<br />
===Acrobatic [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Jump Skill|Jump]] checks and [[SRD:Tumble Skill|Tumble]] checks. In addition, you gain the following features:<br />
<br />
*When making a [[SRD:Jump Skill|Jump]] check, the DC for the check doesn't double if you fail to move 20 feet in a straight line prior to jumping. If you do move 20 feet in a straight line before attempting a jump, you gain a +5 competence bonus on your check.<br />
*If you succeed in using [[SRD:Tumble Skill|Tumble]] to avoid an opponent's attack of opportunity, you gain a +4 bonus on the next attack that you make against that foe as long as the attack occurs before the end of your current turn.<br />
<br />
===Agile [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Balance Skill|Balance]] checks and [[SRD:Escape Artist Skill|Escape Artist]] checks. In addition, you gain the following features:<br />
<br />
*If an effect causes you to fall prone, you can make a DC 20 [[SRD:Balance Skill|Balance]] check to remain on your feet.<br />
*When you escape a grapple, you can make a single melee attack with a light weapon as a swift action against the opponent that was grappling you. The opponent is considered flat-footed against this attack. You must have the weapon in hand at the beginning of your turn in order to use this feat.<br />
<br />
===Alertness [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Listen Skill|Listen]] checks and [[SRD:Spot Skill|Spot]] checks. In addition, you gain the following features:<br />
<br />
*When you make a [[SRD:Listen Skill|Listen]] check, you might learn more than normal about a source of noise. If you beat the Listen DC by 5 or more, you determine the size, speed, and direction of the source of noise. If you beat the DC by 10 or more, you determine the precise, current position of the creature or object that caused the sound. If you beat the DC by 15 or more, you determine the type of armor the creature wears and what it carries, if anything. If you beat the DC by 20 or more, you learn the creature's type and subtypes.<br />
*As a standard action, you can attempt a [[SRD:Spot Skill|Spot]] check to find a weakness in your opponent's defenses. The DC of this check equals the opponent's AC. If the check succeeds, your next attack against that opponent (which must be made no later than your next turn) is treated as a touch attack. If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from the feat.<br />
<br />
===Animal Affinity [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Handle Animal Skill|Handle Animal]] checks and [[SRD:Ride Skill|Ride]] checks. In addition, you gain the following features:<br />
<br />
*You can improve the attitude of an animal. This ability functions just like a [[SRD:Diplomacy Skill|Diplomacy]] check to improve the attitude of a person, except you use [[SRD:Handle Animal Skill|Handle Animal]] for the check. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.<br />
*You can drop down and hang alongside your mount, using it as cover, while simultaneously being able to attack and cast spells (although you still need to succeed on [[SRD:Concentration Skill|Concentration]] checks as normal). The DC for this check is 30, and if you fail it, you don't get the cover benefit. This usage does not take an action.<br />
<br />
===Athletic [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Climb Skill|Climb]] checks and [[SRD:Swim Skill|Swim]] checks. In addition, you gain the following features:<br />
<br />
*You have a [[SRD:Movement, Position, and Distance#Climb|climb speed]] equal to one-half your base movement speed.<br />
*You have a [[SRD:Movement, Position, and Distance#Swim|swim speed]] equal to one-half your base movement speed.<br />
<br />
===Deceitful [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Disguise Skill|Disguise]] checks and [[SRD:Forgery Skill|Forgery]] checks. In addition, you gain the following features:<br />
<br />
*If an observer sees through your disguise with a successful Spot check, you can (as an immediate action) attempt a [[SRD:Bluff Skill|Bluff]] check to convince him that he's mistaken. Use the observer's [[SRD:Spot Skill|Spot]] check result as the DC for your [[SRD:Bluff Skill|Bluff]] check; if you succeed, the observer ignores the evidence of his own senses in favor of what your disguise attempts to show.<br />
*You make your [[SRD:Forgery Skill|Forgery]] check when you create a forged document, and know the check result in advance.<br />
<br />
===Deft Hands [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Sleight of Hand Skill|Sleight of Hand]] checks and [[SRD:Use Rope Skill|Use Rope]] checks. In addition, you gain the following features:<br />
<br />
*You can make a special feint as a free action, using [[SRD:Sleight of Hand Skill|Sleight of Hand]] rather than [[SRD:Bluff Skill|Bluff]]. Your opponent uses the standard rules for resisting a feint. Once you use this maneuver against a particular opponent, whether it succeeds or fails, you cannot use it against him again.<br />
*You can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weightbearing object in order to climb a wall or swing across a chasm. You make [[SRD:Climb Skill|Climb]] checks using the whip as if it were a normal rope. Using this feat requires a [[SRD:Use Rope Skill|Use Rope]] check as normal for securing a grappling hook but takes only a move action.<br />
<br />
===Diligent [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Appraise Skill|Appraise]] checks and [[SRD:Decipher Script Skill|Decipher Script]] checks. In addition, you gain the following features:<br />
<br />
*You can use [[SRD:Appraise Skill|Appraise]] to identify a magic item exactly as if you had cast ''[[identify]]''. The DC for the check is 15 + the magic item's caster level. Failure means that you can't use [[SRD:Appraise Skill|Appraise]] to identify that item in this way, although you can still attempt to estimate its value.<br />
*If you read a text that triggers a hazard when read (for example ''[[explosive runes]]''), you can make a DC 25 [[SRD:Decipher Script Skill|Decipher Script]] check to stop yourself in time: the hazard is not erased, but neither is it triggered.<br />
<br />
===Investigator [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Gather Information Skill|Gather Information]] checks and [[SRD:Search Skill|Search]] checks. In addition, you gain the following features:<br />
<br />
*By accepting a -10 penalty on your [[SRD:Gather Information Skill|Gather Information]] check, you can avoid any suspicions that might otherwise be aroused by someone pursuing sensitive information.<br />
*You can use the [[SRD:Search Skill|Search]] skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.<br />
<br />
===Magical Aptitude [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Spellcraft Skill|Spellcraft]] checks and [[SRD:Use Magic Device Skill|Use Magic Device]] checks. In addition, you gain the following features:<br />
<br />
*When casting a spell, you may attempt a DC 20 + spell's level [[SRD:Spellcraft Skill|Spellcraft]] check. If you succeed, the spell's level is heightened by one, exactly as if by [[#Heighten Spell|Heigthen Spell]]. If you fail, the spell fails and is lost. A spell can't be heightened above the maximum level of spells you can cast this way.<br />
*If you are using [[SRD:Use Magic Device Skill|Use Magic Device]] to emulate an alignment or some other quality in an ongoing manner, you only need to make the check once per 24 hours, instead of once per hour.<br />
<br />
===Negotiator [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Diplomacy Skill|Diplomacy]] checks and [[SRD:Sense Motive Skill|Sense Motive]] checks. In addition, you gain the following features:<br />
<br />
*You can attempt to entrance a creature using nothing but words as long as you aren't engaged in combat with it. As a standard action, you can force a creature to make a [[SRD:Saving Throw|Will]] saving throw (DC 10 + your ranks in [[SRD:Diplomacy Skill|Diplomacy]]). If it fails, it is [[SRD:Fascinated|fascinated]] for as long as you spend a standard action each round to continue speaking with the creature. A creature that successfully saves or breaks the effect cannot be affected again by the ability for 24 hours.<br />
*If you are affected by an enchantment spell or effect of the [[SRD:Charm Subschool|Charm]] or [[SRD:Compulsion Subschool|Compulsion]] subschools and fail your saving throw, you can attempt it again 1 round later at the same DC. You can attempt this extra saving throw only once.<br />
<br />
===Nimble Fingers [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Disable Device Skill|Disable Device]] checks and [[SRD:Open Lock Skill|Open Lock]] checks. In addition, you gain the following features:<br />
<br />
*You can use the [[SRD:Disable Device Skill|Disable Device]] skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If you beat a trap's DC by 10 or more with a [[SRD:Disable Device Skill|Disable Device]] check, you can study the trap, figure out how it works, and bypass it (with your party) without disarming it.<br />
*You can improvise a set of thieves' tools from unlikely materials (strands of hair, bent nails and so on), and thus never take the -2 circumstance penalty for attempting an [[SRD:Open Lock Skill|Open Lock]] check without them.<br />
<br />
===Persuasive [Skill]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Bluff Skill|Bluff]] checks and [[SRD:Intimidate Skill|Intimidate]] checks. In addition, you gain the following features:<br />
<br />
*When you successfully [[SRD:Feint|feint]] an opponent in combat, your target is denied its Dexterity bonus to AC (if any) for all melee attacks you make against it on or before your next turn.<br />
*You can [[SRD:Intimidate Skill|demoralize]] an opponent in combat as a swift action.<br />
<br />
===Self-Sufficient [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Heal Skill|Heal]] checks and [[SRD:Survival Skill|Survival]] checks. In addition, you gain the following features:<br />
<br />
*You can fortify a creature as a standard action. If you succeed on a DC 20 [[SRD:Heal Skill|Heal]] check, the fortified creature gains [[SRD:Temporary Hit Points|temporary hit points]] equal to one-quarter your check result. The temporary hit points disappear 24 hours later. A creature can only benefit from being fortified in this way once every 24 hours.<br />
*You can [[SRD:Track|track]] foes using the [[SRD:Survival Skill|Survival]] skill.<br />
<br />
===Stealthy [General]===<br />
<br />
=====Benefit=====<br />
<br />
You get a +2 bonus on all [[SRD:Hide Skill|Hide]] checks and [[SRD:Move Silently Skill|Move Silently]] checks. In addition, you gain the following features:<br />
<br />
*You can attempt a [[SRD:Hide Skill|Hide]] check even if you don't have [[SRD:Cover|cover]] or [[SRD:Concealment|concealment]].<br />
*You can move silently at your normal movement speed without penalty, and take only a -10 penalty to move silently while running or charging.<br />
<br />
----<br />
{{3.5e Campaign Settings Breadcrumb}} &rarr; [[Years of Gold (3.5e Campaign Setting)|Years of Gold]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Years of Gold Setting]]<br />
[[Category:Supplement]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=User:Cancelion&diff=989703User:Cancelion2017-12-20T15:56:03Z<p>Cancelion: Added Sangromancer</p>
<hr />
<div>Hei, terve, hyvää päivää etc.<br />
<br />
I'm a D&D geek from Finland, a long-time reader and <s>a first-time writer</s> a writer for quite a while. I'm mostly concerned with creating and improving my [[Years of Gold]] 3.5e setting (help and comments would be greatly, ''greatly'' appreciated) but I also seek to correct mistakes and improve articles as I scour through them.<br />
<br />
=== Contributions ===<br />
<br />
==== Classes ====<br />
<br />
*[[Desert Nomad (3.5e Class)]]<br />
*[[Fighter, Pansaer (3.5e Class)]]<br />
*[[Gladiator, Pansaer (3.5e Class)]]<br />
*[[Inquisitor (3.5e Class)]]<br />
*[[Summoner, Variant (3.5e Class)|Summoner (3.5e Class)]]<br />
<br />
===== Prestige Classes =====<br />
<br />
*[[Hammerer (3.5e Prestige Class)]]<br />
*[[Sangromancer (3.5e Prestige Class)]]<br />
*[[Skinwalker (3.5e Prestige Class)]]<br />
<br />
==== Creatures ====<br />
<br />
*[[Anubal Hound (3.5e Creature)]]<br />
*[[Anubal Warden (3.5e Creature)]]<br />
*[[Bee Swarm (3.5e Creature)]]<br />
*[[Cafter (3.5e Creature)]]<br />
*[[Crew of Maid Mary (3.5e Creature)]]<br />
*[[Cyclops (3.5e Creature)]]<br />
*[[Dark Adept (3.5e Creature)]]<br />
*[[Daughter of Roses (3.5e Creature)]]<br />
*[[Daughters of Mothers Three (3.5e Creature)]]<br />
*[[Dunner (3.5e Creature)]]<br />
*[[Gateguard Personnel (3.5e Creature)]]<br />
*[[Goblin, Pansaer (3.5e Creature)]]<br />
*[[Goliath, Pansaer (3.5e Creature)]]<br />
*[[Laborer (3.5e Creature)]]<br />
*[[Naiad (3.5e Creature)]]<br />
*[[Needlekin (3.5e Creature)]] and [[Needlekin (5e Creature)]]<br />
*[[Ribbit (3.5e Creature)]]<br />
*[[Ruffian (3.5e Creature)]]<br />
*[[Servants of the Great Claw (3.5e Creature)]]<br />
*[[Sewage Sorcerer (3.5e Creature)]]<br />
*[[Spellstitched Hangwight (3.5e Creature)]]<br />
*[[Stygian (3.5e Creature)]]<br />
*[[Stygian Minion (3.5e Creature)]]<br />
*[[Temple of the Rising Attendants (3.5e Creature)]]<br />
*[[Timber Golem (3.5e Creature)]]<br />
*[[Titanic Boar (3.5e Creature)]]<br />
*[[Tripewhelp (3.5e Creature)]]<br />
*[[Vampire Retainer (3.5e Creature)]]<br />
*[[Von Leaven Estate Guard (3.5e Creature)]]<br />
*[[Wax Golem (3.5e Creature)]]<br />
*[[Wheel of Pain (3.5e Creature)]]<br />
*[[Zombie, Alchemical (3.5e Creature)]]<br />
<br />
===== Templates =====<br />
<br />
*[[Living Bomb (3.5e Template)]]<br />
*[[Swarmnester (3.5e Template)]]<br />
<br />
==== Deities ====<br />
<br />
*[[Ahti (3.5e Deity)]]<br />
*[[Auri (3.5e Deity)]]<br />
*[[Groke Who Is Cold (3.5e Deity)]]<br />
*[[Luni (3.5e Deity)]]<br />
*[[Mieli (3.5e Deity)]]<br />
*[[Morran (3.5e Deity)]]<br />
<br />
==== Environments ====<br />
<br />
*[[Brimhaven (3.5e Environment)]]<br />
*[[Calimport (3.5e Environment)]]<br />
*[[Dharuum (3.5e Environment)]]<br />
*[[Ghaer (3.5e Environment)]]<br />
*[[Irid and Eros (3.5e Environment)]]<br />
*[[Lowlands of Hundon (3.5e Environment)]]<br />
*[[Redford (3.5e Environment)]]<br />
*[[Red Wastes (3.5e Environment)]]<br />
*[[Remoras Prairie (3.5e Environment)]]<br />
*[[Tull (3.5e Environment)]]<br />
*[[Tumbling Fells (3.5e Environment)]]<br />
<br />
==== Equipment ====<br />
<br />
*[[Adrenaline Powder (3.5e Equipment)]]<br />
*[[Ceremonial Armor (3.5e Equipment)]]<br />
*[[Falconry Gear (3.5e Equipment)]]<br />
*[[Gauntlet, bladed (3.5e Equipment)]]<br />
*[[Harpoon, hand (3.5e Equipment)]]<br />
*[[Hook (3.5e Equipment)]]<br />
*[[Longdagger, goblin (3.5e Equipment)]]<br />
*[[Prismatic (3.5e Equipment)]]<br />
*[[Prismatic Burst (3.5e Equipment)]]<br />
*[[Ram, Battle (3.5e Equipment)]]<br />
*[[Scalpel (3.5e Equipment)]]<br />
*[[Shovel, Military (3.5e Equipment)]]<br />
*[[Shrapnel bullet (3.5e Equipment)]]<br />
*[[Spidersilk Rope (3.5e Equipment)]]<br />
*[[Whip, barbed (3.5e Equipment)]]<br />
*[[Wickerdust (3.5e Equipment)]]<br />
<br />
==== NPCs ====<br />
<br />
*[[Abdila bin Asamiol (3.5e NPC)]]<br />
*[[Adom bin Jibade (3.5e NPC)]]<br />
*[[Aleister (3.5e NPC)]]<br />
*[[Al Mehmed (3.5e NPC)]]<br />
*[[Alli Goodbush (3.5e NPC)]]<br />
*[[Bar'mini (3.5e NPC)]]<br />
*[[Carmichael (3.5e NPC)]]<br />
*[[Casper, Jesper and Jonathan (3.5e NPC)]]<br />
*[[Clyde and Basil (3.5e NPC)]]<br />
*[[Drago and Monn Gerring (3.5e NPC)]]<br />
*[[Em (3.5e NPC)]]<br />
*[[Grymm and Lochh (3.5e NPC)]]<br />
*[[Izzit-Ogg (3.5e NPC)]]<br />
*[[Judgmental Retinue (3.5e NPC)]]<br />
*[[Mafdet (3.5e NPC)]]<br />
*[[Marybeth (3.5e NPC)]]<br />
*[[Mothers Three (3.5e NPC)]]<br />
*[[Namorina (3.5e NPC)]]<br />
*[[Nerukath (3.5e NPC)]]<br />
*[[Nobility in Western Pansaer (3.5e NPC)]]<br />
*[[Rakabarr and Urabarr (3.5e NPC)]]<br />
*[[Sister Cheryll (3.5e NPC)]]<br />
*[[Skarrnog (3.5e NPC)]]<br />
*[[The Blazonry Guard (3.5e NPC)]]<br />
*[[The Hayworth Family (3.5e NPC)]]<br />
*[[Torg Cudean (3.5e NPC)]]<br />
*[[Ulermo Spiderborn (3.5e NPC)]]<br />
*[[Viga Toecutter (3.5e NPC)]]<br />
*[[Vizidammar (3.5e NPC)]]<br />
*[[Ysabella (3.5e NPC)]]<br />
<br />
==== Quests ====<br />
<br />
*[[Abandoned Fortress (3.5e Quest)]]<br />
*[[A Dirty Way In (3.5e Quest)]]<br />
*[[Basement Drug Lab (3.5e Quest)]]<br />
*[[Bloodgate Keep (3.5e Quest)]]<br />
*[[Crimson House (3.5e Quest)]]<br />
*[[Down the Well (3.5e Quest)]]<br />
*[[Honey Pottery and Alchemy Chambers (3.5e Quest)]]<br />
*[[Keepsake (3.5e Quest)]]<br />
*[[Maid Mary (3.5e Quest)]]<br />
*[[Old Graveyard of Redford (3.5e Quest)]]<br />
*[[Royal Zoo (3.5e Quest)]]<br />
*[[Ruins of Ancient Redford (3.5e Quest)]]<br />
*[[Temple of the Rising (3.5e Quest)]]<br />
*[[Von Leaven Estate (3.5e Quest)]]<br />
*[[Von Morr Family Butchery (3.5e Quest)]]<br />
<br />
===== Encounters =====<br />
<br />
*[[Dem Bones (3.5e Encounter)]]<br />
*[[Garbage Disposal (3.5e Encounter)]]<br />
*[[Paracelsian Posse (3.5e Encounter)]]<br />
<br />
==== Races ====<br />
<br />
*[[Cafters (3.5e Race)]]<br />
*[[Dunners (3.5e Race)]]<br />
*[[Goblins, Pansaer (3.5e Race)]]<br />
*[[Goliaths, Pansaer (3.5e Race)]]<br />
*[[Ribbits (3.5e Race)]]<br />
<br />
==== Spells ====<br />
<br />
*[[Animate Dead, Lesser (3.5e Spell)]]<br />
*[[Lesser Spellstorm (3.5e Spell)]]<br />
*[[Nerukath's Wondrous Weapon (3.5e Spell)]]<br />
*[[Spellstorm (3.5e Spell)]]<br />
<br />
==== Other ====<br />
<br />
*[[Point-Buy Classes (3.5e Variant Rule)]]<br />
*[[Standing Ovation (3.5e Disease)]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Sangromancer_(3.5e_Prestige_Class)&diff=989700Sangromancer (3.5e Prestige Class)2017-12-20T15:53:22Z<p>Cancelion: Fixes (after years!)</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Unfinished<br />
|editing=<br />
|type=Strong Spellcasting, Arcane Spellcasting<br />
|desc=A spellcaster who draws from his own blood to apply metamagic and other benefits to his spells.<br />
|len=5<br />
|minlvl=6<br />
}}<br />
<br />
== Sangromancer ==<br />
<br />
{{quote<br />
|I've spilled the blood of thousands, but even a drop from me is more valuable than all the viscera in their pathetic bodies.<br />
|orig=Sir Alicare, human sangromancer<br />
}}<br />
<br />
The magical forces that course through the world can be manipulated by gifted wizards, clerics and other spellcasters. Channeling these forces, however, can be tiring, even dangerous for a person's body. This is why spellcasters seek not to extend themselves too much, and divide their spells over the course of days.<br />
<br />
Sangromancers embrace the dangerous, wasting nature of magic. They cast not only of the natural magic force around them, but of their own inner strength, drawing power from their own blood. They are among the most powerful spellcasters in the world, but theirs is a dangerous style of magic: one that slays the careless user.<br />
<br />
A sangromancer uses his visceral powers by spilling his blood in whatever way they choose. Their spells often look awesome, if grotesque: ''[[SRD:Acid Arrow|acid arrows]]'' covered in caustic blood; ''[[bull's strength]]'' that bulges the target's veins and has them frothing blood from their mouths; summoned creatures formed of guts and viscera.<br />
<br />
===Becoming a sangromancer===<br />
<br />
The reason most people seek to become sangromancers is simple: power. There are few who can use the kind of power sangromancers have access to, and since becoming one is actually fairly simple, many take the road early on - and almost as many perish early in their careers as they overextend themselves.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Ability Scores:<br />
| Constitution 15.<br />
|-<br />
! Skills:<br />
| Spellcraft 8 ranks.<br />
|-<br />
! Feats:<br />
| One or more [[SRD:Metamagic Feats|metamagic feats]].<br />
|-<br />
! Spellcasting:<br />
| Ability to cast 3rd-level arcane spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Sangromancer}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | Blood casting (metamagic)<br />
| class="left" | — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | <br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +1 || +3 || +1 || +3<br />
| class="left" | Blood casting (difficulty class)<br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +2 || +4 || +1 || +4<br />
| class="left" | <br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +2 || +4 || +1 || +4<br />
| class="left" | Blood casting (damage)<br />
| class="left" | +1 level of existing arcane spellcasting class<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] (Con), [[SRD:Knowledge Skill|Knowledge]] (all skills taken individually) (Int), [[SRD:Profession Skill|Profession]] (Wis), [[SRD:Search Skill|Search]] (Int), and [[SRD:Spellcraft Skill|Spellcraft]] (Int).<br />
|}<br />
<br />
====Class Features====<br />
<br />
The ability of a sangromancer to improve his magic grows with each level of the class. All of the following are class features of the sangromancer.<br />
<br />
'''{{#anc:Spellcasting}}:''' From 2nd level on, when a new sangromancer level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 5th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 5th-level spells before he became a sangromancer, he must decide to which class he adds each level of sangromancer for the purpose of determining spells per day.<br />
<br />
'''{{#anc:Blood Casting}} ([[Su]]):''' Sangromancers can spill their own blood to improve the effectiveness of their spells. To use his blood casting powers, a sangromancer must spill his own blood when casting the spell (by cutting himself, biting his tongue, scratching his hands or similar; this takes no extra effort from the spellcaster). The use of blood casting makes the sangromancer take an amount of Constitution damage given in the ability description. A sangromancer takes this damage the instant he casts a spell improved with blood casting. A sangromancer who reduces his Constitution to 0 is dead; a sangromancer can't improve a spell with blood casting in such a way that would leave his Constitution below 0.<br />
<br />
Starting at 1st level, a sangromancer can reduce the spell slot level a spell modified by a metamagic feat requires. A sangromancer can lower the spell slot requirement of a metamagic-modified spell by one for each level of sangromancer he has. A sangromancer can't lower the spell slot requirement of a spell to lower than that spell's standard level. When a sangromancer casts a metamagic spell, he takes 1 point of Constitution damage for each spell slot lowered with blood casting.<br />
<br />
For example, a 5th-level wizard/1st-level sangromancer wants to prepare an ''[[SRD:Acid Arrow|empowered acid arrow]]'', which would normally mean the spell would use a spell slot of 4th level, but the sangromancer can use his blood casting to reduce the spell to require only a 3rd-level spell slot. The sangromancer can't reduce the spell slot to 2nd (the standard level of ''[[SRD:Acid Arrow|acid arrow]]'') since he has only one level of sangromancer. When casting the spell, the sangromancer takes 1 point of Constitution damage.<br />
<br />
Starting at 3rd level, a sangromancer can increase the DC of any spell he casts by taking 1 point of Constitution damage for each point the sangromancer wants to add to the spell's DC. A sangromancer can increase the DC of a spell he casts by one for each level of sangromancer he has.<br />
<br />
Starting at 5th level, a sangromancer can increase the damage of any damaging spell he casts by taking 1 point of Constitution damage for each 1d6 points of damage the sangromancer wants to add to the spell. A sangromancer can increase the damage of a spell by a maximum of 5d6 this way.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a sangromancer====<br />
<br />
'''Combat:''' Sangromancers are among the strongest and most outright powerful of mages, and often take the role of main spellcaster in combat. They bombard foes with metamagic spells, increase the DC of their disables and cast devastating damage spells. Always take care not to overextend yourself when playing a sangromancer: once your hit points drop below zero, there's little you can do, and even if they're just low, the fact you're not at full health means you're vulnerable to ambushes and other attacks.<br />
<br />
'''Advancement:''' Sangromancer is a prestige class you can either dip in, devote yourself for a few levels or go the full distance - your call. Aim to raise the level to either 1st, 3rd or 5th, as the blood casting ability is improved at these milestones. A sangromancer can also seek other arcane prestige classes to further improve the effectiveness of his spells.<br />
<br />
'''Resources:''' Sangromancers are not automatically weak, since the class requires a fairly high Constitution. Using their blood casting ability can and will leave them weak, so tanky characters that can save the sangromancer from harm are a good pairing. Healers do little to help the sangromancer, since the life loss they take from blood casting can't be healed.<br />
<br />
====Sangromancers in the World====<br />
<br />
{{quote|Five of the bandits were running towards me, and one of them screamed: "I'll spill your blood!" Oh, how I laughed! Little did he know I'd be more than happy to spill it myself.}}<br />
<br />
Instinct warns that sangromancers are an evil folk, spilling their blood in morbid rituals to improve their power. This is not necessarily the case, however. A sangromancer can be of any alignment and of any profession, although villains gravitate to the class for the easy power it offers. Many sangromancers travel the world, seeking to improve their art, but just as many remain grounded and work as alchemists, court wizards, leaders and other such professions.<br />
<br />
'''NPC Reactions:''' The first reaction to a sangromancer tends to be dislike, thanks to both their great powers and the grotesque way they use them. Sensible NPCs can be taught to understand that despite the morbid looks of the sangromancer abilities, they don't make their user a monster. In some countries, sangromancers are more common and thus more accepted.<br />
<br />
====Sangromancer Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (arcana) can research sangromancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge (arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Sangromancers are mages who improve their spells with bloody rituals.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | By spilling their own blood, sangromancers can use metamagic to improve their spells more easily.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Casting spells using their blood leaves sangromancers weak and drained until they've had a chance to lick their wounds properly.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Sangromancers of high caliber can spill copious amounts of their blood to make a spell almost instantly fatal.<br />
|}<br />
<br />
====Sangromancers in the Game====<br />
<br />
Sangromancers enter the niche of strong spellcaster, treading somewhat on the feet of prestige classes like archmage, but with a distinct and spectacular flavor added. In raw power, very few classes can challenge a sangromancer. Play as a sangromancer if you enjoy making intelligent, dangerous decisions and casting spells to deadly effect.<br />
<br />
'''Adaptation:''' Sangromancers can be met in the world in a variety of ways. If the players travel to a new country or location, you can insert flavor by having them run into sangromancers, who in that country are a perfectly normal sight. The traditional way works, too: have the players be attacked by a powerful mage with a bloody magic and watch them cower in fear.<br />
<br />
'''Sample Encounter:''' While rummaging through the ruins of an ancient civilization, the players run into a emaciated woman, her skin white as ivory except for the blue veins running up and down the length of her body. Without warning, she pulls out a small silver dagger and slices her arm open with it. To your horror, a bolt of crackling lighting the color of her blood strikes forth from the wound.<br />
<br />
''EL 8:'' Bathory, a human sangromancer, is searching for the same artifact as the players and attacks them without mercy when she figures out what they're after.<br />
<br />
{{3.5e Creature<br />
|creature=Bathory<br />
|size=Medium |type=Humanoid (Human), 5th-level Sorcerer/3rd-level Sangromancer<br />
|hd=8d4+24 |hp=44<br />
|init=+6<br />
|speed=30 ft.<br />
|ac=14 (+2 Dex, +2 deflection) |touch=14 |flat=12<br />
|bab=+3 |grapple=+3<br />
|at=Silver dagger +3 melee (1d4-1/19-20)<br />
|full_at=Silver dagger +3 melee (1d4-1/19-20)<br />
|space=5 ft. |reach=5 ft.<br />
|sa=Spells<br />
|sq=Blood casting (metamagic and difficulty class)<br />
|fort=+7 |ref=+4 |will=+8<br />
|str=10 |dex=14 |con=16 |int=11 |wis=12 |cha=18<br />
|skills=[[SRD:Concentration Skill|Concentration]] +14, [[SRD:Knowledge Skill|Knowledge]] (arcana) +11, [[SRD:Spellcraft Skill|Spellcraft]] +11<br />
|feats=Empower Spell, Improved Initiative, Quicken Spell, Spell Penetration<br />
|cr=8<br />
|treas=Standard plus ''ring of protection +2'' and ''boots of levitation''<br />
|align=Neutral evil<br />
}}<br />
<br />
'''Sorcerer Spells Known (6/7/7/5):''' 0: ''[[resistance]]'', ''[[daze]]'', ''[[dancing lights]]'', ''[[ray of frost]]'', ''[[ghost sound]]'', ''[[touch of fatigue]]'', ''[[mage hand]]''; 1st: ''[[mage armor]]'', ''[[burning hands]]'', ''[[shocking grasp]]'', ''[[color spray]]'', ''[[expeditious retreat]]''; 2nd: ''[[acid arrow]]'', ''[[scorching ray]]'', ''[[invisibility]]''; 3rd: ''[[hold person]]'', ''[[fireball]]''.<br />
<br />
Bathory has no great defensive powers so as soon as the fight starts, she casts ''[[invisibility]]'' or ''[[expeditious retreat]]'' to move away from combat and put up her defenses, unless she knew a fight was going to happen, in which case she already has ''[[mage armor]]'' and ''[[invisibility]]'' up. Bathory casts her spells, usually enhanced with blood casting (''[[SRD:Fireball|empowered fireball]]'' and ''[[hold person]]'' with +3 DC are common choices), and thanks to her blood casting, can cast a ''[[SRD:Invisibility|quickened invisibility]]'' fairly easily if the going gets too rough.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Morran_(3.5e_Deity)&diff=987388Morran (3.5e Deity)2017-12-14T15:59:51Z<p>Cancelion: Minor fixes</p>
<hr />
<div>{{3.5e Deity<br />
|hdligo=g<br />
|sym=A closed book with an eye on the cover<br />
|plane=[[Years of Gold (3.5e Campaign Setting)|Pansaer]]<br />
|align=Lawful Neutral (inapplicable in [[Years of Gold ]] campaign setting)<br />
|port=Magic, Lore, Fire, Secrets, Teaching<br />
|calign=LG, LN, LE<br />
|dom=[[SRD:Fire Domain|Fire]], [[SRD:Knowledge Domain|Knowledge]], [[SRD:Magic Domain|Magic]]<br />
|favweap=Heavy mace<br />
}}<br />
<br />
{| style="float:right" class="d20"<br />
!http://th06.deviantart.net/fs70/200H/i/2011/250/8/4/schemes_of_the_scholar_by_capprotti-d496juj.jpg<br />
|-class="even"<br />
|[http://capprotti.deviantart.com/art/Schemes-of-the-Scholar-257286907/ Followers of Morran are schemers by nature.]<br />
|}<br />
<br />
Endlessly wise and the keeper of all lore, Morran is nonetheless the least known of the titan pantheon. This is because the things he stands for - teaching, scholarship, magic, lore - are things the average Pansaerian has no interest in or time for. He is remembered mostly as the one who brought fire to the mortal races, casting an ember out from Auri's forge to teach its secrets to early folk - and simultaneously killing them by the thousands.<br />
<br />
Teachers, wizards and scholars are the ones who worship and pray to Morran. Magic doesn't come from him, but he is the one who sets [[About Years of Gold (Years of Gold)#Magic|the Word and the Law]] that govern the world, and which the wizards twist to fashion their arcane arts. He devices them by staring into the depths of Auri's forge, discerning wisdom from the random blaze of the flames. Perhaps this is the reason things seem to be in chaos in the world: the rule of everything is decided by an erratic flame.<br />
<br />
Morran is venerated as the lord of magic, knowledge and lore, bringer of sudden insight but on the other hand careful consideration. He is feared as the advocate of wanton destruction, power over others and tyranny, and as the keeper of dark and hurtful secrets.<br />
<br />
=== Dogma ===<br />
<br />
Morran expects little of his followers, but his secretive, scheming nature means that perhaps this is a ruse, and his indifference is a way for him to make his followers do what he wants. Nonetheless, his followers seek to keep their knowledge to themselves, share wisdom only for more wisdom in return, and meditate regularly. Unearthing new knowledge is a valued trait, and the destruction of existing lore is sacrilege - thus, followers of Morran never dispose of books, scrolls or anything with writing on it.<br />
<br />
=== Clergy and Temples ===<br />
<br />
The clerics and priests of Morran are common, but rarely thought of as such, since they always have a secondary profession: many work as wizards, alchemists, teachers, librarians, architects and in other high-training professions, and since they're known by this other profession, their clerical ways don't come to light. Clerics of Morran dress in billowy red robes, often with dozens of hidden pockets sewn into the cloth.<br />
<br />
Each and every school, university and library is a temple of sorts to Morran, and they all have at least a small altar to the god of knowledge: usually a small table with a scarlet cloth and the local Loretome. The Loretome is a unique artifact and ritual of Morran worship: any person may write a fact or piece of information only he or very few known on a page. Then the page is glued shut, thus preserving that fact forever without anyone having access to it - just the way Morran likes it.<br />
<br />
=== Pantheon ===<br />
<br />
Morran is part of the titan pantheon of Pansaer, along with [[Auri (3.5e Deity)|Auri, the Overgod]], [[Luni (3.5e Deity)|Luni, the Maiden]], [[Ahti (3.5e Deity)|Ahti, the Mariner]], [[Mieli (3.5e Deity)|Mieli, the Hunter]] and [[Groke Who Is Cold (3.5e Deity)|Groke Who Is Cold]]. Morran lives in Auri's sunforge and has a close relationship with him, since they're both interested in artifice.<br />
<br />
----<br />
{{3.5e Greater Deities Breadcrumb}}<br><br />
{{3.5e Campaign Settings Breadcrumb}} &rarr; [[Years of Gold (3.5e Campaign Setting)|Years of Gold]] &rarr; [[Pantheon (Years of Gold)|Pantheon]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]<br />
[[Category:Greater Deity]]<br />
[[Category:Years of Gold Setting]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Years_of_Gold_(3.5e_Campaign_Setting)&diff=987385Years of Gold (3.5e Campaign Setting)2017-12-14T15:56:04Z<p>Cancelion: Fixes</p>
<hr />
<div>{{Campaign Setting Rating|5}}<br />
<br />
= Years of Gold =<br />
<br />
<div style="text-align: center;">[[File:Tull - artwork by Suiatsu.jpg]]</div><br />
<br />
<div style="text-align: center;">''The town of Tull is an iconic location in the western lands''</div><br />
<br />
Ah, Pansaer.<br />
<br />
Where to begin? From the ether mists of the ancients was born an island into an endless sea. Elder beings, the titans and their kin, waged war for countless millenia on the soils of that sacred island, their chosen children hiding in the depths of the early mountains all the while. One emerged victorious: the powerful titan Auri, the Overgod. His divine vengeance laid waste not only to the old ones who opposed him, but to the island as well. The earliest recorded history is from these First Days: when Auri created the island of Pansaer anew, and the chosen races emerged from the deeps.<br />
<br />
Over the course of three millenia, the world has slowly evolved into what it is nowadays. The years that have passed have not been kind: there's been strife and war, fire and darkness, long ages of hunger and cold. For the continent of Pansaer is not a kindly world: whether it is the fickle cruelty of the titan gods or some precursor curse cast upon the world, everything that takes place seems to twist and turn sour in the end.<br />
<br />
Men ironically call this age the Years of Gold, or the Golden Era, for those with gold gleefully trod on those poorer than them. It is an age of rotten nobles and weak kings, of intricate lies and schemes, of death and plague, of coming darkness and threatening cults, of divine anger and fear. An age of that eternal truth:<br />
<br />
Life is not fair.<br />
<br />
<br />
{| class="column" style="width: 100%;" cellspacing="0" cellpadding="0"<br />
|-<br />
| style="width: 33%;" |<br />
'''<BIG>For Players</BIG><br />
<br />
[[Races (Years of Gold)|'''Races''']]<br />
<div style="font-size: smaller;">Playable races and NPC races that inhabit Pansaer.</div><br />
*[[Races (Years of Gold)#PC races|PC races]]<br />
*[[Races (Years of Gold)#Other races|Other races]]<br />
<br />
[[Classes (Years of Gold)|'''Classes''']]<br />
<div style="font-size: smaller;">Classes available to player characters.</div><br />
*[[Classes (Years of Gold)#Available classes|Available classes]]<br />
*[[Classes (Years of Gold)#Prestige classes|Prestige classes]]<br />
*[[Classes (Years of Gold)#Excluded classes|Excluded classes]]<br />
<br />
[[Skills & Feats (Years of Gold)|'''Skills & Feats''']]<br />
<div style="font-size: smaller;">Skills and feats available to player characters.</div><br />
*[[Skills & Feats (Years of Gold)#Skills|Skills]]<br />
*[[Skills & Feats (Years of Gold)#Feats|Feats]]<br />
<br />
[[Equipment & Magic Items (Years of Gold)|'''Equipment & Magic Items''']]<br />
<div style="font-size: smaller;">Items and equipment that can be found on Pansaer.</div><br />
*[[Equipment & Magic Items (Years of Gold)#Equipment|Equipment]]<br />
*[[Equipment & Magic Items (Years of Gold)#Magic items|Magic items]]<br />
*[[Equipment & Magic Items (Years of Gold)#Special materials|Special materials]]<br />
<br />
[[Spells (Years of Gold)|'''Spells''']]<br />
<div style="font-size: smaller;">A list of the spells that Pansaerian spellcasters are able to use, as well as any possible changes to existing spells.</div><br />
*[[Spells (Years of Gold)#Modified spells|Modified spells]]<br />
*[[Spells (Years of Gold)#Removed spells|Removed spells]]<br />
<br />
<br />
| style="width: 34%;" |<br />
'''<BIG>For Dungeon Masters</BIG><br />
<br />
[[About Years of Gold (Years of Gold)|'''About Years of Gold''']]<br />
<div style="font-size: smaller;">The point and feel of the setting, as well as how to run it.</div><br />
*[[About Years of Gold (Years of Gold)#The feel of the setting|The feel of the setting]]<br />
*[[About Years of Gold (Years of Gold)#Differences to standard D&D|Differences to standard D&D]]<br />
<br />
[[Materials Used (Years of Gold)|'''Materials Used''']]<br />
<div style="font-size: smaller;">Information on the official 3.5e material (sourcebooks etc.) used in Years of Gold, and how to adapt further material.</div><br />
*[[Materials Used (Years of Gold)#Basic rulebooks|Basic rulebooks]]<br />
*[[Materials Used (Years of Gold)#Optional & suggested material|Optional & suggested material]]<br />
*[[Materials Used (Years of Gold)#Other sources|Other sources]]<br />
<br />
[[Variant Rules (Years of Gold)|'''Variant Rules''']]<br />
<div style="font-size: smaller;">Changes and modifications to the standard D&D rules.</div><br />
*[[Variant Rules (Years of Gold)#Ability scores at zero|Ability scores at zero]]<br />
*[[Variant Rules (Years of Gold)#Alignment system|Alignment system]]<br />
*[[Variant Rules (Years of Gold)#Character progression and wealth|Character progression and wealth]]<br />
*[[Variant Rules (Years of Gold)#Languages|Languages]]<br />
*[[Variant Rules (Years of Gold)#Resurrecting the dead|Resurrecting the dead]]<br />
<br />
[[Sample Quests (Years of Gold)|'''Sample Quests''']]<br />
<div style="font-size: smaller;">A few examples on the kinds of quests you can run within Pansaer.</div><br />
<br />
<br />
| style="width: 33%;" |<br />
'''<big>The World</big>'''<br />
<br />
[[History & Timeline (Years of Gold)|'''History & Timeline''']]<br />
<div style="font-size: smaller;">History of Pansaer from its creation to the present day.</div><br />
*[[History & Timeline (Years of Gold)#Calendar|Calendar]]<br />
*[[History & Timeline (Years of Gold)#Historical timeline, or the Reckoning|Historical timeline, or the Reckoning]]<br />
<br />
[[Geography & Environment (Years of Gold)|'''Geography & Environment''']]<br />
<div style="font-size: smaller;">Layout of Pansaer and surroundings, with maps.</div><br />
*[[Geography & Environment (Years of Gold)#The Western Kingdoms|The Western Kingdoms]]<br />
*[[Geography & Environment (Years of Gold)#Midlands|Midlands]]<br />
*[[Geography & Environment (Years of Gold)#The Sultanate|The Sultanate]]<br />
*[[Geography & Environment (Years of Gold)#Northlands|Northlands]]<br />
*[[Geography & Environment (Years of Gold)#Caragos Eavorn|Caragos Eavorn]]<br />
*[[Geography & Environment (Years of Gold)#Caragos Maride|Caragos Maride]]<br />
*[[Geography & Environment (Years of Gold)#Golden Isles|Golden Isles]]<br />
<br />
[[Pantheon (Years of Gold)|'''Pantheon''']]<br />
<div style="font-size: smaller;">Gods worshipped in Pansaer, as well as religious practices.</div><br />
*[[Pantheon (Years of Gold)#The titan-gods|The titan-gods]]<br />
*[[Pantheon (Years of Gold)#Animist religions|Animist religions]]<br />
*[[Pantheon (Years of Gold)#Cults and other creeds|Cults and other creeds]]<br />
<br />
[[Threats & Strifes (Years of Gold)|'''Threats & Strifes''']]<br />
<div style="font-size: smaller;">Things that currently threaten Pansaer, whether indirectly, partly or as a whole.</div><br />
*[[Threats & Strifes (Years of Gold)#Local threats|Local threats]]<br />
*[[Threats & Strifes (Years of Gold)#Universal threats|Universal threats]]<br />
<br />
[[Flavor Pieces (Years of Gold)|'''Flavor Pieces''']]<br />
<div style="font-size: smaller;">Material that enchances the feel and depth of the setting: short stories, poems, illustrations and the like.</div><br />
<br />
|}<br />
<br />
----<br />
{{3.5e Campaign Settings Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Years of Gold Setting]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Races_(Years_of_Gold)&diff=987384Races (Years of Gold)2017-12-14T15:54:16Z<p>Cancelion: Whoops</p>
<hr />
<div>Pansaer is home to a multitude of races, although not nearly as many as more high-fantasy worlds. Many creatures that are races on their own right in other worlds, like ''Greyhawk'' or ''Eberron'', are unique monsters born of a variety of causes in Pansaer. Some are brought to life by [[About Years of Gold (Years of Gold)#Magic|the Word and the Law]], others are particularly rare mutations of more common races, while others still are the last remnants of ages-old races that have died out except for them. They are few, while the Five are numerous.<br />
<br />
The Five - [[Races (Years of Gold)#Humans|humans]], [[Races (Years of Gold)#Dwarves|dwarves]], [[Races (Years of Gold)#Dunners|dunners]], [[Races (Years of Gold)#Goblins|goblins]] and [[Races (Years of Gold)#Goliaths|goliaths]] - represent the most numerous humanoid races that have sapience and notable cultures in Pansaer. This number of races is somewhat lower than basic 3.5e or most other custom settings, but is meant to enforce a feel of coherency within the setting. All races are modified to only give attribute bonuses to physical stats ([[Strength]], [[Dexterity]], [[Constitution]]) so as to encourage casters of all races. Some of the races described below, including [[Races (Years of Gold)#Dunners|dunners]], [[Races (Years of Gold)#Goblins|goblins]] and [[Races (Years of Gold)#Goliaths|goliaths]], have separate pages for when you want to use them in other settings: the racial traits on this page are balanced specifically for the Years of Gold setting, and are not an automatic fit elsewhere.<br />
<br />
Languages work very differently in Years of Gold than in other settings, and a member of a race won't gain the usual compliment of languages: see [[Variant Rules (Years of Gold)#Languages|Languages at Variant Rules]] for more information. Years of Gold also doesn't incorporate favored classes: players are able to vary their choice of class freely from level to level.<br />
<br />
= PC races =<br />
<br />
=== Humans ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th06.deviantart.net/fs70/200H/f/2011/182/9/1/human_warrior_by_saturnoarg-d3kpdd4.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Human-Warrior-216174568/ An archetypal human fighter.]<br />
|}<br />
<br />
*Live in all regions of Pansaer<br />
*Concentrations: Fort Brunid, [[Brimhaven (3.5e Environment)|Brimhaven]], [[Redford (3.5e Environment)|Redford]], [[Irid and Eros (3.5e Environment)|Irid and Eros]]<br />
<br />
Humans are the most numerous of the five great races, although not far ahead of dunners and goblins in numbers. They awoke in the northwest reaches of the continent, where they had a prehistoric culture that's largely forgotten. The only remnants of humanity's past are haunted ruins, but their glory days were great: they spread southwards, and the benevolent conditions of those lands allowed them to briefly gain supremacy of the continent. Thanks to their ability to adapt to all sorts of surroundings, humans can be found in all regions of Pansaer, except the highest peaks of the Caragos Eavorn and the hottest areas of the northeastern deserts.<br />
<br />
All sentient races are defined more by their culture than by their racial heritage, but to no race does this hold true like it does to humans. While a man of Redford is likely to be thin, tall, brown of hair and put his faith in Auri, a man of Dharuum is more likely to be short, strong, dark of hair and trust in the divinity that is his Sultan. After all, it's been over three thousand years since the dawn of humanity: they've had time to adapt.<br />
<br />
* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.<br />
* Human base land speed is 30 feet.<br />
* 1 extra feat at 1st level. This feat must be chosen from among the feats marked as Skill feats.<br />
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.<br />
<br />
=== Dwarves ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th06.deviantart.net/fs70/200H/f/2014/075/f/0/dwarf_cleric_by_butttornado-d7aikow.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Dwarf-Cleric-440926016/ An archetypal dwarf cleric.]<br />
|}<br />
<br />
*Live in Caragos Eavorn, [[Red Wastes (3.5e Environment)|Red Wastes]]<br />
*Concentrations: Carag Vorn, Carag Maragos, [[Dharuum (3.5e Environment)|Dharuum]]<br />
<br />
Dwarves, the dwellers of the world underground, are a somewhat rarer sight on the continent, especially in the western kingdoms. Alone among the five great races, dwarves came to be underground. Their ancestral home is in Caragos Eavorn, and it is there that their race still holds power. This seclusion from other races made dwarf culture, language and physique vastly different from that of others. Their thick skins, low body water percentage and hardy bodies are better-suited to the harsh northeastern deserts than most other races, so they are among the only races with permanent dwellings there.<br />
<br />
Dwarves are culturally diverse and shaped by their surroundings, but a few features have stood the test of time in all dwarven populace: they're often adept at physical tasks, especially of the repetitive variety, and they offer prayers to [[Morran (3.5e Deity)|Morran]] more often than the other races, considering the titan their creator. The dwarves of the eastern lands are dark of skin and wear light tunics and robes, while their mountain brothers prefer dark colors, and armor as their clothing. The dwarves of the western kingdoms are divided: some integrate to the overall cultural sphere there, while others exclude themselves from those cultures on purpose and create enclaves of dwarven society within the area.<br />
<br />
* +2 Constitution: Dwarves are by far the stoutest race of Pansaer, a fact that has led them to thrive in both the mountains and the northeastern desert.<br />
* Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.<br />
* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).<br />
* [[SRD:Darkvision|Darkvision]]: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.<br />
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).<br />
* +2 racial bonus on saving throws against poison. Dwarves have a natural resistance to venom that borders on the unnatural (perhaps living close to giant spiders is to blame).<br />
<br />
=== Dunners ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th08.deviantart.net/fs70/200H/f/2011/006/0/0/monkey_king_by_jessada_nuy-d36joke.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Monkey-King-192394526/ An archetypal dunner monk.]<br />
|}<br />
<br />
*Live in [[Ghaer (3.5e Environment)|Ghaer]], the shorelines of the whole continent<br />
*Concentrations: [[Calimport (3.5e Environment)|Calimport]], [[Tull (3.5e Environment)|Tull]], Chestwood<br />
<br />
Originally hailing from massive forest that Ghaer was in the dawn of time, dunners are a race of short but stocky humanoids. They stayed in their ancestral home for long centuries, but when early humans came to the east, dunners found their sea-vessels to their liking, and soon they had spread across the continent. Dunners are a wily folk with thick arms and legs, strong muscular bodies and keen minds. The defining feature of dunners is the thick, coarse hair that grows on their heads, chest, arms and legs. In many ways they resemble monkeys, except that they don't have tails.<br />
<br />
Dunners may at first strike people as indifferent or even cruel, but this isn't at all true: rather, they are fiercely independent and believe that everyone ought to take care of themselves. They have no problem with the other races and often mingle with them, and thus all areas of the continent have at least a dunner minority. They universally wear less clothes than most other races, thanks to their natural body hair.<br />
<br />
* +2 Dexterity: Dunners are immensely nimble and capable of extreme feats of agility.<br />
* Small: As a Small creature, a dunner gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.<br />
* Dunner base land speed is 20 feet. They also have a climb speed of 20 feet.<br />
* +2 racial bonus on Balance and Jump checks: Dunners are agile and sure in their movements, owing to their woodland heritage.<br />
* +8 racial bonus on Climb checks: All dunners are exceptional climbers. A dunner must make a Climb check to climb any wall or slope with a DC of more than 0, but they can always choose to take 10, even if rushed or threatened while climbing. If they choose an accelerated climb, they move at double their climb speed and make a single Climb check at a -5 penalty. They cannot run while climbing. They retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing dunner.<br />
<br />
See [[Dunners (3.5e Race)]] for a more in-depth description, as well as racial traits for use in other settings.<br />
<br />
=== Goblins ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th00.deviantart.net/fs71/200H/f/2011/093/3/0/goblin_solitario_by_decozin-d3d64xy.png<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Goblin-Solitario-203519878/ An archetypal goblin wizard.]<br />
|}<br />
<br />
*Live in the banks of Kwazir, [[Red Wastes (3.5e Environment)|Red Wastes]], [[Remoras Prairie (3.5e Environment)|Remoras Praerie]]<br />
*Concentrations: Remoras, [[Dharuum (3.5e Environment)|Dharuum]]<br />
<br />
Sometimes, looks can be deceiving. So too is the case with goblins: a race of short, wiry goblinoids with sharp teeth, long noses and skin that ranges from dark green to muted brown. However, they are not the wild, monstrous creatures that folklore of other realms makes them - if anything, they are the very opposite of that. Goblins came to be at the wellsprings of Kwazir, the river that brings life to the east. They're still at their most numerous there and elsewhere in the east, but they've spread to the west as well, where they've been welcomed rather poorly.<br />
<br />
Goblins tend to be intelligent, thoughtful and thorough in everything they do, with a penchant for perfectionism and obsession. Their long, nimble fingers are capable of building all sorts of devices, and their diplomatic skills and honey tongues make them fantastic traders, merchants and diplomats. People also tend to underestimate them - which suits them just fine. Goblins have a very high pain threshold, which makes them stand out from other races. They rarely complain about physical anguish unless it's insurmountable, and many of them are fascinated with piercings.<br />
<br />
* +2 Dexterity: Goblins are quick in their movements, and their manual dexterity is unrivaled.<br />
* Small: Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.<br />
* Goblin base land speed is 20 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a goblin can function just fine with no light at all.<br />
* +2 racial bonus on [[Disable Device]] and [[Open Lock]] checks: goblins have long, thin fingers, perfectly suited to handling all sorts of devices.<br />
* +2 racial bonus on [[Concentration]] checks: all goblins have a high resistance to pain, and most are calm and collected by nature, so concentrating on a task comes to them naturally.<br />
* [[Endurance]]: Goblins gain Endurance as a bonus feat. If a goblin would later gain Endurance as a bonus feat, she can select any other feat for which she qualifies. Goblins have incredible stamina for their size.<br />
<br />
See [[Goblins, Pansaer (3.5e Race)]] for a more in-depth description, as well as racial traits for use in other settings.<br />
<br />
=== Goliaths ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th04.deviantart.net/fs71/200H/f/2010/335/1/1/goliath_by_artofty-d33zchg.jpg<br />
|-class="even"<br />
|[http://artofty.deviantart.com/art/Goliath-188086516/ An archetypal goliath barbarian.]<br />
|}<br />
<br />
*Live in [[Ghaer (3.5e Environment)|Ghaer]], [[Tumbling Fells (3.5e Environment)|Tumbling Fells]]<br />
*Concentrations: [[Tull (3.5e Environment)|Tull]]<br />
<br />
Strongly in touch with their ancient roots and on bad terms with the titan-gods they see as their ancestors, the race of goliaths is easily the fewest in numbers of the five great races. Perhaps this is because they never truly spread out from the Tumbling Fells, their point of origin. Whether it is from the hate of the titans or from natural causes, goliath numbers have been dwindling for hundreds of years. Many of those that remain steadfastly cling to folklore and traditions.<br />
<br />
Goliaths are towering humanoids, somewhat bestial in appearance with long canine teeth and angular facial features. Their wild looks belie a level nature that prefers balance and continuity in all things. Goliaths live in the wilds, although many have traveled to the cities of both east and west, as their dwindling numbers would otherwise leave them stranded in the wilds.<br />
<br />
* +2 Strength: Goliaths are powerfully built and exceptionally strong, partly from their natural physique and partly from growing up in harsh conditions.<br />
* Medium: As Medium creatures, goliaths have no special bonuses or penalties due to their size.<br />
* Goliath base land speed is 30 feet.<br />
* Natural Wrestler: Goliaths have a +4 racial bonus on grapple checks, and don't provoke an attack of opportunity when beginning a grapple. The massive bodies and strong limbs of the goliaths make them exceptional wrestlers, and they often further hone this ability through practice.<br />
* Animist Guidance (Su): Once per day as a free action, a goliath can invoke the animal deity that governs over them (or the deities in general if they are a Navenfri) to gain a +2 insight bonus to all saving throws for a number of rounds equal to his or her character level.<br />
<br />
See [[Goliaths, Pansaer (3.5e Race)]] for a more in-depth description, as well as racial traits for use in other settings.<br />
<br />
= Other races =<br />
<br />
What follows is a list of the many creatures and races that populate Pansaer. This is not to be taken as a precise listing: many rarer, even one-off beasts can be found in the wide lands. The races listed here are the most numerous, most influential or otherwise most noteworthy (asides from the Five), and their existence should be common knowledge - or oft-repeated legend - to the inhabitants of the part of the continent where the race lives. If the DM wants to include more creatures or races in the setting, they are free to do so, but should carefully consider the feel of the world.<br />
<br />
Some of the races described below are available, if not suggested, for use as player character races. They tend to have unconventional capabilities and features (uncommon size, resistances and immunities, powerful abilities) that can make them unfit or unbalanced for the purposes of the campaign, so consult with your DM before you use one. The races that are fit for player use have racial traits listed.<br />
<br />
=== Anubals ===<br />
<br />
*Live in the [[Red Wastes (3.5e Environment)|Red Wastes]]<br />
*Concentrations: [[Dharuum (3.5e Environment)|Dharuum]]<br />
<br />
A naturally-occurring race common in the Red Wastes and somewhat rarer in southeastern Pansaer, anubals are ebony-skinned, jackal-headed protectors of tombs and master mummifiers. They're well-adapted to the harsh deserts that make up most of the east, and their natural powers make them respected, feared, venerated or hated - depending on who you ask. Closely related to them are [[Anubal Hound (3.5e Creature)|anubal hounds]], constructs built by the jackal-headed wardens.<br />
<br />
Anubals play a large part in the cultures of the east. Death is less feared in those parts, and mummification the norm, so as masters of burial rites anubals are an important part of everyday life. They never associate with humans in any great amount or live in the cities (except Dharuum), but they take solitary apprentices from all races and walks of life. These people become master morticians, and are pillars of society in the east.<br />
<br />
* +4 Dexterity, +4 Constitution, +6 Intelligence, +6 Wisdom, +6 Charisma: Anubals are physically capable, but their true strength lies in their immense mental capacities.<br />
* Medium: As Medium creatures, anubals have no special bonuses or penalties due to their size.<br />
* Anubal base land speed is 30 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Anubals can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and an anubal can function just fine with no light at all.<br />
* Racial Hit Dice: An anubal begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.<br />
* Racial Skills: An anubal's outsider levels give it skill points equal to 9 × (8 + Int modifier). Its class skills are [[Appraise]], [[Concentration]], [[Diplomacy]], [[Handle Animal]], [[Heal]], [[Knowledge]] (arcana), [[Knowledge]] (religion), [[Listen]], [[Profession]] (mortician), [[Sense Motive]], [[Spellcraft]], and [[Spot]].<br />
* Racial Feats: An anubal's outsider levels give it three feats.<br />
* +4 natural armor bonus.<br />
* Spell-Like Abilities: At will—''[[cure light wounds]]'', ''[[death knell]]'', ''[[inflict light wounds]]''; 1/day—''[[cause fear]]'', ''[[mass cure light wounds]]'', ''[[SRD:Mass Inflict Light Wounds|mass inflict light wounds]]''. Caster level 6th; save DC 11 + anubal's Cha modifier + spell level.<br />
* Lifesense ([[SRD:Supernatural Abilities|Su]]): An anubal notices and locates living creatures within 60 feet, just as if it possessed the [[blindsight]] ability. It also senses the strength of their life force automatically, as if it had cast ''[[deathwatch]]''.<br />
* Level adjustment +4.<br />
<br />
See [[Anubal Warden (3.5e Creature)]] for a more in-depth description.<br />
<br />
=== Beastmen ===<br />
<br />
*Live in the [[Remoras Prairie (3.5e Environment)|Remoras Prairie]], [[Ghaer (3.5e Environment)|Ghaer]]<br />
*Concentrations: Dead Illusk<br />
<br />
Perhaps related to the natural mutation of [[Races (Years of Gold)#Lycanthropes|lycanthropes]], beastmen are a race of horrid amalgamations of man and beast. They are less a true race and more a loose collection of creatures born with animal features, driven out of civilized lands, and banding together for power and safety. They are technically sentient creatures, but their animal instincts and painful mutations often drive them to violence. Hence, they are hated where they are met.<br />
<br />
Some suggest that [[Mieli (3.5e Deity)|Mieli]] has a hand in the birth of these creatures - this is quite possible, considering Mieli's insatiable sexual appetite and interest in crossbreeds. Where the forest titan is venerated, beastmen are occasionally tolerated, even accepted, although such communities are rarer than even the beastmen themselves. And they are rare indeed, since most are killed at birth by their horrified parents. Only a few tribes have sprung up, where the rare fertile females give birth to hundreds of monstrous children. The three types of beastmen listed below are not the only types that exist, but they are by and far the most common.<br />
<br />
===== Dogmen =====<br />
<br />
The beastmen of [[Remoras Prairie (3.5e Environment)|Remoras prairie]], sometimes called (somewhat misleadingly) dogmen or dogs of war, are the most numerous, and often have canine, porcine or caprine features, although other animal hybrids are possible. They are by far the most numerous of beastmen, since Mieli is often venerated in her more warlike and savage aspects in the north, and a few tribes incorporate both dogmen and other humanoids. Those dogmen who band into tribes or who live alone tend toward tightly hierarchical personal structures and possess a natural skill for skirmish warfare, but this could just as well be the influence of the cursed prairie they live in.<br />
<br />
* Strength +2, Constitution +2: Dogmen are hardy creatures, although its hard to say whether its a part of their physical condition or instilled into them by harsh life.<br />
* Medium: As Medium creatures, dogmen have no special bonuses or penalties due to their size.<br />
* A dogman's base land speed is 30 feet.<br />
* [[SRD:Low-Light Vision|Low-Light Vision]]: A dogman can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.<br />
* +1 natural armor bonus.<br />
* Natural Weapons: A dogman's primary natural weapon is their bite (1d6).<br />
* [[SRD:Scent|Scent]]: A dogman's exquisite sense of smell allows them to pinpoint their foes. A dogman can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at triple normal range. When a dogman detects a scent, the exact location of the source is not revealed — only its presence somewhere within range. The dogman can take a move action to note the direction of the scent. Whenever the dogman comes within 5 feet of the source, the dogman pinpoints the source’s location.<br />
* Level adjustment +1.<br />
<br />
==== Maneaters ====<br />
<br />
Ghaer beastmen are far rarer, but often more powerful than others of their condition, and their mutations include the features of big cats as well as sorcerous powers. They are called maneaters, although how common cannibalism is among them is debatable: there are far too few maneater societies to draw definitive conclusions from. It's questionable whether it makes sense to even call them a race, since two maneaters can look, think and behave as different as day and night. Nonetheless, their population is too big to be sustained by natural mutations alone, so it seems at least some of them are capable of procreating.<br />
<br />
* +2 Strength, +6 Dexterity, +2 Intelligence, +6 Charisma: Maneaters are charismatic creatures with an intimidating presence, but can also move and fight with all the strength and speed of the animals they resemble.<br />
* Medium: As Medium creatures, maneaters have no special bonuses or penalties due to their size.<br />
* A maneater's base land speed is 40 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Maneaters can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a maneater can function just fine with no light at all.<br />
* Spell resistance equal to 14 + class levels.<br />
* Racial Hit Dice: A maneater begins with four levels of outsider, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +4.<br />
* Racial Skills: A maneater's outsider levels give it skill points equal to 7 × (8 + Int modifier). Its class skills are [[Appraise]], [[Bluff]], [[Concentration]], [[Decipher Script]], [[Diplomacy]], [[Listen]], [[Move Silently]], [[Sense Motive]], [[Spellcraft]], and [[Spot]].<br />
* Racial Feats: A maneater's outsider levels give it two feats.<br />
* +2 natural armor bonus.<br />
* Natural Weapons: A maneater's primary natural weapon is their bite (1d6), and they have 2 claws (1d4) as secondary weapons.<br />
* Spells: A maneater character casts spells as a 4th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the maneater's base spellcasting ability for spells known, spells per day, and other effects dependent on caster level.<br />
* Level adjustment +4.<br />
<br />
==== Minotaurs ====<br />
<br />
Minotaurs, hulking bovine behemoths, live in quasi-civilized societies on the larger islands of the Wasted Sea, and some have spread onto the continent proper. Some believe them related to the giants, which matches with their size and the ability of some of their elders to learn Or, the eldest tongue. Minotaurs themselves consider themselves the favored children of [[Mieli (3.5e Deity)|Mieli]]. Their religious practices in the Waste Sea include cannibalizing those of their foes they consider the most worthy, since this allows the defeated to join with the godlike. The largest island off the northern coast, the Tear, sports slab citadels that harbor minotaur armies, ready to set sail on longships that are adorned with the bones of their enemies.<br />
<br />
* +8 Strength, +4 Constitution: Minotaurs are as hideously powerful and durable as they appear.<br />
* Large: As a Large creature, a minotaur takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on [[Hide]] checks, but they gain a +4 size bonus on grapple checks, use larger weapons than humans use, and their lifting and carrying limits are double those of a Medium character.<br />
* A minotaur’s base land speed is 30 feet.<br />
* Racial Hit Dice: A minotaur begins with five levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.<br />
* Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 8 × (2 + Int modifier, minimum 1). Its class skills are [[Intimidate]], [[Jump]], [[Listen]], [[Search]], and [[Spot]]. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.<br />
* Racial Feats: A minotaur’s monstrous humanoid levels give it two feats.<br />
* +4 natural armor bonus.<br />
* Natural Weapons: A minotaur's primary natural weapon is their gore (1d8).<br />
* Powerful Charge: A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6 + Strength modifier points of damage.<br />
* Natural Cunning: Minotaurs possess innate cunning and logical ability. This gives them immunity to ''[[maze]]'' spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.<br />
* Level adjustment +3.<br />
<br />
=== Centaurs ===<br />
<br />
*Live in the [[Red Wastes (3.5e Environment)|Red Wastes]], the Sultanate<br />
*Concentrations: [[Dharuum (3.5e Environment)|Dharuum]], [[Irid and Eros (3.5e Environment)|Irid and Eros]]<br />
<br />
Centaurs are a fairly young race, born from a mad whim of [[Mieli (3.5e Deity)|Mieli]], the forest titan. Mieli assumed the form of a pitch-black mare and forced the sultan of Dharuum to copulate with herself as both a punishment for his supposedly blasphemous actions and to sate Mieli's sick appetites. From the union was born the race of centaurs, who the eastern folk now live with. This connection to the divine, as well as their ability to navigate the harsh eastern desert unlike most others, has made centaurs a venerated race: in many of the more conservative and religious areas, they are considered outright sacred.<br />
<br />
Centaurs have the spirit of Mieli in them: at once peaceful and sagely, at another spiteful and wild. All centaurs have obsidian skin in both the horse and the man part of their body, another reminder of their divine origin. They often serve as sages and warriors in the court of Dharuum, and as messengers in Irid and Eros. They have no cities of their own, but rather live among other races. In cities where they are common, areas of the city will often be set side for centaurs to occupy, and have living quarters suitable for the equine physiology.<br />
<br />
* +6 Strength, +2 Dexterity, +4 Constitution, +2 Wisdom: Centaurs are physically imposing, and have strong minds - until the wildness takes them.<br />
* Large: As a Large creature, a centaur takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on [[Hide]] checks, but they gain a +4 size bonus on grapple checks, use larger weapons than humans use, and their lifting and carrying limits are double those of a Medium character.<br />
* A centaur’s base land speed is 50 feet.<br />
* Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.<br />
* Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.<br />
* Racial Feats: A centaur’s monstrous humanoid levels give it two feats.<br />
* +3 natural armor bonus.<br />
* Level adjustment +2.<br />
<br />
=== Daemons ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th09.deviantart.net/fs71/200H/f/2013/100/9/f/succubus___01_by_aditya777-d2lcct6.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Succubus-01-156780762/ A succubus is<br>mortal lust<br>given material form by<br>arcane energies<br>and a powerful wizard.]<br />
|}<br />
<br />
*Live in the underworld<br />
*Concentrations: None<br />
<br />
There are no hells or abysses for the people of Pansaer to visit, but this does not mean there are no demons or devils. Men are tormented by their demons every day, after all: demons like greed, hate and addiction. Due to the nature of [[About Years of Gold (Years of Gold)#Magic|the Word and the Law]], a powerful wizard can bind these mental, conceptual demons into physical, definitive forms, however briefly. Sometimes they occur naturally: in places where reality grows thin, or where events of great importance or terror take place, dreams and nightmares can take the shape of a monster. These temporary creatures are called daemons in academic settings, but have geographic names as well: they are called ''jinn'' in most of the Sultanate, ''luonto'' in [[Tull (3.5e Environment)|Tull]] and the [[Tumbling Fells (3.5e Environment)|Fells]], ''wights'' on the western side of Caragos Maride, and many other names besides.<br />
<br />
Every such being is unique, born from the specific conditions of its creation: a conjurer who dreams up a [[SRD:Succubus|a demon of lust]] to attend to their pleasure will shape the demon into a form both consciously and unconsciously. They are also exactly as wild and uncontrollable as our imaginations tend to be, which makes them dangerous, even in those cases where they are not actively antagonistic towards all life. Creatures formed in this way cannot hold onto their physical form without expenditure of incredible magical concentration or similar forces. Thus, they dissipate quickly unless such means are used.<br />
<br />
Any outsider - demon, devil, yugoloth, djinn - can be used to represent a Pansaerian demon, although bear in mind that the descriptions of such creatrues (and on occasion even their capabilities) are not uniform. These creatures lose all inappropriate subtypes, such as Baatezu, Tanar'ri and similar subtypes (no such division exists), and the Extraplanar subtype.<br />
<br />
=== Dragons ===<br />
<br />
*Live in Caragos Eavorn<br />
<br />
*Concentrations: None<br />
<br />
The dragons were spawned in the early ages of the world, when the titans still vied for control of the world. Whether they were created by older beings still as a living weapon, or hatched out of some primordial madness, none can now say. They fought the titans with the elder gods and lost, and were driven to hide in mountain lairs and deep forests. They are asexual and seem to reproduce only by means of asexually or magically spawning more of their kind - an event that hasn't happened since the early days of the continent - so the only dragons that live nowadays are all at least old, with the age categories being somewhat modified.<br />
<br />
In the low-magic, no-easy-flight world of Pansaer, dragons are much more of a challenge than they would normally be, and considering they're a tough challenge in standard D&D, that says a lot. Only around a hundred dragons have ever existed, and nowadays even the wisest scholars can only guess at their numbers; twenty is a common estimate. Their rarity makes dragon relics priceless treasures: the dragon skull in the Sultan's Palace in Dharuum is a wonder of the world.<br />
<br />
The dragons are represented by [[SRD:True_Dragon|those of baseline D&D]], metallic and chromatic alike, but function as unique individuals that don't necessarily concur with the descriptions given. Considering the awesome, almost godlike power the dragons wield, it is entirely possible that any given dragon will have created slaves or companions in its likeness, if not equal in power; this is the origin of draconic races, such as [[SRD:Lizardfolk (Race)|lizardfolk]] and [[SRD:Wyvern|wyverns]].<br />
<br />
The age categories are modified to account for the timeline of Pansaer. They are now as follows:<br />
<br />
{| class="d20"<br />
|-<br />
|+ '''Dragon Age Categories'''<br />
|-<br />
! '''Category'''!! '''Age (Years)'''<br />
|-<br />
| Old|| 1,000-2,000<br />
|-class="even"<br />
| Very old|| 2,001-3,000<br />
|-<br />
| Ancient|| 3,001–5,000<br />
|-class="even"<br />
| Wyrm|| 5,001–???<br />
|-<br />
| Great wyrm|| ???<br />
|-class="even"<br />
|}<br />
<br />
=== Elementals ===<br />
<br />
*Live in all regions of Pansaer<br />
*Concentrations: None<br />
<br />
Elementals are not drawn from elemental planes in Years of Gold (since no such planes exist), but are rather formed by application of [[About Years of Gold (Years of Gold)#Magic|the Word and the Law]] that govern the world. Gifted wizards often use elementals to battle each other, with a greater elemental meaning greater power. They also arise spontaneously on occasion, especially in areas where the rules of the world grow thin, such as the haunts of powerful creatures and ancient places of power. Elemental creatures lose the Extraplanar subtype.<br />
<br />
=== The faerie ===<br />
<br />
*Live in all regions of Pansaer<br />
*Concentrations: Dunas, [[Ghaer (3.5e Environment)|Ghaer]]<br />
<br />
The faerie is a collective term for many naturally-occurring creatures of Pansaer. Perhaps a more accurate name would be "nature's children", as all faerie are tied to a given natural feature: this feature can be as small as a lake, or as big as a specific biome. The faerie tend towards shyness and avoid other races, since civilization is anathema to them: towns and cities are fashioned from the bones of the earth, then fed with all growing green things. They aren't antagonistic towards humanoids, however, and can be contacted, interacted with and pacified by those who know how to interact with them. The types of faerie listed below are not the only ones, but they are the ones with the most interaction with other races.<br />
<br />
Many faerie have a strong connection to Glade, the strange realm of existence that is intrinsically connected to [[Mieli (3.5e Deity)|Wild Mieli]]. Glade isn't a separate dimension ''per se''; rather, entering Glade is like moving deeper into existence, to a wilder place at the heart of reality. Every natural place, be it a meadow, a river, a mountain or a forest, is Glade - the question is how much. The oldest surviving forests, Dunas and [[Ghaer (3.5e Environment)|Ghaer]], are the most connected to Glade, and thus sport the most faerie.<br />
<br />
==== Dryads and naiads ====<br />
<br />
No faerie is as connected to the land as are [[SRD:Dryad|dryads]] and [[Naiad (3.5e Creature)|naiads]]. These creatures, apparently born from the very thing they are bound to and protect, are only a hair's strand removed from elementals. Dryads are the shepherds of trees, and each is bound to a single tree of great age, while naiads are the guardians of bodies of water, fiercely protecting the water that gives them life. Both types of faerie are occasionally sought out for their powers: dryads for their ability to speak to the forest, and naiads for the prophecies they can speak.<br />
<br />
==== Treants ====<br />
<br />
Some believe that any tree that grows old enough gains, nay, ''deserves'' sentience. The exact numbers differ: some believe it takes a century, others insist a millennium is required. There might be truth to this: in the eldest of forests, the trees are said to move of their own accord, thinking their own indecipherable thoughts and fulfilling goals that those not of root and bark can only guess at. [[SRD:Treant|Treants]] are most common in Dunas, but appear in scant numbers in other old forests as well. Awakened plantlife resemble the places they are born: humid, overgrown [[Ghaer (3.5e Environment)|Ghaer]] gives birth to [[SRD:Tendriculos|a different breed of creature]] than [[SRD:Shambling Mound|the dry twig-and-leaf monsters]] of the coast of the Wasted Sea.<br />
<br />
=== Giants ===<br />
<br />
*Live in [[Tumbling Fells (3.5e Environment)|Tumbling Fells]], Caragos Eavorn, [[Remoras Prairie (3.5e Environment)|Remoras prairie]]<br />
*Concentrations: Carag Ka'thull<br />
<br />
The bastard children of the titans of yore, giants (and [[SRD:Troll|trolls]], [[SRD:Ogre|ogres]], [[SRD:Titan|lesser titans]], as well as all other creatures of the [[SRD:Giant Type|Giant]] type) are an eternal foe to the folk of Pansaer. They have mere crumbs of the power their ancestral mothers and fathers hold, but that power is plenty enough to terrorize the continent with. Each race of giants is associated with one of the titan-gods, and consider themselves that titan's children. Whether they're actually related is questionable (although in Mieli's case, not so much). [[Groke Who Is Cold (3.5e Deity)|Groke]] is no titan, and thus doesn't have giant descendants.<br />
<br />
==== Auri's children ====<br />
<br />
[[SRD:Fire Giant|fire giants]] and sun titans<sup>MM2</sup> are [[Auri (3.5e Deity)|Auri's]] descendants, and live in the sun-scorched [[Red Wastes (3.5e Environment)|Red Wastes]]. The two races are related but not in good terms: indeed, the constant strife between them is one contributing factor to their rarity - a blessing to the rest of the Sultanate. Collectively called the sunborn, Auri's giants are characterized by massive egos, a tyrannical view to life, and an affinity for fire.<br />
<br />
==== Luni's children ====<br />
<br />
Fog giants<sup>MF</sup> and shadow giants<sup>FF</sup> are [[Luni (3.5e Deity)|Luni's]] children, and bide their time in the hidden places of the world. They are fewer in numbers than the offspring of the rest of the titan-deities, but they tend to be more powerful as well. They are also a lot less antagonistic of other races, in that they don't actively seek out and destroy other creatures: the moonborn are content on dwelling on their own superiority, and with sufficient gifts and exaltations, can even be persuaded to provide divinations and prophecies. Nonetheless, they are exactly as dangerous as the rest of their kind when moved to action.<br />
<br />
==== Ahti's children ====<br />
<br />
[[SRD:Frost Giant|Frost giants]], [[SRD:Storm Giant|storm giants]] and bog giants<sup>FF</sup> are heirs to [[Ahti (3.5e Deity)|Ahti]], and live near and in water, as well as in floating sea-cities. They are seldom seen, since the mountain lakes and glaciers of the frost giants, floating citadels and underwater fortresses of storm giants and peat dwellings of bog giants tend to be located in out-of-the-way places. The stormborn, as they are called, despise all non-giants (and indeed all other giants as well), which leads them to wreck havoc on those they consider trespassers on their lands.<br />
<br />
==== Mieli's children ====<br />
<br />
[[Mieli (3.5e Deity)|Mieli]] is a special case amongst the titan pantheon. The Hunter, insatiable that she is, has spawned several lineages of offspring, including the comparatively noble races of [[SRD:Stone Giant|stone giants]] and forest giants<sup>MM2</sup>, as well as the more monstrous [[SRD:Troll|trolls]] and fomorians<sup>MM2</sup> in affairs with legendary beasts. Mieli's more bestial children, such as the aforementioned trolls and the centaurs (see above) come about due to Mieli's appetites often drawing her to copulate with powerful animals.<br />
<br />
==== Morran's children ====<br />
<br />
[[SRD:Cloud Giant|Cloud giants]] are the sole scions of [[Morran (3.5e Deity)|Morran]], and live only on the tallest peaks. They are exceptional smiths and artificers, and their architecture is centuries ahead the rest of the races of the continent. They do not share, however: they despise every other races with misanthropic passion, and are the only giants to go out of their way to wage war on other races. Their highest aspiration is to commit genocide on all other inhabitants of the world they consider theirs. Only their remoteness, and the fact that their warfare is mostly directed towards the other giants surrounding their peaks, keeps them from being a threat to the continent as a whole.<br />
<br />
==== Other giants ====<br />
<br />
[[SRD:Hill Giant|Hill giants]], mountain giants<sup>MM2</sup>, [[SRD:Ogre|ogres]] and [[SRD:Ettin|ettins]] are thought to be the children of the lesser titans that Auri's pantheon defeated. Why they weren't destroyed along with their ancestors, none can tell. Perhaps they weren't worth the trouble. The nobler giants uniformly hunt the lesser giants, considering it their duty to wipe the "false inheritors" from the face of the earth. They, in turn, are far more numerous, and tend to band together both to protect themselves and to better terrorize those smaller than them, creating a vicious pecking order.<br />
<br />
===== Ogres =====<br />
<br />
Ogres are the only kind of giant that have peaceful (if strained) contact with other races. Most of them live in communities that attack settlements and are hunted in turn, but those who are secluded from these tribes turn to other means of staying alive. They are not a kind race - far from it - but they can control the hatred all giants feel for other races, and those born into humanoid cultures are farther and farther removed from this heritage for every generation. Perhaps the superiority is learned. Still, [[Brimhaven (3.5e Environment)|Brimhaven]] is the only major city to accept ogres, and even there they are second-class citizens.<br />
<br />
* +8 Strength, -2 Dexterity, +4 Constitution, -2 Intelligence: As the muddled offspring of dead powers, ogres are lacking in intellect and agility, but make up for it in raw strength.<br />
* Large: As a Large creature, an ogre takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on [[Hide]] checks, but they gain a +4 size bonus on grapple checks, use larger weapons than humans use, and their lifting and carrying limits are double those of a Medium character.<br />
* An ogre’s base land speed is 40 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Ogres can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and an ogre can function just fine with no light at all.<br />
* Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.<br />
* Racial Skills: An ogre’s giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skills are [[Climb]], [[Listen]], [[Spot]], and [[Survival]].<br />
* Racial Feats: An ogre’s giant levels give it two feats.<br />
* +5 natural armor bonus.<br />
* Level adjustment +2.<br />
<br />
=== Giant spiders ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th07.deviantart.net/fs71/200H/i/2013/003/7/9/giant_spiders__by_akonstad-d5qaxq8.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Giant-Spiders-346511168/ A troupe of goblins face a giant spider<br>in the Red Wastes.]<br />
|}<br />
<br />
*Live in Caragos Eavorn, [[Lowlands of Hundon (3.5e Environment)|Lowlands of Hundon]]<br />
*Concentrations: Carag Ka'thull<br />
<br />
The horror of the underground world and the bane of the dwarves that inhabit the mountains, giant spiders are a common danger in Pansaer. Unlike their small, household cousins, giant spiders are intelligent creatures: they are born with a glimmer of intellect that grows as the spider grows older. The largest of the giant spiders are matriarchal monstrosities with wit to challenge wizards with. Indeed, rumors speak of spiders so venerable that they've studied the arcane arts and become master wizards themselves. It would be naive to think of giant spiders as "evil", but thinking them a fine fit into other societies is equally naive. They have a mind all their own, so different from that of humanoids that true communication is difficult. Besides, they eat sentient creatures, which always puts a dent in diplomacy.<br />
<br />
Giant spiders live within the mountain range of Caragos Eavorn, in tunnels where the sun never shines. They've also made nests in the [[Remoras Prairie (3.5e Environment)|barren prairie]] that surrounds Remoras, as well as the [[Lowlands of Hundon (3.5e Environment)|Lowlands of Hundon]]. Since the spiders are intelligent, some extremely small forms of trade take place between them and other races: they provide people with amazing silk, and receive food in return; in darker parts of the world they're often paid in slaves to devour. Giant spiders speak Or, the language of the gods (a gift from their patron deity [[Groke Who Is Cold (3.5e Deity)|Groke]]), and rarely learn other languages.<br />
<br />
Giant spiders have an Intelligence score that grows with their size (along with other increases, level-based and otherwise). Remember that they behave accordingly: giant spiders are capable of setting ambushes, stalking prey, remembering faces, even begging for mercy. Typical Intelligence scores for giant spiders are as follows:<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Giant Spider Intelligence}}<br />
|-<br />
! '''Size'''!! '''Intelligence'''<br />
|-<br />
| Tiny|| 3<br />
|- class="even"<br />
| Small|| 5<br />
|-<br />
| Medium|| 8<br />
|- class="even"<br />
| Large|| 10<br />
|-<br />
| Huge|| 12<br />
|- class="even"<br />
| Gargantuan|| 15<br />
|-<br />
| Colossal|| 18<br />
|- class="even"<br />
|}<br />
<br />
=== Lycanthropes ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th01.deviantart.net/fs70/200H/f/2012/045/c/7/bob_the_werebear_by_zeejaywong-d4psdq2.jpg<br />
|-class="even"<br />
|[http://zeejaywong.deviantart.com/art/Bob-the-Werebear-285179258/ This goliath has received more than just<br>guidance from the Bear.]<br />
|}<br />
<br />
*Live in [[Ghaer (3.5e Environment)|Ghaer]], [[Tumbling Fells (3.5e Environment)|Tumbling Fells]]<br />
*Concentrations: None<br />
<br />
Only a very specific form of lycanthropes exist on Pansaer: the animal-goliaths of Ghaer and the Tumbling Fells. Believed to be men possessed with animist spirits, they are revered (from a distance) by other goliaths. And there might very well be something to it: these lycanthropes don't spread their condition like a disease; rather, it is a natural phenomenon associated with the titan [[Luni (3.5e Deity)|Luni]], and is on a person from birth. Lycanthropes are not vicious or evil, and often remain in the goliath tribes they were born in, invariably achieving high positions thanks to their natural powers. During full moon, lycanthropes remove themselves from civilized areas and wander the wilds in their animal forms. Very rarely, a member of a race other than goliath can become a lycanthrope, although it's a once-in-a-century occurrence.<br />
<br />
=== Mephits ===<br />
<br />
*Live in [[Red Wastes (3.5e Environment)|Red Wastes]], [[Tumbling Fells (3.5e Environment)|Tumbling Fells]]<br />
*Concentrations: Thullian Delta<br />
<br />
The mephits of Pansaer are a naturally-occuring (if strange) race of the continent, unlike in other settings where they are extraplanar creatures. They were created when the world was forged anew, and spread into the world. A special quirk of mephits is their inhuman adaption to conditions: evolution tends to take a long while, but mephits can turn into completely different species in just a few generations. The extent of this rapid evolution is also amazing: a mephit exposed to searing conditions will soon develop [[SRD:Fire Mephit|a form to match]], while an aquatic surrounding will produce [[SRD:Water Mephit|a wholly different breed]]; the two couldn't be farther from each other. Mephits lose the Extraplanar subtype.<br />
<br />
=== Undead ===<br />
<br />
*Live (?) in all regions of Pansaer<br />
*Concentrations: None<br />
<br />
Undead creatures are the dead remains of once-living beings animated and made capable to act by rewriting [[About Years of Gold (Years of Gold)#Magic|the Word and the Law]] to accommodate such unnatural horrors, however briefly. These creatures range from [[SRD:Skeleton|skeletal]] and [[SRD:Zombie|fleshy]] puppets to [[SRD:Shadow|shadows that walk on their own]] to [[SRD:Ghost|twisted reflections of once-living people]]. Indeed, the undead share a lot with the daemons (see above), the difference being that the undead are tied to the physical world through the bodies or soul-stuff they are made of, and are thus usually longer-lasting. Specific races of undead, such as vampires (rare, but they exist), mummies (found in the [[Red Wastes (3.5e Environment)|Red Wastes]]) and [[SRD:Ghoul|ghouls]] (a cannibal race from the west) make exceptions to this rule.<br />
<br />
The changes to how resurrecting the dead in Years of Gold works (namely, it is all but impossible) means that creating undead is not quite the sin it is in other realms, since it's impossible to mess with the resurrection of sentient beings. Necromancy is more akin to a morbid form of puppetry. The necromancers of the east, called carriomancers, are accepted (if not always well-liked) as creators of free workforce. In the west the practice is far less common, and the average person will react to reanimation with hostility, but at least as an academic pursuit it is accepted.<br />
<br />
----<br />
{{3.5e Campaign Settings Breadcrumb}} &rarr; [[Years of Gold (3.5e Campaign Setting)|Years of Gold]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Years of Gold Setting]]<br />
[[Category:Supplement]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Races_(Years_of_Gold)&diff=987383Races (Years of Gold)2017-12-14T15:53:34Z<p>Cancelion: More revamping</p>
<hr />
<div>{{WIP}}<br />
<br><br />
[[Years of Gold|Pansaer]] is home to a multitude of races, although not nearly as many as more high-fantasy worlds. Many creatures that are races on their own right in other worlds, like ''Greyhawk'' or ''Eberron'', are unique monsters born of a variety of causes in Pansaer. Some are brought to life by [[About Years of Gold (Years of Gold)#Magic|the Word and the Law]], others are particularly rare mutations of more common races, while others still are the last remnants of ages-old races that have died out except for them. They are few, while the Five are numerous.<br />
<br />
The Five - [[Races (Years of Gold)#Humans|humans]], [[Races (Years of Gold)#Dwarves|dwarves]], [[Races (Years of Gold)#Dunners|dunners]], [[Races (Years of Gold)#Goblins|goblins]] and [[Races (Years of Gold)#Goliaths|goliaths]] - represent the most numerous humanoid races that have sapience and notable cultures in Pansaer. This number of races is somewhat lower than basic 3.5e or most other custom settings, but is meant to enforce a feel of coherency within the setting. All races are modified to only give attribute bonuses to physical stats ([[Strength]], [[Dexterity]], [[Constitution]]) so as to encourage casters of all races. Some of the races described below, including [[Races (Years of Gold)#Dunners|dunners]], [[Races (Years of Gold)#Goblins|goblins]] and [[Races (Years of Gold)#Goliaths|goliaths]], have separate pages for when you want to use them in other settings: the racial traits on this page are balanced specifically for the Years of Gold setting, and are not an automatic fit elsewhere.<br />
<br />
Languages work very differently in Years of Gold than in other settings, and a member of a race won't gain the usual compliment of languages: see [[Variant Rules (Years of Gold)#Languages|Languages at Variant Rules]] for more information. Years of Gold also doesn't incorporate favored classes: players are able to vary their choice of class freely from level to level.<br />
<br />
= PC races =<br />
<br />
=== Humans ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th06.deviantart.net/fs70/200H/f/2011/182/9/1/human_warrior_by_saturnoarg-d3kpdd4.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Human-Warrior-216174568/ An archetypal human fighter.]<br />
|}<br />
<br />
*Live in all regions of Pansaer<br />
*Concentrations: Fort Brunid, [[Brimhaven (3.5e Environment)|Brimhaven]], [[Redford (3.5e Environment)|Redford]], [[Irid and Eros (3.5e Environment)|Irid and Eros]]<br />
<br />
Humans are the most numerous of the five great races, although not far ahead of dunners and goblins in numbers. They awoke in the northwest reaches of the continent, where they had a prehistoric culture that's largely forgotten. The only remnants of humanity's past are haunted ruins, but their glory days were great: they spread southwards, and the benevolent conditions of those lands allowed them to briefly gain supremacy of the continent. Thanks to their ability to adapt to all sorts of surroundings, humans can be found in all regions of Pansaer, except the highest peaks of the Caragos Eavorn and the hottest areas of the northeastern deserts.<br />
<br />
All sentient races are defined more by their culture than by their racial heritage, but to no race does this hold true like it does to humans. While a man of Redford is likely to be thin, tall, brown of hair and put his faith in Auri, a man of Dharuum is more likely to be short, strong, dark of hair and trust in the divinity that is his Sultan. After all, it's been over three thousand years since the dawn of humanity: they've had time to adapt.<br />
<br />
* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.<br />
* Human base land speed is 30 feet.<br />
* 1 extra feat at 1st level. This feat must be chosen from among the feats marked as Skill feats.<br />
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.<br />
<br />
=== Dwarves ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th06.deviantart.net/fs70/200H/f/2014/075/f/0/dwarf_cleric_by_butttornado-d7aikow.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Dwarf-Cleric-440926016/ An archetypal dwarf cleric.]<br />
|}<br />
<br />
*Live in Caragos Eavorn, [[Red Wastes (3.5e Environment)|Red Wastes]]<br />
*Concentrations: Carag Vorn, Carag Maragos, [[Dharuum (3.5e Environment)|Dharuum]]<br />
<br />
Dwarves, the dwellers of the world underground, are a somewhat rarer sight on the continent, especially in the western kingdoms. Alone among the five great races, dwarves came to be underground. Their ancestral home is in Caragos Eavorn, and it is there that their race still holds power. This seclusion from other races made dwarf culture, language and physique vastly different from that of others. Their thick skins, low body water percentage and hardy bodies are better-suited to the harsh northeastern deserts than most other races, so they are among the only races with permanent dwellings there.<br />
<br />
Dwarves are culturally diverse and shaped by their surroundings, but a few features have stood the test of time in all dwarven populace: they're often adept at physical tasks, especially of the repetitive variety, and they offer prayers to [[Morran (3.5e Deity)|Morran]] more often than the other races, considering the titan their creator. The dwarves of the eastern lands are dark of skin and wear light tunics and robes, while their mountain brothers prefer dark colors, and armor as their clothing. The dwarves of the western kingdoms are divided: some integrate to the overall cultural sphere there, while others exclude themselves from those cultures on purpose and create enclaves of dwarven society within the area.<br />
<br />
* +2 Constitution: Dwarves are by far the stoutest race of Pansaer, a fact that has led them to thrive in both the mountains and the northeastern desert.<br />
* Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.<br />
* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).<br />
* [[SRD:Darkvision|Darkvision]]: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.<br />
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).<br />
* +2 racial bonus on saving throws against poison. Dwarves have a natural resistance to venom that borders on the unnatural (perhaps living close to giant spiders is to blame).<br />
<br />
=== Dunners ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th08.deviantart.net/fs70/200H/f/2011/006/0/0/monkey_king_by_jessada_nuy-d36joke.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Monkey-King-192394526/ An archetypal dunner monk.]<br />
|}<br />
<br />
*Live in [[Ghaer (3.5e Environment)|Ghaer]], the shorelines of the whole continent<br />
*Concentrations: [[Calimport (3.5e Environment)|Calimport]], [[Tull (3.5e Environment)|Tull]], Chestwood<br />
<br />
Originally hailing from massive forest that Ghaer was in the dawn of time, dunners are a race of short but stocky humanoids. They stayed in their ancestral home for long centuries, but when early humans came to the east, dunners found their sea-vessels to their liking, and soon they had spread across the continent. Dunners are a wily folk with thick arms and legs, strong muscular bodies and keen minds. The defining feature of dunners is the thick, coarse hair that grows on their heads, chest, arms and legs. In many ways they resemble monkeys, except that they don't have tails.<br />
<br />
Dunners may at first strike people as indifferent or even cruel, but this isn't at all true: rather, they are fiercely independent and believe that everyone ought to take care of themselves. They have no problem with the other races and often mingle with them, and thus all areas of the continent have at least a dunner minority. They universally wear less clothes than most other races, thanks to their natural body hair.<br />
<br />
* +2 Dexterity: Dunners are immensely nimble and capable of extreme feats of agility.<br />
* Small: As a Small creature, a dunner gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.<br />
* Dunner base land speed is 20 feet. They also have a climb speed of 20 feet.<br />
* +2 racial bonus on Balance and Jump checks: Dunners are agile and sure in their movements, owing to their woodland heritage.<br />
* +8 racial bonus on Climb checks: All dunners are exceptional climbers. A dunner must make a Climb check to climb any wall or slope with a DC of more than 0, but they can always choose to take 10, even if rushed or threatened while climbing. If they choose an accelerated climb, they move at double their climb speed and make a single Climb check at a -5 penalty. They cannot run while climbing. They retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing dunner.<br />
<br />
See [[Dunners (3.5e Race)]] for a more in-depth description, as well as racial traits for use in other settings.<br />
<br />
=== Goblins ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th00.deviantart.net/fs71/200H/f/2011/093/3/0/goblin_solitario_by_decozin-d3d64xy.png<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Goblin-Solitario-203519878/ An archetypal goblin wizard.]<br />
|}<br />
<br />
*Live in the banks of Kwazir, [[Red Wastes (3.5e Environment)|Red Wastes]], [[Remoras Prairie (3.5e Environment)|Remoras Praerie]]<br />
*Concentrations: Remoras, [[Dharuum (3.5e Environment)|Dharuum]]<br />
<br />
Sometimes, looks can be deceiving. So too is the case with goblins: a race of short, wiry goblinoids with sharp teeth, long noses and skin that ranges from dark green to muted brown. However, they are not the wild, monstrous creatures that folklore of other realms makes them - if anything, they are the very opposite of that. Goblins came to be at the wellsprings of Kwazir, the river that brings life to the east. They're still at their most numerous there and elsewhere in the east, but they've spread to the west as well, where they've been welcomed rather poorly.<br />
<br />
Goblins tend to be intelligent, thoughtful and thorough in everything they do, with a penchant for perfectionism and obsession. Their long, nimble fingers are capable of building all sorts of devices, and their diplomatic skills and honey tongues make them fantastic traders, merchants and diplomats. People also tend to underestimate them - which suits them just fine. Goblins have a very high pain threshold, which makes them stand out from other races. They rarely complain about physical anguish unless it's insurmountable, and many of them are fascinated with piercings.<br />
<br />
* +2 Dexterity: Goblins are quick in their movements, and their manual dexterity is unrivaled.<br />
* Small: Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.<br />
* Goblin base land speed is 20 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a goblin can function just fine with no light at all.<br />
* +2 racial bonus on [[Disable Device]] and [[Open Lock]] checks: goblins have long, thin fingers, perfectly suited to handling all sorts of devices.<br />
* +2 racial bonus on [[Concentration]] checks: all goblins have a high resistance to pain, and most are calm and collected by nature, so concentrating on a task comes to them naturally.<br />
* [[Endurance]]: Goblins gain Endurance as a bonus feat. If a goblin would later gain Endurance as a bonus feat, she can select any other feat for which she qualifies. Goblins have incredible stamina for their size.<br />
<br />
See [[Goblins, Pansaer (3.5e Race)]] for a more in-depth description, as well as racial traits for use in other settings.<br />
<br />
=== Goliaths ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th04.deviantart.net/fs71/200H/f/2010/335/1/1/goliath_by_artofty-d33zchg.jpg<br />
|-class="even"<br />
|[http://artofty.deviantart.com/art/Goliath-188086516/ An archetypal goliath barbarian.]<br />
|}<br />
<br />
*Live in [[Ghaer (3.5e Environment)|Ghaer]], [[Tumbling Fells (3.5e Environment)|Tumbling Fells]]<br />
*Concentrations: [[Tull (3.5e Environment)|Tull]]<br />
<br />
Strongly in touch with their ancient roots and on bad terms with the titan-gods they see as their ancestors, the race of goliaths is easily the fewest in numbers of the five great races. Perhaps this is because they never truly spread out from the Tumbling Fells, their point of origin. Whether it is from the hate of the titans or from natural causes, goliath numbers have been dwindling for hundreds of years. Many of those that remain steadfastly cling to folklore and traditions.<br />
<br />
Goliaths are towering humanoids, somewhat bestial in appearance with long canine teeth and angular facial features. Their wild looks belie a level nature that prefers balance and continuity in all things. Goliaths live in the wilds, although many have traveled to the cities of both east and west, as their dwindling numbers would otherwise leave them stranded in the wilds.<br />
<br />
* +2 Strength: Goliaths are powerfully built and exceptionally strong, partly from their natural physique and partly from growing up in harsh conditions.<br />
* Medium: As Medium creatures, goliaths have no special bonuses or penalties due to their size.<br />
* Goliath base land speed is 30 feet.<br />
* Natural Wrestler: Goliaths have a +4 racial bonus on grapple checks, and don't provoke an attack of opportunity when beginning a grapple. The massive bodies and strong limbs of the goliaths make them exceptional wrestlers, and they often further hone this ability through practice.<br />
* Animist Guidance (Su): Once per day as a free action, a goliath can invoke the animal deity that governs over them (or the deities in general if they are a Navenfri) to gain a +2 insight bonus to all saving throws for a number of rounds equal to his or her character level.<br />
<br />
See [[Goliaths, Pansaer (3.5e Race)]] for a more in-depth description, as well as racial traits for use in other settings.<br />
<br />
= Other races =<br />
<br />
What follows is a list of the many creatures and races that populate Pansaer. This is not to be taken as a precise listing: many rarer, even one-off beasts can be found in the wide lands. The races listed here are the most numerous, most influential or otherwise most noteworthy (asides from the Five), and their existence should be common knowledge - or oft-repeated legend - to the inhabitants of the part of the continent where the race lives. If the DM wants to include more creatures or races in the setting, they are free to do so, but should carefully consider the feel of the world.<br />
<br />
Some of the races described below are available, if not suggested, for use as player character races. They tend to have unconventional capabilities and features (uncommon size, resistances and immunities, powerful abilities) that can make them unfit or unbalanced for the purposes of the campaign, so consult with your DM before you use one. The races that are fit for player use have racial traits listed.<br />
<br />
=== Anubals ===<br />
<br />
*Live in the [[Red Wastes (3.5e Environment)|Red Wastes]]<br />
*Concentrations: [[Dharuum (3.5e Environment)|Dharuum]]<br />
<br />
A naturally-occurring race common in the Red Wastes and somewhat rarer in southeastern Pansaer, anubals are ebony-skinned, jackal-headed protectors of tombs and master mummifiers. They're well-adapted to the harsh deserts that make up most of the east, and their natural powers make them respected, feared, venerated or hated - depending on who you ask. Closely related to them are [[Anubal Hound (3.5e Creature)|anubal hounds]], constructs built by the jackal-headed wardens.<br />
<br />
Anubals play a large part in the cultures of the east. Death is less feared in those parts, and mummification the norm, so as masters of burial rites anubals are an important part of everyday life. They never associate with humans in any great amount or live in the cities (except Dharuum), but they take solitary apprentices from all races and walks of life. These people become master morticians, and are pillars of society in the east.<br />
<br />
* +4 Dexterity, +4 Constitution, +6 Intelligence, +6 Wisdom, +6 Charisma: Anubals are physically capable, but their true strength lies in their immense mental capacities.<br />
* Medium: As Medium creatures, anubals have no special bonuses or penalties due to their size.<br />
* Anubal base land speed is 30 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Anubals can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and an anubal can function just fine with no light at all.<br />
* Racial Hit Dice: An anubal begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.<br />
* Racial Skills: An anubal's outsider levels give it skill points equal to 9 × (8 + Int modifier). Its class skills are [[Appraise]], [[Concentration]], [[Diplomacy]], [[Handle Animal]], [[Heal]], [[Knowledge]] (arcana), [[Knowledge]] (religion), [[Listen]], [[Profession]] (mortician), [[Sense Motive]], [[Spellcraft]], and [[Spot]].<br />
* Racial Feats: An anubal's outsider levels give it three feats.<br />
* +4 natural armor bonus.<br />
* Spell-Like Abilities: At will—''[[cure light wounds]]'', ''[[death knell]]'', ''[[inflict light wounds]]''; 1/day—''[[cause fear]]'', ''[[mass cure light wounds]]'', ''[[SRD:Mass Inflict Light Wounds|mass inflict light wounds]]''. Caster level 6th; save DC 11 + anubal's Cha modifier + spell level.<br />
* Lifesense ([[SRD:Supernatural Abilities|Su]]): An anubal notices and locates living creatures within 60 feet, just as if it possessed the [[blindsight]] ability. It also senses the strength of their life force automatically, as if it had cast ''[[deathwatch]]''.<br />
* Level adjustment +4.<br />
<br />
See [[Anubal Warden (3.5e Creature)]] for a more in-depth description.<br />
<br />
=== Beastmen ===<br />
<br />
*Live in the [[Remoras Prairie (3.5e Environment)|Remoras Prairie]], [[Ghaer (3.5e Environment)|Ghaer]]<br />
*Concentrations: Dead Illusk<br />
<br />
Perhaps related to the natural mutation of [[Races (Years of Gold)#Lycanthropes|lycanthropes]], beastmen are a race of horrid amalgamations of man and beast. They are less a true race and more a loose collection of creatures born with animal features, driven out of civilized lands, and banding together for power and safety. They are technically sentient creatures, but their animal instincts and painful mutations often drive them to violence. Hence, they are hated where they are met.<br />
<br />
Some suggest that [[Mieli (3.5e Deity)|Mieli]] has a hand in the birth of these creatures - this is quite possible, considering Mieli's insatiable sexual appetite and interest in crossbreeds. Where the forest titan is venerated, beastmen are occasionally tolerated, even accepted, although such communities are rarer than even the beastmen themselves. And they are rare indeed, since most are killed at birth by their horrified parents. Only a few tribes have sprung up, where the rare fertile females give birth to hundreds of monstrous children. The three types of beastmen listed below are not the only types that exist, but they are by and far the most common.<br />
<br />
===== Dogmen =====<br />
<br />
The beastmen of [[Remoras Prairie (3.5e Environment)|Remoras prairie]], sometimes called (somewhat misleadingly) dogmen or dogs of war, are the most numerous, and often have canine, porcine or caprine features, although other animal hybrids are possible. They are by far the most numerous of beastmen, since Mieli is often venerated in her more warlike and savage aspects in the north, and a few tribes incorporate both dogmen and other humanoids. Those dogmen who band into tribes or who live alone tend toward tightly hierarchical personal structures and possess a natural skill for skirmish warfare, but this could just as well be the influence of the cursed prairie they live in.<br />
<br />
* Strength +2, Constitution +2: Dogmen are hardy creatures, although its hard to say whether its a part of their physical condition or instilled into them by harsh life.<br />
* Medium: As Medium creatures, dogmen have no special bonuses or penalties due to their size.<br />
* A dogman's base land speed is 30 feet.<br />
* [[SRD:Low-Light Vision|Low-Light Vision]]: A dogman can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.<br />
* +1 natural armor bonus.<br />
* Natural Weapons: A dogman's primary natural weapon is their bite (1d6).<br />
* [[SRD:Scent|Scent]]: A dogman's exquisite sense of smell allows them to pinpoint their foes. A dogman can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at triple normal range. When a dogman detects a scent, the exact location of the source is not revealed — only its presence somewhere within range. The dogman can take a move action to note the direction of the scent. Whenever the dogman comes within 5 feet of the source, the dogman pinpoints the source’s location.<br />
* Level adjustment +1.<br />
<br />
==== Maneaters ====<br />
<br />
Ghaer beastmen are far rarer, but often more powerful than others of their condition, and their mutations include the features of big cats as well as sorcerous powers. They are called maneaters, although how common cannibalism is among them is debatable: there are far too few maneater societies to draw definitive conclusions from. It's questionable whether it makes sense to even call them a race, since two maneaters can look, think and behave as different as day and night. Nonetheless, their population is too big to be sustained by natural mutations alone, so it seems at least some of them are capable of procreating.<br />
<br />
* +2 Strength, +6 Dexterity, +2 Intelligence, +6 Charisma: Maneaters are charismatic creatures with an intimidating presence, but can also move and fight with all the strength and speed of the animals they resemble.<br />
* Medium: As Medium creatures, maneaters have no special bonuses or penalties due to their size.<br />
* A maneater's base land speed is 40 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Maneaters can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a maneater can function just fine with no light at all.<br />
* Spell resistance equal to 14 + class levels.<br />
* Racial Hit Dice: A maneater begins with four levels of outsider, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +4.<br />
* Racial Skills: A maneater's outsider levels give it skill points equal to 7 × (8 + Int modifier). Its class skills are [[Appraise]], [[Bluff]], [[Concentration]], [[Decipher Script]], [[Diplomacy]], [[Listen]], [[Move Silently]], [[Sense Motive]], [[Spellcraft]], and [[Spot]].<br />
* Racial Feats: A maneater's outsider levels give it two feats.<br />
* +2 natural armor bonus.<br />
* Natural Weapons: A maneater's primary natural weapon is their bite (1d6), and they have 2 claws (1d4) as secondary weapons.<br />
* Spells: A maneater character casts spells as a 4th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the maneater's base spellcasting ability for spells known, spells per day, and other effects dependent on caster level.<br />
* Level adjustment +4.<br />
<br />
==== Minotaurs ====<br />
<br />
Minotaurs, hulking bovine behemoths, live in quasi-civilized societies on the larger islands of the Wasted Sea, and some have spread onto the continent proper. Some believe them related to the giants, which matches with their size and the ability of some of their elders to learn Or, the eldest tongue. Minotaurs themselves consider themselves the favored children of [[Mieli (3.5e Deity)|Mieli]]. Their religious practices in the Waste Sea include cannibalizing those of their foes they consider the most worthy, since this allows the defeated to join with the godlike. The largest island off the northern coast, the Tear, sports slab citadels that harbor minotaur armies, ready to set sail on longships that are adorned with the bones of their enemies.<br />
<br />
* +8 Strength, +4 Constitution: Minotaurs are as hideously powerful and durable as they appear.<br />
* Large: As a Large creature, a minotaur takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on [[Hide]] checks, but they gain a +4 size bonus on grapple checks, use larger weapons than humans use, and their lifting and carrying limits are double those of a Medium character.<br />
* A minotaur’s base land speed is 30 feet.<br />
* Racial Hit Dice: A minotaur begins with five levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.<br />
* Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 8 × (2 + Int modifier, minimum 1). Its class skills are [[Intimidate]], [[Jump]], [[Listen]], [[Search]], and [[Spot]]. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.<br />
* Racial Feats: A minotaur’s monstrous humanoid levels give it two feats.<br />
* +4 natural armor bonus.<br />
* Natural Weapons: A minotaur's primary natural weapon is their gore (1d8).<br />
* Powerful Charge: A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6 + Strength modifier points of damage.<br />
* Natural Cunning: Minotaurs possess innate cunning and logical ability. This gives them immunity to ''[[maze]]'' spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.<br />
* Level adjustment +3.<br />
<br />
=== Centaurs ===<br />
<br />
*Live in the [[Red Wastes (3.5e Environment)|Red Wastes]], the Sultanate<br />
*Concentrations: [[Dharuum (3.5e Environment)|Dharuum]], [[Irid and Eros (3.5e Environment)|Irid and Eros]]<br />
<br />
Centaurs are a fairly young race, born from a mad whim of [[Mieli (3.5e Deity)|Mieli]], the forest titan. Mieli assumed the form of a pitch-black mare and forced the sultan of Dharuum to copulate with herself as both a punishment for his supposedly blasphemous actions and to sate Mieli's sick appetites. From the union was born the race of centaurs, who the eastern folk now live with. This connection to the divine, as well as their ability to navigate the harsh eastern desert unlike most others, has made centaurs a venerated race: in many of the more conservative and religious areas, they are considered outright sacred.<br />
<br />
Centaurs have the spirit of Mieli in them: at once peaceful and sagely, at another spiteful and wild. All centaurs have obsidian skin in both the horse and the man part of their body, another reminder of their divine origin. They often serve as sages and warriors in the court of Dharuum, and as messengers in Irid and Eros. They have no cities of their own, but rather live among other races. In cities where they are common, areas of the city will often be set side for centaurs to occupy, and have living quarters suitable for the equine physiology.<br />
<br />
* +6 Strength, +2 Dexterity, +4 Constitution, +2 Wisdom: Centaurs are physically imposing, and have strong minds - until the wildness takes them.<br />
* Large: As a Large creature, a centaur takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on [[Hide]] checks, but they gain a +4 size bonus on grapple checks, use larger weapons than humans use, and their lifting and carrying limits are double those of a Medium character.<br />
* A centaur’s base land speed is 50 feet.<br />
* Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.<br />
* Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.<br />
* Racial Feats: A centaur’s monstrous humanoid levels give it two feats.<br />
* +3 natural armor bonus.<br />
* Level adjustment +2.<br />
<br />
=== Daemons ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th09.deviantart.net/fs71/200H/f/2013/100/9/f/succubus___01_by_aditya777-d2lcct6.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Succubus-01-156780762/ A succubus is<br>mortal lust<br>given material form by<br>arcane energies<br>and a powerful wizard.]<br />
|}<br />
<br />
*Live in the underworld<br />
*Concentrations: None<br />
<br />
There are no hells or abysses for the people of Pansaer to visit, but this does not mean there are no demons or devils. Men are tormented by their demons every day, after all: demons like greed, hate and addiction. Due to the nature of [[About Years of Gold (Years of Gold)#Magic|the Word and the Law]], a powerful wizard can bind these mental, conceptual demons into physical, definitive forms, however briefly. Sometimes they occur naturally: in places where reality grows thin, or where events of great importance or terror take place, dreams and nightmares can take the shape of a monster. These temporary creatures are called daemons in academic settings, but have geographic names as well: they are called ''jinn'' in most of the Sultanate, ''luonto'' in [[Tull (3.5e Environment)|Tull]] and the [[Tumbling Fells (3.5e Environment)|Fells]], ''wights'' on the western side of Caragos Maride, and many other names besides.<br />
<br />
Every such being is unique, born from the specific conditions of its creation: a conjurer who dreams up a [[SRD:Succubus|a demon of lust]] to attend to their pleasure will shape the demon into a form both consciously and unconsciously. They are also exactly as wild and uncontrollable as our imaginations tend to be, which makes them dangerous, even in those cases where they are not actively antagonistic towards all life. Creatures formed in this way cannot hold onto their physical form without expenditure of incredible magical concentration or similar forces. Thus, they dissipate quickly unless such means are used.<br />
<br />
Any outsider - demon, devil, yugoloth, djinn - can be used to represent a Pansaerian demon, although bear in mind that the descriptions of such creatrues (and on occasion even their capabilities) are not uniform. These creatures lose all inappropriate subtypes, such as Baatezu, Tanar'ri and similar subtypes (no such division exists), and the Extraplanar subtype.<br />
<br />
=== Dragons ===<br />
<br />
*Live in Caragos Eavorn<br />
<br />
*Concentrations: None<br />
<br />
The dragons were spawned in the early ages of the world, when the titans still vied for control of the world. Whether they were created by older beings still as a living weapon, or hatched out of some primordial madness, none can now say. They fought the titans with the elder gods and lost, and were driven to hide in mountain lairs and deep forests. They are asexual and seem to reproduce only by means of asexually or magically spawning more of their kind - an event that hasn't happened since the early days of the continent - so the only dragons that live nowadays are all at least old, with the age categories being somewhat modified.<br />
<br />
In the low-magic, no-easy-flight world of Pansaer, dragons are much more of a challenge than they would normally be, and considering they're a tough challenge in standard D&D, that says a lot. Only around a hundred dragons have ever existed, and nowadays even the wisest scholars can only guess at their numbers; twenty is a common estimate. Their rarity makes dragon relics priceless treasures: the dragon skull in the Sultan's Palace in Dharuum is a wonder of the world.<br />
<br />
The dragons are represented by [[SRD:True_Dragon|those of baseline D&D]], metallic and chromatic alike, but function as unique individuals that don't necessarily concur with the descriptions given. Considering the awesome, almost godlike power the dragons wield, it is entirely possible that any given dragon will have created slaves or companions in its likeness, if not equal in power; this is the origin of draconic races, such as [[SRD:Lizardfolk (Race)|lizardfolk]] and [[SRD:Wyvern|wyverns]].<br />
<br />
The age categories are modified to account for the timeline of Pansaer. They are now as follows:<br />
<br />
{| class="d20"<br />
|-<br />
|+ '''Dragon Age Categories'''<br />
|-<br />
! '''Category'''!! '''Age (Years)'''<br />
|-<br />
| Old|| 1,000-2,000<br />
|-class="even"<br />
| Very old|| 2,001-3,000<br />
|-<br />
| Ancient|| 3,001–5,000<br />
|-class="even"<br />
| Wyrm|| 5,001–???<br />
|-<br />
| Great wyrm|| ???<br />
|-class="even"<br />
|}<br />
<br />
=== Elementals ===<br />
<br />
*Live in all regions of Pansaer<br />
*Concentrations: None<br />
<br />
Elementals are not drawn from elemental planes in Years of Gold (since no such planes exist), but are rather formed by application of [[About Years of Gold (Years of Gold)#Magic|the Word and the Law]] that govern the world. Gifted wizards often use elementals to battle each other, with a greater elemental meaning greater power. They also arise spontaneously on occasion, especially in areas where the rules of the world grow thin, such as the haunts of powerful creatures and ancient places of power. Elemental creatures lose the Extraplanar subtype.<br />
<br />
=== The faerie ===<br />
<br />
*Live in all regions of Pansaer<br />
*Concentrations: Dunas, [[Ghaer (3.5e Environment)|Ghaer]]<br />
<br />
The faerie is a collective term for many naturally-occurring creatures of Pansaer. Perhaps a more accurate name would be "nature's children", as all faerie are tied to a given natural feature: this feature can be as small as a lake, or as big as a specific biome. The faerie tend towards shyness and avoid other races, since civilization is anathema to them: towns and cities are fashioned from the bones of the earth, then fed with all growing green things. They aren't antagonistic towards humanoids, however, and can be contacted, interacted with and pacified by those who know how to interact with them. The types of faerie listed below are not the only ones, but they are the ones with the most interaction with other races.<br />
<br />
Many faerie have a strong connection to Glade, the strange realm of existence that is intrinsically connected to [[Mieli (3.5e Deity)|Wild Mieli]]. Glade isn't a separate dimension ''per se''; rather, entering Glade is like moving deeper into existence, to a wilder place at the heart of reality. Every natural place, be it a meadow, a river, a mountain or a forest, is Glade - the question is how much. The oldest surviving forests, Dunas and [[Ghaer (3.5e Environment)|Ghaer]], are the most connected to Glade, and thus sport the most faerie.<br />
<br />
==== Dryads and naiads ====<br />
<br />
No faerie is as connected to the land as are [[SRD:Dryad|dryads]] and [[Naiad (3.5e Creature)|naiads]]. These creatures, apparently born from the very thing they are bound to and protect, are only a hair's strand removed from elementals. Dryads are the shepherds of trees, and each is bound to a single tree of great age, while naiads are the guardians of bodies of water, fiercely protecting the water that gives them life. Both types of faerie are occasionally sought out for their powers: dryads for their ability to speak to the forest, and naiads for the prophecies they can speak.<br />
<br />
==== Treants ====<br />
<br />
Some believe that any tree that grows old enough gains, nay, ''deserves'' sentience. The exact numbers differ: some believe it takes a century, others insist a millennium is required. There might be truth to this: in the eldest of forests, the trees are said to move of their own accord, thinking their own indecipherable thoughts and fulfilling goals that those not of root and bark can only guess at. [[SRD:Treant|Treants]] are most common in Dunas, but appear in scant numbers in other old forests as well. Awakened plantlife resemble the places they are born: humid, overgrown [[Ghaer (3.5e Environment)|Ghaer]] gives birth to [[SRD:Tendriculos|a different breed of creature]] than [[SRD:Shambling Mound|the dry twig-and-leaf monsters]] of the coast of the Wasted Sea.<br />
<br />
=== Giants ===<br />
<br />
*Live in [[Tumbling Fells (3.5e Environment)|Tumbling Fells]], Caragos Eavorn, [[Remoras Prairie (3.5e Environment)|Remoras prairie]]<br />
*Concentrations: Carag Ka'thull<br />
<br />
The bastard children of the titans of yore, giants (and [[SRD:Troll|trolls]], [[SRD:Ogre|ogres]], [[SRD:Titan|lesser titans]], as well as all other creatures of the [[SRD:Giant Type|Giant]] type) are an eternal foe to the folk of Pansaer. They have mere crumbs of the power their ancestral mothers and fathers hold, but that power is plenty enough to terrorize the continent with. Each race of giants is associated with one of the titan-gods, and consider themselves that titan's children. Whether they're actually related is questionable (although in Mieli's case, not so much). [[Groke Who Is Cold (3.5e Deity)|Groke]] is no titan, and thus doesn't have giant descendants.<br />
<br />
==== Auri's children ====<br />
<br />
[[SRD:Fire Giant|fire giants]] and sun titans<sup>MM2</sup> are [[Auri (3.5e Deity)|Auri's]] descendants, and live in the sun-scorched [[Red Wastes (3.5e Environment)|Red Wastes]]. The two races are related but not in good terms: indeed, the constant strife between them is one contributing factor to their rarity - a blessing to the rest of the Sultanate. Collectively called the sunborn, Auri's giants are characterized by massive egos, a tyrannical view to life, and an affinity for fire.<br />
<br />
==== Luni's children ====<br />
<br />
Fog giants<sup>MF</sup> and shadow giants<sup>FF</sup> are [[Luni (3.5e Deity)|Luni's]] children, and bide their time in the hidden places of the world. They are fewer in numbers than the offspring of the rest of the titan-deities, but they tend to be more powerful as well. They are also a lot less antagonistic of other races, in that they don't actively seek out and destroy other creatures: the moonborn are content on dwelling on their own superiority, and with sufficient gifts and exaltations, can even be persuaded to provide divinations and prophecies. Nonetheless, they are exactly as dangerous as the rest of their kind when moved to action.<br />
<br />
==== Ahti's children ====<br />
<br />
[[SRD:Frost Giant|Frost giants]], [[SRD:Storm Giant|storm giants]] and bog giants<sup>FF</sup> are heirs to [[Ahti (3.5e Deity)|Ahti]], and live near and in water, as well as in floating sea-cities. They are seldom seen, since the mountain lakes and glaciers of the frost giants, floating citadels and underwater fortresses of storm giants and peat dwellings of bog giants tend to be located in out-of-the-way places. The stormborn, as they are called, despise all non-giants (and indeed all other giants as well), which leads them to wreck havoc on those they consider trespassers on their lands.<br />
<br />
==== Mieli's children ====<br />
<br />
[[Mieli (3.5e Deity)|Mieli]] is a special case amongst the titan pantheon. The Hunter, insatiable that she is, has spawned several lineages of offspring, including the comparatively noble races of [[SRD:Stone Giant|stone giants]] and forest giants<sup>MM2</sup>, as well as the more monstrous [[SRD:Troll|trolls]] and fomorians<sup>MM2</sup> in affairs with legendary beasts. Mieli's more bestial children, such as the aforementioned trolls and the centaurs (see above) come about due to Mieli's appetites often drawing her to copulate with powerful animals.<br />
<br />
==== Morran's children ====<br />
<br />
[[SRD:Cloud Giant|Cloud giants]] are the sole scions of [[Morran (3.5e Deity)|Morran]], and live only on the tallest peaks. They are exceptional smiths and artificers, and their architecture is centuries ahead the rest of the races of the continent. They do not share, however: they despise every other races with misanthropic passion, and are the only giants to go out of their way to wage war on other races. Their highest aspiration is to commit genocide on all other inhabitants of the world they consider theirs. Only their remoteness, and the fact that their warfare is mostly directed towards the other giants surrounding their peaks, keeps them from being a threat to the continent as a whole.<br />
<br />
==== Other giants ====<br />
<br />
[[SRD:Hill Giant|Hill giants]], mountain giants<sup>MM2</sup>, [[SRD:Ogre|ogres]] and [[SRD:Ettin|ettins]] are thought to be the children of the lesser titans that Auri's pantheon defeated. Why they weren't destroyed along with their ancestors, none can tell. Perhaps they weren't worth the trouble. The nobler giants uniformly hunt the lesser giants, considering it their duty to wipe the "false inheritors" from the face of the earth. They, in turn, are far more numerous, and tend to band together both to protect themselves and to better terrorize those smaller than them, creating a vicious pecking order.<br />
<br />
===== Ogres =====<br />
<br />
Ogres are the only kind of giant that have peaceful (if strained) contact with other races. Most of them live in communities that attack settlements and are hunted in turn, but those who are secluded from these tribes turn to other means of staying alive. They are not a kind race - far from it - but they can control the hatred all giants feel for other races, and those born into humanoid cultures are farther and farther removed from this heritage for every generation. Perhaps the superiority is learned. Still, [[Brimhaven (3.5e Environment)|Brimhaven]] is the only major city to accept ogres, and even there they are second-class citizens.<br />
<br />
* +8 Strength, -2 Dexterity, +4 Constitution, -2 Intelligence: As the muddled offspring of dead powers, ogres are lacking in intellect and agility, but make up for it in raw strength.<br />
* Large: As a Large creature, an ogre takes a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on [[Hide]] checks, but they gain a +4 size bonus on grapple checks, use larger weapons than humans use, and their lifting and carrying limits are double those of a Medium character.<br />
* An ogre’s base land speed is 40 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Ogres can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and an ogre can function just fine with no light at all.<br />
* Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.<br />
* Racial Skills: An ogre’s giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skills are [[Climb]], [[Listen]], [[Spot]], and [[Survival]].<br />
* Racial Feats: An ogre’s giant levels give it two feats.<br />
* +5 natural armor bonus.<br />
* Level adjustment +2.<br />
<br />
=== Giant spiders ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th07.deviantart.net/fs71/200H/i/2013/003/7/9/giant_spiders__by_akonstad-d5qaxq8.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Giant-Spiders-346511168/ A troupe of goblins face a giant spider<br>in the Red Wastes.]<br />
|}<br />
<br />
*Live in Caragos Eavorn, [[Lowlands of Hundon (3.5e Environment)|Lowlands of Hundon]]<br />
*Concentrations: Carag Ka'thull<br />
<br />
The horror of the underground world and the bane of the dwarves that inhabit the mountains, giant spiders are a common danger in Pansaer. Unlike their small, household cousins, giant spiders are intelligent creatures: they are born with a glimmer of intellect that grows as the spider grows older. The largest of the giant spiders are matriarchal monstrosities with wit to challenge wizards with. Indeed, rumors speak of spiders so venerable that they've studied the arcane arts and become master wizards themselves. It would be naive to think of giant spiders as "evil", but thinking them a fine fit into other societies is equally naive. They have a mind all their own, so different from that of humanoids that true communication is difficult. Besides, they eat sentient creatures, which always puts a dent in diplomacy.<br />
<br />
Giant spiders live within the mountain range of Caragos Eavorn, in tunnels where the sun never shines. They've also made nests in the [[Remoras Prairie (3.5e Environment)|barren prairie]] that surrounds Remoras, as well as the [[Lowlands of Hundon (3.5e Environment)|Lowlands of Hundon]]. Since the spiders are intelligent, some extremely small forms of trade take place between them and other races: they provide people with amazing silk, and receive food in return; in darker parts of the world they're often paid in slaves to devour. Giant spiders speak Or, the language of the gods (a gift from their patron deity [[Groke Who Is Cold (3.5e Deity)|Groke]]), and rarely learn other languages.<br />
<br />
Giant spiders have an Intelligence score that grows with their size (along with other increases, level-based and otherwise). Remember that they behave accordingly: giant spiders are capable of setting ambushes, stalking prey, remembering faces, even begging for mercy. Typical Intelligence scores for giant spiders are as follows:<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Giant Spider Intelligence}}<br />
|-<br />
! '''Size'''!! '''Intelligence'''<br />
|-<br />
| Tiny|| 3<br />
|- class="even"<br />
| Small|| 5<br />
|-<br />
| Medium|| 8<br />
|- class="even"<br />
| Large|| 10<br />
|-<br />
| Huge|| 12<br />
|- class="even"<br />
| Gargantuan|| 15<br />
|-<br />
| Colossal|| 18<br />
|- class="even"<br />
|}<br />
<br />
=== Lycanthropes ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th01.deviantart.net/fs70/200H/f/2012/045/c/7/bob_the_werebear_by_zeejaywong-d4psdq2.jpg<br />
|-class="even"<br />
|[http://zeejaywong.deviantart.com/art/Bob-the-Werebear-285179258/ This goliath has received more than just<br>guidance from the Bear.]<br />
|}<br />
<br />
*Live in [[Ghaer (3.5e Environment)|Ghaer]], [[Tumbling Fells (3.5e Environment)|Tumbling Fells]]<br />
*Concentrations: None<br />
<br />
Only a very specific form of lycanthropes exist on Pansaer: the animal-goliaths of Ghaer and the Tumbling Fells. Believed to be men possessed with animist spirits, they are revered (from a distance) by other goliaths. And there might very well be something to it: these lycanthropes don't spread their condition like a disease; rather, it is a natural phenomenon associated with the titan [[Luni (3.5e Deity)|Luni]], and is on a person from birth. Lycanthropes are not vicious or evil, and often remain in the goliath tribes they were born in, invariably achieving high positions thanks to their natural powers. During full moon, lycanthropes remove themselves from civilized areas and wander the wilds in their animal forms. Very rarely, a member of a race other than goliath can become a lycanthrope, although it's a once-in-a-century occurrence.<br />
<br />
=== Mephits ===<br />
<br />
*Live in [[Red Wastes (3.5e Environment)|Red Wastes]], [[Tumbling Fells (3.5e Environment)|Tumbling Fells]]<br />
*Concentrations: Thullian Delta<br />
<br />
The mephits of Pansaer are a naturally-occuring (if strange) race of the continent, unlike in other settings where they are extraplanar creatures. They were created when the world was forged anew, and spread into the world. A special quirk of mephits is their inhuman adaption to conditions: evolution tends to take a long while, but mephits can turn into completely different species in just a few generations. The extent of this rapid evolution is also amazing: a mephit exposed to searing conditions will soon develop [[SRD:Fire Mephit|a form to match]], while an aquatic surrounding will produce [[SRD:Water Mephit|a wholly different breed]]; the two couldn't be farther from each other. Mephits lose the Extraplanar subtype.<br />
<br />
=== Undead ===<br />
<br />
*Live (?) in all regions of Pansaer<br />
*Concentrations: None<br />
<br />
Undead creatures are the dead remains of once-living beings animated and made capable to act by rewriting [[About Years of Gold (Years of Gold)#Magic|the Word and the Law]] to accommodate such unnatural horrors, however briefly. These creatures range from [[SRD:Skeleton|skeletal]] and [[SRD:Zombie|fleshy]] puppets to [[SRD:Shadow|shadows that walk on their own]] to [[SRD:Ghost|twisted reflections of once-living people]]. Indeed, the undead share a lot with the daemons (see above), the difference being that the undead are tied to the physical world through the bodies or soul-stuff they are made of, and are thus usually longer-lasting. Specific races of undead, such as vampires (rare, but they exist), mummies (found in the [[Red Wastes (3.5e Environment)|Red Wastes]]) and [[SRD:Ghoul|ghouls]] (a cannibal race from the west) make exceptions to this rule.<br />
<br />
The changes to how resurrecting the dead in Years of Gold works (namely, it is all but impossible) means that creating undead is not quite the sin it is in other realms, since it's impossible to mess with the resurrection of sentient beings. Necromancy is more akin to a morbid form of puppetry. The necromancers of the east, called carriomancers, are accepted (if not always well-liked) as creators of free workforce. In the west the practice is far less common, and the average person will react to reanimation with hostility, but at least as an academic pursuit it is accepted.<br />
<br />
----<br />
{{3.5e Campaign Settings Breadcrumb}} &rarr; [[Years of Gold (3.5e Campaign Setting)|Years of Gold]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Years of Gold Setting]]<br />
[[Category:Supplement]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Ahti_(3.5e_Deity)&diff=987380Ahti (3.5e Deity)2017-12-14T15:52:02Z<p>Cancelion: Minor fixes</p>
<hr />
<div>{{3.5e Deity<br />
|hdligo=g<br />
|sym=A cast-iron trident head<br />
|plane=[[Years of Gold (3.5e Campaign Setting)|Pansaer]]<br />
|align=Chaotic Neutral (inapplicable in [[Years of Gold ]] campaign setting)<br />
|port=Water, Growth, Weather, Lying, Quarry<br />
|calign=CG, CN, CE<br />
|dom=[[SRD:Air Domain|Air]], [[SRD:Trickery Domain|Trickery]], [[SRD:Water Domain|Water]]<br />
|favweap=Trident<br />
}}<br />
<br />
{| style="float:right" class="d20"<br />
!http://th03.deviantart.net/fs70/200H/i/2012/314/1/a/ministrant_by_harpiya-d5kjvr1.jpg<br />
|-class="even"<br />
|[http://harpiya.deviantart.com/art/Ministrant-336850813/ "Do unto others<br>whatever you please"]<br />
|}<br />
<br />
Along with Auri, Ahti is among the most well-known of the titan pantheon of Pansaer, for he governs over a domain incredibly important to the inhabitants of the world: the weather. Rainfall comes from Ahti, and thus he is the provider of grain, making him the most important god from a practical standpoint. The giving of food is entirely happenstance from Ahti's viewpoint, however: he cares little for whether people eat or not. Creating storms is merely an enjoyable pastime for him. He dwells in the far reaches of the endless sea that surrounds Pansaer, in a castle built of mother-of-pearl and of unthawing ice.<br />
<br />
As the god of seas and weather, Ahti governs over every source of water, be it the sea, a lake, a river or a single drop of rain. Unfortunately he is a mischievous god. He enjoys turning plans on their head, sending rainfall where sun is needed and bringing drought where water is scarce. He sinks ships with thunderstorms and laughs when the sailors pray to him before they drown. Thus, he is a hated, despised god, but nonetheless prayed to, for no matter how grim his pastimes and joys, the rain he brings is priceless.<br />
<br />
Ahti is venerated as the father of rain and of growth, as the bringer of tides and the giver of quarry on both land and at sea. He is feared as the cause of both floods and drought, of thunderstorms, and as a lord of lies and trickery.<br />
<br />
=== Dogma ===<br />
<br />
Followers of Ahti preach that personal satisfaction always comes before the needs of others, and that the truth is a blunt, cruel thing: why tell the harsh truth when a kind lie will suffice? The clerics of Ahti encourage people to take care of themselves first, by lying and stealing if necessary. In their opinion, those who put others before them will invariably be trod on their whole lives - better for one to live a good life on the backs of others than for many to enjoy the fruits of one's labor.<br />
<br />
=== Clergy and Temples ===<br />
<br />
Clerics of Ahti, collectively known as brine-priests, are as fickle and unguessable as their god, and often on the move. They wear scale mail (often with nautical motifs) and clothes with deep blue and green hues, and wield ornate tridents as both walking sticks and as weapons. They travel far and wide, usually staying close to sources of water, and preach the Foam-Bearded Elder's teachings. Their lifestyles, which are often filled with carnal pleasures, are funded by stealing and collecting unfair alms from people.<br />
<br />
The wandering ways of Ahti's brine-priests means that there are few temples and churches devoted to the god, but simple shrines, constructed of gray branches that have washed ashore, are very common on the shores of the sea. These shrines are decorated with large seashells, onto which people place coins and other valuables as an offering to the god. More often than not, a brine-priest lives nearby to collect these alms, "for Ahti has no need of earthly treasures", as they so often remind people.<br />
<br />
=== Pantheon ===<br />
<br />
Ahti is part of the titan pantheon of Pansaer, along with [[Auri (3.5e Deity)|Auri, the Overgod]], [[Luni (3.5e Deity)|Luni, the Maiden]], [[Mieli (3.5e Deity)|Mieli, the Hunter]], [[Morran (3.5e Deity)|Morran, the Scholar]] and [[Groke Who Is Cold (3.5e Deity)|Groke Who Is Cold]]. Ahti has no close relationship with any of the other titans, thanks to his mischievous and self-centered nature, although he has a desire for both Luni and Mieli.<br />
<br />
----<br />
{{3.5e Greater Deities Breadcrumb}}<br><br />
{{3.5e Campaign Settings Breadcrumb}} &rarr; [[Years of Gold (3.5e Campaign Setting)|Years of Gold]] &rarr; [[Pantheon (Years of Gold)|Pantheon]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]<br />
[[Category:Greater Deity]]<br />
[[Category:Years of Gold Setting]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Cervitaur_(5e_Race)&diff=986116Cervitaur (5e Race)2017-12-13T07:24:25Z<p>Cancelion: I think that's right</p>
<hr />
<div><br />
==Cervitaur==<br />
<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://static.tumblr.com/1792207b009278d1bf3dd34fa0f52ae1/9pzfasx/oBAnza7pa/tumblr_static_cllnazs5k54w884s4gcscokk8.png|A young cervitaur, http://brenna-ivy.tumblr.com/}}<br />
<br />
Cervitaurs are creatures that are very similar in appearance to centaurs. They have the body of a deer but growing out of the neck is a human torso. Cervitaurs may or may not have antlers.<br />
<br />
===History===<br />
Though they look like centaurs, cervitaurs actually hail from the feywilds. These creatures are actually more similar to fey than one would immediately assume. The race has lived in forests for a long time, as protectors. <br />
<br />
===Society===<br />
Cervitaurs live in small herds. Males stay in small herds of 3 to 5, while females live with fawns in larger herds of 5 to 10. They tend to stay in the wilderness and on the fringes of society. They are treated much the same as centaurs, as they share several anatomic likenesses.<br />
<br />
===Cervitaur Names===<br />
Cervitaurs have been known to typically take fey names.<br />
<br />
'''Male:''' Ailde, Eadan, Rònan, Odiane<br />
<br />
'''Female:''' Eimhir, Donella, Ellette, Liliana<br />
<br />
===Cervitaur Traits===<br />
{{5e Racial Traits<br />
|summary=Basically a centaur but with deer.<br />
|abilities=Your {{5a|dex}} score increases by 2, and your {{5a|con}} score increases by 1.<br />
|age= Cervitaurs mature around 2 or 3 years, and live up to be up to 200 years old.<br />
|alignment=Tend toward neutrality.<br />
|size=Most cervitaurs stand 4 to 6 feet tall. Your size is medium.<br />
|speed=Your base walking speed is 45 feet. <!--Also cover any special movement modes or traits--><br />
|trait1=Darkvision <br />
|description1={{5e Darkvision}} <br />
|trait2=Hooves of Fury<br />
|description2= You may attack with your hooves as though they were a weapon you are proficient with. Melee weapon attack: Reach 5 ft., 1 target. Hit: 1d6 (3) bludgeoning damage.<br />
|trait3=Horse Half<br />
|description3=You cannot wear boots, pants, or anything that is worn on the legs or waist area except for belts and specially made armor and saddles. All armor given in equipment package is specially made. You cannot ride mounts.<br />
|trait4=Rideable Anatomy<br />
|description4=You can willingly serve as a mount for a Small or Medium creature.<br />
|trait5=Fey Ancestry<br />
|description5=You have advantage on saving throws against being {{5c|Charmed}}, and magic cannot put you to sleep.<br />
<!-- Template supports up to 10 traits. --><br />
|languages=Common, Sylvan, and Elvish.<br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Cervitaur<br />
|feet=5<br />
|inches=8<br />
|heightmod=2d4<br />
|weight=200<br />
|weightmod=2d6<br />
}}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Fey Type]] <br />
<!--[[Category:RaceSubtype Tag]]--></div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Races_(Years_of_Gold)&diff=982914Races (Years of Gold)2017-12-05T21:16:20Z<p>Cancelion: Updating this whole section; still under work</p>
<hr />
<div>{{WIP}}<br />
<br><br />
[[Years of Gold|Pansaer]] is home to a multitude of races, although not nearly as many as more high-fantasy worlds. Many creatures that are races on their own right in other worlds, like ''Greyhawk'' or ''Eberron'', are unique monsters born of a variety of causes in Pansaer. Some are brought to life by the Word and the Law, others are particularly rare mutations of more common races, while others still are the last remnants of ages-old races that have died out except for them. They are few, while the Five are numerous.<br />
<br />
The Five - [[Races (Years of Gold)#Humans|humans]], [[Races (Years of Gold)#Dwarves|dwarves]], [[Races (Years of Gold)#Dunners|dunners]], [[Races (Years of Gold)#Goblins|goblins]] and [[Races (Years of Gold)#Goliaths|goliaths]] - represent the most numerous humanoid races that have sapience and notable cultures in Pansaer. This number of races is somewhat lower than basic 3.5e or most other custom settings, but is meant to enforce a feel of coherency within the setting. All classes are modified to only give attribute bonuses to physical stats ([[Strength]], [[Dexterity]], [[Constitution]]) so as to encourage casters of all races.<br />
<br />
Languages work very differently in Years of Gold than in other settings, and a member of a race won't gain the usual compliment of languages: see [[Variant Rules (Years of Gold)#Languages|Languages at Variant Rules]] for more information.<br />
<br />
= PC races =<br />
<br />
=== Humans ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th06.deviantart.net/fs70/200H/f/2011/182/9/1/human_warrior_by_saturnoarg-d3kpdd4.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Human-Warrior-216174568/ An archetypal human fighter.]<br />
|}<br />
<br />
*Live in all regions of Pansaer<br />
*Concentrations: Fort Brunid, [[Brimhaven (3.5e Environment)|Brimhaven]], [[Redford (3.5e Environment)|Redford]], [[Irid and Eros (3.5e Environment)|Irid and Eros]]<br />
<br />
Humans are the most numerous of the five great races, although not far ahead of dunners and goblins in numbers. They awoke in the northwest reaches of the continent, where they had a prehistoric culture that's largely forgotten. The only remnants of humanity's past are haunted ruins, but their glory days were great: they spread southwards, and the benevolent conditions of those lands allowed them to briefly gain supremacy of the continent. Thanks to their ability to adapt to all sorts of surroundings, humans can be found in all regions of Pansaer, except the highest peaks of the Caragos Eavorn and the hottest areas of the northeastern deserts.<br />
<br />
All sentient races are defined more by their culture than by their racial heritage, but to no race does this hold true like it does to humans. While a man of Redford is likely to be thin, tall, brown of hair and put his faith in Auri, a man of Dharuum is more likely to be short, strong, dark of hair and trust in the divinity that is his Sultan. After all, it's been over three thousand years since the dawn of humanity: they've had time to adapt.<br />
<br />
* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.<br />
* Human base land speed is 30 feet.<br />
* 1 extra feat at 1st level. This feat must be chosen from among the feats marked as Skill feats.<br />
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.<br />
<br />
=== Dwarves ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th06.deviantart.net/fs70/200H/f/2014/075/f/0/dwarf_cleric_by_butttornado-d7aikow.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Dwarf-Cleric-440926016/ An archetypal dwarf cleric.]<br />
|}<br />
<br />
*Live in Caragos Eavorn, [[Red Wastes (3.5e Environment)|Red Wastes]]<br />
*Concentrations: Carag Vorn, Carag Maragos, [[Dharuum (3.5e Environment)|Dharuum]]<br />
<br />
Dwarves, the dwellers of the world underground, are a somewhat rarer sight on the continent, especially in the western kingdoms. Alone among the five great races, dwarves came to be underground. Their ancestral home is in Caragos Eavorn, and it is there that their race still holds power. This seclusion from other races made dwarf culture, language and physique vastly different from that of others. Their thick skins, low body water percentage and hardy bodies are better-suited to the harsh northeastern deserts than most other races, so they are among the only races with permanent dwellings there.<br />
<br />
Dwarves are culturally diverse and shaped by their surroundings, but a few features have stood the test of time in all dwarven populace: they're often adept at physical tasks, especially of the repetitive variety, and they offer prayers to [[Morran (3.5e Deity)|Morran]] more often than the other races, considering the titan their creator. The dwarves of the eastern lands are dark of skin and wear light tunics and robes, while their mountain brothers prefer dark colors, and armor as their clothing. The dwarves of the western kingdoms are divided: some integrate to the overall cultural sphere there, while others exclude themselves from those cultures on purpose and create enclaves of dwarven society within the area.<br />
<br />
* +2 Constitution: Dwarves are by far the stoutest race of Pansaer, a fact that has led them to thrive in both the mountains and the northeastern desert.<br />
* Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.<br />
* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).<br />
* [[SRD:Darkvision|Darkvision]]: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.<br />
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).<br />
* +2 racial bonus on saving throws against poison. Dwarves have a natural resistance to venom that borders on the unnatural (perhaps living close to giant spiders is to blame).<br />
<br />
=== Dunners ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th08.deviantart.net/fs70/200H/f/2011/006/0/0/monkey_king_by_jessada_nuy-d36joke.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Monkey-King-192394526/ An archetypal dunner monk.]<br />
|}<br />
<br />
*Live in [[Ghaer (3.5e Environment)|Ghaer]], the shorelines of the whole continent<br />
*Concentrations: [[Calimport (3.5e Environment)|Calimport]], [[Tull (3.5e Environment)|Tull]], Chestwood<br />
<br />
Originally hailing from massive forest that Ghaer was in the dawn of time, dunners are a race of short but stocky humanoids. They stayed in their ancestral home for long centuries, but when early humans came to the east, dunners found their sea-vessels to their liking, and soon they had spread across the continent. Dunners are a wily folk with thick arms and legs, strong muscular bodies and keen minds. The defining feature of dunners is the thick, coarse hair that grows on their heads, chest, arms and legs. In many ways they resemble monkeys, except that they don't have tails.<br />
<br />
Dunners may at first strike people as indifferent or even cruel, but this isn't at all true: rather, they are fiercely independent and believe that everyone ought to take care of themselves. They have no problem with the other races and often mingle with them, and thus all areas of the continent have at least a dunner minority. They universally wear less clothes than most other races, thanks to their natural body hair.<br />
<br />
* +2 Dexterity: Dunners are immensely nimble and capable of extreme feats of agility.<br />
* Small: As a Small creature, a dunner gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.<br />
* Dunner base land speed is 20 feet. They also have a climb speed of 20 feet.<br />
* +2 racial bonus on Balance and Jump checks: Dunners are agile and sure in their movements, owing to their woodland heritage.<br />
* +8 racial bonus on Climb checks: All dunners are exceptional climbers. A dunner must make a Climb check to climb any wall or slope with a DC of more than 0, but they can always choose to take 10, even if rushed or threatened while climbing. If they choose an accelerated climb, they move at double their climb speed and make a single Climb check at a -5 penalty. They cannot run while climbing. They retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing dunner.<br />
<br />
See [[Dunners (3.5e Race)]] for a more in-depth description, as well as racial traits for use in other settings.<br />
<br />
=== Goblins ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th00.deviantart.net/fs71/200H/f/2011/093/3/0/goblin_solitario_by_decozin-d3d64xy.png<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Goblin-Solitario-203519878/ An archetypal goblin wizard.]<br />
|}<br />
<br />
*Live in the banks of Kwazir, [[Red Wastes (3.5e Environment)|Red Wastes]], [[Remoras Prairie (3.5e Environment)|Remoras Praerie]]<br />
*Concentrations: Remoras, [[Dharuum (3.5e Environment)|Dharuum]]<br />
<br />
Sometimes, looks can be deceiving. So too is the case with goblins: a race of short, wiry goblinoids with sharp teeth, long noses and skin that ranges from dark green to muted brown. However, they are not the wild, monstrous creatures that folklore of other realms makes them - if anything, they are the very opposite of that. Goblins came to be at the wellsprings of Kwazir, the river that brings life to the east. They're still at their most numerous there and elsewhere in the east, but they've spread to the west as well, where they've been welcomed rather poorly.<br />
<br />
Goblins tend to be intelligent, thoughtful and thorough in everything they do, with a penchant for perfectionism and obsession. Their long, nimble fingers are capable of building all sorts of devices, and their diplomatic skills and honey tongues make them fantastic traders, merchants and diplomats. People also tend to underestimate them - which suits them just fine. Goblins have a very high pain threshold, which makes them stand out from other races. They rarely complain about physical anguish unless it's insurmountable, and many of them are fascinated with piercings.<br />
<br />
* +2 Dexterity: Goblins are quick in their movements, and their manual dexterity is unrivaled.<br />
* Small: Small: As a Small creature, a goblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.<br />
* Goblin base land speed is 20 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a goblin can function just fine with no light at all.<br />
* +2 racial bonus on [[Disable Device]] and [[Open Lock]] checks: goblins have long, thin fingers, perfectly suited to handling all sorts of devices.<br />
* +2 racial bonus on [[Concentration]] checks: all goblins have a high resistance to pain, and most are calm and collected by nature, so concentrating on a task comes to them naturally.<br />
* [[Endurance]]: Goblins gain Endurance as a bonus feat. If a goblin would later gain Endurance as a bonus feat, she can select any other feat for which she qualifies. Goblins have incredible stamina for their size.<br />
<br />
See [[Goblins, Pansaer (3.5e Race)]] for a more in-depth description, as well as racial traits for use in other settings.<br />
<br />
=== Goliaths ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th04.deviantart.net/fs71/200H/f/2010/335/1/1/goliath_by_artofty-d33zchg.jpg<br />
|-class="even"<br />
|[http://artofty.deviantart.com/art/Goliath-188086516/ An archetypal goliath barbarian.]<br />
|}<br />
<br />
*Live in [[Ghaer (3.5e Environment)|Ghaer]], [[Tumbling Fells (3.5e Environment)|Tumbling Fells]]<br />
*Concentrations: [[Tull (3.5e Environment)|Tull]]<br />
<br />
Strongly in touch with their ancient roots and on bad terms with the titan-gods they see as their ancestors, the race of goliaths is easily the fewest in numbers of the five great races. Perhaps this is because they never truly spread out from the Tumbling Fells, their point of origin. Whether it is from the hate of the titans or from natural causes, goliath numbers have been dwindling for hundreds of years. Many of those that remain steadfastly cling to folklore and traditions.<br />
<br />
Goliaths are towering humanoids, somewhat bestial in appearance with long canine teeth and angular facial features. Their wild looks belie a level nature that prefers balance and continuity in all things. Goliaths live in the wilds, although many have traveled to the cities of both east and west, as their dwindling numbers would otherwise leave them stranded in the wilds.<br />
<br />
* +2 Strength: Goliaths are powerfully built and exceptionally strong, partly from their natural physique and partly from growing up in harsh conditions.<br />
* Medium: As Medium creatures, goliaths have no special bonuses or penalties due to their size.<br />
* Goliath base land speed is 30 feet.<br />
* Natural Wrestler: Goliaths have a +4 racial bonus on grapple checks, and don't provoke an attack of opportunity when beginning a grapple. The massive bodies and strong limbs of the goliaths make them exceptional wrestlers, and they often further hone this ability through practice.<br />
* Animist Guidance (Su): Once per day as a free action, a goliath can invoke the animal deity that governs over them (or the deities in general if they are a Navenfri) to gain a +2 insight bonus to all saving throws for a number of rounds equal to his or her character level.<br />
<br />
See [[Goliaths, Pansaer (3.5e Race)]] for a more in-depth description, as well as racial traits for use in other settings.<br />
<br />
= Other races =<br />
<br />
What follows is a list of the many creatures and races that populate Pansaer. This is not to be taken as a precise listing: many rarer, even one-off beasts can be found in the wide lands. The races listed here are the most numerous, most influential or otherwise most noteworthy (asides from the Five), and their existence should be common knowledge - or oft-repeated legend - to the inhabitants of that part of the continent where the race lives. If the DM wants to include more creatures or races in the setting, they are free to do so, but should carefully consider the feel of the world.<br />
<br />
Some of the races described below are available, if not suggested, for use as player character races. They tend to have unconventional capabilities and features (uncommon size, resistances and immunities, powerful abilities) that can make them unfit or unbalanced for the purposes of the campaign, so consult with your DM before you use one. The races that are fit for player use have racial traits listed.<br />
<br />
=== Anubals ===<br />
<br />
*Live in the [[Red Wastes (3.5e Environment)|Red Wastes]]<br />
*Concentrations: [[Dharuum (3.5e Environment)|Dharuum]]<br />
<br />
A naturally-occurring race common in the Red Wastes and somewhat rarer in southeastern Pansaer, anubals are ebony-skinned, jackal-headed protectors of tombs and master mummifiers. They're well-adapted to the harsh deserts that make up most of the east, and their natural powers make them respected, feared, venerated or hated - depending on who you ask. Closely related to them are [[Anubal Hound (3.5e Creature)|anubal hounds]], constructs built by the jackal-headed wardens.<br />
<br />
Anubals play a large part in the cultures of the east. Death is less feared in those parts, and mummification the norm, so as masters of burial rites anubals are an important part of everyday life. They never associate with humans in any great amount or live in the cities (except Dharuum), but they take solitary apprentices from all races and walks of life. These people become master morticians, and are pillars of society in the east.<br />
<br />
* +4 Dexterity, +4 Constitution, +6 Intelligence, +6 Wisdom, +6 Charisma: Anubals are physically capable, but their true strength lies in their immense mental capacities.<br />
* Medium: As Medium creatures, anubals have no special bonuses or penalties due to their size.<br />
* Anubal base land speed is 30 feet.<br />
* [[SRD:Darkvision|Darkvision]]: Anubals can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and an anubal can function just fine with no light at all.<br />
* Racial Hit Dice: An anubal begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.<br />
* Racial Skills: An anubal's outsider levels give it skill points equal to 9 × (8 + Int modifier). Its class skills are [[Appraise]], [[Concentration]], [[Diplomacy]], [[Handle Animal]], [[Heal]], [[Knowledge]] (arcana), [[Knowledge]] (religion), [[Listen]], [[Profession]] (mortician), [[Sense Motive]], [[Spellcraft]], and [[Spot]].<br />
* Racial Feats: An anubal's outsider levels give it three feats.<br />
* +4 natural armor bonus.<br />
* Spell-Like Abilities: At will—''[[cure light wounds]]'', ''[[death knell]]'', ''[[inflict light wounds]]''; 1/day—''[[cause fear]]'', ''[[mass cure light wounds]]'', ''[[mass inflict light wounds]]''. Caster level 6th; save DC 11 + anubal's Cha modifier + spell level.<br />
* Lifesense ([[SRD:Supernatural Abilities|Su]]): An anubal notices and locates living creatures within 60 feet, just as if it possessed the [[blindsight]] ability. It also senses the strength of their life force automatically, as if it had cast ''[[deathwatch]]''.<br />
* Level adjustment +4.<br />
<br />
See [[Anubal Warden (3.5e Creature)]] for a more in-depth description.<br />
<br />
=== Beastmen ===<br />
<br />
*Live in the [[Remoras Prairie (3.5e Environment)|Remoras Prairie]], [[Ghaer (3.5e Environment)|Ghaer]]<br />
<br />
*Concentrations: Dead Illusk<br />
<br />
Perhaps related to the natural mutation of [[Races (Years of Gold)#Lycanthropes|lycanthropes]], beastmen are a race of horrid amalgamations of man and beast. They are less a true race and more a loose collection of creatures born with animal features, driven out of civilized lands, and banding together for power and safety. They are technically sentient creatures, but their animal instincts and painful mutations often drive them to violence. Hence, they are hated where they are met.<br />
<br />
Beastmen are relatively rare, since most are killed at birth by their horrified parents. Only a few tribes have sprung up, where the rare fertile females give birth to hundreds of monstrous children. The [[SRD:Gnoll|beastmen of Remoras prairie]] are the most numerous, and most often have canine or feline features. Ghaer beastmen are far rarer, but often more powerful, and their mutations might include [[SRD:Rakshasa|sorcerous powers]]. Some claim that minotaurs are in fact a kind of giant beastman. Considering Mieli's sexual appetite, it's more likely that the beastmen are distantly related to her giant offspring.<br />
<br />
''Mechanically:'' See various races in the Monster Manual, including [[SRD:Gnoll|gnolls]] and [[SRD:Rakshasa|rakshasa]]<br />
<br />
=== Centaurs ===<br />
<br />
*Live in the [[Red Wastes (3.5e Environment)|Red Wastes]], the Sultanate<br />
<br />
*Concentrations: [[Dharuum (3.5e Environment)|Dharuum]], [[Irid and Eros (3.5e Environment)|Irid and Eros]]<br />
<br />
Centaurs are a fairly young race, born from a mad whim of Mieli, the forest titan. Mieli assumed the form of a pitch-black mare and forced the sultan of Dharuum to copulate with herself as both a punishment for his supposedly blasphemous actions and to sate Mieli's sick appetites. From the union was born the race of centaurs, who the eastern folk now live with.<br />
<br />
Centaurs have the spirit of Mieli in them: at once peaceful and sagely, at another spiteful and wild. All centaurs have obsidian skin in both the horse and the man part of their body, another reminder of their divine origin. They often serve as sages and warriors in the court of Dharuum, and as messengers in Irid and Eros.<br />
<br />
''Mechanically:'' As the [[Centaur|centaur race]] outlined in the Monster Manual, except as follows:<br />
<br />
*Centaurs speak Khabarat, as well as other languages appropriate to their Intelligence and experience.<br />
<br />
=== Demons & devils ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th09.deviantart.net/fs71/200H/f/2013/100/9/f/succubus___01_by_aditya777-d2lcct6.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Succubus-01-156780762/ A succubus is<br>mortal lust<br>given material form by<br>underworld energies<br>and a powerful wizard.]<br />
|}<br />
<br />
*Live in the underworld<br />
<br />
*Concentrations: None<br />
<br />
There are no Nine Hells or Abyss for the demon and devil races to commence from, but creatures similar to them are nonetheless known in Pansaer. The underworld, an entropic level of existence that is not a place so much as it is an idea, is their home. Gods, godlike beings and some particularly powerful wizards can momentarily give them physical form.<br />
<br />
Most demons, devils and even yugoloths can be included in a [[Years of Gold]] campaign, since the chaotic underworld has endless possibility for the types of creatures pulled from therewithin. The Dungeon Master should remember that since these aren't actually demons and devils as understood in standard D&D lore, they won't behave as such or always adhere to the norms outlined in the Monster Manual. For example, a wizard of incredible power could summon [[Balor|balors]] from the underworld, but they wouldn't "rule as generals over demonic armies".<br />
<br />
''Mechanically:'' As the various demons, devils and related entities outlined in the Monster Manual, except as follows:<br />
<br />
*Creatures from the underworld cannot hold onto their physical form without expenditure of incredible magical concentration or similar forces. Thus, they dissipate quickly unless such means are used.<br />
<br />
*Demons and devils lose all inappropriate subtypes, such as alignment subtypes (since no alignment system exists in [[Years of Gold]]), Baatezu, Tanar'ri and similar subtypes (again, no such division exists), and the Extraplanar subtype (since the underworld isn't a plane per se).<br />
<br />
=== Dragons & draconic races ===<br />
<br />
*Live in Caragos Eavorn<br />
<br />
*Concentrations: None<br />
<br />
The dragons were spawned in the early ages of the world, when the titans still vied for control of the world. They fought the titans with the elder gods and lost, and were driven to hide in mountain lairs and deep forests. They are asexual and seem to reproduce only by means of magically spawning more of their kind - an event that hasn't happened since the early days of the continent - so the only dragons that live nowadays are all at least old, with the age categories being somewhat modified.<br />
<br />
In the somewhat low-magic, no-easy-flight world of Pansaer, dragons are much more of a challenge than they would normally be, and considering they're a tough challenge in standard D&D, that says a lot. Only around a hundred dragons have ever existed, and nowadays even the wisest scholars can only guess at their numbers; twenty is a common estimate. Their rarity makes dragon relics priceless treasures: the dragon skull in the Sultan's Palace in Dharuum is a wonder of the world.<br />
<br />
Considering the awesome, almost godlike power the dragons wield, it is entirely possible that any give dragon will have created slaves or companions in its likeness, if not equal in power; this is the origin of draconic races, such as [[SRD:Lizardfolk (Race)|lizardfolk]] and [[SRD:Wyvern|wyverns]].<br />
<br />
''Mechanically:'' As the [[SRD:True_Dragon|dragon races]] outlined in the Monster Manual, except as follows:<br />
<br />
*The age categories are modified to account for the timeline of Pansaer. They are now as follows:<br />
<br />
{| class="d20"<br />
|-<br />
|+ '''Dragon Age Categories'''<br />
|-<br />
! '''Category'''!! '''Age (Years)'''<br />
|-<br />
| Old|| 1,000-2,000<br />
|-class="even"<br />
| Very old|| 2,001-3,000<br />
|-<br />
| Ancient|| 3,001–5,000<br />
|-class="even"<br />
| Wyrm|| 5,001–???<br />
|-<br />
| Great wyrm|| ???<br />
|-class="even"<br />
|}<br />
<br />
=== Elementals ===<br />
<br />
*Live in all regions of Pansaer<br />
<br />
*Concentrations: None<br />
<br />
Elementals are not drawn from elemental planes in [[Years of Gold]] (since no such planes exist), but are rather formed by overwriting the Law that governs the world. Gifted wizards often use elementals to battle each other, with a greater elemental meaning greater power. They also arise spontaneously on occasion, especially in areas where the rules of the world grow thin, such as the haunts of powerful creatures and ancient places of power.<br />
<br />
''Mechanically:'' As the various elementals and offshoots outlined in the Monster Manual, except as follows:<br />
<br />
*Elemental creatures lose the Extraplanar subtype and all elemental subtypes (as they don't come from foreign planes).<br />
<br />
=== Giants ===<br />
<br />
*Live in [[Tumbling Fells (3.5e Environment)|Tumbling Fells]], Caragos Eavorn, [[Remoras Prairie (3.5e Environment)|Remoras prairie]]<br />
<br />
*Concentrations: Carag Ka'thull<br />
<br />
The bastard children of the titans of yore, giants (and [[SRD:Troll|trolls]], [[SRD:Ogre|ogres]], [[SRD:Titan|lesser titans]], as well as all other creatures of the [[SRD:Giant Type|Giant]] type) are an eternal foe to the folk of Pansaer. They have mere crumbs of the power their ancestral fathers hold, but that power is plenty enough to terrorize the continent with. Each race of giants is associated with one of the titan-gods, and consider themselves that titan's children. Whether they're actually related is questionable (although in Mieli's case not so much).<br />
<br />
The claims of parentship by the giantkin are as follows: [[SRD:Fire Giant|fire giants]] and sun titans<sup>MM2</sup> are [[Auri (3.5e Deity)|Auri's]] descendants, and live in the sun-scorched Red Wastes; fog giants<sup>MF</sup> and shadow giants<sup>FF</sup> are [[Luni (3.5e Deity)|Luni's]] children, and bide their time in the hidden places of the world; [[SRD:Frost Giant|frost giants]], [[SRD:Storm Giant|storm giants]] and bog giants<sup>FF</sup> are heirs to [[Ahti (3.5e Deity)|Ahti]], and live near and in water, as well as in floating sea-cities; and [[SRD:Cloud Giant|cloud giants]] are the sole scions of [[Morran (3.5e Deity)|Morran]], and live only on the tallest peaks. [[Groke Who Is Cold (3.5e Deity)|Groke]] is no titan, and thus doesn't have giant descendants. [[SRD:Hill Giant|Hill giants]], mountain giants<sup>MM2</sup>, [[SRD:Ogre|ogres]] and [[SRD:Ettin|ettins]] are thought to be the children of the lesser titans that Auri's pantheon defeated.<br />
<br />
[[Mieli (3.5e Deity)|Mieli]] is a special case amongst the titan pantheon. The Hunter, insatiable that she is, has spawned several lineages of offspring, including the comparatively noble races of [[SRD:Stone Giant|stone giants]] and forest giants<sup>MM2</sup>, as well as the more monstrous [[SRD:Minotaur|minotaurs]], [[SRD:Troll|trolls]] and firbolgs<sup>MM2</sup> in affairs with legendary beasts. Mieli's more animalistic children, such as the aforementioned minotaurs and the centaurs (see above) come about due to Mieli's appetites often drawing her to copulate with powerful animals.<br />
<br />
''Mechanically:'' As the various giant races outlined in the Monster Manual<br />
<br />
=== Giant spiders ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th07.deviantart.net/fs71/200H/i/2013/003/7/9/giant_spiders__by_akonstad-d5qaxq8.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Giant-Spiders-346511168/ A troupe of goblins face a giant spider<br>in the Red Wastes.]<br />
|}<br />
<br />
*Live in Caragos Eavorn, [[Lowlands of Hundon (3.5e Environment)|Lowlands of Hundon]]<br />
<br />
*Concentrations: Carag Ka'thull<br />
<br />
The horror of the underground world and the bane of the dwarves that inhabit the mountains, giant spiders are a common danger in Pansaer. Unlike their small, household cousins, giant spiders are intelligent creatures: they are born with a glimmer of intellect that grows as the spider grows older. The largest of the giant spiders are matriarchal monstrosities with wit to challenge wizards with. Indeed, rumors speak of spiders so venerable that they've studied the arcane arts and become master wizards themselves.<br />
<br />
Giant spiders live within the mountain range of Caragos Eavorn, in tunnels where the sun never shines. They've also made nests in the barren prairie that surrounds Remoras, as the mountain lie so close in the south. Since the spiders are intelligent, some extremely small forms of trade take place between them and other races: they provide people with amazing silk, and receive food in return; in darker parts of the world they're often paid in slaves to devour. Giant spiders speak Or, the language of the gods (a gift from their patron deity [[Groke Who Is Cold (3.5e Deity)|Groke]]), and rarely learn other languages.<br />
<br />
''Mechanically:'' As the [[SRD:Tiny Monstrous Spider|monstrous spiders]] outlined in the Monster Manual, except as follows:<br />
<br />
*Giant spiders have an Intelligence score that grows with their size. Remember that they behave accordingly: giant spiders are capable of setting ambushes, stalking prey, remembering faces, even begging for mercy. Intelligence scores for giant spiders are as follows:<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Giant Spider Intelligence}}<br />
|-<br />
! '''Size'''!! '''Intelligence'''<br />
|-<br />
| Tiny|| 3<br />
|- class="even"<br />
| Small|| 5<br />
|-<br />
| Medium|| 8<br />
|- class="even"<br />
| Large|| 10<br />
|-<br />
| Huge|| 12<br />
|- class="even"<br />
| Gargantuan|| 15<br />
|-<br />
| Colossal|| 18<br />
|- class="even"<br />
|}<br />
<br />
=== Lycanthropes ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th01.deviantart.net/fs70/200H/f/2012/045/c/7/bob_the_werebear_by_zeejaywong-d4psdq2.jpg<br />
|-class="even"<br />
|[http://zeejaywong.deviantart.com/art/Bob-the-Werebear-285179258/ This goliath has received more than just<br>guidance from the Bear.]<br />
|}<br />
<br />
*Live in [[Ghaer (3.5e Environment)|Ghaer]], [[Tumbling Fells (3.5e Environment)|Tumbling Fells]]<br />
<br />
*Concentrations: None<br />
<br />
Only a very specific form of lycanthropes exist on Pansaer: the animal goliaths of Ghaer and the Tumbling Fells. Believed to be men possessed with animist spirits, they are revered (from a distance) by the goliaths. And there might very well be something to it: these lycanthropes don't spread their condition like a disease; rather, it is a natural phenomenon associated with the titan [[Luni (3.5e Deity)|Luni]], and is on a person from birth.<br />
<br />
Lycanthropes are not vicious or evil, and often remain in the goliath tribes they were born in, invariably achieving high positions thanks to their natural powers. During full moon, lycanthropes remove themselves from civilized areas and wander the wilds in their animal forms. Very rarely, a member of a race other than goliath can become a lycanthrope, although it's a once-in-a-century occurrence.<br />
<br />
''Mechanically:'' As the [[SRD:Lycanthrope|various lycanthropes]] outlined in the Monster Manual, except as follows:<br />
<br />
*Lycanthropy doesn't spread like a disease. Thus, all lycanthropes lose the Curse of Lycanthropy supernatural ability.<br />
<br />
*Except for extremely rare cases, only goliaths that are born in the Tumbling Fells or Ghaer can be lycanthropes.<br />
<br />
=== Mephits ===<br />
<br />
*Live in [[Red Wastes (3.5e Environment)|Red Wastes]], [[Tumbling Fells (3.5e Environment)|Tumbling Fells]]<br />
<br />
*Concentrations: Thullian Delta<br />
<br />
The mephits of Pansaer are a naturally-occuring (if strange) race of the continent, unlike in other settings where they are extraplanar creatures. They were created when the world was forged anew, and spread into the world. A special quirk of mephits is their inhuman adaption to conditions: evolution tends to take a long while, but mephits can turn into completely different species in just a few generations. The extent of this rapid evolution is also amazing: a mephit exposed to searing conditions will soon develop [[SRD:Fire Mephit|a form to match]], while an aquatic surrounding will produce [[SRD:Water Mephit|a wholly different breed]]; the two couldn't be farther from each other.<br />
<br />
''Mechanically:'' As the [[SRD:Mephit|various mephits]] outlined in the Monster Manual, except as follows:<br />
<br />
*Mephits lose the Extraplanar subtype and all elemental subtypes (as they don't come from foreign planes).<br />
<br />
=== Undead ===<br />
<br />
*Live (?) in all regions of Pansaer<br />
<br />
*Concentrations: None<br />
<br />
Necromancy in the [[Years of Gold]] setting works a little differently from standard D&D, and so does the Undead type. Undead creatures are any creatures animated and made capable to act by rewriting the Law of the world to accommodate such unnatural horrors, however briefly. Specific races of undead, such as vampires (rare, but they exist) and mummies (found in the Red Wastes) may make small exceptions to this rule.<br />
<br />
The changes to how resurrecting the dead in [[Years of Gold]] works (namely, it is all but impossible) means that creating undead is not quite the sin it is in other realms, since it's impossible to mess with the resurrection of sentient beings. It's more akin to a morbid form of puppetry. The necromancers of the east, called carriomancers, are accepted (if not always well-liked) as creators of free workforce.<br />
<br />
''Mechanically:'' As the various undead creatures outlined in the Monster Manual<br />
<br />
= Excluded races =<br />
<br />
Here are listed the creatures and monsters that don't exist in Pansaer at all. Each entry outlines the reason(s) for the exclusion. If a creature is not specifically mentioned here or under the '''New & modified races''' heading, then it exists somewhere in the world, under the Dungeon Masters approval, as described in its source material.<br />
<br />
* '''Aboleths:''' The aboleth race is very strongly associated with other D&D settings. In addition, the Stygian gods tread the same territory - thus, aboleths are excluded.<br />
<br />
* '''Angels & other celestials:''' The cosmology of [[Years of Gold]] doesn't contain a plane system, and the titan-gods are active forces in the world that don't need avatars or heralds to do their bidding. Thus, there are no angelic races, like archons.<br />
<br />
* '''Dinosaurs:''' There are no dinosaurs on the continent, solely for flavor reasons.<br />
<br />
* '''Elves:''' Elves are perhaps the single most notable exclusion among the races. It has been the penultimate fantasy race since Tolkien gave them culture and flavor, and are a part of almost all settings. However, they do little to improve [[Years of Gold]], and don't quite fit the more down-to-earth, sinister feel the setting strives for. Thus, they are excluded. That said, the mythology of Pansaer does speak of a great precursor race, known as the elfin, few in numbers but great in knowledge, who taught the early folk how to cultivate land. They're often dismissed as peasant folklore.<br />
<br />
* '''Mind flayers:''' Same issues as with aboleths: connections to other settings, unfitting to a more realistic setting etc.<br />
<br />
* '''Orcs & other evil humanoids:''' Traditional fantasy monsters as they are, orcs have grown old and overused. The continent of Pansear does not contain orcs, or any similar "monster humanoid" race for that matter. An all-evil race of goons is lazy design and boring to play against. Thus, orcs, as well as bugbears, derros, hobgoblins, kobolds and skum are all excluded. Note that beastmen exist on the continent (small tribes in Remoras prairie and Ghaer), as do troglodytes (in the caves of Caragos Eavorn) and sahuagin (servants of the Stygian). If a need for basic, rank-and-file opponents rises, try using the barbarians of Remoras prairie, the dunedelver dwarves of the Red Wastes or, if in a city setting, thugs of all five races.<br />
<br />
* '''Planar creatures:''' Since the cosmology of [[Years of Gold]] doesn't contain planes, all planar creatures are excluded by default. If the Dungeon Master wishes, any given planar race can be adapted to the setting: perhaps as a creature summoned from the underworld, or as a natural abomination from the beginning of time.<br />
<br />
----<br />
{{3.5e Campaign Settings Breadcrumb}} &rarr; [[Years of Gold (3.5e Campaign Setting)|Years of Gold]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Years of Gold Setting]]<br />
[[Category:Supplement]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Anubal_Warden_(3.5e_Creature)&diff=982913Anubal Warden (3.5e Creature)2017-12-05T21:13:02Z<p>Cancelion: Added level adjustments</p>
<hr />
<div>__NOTOC__<br />
{{3.5e Creature<br />
|#ofEntries=2<br />
|creature=Anubal Warden<br />
|creature2=Greater Anubal Warden<br />
|size=Medium |type=Outsider<br />
|size2=Medium |type2=Outsider<br />
|hd=6d8+12 |hp=39<br />
|hd2=10d8+20 |hp2=65<br />
|init=+6<br />
|init2=+7<br />
|speed=30 ft. (6 squares)<br />
|speed2=30 ft. (6 squares)<br />
|ac=16 (+2 Dex, +4 natural) |touch=12 |flat=14<br />
|ac2=19 (+3 Dex, +6 natural) |touch2=13 |flat2=16<br />
|bab=+6 |grapple=+6<br />
|bab2=+10 |grapple2=+10<br />
|at=Kukri +6 melee (1d4/18-20)<br />
|at2=''+1 thundering kukri'' +11 melee (1d4+1/18-20)<br />
|full_at=Kukri +6/+1 melee (1d4/18-20)<br />
|full_at2=''+1 thundering kukri'' +11/+6 melee (1d4+1/18-20)<br />
|space=5 ft. |reach=5 ft.<br />
|space2=5 ft. |reach2=5 ft.<br />
|sa=Spell-like abilities<br />
|sa2=Spell-like abilities<br />
|sq=Darkvision 60 ft., lifesense 60 ft.<br />
|sq2=Darkvision 60 ft., lifesense 60 ft.<br />
|fort=+7 |ref=+7 |will=+8<br />
|fort2=+9 |ref2=+10 |will2=+11<br />
|str=10 |dex=15 |con=14 |int=16 |wis=16 |cha=16<br />
|str2=10 |dex2=16 |con2=14 |int2=16 |wis2=18 |cha2=19<br />
|skills=[[Appraise]] +12, [[Concentration]] +11, [[Diplomacy]] +12, [[Handle Animal]] +12, [[Heal]] +13, [[Knowledge]] (arcana) +12, [[Knowledge]] (religion) +12, [[Listen]] +13, [[Profession]] (mortician) +13, [[Sense Motive]] +13, [[Spellcraft]] +12, [[Spot]] +13<br />
|skills2=[[Appraise]] +16, [[Concentration]] +15, [[Diplomacy]] +17, [[Handle Animal]] +17, [[Heal]] +18, [[Knowledge]] (arcana) +16, [[Knowledge]] (religion) +16, [[Listen]] +18, [[Profession]] (mortician) +18, [[Sense Motive]] +18, [[Spellcraft]] +16, [[Spot]] +18<br />
|feats=[[Dodge]], [[Improved Initiative]], [[Spell Penetration]]<br />
|feats2=[[Dodge]], [[SRD:Greater Spell Penetration|Greater Spell Penetration]], [[Improved Initiative]], [[Spell Penetration]]<br />
|env=Any<br />
|env2=Any<br />
|org=Solitary, party (1-2 plus 2-4 [[SRD:Hyena|giant jackals]]) or funeral host (2-3 plus 1-2 [[Anubal Hound (3.5e Creature)|anubal hounds]] plus 5-8 [[SRD:Hyena|giant jackals]])<br />
|org2=Solitary, party (1 plus 1-2 [[Anubal Hound (3.5e Creature)|anubal hounds]]) or mausoleum guard (1 plus 2-4 [[SRD:Mummy|mummies]] plus 9-12 [[SRD:Hyena|giant jackals]])<br />
|cr=4<br />
|cr2=8<br />
|treas=Standard<br />
|treas2=Standard <br />
|align=Usually lawful neutral<br />
|align2=Usually lawful neutral<br />
|adv=By character class<br />
|adv2=By character class<br />
|la=+4<br />
|la2=+6<br />
}}<br />
<br />
{| style="float:right" class="d20"<br />
!http://th07.deviantart.net/fs13/200H/f/2007/106/0/b/anubis_by_airaf.jpg<br />
|-class="even"<br />
|[http://fernandofaria.deviantart.com/art/anubis-53379671/ No one has mastered mummification<br>like the anubal wardens.]<br />
|}<br />
<br />
''The jewelery and gold the owner of this tomb was buried with blinds your eyes as you rummage through the dusty crypt. You almost miss the shadow that approaches you from behind, and as you turn just before it reaches you, you yell in surprise. A jackal-headed man with skin like ebony stares you down, arms crossed on its breast. It seems to demand explanation for the intrusion.''<br />
<br />
Anubal wardens are master mummifiers and keepers of graves, crypts and necropolises in their native arid lands. They are most commonly met in desert lands, but are occasionally met in other lands. Roughly humanoid in form, an anubal warden differs from humans with its pitch-black skin and its jackal head. Legends speak of anubal wardens from other lands with different types of heads, depending on what animal is associated with death there. Anubal wardens command great power over life and death, and are venerated by those who mummify their dead.<br />
<br />
=== Combat ===<br />
<br />
Most anubal wardens wield a corpse-handling tool that in battle functions similar to a kukri, but rarely use it, since they have a much more dangerous attack: their touch. They destroy those who attack them or their crypts with ''[[inflict light wounds]]'', reducing their hit points until a ''[[death knell]]'' can finish them. Anubal wardens can also use their powers in the other direction, and are spectacular healers. Often fighting with the wardens are their construct servants, the [[Anubal Hound (3.5e Creature)|anubal hounds]].<br />
<br />
'''Spell-Like Abilities ([[Sp]]):''' At will—''[[cure light wounds]]'', ''[[death knell]]'' (DC 16), ''[[inflict light wounds]]'' (DC 15); 1/day—''[[cause fear]]'' (DC 15), ''[[mass cure light wounds]]'', ''[[SRD:Mass Inflict Light Wounds|mass inflict light wounds]]'' (DC 19). Caster level 6th. The save DCs are Charisma-based and include a +1 racial bonus.<br />
<br />
'''Lifesense ([[Su]]):''' An anubal warden notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast ''[[SRD:Deathwatch|deathwatch]]''.<br />
<br />
=== Greater Anubal Warden ===<br />
<br />
Some anubal wardens are ancient enough to command great respect among their own kind, and look after great necropolises among the desert sands.<br />
<br />
'''Spell-Like Abilities ([[Sp]]):''' At will—''[[cure moderate wounds]]'', ''[[death knell]]'' (DC 17), ''[[inflict moderate wounds]]'' (DC 17); 3/day—''[[cause fear]]'' (DC 16); 1/day—''[[SRD:Death Ward|death ward]]'', ''[[mass cure moderate wounds]]'', ''[[SRD:Mass Inflict Moderate Wounds|mass inflict moderate wounds]]'' (DC 21). Caster level 10th. The save DCs are Charisma-based and include a +1 racial bonus.<br />
<br />
----<br />
{{3.5e Creatures CR 4 Breadcrumb}}<br><br />
{{3.5e Creatures CR 8 Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Creature]]<br />
[[Category:CR4]]<br />
[[Category:CR8]]<br />
[[Category:Outsider Type]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Anubal_Warden_(3.5e_Creature)&diff=982906Anubal Warden (3.5e Creature)2017-12-05T20:56:30Z<p>Cancelion: Reduced Strength</p>
<hr />
<div>__NOTOC__<br />
{{3.5e Creature<br />
|#ofEntries=2<br />
|creature=Anubal Warden<br />
|creature2=Greater Anubal Warden<br />
|size=Medium |type=Outsider<br />
|size2=Medium |type2=Outsider<br />
|hd=6d8+12 |hp=39<br />
|hd2=10d8+20 |hp2=65<br />
|init=+6<br />
|init2=+7<br />
|speed=30 ft. (6 squares)<br />
|speed2=30 ft. (6 squares)<br />
|ac=16 (+2 Dex, +4 natural) |touch=12 |flat=14<br />
|ac2=19 (+3 Dex, +6 natural) |touch2=13 |flat2=16<br />
|bab=+6 |grapple=+6<br />
|bab2=+10 |grapple2=+10<br />
|at=Kukri +6 melee (1d4/18-20)<br />
|at2=''+1 thundering kukri'' +11 melee (1d4+1/18-20)<br />
|full_at=Kukri +6/+1 melee (1d4/18-20)<br />
|full_at2=''+1 thundering kukri'' +11/+6 melee (1d4+1/18-20)<br />
|space=5 ft. |reach=5 ft.<br />
|space2=5 ft. |reach2=5 ft.<br />
|sa=Spell-like abilities<br />
|sa2=Spell-like abilities<br />
|sq=Darkvision 60 ft., lifesense 60 ft.<br />
|sq2=Darkvision 60 ft., lifesense 60 ft.<br />
|fort=+7 |ref=+7 |will=+8<br />
|fort2=+9 |ref2=+10 |will2=+11<br />
|str=10 |dex=15 |con=14 |int=16 |wis=16 |cha=16<br />
|str2=10 |dex2=16 |con2=14 |int2=16 |wis2=18 |cha2=19<br />
|skills=[[Appraise]] +12, [[Concentration]] +11, [[Diplomacy]] +12, [[Handle Animal]] +12, [[Heal]] +13, [[Knowledge]] (arcana) +12, [[Knowledge]] (religion) +12, [[Listen]] +13, [[Profession]] (mortician) +13, [[Sense Motive]] +13, [[Spellcraft]] +12, [[Spot]] +13<br />
|skills2=[[Appraise]] +16, [[Concentration]] +15, [[Diplomacy]] +17, [[Handle Animal]] +17, [[Heal]] +18, [[Knowledge]] (arcana) +16, [[Knowledge]] (religion) +16, [[Listen]] +18, [[Profession]] (mortician) +18, [[Sense Motive]] +18, [[Spellcraft]] +16, [[Spot]] +18<br />
|feats=[[Dodge]], [[Improved Initiative]], [[Spell Penetration]]<br />
|feats2=[[Dodge]], [[SRD:Greater Spell Penetration|Greater Spell Penetration]], [[Improved Initiative]], [[Spell Penetration]]<br />
|env=Any<br />
|env2=Any<br />
|org=Solitary, party (1-2 plus 2-4 [[SRD:Hyena|giant jackals]]) or funeral host (2-3 plus 1-2 [[Anubal Hound (3.5e Creature)|anubal hounds]] plus 5-8 [[SRD:Hyena|giant jackals]])<br />
|org2=Solitary, party (1 plus 1-2 [[Anubal Hound (3.5e Creature)|anubal hounds]]) or mausoleum guard (1 plus 2-4 [[SRD:Mummy|mummies]] plus 9-12 [[SRD:Hyena|giant jackals]])<br />
|cr=4<br />
|cr2=8<br />
|treas=Standard<br />
|treas2=Standard <br />
|align=Usually lawful neutral<br />
|align2=Usually lawful neutral<br />
|adv=By character class<br />
|adv2=By character class<br />
|la=—<br />
|la2=—<br />
}}<br />
<br />
{| style="float:right" class="d20"<br />
!http://th07.deviantart.net/fs13/200H/f/2007/106/0/b/anubis_by_airaf.jpg<br />
|-class="even"<br />
|[http://fernandofaria.deviantart.com/art/anubis-53379671/ No one has mastered mummification<br>like the anubal wardens.]<br />
|}<br />
<br />
''The jewelery and gold the owner of this tomb was buried with blinds your eyes as you rummage through the dusty crypt. You almost miss the shadow that approaches you from behind, and as you turn just before it reaches you, you yell in surprise. A jackal-headed man with skin like ebony stares you down, arms crossed on its breast. It seems to demand explanation for the intrusion.''<br />
<br />
Anubal wardens are master mummifiers and keepers of graves, crypts and necropolises in their native arid lands. They are most commonly met in desert lands, but are occasionally met in other lands. Roughly humanoid in form, an anubal warden differs from humans with its pitch-black skin and its jackal head. Legends speak of anubal wardens from other lands with different types of heads, depending on what animal is associated with death there. Anubal wardens command great power over life and death, and are venerated by those who mummify their dead.<br />
<br />
=== Combat ===<br />
<br />
Most anubal wardens wield a corpse-handling tool that in battle functions similar to a kukri, but rarely use it, since they have a much more dangerous attack: their touch. They destroy those who attack them or their crypts with ''[[inflict light wounds]]'', reducing their hit points until a ''[[death knell]]'' can finish them. Anubal wardens can also use their powers in the other direction, and are spectacular healers. Often fighting with the wardens are their construct servants, the [[Anubal Hound (3.5e Creature)|anubal hounds]].<br />
<br />
'''Spell-Like Abilities ([[Sp]]):''' At will—''[[cure light wounds]]'', ''[[death knell]]'' (DC 16), ''[[inflict light wounds]]'' (DC 15); 1/day—''[[cause fear]]'' (DC 15), ''[[mass cure light wounds]]'', ''[[SRD:Mass Inflict Light Wounds|mass inflict light wounds]]'' (DC 19). Caster level 6th. The save DCs are Charisma-based and include a +1 racial bonus.<br />
<br />
'''Lifesense ([[Su]]):''' An anubal warden notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast ''[[SRD:Deathwatch|deathwatch]]''.<br />
<br />
=== Greater Anubal Warden ===<br />
<br />
Some anubal wardens are ancient enough to command great respect among their own kind, and look after great necropolises among the desert sands.<br />
<br />
'''Spell-Like Abilities ([[Sp]]):''' At will—''[[cure moderate wounds]]'', ''[[death knell]]'' (DC 17), ''[[inflict moderate wounds]]'' (DC 17); 3/day—''[[cause fear]]'' (DC 16); 1/day—''[[SRD:Death Ward|death ward]]'', ''[[mass cure moderate wounds]]'', ''[[SRD:Mass Inflict Moderate Wounds|mass inflict moderate wounds]]'' (DC 21). Caster level 10th. The save DCs are Charisma-based and include a +1 racial bonus.<br />
<br />
----<br />
{{3.5e Creatures CR 4 Breadcrumb}}<br><br />
{{3.5e Creatures CR 8 Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Creature]]<br />
[[Category:CR4]]<br />
[[Category:CR8]]<br />
[[Category:Outsider Type]]<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral (Good-Evil) Alignment]]</div>Cancelionhttps://www.dandwiki.com/w/index.php?title=Dunners_(3.5e_Race)&diff=982857Dunners (3.5e Race)2017-12-05T20:05:56Z<p>Cancelion: Removed dehumanizing "it"</p>
<hr />
<div>{{x0<br />
|la=+0<br />
|ecl=0<br />
|type=Humanoid (Dunner)<br />
|ability_adjust=+2 Dexterity, -2 Constitution<br />
|size=Small<br />
|favored_class=[[Rogue]]<br />
|desc=A race of simian-like, fiercely independent folk who enjoy a naval life.<br />
}}<br />
<br />
== Dunners ==<br />
<br />
=== Personality ===<br />
<br />
The average dunner mindset is fiercely independent, to the point of not even considering the interests of others. This might appear unempathic or even cruel to outsiders, but this is not true: dunners as a race just value independence like no other virtue. In the average dunner's opinion, it is every person's responsibility, even right, to take care of themselves. Dunners also extend this thinking to their family and friends, and are often extremely protective of them.<br />
<br />
Dunners are excitable but down-to-earth, adaptable but traditional, fleeting but trustworthy; truly, a race of contrasts. They greatly enjoy freedom of moving around and speaking their mind, and a nomadic lifestyle comes naturally to members of the race.<br />
<br />
=== Physical Description ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th08.deviantart.net/fs70/200H/f/2011/006/0/0/monkey_king_by_jessada_nuy-d36joke.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Monkey-King-192394526/ Some dunners in the east<br>train themselves as monks.]<br />
|}<br />
<br />
Dunners are short, with male adults averaging at around 4 to 5 feet tall and females just short of that. They weigh a lot for their height, as the dunner body structure is thick, especially in the limbs and neck; an average dunner might thus weight around 110 to 140 pounds, with females again just below that.<br />
<br />
The trademark visual feature of dunners is the thick, coarse hair that grows on their heads, chests, arms and legs, and occasionally shoulders, hands and feet, depending on the dunner. This hair is often light in color, with ashy blonde, light brown and pale white being common. Dunners have thick arms and legs and strong cores, remnants of a history of climbing, and their faces are more outward than a humans.<br />
<br />
Dunners move quickly with a light stride, thanks to their natural dexterity, and are natural climbers. Their fingers and toes are strong, with the toes being much longer than a humans and more agile, lending well to climbing. Dunners often wear easy, unrestricting clothing, with vests and shorts being a common combination. They have absolutely no love for hats, boots or gloves, but many enjoy jewellery and piercings.<br />
<br />
=== Relations ===<br />
<br />
Dunners are a sociable, hardworking and honest folk in general, so there are few who dislike the race with a passion. Humans and goblins especially are in good terms with dunners, and many towns and areas are populate by the three in equal amounts. Dwarves are fairly neutral on the issue, considering the dunner's need for independence strange but their honesty respectable.<br />
<br />
The one race to clash with dunners fairly often is goliaths, whose tribal customs and strong sense of unity with not only their own folk but with all creatures in general are in opposition with the independent and "me first" attitude of the dunners.<br />
<br />
=== Alignment ===<br />
<br />
Dunners have a strong inclination towards chaotic, as their carefree, somewhat selfish natures can clash with norms and laws; they are very rarely lawful. They take no particular stance on the good/evil axis - an individual dunner is just as likely to be either, depending on his views of others and life philosophy.<br />
<br />
Note that in the setting dunners originate from, [[Years of Gold]], there is no alignment system, and thus dunners were not designed with a specific alignment in mind.<br />
<br />
=== Lands ===<br />
<br />
Dunners have, since time immemorial, been the best sailors and fishermen in existence. Their bodies, as well as their nature, are well-suited to a seafaring life. This leads to most concentrations of dunners to be on shorelines and along rivers, with deltas and port cities being the most common. Some dunners even live permanently on their ships.<br />
<br />
In Pansaer (of the [[Years of Gold]] setting), dunners are concentrated around the port cities of Calimport and Chestwood, as well as the twin rivers that surround Tull. In addition, they can be found in basically any city, town or village, as their nomadic nature takes them across the lands.<br />
<br />
=== Religion ===<br />
<br />
Dunners are not a particularly religious folk, believing more in fighting for themselves than to any divinity to help them. In the ancient times, they followed the animist religion of the Eight Winds, and the practices, if not the strongly religious aspects, are still common among the race. The name of the northern wind, Polic, is a common dunner swearword, as it is considered the wind of ill omens.<br />
<br />
Some dunners, especially those living deeper inland, take on the religious habits of the cultures around them. Most of these dunners consider themselves the followers of Auri or especially Mieli, both of whom stand for independence, strength and freedom.<br />
<br />
=== Language ===<br />
<br />
A rarity among the races, dunners speak no language of their own. This stems from a long history of cultural osmosis, as well as a nomadic lifestyle ill-suited for a language unusable in foreign lands. Nearly all dunners speak more than one language, often speaking as many racial languages as possible to ease travel among those people. Of old, dunners did have an ancestral language: they still occasionally use single words from that language, and place names in areas where they're common are sometimes of that origin.<br />
<br />
=== Names ===<br />
<br />
Culturally adaptive as they are, dunners often take names common in the area rather than ones that are born from some cultural roots. However, a common generalization is that dunners prefer shorter names with plenty of d's and t's, and their surnames, while inherited, are often descriptive rather than arbitrary.<br />
<br />
'''Male Names:''' Dwight, Dominique, Taran, Eren, Mattey<br />
<br />
'''Female Names:''' Katelyn, Tawney, Dee, Leah, Mathilda<br />
<br />
'''Surnames:''' Farstrider, Marinery, Diverson, Redbottom<br />
<br />
=== Racial Traits ===<br />
<br />
{| style="float:right" class="d20"<br />
!http://th08.deviantart.net/fs70/200H/f/2010/242/7/8/78293e05f1cf2124af263048958a810e-d2xo8ab.jpg<br />
|-class="even"<br />
|[http://www.deviantart.com/art/Wild-Elf-Druid-177490163/ A dunner woman of the wild lands.]<br />
|}<br />
<br />
* +2 Dexterity, -2 Constitution: Dunners are nimble of both body and mind, but they aren't quite as hardy as most other races.<br />
* Humanoid (Dunner): Dunners are humanoid in form and in way of thought.<br />
* Small: As a Small creature, a dunner gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.<br />
* Dunner [[base land speed]] is 20 feet. They also have a climb speed of 20 feet.<br />
* +2 racial bonus on Balance and Jump checks: Dunners are agile and sure in their movements, owing to their woodland heritage.<br />
* +8 racial bonus on Climb checks: All dunners are exceptional climbers. A dunner must make a Climb check to climb any wall or slope with a DC of more than 0, but they can always choose to take 10, even if rushed or threatened while climbing. If they choose an accelerated climb, they move at double their climb speed and make a single Climb check at a -5 penalty. They cannot run while climbing. They retain their Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing dunner.<br />
* [[Automatic Languages]]: Common. [[Bonus Languages]]: Elven, Gnome, Goblin, Halfling, Sylvan.<br />
* [[Favored Class]]: Rogue.<br />
<br />
=== Vital Statistics ===<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Dunner Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 20 years || +1d6 || +2d6 || +3d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Dunner Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 40 years || 60 years || 80 years || +3d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Dunner Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 3' 8" || +2d6 || 110 lb. || &times; (2d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 3' 5" || +2d6 || 100 lb. || &times; (2d6) lb.<br />
|}<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br><br />
Back to [[Main Page]] &rarr; [[3.5e Homebrew]] &rarr; [[3.5e Campaign Settings|Campaign Settings]] &rarr; [[Years of Gold (3.5e Campaign Setting)|Years of Gold]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Dunner Subtype]]<br />
[[Category:Small Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]<br />
[[Category:Years of Gold Setting]]</div>Cancelion