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		<title>Myth-Weavers</title>
		<link>http://www.myth-weavers.com</link>
		<description><![CDATA[Myth-Weavers is an online community that focuses on play by post gaming. We are home to over 750 games, many still recruiting. Our character sheet system supports over 20 systems, including d20, GURPS, WoD, and even the new D&D4e. Come meet our ever-growing community of over 4000 active members!]]></description>
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			<title>The Plot (As Known to Tsuto)</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213232&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 21:30:59 GMT</pubDate>
			<description>Because I have scattered the information bits around some and even knowing what I said, having to remember who I said it to is causing some...</description>
			<content:encoded><![CDATA[<div>Because I have scattered the information bits around some and even knowing what I said, having to remember who I said it to is causing some confusion, I am going to rephrase and/or paraphrase some of it here to hopefully avoid another confusing scene.  The people who know some bits have had time to tell the rest of you.<br />
<br />
<a href="http://www.myth-weavers.com/showthread.php?t=202040&amp;page=22" target="_blank">Starting From the Defeat of Tsuto </a><br />
<br />
<b>Amieko told you what Tsuto revealed to her when he thought she would join him.</b>  Nualia <i>(who until this point everyone has thought she died five years ago)</i> plans to kill everyone in Sandpoint, or at least everyone she can.  She doesn't care if the goblins die as well, in fact the more of them that die the better things will be.  The Runewell below Sandpoint <i>(in the catacombs where you are now)</i> will then be brought fully back to life and she can use it to create an army of the Sinspawn to create her own kingdom where she will rule with Tsuto as her consort.  <br />
<br />
<b>Amieko Confessed Family Secrets.</b>  Most of this Amieko found out only five years ago, long after the incidents had occurred.  The tunnels below the Glass Factory are older than Sandpoint.  They start as sea caverns and natural but were widened centuries ago into a series of tunnels.  Her father and grandfather used them to assist smugglers and never explored beyond the passage to and from the factory.  When one of the smugglers knocked up Atsuii Kaijitsu, proved when she gave birth to a half elf, Lonjiku ended any relationship with the smugglers.  <br />
<br />
From time to time, smugglers who didn't know better tried to use the tunnels and were turned away.  Lonjiku eventually walled the end up.  Sometime during this period a smuggler knocked down the old wall that hid the entrance to the Catacombs of Wrath.  Five years ago, the night Chopper died, Ameiko found her father in the basement, splattered in blood.  A half insane smuggler had knocked down the wall into the basement.  He was babbling about demons, flying heads, a woman without a body.  His entire crew had been killed, some by his own hand.  The smuggler had gouged out his own eyes, claiming evil was in them.  Lonjiku had been forced to kill the man as his babbling turned into murderous rage.<br />
<br />
Local PCs know that Chopper, the crazy axe murderer of five years ago, was killing people and collecting their eyes and hands.  The night he was finally captured was also the night that the temple burned down.  <br />
<br />
<b>Tsuto's Diary &amp; Attack Plans Revealed More Information About the Plot.</b>  <i>(Starting with some back story which possibly I have not told anyone yet, but as long as I'm doing a data dump, the information is there for eventual discovery)</i>  Nualia survived the temple burning, and in fact she had been the one to set it on fire.  Her adopted father considered her beauty to be sinful and her childhood had been isolated.  She was seduced by a smuggler who knocked her up.  When she told the smuggler, he laughed and left her.  When she was forced to tell her father, he called her a sinner and made her life even more isolated.  <br />
<br />
Nualia had been meeting her lover in the tunnels <i>(unaware they connected to the factory at this time) </i> and fled down there to take her own life.  Her misery and anger woke up something in the Temple.  It called to her and she discovered the wall broken down by previous smuggler visits.  <i>(Local PCs can easily make the connection that this coincides with the beginning of the Chopper Murders)</i>  During the summer she would sneak down and take lessons in the worship of Lammashtu.  The ordination ceremony involved cutting her baby out of herself.  When she heard that Chopper had been discovered, Nualia murdered her father and burned the temple down and left Sandpoint.<br />
<br />
Three years later she met Tsuto in Magnimar.  Tsuto called it destiny.  Nualia was investigating ruins of Thassilon, particularly interested in finding a supposed servant of Lammashtu that was long ago bound to a prison somewhere near Sandpoint.  Identifying Thistletop as the most likely location, she returned to the area of Sandpoint in secret.  She renewed her apprentice status with the secret mentor under Sandpoint.  The Chopper murders had proved that the Runewell could be reactivated but it was still weak.  Together they formed a plan to awaken it fully and use it to free the Beast under Thistletop.<br />
<br />
<b>Back to Stuff that the Map Notes and Diary Spell Out Plainly</b><br />
Tsuto was in Sandpoint to meet with Nualia's mentor.  His diary makes references to her as being unhuman and 'creepy as bat poop and twice as crazy' and he calls her Erylium.  He complains that she has no sense of time like a living person and takes days sometimes to give an answer.  Tsuto is supposed to kill his father, recruit his sister and set off another round of fear and paranoia by releasing goblins on the town at night.  He is also supposed tell Erylium that Nualia's team of experts has finally located the prison of the Goblin Demon Dog and get her advice on how to placate the creature after it is released.  <br />
<br />
Additional information.  <br />
<br />
Nualia is able to use sex to bind just about anyone to her as a thrall.  Tsuto believes he is the only one she truly loves, but his diary jealously and with great detail, goes into what she is doing with who.  Except he calls her lovers by a variety of unpleasant names, so getting an accurate count is difficult.  On the confirmed list are several Shoanti Barbarians, a mercenary from Riddleport, a female wizard and expert on Thassilonian ruins, the Goblin king of Thistletop and Bruthazmus the Bugbear.<br />
<br />
Something inside the Catacombs of Wrath creates monsters.  Two somethings, actually.  The abominations (sinspawn) come directly from the Runewell.  But there is also something called Lamashtu's Milk or Mother's Milk.  Erylium used it along with a ceremony to make Nualia into a half demon <i>(Tsuto hopes the final transformation makes her a succubus)</i> and he is also creeped out by what 'the milk' did to some goblins that were there with him last time. Big Gugmut and Koruvus and something he calls Vorka the Mouth. He isn't looking forward to seeing any of them again.<br />
<br />
<b>Summary</b><br />
Nualia is at Thistletop with an army of goblins and a band of mercenaries.  They want to free a Demon Devil Goblin Dog that is a servant of Lamashtu that was bound in a prison back during the time of the Rune Lords.<br />
<br />
There is a Runewell below Sandpoint, somewhere in the area where you are now.  <br />
<br />
The Runewell gains power if someone dies in anger, or is killed in anger.  Anger is the key, not the death.  <br />
<br />
Tsuto was in Sandpoint to recruit his sister, kill his father, and get some advice from Nualia's mentor below Sandpoint.  He is not expected back right away, but he isn't supposed to take more than a day or two.  <br />
<br />
Another, even more powerful, attack on Sandpoint is being planned.  One that should completely awake the Runewell.</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=23176">RotR 01: Burnt Offerings</category>
			<dc:creator>Roughtrade</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213232</guid>
		</item>
		<item>
			<title>Recovering archived games?</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213231&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 21:23:01 GMT</pubDate>
			<description>Is there a way for me to recover a game I archived?   
 
I created it running Unisystem, and I failed miserably at running the system, so I folded up...</description>
			<content:encoded><![CDATA[<div>Is there a way for me to recover a game I archived?  <br />
<br />
I created it running Unisystem, and I failed miserably at running the system, so I folded up shop.  I have been re-writing it to suit Savage Worlds instead, but instead of going from scratch I would like to pull it out of mothballs just for the things I had written up in it concerning the RP and NPCs.<br />
<br />
Game name is Prometheus Rising.</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=8">Site Discussion</category>
			<dc:creator>Valhalla</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213231</guid>
		</item>
		<item>
			<title>Team Evil - Nihilus Caedo</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213230&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 21:19:19 GMT</pubDate>
			<description><![CDATA[&#8220;The darkness calls unto me, whispers promises of power beyond imagination, of sprawling bounties undreamt, and demands only the fulfillment of my...]]></description>
			<content:encoded><![CDATA[<div><i>&#8220;The darkness calls unto me, whispers promises of power beyond imagination, of sprawling bounties undreamt, and demands only the fulfillment of my ambitions. Who am I to refuse?&#8221;</i><br />
<br />
<b>Backstory:</b><br />
<br />
Nihilus once served as a valiant Paladin, a shining hero and knight templar of the small village of Duosion since the time of its tentative founding. Effectively immortal, his bloodline descended from benevolent Pearl Dragons of legend, he had stood as the town's sworn guardian for over a century, a proud echo of his vaunted lineage. In that long expanse, he had seen the ebb and flow of its fortunes, the march of transient generations, its ultimate growth from sleepy hamlet to burgeoning metropolis, the grand Halo of Technology under his watchful stewardship. The city had become a source of exaltation for the gleaming knight, and he looked upon it as would a proud parent, whilst his selfless deeds echoed in statue and song, and it seemed that his immortality in legend was assured.<br />
<br />
Ultimately though, as the churn of progress became deafening, lapsed into impersonal malaise and the sprawl of the city attracted new heroes and legends, mention of the great knight began to fade. His statues and edifices fell into disrepair, the ballads of his deeds soon crowded out by those of the new blood. The word of Bahamut likewise fell into neglect in favour of more secular beliefs as profits and advancement subsumed all, presaging a free fall into gross decadence. <br />
<br />
In the end, the pious hamlet he once knew had become a cold bastion of indifference and greed, the vices of the glittering bordellos and gambling halls flippant and commonplace, whilst monied corruption ever lurked in the corridors of power, government subverted in backdoor treacheries and scandalous conflicts of interest. It seemed that Duosion held no further welcome for Nihilus, his charge reduced to a hive of wretched sin and casual iniquity he was powerless to resolve, whilst his name lapsed into a distant memory, occasionally even scorned as an antiquated symbol of the past that had no place in its seemingly glorious future.<br />
<br />
Though the ingratitude and fading of his memory had stung, what wracked the dragonborn most of all was the indelible corruption of his city. In the Halo, he saw only a damning reflection of his greatest failure; the futility and destruction of all he had striven for, its existence a scouring mockery. Ultimately, he could not bear this living reminder nor the reduction of his service to a hollow torment. Without fanfare or explanation he soon deserted his post, when he had first heard it; the whispered calling, myriad voices of betrayed righteousness, scorned ambition, and consuming rage. Whether a force external, or the long repressed expression of his own thoughts and desires, he could not tell, but its words were solace, a reprieve from his misery, and in time he also failed to care. When Nihilus vanished, so discarded was his legacy that few thought to ask where he had gone.<br />
<br />
In the years since, the dragonborn has become a man as faded as his repute at the Halo, the platinum hue of his hair and skin  alternately blackened and bereft of colour, as though cast in perpetual shade. His eyes have sunken, emptied of the kind warmth they once fostered, whilst his armour brilliant and scintillating in the past, now bore the bleak hue of scorched metal, phantasmal wisps roiling off of its tormented surface like the condensation of a dying breath. No one could say what had happened in that intervening time, but it is evident that whatever had transpired in that dark interim changed him for the worst... into something much less than what he once was.<br />
<br />
</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=25399">Final Fantasy Alpha</category>
			<dc:creator>Surrealistik</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213230</guid>
		</item>
		<item>
			<title>Sarah, Pacified Warlock</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213229&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 21:16:45 GMT</pubDate>
			<description>Is here (https://docs.google.com/document/d/1aKi5jpVQ9mlL8ONgVtYqoDzqObMGZ34B7S0O2GE-N-4/edit)</description>
			<content:encoded><![CDATA[<div>Is <a href="https://docs.google.com/document/d/1aKi5jpVQ9mlL8ONgVtYqoDzqObMGZ34B7S0O2GE-N-4/edit" target="_blank">here</a></div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=25086">Tavern at the End of the Universe</category>
			<dc:creator>LixLorn</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213229</guid>
		</item>
		<item>
			<title>The World of Akuroth - an overview</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213228&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 21:14:40 GMT</pubDate>
			<description>*Akuroth Geography and Climates* 
 
Akuroth is a large continent bordered on the west by the Great Ocean, the north by the Razorsea and beyond that...</description>
			<content:encoded><![CDATA[<div><b>Akuroth Geography and Climates</b><br />
<br />
Akuroth is a large continent bordered on the west by the Great Ocean, the north by the Razorsea and beyond that the Everfrost, to the southwest by the Fell Wastes and the southeast the Great Desolation.<br />
<br />
The Skyspear Mountains stretch all the way across the continent in a line from the southeast to the northwest. These are extremely high mountains (think Himalayas) with very few safe passes.<br />
<br />
On the western side of the Skyspear Mountains, the climate is warm tropical in the far south (Fell Wastes), to temperate (typical fantasy setting) to cold boreal forest in the north (think Russia or Canada below the Arctic Circle). The inland freshwater Sea of Vurnen lies in the middle of this western portion, against the Skyspear Mountains.<br />
<br />
On the eastern side of the Skyspear Mountains, the climate is generally dry and warm, from plains/savannah grasslands in the northwest section, to wastes/badlands in the southwest and scorching dune desert in the southeast. The central portion is hot tropical jungle, and the northeast portion is rocky highlands and low mountains. (Think Scotland type terrain). The Great Salt Sea lies in the middle of this region.<br />
<br />
North of the main continent is the Razorsea, or Brymculter as the locals call it in Old Drenheim language, the icy arctic seas, which contain the archipelago of huge icy islands known as Drenheim. About halfway north into the Brymculter the climate is 100% arctic and icy all the time. <br />
<br />
North of the Razorsea is the Everfrost, the seemlingly endless land of supernaturally cold and eternal snow and ice where no one actually lives except monsters and outsiders.</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=25492">The Path of Ashes</category>
			<dc:creator>KillerK</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213228</guid>
		</item>
		<item>
			<title>Akuroth House Rules</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213227&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 21:04:27 GMT</pubDate>
			<description>*Changes to Spells* 
 
1. All Orb spells and the Blast of Flame spell (all found in Spell Compendium) are now considered Evocation spells. 
 
2. Mage...</description>
			<content:encoded><![CDATA[<div><b>Changes to Spells</b><br />
<br />
1. All Orb spells and the Blast of Flame spell (all found in Spell Compendium) are now considered Evocation spells.<br />
<br />
2. Mage Armor and Greater Mage Armor (SpC) are now considered Abjuration spells, not Conjuration.<br />
<br />
3. The Abjuration spells Repel X and Repulsion are now mobile, moving with the caster, and any affected creatures in the way are forced out of the way. (This just makes these spells a lot more useful I think).<br />
<br />
<b>Changes to Skills Usage</b><br />
<br />
1. You can't take 10 on Knowledge checks. If you fail a Knowledge check, you don't have to wait until you gain another rank to try again, you can instead research the answer in a library or find a sage to help answer it.<br />
<br />
2. The following Craft skills are now trained-only: Alchemy, Poisonmaking, Weapons, Armor. Anyone can craft alchemical items, not just spellcasters, as long as they have an intelligence of 12 or higher.<br />
<br />
<b>Item Creation feats</b><br />
<br />
1. I do not enforce the XP penalty for crafting feats. I feel the time and money spent are enough. <br />
<br />
<b>Multiclassing</b><br />
<br />
1. I do not enforce XP penalties for multiclassing. However I will offer +1 skill point and +1 HP per level that a race takes in its favored class.<br />
<br />
<b>Identifying magic items</b><br />
<br />
1. The spell Identify now requires a 25-gp pearl, not a 100-gp pearl. In addition to the normal methods, I allow the Appraise and Spellcraft methods of identification found <a href="http://www.wizards.com/default.asp?x=dnd/sg/20051125a" target="_blank">here</a>.<br />
<br />
<b>Character knowledge of spells and magic</b><br />
<br />
1. A character only has academic knowledge of spells of the level he is capable of casting or spells he has seen cast or seen the effects of in-game, and then only of the magic tradition(s) he is capable of casting. So, a 5th-level wizard won't be able to just casually talk about spells like Resurrection or Reincarnate, nor Time Stop or Wish. If the player wants to see if his character has knowledge of a spell he is not able to cast or has not seen the effects of firsthand, he must roll an appropriate Knowledge check DC 20+level of the spell. (DC 29 Knowledge (religion) to know about True Resurrection, DC 23 Knowledge (Nature) to know about Call Lightning, etc.)<br />
<br />
<b>Minutiae (traveling, rations, spellbooks etc.)</b><br />
<br />
1. I keep track of all of it. How many pages are left in your spellbook; how many rations you have; if you have the right spell component on hand. Keep that in mind.<br />
**About spell components: I expect you to actually purchase expensive (more than 1 gp) components and foci ahead of time as actual items that will be consumed when casting the spell, rather than just subtracting gold when you cast the spell. The item/focus is what you need for the spell, not the gold.<br />
<br />
2. I'm changing it to be that after just 1 day without food or water you become fatigued, not 3 days without.<br />
<br />
3. Read up on the rules for Overland Movement and Exploration, Dehydration, Starvation, Thirst, Fatigue, etc. It will matter.</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=25492">The Path of Ashes</category>
			<dc:creator>KillerK</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213227</guid>
		</item>
		<item>
			<title>Akuroth Prestige Classes</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213226&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 20:47:08 GMT</pubDate>
			<description>**A note about class skill lists: Each PrC presented here has a class skill list consisting of all the class skills the class prior to the PrC had,...</description>
			<content:encoded><![CDATA[<div>**A note about class skill lists: Each PrC presented here has a class skill list consisting of all the class skills the class prior to the PrC had, in addition to any prerequisite skills that were previously cross-class skills.<br />
<br />
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- One asterisk (*) indicates moderate location dependence, meaning that some of the class features require the character to be in a certain environment or geographical region, but he is not otherwise restricted to where he goes. <br />
- Two asterisks (**) means the class is majorly location-dependent, meaning it basically becomes useless outside specific locations or environments.<br />
- An @ sign indicates some kind of obligation, meaning that, while the character isn't necessarily confined to a certain region, he serves an organization of some sort and must answer to them and report to them.<br />
<br />
<u>Halvar</u>:<br />
- Knight of the Lamp<br />
- Mage of the Arcane Order <br />
- House Aristocrat <br />
- Black Diamond Thief <br />
<br />
<u>Teth</u>:<br />
- Council Wraith <br />
- Ankhalurite Sunkeeper<br />
- Windcaller<br />
<br />
<u>Drenheim</u>:<br />
- Brother of the Frozen Tower<br />
- Frostborn Agent<br />
- Bloodguard of Heleg'Nor<br />
- Brymculter Raider<br />
<br />
<u>Faalorn</u>:<br />
- Grey Watcher<br />
- Silver Guardian<br />
- Scion of the Fallen</div></fieldset><br />
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<u>Warriors</u>:<br />
- Silver Guardian <br />
- Knight of the Lamp <br />
- Bloodguard of Heleg'Nor<br />
- Brymculter Raider<br />
<br />
<u>Arcane casters</u>:<br />
- Brother of the Frozen Tower<br />
- Mage of the Arcane Order<br />
- Grey Watcher<br />
<br />
<u>Divine casters</u>:<br />
- Darkmist Adept<br />
- Grey Watcher<br />
- Ankhalurite Sunkeeper<br />
<br />
<u>Sneaky/social</u>:<br />
- House Aristocrat<br />
- Frostborn Agent<br />
- Black Diamond Thief<br />
<br />
<u>Mixed roles:</u><br />
- Grief-Bearer<br />
- Windcaller<br />
- Greenstalker<br />
- Scion of the Fallen</div></fieldset><br />
<br />
<b>The Classes<br />
----------------------------------------------------</b><br />
<br />
<u>Ankhalurite Sunkeeper</u><br />
<br />
At a glance: Benevolent divine casters of sun and light magic, the Sunkeepers are Ankhalur's official clergy and peacekeepers.<br />
<br />
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Prereqs: Turn Undead class feature, ability to cast Cure Critical Wounds; Extra Turning, Disciple of the Sun; Access to the Sun, Fire, Commerce or Community domains; Knowledge (Religion), Heal, Diplomacy, Spellcraft and Concentration at 8 ranks. Can only be Good.<br />
<br />
Benefits: d8 HD, 2+Int mod/level skill points, Good Fort and Will saves, BAB as cleric, stacks with cleric for Turn Undead.<br />
<br />
1- Voice of Compassion<br />
2- Lightbringer 1/day<br />
3- Fist of the Sun +1<br />
4- Hand of Merciful Justice<br />
5- Fist of the Sun +2<br />
6- Lightbringer 2/day<br />
7- Fist of the Sun +3<br />
8- Banish the Darkness<br />
9- Fist of the Sun +4<br />
10- Lightbringer 3/day, Sun Vessel<br />
<br />
<u>Voice of Compassion</u>: The Sunkeepers help keep the peace in Ankhalur by using their supernaturally soothing voices to calm the wounded hearts of lawbreakers. They gain a bonus equal to their class level on Diplomacy checks, and may use Calm Emotions as a spell-like ability (CL = character level) a number of times per day equal to their Charisma modifier.<br />
<br />
<u>Lightbringer</u>: Sunkeepers can use Daylight (CL = character level) as a spell-like ability a number of times per day equal to their Wisdom modifier. The spell always emanates from them. They also gain a deflection bonus to AC equal to half their class level for the duration of the spell. Activating this ability is a standard action.<br />
<br />
<u>Fist of the Sun</u>: When deadly force is necessary, Sunkeepers turn to the fiery power of the noonday sun to help them. Any mace or morningstar they wield gains the listed enhancement bonus (which does not stack with any already existing bonuses). The weapon also gains the Flaming ability. At 6th level, it gains the Flaming Burst ability, and at 10th level it gains the Clouting ability (see Complete Arcane).<br />
<br />
<u>Hand of Merciful Justice</u>: One important aspect of the Sunkeeper's job is to bring in lawbreakers to try and reform them. With this ability, they may expend a spell slot as a standard action to make a touch attack or ranged touch attack (close range) that deals 2d6 nonlethal damage from a ray of pure fiery light per level of the spell expended.<br />
<br />
<u>Banish the Darkness</u>: When a Sunkeeper uses its Lightbringer ability, he may expend a turn attempt to fortify the ability. When he does so, his Lightbringer ability is not dispelled if it encounters a darkness spell of equal or lower level, and it may also dispel darkness effects 2 levels higher. Evil creatures entering the area of the ability are immolated, taking holy damage each round equal to half the Sunkeeper's class level plus his Charisma modifier, with a Fortitude save (DC = Sunkeeper's caster level) to negate the damage each round. Undead take double damage, and half damage on a successful save.<br />
<br />
<u>Sun Vessel</u>: The Sunkeeper becomes immune to poison and disease and dehydration, and gains Fast Healing 10 while in an area affected by natural sunlight. He also may expend 4 turn attempts to imbue his Lightbringer ability to grant any allies or good creatures in the area Fast Healing 5 and DR 10/evil and magic. </div></fieldset><br />
<br />
<u>Black Diamond Thief</u><br />
<br />
At a glance: Members of the powerful Black Diamond thieves' guild based in Ninuroth, the Black Diamonds specialize in nonviolent crime: theft, blackmail, forgery, spying, etc. They are most often given contracts by anonymous patrons to fulfill, though each thief is free to loot as he chooses, as long as he adheres to the guild's rules.<br />
<br />
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Prereqs: Uncanny Dodge class ability; Balance, Bluff, Climb, Disable Device, Disguise, Gather Information, Hide, Jump, Knowledge (Local), Move Silently, Open Lock, Listen, Search, Sleight of Hand, Spot, Tumble and Use Rope all at 4 ranks; Deft Fingers and Deceitful. Any nonlawful. Special: Must steal at least 200 gp worth of items from a Halvarian settlement of small city or larger (Ninuroth, Skyhold, Duskwatch, Icedge, Seahome) within one month to be noticed by the Black Diamonds.<br />
<br />
Benefits: d6 HD, good Ref saves, BAB as rogue, stacks with rogue levels for sneak attack (nonlethal damage only) and Trap Sense. <br />
<br />
1- Guild Member, Contracts<br />
2- Adroit Recovery 1/day<br />
3- Uncanny Learning<br />
4- Adroit Recovery 2/day<br />
5- Black Market Trade<br />
6- Adroit Recovery 3/day<br />
7- Uncanny Learning<br />
8- Adroit Recovery 4/day<br />
9- Preternatural <br />
10- Master Thief<br />
<br />
<u>Guild Member</u>: When all prerequisites are met, the candidate will receive a visit from a Master Thief offering membership. As an official member of the Black Diamonds guild, you are free to act as you wish, except you must adhere to the following rules: 1- No murders/assassinations. 2- If any killing is necessary, do it clean and make sure you leave no evidence that could be traced to the Guild. 4- You must pay a yearly fee of 500 gp to the Guild. 6- You must never raise arms against another guild member or purposefully interfere with their work. <br />
Breaking any of these rules will result in immediate ousting from the guild, the loss of the Contracts and Black Market class features (if they have them) and the inability to continue advancing in this class.<br />
<br />
<u>Contracts</u>: If a Black Diamond finds himself in any settlement in Akuroth of Large Town or larger category, he can discover through a DC 20 Gather Information check if there are any contracts available in that town. (Every such town has a secret contact or secret cache where written contracts are found). If he takes a contract, he must fulfill it within the amount of time specified by the contract, and must return the item or information to the cache or contact in order to receive his reward. <br />
Since the Black Diamonds specialize in subtle ops leaving no trail, they frown on the thief stealing or tinkering with anything during contracts that does not directly deal with the job. If a thief fails a contract, either by getting caught or taking too long, he is suspended from advancing in the guild, fulfilling contracts or trading in the black market until he pays a 1000-gp restitution fee out of pocket. <br />
Black Diamonds are expected to fulfill at least two contracts a year to keep their guild standing, though most do many more than that, often eschewing their individual careers in favor of contracts, for the challenges and rewards and often very lucrative.<br />
There is a 10% chance when the thief enters any settlement of Large Town or larger category that he will be assigned a contract by a senior guild member there that he has no choice not to fulfill.<br />
<br />
<u>Adroit Recovery</u>: The Black Diamonds are masters of their craft and at manipulating others. The listed number of times per day, the Black Diamond Thief may immediately reroll any failed class skill check as if the first check never happened, but must take the result of the second roll. For the Disguise skill, the original Disguise check to determine the viability of the disguise is still in effect; the Recovery check is just a one-time thing.<br />
<br />
<u>Uncanny Learning</u>: Black Diamond Thieves are incredibly clever and resourceful, and take any opportunities to learn more about various skills, whether through practice, training, or reading. At levels 3 and 7, he immediately gains a number of skill points equal to his class level multiplied by his Intelligence modifier, which he may immediately spend as he sees fit. He still can't go over the skill rank cap for class or cross-class skills.<br />
<br />
<u>Black Market Trade</u>: Mid-career, after establishing himself as a skillful and reliable thief, the Black Diamonds open up access to their vast black market network to him. Whenever he's in a settlement of Small City or larger category, he can make a DC 25 Gather Information check to find that city's black market trader. In addition to dealing openly with illegal substances, like drugs, poisons, and other contraband, black market traders will buy and sell with Black Diamonds at flat market price. (Rather than the thief buying at more than market price or selling at 1/2 market price).<br />
<br />
<u>Preternatural</u>: The thief, near the pinnacle of his expertise, becomes better at his skills than most people could ever dream. He automatically receives a number of skill tricks (Complete Scoundrel) equal to 2x his natural Intelligence modifier, even if he does not meet the prerequisites, and they do not count against his normal limit.<br />
<br />
<u>Master Thief</u>: Thieves who stick with the guild all the way become Master Thieves, the independent leaders of the guilds, elected by their fellow Master Thieves. He is treated as having the Leadership feat, but may only attract cohorts or followers who are Experts, Rogues, Scouts, Beguilers or Ninjas. He also gains a single guild house based in one settlement of Small City or larger of his choosing. He can specify his desires for the guild house's location and layout as long as it doesn't cost more than 10,000 gp total. </div></fieldset><br />
<br />
<u>Bloodguard of Heleg'Nor</u><br />
<br />
At a glance: The Bloodguards are the sworn protectors of the royal line of the Snow Elves of Heleg'Nor. Selected only from the most promising specimens, they are rigorously trained and mystically bound to a supernaturally extended life of almost single-minded service.<br />
<br />
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Prereqs: Snow Elf or Arctic Elf or Half-Elf; BAB +10; Mounted Combat, Power Attack, Cleave, Great Cleave; Ride, Handle Animal, Intimidate, Craft (Ice or Crystal) 10 ranks. Must be either LG, NG, or LN.<br />
<br />
Benefits: d10 HD, 2+Int mod/level skill points, All Good Saves, BAB as fighter. Stacks with Paladin levels for Special Mount and Smite Evil.<br />
<br />
1- Oath of Service, Special Mount<br />
2- Smite Blood Foe 1/day<br />
3- Mount Synergy +2, Bonus Feat<br />
4- Smite Blood Foe 2/day<br />
5- Icy Resolve, Bonus Feat<br />
6- Smite Blood Foe 3/day<br />
7- Mount Synergy +4, Bonus Feat<br />
8- Smite Blood Foe 4/day<br />
9- Reward of the Faithful<br />
10- Undying Service<br />
<br />
<u>Oath of Service</u>: The Bloodguards make supernaturally binding oaths to uphold the tenets of Heleg'Nor, protect their homeland with all their strength, and never abandon Heleg'Nor or their king in time of need. Practically, this means that, unless granted permission or ordered to, the Bloodguards must stay within 100 miles of the Grinding Isles they call home, and must answer any summons to battle, and must fight and never flee or surrender even if death is imminent. Breaking any of these not only causes them to lose all their abilities of the class and never be able to advance in it again, but also causes them to be exiled from Heleg'Nor forever on pain of death.<br />
<br />
<u>Special Mount</u>: At the ceremony of their Oath, each new Bloodguard is also paired with a specially bred and trained Drauglosa, a good-aligned, winged  version of the MM Winter Wolf. It has the same stats as the winter wolf, except with the Winged template, is Neutral Good, and lives in Cold Mountains. This Drauglosa comes with all the necessary exotic saddling to ride, but any special armor must be purchased separately. Levels of Bloodguard stack with levels of Paladin for Special Mount OR Ranger for Animal Companion (even though the Drauglosa is technically a magical beast), but not both. <br />
<br />
<u>Smite Blood Foe</u>: The Bloodguards are taught special techniques for destroying the enemies of Heleg'Nor, which include: Frost Giants, White Dragons, any Undead and any Aberrations. This functions just like the Paladin's Smite Evil ability. Levels of Bloodguard stack with levels of Paladin for Smite abilities, however a Paladin/Bloodguard will do 2 damage per Bloodguard level to Blood Foes instead of 1. This ability stacks with any other feats or abilities that modify smite attempts, such as Charging Smite.<br />
<br />
<u>Mount Synergy</u>: The bond between a Bloodguard and his Drauglosa steed is stronger than normal, and they work excellently together. As long as they Bloodguard is mounted on his Drauglosa, he may use his skill modifiers in place of the Drauglosa's for the following skills: Hide, Move Silently, Jump, Climb, Swim, Balance and Tumble, or vice versa if the Drauglosa has better modifiers. They both also get the listed bonuses on attack and damage rolls while the Bloodguard rides the Drauglosa.<br />
<br />
<u>Icy Resolve</u>: The Bloodguard's grim determination to perform his duty is as cold and unyielding as the ice of his homeland. He adds his Constitution modifier to Will and Reflex saves, and his Wisdom modifier to Reflex and Constitution saves, and he gets 20 resistance to Cold. If he is already resistant to cold, he gains Immunity to cold. If he is already immune to cold, he then heals 1/2 the damage from cold attacks.<br />
<br />
<u>Reward of the Faithful</u>: Near the pinnacle of his service, the Bloodguard receives a divine blessing from his king. Any one masterwork suit of armor and shield the Bloodguard had crafted from mundane crystal or blue ice (see Frostburn), gets a +5 enhancement and Heavy Fortification ability. Also, any one masterwork weapon crafted of mundane crystal or blue ice also gets a +5 enhancement, plus the Icy Burst and Thundering abilities. These abilities only work for the Bloodguard, or for the Bloodguard's steed (if the armor was crafted for the steed).<br />
<br />
<u>Undying Service</u>: The Bloodguard's devotion to king and country becomes stronger than death. The Bloodguard no longer ages, and cannot die of old age, and also becomes immune to poison, disease, mind-influencing effects and negative energy effects, both natural and supernatural. Any aging effects he suffered previously are still in effect. He also no longer needs to eat or sleep.<br />
<br />
<u>Bonus Feats</u>: At the specified levels, the Bloodguard may learn any one fighter bonus feat.</div></fieldset><br />
<br />
<u>Brother of the Frozen Tower</u><br />
<br />
At a glance: Members of a scholarly arcane institution in the isles of Drenheim, the researchers and mages of the Frozen Tower are dedicated to finding and cataloging the mysteries of the north, protecting the citizens of Drenheim from mystical threats, and furthering their own power in an environment of cooperation and self-reliance.<br />
<br />
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Prereqs: Ability to cast 4th-level arcane spells; Will save +5; Int 14+, Con 13+; Knowledge (Arcana, Local [Drenheim], Geography, the Planes, Religion, Nobility and Royalty, History, Architecture and Engineering), Spellcraft at 6 ranks, Appraise, Gather Information, Diplomacy at 2 ranks; Snowcasting, Spell Focus (any), Piercing Cold. Special: Must pay a 500 gp initiation fee and pass a test of magical and mental prowess.<br />
<br />
Benefits: d4 HD, Good Will saves, BAB as wizard, 4+Int mod/level skill points, +1 spellcasting/level, stacks with levels of wizard or sorcerer for familiar benefits.<br />
<br />
1- Obligation, Token<br />
2- Augur of Rime +1<br />
3- Frost Aegis 1/day, Bonus Feat<br />
4- Augur of Rime +2<br />
5- Frost Aegis 2/day, Bonus Feat<br />
6- Augur of Rime +3<br />
7- Frost Aegis 3/day, Bonus Feat<br />
8- Augur of Rime +4<br />
9- Frost Aegis 4/day, Bonus Feat<br />
10- Master of the Frozen Tower<br />
<br />
<u>Obligation</u>: As a member of the Brotherhood, you're expected to contribute to the continuation and growth of the tower. You must make an appearance at the tower at least once every three months, and are subjected to a yearly review of your contributions to the tower. If you have not taken at least one mission for the tower, or crafted one magical item for the use of the tower, or researched a new spell to share with the tower, or crafted at least 200 gp worth of items for the tower, your membership may be revoked. If summoned by the monarch of Scurdaeg to defend the city from attack, you must respond with your peers or you may also have your membership suspended or revoked.<br />
<br />
<u>Token</u>: Upon gaining membership, you receive a Silver Token of the tower, which, as long as it is on your person, allows you free access to the tower and bypassing its various wards, except for the Archmage Tower and the Vaults. <br />
You also receive a token item as a gift from the tower, which can take the form of one of the following: ring, robe, belt, bracers, headband, amulet, staff, orb, wand or dagger.<br />
Regardless of its form, the token item grants the following bonuses while worn or wielded:<br />
+1 Deflection bonus to AC for every 2 class levels; the ability to cast 1 cantrip per 2 levels at will each day, each day you can change them. 1/day per 3 class levels able to add 1/2 your class level as a CL bonus to 1 spell you cast.<br />
If the item is a worn item (takes up a body slot), it also grants you +10 pounds of carry weight per 2 levels. If the item is an orb or a wand, it allows you to make a ranged touch attack at will that deals 1d4 per 2 class levels of pure arcane damage. If the item is a staff or a dagger, it gains a +1 enhancement bonus per 2 class levels. <br />
The item only functions as such while wielded or worn by the Brother.<br />
<br />
<u>Augur of Rime</u>: You gradually unlock the mystical properties of the ice and snow of your home that allow you to see into the beyond. You gain the listed CL bonus on divination spells cast in a snowy or icy environment. Divination spells cast in locations of extreme cold are affected by the Extend Spell feat, and divinations cast within locations of unearthly cold are affected by Extend Spell, Heighten Spell, Widen Spell and Enlarge Spell.<br />
<br />
<u>Frost Aegis</u>: You are adept at manipulating the arcane forces of winter to protect yourself or someone close to you. The listed number of times per day, you can expend a spell slot to grant a deflection bonus to AC equal to 2x the level of the spent slot, and saving throw bonuses equal to 2x the level of the slot spent, and temporary HP equal to 10x the level of the slot spent. These bonuses last for a number of rounds equal to the Brother's class level + his natural Int or Cha modifier. The range is self or touch and can be done as an immediate action.<br />
<br />
<u>Master of the Frozen Tower</u>: Your years of service and scholarship have earned you a place at the leadership of the Tower as a Master Wizard. You trade your Silver Token for a Gold Token, which allows you access to the Archmage's Tower (but not his personal chambers) and the Vaults. For more information on the benefits of the Gold Token, see the Brotherhood of the Frozen Tower subheading in the Frozen North section of the Setting Info portion. <br />
You also gain your Intelligence or Charisma modifier as a bonus on AC, saving throws, skill checks, attack rolls and damage rolls while in arctic or icy environments, and a +10 Diplomacy bonus when dealing with other arcane spellcasters.<br />
You also gain the ability to spontaneously expend a spell slot of the appropriate level to cast one of the following spells: Resistance, Snilloc's Snowball, Bone Chill, Control Temperature, Ice Shield, Gelid Blood, Waves of Cold, Greater Glacial Ward, Field of Icy Razors, Cometstrike.<br />
However, your new status demands more from you. You now must make your home in the Tower itself, and must meet with the other Master Wizards and the Archmage once a month to discuss matters of the mundane and arcane functioning of the tower.<br />
<br />
<u>Bonus Feats</u>: At the specified levels, the Brother gains a bonus feat which must be an Item Creation feat, Skill Focus feat, or magic-related feat from Frostburn (Cold Focus, Icy Calling, etc.).</div></fieldset><br />
<br />
<u>Brymculter Raider</u><br />
<br />
At a glance: As ruthless pirates and privateers of the icy northern seas known as the Razorsea, or Brymculter in High Drenheim, Brymculter Raiders are skilled sailors and warriors who specialize in survival, seafaring combat and raiding.<br />
<br />
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Prereqs: Human, half-human, or orc; BAB +6; Str 14+; Sea Legs, Skill Focus (Intimidate), Cold Endurance; Climb, Jump, Swim, Intimidate at 4 ranks, Knowledge (Geography), Profession (Sailor) and Use Rope at 2 ranks.<br />
<br />
Benefits: d10 HD, 4+Int mod/level skill points, good Fort and Ref saves, BAB as fighter, stacks with levels of Scout for Skirmish and/or Swashbuckler for Grace.<br />
<br />
1- Terror of the Seas<br />
2- Shipmate +1<br />
3- Raider Blitz 1/day<br />
4- Shipmate +2, Bonus Feat<br />
5- Raider Blitz 2/day<br />
6- Shipmate +3<br />
7- Raider Blitz 3/day<br />
8- Shipmate +4, Bonus Feat<br />
9- Raider Blitz 4/day<br />
10- Raider Captain<br />
<br />
<u>Terror of the Seas</u>: The Raiders have a fearsome reputation. When fighting humanoids of no more than 1 HD more than you, you can add your Strength modifier to Intimidate checks. You also may attempt to Intimidate up to as many foes with one roll equal to your Strength modifier. You also gain a bonus on Intimidate checks equal to half your class level (minimum 1).<br />
<br />
<u>Shipmate</u>: You are already one of the best and most knowledgeable sailors on the Brymculter, and the more time you spend raiding at sea, the better you get. You gain the listed bonus to all attack and damage rolls, saving throws, and Climb, Balance, Swim, Jump, Use Rope, Tumble, and Intimidate checks, and AC (insight bonus) made while on the deck of a ship at sea.<br />
<br />
<u>Raider Blitz</u>: Brymculter Raiders excel at fast, ruthless mob combat. The number of times per day, when an adjacent ally makes a successful attack against a foe, or an adjacent foe makes a successful attack against an ally, you can immediately make a melee attack against the foe, treating the foe as flat-footed. For such attacks, any flanking bonus doubles. Also, if the foe is a member of the crew of an enemy ship that lost initiative against your own ship, you gain an attack and damage bonus equal to your class level on this attack against them.<br />
<br />
<u>Raider Captain</u>: At the pinnacle of your career, you have worked or killed your way up the ranks and are the captain of your own ship. All members of your crew gain a +5 morale bonus to attack rolls, damage rolls and saving throws, and your ship gains a bonus to AC and saving throws of +5 as well as a +5 bonus on any sailing maneuvers and attack rolls against other ships.<br />
<br />
<u>Bonus Feats</u>: At the listed levels, the Raider may choose a bonus feat from the list of Fighter bonus feats or Skill Focus.</div></fieldset><br />
<br />
<u>Council Wraith</u><br />
<br />
At a glance: Elite agents who answer only to Teth's ruling body, the Council of Eight, Council Wraiths are clandestine shadow operatives who act to thwart plots against the Republic and destroy or coerce the Council's enemies.<br />
<br />
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Prereqs: Any nonchaotic and nonevil; Favored Enemy (humanoids), Sneak Attack, Skirmish or Sudden Strike +3d6; Track, Urban Tracking, Endurance; Decipher Script, Diplomacy, Intimidate, Handle Animal, Heal, Survival, Knowledge (nature, local) all 4 ranks. <br />
<br />
Benefits: d8 HD, 6+ Int mod/skill points, BAB as ranger, Good Ref and Will saves, stacks with Ranger for Favored Enemy, and either Rogue, Scout or Ninja for Sneak Attack, Skirmish or Sudden Strike, respectively.<br />
<br />
1- Hand of the Council, Spells<br />
2- Survivalist +2, Shadow Armor<br />
3- Cryptologist +2, Bonus Feat<br />
4- Bounty Hunter<br />
5- Survivalist +3<br />
6- Cryptologist +4, Bonus Feat<br />
7- Survivalist +4<br />
8- Sharpshooter<br />
9- Cryptologist +6, Bonus Feat<br />
10- Shadow Walker<br />
<br />
<u>Hand of the Council</u>: Although given wide operative freedom outside the law, Wraiths still must report to the Council about their doings and goings-on in the world. They are expected to return to Ankhalur once every six months to give updates. A Wraith that fails to do this, or fails to respond to a direct inquiry from the Council, is considered rogue, is cut off from Council resources and has another Wraith dispatched to bring him in, dead or alive. <br />
While active, Wraiths may purchase goods in Ankhalur and other settlements of Large City or larger for 2/3 market price at certain Council-sponsored shops, which require a DC 20 Gather Information check to find in any city other than Ankhalur itself. <br />
A DC 25 Gather Information check may also lead a Wraith to a friendly Contact (see Cityscape) in any settlement of Large Town or larger category.<br />
<br />
<u>Shadow Armor</u>: Each Wraith, after finishing a novice portion of their career, is eventually gifted with a special suit of magically treated leather armor. It initially has the same stats as a suit of +1 Studded Leather armor, and looks normally like a black suit of studded leather with a black hood. It has no armor check penalty and has a maximum Dex score of +10. When first received, it has the Glamered ability. It receives an additional +1 enhancement bonus per 2 class levels after level 2. At 4th level, it gains the Shadow ability; at 7th level, it gains the Silent Moves ability; and at 10th level, it gains the Slick ability. The armor also grants the Wraith Darkvision out to 120 feet. If the Wraith already has Darkvision, the range doubles. The Wraith also becomes able to Hide in Plain Sight while in any area of shadowy illumination or darkness. These enhancements only work for the Wraith; for anyone else, it is just a suit of masterwork studded leather. While the Wraith wears it, it cannot be sundered, disintegrated or transmuted.<br />
<br />
<u>Survivalist</u>: Wraiths generally operate alone, often not even knowing the identities of the other Wraiths. As such, they represent the epitome of self-reliance, resilience and durability. They get the listed bonuses to saving throws, Diplomacy, Intimidate, Heal, Gather Information and Survival checks.<br />
<br />
<u>Cryptologist</u>: The Wraiths are masters of codes and ciphers, both creating them and breaking them. They may now use Decipher Script checks to even see through magical changes to text, such as Illusory Script, Sepia Snake Sigil, Secret Page, etc. The Decipher Script check result is set against the caster level of the magic effect; if the check defeats the caster level, the spell is essentially dispelled just for the Wraith without setting the spell off. <br />
He also gains the listed bonus on all Decipher Script checks for the purpose of creating or deciphering codes and ciphers. (See Complete Adventurer).<br />
<br />
<u>Bounty Hunter</u>: The Wraiths excel at tracking down and killing or subduing enemies of the Council. With this ability, he adds half his class level to all attack and damage rolls against humanoids that are known enemies of Teth or the Council specifically, and he also gains the same bonus on any dice rolls made against such targets (Gather Information, tracking, Intimidation, etc.).<br />
<br />
<u>Sharpshooter</u>: The Wraiths excel at taking out enemies from afar, without the need to close in. A number of rounds per day equal to half their class level, they can ignore penalties for firing at a distance, and are treated as having the Far Shot, Precise Shot, and Improved Precise Shot feats, and the distance at which they can make ranged Sneak, Sudden Strike or Skirmish attacks quadruples. If they already have Far Shot, Precise Shot or Improved Precise Shot, those aspects of this ability add nothing.<br />
<br />
<u>Shadow Walker</u>: The Wraith becomes so attuned to shadows that he can teleport from one to another. As a move action, he can teleport himself and all his equipment from one area of shadowy illumination or darkness to any other within sight. At night or in very large areas of darkness (like underground), the range of how far he can teleport is the same as Dimension Door as if cast at his character level.<br />
<br />
<u>Spells</u>: The Wraith gains the ability to cast a very small number of arcane spells. They are based off intelligence. He can cast any spell he knows at any time, like a sorcerer. Metamagic feats affect these spells the same as they affect sorcerer spells.<br />
<br />
Spells per day:<br />
   1  2  3  4<br />
1:0<br />
2:1<br />
3:2  0<br />
4:3  1<br />
5:3  2  0<br />
6:3  3  1<br />
7:3  3  2  0<br />
8:3  3  3  1<br />
9:3  3  3  2<br />
10:33  3  3<br />
<br />
Spells known:<br />
<br />
   1  2  3  4<br />
1:<b>2</b><br />
2:3<br />
3:3  <b>2</b><br />
4:4  3<br />
5:4  3  <b>2</b><br />
6:4  4  3<br />
7:4  4  3  <b>2</b><br />
8:4  4  4  3<br />
9:4  4  4  3<br />
10:44  4  4<br />
<br />
Spell list:<br />
1: Detect Secret Doors, Nystul's Magic Aura, Comprehend Languages, Feather Fall, Alarm, Scholar's Touch, Erase, Amanuensis.<br />
2: Detect Thoughts, See Invisibility, Invisibility, Shatter, Darkness, Spider Climb, Whispering Wind, Locate Object.<br />
3: Nondetection, Phantom Steed, Clairaudience/Clairvoyance, Deep Slumber, Illusory Script, Gaseous Form, Suggestion, Explosive Runes, Dispel Magic.<br />
4: Cure Critical Wounds, Charm Monster, Locate Creature, Resilient Sphere, Hallucinatory Terrain, Stone Shape, Modify Memory, Freedom of Movement.<br />
<br />
<u>Bonus Feats</u>: At the listed levels, the Wraith may choose any feat he qualifies for.</div></fieldset><br />
<br />
<u>Darkmist Adept</u><br />
<br />
At a glance: Morally questionable druids who develop an affinity for Altataure's Darkmist Vale and its fell energies and creatures, becoming warped themselves in the process.<br />
<br />
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Prereqs: Knowledge (Nature and Religion) 8 ranks, Knowledge (local: Darkmist Vale) 4 ranks, Survival 8 ranks, Spellcraft 8 ranks, Profession (Herbalist) 8 ranks, ability to spontaneously cast Summon Nature's Ally III; Spell Focus (Conjuration), Augment Summoning, Create Infusion; any nongood. Special: Must have spent at least one month alone in Darkmist Vale without leaving. The Adept also must return to the Vale at least once every six months for a full week to replenish his power; otherwise he loses all class features until he returns.<br />
<br />
Benefits: Good Fort and Will saves, BAB as cleric, 4+Int mod/level skill points, stacks with Druid for spontaneous casting of SNA. d8 HD. +1 druid spellcasting/level.<br />
<br />
1- Darkmist Magic 1/day, Midnight Empathy<br />
2- Darkmist Summons +1, Toxic Spell<br />
3- Darkmist Magic 2/day<br />
4- Darkmist Summons +2, Thornclaw Horde<br />
5- Darkmist Magic 3/day<br />
6- Darkmist Summons +3, Entropic Touch<br />
7- Darkmist Magic 4/day<br />
8- Darkmist Summons +4, Dark Servant<br />
9- Darkmist Magic 5/day<br />
10- Umbral Apotheosis<br />
<br />
<u>Darkmist Magic</u>: The Darkmist Adept has tuned himself to the dark energies of the Vale. The listed number of times per day, he may infuse any spell that is not specifically Good with eldritch power, granting it the Extend Spell feat for free. For 2 uses, he can use Widen Spell; for 3 uses, he can use Empower Spell; for 4 uses, he can use Quicken Spell. He can only imbue a spell with one of those feats until level 10, when the Adept may affect a single spell by as many of them as he wishes, as long as the total uses spent are equal to or less than 5.<br />
<u>Midnight Empathy</u>: The Adept may use his Wild Empathy ability on unintelligent magical beasts, vermin, plants and aberrations. He also gains a bonus equal to his class level on Bluff, Diplomacy and Sense Motive checks when dealing with evil dragons, evil fey and evil plant creatures (who have intelligence). However, his growing connection to the Vale's energies warps him to be hideous to other civilized creatures. To all standard core races and good-aligned creatures, he is treated as having a Charisma score of 8.<br />
<u>Toxic Spell</u>: The Adept has learned how to incorporate some of the Vale's harmful plants into his spells to weaken his enemies. The Adept may prepare an herbal material component (Profession Herbalist check DC 20 + spell level), which takes a day to make (to find the herbs and treat them), and then use them as an extra material component for any spell that has an area effect. <br />
Any enemies affected by the spell who fails a Fort. Save DC = to the DC for that spell are weakened by the toxic spell, suffering -1 to attack and damage rolls, saving throws and skill checks. This effect increases to -2 at level 6 and -3 at level 10. A Toxic Spell always takes at least 1 standard action to cast, regardless of the original spells casting time – therefore, no Toxic Spell may be quickened. For every 5 points the Prof. Herbalist check result is over the initial DC to craft the component, enemies suffer an additional -1 penalty. <br />
This penalty lasts for the duration of the spell, even if the enemies leave the spell's area. It may be cured with a Heal check of a DC equal to the Adept's Prof. Herbalist check or a Neutralize Poison spell. <br />
<u>Darkmist Summons</u>: The Adept knows how to summon the warped, otherworldly creatures of the Vale. A number of summoned creatures per day equal to half his class level get the listed bonuses to Natural Armor (stacking with any other bonuses), saving throws and attack rolls. Affected creatures also manifest with the Fiendish template. <br />
<u>Thornclaw Horde</u>: The Adept begins attracting the attention of the malevolent Thornclaw fey. He is able to command a group of them equal to his class level plus his Charisma modifier (if he has a negative Cha mod, subtract that many thornclaws). The thornclaws willingly do his bidding but are not magically bound to him. When a Thornclaw dies, it takes a day for a replacement to appear.<br />
<u>Entropic Touch</u>: The Adept may make a melee touch attack at will to deal 2d6+class level+Wis modifier of negative energy damage. This effect heals undead. <br />
<u>Dark Servant</u>: The Adept may attempt to summon an Arborgeist to be its servant. The summoning takes a week and 10,000 gp worth of rare herbal components, as well as an altar or grove affected by an Unhallow spell and a DC 30 Knowledge (Religion) and Knowledge (Nature) check. If any of these things fail, the ritual is wasted and the Arborgeist is not summoned. The summoned Arborgeist is under the Adept's complete mental control, but if it goes more than a mile from the Adept, the control is broken and the Arborgeist is free.<br />
<u>Umbral Apotheosis</u>: The Adept has become one with the Vale and its nature. He gains the Entropic template, and he becomes immune to poison and disease and negative effects of aging. (However he still dies at the end of his natural lifespan.) He also no longer needs to return to the Vale to replenish his power, for the Vale has infused him with its power and he carries it with him.<br />
<br />
</div></fieldset><br />
<br />
<u>Frostborn Agent</u><br />
<br />
At a glance: An underground terrorist organization in Drenheim, the Frostborn are intent on bringing down the regime of Scurdaeg and bringing about a new era of anarchic freedom in the North. Usually acting alone or in small groups, all agents answer to an enigmatic figure known only as the Rimeheart.<br />
<br />
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Prereqs: Sneak Attack or Sudden Strike +4d6; Deceitful, Diligent, Combat Expertise, Primary Contact; Appraise, Craft (Poisonmaking), Decipher Script, Disguise, Forgery, Gather Information, Sleight of Hand, Balance, Tumble, Hide, Move Silently, Open Lock, Disable Device, Bluff, and Knowledge (Local [Drenheim]) all at 6 ranks; any nonlawful and nongood. Special: Must have performed a deed against the regime of Scurdaeg and not been caught.<br />
<br />
Benefits: d6 HD, 8+ Int mod/level skill points, BAB as rogue, good Ref saves. Stacks with rogue for sneak attack OR ninja for sudden strike.<br />
<br />
1- Poison Use, Quick Stealth<br />
2- Infiltration +1<br />
3- Sabotage 1/day<br />
4- Infiltration +2, Special Talent<br />
5- Sabotage 2/day<br />
6- Infiltration +3<br />
7- Sabotage 3/day<br />
8- Infiltration +4, Special Talent<br />
9- Sabotage 4/day<br />
10- Unseen Assassin<br />
<br />
<u>Poison Use</u>: You no longer have any possibility of accidentally poisoning yourself when using poisons.<br />
<br />
<u>Quick Stealth</u>: You can now move your full speed while using Hide or Move Silently.<br />
<br />
<u>Infiltration</u>: You're a master at digging up information and scouting out enemy strongholds secretly. You gain the listed bonus on AC, attack rolls, and skill checks while inside any enemy lair or stronghold.<br />
<br />
<u>Sabotage</u>: Part of your job is causing chaos and disruption indirectly, and part of that includes sabotage. The listed number of times per day, the next attack you make against an object automatically ignores 5 Hardness per class level and deals full damage regardless of the type of damage you're dealing. You also may use this ability to grant yourself a +10 bonus to a Disable Device check made to break or disrupt a mechanism's normal operation.<br />
<br />
<u>Unseen Assassin</u>: At your peak, you are so good at your job that you gain supernatural abilities related to stealth and deception. You are constantly affected by Nondetection, Misdirection, Nystul's Magic Aura and Mind Blank, with your character level as your caster level.<br />
<br />
<u>Special Talent</u>: At levels 4 and 8, you may choose a talent from the list of rogue talents.</div></fieldset><br />
<br />
<u>Greenstalker</u><br />
<br />
At a glance: Mostly found in the Altataure forest, Greenstalkers can be found in any forested region as protectors of and friends with the forest and its inhabitants, adept at dealing with them, surviving in the forest, and taking out the forest's enemies.<br />
<br />
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Prerequisites: Survival 8 ranks, Knowledge (Nature, Geography and Local) 4 ranks, Hide, Move Silently and Heal 4 ranks, Track. <br />
<br />
Benefits: Good Fort and Ref saves; BAB as fighter; stacks with either ranger's favored enemy, *OR* scout's skirmish, *OR* rogue's sneak attack, d8 HD.<br />
<br />
1- Friend of the Forest<br />
2- Local Expert +1<br />
3- Bonus Feat. Herbal Remedy 1/week<br />
4- Local Expert +2<br />
5- Bonus Feat, Herbal Remedy 2/week<br />
6- Local Expert +3<br />
7- Bonus Feat, Herbal Remedy 3/week<br />
8- Local Expert +4<br />
9- Bonus Feat, Herbal Remedy 4/week<br />
10- Sworn Protector<br />
<br />
<u>Friend of the Forest(Ex)</u>: The inhabitants of the Greenstalker's chosen forest, native or immigrant, recognize the Greenstalker as a friend and ally. The Greenstalker may use Wild Empathy on non-evil, nonintelligent vermin, magical beasts, plants and aberrations in the forest as well as animals; he also adds his class level to Diplomacy and Sense Motive checks with Fey, Magical Beasts and Dragons in the forest. <br />
<u>Local Expert(Ex)</u>: The Greenstalker is well tuned to the forest and its terrain and goings-on. He adds the listed bonus to attack rolls, damage rolls, saving throws, and Hide, Move Silently, Spot, Listen and Survival checks within the forest. <br />
<u>Herbal Remedy(Ex)</u>: The listed number of times per week, the Greenstalker may use his knowledge of local herbs and their properties to craft herbal remedies to augment his healing abilities. It takes a DC 15 survival check to find the proper herbs in the vicinity. The check may be made in conjunction with a Survival check for foraging/getting along in the wild. It also takes a DC 15 Knowledge (Nature) check to properly prepare the herbs. <br />
When used in conjunction with a Heal check, the herb grants him a +5 bonus on the check and allows him to cure 4 hp/level of damage over long-term care overnight, or 8 hp/level damage over a full day and night of rest. It also allows him to restore 1d4+1/class level points of ability damage or drain when treating poison or disease, and allows him to restore a dying character to 0 hit points instead of merely stopping the bleeding. <br />
For every 3 points the Survival check exceeds 15, you find enough herbs to treat one additional character, and for every 3 points the Knowledge (Nature) check exceeds 15, you successfully prepare those herbs. This means that, for example, if you find multiple doses of herbs but fail to prepare one dose, you can try again on another dose, etc. Each prepared herb loses its potency after 1 day if it is not prepared into a remedy. Each remedy loses its potency after 1 day per 5 points of the Knowledge (Nature) check if not used. <br />
The remedies do not have a GP value and cannot be sold, as only Greenstalkers know their proper applications. If used as an extra material component for a Cure spell, the remedy heals an additional 2 hp per class level. <br />
<u>Sworn Protector</u>: The Greenstalker's oath of service and protection to the forest and its inhabitants takes on near-mythical proportions. While in his forest, he gains a +10 insight bonus to AC, his base land speed increases by +20, he gains Tremorsense out to 30 feet, and Darkvision 60 feet (if he already has darkvision, the normal range doubles), he may move his full speed while performing Balance or Tumble checks and while tracking or foraging, and is uninhibited by difficult terrain, and once per day he may attempt a death attack against any of his favored enemies. If he succeeds at dealing damage on a regular melee or ranged attack, the target must make a DC 30 Fortitude save or die. <br />
<u>Bonus Feats</u>: At the listed levels, he may choose a bonus feat that can be any feat he meets the prerequisites for.</div></fieldset><br />
<br />
<u>Grey Watcher</u><br />
<br />
At a glance: Spellcasters of many stripes who undergo a ritual in Faalorn to become Grey Watchers, mystic protectors of world peace and balance. Most Grey Watchers are from Faalorn, and many remain in Faalorn as their home base, but outsiders being accepted into the ranks is not unheard of, neither is some being wandering watchers.<br />
<br />
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Prereqs: Ability to cast 4th-level spells, including any 2 abjurations and divinations of 3rd level or higher; Knowledge (any 3) 4 ranks, Diplomacy, Sense Motive, and Gather Information 4 ranks; Negotiator, Spell Focus (Abjuration or Divination), Skill Focus (Concentration). Must be any non-evil and non-chaotic. Special: Must be formally accepted into the ranks in person in Faalorn.<br />
<br />
Benefits: Good will saves, poor ref and fort saves, d4 HD, 4+Int mod/level skill points, BAB as wizard, +1 spellcasting/level of one previous spellcasting class. If character had a familiar or animal companion, these levels stack for those purposes.<br />
<br />
1- Inquisitor +2<br />
2- Piercing Insight 1/day<br />
3- Bonus Feat<br />
4- Piercing Insight 2/day<br />
5- Inquisitor +4<br />
6- Bonus Feat<br />
7- Piercing Insight 3/day<br />
8- Inquisitor +6<br />
9- Bonus Feat<br />
10- High Questioner<br />
<br />
<u>Inquisitor:</u> The Grey Watchers are masters of mundane methods of questioning and perceiving. Starting at level 1, they may always take 10 on Diplomacy and Sense Motive checks, and gain the listed bonus to those checks at the listed levels.<br />
<br />
<u>Piercing Insight:</u> The Watchers' uncanny ability to see through lies and discover the truth extends to their magical abilities. The listed number of times per day, the next Abjuration or Divination spell that allows a saving throw or spell resistance no longer offers either. If the spell normally offers saving throws or spell resistance in subsequent rounds, then the number of allowed attempts is negated by 1 per every 2 of the Watcher's class levels. <br />
<br />
<u>High Questioner:</u> The Watcher's abilities have been honed to a precise science. At the pinnacle of their power, Grey Watchers emanate a permanent Zone of Truth effect and are affected by a permanent Mind Blank and Greater Arcane Sight effect, none of which may be dispelled or suppressed.<br />
<br />
<u>Bonus Feats:</u> At the listed levels, the Watcher gains a bonus feat that must be either a metamagic feat, Item Creation feat or a Skill Focus (Knowledge) feat.</div></fieldset><br />
<br />
<u>Grief-Bearer</u><br />
<br />
At a glance: Elf or half-elf bard/clerics who preside over elven dead, the Grief-Bearers -- who are trained in Cyndor -- develop special powers to weaken undead and protect people from despair and negative energy.<br />
<br />
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<br />
Prerequisites: Turn Undead class feature, Bardic Music class feature, Knowledge (Religion) 8 ranks, Perform (Sing or Oratory) 8 ranks, Profession (herbalist) 4 ranks, Extra Turning, Extra Music, Great Fortitude, ability to cast 2nd level arcane spells and 2nd level divine spells.<br />
<br />
Benefits: Good Fort and Will saves, Poor Ref save, BAB as Cleric, +1 spellcasting/level in either the divine or arcane spellcasting class; levels stack for Bardic Music and Turn Undead. d6 HD.<br />
<br />
1- Music of the Grave<br />
2- Bear Grief 1/day<br />
3- Melodic Turning<br />
4- Bonus Feat<br />
5- Bear Grief 2/day<br />
6- Song of Healing<br />
7- Bonus Feat<br />
8- Bear Grief 3/day<br />
9- Song of Hope<br />
10- Rest Easy<br />
<br />
<u>Music of the Grave(Su)</u>: Undead may be affected by your bardic music. Also you may expend 1 bardic music attempt to weaken undead within hearing. Mindless undead are slowed; intelligent undead are sickened. <br />
<u>Bear Grief(Su)</u>: The number of times per day, the Grief-Bearer can wipe away any fear or negative emotional effects from one ally per point of Wisdom bonus (minimum one). However the Grief-Bearer must make a Will save DC 20 or be saddened, suffering as under the Bane spell. <br />
<u>Melodic Turning(Su)</u>: The Grief-Bearer may augment a turning check with a Perform (Chant or Oratory) check. For every 5 of the Perform result, add +2 to both the initial check and the turning damage. <br />
<u>Song of Healing(Su)</u>: With an expenditure of 2 daily uses of bardic music, the Grief-Bearer can grant his allies Fast Healing 4 for a number of rounds equal to ½ the result of a Perform check. At level 10, the benefit increases to Regeneration. <u>Song of Hope(Ex)</u>: With an expenditure of 8 daily uses of bardic music, the Grief-Bearer may grant his allies immunity to fatigue/exhaustion and any fear or other emotional effect as well as negative energy damage and effects for a number of rounds equal to the Grief-Bearer's class level plus his Charisma modifier. This ability does not remove or dispel such effects already in place. <br />
<u>Rest Easy(Su)</u>: With this ability, the Grief-Bearer may prepare a freshly deceased corpse with special herbs (Profession: Herbalist check DC 20), and expend 1 use of bardic music and 1 use of turn undead to grant a Dust to Dust spell on the corpse and also prevent any resurrection or soul-binding effects from working, including Wish or Miracle spells. <br />
They also may use this ability to expend 4 uses of bardic music and 4 uses of turn undead and then make a melee touch attack to any undead creature, which must make a will save DC 25 + the Grief-Bearer's Wis and Cha modifiers or be utterly destroyed as if disintegrated. Intelligent undead affected by this effect also have their soul destroyed, whether it is in the body that was touched or contained elsewhere in a phylactery or similar device. Even if an undead makes the save, he still takes 10d12 untyped damage with no spell resistance or save for the damage. This ability works on both corporeal and incorporeal undead. <u>Bonus Feats</u>: At 4th and 7th levels, the Grief-Bearer may choose a bonus feat that must either be a Divine feat, a metamagic feat, or a feat affecting bardic music.</div></fieldset><br />
<br />
<u>House Aristocrat</u><br />
<br />
At a glance: Mid-ranking members of one of Halvar's various noble Houses, these scheming noblefolk take their family honor and prestige very seriously, and will do almost anything to increase their personal and familial standing in Halvar's political and social arena.<br />
<br />
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Prereqs: Cha and Dex 14+; Will and Ref save +3; Knowledge (Nobility and Royalty, Local, History, and Geography), Bluff, Diplomacy, Sense Motive, Forgery, Sleight of Hand, Disguise and Appraise all 4 ranks; Negotiator, Deceitful, Combat Expertise.<br />
Cannot be chaotic.<br />
<br />
Benefits: Good Ref and Will saves, d6 HD, 8+Int mod/level skill points, BAB as rogue.<br />
<br />
1- House Standing, Spells<br />
2- Social Dexterity 1/day<br />
3- Aristocratic Grace +2<br />
4- Noble Fencer<br />
5- Social Dexterity 2/day<br />
6- Aristocratic Grace +4<br />
7- Clever Tongue<br />
8- Social Dexterity 3/day<br />
9- Aristocratic Grace +6<br />
10- Ultimate Manipulator<br />
<br />
<u>House Standing</u>: The House Aristocrat's greatest asset is his standing in his noble house. As part of the social network of the upper class, the Aristocrat may have a number of contacts up to three times his natural Charisma modifier. All of his contacts and all members of his House or those affiliated with his House have an initial attitude of Helpful toward him, and he gets +10 on Diplomacy checks toward them. If he ever brings dishonor or disgrace to himself or to his house, the House elders may revoke his status or even cast him out from the House, in which case he loses all the bonuses of the House Standing feature and cannot advance in the class again, but he retains any other abilities gained thus far.<br />
<br />
<u>Spells</u>: Through his upper class schooling and intense persona, the House Aristocrat gains the ability to cast a small number of arcane spells, using his Character level as his caster level. They are cast off of Charisma. He can cast these spells 1/day each. The spells he's able to cast are: Nystul's Magic Aura, False Vision, Nondetection, Locate Object, Locate Creature, Detect Scrying and Mage's Private Sanctum. If his character level isn't high enough that a full caster of the same level can't access one of the spells, he can't use it until he gets to that character level.<br />
<br />
<u>Social Dexterity</u>: The House Aristocrat is a master of social intrigue and dialogues and can subtly shift things the way he wants. The listed number of times per day, he may reroll any failed Bluff, Diplomacy, Gather Information or Sense Motive check, and if the new check succeeds, the previous check is treated as never having happened.<br />
<br />
<u>Aristocratic Grace</u>: The Aristocrat is entirely at home in any city, and has learned how to get by in most any urban situations. He gains the listed insight bonuses to AC and Saving Throw rolls as long as he is within a settlement of Large City or larger.<br />
<br />
<u>Noble Fencer</u>: The Aristocrat has been trained in the noble tradition of rapier usage, as the elegant blade is a sign of sophistication and grace. If he was not already proficient, he is now proficient, and he is treated as having Weapon Focus and Weapon Specialization in the rapier. He also gains +2 bonus to bluff checks made to feint, attack and damage rolls when fighting against humans, elves, half-elves, half-orcs, halflings, dwarves and gnomes when wielding a rapier.<br />
<br />
<u>Clever Tongue</u>: The Aristocrat may now use Bluff, Diplomacy and Sense Motive at his full bonus with creatures against whom normally he would have a penalty, such as magical beasts or outsiders. He also may take 10 on these checks when dealing with standard races. (Humans, elves, etc.)<br />
<br />
<u>Ultimate Manipulator</u>: Once a week, any creature the Aristocrat successfully gets up to Helpful attitude via Diplomacy or Bluff is considered Charmed, as the spell Charm Monster. If he gets the attitude up to Friendly, they may have a Suggestion spell placed on them. If he gets them to the Fanatic level, they may be considered Dominated. Since these are not the actual spells cast upon them, this ability works even on creatures who are immune to mind-affecting effects. He also becomes immune to Charms and Compulsion spells and effects.</div></fieldset><br />
<br />
<u>Knight of the Lamp</u><br />
<br />
At a glance: As the military branch of Halvar's Arcane Order, the Order of the Lamp exist to protect the mages and scholars while conducting field research or military operations on behalf of the Crown, and guarding the Order's autonomy and private interests. Undergoing rigorous mental and physical conditioning, Knights of the Lamp are entirely volunteer and are eventually mystically bonded to a specific mage of the order.<br />
<br />
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Prereqs: BAB +5; Iron Will, Power Attack, Combat Expertise; Diplomacy, Ride, Knowledge (Arcana), Sense Motive 4 ranks; Proficiency with all martial weapons and armor and shields. <br />
<br />
Benefits: Good Fort and Will saves, poor ref. saves, d10 HD, 2+ Int mod/level skill points. BAB as fighter. <br />
<br />
1- Mystic Bond, Defensive Smite 1/day<br />
2- Arcane Fortification +2<br />
3- Defensive Smite 2/day<br />
4- Bonus Feat, Mystic Parry<br />
5- Defensive Smite 3/day<br />
6- Arcane Fortification +4<br />
7- Defensive Smite 4/day<br />
8- Bonus Feat, Mystic Riposte<br />
9- Defensive Smite 5/day<br />
10- Arcane Fortification +6, Mystic Conduit<br />
<br />
<u>Mystic Bond</u>: At 1st level upon finishing his training, the Knight undergoes a bonding ritual with a member mage of the Order. The bonding preferably happens between a newly certified mage and knight, though unequal bondings between senior mages and junior knights or vice versa have been known to happen.<br />
As long as the Knight and his bonded Mage are within 1 mile of each other, they each gain the Alertness feat, and once per day each one can choose to use one or all of the other's senses, including sight, taste, smell, hearing and/or touch for up to 1 minute per Knight class level (if it is the Knight who is doing the remote sensing) or Mage of the Arcane Order class level (if it is the mage who is doing the remote viewing). This allotted time cannot be split up in any way. During the viewing, the remote viewer's own sense or senses are replaced by the object's senses, essentially rendering the viewer's body blind, deaf, etc. to its own surroundings, but the object's own senses are unchanged.<br />
The bonded pair may also communicate empathically just as a wizard does with his familiar.<br />
Also, as long as the bonded pair are adjacent to each other, the Knight gains the Mage's Intelligence or Charisma modifier (whichever is the key casting ability) as an insight bonus on saving throws, and the Mage gains the Knight's Constitution modifier as an insight bonus to Armor Class.<br />
If his charge is killed, the Knight takes half the damage the mage took from his killing blow (if any damage) and must make a DC 30 Fortitude save or take 1d10 points of Constitution drain. The Knight loses any bonuses from the Mystic Bond class feature but retains all other class features. He may still be part of the Order, but may not undergo another Bonding for one full year at the end of which he must accept an Atonement spell.<br />
If the Knight's bonded mage is not a PC, it will be an NPC under DM control.<br />
<br />
<u>Defensive Smite</u>: The Knight is trained to protect his charge at all costs. The listed number of times per day, he may add his class level as a bonus to an attack and damage roll against an enemy who has attempted to physically or magically harm his charge within the last 2 rounds. This may apply to attacks of opportunity, as well. The damage is magical force damage.<br />
<br />
<u>Arcane Fortification</u>: Through his exposure to magical forces and his knowledge of such, the Knight becomes able to stack Armor or Shield bonuses from magical sources with the bonus from his physical armor up to the listed bonus. For example, a 2nd-level Knight of the Lamp who has a Mage Armor spell cast on him while he is already wearing armor may add +2 to his Armor bonus, but not +4 as the spell. A 10th-level Knight, on the other hand, can benefit fully from a Mage Armor spell as well as a pair of Bracers of Armor +2 in addition to any bonuses he has from his physical armor and/or shield.<br />
<br />
<u>Mystic Parry</u>: A number of times per day equal to his Intelligence modifier (minimum 1), the Knight of the Lamp may, as a standard action, attempt to block damage from an incoming spell, spell-like ability or supernatural ability. He makes a melee attack roll against the enemy's caster level, and if he wins, the damage is completely nullified. He may perform a Mystic Parry on behalf of his charge but only if his charge is adjacent to him.<br />
<br />
<u>Mystic Riposte</u>: In addition to Mystic Parry, an 8th-level Knight of the Lamp may attempt to bounce a spell, spell-like ability or supernatural ability back at its caster. Only spells that may be affected by Spell Turning can be affected by Mystic Riposte. Mystic Riposte functions otherwise the same as Mystic Parry and also counts against the daily uses of that ability. Also, the Knight may now attempt Mystic Parries as a move action instead of a standard action.<br />
<br />
<u>Mystic Conduit</u>: The Knight of the Lamp is so in tune with the mystic bond between him and his charge that he can shrug off the effects of offensive magic cast by his charge and can even act as a conduit for his charge's magic. He no longer is affected by any offensive magic cast by his charge, and a number of times per day equal to his unmodified Constitution modifier he can act as the starting point for an emanation spell his charge casts, or he may deliver a touch spell that his charge casts.<br />
<br />
<u>Bonus Feats</u>: At levels 4 and 8, the Knight may choose any Fighter Bonus Feat as a bonus feat.</div></fieldset><br />
<br />
<u>Mage of the Arcane Order</u><br />
<br />
Notes: This class is unchanged from its iteration in Complete Arcane, except at 1st level it gets the Mystic Bond ability (see Knight of the Lamp) with a bonded Knight of the Lamp. All Mages of the Arcane Order are members of the Arcane Order in Halvar.<br />
<br />
<u>Scion of the Fallen</u><br />
<br />
At a glance: Descendants of the nation of Valirn, destroyed in the War of Six Thrones, Scions of the Fallen have discovered their heritage, and work to seek, preserve and embody the skills, values and knowledge of their advanced yet peaceful ancestors with a single-minded devotion.<br />
<br />
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Prereqs: Con and Wis 14+; BAB +3; Decipher Script, Diplomacy, Gather Information, Knowledge (History and Geography), and Search at 4 ranks; Negotiator, Endurance, and Two-Weapon Fighting; ability to speak at least 4 languages, including Valirnite.<br />
<br />
Benefits: d8 HD; 4+ Int mod/level skill points; Good Will and Fort saves, poor Ref saves. BAB as cleric.<br />
<br />
1- Valirnite proficiencies, Spells<br />
2- Insight of the Ancients 1/day<br />
3- Field Study +2, Bonus Feat<br />
4- Insight of the Ancients 2/day<br />
5- Valirnite Resilience, Field Study +4<br />
6- Insight of the Ancients 3/day<br />
7- Field Study +6, Bonus Feat<br />
8- Insight of the Ancients 4/day<br />
9- Ancestral Epiphany<br />
<br />
<u>Valirnite proficiencies:</u> Through the study of ancient texts and manuals recovered from the ruins of Valirn, the Scion becomes familiar with his ancestors' preferred weapons. He gains exotic weapon proficiency with the gyrspike and spinning javelin. If he already has proficiency with either of these weapons, he may choose to apply the Weapon Focus feat to one or the other.<br />
<br />
<u>Insight of the Ancients:</u> Through his extensive research of his forebears and their ways, the Scion has absorbed some of their wise practices into his daily life. The listed number of times per day, he may add his Wisdom modifier to any one saving throw, including Will saves, for which he essentially doubles his ability modifier. He also may use this ability to add his Wisdom modifier to his next attack and damage roll.<br />
<br />
<u>Field Study:</u> As a consummate scholar always on the lookout for ruins and artifacts that might involve Valirn, the Scion is adept at traversing ancient ruins and discovering lost secrets. He gains the listed bonus to all Decipher Script, Diplomacy, Sense Motive, Knowledge, Appraise, Search, and Gather Information checks. He also gains the bonus on saving throws against traps within ruins.<br />
<br />
<u>Valirnite Resilience:</u> Through his own physical hardening from traveling far and wide in search of lost Valirnite lore, and from his study into the physical, spiritual and mental fortitude of his ancestors, the Scion has unlocked their secrets of serene resilience. He adds 1/2 of his natural Wisdom modifier (minimum 1) to his Constitution score, and then adds his Constitution modifier as an Insight bonus on all saving throws, attack rolls, and damage rolls.<br />
<br />
<u>Spells:</u> During his quest for knowledge and understanding of his ancestors, the Scion learns more about their unique spellcasting tradition. At each level, he gains the following spells as spell-like abilities usable 1/day each, with his character level as the caster level, saving throws based off of wisdom: 1- Protection from Evil; 2-Calm Emotions; 3-Prayer; 4-Panacea; 5-Dispel Evil; 6-Wind Walk; 7-Mass Spell Resistance; 8-Mass Death Ward; 9-Mass Heal.<br />
<br />
<u>Ancestral Epiphany</u>: At the end of his journey to understand his ancestors, he knows them so well he essentially becomes just like them. He becomes immune to negative mind-affecting effects, gains a +5 insight bonus to attack and damage rolls with Valirnite weapons, and is also affected by permanent True Seeing, Detect Thoughts and Discern Lies.<br />
<br />
<u>Bonus Feats:</u> At the listed levels, the Scion may choose any feat for which he qualifies. Any feat affecting the use of a specific weapon (such as Weapon Specialization or Improved Critical) must be applied to either the gyrspike or spinning javelin.</div></fieldset><br />
<br />
<u>Silver Guardian</u><br />
<br />
At a glance: As the military arm of the Grey Watchers of Faalorn, the Silver Guardians are elite warriors tasked with keeping the peace and seeking out lawbreakers and bringing them to justice. Unlike the Grey Watchers, the Silver Guardians are expected to spend most of their time in or around Faalorn. They all undertake a rigorous test which includes a ritual blinding where they forever lose their natural eyesight, but make up for it with increasingly powerful extrasensory abilities.<br />
<br />
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Prereqs: BAB +7, Con 16+, proficiency with all martial weapons and armor, Craft (weaponsmithing) 10 ranks, Use Rope 4 ranks, Knowledge (local: Faalorn) 2 ranks; Weapon Focus (Any), Weapon Specialization (any), Power Attack. Any non-evil and non-chaotic. Special: Must survive Rite of Excision. Specially brewed concoction is made for you to drink. Upon drinking, you must succeed a DC 20 Fort save, or die. If you succeed, you are sickened for 24 hours afterward, and forever lose your natural eyesight.<br />
<br />
Benefits: d12 hd, BAB as fighter, good fort and will saves, poor ref saves, 2+Int mod/level skill points, if you were a monk or paladin before, you can continue to advance as either.<br />
<br />
1- Enhanced Perception, Bonded Weapon +1<br />
2- Inner Focus 1/day, Bonus Feat<br />
3- Bonded Weapon +2 (energy)<br />
4- Inner Focus 2/day, Blindsense 200 ft.<br />
5- Bonded Weapon +3 (energy burst)<br />
6- Inner Focus 3/day, Bonus Feat<br />
7- Bonded Weapon +4 (Axiomatic), Blindsight 200 ft.<br />
8- Inner Focus 4/day, Bonus Feat<br />
9- Bonded Weapon +5 (Holy)<br />
10- Inner Focus 5/day, Transcendent Senses<br />
<br />
<u>Enhanced Perception:</u> The Silver Guardian has taken the first step on the path of discovering his true sight. He gains +20 on Listen checks, can always take 10 on Listen checks, perform them as a free action, and also gains the Scent ability out to 60 feet. He suffers from the Blinded effect, except he does not suffer the -2 penalty to AC, he retains his Dex bonus, and he does not treat adjacent foes as having concealment (but ranged foes still do), and he also can move his full speed. **Remember: Since he is blind, invisible creatures do not have concealment from him; if he can pinpoint their location via Listen, he can attack them normally.<br />
<br />
<u>Bonded Weapon:</u> The Silver Guardian chooses a weapon for which he has both Weapon Focus and Weapon Specialization feats. This weapon must be a masterwork specimen he has crafted himself. This is his bonded weapon, which gains powerful abilities as long as he wields it. As soon as he lets go of it, it becomes a normal specimen, but regains its abilities once he picks it up again. At the listed levels, it gains the listed magical enhancement bonus (which does not stack with any already existing enhancement bonuses). Also it gains the listed abilities. So a 10th-level Silver Guardian who crafts a masterwork longsword, and he has WF and WS with Longswords, then his Bonded Longsword acts as a +5 Axiomatic and Holy Energy Burst Longsword. The type of energy he chooses always stays the same and can be either fire, cold, acid, or electricity.<br />
<br />
He may choose to use a single natural weapon as his bonded weapon, instead.<br />
<br />
<u>Inner Focus:</u> The Silver Guardian, through his spiritual and emotional journey to discover his true sight, learns the secret of powering through pain using his own physical power. The listed number of times per day, he can make a melee attack roll in place of any saving throw, if his melee attack bonus is higher than his saving throw bonus. Also, he may choose to use the ability to take 10 on a single melee attack roll.<br />
<br />
<u>Blindsense:</u> At 4th level, the Silver Guardian gains Blindsense out to 200 feet, in addition to his Enhanced Perception abilities.<br />
<br />
<u>Blindsight:</u> At 7th level, the Silver Guardian gains Blindsight out to 200 feet. This replaces the Blindsense ability and is in addition to the Enhanced Perception ability.<br />
<br />
<u>Transcendent Senses:</u> At the pinnacle of his power, the Silver Guardian has unlocked all the secrets of his true sight. He gains Telepathy out to 200 feet, a permanent Status effect out to 200 feet, and the Mindsight feat. He also may choose to take 20 on a single melee attack roll per day, and may use his Inner Focus ability to take 10 on each attack roll in a full attack action.<br />
<br />
<u>Bonus feats:</u> At the listed levels, Silver Guardians may choose any bonus feat from the list of Fighter bonus feats.</div></fieldset><br />
<br />
<u>Windcaller</u><br />
<br />
At a glance: Monastic divine casters who draw their power from the winds and tend to live in warm plains, hills coasts and mountains -- where the winds never cease.<br />
<br />
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Prereqs: Ki Strike class feature, ability to cast 2nd-level divine spells; Knowledge (Nature, Arcana, Religion), Balance, Climb, Jump, Tumble, Spellcraft 5 ranks; Natural Spell, Extend Spell, Pharaoh's Fist. Must have spent time alone in a windstorm of severe or higher winds unprotected for the duration of the storm.<br />
<br />
Benefits: d8 HD, 4+Int mod/level skill points, all good saves, stacks with monk for flurry of blows. +1 spellcasting/level.<br />
<br />
1- Atmospheric Essence<br />
2- Wind Sheath 1/day<br />
3- Northern Fist<br />
4- Wind Sheath 2/day<br />
5- Southern Zephyr<br />
6- Wind Sheath 3/day<br />
7- Western Gale<br />
8- Wind Sheath 4/day<br />
9- Eastern Heat<br />
10- Master of the Four Winds<br />
<br />
<u>Atmospheric Essence</u>: Your meditation of the winds has granted you additional insights. You add the following spells to your druid spell list: 1: Unseen Servant; 2: Whispering Wind; 3: Fly; 4: Solid Fog; 5: Telekinesis; 6: Chain Lightning; 7: Ethereal Jaunt; 8: Horrid Wilting; 9: Reality Maelstrom. You also gain a bonus to saving throws equal to your Wisdom modifier as long as you are in an area affected by wind of any speed. In areas of tornado-strength winds, this bonus doubles. In hurricane force winds, it triples. You also become immune to the negative effects of wind speed.<br />
<br />
<u>Wind Sheath</u>: You are able to manipulate the winds to cover you in a sheath of howling winds just an inch above your skin. The effect lasts for a number of rounds equal to half your class level plus your wisdom modifier. While in effect, it gives you a deflection bonus to AC equal to your class level, and makes you immune to inhaled poisons and any detrimental effects from any Cloud or similar spells, as well as Freedom of Movement from any Entangling effects (Black Tentacles, Entangle, etc.). It also grants your natural weapons the Sonic ability. At level 6 you gain the Thundering ability, and at level 9 you gain the Sonic Burst ability.<br />
<br />
<u>Northern Fist</u>: You've mastered the fury of the frigid north wind. A number of times per day up to your Wisdom modifier, you can imbue a Stunning Fist attack with cold damage equal to twice your class level. In addition to the stunning effect, an enemy who failed the save vs. the stunning also is exhausted for a number of rounds afterward equal to your Wisdom modifier. If you use this ability to imbue a Pharaoh's Fist attack, the enemies affected take half the damage and are fatigued.<br />
<br />
<u>Southern Zephyr</u>: You've tapped into the mystical forces of nature inherent in the soothing southern breeze. Each day, you can tap into its power to heal yourself or an adjacent comrade. A soft breeze flows around the target, cleansing it of hurts, healing up to 10 hp per class level. This healing can be split up, much like a paladin's Lay On Hands ability.<br />
<br />
<u>Western Gale</u>: You finally understand the ferocity of the ocean gales blowing out of the west, and can harness them to great effect. Once a day for a number of rounds equal to your class level -- which can be split up as you wish -- you can make a full-round attack to either deliver a bull rush with a +20 strength bonus (plus normal damage), or slam a 10-foot outward emanation from you with hurricane-force winds + damage equal to your class level.<br />
<br />
<u>Eastern Heat</u>: You have mastered the fiery desert winds that constantly scorch the face of the Tethian wastes. Once a day, for a number of rounds equal to your class level -- which can be split up as you wish -- you can engulf yourself in scorching, sandy winds. You gain immunity to fire and heal 1/2 damage from fire attacks, and can discharge the remaining rounds to deal 1d8 per class level fire damage to everyone within 20 feet.<br />
<br />
<u>Master of the Four Winds</u>: You've reached the pinnacle of your skill. You become an outsider with the air subtype, and can become a gaseous form at will, with a fly speed equal to your base land speed and perfect maneuverability. You also are permanently affected by a non-dispellable Fly spell that you can turn on or off at will. You also gain immunity to cold and electricity.<br />
Additionally, you unlock further abilities of your class features. Northern Fist: You are able to once a day cast Flesh to Ice (Frostburn) on a successful single-target Northern Fist attack. Southern Zephyr: You are able once a day to cast Neutralize Poison, Remove Disease and/or Panacea on a target on which you expend at least 50 hp of healing. Western Gale: You are able once a day blind a bull rush target for 1d4 rounds or deafen enemies affected by the emanation attack for 1d4 rounds.</div></fieldset></div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=25492">The Path of Ashes</category>
			<dc:creator>KillerK</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213226</guid>
		</item>
		<item>
			<title>Sailing Unto the Stars: Crew</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213225&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 20:37:26 GMT</pubDate>
			<description><![CDATA[It's that time again, folks! Time to recruit for my exciting adventure into the wild black yonder amid your flying ship of fun! Well, a bit more...]]></description>
			<content:encoded><![CDATA[<div>It's that time again, folks! Time to recruit for my exciting adventure into the wild black yonder amid your flying ship of fun! Well, a bit more somber than that, but whatever.<br />
<br />
Our Captain has been chosen, and so I REQUIRE all of you to read his character app and know him like you know yourself. It is crucial to this game that everyone meshes well.<br />
<br />
One requirement above all others: EVERYONE must be fiercely loyal to Captain Finnigan. That is unmistakable. You may disagree with him, you may even argue, but when it comes down to it you must all be willing to follow his command above all others. No mutiny, no inner party deaths, nothing. Squabble, sure. Duel? Hell yes! But betrayal of your Captain or the crew is grounds for dismissal. Period.<br />
<br />
Having said that, LET'S FLY!</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=141"><![CDATA[Games & Ads]]></category>
			<dc:creator>Kirito</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213225</guid>
		</item>
		<item>
			<title>Apps</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213224&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 20:31:23 GMT</pubDate>
			<description>I want- 
 
Name 
Race 
Personality 
Picture (if possible) 
Background 
Examples of your roleplaying talents 
 
Now, WhiteKnight777 will tell you what...</description>
			<content:encoded><![CDATA[<div>I want-<br />
<br />
Name<br />
Race<br />
Personality<br />
Picture (if possible)<br />
Background<br />
Examples of your roleplaying talents<br />
<br />
Now, WhiteKnight777 will tell you what HE wants to see, and take his advice to heart. After all, he IS your captain...</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=25392">Sailing Unto the Stars</category>
			<dc:creator>Kirito</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213224</guid>
		</item>
		<item>
			<title><![CDATA[Miles d'Artagnan Desmond]]></title>
			<link>http://www.myth-weavers.com/showthread.php?t=213223&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 20:16:29 GMT</pubDate>
			<description><![CDATA[**Miles d'Artagnan Desmond** 
 
Image: http://i2.photobucket.com/albums/y35/Storn/Miles72_zps2cf74696.jpg  
[Table=2,1] 
[r=1,1]*Sheet:* Miles...]]></description>
			<content:encoded><![CDATA[<div><font color="FireBrick"><div align="center"><font size="5"><b><i><b>Miles d'Artagnan Desmond</b></i></b></font></div></font><div align="center"><br />
<img src="http://i2.photobucket.com/albums/y35/Storn/Miles72_zps2cf74696.jpg" border="0" alt="" /></div><table class="tborder" cellspacing="1px" cellpadding="6px" width="90%"><tr><td class="alt1" width="50%"><fieldset style="width: 90%; margin: 6px;"><legend class="smallfont">Details</legend><b>Sheet:</b> <a href="http://www.myth-weavers.com/sheetview.php?sheetid=228964" target="_blank">Miles d'Artagnan Desmond</a> <br />
<b>Build:</b> Medium<br />
<b>Gender:</b>  Male<br />
<b>Age:</b> 22 Autumns<br />
<b>Race:</b> Lesser tiefling<br />
<b>Alignment:</b> Chaotic Good </fieldset><br />
</td><td class="alt1" width="50%"><fieldset style="width: 90%; margin: 6px;"><legend class="smallfont">Personality</legend>Miles Desmond is a pragmatic man who works to live, not lives to work. At times he comes across very friendly and helpful, but this is his glib, superficial charm at work. He has no sense of remorse or guilt for his actions because everything he does is a move towards bettering himself. He has very few friends, as he finds more value in having colleagues, workmates and associates.</fieldset><br />
</td></tr></table><br />
<fieldset style="width: 90%; margin: 6px;"><legend class="smallfont">Background</legend>Miles Desmond never knew his parents, as he grew up on the streets and alleys of various metropolitan communities. No stranger to poverty, mistrust or prejudice, he survived by living a life of petty crime and mercenary work. To him, the notions of good versus evil are philosophical debates better suited for priests and paladins. The reality of life on the street is survival, and he’s willing to do what is necessary to survive. As part of an adventuring group, he has had his first taste of wealth and discovered that he likes it, but he hasn’t forgotten his roots. He has also had his first taste of trust and friendship, which are growing on him as well.</fieldset><br />
<fieldset style="width: 90%; margin: 6px;"><legend class="smallfont">Strengths, Weaknesses, and Motivations</legend>To be included</fieldset><br />
<input type="button" id="e1725e1cdc86000e6276094c99a0ce59w" class="button" onClick="spoilerMW(&#039;e1725e1cdc86000e6276094c99a0ce59&#039;,&#039;e1725e1cdc86000e6276094c99a0ce59w&#039;,&#039;e1725e1cdc86000e6276094c99a0ce59d&#039;,&#039;Character Block&#039;);return false;" value = "Show Character Block" /><fieldset value="Spoiler" class="alt2" style="display: none;margin-bottom: 6px;width: 90%;" id="e1725e1cdc86000e6276094c99a0ce59d"><div id="e1725e1cdc86000e6276094c99a0ce59" class="alt2" style="display: none;"><fieldset style="width: 90%; margin: 6px;"><legend class="smallfont">Miles d'Artagnan Desmond</legend><table class="tborder" cellspacing="1px" cellpadding="6px" width="90%"><tr><td class="alt1" width="33%"><div id="345915" class="tip"><table cellpadding="4" cellspacing="0" border="0" width="100%"> <tr> <td class="alt2" style="border: 1px inset;">Miles stands average height for a male human, but his gate and stature hints at an athleticism and grace found in most elves. And while his pointed ears suggest him to be half-elf, his red eyes hint at something more other-worldly. He wears modular black leather armor and a hooded cloak, both of which have a battery of knives and daggers strategically placed about them for quick retrieval. A short short hangs from his left hip and a rapier hangs from his right.</td> </tr> </table> </div><a href="#" class="ooc" onmouseout="popUp(event,'345915')" onmouseover="popUp(event,'345915')" onclick="return false"><img src="http://www.photoem.com/pfiles/2862/miles-small.png" border="0" alt="" /></a><br />
</td><td class="alt1" width="33%"><div align="left"><font face="BookAntiqua"><font size="3"><b><font color="FireBrick">Miles d'Artagnan Desmond</font></b></font> <font size="1"><a href="http://www.myth-weavers.com/sheetview.php?sheetid=228964" target="_blank">(Sheet)</a></font><font size="2"><br />
<font color="FireBrick"><b>CG Lesser Tiefling </b></font><br />
<font color="FireBrick">Rogue 1</font><br />
<b>Str</b> 12, <b>Dex</b> 18, <b>Con</b> 14<br />
<b>Int</b> 16, <b>Wis</b> 10, <b>Cha</b> 10</font></font></div></td><td class="alt1" width="33%"><div align="left"><font face="BookAntiqua"><font size="2"><b>HP</b> 8, <b>Init</b> +4<br />
<b>AC</b> 16, <b>Touch</b> 14, <b>Flat-footed</b> 12<br />
<b>Fort </b>+2, <b>Ref </b>+7, <b>Will </b>+0<br />
<b>TaB</b>  <b>DR </b>-- <br />
<b>Speed</b> 30 ft</font><br />
<b>Conditions:</b> None</font></div></td></tr></table></fieldset></div></fieldset></div>

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			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=25313">A Means to an End</category>
			<dc:creator>pisceanpaul</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213223</guid>
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			<title>GM Rolls</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213222&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 20:11:54 GMT</pubDate>
			<description>This is where I make my Rolls!</description>
			<content:encoded><![CDATA[<div>This is where I make my Rolls!</div>

]]></content:encoded>
			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=25334">The Stone Slayer</category>
			<dc:creator>Cnyperos</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213222</guid>
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			<title>While in hiding and on the road to Oppara</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213221&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 19:53:07 GMT</pubDate>
			<description><![CDATA[The following takes place between the three week period spent in hiding after the Heaven's Gate incident.]]></description>
			<content:encoded><![CDATA[<div>The following takes place between the three week period spent in hiding after the Heaven's Gate incident.</div>

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			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=22824">Falling Star</category>
			<dc:creator>Zoalord</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213221</guid>
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			<title>The New Ankhana</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213220&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 19:50:44 GMT</pubDate>
			<description><![CDATA["I think you should take the title of Emperor." 
 
Ma'elKoth sat upon the Oaken Throne, looking down the long twenty-seven steps at Toa-Sytell,...]]></description>
			<content:encoded><![CDATA[<div>&quot;I think you should take the title of Emperor.&quot;<br />
<br />
Ma'elKoth sat upon the Oaken Throne, looking down the long twenty-seven steps at Toa-Sytell, flanked by his two most trusted Captains in the King's Eyes. There were no soldiers in the Great Hall with them. In fact, there was no one at all in there, save Castor and Rann, who did not stand between Toa-Sytell and Ma'elKoth. While no one in the room seemed to trust the middle-aged leader of the King's Eyes, Ma'elKoth needed no guardians, and he wanted to present the utmost image of a man without fear of assassination to everyone brought in front of him. Castor and Rann weren't even seen by Toa-Sytell or his two Captains. Instead, they sat behind a large, heavy curtain that was directly behind the throne, and watched the proceedings through the little spyholes cut into the curtains.<br />
<br />
Ma'elKoth seemed to think about what Toa-Sytell said. What he thought about it was hard to know, as he didn't give any indication at all. Instead, he simply said: <b>&quot;Go on.&quot;</b><br />
<br />
&quot;The bulk of the nobility, perhaps nearly all of the nobility, in fact, opposes you currently,&quot; Toa-Sytell said. &quot;And while the common folk are currently in awe of your accomplishments, both in what historians are already beginning to refer to as 'The Plains War', as well as your rather swift usurpation of Tel-Boros and cowing of Toa-Damar and all of Jheled-Kaarn, they can quickly be turned against you by their ruling nobles if given enough of a reason to do so. And ultimately, no matter your accomplishments, you are not of noble birth. You hold the throne because of your, ah, power, and by the loyalty of the Ankhanan army....&quot;<br />
<br />
<b>&quot;I am a tyrant,&quot;</b> Ma'eKoth rumbled, amused. <b>&quot;Do not fear to speak plainly with me, Toa-Sytell. I do not pretend to be of royal birth, nor am I under any illusions that I hold the Oaken Throne with by any right. I hold it with power, and for now, nothing more.&quot;</b><br />
<br />
Toa-Sytell coughed somewhat uncomfortably into his hand. &quot;If, ah, you take the mantle of 'King', that everyone assumes you will, as Ankhana has been held by a King for over a thousand years now, then you may just upset the common folk in a way that will permanently turn them against you. Or at least allow the nobility to turn them against you. 'Emperor', on the other hand, is perhaps a recognition that you are different. That you are not trying to pretend to be of royal blood. In fact, what with your sacking of Jheled-Kaarn and Kirisch-Nar after they became independent states in the Plains War, you personally had a large hand in the conquering of other nations, even tiny ones as they might be. There is, therefore an argument to be made, that it is you who have started giving Ankhana its Imperial traditions. If you take the title of Emperor, it perhaps shows, through, ah, intellectual honesty, that Ankhana itself is changing. With the royal bloodline extinguished forever now, everyone who thinks about such things is already aware of the fact that things will never be the same again. Some changes are going to <i>have</i> to occur.&quot;<br />
<br />
<b>&quot;And I am the embodiment of that change,&quot; </b>Ma'elKoth mused appreciatively. <b>&quot;I am impressed, Toa-Sytell.&quot;</b> He mulled over it for a moment, and then nodded. <b>&quot;Yes. No more is this the Kingdom of Ankhana. Now, we shall be known as the Ankhanan Empire. And I will be this new country's Emperor. You are to be commended. You are thoroughly brilliant in your own right. In fact, everything I've heard is that you have kept this country together at great personal risk to yourself. You played all sides equally, while giving Ankhana some small semblance of stability through this brutal Succession War. Yet you never sought the throne for yourself, despite being a Duke. In fact, I understand that before you took over the Eyes, your organization was merely a gang of spies and informers, one of Tel-Alcontaur's many pet projects. Now it seems to be a full-fledged secret police, the strongest arm of the government in existence. Where the Wardens and the Thaumaturge Corps fell during the Succession War, the King's Eyes got stronger, and significantly so. You surely could have taken control of Ankhana if you wanted, yet you did not. Why?&quot;</b><br />
<br />
Toa-Sytell glanced at his feet for a moment, as if trying to pick out the precise words. &quot;My ambitions do not tend in that direction.&quot;<br />
<br />
<b>&quot;Mm, just so. While you have made your fair share of enemies, I expect that is what comes with attaining as much power as you have over the years. And I believe you to be a loyal servant of the Throne. I could use a man like you, if you could be trusted. But I cannot have you playing all sides anymore. Will you swear to me, Toa-Sytell? Will you join me in this fight, and bend all of your available resources to quelling the nobility's rebellion and ending this Succession War once and for all?&quot;</b><br />
<br />
Toa-Sytell swallowed, glanced at the two men at his side, nodded his head once, and then took a knee, bowing his head. Jaybie and the other man quickly took a knee as well. &quot;I hereby swear to you, Emperor Ma'elKoth, and promise to serve you both faithfully and well.&quot;<br />
<br />
Ma'elKoth stood, took two quick steps forward and then leaped down the full twenty-seven steps down to the floor. He landed softly, barely even bending his knees to absorb the fall. He rested a hand upon Toa-Sytell's head, and then said something Castor and Rann didn't catch. Toa-Sytell nodded and responded softly as well, and Ma'elKoth nodded back. He then said: <b>&quot;Rise, my Duke.&quot;</b><br />
<br />
The three men stood, and Ma'elKoth proclaimed: <b>&quot;You may keep your position, both as head of the King's Eyes and as Duke of Public Order. Go now, and return to me tomorrow with everything you have on my rivals. I wish to have thoroughly won the Succession War by this month's end.&quot;</b><br />
<br />
Toa-Sytell bowed, and the three men left.<br />
<br />
Later, Castor and/or Rann would likely recount the story to the other members of the group.</div>

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			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=19348">Overworld</category>
			<dc:creator>Tyshalle</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213220</guid>
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			<title>The Secret Lives of Adventurers</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213219&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 19:50:23 GMT</pubDate>
			<description><![CDATA[Many believe that an adventurers life is nothing but fighting and blood with the occasional stop at an inn for a good night's rest. But in truth...]]></description>
			<content:encoded><![CDATA[<div>Many believe that an adventurers life is nothing but fighting and blood with the occasional stop at an inn for a good night's rest. But in truth adventures are often months apart. during this time, the heroes develop bonds of friendship and just have fun.<br />
<br />
What follows are the accounts of various bands of sell swords, heroes and adventurers as you have never seen them before!<br />
<br />
Rules: The threads here are created by you (But I will start you off). You can converse in character to get a better understanding of the people you are fighting and bleeding with. This will give everyone a chance to better role play your characters and to better develop them. Each post should begin with your adventurer's name (due to a semi-steady rotation of heroes), and can be as descriptive as possible.<br />
<br />
Any questions about this can be asked in the OOC thread.</div>

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			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=22824">Falling Star</category>
			<dc:creator>Zoalord</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213219</guid>
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			<title>Colton Kidd</title>
			<link>http://www.myth-weavers.com/showthread.php?t=213217&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 19:47:35 GMT</pubDate>
			<description>Colton was working as a guard in the employ of Duke De Le Conte when tragedy struck and he was released from his duties. 
 
*What am I good at?*...</description>
			<content:encoded><![CDATA[<div>Colton was working as a guard in the employ of Duke De Le Conte when tragedy struck and he was released from his duties.<br />
<br />
<b>What am I good at?</b><br />
Fighting with a Spear<br />
Being incredibly blunt, though I call it straightforward<br />
Strong like an ox</div>

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			<category domain="http://www.myth-weavers.com/forumdisplay.php?f=25482">The Voice of the Wild</category>
			<dc:creator>slipshod</dc:creator>
			<guid isPermaLink="true">http://www.myth-weavers.com/showthread.php?t=213217</guid>
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