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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=301745</id>
		<title>Gaeld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=301745"/>
		<updated>2016-06-02T20:19:05Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gaaeld  Huote Meethrim&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Ancient Brass Dragon: Gargantuan dragon, chaotic good &amp;lt;br&amp;gt;&lt;br /&gt;
Armor Class 20 (natural armor), Hit Points 297 (17d20 + 119), Speed 40 ft., burrow 40 ft., fly 80 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
STR 27 (+8)&amp;lt;br&amp;gt;&lt;br /&gt;
DEX 10 &amp;lt;br&amp;gt;&lt;br /&gt;
CON 25 (+7)&amp;lt;br&amp;gt;&lt;br /&gt;
INT 16 (+3) &amp;lt;br&amp;gt;&lt;br /&gt;
WIS 15 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
CHA 19 (+4)&amp;lt;br&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
Saving Throws: Dex +6, Con +13, Wis +8, Cha +10 &amp;lt;br&amp;gt;&lt;br /&gt;
Skills History +9, Perception +14, Persuasion +10, Stealth +6 &amp;lt;br&amp;gt;&lt;br /&gt;
Damage Immunities fire &amp;lt;br&amp;gt;&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 &amp;lt;br&amp;gt;&lt;br /&gt;
Languages Common, Draconic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. &amp;lt;br&amp;gt;&lt;br /&gt;
Actions&amp;lt;br&amp;gt;&lt;br /&gt;
*Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. &lt;br /&gt;
*Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. &lt;br /&gt;
*Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. &lt;br /&gt;
*Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. &lt;br /&gt;
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. &amp;lt;br&amp;gt;&lt;br /&gt;
Breath Weapons: (Recharge 5–6). The dragon uses one of the following breath weapons: &lt;br /&gt;
*Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. &lt;br /&gt;
*Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. &amp;lt;br&amp;gt;&lt;br /&gt;
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. &amp;lt;br&amp;gt;&lt;br /&gt;
Legendary Actions: The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.&amp;lt;br&amp;gt;&lt;br /&gt;
*Detect. The dragon makes a Wisdom (Perception) check. &lt;br /&gt;
*Tail Attack. The dragon makes a tail attack. &lt;br /&gt;
*Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.&lt;br /&gt;
&lt;br /&gt;
Earth:&amp;lt;br&amp;gt;&lt;br /&gt;
*Jewel-Bright Eyes (On Turn) = 1&lt;br /&gt;
Commit Effort. While committed, you can see through earth or stone.&lt;br /&gt;
With a moment’s focus, you may look outward from any gemstone&lt;br /&gt;
you’ve ever touched, regardless of where it is now.&lt;br /&gt;
*Stonespeaker (On Turn)= 1&lt;br /&gt;
Commit Effort. You can communicate with earth or stone, seeing&lt;br /&gt;
and perceiving everything it has witnessed at a certain time of your&lt;br /&gt;
choice. Stones have no thought as humans recognize it, but they can&lt;br /&gt;
perfectly relay all the sounds and sights that took place in its presence.&lt;br /&gt;
You must specify a particular time to focus on, however.&lt;br /&gt;
Endurance:&amp;lt;br&amp;gt;&lt;br /&gt;
*Untiring Inspiration (Constant)=1&lt;br /&gt;
Pick one Influence project you’ve undertaken. Add 1 to the Influence&lt;br /&gt;
effective on it as you sleeplessly focus on the task. As an action, Commit&lt;br /&gt;
Effort. All allies within 100 yards are perpetually refreshed, and&lt;br /&gt;
not in need of rest, eating, drinking, or breathing.&lt;br /&gt;
*Undying (Constant) = 2&lt;br /&gt;
While you can be brought to zero hit points, mutilated, or burnt, you&lt;br /&gt;
cannot actually be killed except by the effect or aid of a Word-powered&lt;br /&gt;
gift, divine miracle, or gift-enhanced attack. If not slain, you regenerate&lt;br /&gt;
fully in an hour from your largest remaining piece.&lt;br /&gt;
Sorcery:&amp;lt;br&amp;gt;&lt;br /&gt;
*Adept of the Gate (Constant) = 1&lt;br /&gt;
You have been initiated into the Gate, the humblest level of theurgy,&lt;br /&gt;
albeit still one beyond all but the mightiest mortal wizards. You may&lt;br /&gt;
choose four invocations of the Gate to master as part of this learning&lt;br /&gt;
and may learn more as you find them.&lt;br /&gt;
**Open the Night Road&lt;br /&gt;
Many of the Night Roads between realms are hidden deep within the&lt;br /&gt;
earth or concealed in remote locations far from the cities of men. Of&lt;br /&gt;
these, some have been sealed shut by ancient sorcery or closed by the&lt;br /&gt;
slow congealing of natural law. This invocation can be used to open a&lt;br /&gt;
sealed Night Road entrance or give the caster a sense of the general&lt;br /&gt;
direction and distance to the nearest one. If the caster is careful, they&lt;br /&gt;
can open the Road only briefly, leaving it accessible for a few minutes&lt;br /&gt;
before the existing seal scabs back over the entrance. More reckless&lt;br /&gt;
casters can tear the seal away entirely, leaving the road open for all to&lt;br /&gt;
pass until fresh sorcery or natural law closes it once more.&lt;br /&gt;
**Barred Gates of Forbiddance&lt;br /&gt;
By means of an arcane connection the theurge may forbid a subject&lt;br /&gt;
from entering a particular place. The banned location may be as small&lt;br /&gt;
as a particular room or as large as a nation, but it must be a single&lt;br /&gt;
recognizable entity. If the subject is within the area forbidden when&lt;br /&gt;
the invocation is cast, they must immediately flee to the nearest viable&lt;br /&gt;
border by the quickest possible route. If brought into it against their&lt;br /&gt;
will, they can do nothing but flee at the first opportunity. The theurge&lt;br /&gt;
need not be present inside the area to be warded when casting the&lt;br /&gt;
spell, but must know its location and general dimensions.&lt;br /&gt;
Lesser foes are unable to resist this spell, while worthy enemies may&lt;br /&gt;
make a Spirit saving throw to resist the forbiddance. The forbiddance&lt;br /&gt;
lasts until it is dispelled or the caster lifts the ban.&lt;br /&gt;
**Beacon of Celestial Purity&lt;br /&gt;
The theurge shines with a brilliantly clarifying radiance that gently&lt;br /&gt;
illumines everything within one hundred feet. The light purifies and&lt;br /&gt;
cleanses everything it touches, rendering objects clean and neutralizing&lt;br /&gt;
poisons and disease sources, albeit it does not cure afflicted&lt;br /&gt;
persons or banish magic. Any lies or intentional misdirections spoken&lt;br /&gt;
within the light become visible as a plume of smoking filth rising&lt;br /&gt;
from the speaker’s mouth. The lies of others cause painful feedback&lt;br /&gt;
to the theurge, and inflict a 1d6 damage die each time a lie is spoken.&lt;br /&gt;
This damage cannot be avoided or negated. The light lasts as long as&lt;br /&gt;
the caster desires it and remains conscious. Those with the Word&lt;br /&gt;
of Deception can speak lies without being discovered by this spell.&lt;br /&gt;
**The Bright God’s Canticle&lt;br /&gt;
This invocation requires that the caster sing, forbidding other speech&lt;br /&gt;
or spellcasting while it is maintained. So long as the caster remains&lt;br /&gt;
singing, those around them are unable to acknowledge their presence,&lt;br /&gt;
or the presence of allies who remain close to the theurge. Observers&lt;br /&gt;
are aware of the sorcerer, but they can do nothing to act on that awareness&lt;br /&gt;
unless the invocation is ended. The effect is broken if the mage&lt;br /&gt;
ceases to sing, or they or their allies attack anyone or use hostile effects.&lt;br /&gt;
Lesser foes are affected automatically by the canticle. For others, the&lt;br /&gt;
worthy foe with the best saving throw in the group may roll a Spirit&lt;br /&gt;
save to resist; if successful, no worthy foe is affected, while if it fails,&lt;br /&gt;
all are subject to the canticle.&lt;br /&gt;
&lt;br /&gt;
*The Excellent Pause (Instant) = 1&lt;br /&gt;
When you cast a theurgy invocation or low magic spell, you may&lt;br /&gt;
Commit Effort just before it is triggered. The spell is then suspended&lt;br /&gt;
and may be released as an action at any time thereafter, with the&lt;br /&gt;
Committed Effort returning at the end of that scene. You may suspend&lt;br /&gt;
more than one spell if you&#039;re willing to Commit the Effort to each,&lt;br /&gt;
but releasing a spell requires your action for the turn.&lt;br /&gt;
*Greater Pavis of Rule (Action) = 1&lt;br /&gt;
Commit Effort for the scene. For the duration, you are immune to&lt;br /&gt;
all low magic spells and gain a +4 bonus on all saving throws versus&lt;br /&gt;
theurgy. If a theurgy invocation would not normally allow a save, you&lt;br /&gt;
can make one without the bonus to resist its effects.&lt;br /&gt;
*Adept of the Way (Constant) = 2&lt;br /&gt;
You have been initiated into the Way, the second tier of theurgic&lt;br /&gt;
mysteries. You must already be an adept of the Gate to master this.&lt;br /&gt;
You master three invocations of the Way as part of this learning and&lt;br /&gt;
may learn more as you find them.&lt;br /&gt;
**Sunder the Greater Spell&lt;br /&gt;
This dispelling charm functions much as does Sunder the Lesser Spell,&lt;br /&gt;
but can also affect theurgy of the Way as well as the Gate.&lt;br /&gt;
**Delaying the Coming of Dawn&lt;br /&gt;
Most often used as an swiftly-cast spell, this invocation tampers with&lt;br /&gt;
the natural flow of time around the sorcerer. When cast, the GM&lt;br /&gt;
secretly rolls 1d6 to determine how many rounds it will last. For the&lt;br /&gt;
duration of the invocation, time stops around the caster. They may&lt;br /&gt;
act freely during this time, but cannot damage objects or people or&lt;br /&gt;
move living creatures from their frozen positions. Those around the&lt;br /&gt;
theurge are oblivious to events that take place while they are acting&lt;br /&gt;
under the spell. Godbound of the Word of Time and similar temporal&lt;br /&gt;
creatures are immune to this spell, and may act freely in the&lt;br /&gt;
otherwise-frozen moment.&lt;br /&gt;
**Shutting the Dark Way&lt;br /&gt;
The Night Roads bring terrifying plagues when they erupt too close&lt;br /&gt;
to civilized lands. Uncreated monsters, relict refugees, and the terrible&lt;br /&gt;
perils of the strange ecosystems of the dark roads all scourge&lt;br /&gt;
the surrounding lands. While it is sometimes possible to seal these&lt;br /&gt;
roads with brute force and burial, a powerful theurge can shut them&lt;br /&gt;
with this invocation.&lt;br /&gt;
Once cast, the road is permanently sealed until it is opened again&lt;br /&gt;
with a theurgic invocation or a divine miracle. The theurge must be&lt;br /&gt;
in the presence of a Night Road entrance to seal it.&lt;br /&gt;
&lt;br /&gt;
*Adept of the Throne (Constant) = 2&lt;br /&gt;
You have been initiated into the Throne, the deepest degree of theurgy’s&lt;br /&gt;
secrets. You must be an adept of the Way to master this. You&lt;br /&gt;
master two invocations of the Throne as part of this learning and&lt;br /&gt;
may learn more as you find them.&lt;br /&gt;
&lt;br /&gt;
**The Grinding Teeth of God&lt;br /&gt;
The adept drags the fabric of reality into the teeth of the celestial gears&lt;br /&gt;
that support it, churning every solid object in the area of effect into&lt;br /&gt;
a fine powder. The spell affects an area up to thirty feet in diameter&lt;br /&gt;
centered on a point within the caster’s sight. Living creatures that keep&lt;br /&gt;
moving can pull away from the grinding gears and suffer only 1d20&lt;br /&gt;
damage for each round they remain in the area of effect. Immobile&lt;br /&gt;
objects are chewed to dust within ten rounds, whereupon the spell&lt;br /&gt;
ends. Only the very strongest supernatural substances are capable of&lt;br /&gt;
resisting this spell. If such an artifact or object gets caught in the area&lt;br /&gt;
of effect, the celestine engines will bind up and shatter, likely creating&lt;br /&gt;
a Night Road entrance on the spot, if not an even worse outcome.&lt;br /&gt;
**Legion of Marching Clay&lt;br /&gt;
The greatest theurges can call up automatons the way lesser sorcerers&lt;br /&gt;
raise undead husks. This spell conjures 2 hit die minions from clay,&lt;br /&gt;
stone, wood, metal, or whatever other inanimate material the caster&lt;br /&gt;
has convenient. One minion is called up per level or hit die of the&lt;br /&gt;
caster. These automatons are not normally sentient, but they are&lt;br /&gt;
intelligent as a human being in executing their duties and are utterly&lt;br /&gt;
loyal to the theurge or their chosen lieutenants. If made from metal or&lt;br /&gt;
stone, they are immune to non-magical weapon attacks, and if made&lt;br /&gt;
from clay or softer substances they can develop individual identities&lt;br /&gt;
and self-will within the boundaries of their obedience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:http://i1077.photobucket.com/albums/w472/helluvapoint/Wyrmdom_zpsbotfk5vd.jpg&lt;br /&gt;
]]&lt;br /&gt;
Gaaeld  Huote Meethrim rules under the shoulders of the world, a sprawling mountain range that spans from the coldest north to near the center line of the globe encompassing the deepest freezes and dry arid dessert in one kingdom.  The lands are narrow but run several hundred leagues.&lt;br /&gt;
&lt;br /&gt;
He is a brass dragon preferring in all things the envelopingembrace of the earth and stone.  He can burrow as fast as he can run only out stripped by how fast he can fly.  His scales are brassy with a warm burnished appearance.  The grand head plates are smooth and metalic sporting bladed chin horns that are razor sharp.  The wings and frills are mottled dark green towards the edges and eyes resemble molten metal orbs.&lt;br /&gt;
&lt;br /&gt;
His primary people are the dwarves that build grand subterranean cities unearthing priceless treasures which he hoards; perfect stones of every hue and color alive with the magic of creation.  Nomadic humans that live with their horse inhabit the southern regions while giants live in the frozen climbs of the north.  The ancient wood is managed by treants and other magical creatures but stands as a kingdom of its own within Gaaeld&#039;s kingdom.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[Apostlyte|Apostlyte&#039;s WIKI of characters active and inactive.]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301744</id>
		<title>Apostlyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301744"/>
		<updated>2016-06-02T20:18:27Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My characters :)&lt;br /&gt;
&lt;br /&gt;
*[[Aerylon|Aerylon the Scout]] (BFRPG)&lt;br /&gt;
*[[Finxyn|Finxyn &#039;Gears&#039; Deep Burrows]] (D&amp;amp;D 5e)&lt;br /&gt;
*[[Gaeld|Gaaeld Huote Meethrim]] (D&amp;amp;D 5e / Godbound)&lt;br /&gt;
*[[Spinner|Gene Sanderson]] (MHR)&lt;br /&gt;
*[[LetsBuild5e:Hondo|Brother Hondo the Monk]] (D&amp;amp;D 5e)&lt;br /&gt;
*[[Check Hook|Zebediah Bartholomew]] (ICONS)&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=301743</id>
		<title>Gaeld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=301743"/>
		<updated>2016-06-02T20:17:35Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gaaeld  Huote Meethrim&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Ancient Brass Dragon: Gargantuan dragon, chaotic good &amp;lt;br&amp;gt;&lt;br /&gt;
Armor Class 20 (natural armor), Hit Points 297 (17d20 + 119), Speed 40 ft., burrow 40 ft., fly 80 ft. &amp;lt;br&amp;gt;&lt;br /&gt;
STR 27 (+8)&amp;lt;br&amp;gt;&lt;br /&gt;
DEX 10 &amp;lt;br&amp;gt;&lt;br /&gt;
CON 25 (+7)&amp;lt;br&amp;gt;&lt;br /&gt;
INT 16 (+3) &amp;lt;br&amp;gt;&lt;br /&gt;
WIS 15 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
CHA 19 (+4)&amp;lt;br&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
Saving Throws: Dex +6, Con +13, Wis +8, Cha +10 &amp;lt;br&amp;gt;&lt;br /&gt;
Skills History +9, Perception +14, Persuasion +10, Stealth +6 &amp;lt;br&amp;gt;&lt;br /&gt;
Damage Immunities fire &amp;lt;br&amp;gt;&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 &amp;lt;br&amp;gt;&lt;br /&gt;
Languages Common, Draconic &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. &amp;lt;br&amp;gt;&lt;br /&gt;
Actions&amp;lt;br&amp;gt;&lt;br /&gt;
*Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. &lt;br /&gt;
*Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. &lt;br /&gt;
*Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. &lt;br /&gt;
*Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. &lt;br /&gt;
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. &amp;lt;br&amp;gt;&lt;br /&gt;
Breath Weapons: (Recharge 5–6). The dragon uses one of the following breath weapons: &lt;br /&gt;
*Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. &lt;br /&gt;
*Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. &amp;lt;br&amp;gt;&lt;br /&gt;
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. &amp;lt;br&amp;gt;&lt;br /&gt;
Legendary Actions: The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.&amp;lt;br&amp;gt;&lt;br /&gt;
*Detect. The dragon makes a Wisdom (Perception) check. &lt;br /&gt;
*Tail Attack. The dragon makes a tail attack. &lt;br /&gt;
*Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.&lt;br /&gt;
&lt;br /&gt;
Earth:&amp;lt;br&amp;gt;&lt;br /&gt;
*Jewel-Bright Eyes (On Turn) = 1&lt;br /&gt;
Commit Effort. While committed, you can see through earth or stone.&lt;br /&gt;
With a moment’s focus, you may look outward from any gemstone&lt;br /&gt;
you’ve ever touched, regardless of where it is now.&lt;br /&gt;
*Stonespeaker (On Turn)= 1&lt;br /&gt;
Commit Effort. You can communicate with earth or stone, seeing&lt;br /&gt;
and perceiving everything it has witnessed at a certain time of your&lt;br /&gt;
choice. Stones have no thought as humans recognize it, but they can&lt;br /&gt;
perfectly relay all the sounds and sights that took place in its presence.&lt;br /&gt;
You must specify a particular time to focus on, however.&lt;br /&gt;
Endurance:&amp;lt;br&amp;gt;&lt;br /&gt;
*Untiring Inspiration (Constant)=1&lt;br /&gt;
Pick one Influence project you’ve undertaken. Add 1 to the Influence&lt;br /&gt;
effective on it as you sleeplessly focus on the task. As an action, Commit&lt;br /&gt;
Effort. All allies within 100 yards are perpetually refreshed, and&lt;br /&gt;
not in need of rest, eating, drinking, or breathing.&lt;br /&gt;
*Undying (Constant) = 2&lt;br /&gt;
While you can be brought to zero hit points, mutilated, or burnt, you&lt;br /&gt;
cannot actually be killed except by the effect or aid of a Word-powered&lt;br /&gt;
gift, divine miracle, or gift-enhanced attack. If not slain, you regenerate&lt;br /&gt;
fully in an hour from your largest remaining piece.&lt;br /&gt;
Sorcery:&amp;lt;br&amp;gt;&lt;br /&gt;
*Adept of the Gate (Constant) = 1&lt;br /&gt;
You have been initiated into the Gate, the humblest level of theurgy,&lt;br /&gt;
albeit still one beyond all but the mightiest mortal wizards. You may&lt;br /&gt;
choose four invocations of the Gate to master as part of this learning&lt;br /&gt;
and may learn more as you find them.&lt;br /&gt;
**Open the Night Road&lt;br /&gt;
Many of the Night Roads between realms are hidden deep within the&lt;br /&gt;
earth or concealed in remote locations far from the cities of men. Of&lt;br /&gt;
these, some have been sealed shut by ancient sorcery or closed by the&lt;br /&gt;
slow congealing of natural law. This invocation can be used to open a&lt;br /&gt;
sealed Night Road entrance or give the caster a sense of the general&lt;br /&gt;
direction and distance to the nearest one. If the caster is careful, they&lt;br /&gt;
can open the Road only briefly, leaving it accessible for a few minutes&lt;br /&gt;
before the existing seal scabs back over the entrance. More reckless&lt;br /&gt;
casters can tear the seal away entirely, leaving the road open for all to&lt;br /&gt;
pass until fresh sorcery or natural law closes it once more.&lt;br /&gt;
**Barred Gates of Forbiddance&lt;br /&gt;
By means of an arcane connection the theurge may forbid a subject&lt;br /&gt;
from entering a particular place. The banned location may be as small&lt;br /&gt;
as a particular room or as large as a nation, but it must be a single&lt;br /&gt;
recognizable entity. If the subject is within the area forbidden when&lt;br /&gt;
the invocation is cast, they must immediately flee to the nearest viable&lt;br /&gt;
border by the quickest possible route. If brought into it against their&lt;br /&gt;
will, they can do nothing but flee at the first opportunity. The theurge&lt;br /&gt;
need not be present inside the area to be warded when casting the&lt;br /&gt;
spell, but must know its location and general dimensions.&lt;br /&gt;
Lesser foes are unable to resist this spell, while worthy enemies may&lt;br /&gt;
make a Spirit saving throw to resist the forbiddance. The forbiddance&lt;br /&gt;
lasts until it is dispelled or the caster lifts the ban.&lt;br /&gt;
**Beacon of Celestial Purity&lt;br /&gt;
The theurge shines with a brilliantly clarifying radiance that gently&lt;br /&gt;
illumines everything within one hundred feet. The light purifies and&lt;br /&gt;
cleanses everything it touches, rendering objects clean and neutralizing&lt;br /&gt;
poisons and disease sources, albeit it does not cure afflicted&lt;br /&gt;
persons or banish magic. Any lies or intentional misdirections spoken&lt;br /&gt;
within the light become visible as a plume of smoking filth rising&lt;br /&gt;
from the speaker’s mouth. The lies of others cause painful feedback&lt;br /&gt;
to the theurge, and inflict a 1d6 damage die each time a lie is spoken.&lt;br /&gt;
This damage cannot be avoided or negated. The light lasts as long as&lt;br /&gt;
the caster desires it and remains conscious. Those with the Word&lt;br /&gt;
of Deception can speak lies without being discovered by this spell.&lt;br /&gt;
**The Bright God’s Canticle&lt;br /&gt;
This invocation requires that the caster sing, forbidding other speech&lt;br /&gt;
or spellcasting while it is maintained. So long as the caster remains&lt;br /&gt;
singing, those around them are unable to acknowledge their presence,&lt;br /&gt;
or the presence of allies who remain close to the theurge. Observers&lt;br /&gt;
are aware of the sorcerer, but they can do nothing to act on that awareness&lt;br /&gt;
unless the invocation is ended. The effect is broken if the mage&lt;br /&gt;
ceases to sing, or they or their allies attack anyone or use hostile effects.&lt;br /&gt;
Lesser foes are affected automatically by the canticle. For others, the&lt;br /&gt;
worthy foe with the best saving throw in the group may roll a Spirit&lt;br /&gt;
save to resist; if successful, no worthy foe is affected, while if it fails,&lt;br /&gt;
all are subject to the canticle.&lt;br /&gt;
&lt;br /&gt;
*The Excellent Pause (Instant) = 1&lt;br /&gt;
When you cast a theurgy invocation or low magic spell, you may&lt;br /&gt;
Commit Effort just before it is triggered. The spell is then suspended&lt;br /&gt;
and may be released as an action at any time thereafter, with the&lt;br /&gt;
Committed Effort returning at the end of that scene. You may suspend&lt;br /&gt;
more than one spell if you&#039;re willing to Commit the Effort to each,&lt;br /&gt;
but releasing a spell requires your action for the turn.&lt;br /&gt;
*Greater Pavis of Rule (Action) = 1&lt;br /&gt;
Commit Effort for the scene. For the duration, you are immune to&lt;br /&gt;
all low magic spells and gain a +4 bonus on all saving throws versus&lt;br /&gt;
theurgy. If a theurgy invocation would not normally allow a save, you&lt;br /&gt;
can make one without the bonus to resist its effects.&lt;br /&gt;
*Adept of the Way (Constant) = 2&lt;br /&gt;
You have been initiated into the Way, the second tier of theurgic&lt;br /&gt;
mysteries. You must already be an adept of the Gate to master this.&lt;br /&gt;
You master three invocations of the Way as part of this learning and&lt;br /&gt;
may learn more as you find them.&lt;br /&gt;
**Sunder the Greater Spell&lt;br /&gt;
This dispelling charm functions much as does Sunder the Lesser Spell,&lt;br /&gt;
but can also affect theurgy of the Way as well as the Gate.&lt;br /&gt;
**Delaying the Coming of Dawn&lt;br /&gt;
Most often used as an swiftly-cast spell, this invocation tampers with&lt;br /&gt;
the natural flow of time around the sorcerer. When cast, the GM&lt;br /&gt;
secretly rolls 1d6 to determine how many rounds it will last. For the&lt;br /&gt;
duration of the invocation, time stops around the caster. They may&lt;br /&gt;
act freely during this time, but cannot damage objects or people or&lt;br /&gt;
move living creatures from their frozen positions. Those around the&lt;br /&gt;
theurge are oblivious to events that take place while they are acting&lt;br /&gt;
under the spell. Godbound of the Word of Time and similar temporal&lt;br /&gt;
creatures are immune to this spell, and may act freely in the&lt;br /&gt;
otherwise-frozen moment.&lt;br /&gt;
**Shutting the Dark Way&lt;br /&gt;
The Night Roads bring terrifying plagues when they erupt too close&lt;br /&gt;
to civilized lands. Uncreated monsters, relict refugees, and the terrible&lt;br /&gt;
perils of the strange ecosystems of the dark roads all scourge&lt;br /&gt;
the surrounding lands. While it is sometimes possible to seal these&lt;br /&gt;
roads with brute force and burial, a powerful theurge can shut them&lt;br /&gt;
with this invocation.&lt;br /&gt;
Once cast, the road is permanently sealed until it is opened again&lt;br /&gt;
with a theurgic invocation or a divine miracle. The theurge must be&lt;br /&gt;
in the presence of a Night Road entrance to seal it.&lt;br /&gt;
&lt;br /&gt;
*Adept of the Throne (Constant) = 2&lt;br /&gt;
You have been initiated into the Throne, the deepest degree of theurgy’s&lt;br /&gt;
secrets. You must be an adept of the Way to master this. You&lt;br /&gt;
master two invocations of the Throne as part of this learning and&lt;br /&gt;
may learn more as you find them.&lt;br /&gt;
&lt;br /&gt;
**The Grinding Teeth of God&lt;br /&gt;
The adept drags the fabric of reality into the teeth of the celestial gears&lt;br /&gt;
that support it, churning every solid object in the area of effect into&lt;br /&gt;
a fine powder. The spell affects an area up to thirty feet in diameter&lt;br /&gt;
centered on a point within the caster’s sight. Living creatures that keep&lt;br /&gt;
moving can pull away from the grinding gears and suffer only 1d20&lt;br /&gt;
damage for each round they remain in the area of effect. Immobile&lt;br /&gt;
objects are chewed to dust within ten rounds, whereupon the spell&lt;br /&gt;
ends. Only the very strongest supernatural substances are capable of&lt;br /&gt;
resisting this spell. If such an artifact or object gets caught in the area&lt;br /&gt;
of effect, the celestine engines will bind up and shatter, likely creating&lt;br /&gt;
a Night Road entrance on the spot, if not an even worse outcome.&lt;br /&gt;
**Legion of Marching Clay&lt;br /&gt;
The greatest theurges can call up automatons the way lesser sorcerers&lt;br /&gt;
raise undead husks. This spell conjures 2 hit die minions from clay,&lt;br /&gt;
stone, wood, metal, or whatever other inanimate material the caster&lt;br /&gt;
has convenient. One minion is called up per level or hit die of the&lt;br /&gt;
caster. These automatons are not normally sentient, but they are&lt;br /&gt;
intelligent as a human being in executing their duties and are utterly&lt;br /&gt;
loyal to the theurge or their chosen lieutenants. If made from metal or&lt;br /&gt;
stone, they are immune to non-magical weapon attacks, and if made&lt;br /&gt;
from clay or softer substances they can develop individual identities&lt;br /&gt;
and self-will within the boundaries of their obedience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:http://i1077.photobucket.com/albums/w472/helluvapoint/Wyrmdom_zpsbotfk5vd.jpg&lt;br /&gt;
]]&lt;br /&gt;
Gaaeld  Huote Meethrim rules under the shoulders of the world, a sprawling mountain range that spans from the coldest north to near the center line of the globe encompassing the deepest freezes and dry arid dessert in one kingdom.  The lands are narrow but run several hundred leagues.&lt;br /&gt;
&lt;br /&gt;
He is a brass dragon preferring in all things the envelopingembrace of the earth and stone.  He can burrow as fast as he can run only out stripped by how fast he can fly.  His scales are brassy with a warm burnished appearance.  The grand head plates are smooth and metalic sporting bladed chin horns that are razor sharp.  The wings and frills are mottled dark green towards the edges and eyes resemble molten metal orbs.&lt;br /&gt;
&lt;br /&gt;
His primary people are the dwarves that build grand subterranean cities unearthing priceless treasures which he hoards; perfect stones of every hue and color alive with the magic of creation.  Nomadic humans that live with their horse inhabit the southern regions while giants live in the frozen climbs of the north.  The ancient wood is managed by treants and other magical creatures but stands as a kingdom of its own within Gaaeld&#039;s kingdom.&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=301742</id>
		<title>Gaeld</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gaeld&amp;diff=301742"/>
		<updated>2016-06-02T20:09:48Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: Created page with &amp;quot;Gaaeld  Huote Meethrim   Ancient Brass Dragon: Gargantuan dragon, chaotic good  Armor Class 20 (natural armor), Hit Points 297 (17d20 + 119), Speed 40 ft., burrow 40 ft., fly...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gaaeld  Huote Meethrim &lt;br /&gt;
&lt;br /&gt;
Ancient Brass Dragon: Gargantuan dragon, chaotic good &lt;br /&gt;
Armor Class 20 (natural armor), Hit Points 297 (17d20 + 119), Speed 40 ft., burrow 40 ft., fly 80 ft. &lt;br /&gt;
STR 27 (+8)&lt;br /&gt;
DEX 10 (+0&lt;br /&gt;
CON 25 (+7)&lt;br /&gt;
INT 16 (+3) &lt;br /&gt;
WIS 15 (+2)&lt;br /&gt;
CHA 19 (+4)&lt;br /&gt;
    &lt;br /&gt;
Saving Throws: Dex +6, Con +13, Wis +8, Cha +10 &lt;br /&gt;
Skills History +9, Perception +14, Persuasion +10, Stealth +6 &lt;br /&gt;
Damage Immunities fire &lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 &lt;br /&gt;
Languages Common, Draconic &lt;br /&gt;
&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. &lt;br /&gt;
Actions&lt;br /&gt;
&amp;gt;Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. &lt;br /&gt;
&amp;gt;Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. &lt;br /&gt;
&amp;gt;Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. &lt;br /&gt;
&amp;gt;Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. &lt;br /&gt;
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. &lt;br /&gt;
Breath Weapons: (Recharge 5–6). The dragon uses one of the following breath weapons: &lt;br /&gt;
&amp;gt;Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. &lt;br /&gt;
&amp;gt;Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. &lt;br /&gt;
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. &lt;br /&gt;
Legendary Actions: The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.&lt;br /&gt;
&amp;gt;Detect. The dragon makes a Wisdom (Perception) check. &lt;br /&gt;
&amp;gt;Tail Attack. The dragon makes a tail attack. &lt;br /&gt;
&amp;gt;Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.&lt;br /&gt;
&lt;br /&gt;
*Earth:&lt;br /&gt;
*Jewel-Bright Eyes (On Turn) = 1&lt;br /&gt;
Commit Effort. While committed, you can see through earth or stone.&lt;br /&gt;
With a moment’s focus, you may look outward from any gemstone&lt;br /&gt;
you’ve ever touched, regardless of where it is now.&lt;br /&gt;
*Stonespeaker (On Turn)= 1&lt;br /&gt;
Commit Effort. You can communicate with earth or stone, seeing&lt;br /&gt;
and perceiving everything it has witnessed at a certain time of your&lt;br /&gt;
choice. Stones have no thought as humans recognize it, but they can&lt;br /&gt;
perfectly relay all the sounds and sights that took place in its presence.&lt;br /&gt;
You must specify a particular time to focus on, however.&lt;br /&gt;
*Endurance:&lt;br /&gt;
*Untiring Inspiration (Constant)=1&lt;br /&gt;
Pick one Influence project you’ve undertaken. Add 1 to the Influence&lt;br /&gt;
effective on it as you sleeplessly focus on the task. As an action, Commit&lt;br /&gt;
Effort. All allies within 100 yards are perpetually refreshed, and&lt;br /&gt;
not in need of rest, eating, drinking, or breathing.&lt;br /&gt;
*Undying (Constant) = 2&lt;br /&gt;
While you can be brought to zero hit points, mutilated, or burnt, you&lt;br /&gt;
cannot actually be killed except by the effect or aid of a Word-powered&lt;br /&gt;
gift, divine miracle, or gift-enhanced attack. If not slain, you regenerate&lt;br /&gt;
fully in an hour from your largest remaining piece.&lt;br /&gt;
*[U]Sorcery:&lt;br /&gt;
*Adept of the Gate (Constant) = 1&lt;br /&gt;
You have been initiated into the Gate, the humblest level of theurgy,&lt;br /&gt;
albeit still one beyond all but the mightiest mortal wizards. You may&lt;br /&gt;
choose four invocations of the Gate to master as part of this learning&lt;br /&gt;
and may learn more as you find them.&lt;br /&gt;
&lt;br /&gt;
*Open the Night Road&lt;br /&gt;
Many of the Night Roads between realms are hidden deep within the&lt;br /&gt;
earth or concealed in remote locations far from the cities of men. Of&lt;br /&gt;
these, some have been sealed shut by ancient sorcery or closed by the&lt;br /&gt;
slow congealing of natural law. This invocation can be used to open a&lt;br /&gt;
sealed Night Road entrance or give the caster a sense of the general&lt;br /&gt;
direction and distance to the nearest one. If the caster is careful, they&lt;br /&gt;
can open the Road only briefly, leaving it accessible for a few minutes&lt;br /&gt;
before the existing seal scabs back over the entrance. More reckless&lt;br /&gt;
casters can tear the seal away entirely, leaving the road open for all to&lt;br /&gt;
pass until fresh sorcery or natural law closes it once more.&lt;br /&gt;
*Barred Gates of Forbiddance&lt;br /&gt;
By means of an arcane connection the theurge may forbid a subject&lt;br /&gt;
from entering a particular place. The banned location may be as small&lt;br /&gt;
as a particular room or as large as a nation, but it must be a single&lt;br /&gt;
recognizable entity. If the subject is within the area forbidden when&lt;br /&gt;
the invocation is cast, they must immediately flee to the nearest viable&lt;br /&gt;
border by the quickest possible route. If brought into it against their&lt;br /&gt;
will, they can do nothing but flee at the first opportunity. The theurge&lt;br /&gt;
need not be present inside the area to be warded when casting the&lt;br /&gt;
spell, but must know its location and general dimensions.&lt;br /&gt;
Lesser foes are unable to resist this spell, while worthy enemies may&lt;br /&gt;
make a Spirit saving throw to resist the forbiddance. The forbiddance&lt;br /&gt;
lasts until it is dispelled or the caster lifts the ban.&lt;br /&gt;
*Beacon of Celestial Purity&lt;br /&gt;
The theurge shines with a brilliantly clarifying radiance that gently&lt;br /&gt;
illumines everything within one hundred feet. The light purifies and&lt;br /&gt;
cleanses everything it touches, rendering objects clean and neutralizing&lt;br /&gt;
poisons and disease sources, albeit it does not cure afflicted&lt;br /&gt;
persons or banish magic. Any lies or intentional misdirections spoken&lt;br /&gt;
within the light become visible as a plume of smoking filth rising&lt;br /&gt;
from the speaker’s mouth. The lies of others cause painful feedback&lt;br /&gt;
to the theurge, and inflict a 1d6 damage die each time a lie is spoken.&lt;br /&gt;
This damage cannot be avoided or negated. The light lasts as long as&lt;br /&gt;
the caster desires it and remains conscious. Those with the Word&lt;br /&gt;
of Deception can speak lies without being discovered by this spell.&lt;br /&gt;
*The Bright God’s Canticle&lt;br /&gt;
This invocation requires that the caster sing, forbidding other speech&lt;br /&gt;
or spellcasting while it is maintained. So long as the caster remains&lt;br /&gt;
singing, those around them are unable to acknowledge their presence,&lt;br /&gt;
or the presence of allies who remain close to the theurge. Observers&lt;br /&gt;
are aware of the sorcerer, but they can do nothing to act on that awareness&lt;br /&gt;
unless the invocation is ended. The effect is broken if the mage&lt;br /&gt;
ceases to sing, or they or their allies attack anyone or use hostile effects.&lt;br /&gt;
Lesser foes are affected automatically by the canticle. For others, the&lt;br /&gt;
worthy foe with the best saving throw in the group may roll a Spirit&lt;br /&gt;
save to resist; if successful, no worthy foe is affected, while if it fails,&lt;br /&gt;
all are subject to the canticle.&lt;br /&gt;
&lt;br /&gt;
*The Excellent Pause (Instant) = 1&lt;br /&gt;
When you cast a theurgy invocation or low magic spell, you may&lt;br /&gt;
Commit Effort just before it is triggered. The spell is then suspended&lt;br /&gt;
and may be released as an action at any time thereafter, with the&lt;br /&gt;
Committed Effort returning at the end of that scene. You may suspend&lt;br /&gt;
more than one spell if you&#039;re willing to Commit the Effort to each,&lt;br /&gt;
but releasing a spell requires your action for the turn.&lt;br /&gt;
*Greater Pavis of Rule (Action) = 1&lt;br /&gt;
Commit Effort for the scene. For the duration, you are immune to&lt;br /&gt;
all low magic spells and gain a +4 bonus on all saving throws versus&lt;br /&gt;
theurgy. If a theurgy invocation would not normally allow a save, you&lt;br /&gt;
can make one without the bonus to resist its effects.&lt;br /&gt;
*Adept of the Way (Constant) = 2&lt;br /&gt;
You have been initiated into the Way, the second tier of theurgic&lt;br /&gt;
mysteries. You must already be an adept of the Gate to master this.&lt;br /&gt;
You master three invocations of the Way as part of this learning and&lt;br /&gt;
may learn more as you find them.&lt;br /&gt;
*Sunder the Greater Spell&lt;br /&gt;
This dispelling charm functions much as does Sunder the Lesser Spell,&lt;br /&gt;
but can also affect theurgy of the Way as well as the Gate.&lt;br /&gt;
*Delaying the Coming of Dawn&lt;br /&gt;
Most often used as an swiftly-cast spell, this invocation tampers with&lt;br /&gt;
the natural flow of time around the sorcerer. When cast, the GM&lt;br /&gt;
secretly rolls 1d6 to determine how many rounds it will last. For the&lt;br /&gt;
duration of the invocation, time stops around the caster. They may&lt;br /&gt;
act freely during this time, but cannot damage objects or people or&lt;br /&gt;
move living creatures from their frozen positions. Those around the&lt;br /&gt;
theurge are oblivious to events that take place while they are acting&lt;br /&gt;
under the spell. Godbound of the Word of Time and similar temporal&lt;br /&gt;
creatures are immune to this spell, and may act freely in the&lt;br /&gt;
otherwise-frozen moment.&lt;br /&gt;
*Shutting the Dark Way&lt;br /&gt;
The Night Roads bring terrifying plagues when they erupt too close&lt;br /&gt;
to civilized lands. Uncreated monsters, relict refugees, and the terrible&lt;br /&gt;
perils of the strange ecosystems of the dark roads all scourge&lt;br /&gt;
the surrounding lands. While it is sometimes possible to seal these&lt;br /&gt;
roads with brute force and burial, a powerful theurge can shut them&lt;br /&gt;
with this invocation.&lt;br /&gt;
Once cast, the road is permanently sealed until it is opened again&lt;br /&gt;
with a theurgic invocation or a divine miracle. The theurge must be&lt;br /&gt;
in the presence of a Night Road entrance to seal it.&lt;br /&gt;
&lt;br /&gt;
*Adept of the Throne (Constant) = 2&lt;br /&gt;
You have been initiated into the Throne, the deepest degree of theurgy’s&lt;br /&gt;
secrets. You must be an adept of the Way to master this. You&lt;br /&gt;
master two invocations of the Throne as part of this learning and&lt;br /&gt;
may learn more as you find them.&lt;br /&gt;
&lt;br /&gt;
*The Grinding Teeth of God&lt;br /&gt;
The adept drags the fabric of reality into the teeth of the celestial gears&lt;br /&gt;
that support it, churning every solid object in the area of effect into&lt;br /&gt;
a fine powder. The spell affects an area up to thirty feet in diameter&lt;br /&gt;
centered on a point within the caster’s sight. Living creatures that keep&lt;br /&gt;
moving can pull away from the grinding gears and suffer only 1d20&lt;br /&gt;
damage for each round they remain in the area of effect. Immobile&lt;br /&gt;
objects are chewed to dust within ten rounds, whereupon the spell&lt;br /&gt;
ends. Only the very strongest supernatural substances are capable of&lt;br /&gt;
resisting this spell. If such an artifact or object gets caught in the area&lt;br /&gt;
of effect, the celestine engines will bind up and shatter, likely creating&lt;br /&gt;
a Night Road entrance on the spot, if not an even worse outcome.&lt;br /&gt;
*Legion of Marching Clay&lt;br /&gt;
The greatest theurges can call up automatons the way lesser sorcerers&lt;br /&gt;
raise undead husks. This spell conjures 2 hit die minions from clay,&lt;br /&gt;
stone, wood, metal, or whatever other inanimate material the caster&lt;br /&gt;
has convenient. One minion is called up per level or hit die of the&lt;br /&gt;
caster. These automatons are not normally sentient, but they are&lt;br /&gt;
intelligent as a human being in executing their duties and are utterly&lt;br /&gt;
loyal to the theurge or their chosen lieutenants. If made from metal or&lt;br /&gt;
stone, they are immune to non-magical weapon attacks, and if made&lt;br /&gt;
from clay or softer substances they can develop individual identities&lt;br /&gt;
and self-will within the boundaries of their obedience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:http://i1077.photobucket.com/albums/w472/helluvapoint/Wyrmdom_zpsbotfk5vd.jpg&lt;br /&gt;
]]&lt;br /&gt;
Gaaeld  Huote Meethrim rules under the shoulders of the world, a sprawling mountain range that spans from the coldest north to near the center line of the globe encompassing the deepest freezes and dry arid dessert in one kingdom.  The lands are narrow but run several hundred leagues.&lt;br /&gt;
&lt;br /&gt;
He is a brass dragon preferring in all things the envelopingembrace of the earth and stone.  He can burrow as fast as he can run only out stripped by how fast he can fly.  His scales are brassy with a warm burnished appearance.  The grand head plates are smooth and metalic sporting bladed chin horns that are razor sharp.  The wings and frills are mottled dark green towards the edges and eyes resemble molten metal orbs.&lt;br /&gt;
&lt;br /&gt;
His primary people are the dwarves that build grand subterranean cities unearthing priceless treasures which he hoards; perfect stones of every hue and color alive with the magic of creation.  Nomadic humans that live with their horse inhabit the southern regions while giants live in the frozen climbs of the north.  The ancient wood is managed by treants and other magical creatures but stands as a kingdom of its own within Gaaeld&#039;s kingdom.&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301741</id>
		<title>Apostlyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301741"/>
		<updated>2016-06-02T20:02:34Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My characters :)&lt;br /&gt;
&lt;br /&gt;
*[[Aerylon|Aerylon the Scout]] (BFRPG)&lt;br /&gt;
*[[Finxyn|Finxyn &#039;Gears&#039; Deep Burrows]] (D&amp;amp;D 5e)&lt;br /&gt;
*[[Gaeld|Gaeld]]&lt;br /&gt;
*[[Spinner|Gene Sanderson]] (MHR)&lt;br /&gt;
*[[LetsBuild5e:Hondo|Brother Hondo the Monk]] (D&amp;amp;D 5e)&lt;br /&gt;
*[[Check Hook|Zebediah Bartholomew]] (ICONS)&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Finxyn&amp;diff=301740</id>
		<title>Finxyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Finxyn&amp;diff=301740"/>
		<updated>2016-06-02T19:59:09Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Finxyn &#039;Gears&#039; Deep Burrows, Rock Gnome Alchemist Gadgeteer&amp;lt;br&amp;gt;&lt;br /&gt;
Str  10/+0  &amp;lt;br&amp;gt;&lt;br /&gt;
Dex  14/+2  &amp;lt;br&amp;gt;&lt;br /&gt;
Con  14/+2 &amp;lt;br&amp;gt;&lt;br /&gt;
Int  14/+2 &amp;lt;br&amp;gt;&lt;br /&gt;
Wis  8/-1  &amp;lt;br&amp;gt;&lt;br /&gt;
Cha  15/+2 &amp;lt;br&amp;gt;&lt;br /&gt;
HP 9, AC 15 (Saves: Str +0; Dex +2; Con (P) +2; Int +1; Wis -1; Cha (P) +2)&amp;lt;br&amp;gt;&lt;br /&gt;
Background: Sage (Feature: Researcher)&amp;lt;br&amp;gt;&lt;br /&gt;
Racial Abilities: Darkvision 60&#039;; advantage on Int, Wis, Cha; Artificer’s Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply; Tinkerer: 24hrs, 5AC, 1hp, 10gp worth material w/tools, clockwork toy, firestarter, music box.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Abilities: spell imbuing (if he spends time tinkering and/or mining/scavenging, to boost up his spell slot when casting. The time spent in-character doing these things offsets the mechanical advantage and thus doesn&#039;t overpower the other characters), sorcerous origin (bronze dragon)&amp;lt;br&amp;gt;&lt;br /&gt;
Skills: Arcana, Deception, History, Persuasion&amp;lt;br&amp;gt;&lt;br /&gt;
Proficiencies:&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows&amp;lt;br&amp;gt;&lt;br /&gt;
Common, Draconic, Gnome, Undercomon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magic&amp;lt;br&amp;gt;&lt;br /&gt;
2 1st level&amp;lt;br&amp;gt;&lt;br /&gt;
Cantrips: Acid Splash, Fire Bolt, Poison Spray, Shocking Grasp&amp;lt;br&amp;gt;&lt;br /&gt;
1st level: Chromatic Orb, Sleep&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment:Nothing&amp;lt;br&amp;gt;&lt;br /&gt;
Background:&amp;lt;br&amp;gt;&lt;br /&gt;
He has faint glistening scales that denote his draconic origin of bronze.&lt;br /&gt;
&amp;lt;br&amp;gt;[[Apostlyte|Apostlyte&#039;s WIKI of characters active and inactive.]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Finxyn&amp;diff=301739</id>
		<title>Finxyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Finxyn&amp;diff=301739"/>
		<updated>2016-06-02T19:57:44Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Finxyn &#039;Gears&#039; Deep Burrows, Rock Gnome Alchemist Gadgeteer&amp;lt;br&amp;gt;&lt;br /&gt;
Str  10/+0  &amp;lt;br&amp;gt;&lt;br /&gt;
Dex  14/+2  &amp;lt;br&amp;gt;&lt;br /&gt;
Con  14/+2 &amp;lt;br&amp;gt;&lt;br /&gt;
Int  14/+2 &amp;lt;br&amp;gt;&lt;br /&gt;
Wis  8/-1  &amp;lt;br&amp;gt;&lt;br /&gt;
Cha  15/+2 &amp;lt;br&amp;gt;&lt;br /&gt;
HP 9, AC 15 (Saves: Str +0; Dex +2; Con (P) +2; Int +1; Wis -1; Cha (P) +2)&amp;lt;br&amp;gt;&lt;br /&gt;
Background: Sage (Feature: Researcher)&amp;lt;br&amp;gt;&lt;br /&gt;
Racial Abilities: Darkvision 60&#039;; advantage on Int, Wis, Cha; Artificer’s Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply; Tinkerer: 24hrs, 5AC, 1hp, 10gp worth material w/tools, clockwork toy, firestarter, music box.&amp;lt;br&amp;gt;&lt;br /&gt;
Class Abilities: spell imbuing (if he spends time tinkering and/or mining/scavenging, to boost up his spell slot when casting. The time spent in-character doing these things offsets the mechanical advantage and thus doesn&#039;t overpower the other characters), sorcerous origin (bronze dragon)&amp;lt;br&amp;gt;&lt;br /&gt;
Skills: Arcana, Deception, History, Persuasion&amp;lt;br&amp;gt;&lt;br /&gt;
Proficiencies:&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows&amp;lt;br&amp;gt;&lt;br /&gt;
Common, Draconic, Gnome, Undercomon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magic&amp;lt;br&amp;gt;&lt;br /&gt;
2 1st level&amp;lt;br&amp;gt;&lt;br /&gt;
Cantrips: Acid Splash, Fire Bolt, Poison Spray, Shocking Grasp&amp;lt;br&amp;gt;&lt;br /&gt;
1st level: Chromatic Orb, Sleep&amp;lt;br&amp;gt;&lt;br /&gt;
Equipment:Nothing&amp;lt;br&amp;gt;&lt;br /&gt;
Background:&amp;lt;br&amp;gt;&lt;br /&gt;
He has faint glistening scales that denote his draconic origin of bronze.&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Finxyn&amp;diff=301738</id>
		<title>Finxyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Finxyn&amp;diff=301738"/>
		<updated>2016-06-02T19:55:44Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: Created page with &amp;quot;Name: Finxyn &amp;#039;Gears&amp;#039; Deep Burrows, Rock Gnome Alchemist Gadgeteer Str  10/+0   Dex  14/+2   Con  14/+2   Int  14/+2  Wis  8/-1   Cha  15/+2 HP 9, AC 15 (Saves: Str +0; Dex +2;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Finxyn &#039;Gears&#039; Deep Burrows, Rock Gnome Alchemist Gadgeteer&lt;br /&gt;
Str  10/+0  &lt;br /&gt;
Dex  14/+2  &lt;br /&gt;
Con  14/+2  &lt;br /&gt;
Int  14/+2 &lt;br /&gt;
Wis  8/-1  &lt;br /&gt;
Cha  15/+2&lt;br /&gt;
HP 9, AC 15 (Saves: Str +0; Dex +2; Con (P) +2; Int +1; Wis -1; Cha (P) +2)&lt;br /&gt;
Background: Sage (Feature: Researcher)&lt;br /&gt;
Racial Abilities: Darkvision 60&#039;; advantage on Int, Wis, Cha; Artificer’s Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply; Tinkerer: 24hrs, 5AC, 1hp, 10gp worth material w/tools, clockwork toy, firestarter, music box.&lt;br /&gt;
Class Abilities: spell imbuing (if he spends time tinkering and/or mining/scavenging, to boost up his spell slot when casting. The time spent in-character doing these things offsets the mechanical advantage and thus doesn&#039;t overpower the other characters), sorcerous origin (bronze dragon)&lt;br /&gt;
Skills: Arcana, Deception, History, Persuasion&lt;br /&gt;
Proficiencies:&lt;br /&gt;
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
Common, Draconic, Gnome, Undercomon&lt;br /&gt;
&lt;br /&gt;
Attacks&lt;br /&gt;
&lt;br /&gt;
Magic&lt;br /&gt;
2 1st level&lt;br /&gt;
Cantrips: Acid Splash, Fire Bolt, Poison Spray, Shocking Grasp&lt;br /&gt;
1st level: Chromatic Orb, Sleep&lt;br /&gt;
Equipment:Nothing&lt;br /&gt;
Background:&lt;br /&gt;
He has faint glistening scales that denote his draconic origin of bronze.&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301737</id>
		<title>Apostlyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301737"/>
		<updated>2016-06-02T19:47:21Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My characters :)&lt;br /&gt;
&lt;br /&gt;
*[[Aerylon|Aerylon the Scout]] (BFRPG)&lt;br /&gt;
*[[Finxyn|Finxyn &#039;Gears&#039; Deep Burrows]] (D&amp;amp;D 5e)&lt;br /&gt;
*[[Spinner|Gene Sanderson]] (MHR)&lt;br /&gt;
*[[LetsBuild5e:Hondo|Brother Hondo the Monk]] (D&amp;amp;D 5e)&lt;br /&gt;
*[[Check Hook|Zebediah Bartholomew]] (ICONS)&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Check_Hook&amp;diff=301736</id>
		<title>Check Hook</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Check_Hook&amp;diff=301736"/>
		<updated>2016-06-02T19:31:03Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Check Hook&lt;br /&gt;
&lt;br /&gt;
Real Name: Zebediah Bartholomew&lt;br /&gt;
&lt;br /&gt;
Origin: Transformed&lt;br /&gt;
&lt;br /&gt;
==QUALITIES==&lt;br /&gt;
&lt;br /&gt;
*That Shameful Night&lt;br /&gt;
*Every Life is Important&lt;br /&gt;
*Jump before you Look&lt;br /&gt;
&lt;br /&gt;
==ATTRIBUTES==&lt;br /&gt;
&lt;br /&gt;
*Prowess 6&lt;br /&gt;
*Coordination 6&lt;br /&gt;
*Strength 4&lt;br /&gt;
*Intellect 5&lt;br /&gt;
*Awareness 6&lt;br /&gt;
*Willpower 4&lt;br /&gt;
&lt;br /&gt;
==POWERS==&lt;br /&gt;
&lt;br /&gt;
*Power Control (Nullification) 5&lt;br /&gt;
**Limit Close Range&lt;br /&gt;
&lt;br /&gt;
*Dimensional Travel 6&lt;br /&gt;
**Extra Teleport&lt;br /&gt;
&lt;br /&gt;
==SPECIALTIES==&lt;br /&gt;
&lt;br /&gt;
*Investigation&lt;br /&gt;
*Athletics&lt;br /&gt;
&lt;br /&gt;
==BIO==&lt;br /&gt;
&lt;br /&gt;
Zeb is a student at the local university working towards a criminal justice degree.  He moonlights to help pay for his classes with the university security force.  He is apart of a fraternity whose membership represents scholastic hopefuls that have obtained athletic scholarships, Zeb is rather good at boxing, which he has obtained a partial scholarship for since he made the team. &lt;br /&gt;
&lt;br /&gt;
One day, his fraternity had the bright idea to use Zeb&#039;s intimate knowledge of his patrol area, the physics lab, to affect a practical joke on a competing fraternity.  Involving sub atomic particles and other means that were beyond Zeb, they tried to move the fraternities well loved mascot from one place to another.  The joke went horibly wrong and Zeb was able to save the pet, however, he was exposed to the botched experiment in the process.  In an effort to keep from dematerilizing into a horrible nightmare, he used his situational awareness and quick thinking to suppress the particle stream that he was caught in long enough to escape.&lt;br /&gt;
&lt;br /&gt;
The secrets of that fated night were kept underwraps.  Zeb would have lost everything had he been caught in what was the hazing event to end all in his knowledge. He could not afford that being from humble means and the fraternity kept him out of the heat during the investigation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[Apostlyte|Apostlyte&#039;s WIKI of characters active and inactive.]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spinner&amp;diff=301735</id>
		<title>Spinner</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spinner&amp;diff=301735"/>
		<updated>2016-06-02T19:30:39Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changing/Combat Stats==&lt;br /&gt;
*Current PP: 2 &lt;br /&gt;
*Current Stress:&lt;br /&gt;
**Physical:  &lt;br /&gt;
**Mental:&lt;br /&gt;
**Emotional:&lt;br /&gt;
*Current Trauma:&lt;br /&gt;
*XP: 7&lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
Solo d10, Buddy d8, Team d6&lt;br /&gt;
&lt;br /&gt;
==Distinctions==&lt;br /&gt;
&lt;br /&gt;
*Over Achiever&lt;br /&gt;
*Just use spider web&lt;br /&gt;
*&amp;quot;Cosmic Power!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Power Sets==&lt;br /&gt;
On-Person Spider Colony&lt;br /&gt;
*Arachnid Control d10&lt;br /&gt;
*Arachnid Telepathy d10&lt;br /&gt;
*Senses d8&lt;br /&gt;
*Reflexes d8&lt;br /&gt;
**SFX: Constructs &#039;&#039;(Add a d6 and step up your effect die by +1 when using spider colony to create spider web assets)&#039;&#039;&lt;br /&gt;
**Limit: Conscious Activation &#039;&#039;(While unconscious, shutdown spider colony. Recover spider colony when you regain consciousness)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spider Colony Suit&lt;br /&gt;
*Tools d10&lt;br /&gt;
*Cosmic Control d10&lt;br /&gt;
*Durability Life Support d8&lt;br /&gt;
*Flight d8&lt;br /&gt;
**SFX: Absorption &#039;&#039; (On a successful reaction against an energy attack, convert your opponent&#039;s effect die into a energy release stunt or step up a colony suit power by +1 for your next action. Spend 1 PP to use this stunt if your opponent&#039;s action succeeds)&#039;&#039;&lt;br /&gt;
**SFX: Afflict &#039;&#039;(Add a d6 and step up your effect die by +1 when inflicting cosmic disruption complication on a target)&#039;&#039;&lt;br /&gt;
**Limit: Exhausted &#039;&#039;(Destruction of suit regains 1 PP. Rebuild colony suit by activating an opportunity or during a Transition Scene)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Specialties==&lt;br /&gt;
*Science d8&lt;br /&gt;
*Tech d8&lt;br /&gt;
&lt;br /&gt;
==Milestones==&lt;br /&gt;
What&#039;s with the creepy bug guy?&lt;br /&gt;
*&#039;&#039;&#039;1 XP&#039;&#039;&#039; Offer a solution involving spiders that is relevant to the current situation.&lt;br /&gt;
*&#039;&#039;&#039;3 XP&#039;&#039;&#039; Create an asset that progresses the party in a relevant way to the next plot point.&lt;br /&gt;
*&#039;&#039;&#039;10 XP&#039;&#039;&#039; Accept that your life&#039;s work is only a temporary solution and that your suit is unique. &lt;br /&gt;
Own worst enemy&lt;br /&gt;
*&#039;&#039;&#039;1 XP&#039;&#039;&#039; Work it out with your team&lt;br /&gt;
*&#039;&#039;&#039;3 XP&#039;&#039;&#039; Seek advice from your team to get out of a jam&lt;br /&gt;
*&#039;&#039;&#039;10 XP&#039;&#039;&#039; Your not alone in space anymore, develop a team strategy&lt;br /&gt;
&lt;br /&gt;
==Personal Information==&lt;br /&gt;
*Real Name: Gene Sanderson&lt;br /&gt;
Gene grew up with an arachnid fascination that proved instrumental in his school aspirations. It was useful having an idea someone had not come up with before, thus the thesis that lead to his dissertation and a PhD regarding spider silk and applied physics and cosmic radiation. He knew that with the right unknown key factors that he could develop superior collection and transmission material for cosmic energy.&lt;br /&gt;
&lt;br /&gt;
Patu digua, measuring in at a fraction of a millimeter, had shown very adaptive properties. When it was subjected to an energy rich, food scarce environment, it made a transition which would validate Dr Sanderson&#039;s beliefs that an earthbound creature could survive on something other than its normal level of nutrients. Tests were then moved to outer space where Patu digua adapted further. Their webs were found to specifically capture cosmic radiation which were more abundant outside of Earth&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
Elated, Gene moved his research to deep space on a dedicated research platform in an attempt to further perfect the ground breaking silk that his little Cosmicam Patu digua could produce. Little did Gene know, isolation in deep space had some draw backs, mostly psychological and social. He had a hard time not going stir crazy and he ended up playing with his spiders more than was healthy. He could imagine that they were talking to him, so he started talking back. As it so happens, the spiders were talking to him and took the developing relationship as an opportunity to save Gene&#039;s life.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the scientist, a lethal wave of cosmic radiation was heading his way. So the spiders told Gene about it and they took it upon themselves to protect their creator. This involved a very intrusive introduction of the spiders making their way into Gene. The transition for Gene was not pleasant, but he survived the threat and with the spiders help was able to rebuild the systems within the platform.&lt;br /&gt;
&lt;br /&gt;
The infusion of cosmic energy into his system sustained him but it also changed him. He was able to go without food and process O2 and H2O from the environment around him. His senses were razors edge sharp, he felt nimble like a spider. But he could now control and talk the the spiders, like a hive mind effect.&lt;br /&gt;
&lt;br /&gt;
The next couple of days, born out of necessity and the desire to invent brought together a suit and a dedicated ecology of spiders that maintained it. The work was enlightening and rewarding. Gene found he was able to with the host of spiders absorb and control cosmic energy. Oh the wonders.&lt;br /&gt;
&lt;br /&gt;
It was not too far into his journey of discovery, weeks really, that the slavers came.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[Apostlyte|Apostlyte&#039;s WIKI of characters active and inactive.]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301734</id>
		<title>Apostlyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301734"/>
		<updated>2016-06-02T19:29:24Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My characters :)&lt;br /&gt;
&lt;br /&gt;
*[[Aerylon|Aerylon the Scout]] (BFRPG)&lt;br /&gt;
*[[Spinner|Gene Sanderson]] (MHR)&lt;br /&gt;
*[[LetsBuild5e:Hondo|Brother Hondo the Monk]] (D&amp;amp;D 5e)&lt;br /&gt;
*[[Check Hook|Zebediah Bartholomew]] (ICONS)&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LetsBuild5e:Hondo&amp;diff=301733</id>
		<title>LetsBuild5e:Hondo</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LetsBuild5e:Hondo&amp;diff=301733"/>
		<updated>2016-06-02T19:28:45Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[User: Apostlyte|Apostlyte]]&#039;s character in [[LetsBuild5e:Main Page|LetsBuild5e]].&lt;br /&gt;
&lt;br /&gt;
==Hondo==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Brother Hondo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human (size Medium)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; Monk 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experience:&#039;&#039;&#039; 900 (need 2,700)&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Numbers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
==Stats/Saves==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;STR 14&#039;&#039;&#039; (+2/+4)&lt;br /&gt;
* &#039;&#039;&#039;DEX 16&#039;&#039;&#039; (+3/+5)&lt;br /&gt;
* CON 14 (+2/+2)&lt;br /&gt;
* INT 10 (+0/+0)&lt;br /&gt;
* WIS 15 (+2/+2)&lt;br /&gt;
* CHA 9 (-1/-1)&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (DEX) +5&lt;br /&gt;
* Animal Handling (WIS) +2&lt;br /&gt;
* Arcana (INT) +0&lt;br /&gt;
* Athletics (STR) +2&lt;br /&gt;
* Deception (CHA) -1&lt;br /&gt;
* History (INT) +0&lt;br /&gt;
* &#039;&#039;&#039;Insight&#039;&#039;&#039; (WIS) +4&lt;br /&gt;
* Intimidation (CHA) -1&lt;br /&gt;
* Investigation (INT) +0&lt;br /&gt;
* &#039;&#039;&#039;Medicine&#039;&#039;&#039; (WIS) +4&lt;br /&gt;
* Nature (INT) +0&lt;br /&gt;
* Perception (WIS) +2&lt;br /&gt;
* Performance (CHA) -1&lt;br /&gt;
* Persuasion (CHA) -1&lt;br /&gt;
* &#039;&#039;&#039;Religion&#039;&#039;&#039; (INT) +2&lt;br /&gt;
* Sleight of Hand (DEX) +3&lt;br /&gt;
* Stealth (DEX) +3&lt;br /&gt;
* Survival (WIS) +2&lt;br /&gt;
&lt;br /&gt;
===Tool Proficiencies===&lt;br /&gt;
&lt;br /&gt;
* Herbalism Kit&lt;br /&gt;
* Explorers Pack&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
* Common (Gnomish)&lt;br /&gt;
* Elvish&lt;br /&gt;
* Draconic&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Actions:&#039;&#039;&#039;&lt;br /&gt;
* Unarmed Attack&lt;br /&gt;
* Use &#039;&#039;Flurry of Blows (1 ki)&#039;&#039;&lt;br /&gt;
** It must succeed on a Dexterity saving throw or be knocked prone.&lt;br /&gt;
** It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.&lt;br /&gt;
** It can’t take reactions until the end of your next turn.&lt;br /&gt;
* Use &#039;&#039;Patient Defense (1 ki)&#039;&#039;&lt;br /&gt;
* Use &#039;&#039;Step of the Wind (1 ki)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===HP===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Permanent Max HP:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temporary Max HP:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current HP:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039;&lt;br /&gt;
* 3(d8+2) &#039;&#039;used 0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
* DEX +3&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
&lt;br /&gt;
* Short Sword (+5 to hit, 1d6+3 piercing)&lt;br /&gt;
* Unarmed Strike (+5 to hit, 1d4+3 bludgeoning)&lt;br /&gt;
* Dart (+5 to hit, 1d4+3 piercing, 20/60)&lt;br /&gt;
&lt;br /&gt;
===AC===&lt;br /&gt;
&lt;br /&gt;
* DEX +3&lt;br /&gt;
* WIS +2&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
&lt;br /&gt;
* Armor: none&lt;br /&gt;
* all Simple weapons&lt;br /&gt;
* Short Sword&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
&lt;br /&gt;
* 40&#039; &lt;br /&gt;
&lt;br /&gt;
===Senses===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hermit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Feature===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discovery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has&lt;br /&gt;
long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people w ho or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Life of Seclusion:&#039;&#039;&#039; I retreated from society after a life-altering event.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trait:&#039;&#039;&#039; I am utterly serene, even in the face of disaster.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I’d risk too much to uncover a lost bit of knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Beginning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Never knowing where his next meal was coming from or whether he was to survive a beating this day or the next from his family of orphans or his supposed care takers, Hondo could no longer afford to suffer the injustices that were his life.  Hungry and afraid, he developed a tenuous relationship with the marks he had been forced to steal from.  Each tavern owner and merchant with which he supped for mere minutes of each day owed him for small bits of information or tasks that he was available to provide which they gladly traded for what he needed to get by.&lt;br /&gt;
&lt;br /&gt;
After a few years, he had developed a solid relationship with the local monastery for whom he ran errands, and things started to line up for Hondo.  He was tired of running and not belonging, the street life was simply not the way he wanted to live.  The Way of the Eternal Flame had for him structure, a dry and safe place to sleep every night and the possibility of a crucible moment every day in which he could burn away the tattered beginnings of his life and serve a purpose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He never gave thought to whom he served above and beyond his teachers.  They were learned and just.  In all their hearts was a bright ember that could be fanned to burn away the chaff that surrounded them.  A singular cleansing purpose.  Hondo excelled in his instruction and took to the orders philosophies in equal stride.&lt;br /&gt;
&lt;br /&gt;
The dawn of his initiation into the order came shortly after his 18th summer and to usher him in, he was given his most important task to date.  Hondo&#039;s target was one that had caused great harm to the order.  He would bring the person to justice, he swore to his elders.&lt;br /&gt;
&lt;br /&gt;
As the mission unfolded, several things occurred to him.  As one of his dearest confidants growing up on the streets life&#039;s blood soaked his garments, Hondo realized he was a pawn.  He was not an instrument of justice, but a tool of ignorance that had been told to strike and he had done so without the benefit of knowledge.  What was his friends crimes?  The support of a cause to overturn the iron control of the magrocracy and even his base desire to see him tried justly for his ill intent was denied him as he was killed in cold blood.  A wrong that now sat on his conscience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Righting Wrong&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He fled.  There were no words that given to him had eased his disposition.  Hondo knew that he had invested too much time in the ranks of those that cared not for the craft that they pursued with heart soul and body.  With him was the pack on his back and his sword at his side.  In his scroll case was every document he could lay his hands on that could possibly be incriminating though he doubted it.  He was watched every where he went in that blasted compound he realized after the mission.&lt;br /&gt;
&lt;br /&gt;
He knew how to survive on little and he had learned much even in his short time with his former order.  As he wondered the lands to the east of his former home, he found signs of civilization.  He diligently did all that he could to find the source to no avail.  He waited where he knew they must come, but even his patience was bested.  So he pushed his physical boundaries of endurance one time too many and found himself in a spartan cell with water and flatbread of sorts at his elbow.&lt;br /&gt;
&lt;br /&gt;
The next year could be summarized by his former life as remedial and &#039;at a stand still.&#039; Even so, he learned more about himself and reaffirmed his beliefs in that short time frame than he had even during his trials on the streets.&lt;br /&gt;
&lt;br /&gt;
Hondo, after proving his character and ethics, counted himself as what appeared on the outside a rag tag group of misplaced members who really had fled from persecutions of a finer sort.  His own flight that of moral imbalances that had threatened to sink him into an empty existence.  Their elders were the Elven folk and their martial arts was one of the purest forms focusing on the perfect balance of self.&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&lt;br /&gt;
* Your ability scores each increase by 1.&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&lt;br /&gt;
* Unarmored Defense: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.&lt;br /&gt;
* Martial Arts: At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.  You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:&lt;br /&gt;
** You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.&lt;br /&gt;
** You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.&lt;br /&gt;
** When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven&#039;t already taken a bonus action this turn.&lt;br /&gt;
* Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.  You can spend these points to fuel various ki features.  You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.  When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of our expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist he feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier&lt;br /&gt;
** Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.&lt;br /&gt;
** Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn. &lt;br /&gt;
** Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.&lt;br /&gt;
* Unarmored Movement: Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.&lt;br /&gt;
* Monastic Tradition: Open Hand Technique&lt;br /&gt;
** You can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:&lt;br /&gt;
*** It must succeed on a Dexterity saving throw or be knocked prone.&lt;br /&gt;
*** It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.&lt;br /&gt;
*** It can’t take reactions until the end of your next turn.&lt;br /&gt;
* Deflect Missiles: Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d 10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
* Short Sword&lt;br /&gt;
&lt;br /&gt;
* Explorer&#039;s pack: has built in sheath for a short sword and is crafted of the finest material.&lt;br /&gt;
** Backpack&lt;br /&gt;
** Bedroll&lt;br /&gt;
** Mess kit&lt;br /&gt;
** Tinderbox&lt;br /&gt;
** 10 torches&lt;br /&gt;
** 10 days of rations&lt;br /&gt;
** Waterskin&lt;br /&gt;
** 50 feet of hempen rope&lt;br /&gt;
** a scroll case stuffed full of notes from your studies or prayers&lt;br /&gt;
*** one piece of unrefutable evidence&lt;br /&gt;
** a winter blanket&lt;br /&gt;
** a set of common clothes&lt;br /&gt;
** an herbalism kit&lt;br /&gt;
** 5 gp&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Very light blonde&lt;br /&gt;
Brown eyes&lt;br /&gt;
Light tan to olive skin tone&lt;br /&gt;
Hondo has been in more fights than he can count and his face shows it.  His septum can be pushed into several different unique angles.  He is missing a handful of teeth.  Scar tissue under his lip from punches make it look like he has a mouth full of gravel.  He is missing the upper half of his right ear.  He has an odd roll to his shoulders and slight undulation to his back when he walks though it does not hinder him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[Apostlyte|Apostlyte&#039;s WIKI of characters active and inactive.]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aerylon&amp;diff=301732</id>
		<title>Aerylon</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aerylon&amp;diff=301732"/>
		<updated>2016-06-02T19:28:22Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Name&lt;br /&gt;
----&lt;br /&gt;
Aerylon&lt;br /&gt;
&lt;br /&gt;
A character in the [[Morgansfort]] campaign.&lt;br /&gt;
&lt;br /&gt;
*XP: 1031/1500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*STR 9&lt;br /&gt;
*INT 9&lt;br /&gt;
*WIS 12&lt;br /&gt;
*DEX 16 (+2)&lt;br /&gt;
*CON 15 (+1)&lt;br /&gt;
*CHA 16 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*Common, Elven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Abilities&#039;&#039;&#039;&lt;br /&gt;
* Darkvision 60&#039;&lt;br /&gt;
* Secret Doors: 1-2 while looking or 1 while glancing on d6&lt;br /&gt;
* Immune to Ghouls paralysis&lt;br /&gt;
* Surprise: denied on a 2 on d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Open Locks 10&lt;br /&gt;
* Detect Traps 10&lt;br /&gt;
* Move Silently 25&lt;br /&gt;
* Climb Walls 50&lt;br /&gt;
* Hide 10&lt;br /&gt;
* Listen 30&lt;br /&gt;
* Tracking 40&lt;br /&gt;
* +2 for short and long bow, 3/2 @ 5th, 2/1 @ 9th&lt;br /&gt;
* Dual wielding small weapons @ +0/-3. Second weapon may be designated to a single melee opponent for +1 AC.&lt;br /&gt;
* Surprise opponent 1-3 on d6 whilst 30&#039; from party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AB: +1&lt;br /&gt;
*HP: 5&lt;br /&gt;
*AC: 15&lt;br /&gt;
**Move: 30&lt;br /&gt;
*Saving Throws:&lt;br /&gt;
**Death/Poison: 13 (12 poison) &lt;br /&gt;
**Wands: 12&lt;br /&gt;
**Paralysis/Stone: 12&lt;br /&gt;
**Dragon Breath: 16&lt;br /&gt;
**Spells: 13&lt;br /&gt;
&lt;br /&gt;
*Equipment: 57 lbs. &lt;br /&gt;
**Armor: Leather (15)&lt;br /&gt;
**Weapons: Short Swords x 2 (6), Short bow (2), 20 Arrows (2), Dagger (1), 2 Clubs (2)&lt;br /&gt;
**Gear: &lt;br /&gt;
Clothes 1&lt;br /&gt;
Backpack&lt;br /&gt;
Quiver 1&lt;br /&gt;
Waterskin 2&lt;br /&gt;
Thieves&#039; Tools 1&lt;br /&gt;
10 days Food 20&lt;br /&gt;
6 torches 1&lt;br /&gt;
3 Holy Water&lt;br /&gt;
100&#039; Silk Rope 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Miscellaneous Magic:&lt;br /&gt;
**Treasure:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;[[Apostlyte|Apostlyte&#039;s WIKI of characters active and inactive.]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aerylon&amp;diff=301731</id>
		<title>Aerylon</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aerylon&amp;diff=301731"/>
		<updated>2016-06-02T19:26:38Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Apostlyte|Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
Name&lt;br /&gt;
----&lt;br /&gt;
Aerylon&lt;br /&gt;
&lt;br /&gt;
A character in the [[Morgansfort]] campaign.&lt;br /&gt;
&lt;br /&gt;
*XP: 1031/1500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*STR 9&lt;br /&gt;
*INT 9&lt;br /&gt;
*WIS 12&lt;br /&gt;
*DEX 16 (+2)&lt;br /&gt;
*CON 15 (+1)&lt;br /&gt;
*CHA 16 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*Common, Elven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Abilities&#039;&#039;&#039;&lt;br /&gt;
* Darkvision 60&#039;&lt;br /&gt;
* Secret Doors: 1-2 while looking or 1 while glancing on d6&lt;br /&gt;
* Immune to Ghouls paralysis&lt;br /&gt;
* Surprise: denied on a 2 on d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Open Locks 10&lt;br /&gt;
* Detect Traps 10&lt;br /&gt;
* Move Silently 25&lt;br /&gt;
* Climb Walls 50&lt;br /&gt;
* Hide 10&lt;br /&gt;
* Listen 30&lt;br /&gt;
* Tracking 40&lt;br /&gt;
* +2 for short and long bow, 3/2 @ 5th, 2/1 @ 9th&lt;br /&gt;
* Dual wielding small weapons @ +0/-3. Second weapon may be designated to a single melee opponent for +1 AC.&lt;br /&gt;
* Surprise opponent 1-3 on d6 whilst 30&#039; from party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AB: +1&lt;br /&gt;
*HP: 5&lt;br /&gt;
*AC: 15&lt;br /&gt;
**Move: 30&lt;br /&gt;
*Saving Throws:&lt;br /&gt;
**Death/Poison: 13 (12 poison) &lt;br /&gt;
**Wands: 12&lt;br /&gt;
**Paralysis/Stone: 12&lt;br /&gt;
**Dragon Breath: 16&lt;br /&gt;
**Spells: 13&lt;br /&gt;
&lt;br /&gt;
*Equipment: 57 lbs. &lt;br /&gt;
**Armor: Leather (15)&lt;br /&gt;
**Weapons: Short Swords x 2 (6), Short bow (2), 20 Arrows (2), Dagger (1), 2 Clubs (2)&lt;br /&gt;
**Gear: &lt;br /&gt;
Clothes 1&lt;br /&gt;
Backpack&lt;br /&gt;
Quiver 1&lt;br /&gt;
Waterskin 2&lt;br /&gt;
Thieves&#039; Tools 1&lt;br /&gt;
10 days Food 20&lt;br /&gt;
6 torches 1&lt;br /&gt;
3 Holy Water&lt;br /&gt;
100&#039; Silk Rope 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Miscellaneous Magic:&lt;br /&gt;
**Treasure:&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aerylon&amp;diff=301730</id>
		<title>Aerylon</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aerylon&amp;diff=301730"/>
		<updated>2016-06-02T19:26:17Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Apostlyte|Main Page]]&lt;br /&gt;
Name&lt;br /&gt;
----&lt;br /&gt;
Aerylon&lt;br /&gt;
&lt;br /&gt;
A character in the [[Morgansfort]] campaign.&lt;br /&gt;
&lt;br /&gt;
*XP: 1031/1500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*STR 9&lt;br /&gt;
*INT 9&lt;br /&gt;
*WIS 12&lt;br /&gt;
*DEX 16 (+2)&lt;br /&gt;
*CON 15 (+1)&lt;br /&gt;
*CHA 16 (+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
*Common, Elven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Abilities&#039;&#039;&#039;&lt;br /&gt;
* Darkvision 60&#039;&lt;br /&gt;
* Secret Doors: 1-2 while looking or 1 while glancing on d6&lt;br /&gt;
* Immune to Ghouls paralysis&lt;br /&gt;
* Surprise: denied on a 2 on d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Abilities&#039;&#039;&#039;&lt;br /&gt;
* Open Locks 10&lt;br /&gt;
* Detect Traps 10&lt;br /&gt;
* Move Silently 25&lt;br /&gt;
* Climb Walls 50&lt;br /&gt;
* Hide 10&lt;br /&gt;
* Listen 30&lt;br /&gt;
* Tracking 40&lt;br /&gt;
* +2 for short and long bow, 3/2 @ 5th, 2/1 @ 9th&lt;br /&gt;
* Dual wielding small weapons @ +0/-3. Second weapon may be designated to a single melee opponent for +1 AC.&lt;br /&gt;
* Surprise opponent 1-3 on d6 whilst 30&#039; from party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
*AB: +1&lt;br /&gt;
*HP: 5&lt;br /&gt;
*AC: 15&lt;br /&gt;
**Move: 30&lt;br /&gt;
*Saving Throws:&lt;br /&gt;
**Death/Poison: 13 (12 poison) &lt;br /&gt;
**Wands: 12&lt;br /&gt;
**Paralysis/Stone: 12&lt;br /&gt;
**Dragon Breath: 16&lt;br /&gt;
**Spells: 13&lt;br /&gt;
&lt;br /&gt;
*Equipment: 57 lbs. &lt;br /&gt;
**Armor: Leather (15)&lt;br /&gt;
**Weapons: Short Swords x 2 (6), Short bow (2), 20 Arrows (2), Dagger (1), 2 Clubs (2)&lt;br /&gt;
**Gear: &lt;br /&gt;
Clothes 1&lt;br /&gt;
Backpack&lt;br /&gt;
Quiver 1&lt;br /&gt;
Waterskin 2&lt;br /&gt;
Thieves&#039; Tools 1&lt;br /&gt;
10 days Food 20&lt;br /&gt;
6 torches 1&lt;br /&gt;
3 Holy Water&lt;br /&gt;
100&#039; Silk Rope 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
**Miscellaneous Magic:&lt;br /&gt;
**Treasure:&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301729</id>
		<title>Apostlyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301729"/>
		<updated>2016-06-02T19:24:37Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My characters :)&lt;br /&gt;
&lt;br /&gt;
*[[Aerylon|Aerylon the Scout]] (BFRPG)&lt;br /&gt;
*[[LetsBuild5e:Hondo|Brother Hondo the Monk]] (D&amp;amp;D 5e)&lt;br /&gt;
*[[Spinner|Gene Sanderson]] (MHR)&lt;br /&gt;
*[[Check Hook|Zebediah Bartholomew]] (ICONS)&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Check_Hook&amp;diff=301728</id>
		<title>Check Hook</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Check_Hook&amp;diff=301728"/>
		<updated>2016-06-02T19:24:03Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Check Hook&lt;br /&gt;
&lt;br /&gt;
Real Name: Zebediah Bartholomew&lt;br /&gt;
&lt;br /&gt;
Origin: Transformed&lt;br /&gt;
&lt;br /&gt;
==QUALITIES==&lt;br /&gt;
&lt;br /&gt;
*That Shameful Night&lt;br /&gt;
*Every Life is Important&lt;br /&gt;
*Jump before you Look&lt;br /&gt;
&lt;br /&gt;
==ATTRIBUTES==&lt;br /&gt;
&lt;br /&gt;
*Prowess 6&lt;br /&gt;
*Coordination 6&lt;br /&gt;
*Strength 4&lt;br /&gt;
*Intellect 5&lt;br /&gt;
*Awareness 6&lt;br /&gt;
*Willpower 4&lt;br /&gt;
&lt;br /&gt;
==POWERS==&lt;br /&gt;
&lt;br /&gt;
*Power Control (Nullification) 5&lt;br /&gt;
**Limit Close Range&lt;br /&gt;
&lt;br /&gt;
*Dimensional Travel 6&lt;br /&gt;
**Extra Teleport&lt;br /&gt;
&lt;br /&gt;
==SPECIALTIES==&lt;br /&gt;
&lt;br /&gt;
*Investigation&lt;br /&gt;
*Athletics&lt;br /&gt;
&lt;br /&gt;
==BIO==&lt;br /&gt;
&lt;br /&gt;
Zeb is a student at the local university working towards a criminal justice degree.  He moonlights to help pay for his classes with the university security force.  He is apart of a fraternity whose membership represents scholastic hopefuls that have obtained athletic scholarships, Zeb is rather good at boxing, which he has obtained a partial scholarship for since he made the team. &lt;br /&gt;
&lt;br /&gt;
One day, his fraternity had the bright idea to use Zeb&#039;s intimate knowledge of his patrol area, the physics lab, to affect a practical joke on a competing fraternity.  Involving sub atomic particles and other means that were beyond Zeb, they tried to move the fraternities well loved mascot from one place to another.  The joke went horibly wrong and Zeb was able to save the pet, however, he was exposed to the botched experiment in the process.  In an effort to keep from dematerilizing into a horrible nightmare, he used his situational awareness and quick thinking to suppress the particle stream that he was caught in long enough to escape.&lt;br /&gt;
&lt;br /&gt;
The secrets of that fated night were kept underwraps.  Zeb would have lost everything had he been caught in what was the hazing event to end all in his knowledge. He could not afford that being from humble means and the fraternity kept him out of the heat during the investigation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301727</id>
		<title>Apostlyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301727"/>
		<updated>2016-06-02T19:23:04Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My characters :)&lt;br /&gt;
&lt;br /&gt;
*[[Aerylon|Aerylon the Scout]] (BFRPG)&lt;br /&gt;
*[[LetsBuild5e:Hondo|Brother Hondo the Monk]] (D&amp;amp;D 5e)&lt;br /&gt;
*[[Spinner|Gene Sanderson]] (MHR)&lt;br /&gt;
*[[Check Hook|Zebediah Bartholomew]] (&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301726</id>
		<title>Apostlyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301726"/>
		<updated>2016-06-02T19:22:05Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My characters :)&lt;br /&gt;
&lt;br /&gt;
*[[Aerylon|Aerylon the Scout]] (BFRPG)&lt;br /&gt;
*[[LetsBuild5e:Hondo|Brother Hondo the Monk]] (D&amp;amp;D 5e)&lt;br /&gt;
*[[Spinner|Gene Sanderson]] (MHR)&lt;br /&gt;
*[[Check Hook|Check Hook]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301725</id>
		<title>Apostlyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301725"/>
		<updated>2016-06-02T19:21:24Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My characters :)&lt;br /&gt;
&lt;br /&gt;
*[[Aerylon|Aerylon the Scout]] (BFRPG)&lt;br /&gt;
*[[LetsBuild5e:Hondo|Brother Hondo the Monk]] (D&amp;amp;D 5e)&lt;br /&gt;
*[[Spinner|Gene Sanderson]] (MHR)&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301724</id>
		<title>Apostlyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301724"/>
		<updated>2016-06-02T19:20:16Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My characters :)&lt;br /&gt;
&lt;br /&gt;
*[[Aerylon|Aerylon the Scout]]&lt;br /&gt;
*[[LetsBuild5e:Hondo|Brother Hondo the Monk]]&lt;br /&gt;
*[[Spinner|Spinner]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301723</id>
		<title>Apostlyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301723"/>
		<updated>2016-06-02T19:19:32Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My characters :)&lt;br /&gt;
&lt;br /&gt;
*[[Aerylon|Aerylon the Scout]]&lt;br /&gt;
*[[LetsBuild5e:Hondo|Brother Hondo the Monk]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301722</id>
		<title>Apostlyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301722"/>
		<updated>2016-06-02T19:18:27Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My characters :)&lt;br /&gt;
&lt;br /&gt;
*[[Aerylon|Aerylon the Scout]]&lt;br /&gt;
*[[Hondo|Brother Hondo the Monk]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301721</id>
		<title>Apostlyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301721"/>
		<updated>2016-06-02T19:18:01Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My characters :)&lt;br /&gt;
&lt;br /&gt;
[[Aerylon|Aerylon the Scout]]&lt;br /&gt;
[[Hondo|Brother Hondo the Monk]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301720</id>
		<title>Apostlyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Apostlyte&amp;diff=301720"/>
		<updated>2016-06-02T19:16:53Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: Created page with &amp;quot;My characters :)  Brother Hondo the Monk&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My characters :)&lt;br /&gt;
&lt;br /&gt;
[[Hondo|Brother Hondo the Monk]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spinner&amp;diff=294889</id>
		<title>Spinner</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spinner&amp;diff=294889"/>
		<updated>2016-01-21T02:51:20Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changing/Combat Stats==&lt;br /&gt;
*Current PP: 2 &lt;br /&gt;
*Current Stress:&lt;br /&gt;
**Physical:  &lt;br /&gt;
**Mental:&lt;br /&gt;
**Emotional:&lt;br /&gt;
*Current Trauma:&lt;br /&gt;
*XP: &lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
Solo d10, Buddy d8, Team d6&lt;br /&gt;
&lt;br /&gt;
==Distinctions==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Come into my parlor...&amp;quot;&lt;br /&gt;
*Just use spider web&lt;br /&gt;
*Cosmic Power!&lt;br /&gt;
&lt;br /&gt;
==Power Sets==&lt;br /&gt;
On-Person Spider Colony&lt;br /&gt;
*Arachnid Control d10&lt;br /&gt;
*Arachnid Telepathy d10&lt;br /&gt;
*Senses d8&lt;br /&gt;
*Reflexes d8&lt;br /&gt;
**SFX: Constructs &#039;&#039;(Add a d6 and step up your effect die by +1 when using spider colony to create spider web assets)&#039;&#039;&lt;br /&gt;
*Limit: Conscious Activation &#039;&#039;(While unconscious, shutdown spider colony. Recover spider colony when you regain consciousness)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spider Colony Suit&lt;br /&gt;
*Tools d10&lt;br /&gt;
*Cosmic Control d10&lt;br /&gt;
*Durability Life Support d8&lt;br /&gt;
*Flight d8&lt;br /&gt;
**SFX: Afflict &#039;&#039;(Add a d6 and step up your effect die by +1 when inflicting cosmic disruption complication on a target)&#039;&#039;&lt;br /&gt;
*Limit: Exhausted &#039;&#039;(Destruction of suit regains 1 PP. Rebuild colony suit by activating an opportunity or during a Transition Scene)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Specialties==&lt;br /&gt;
*Science d8&lt;br /&gt;
*Tech d8&lt;br /&gt;
&lt;br /&gt;
==Milestones==&lt;br /&gt;
What&#039;s with the creepy bug guy?&lt;br /&gt;
*&#039;&#039;&#039;1 XP&#039;&#039;&#039; Offer a solution involving spiders that is relevant to the current situation.&lt;br /&gt;
*&#039;&#039;&#039;3 XP&#039;&#039;&#039; Create an asset that progresses the party in a relevant way to the next plot point.&lt;br /&gt;
*&#039;&#039;&#039;10 XP&#039;&#039;&#039; Establish a persistent team asset that establishes Gene&#039;s relevance as a Wanderer.&lt;br /&gt;
===Milestone 2===&lt;br /&gt;
*&#039;&#039;&#039;1 XP&#039;&#039;&#039; when&lt;br /&gt;
*&#039;&#039;&#039;3 XP&#039;&#039;&#039; when &lt;br /&gt;
*&#039;&#039;&#039;10 XP&#039;&#039;&#039; when &lt;br /&gt;
&lt;br /&gt;
==Personal Information==&lt;br /&gt;
*Real Name: Gene Sanderson&lt;br /&gt;
Gene grew up with an arachnid fascination that proved instrumental in his school aspirations. It was useful having an idea someone had not come up with before, thus the thesis that lead to his dissertation and a PhD regarding spider silk and applied physics and cosmic radiation. He knew that with the right unknown key factors that he could develop superior collection and transmission material for cosmic energy.&lt;br /&gt;
&lt;br /&gt;
Patu digua, measuring in at a fraction of a millimeter, had shown very adaptive properties. When it was subjected to an energy rich, food scarce environment, it made a transition which would validate Dr Sanderson&#039;s beliefs that an earthbound creature could survive on something other than its normal level of nutrients. Tests were then moved to outer space where Patu digua adapted further. Their webs were found to specifically capture cosmic radiation which were more abundant outside of Earth&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
Elated, Gene moved his research to deep space on a dedicated research platform in an attempt to further perfect the ground breaking silk that his little Cosmicam Patu digua could produce. Little did Gene know, isolation in deep space had some draw backs, mostly psychological and social. He had a hard time not going stir crazy and he ended up playing with his spiders more than was healthy. He could imagine that they were talking to him, so he started talking back. As it so happens, the spiders were talking to him and took the developing relationship as an opportunity to save Gene&#039;s life.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the scientist, a lethal wave of cosmic radiation was heading his way. So the spiders told Gene about it and they took it upon themselves to protect their creator. This involved a very intrusive introduction of the spiders making their way into Gene. The transition for Gene was not pleasant, but he survived the threat and with the spiders help was able to rebuild the systems within the platform.&lt;br /&gt;
&lt;br /&gt;
The infusion of cosmic energy into his system sustained him but it also changed him. He was able to go without food and process O2 and H2O from the environment around him. His senses were razors edge sharp, he felt nimble like a spider. But he could now control and talk the the spiders, like a hive mind effect.&lt;br /&gt;
&lt;br /&gt;
The next couple of days, born out of necessity and the desire to invent brought together a suit and a dedicated ecology of spiders that maintained it. The work was enlightening and rewarding. Gene found he was able to with the host of spiders absorb and control cosmic energy. Oh the wonders.&lt;br /&gt;
&lt;br /&gt;
It was not too far into his journey of discovery, weeks really, that the slavers came.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Wanderers_of_the_Galaxy|Back to the main page]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spinner&amp;diff=294888</id>
		<title>Spinner</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spinner&amp;diff=294888"/>
		<updated>2016-01-21T02:50:50Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changing/Combat Stats==&lt;br /&gt;
*Current PP:  &lt;br /&gt;
*Current Stress:&lt;br /&gt;
**Physical:  &lt;br /&gt;
**Mental:&lt;br /&gt;
**Emotional:&lt;br /&gt;
*Current Trauma:&lt;br /&gt;
*XP: &lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
Solo d10, Buddy d8, Team d6&lt;br /&gt;
&lt;br /&gt;
==Distinctions==&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Come into my parlor...&amp;quot;&lt;br /&gt;
*Just use spider web&lt;br /&gt;
*Cosmic Power!&lt;br /&gt;
&lt;br /&gt;
==Power Sets==&lt;br /&gt;
On-Person Spider Colony&lt;br /&gt;
*Arachnid Control d10&lt;br /&gt;
*Arachnid Telepathy d10&lt;br /&gt;
*Senses d8&lt;br /&gt;
*Reflexes d8&lt;br /&gt;
**SFX: Constructs &#039;&#039;(Add a d6 and step up your effect die by +1 when using spider colony to create spider web assets)&#039;&#039;&lt;br /&gt;
*Limit: Conscious Activation &#039;&#039;(While unconscious, shutdown spider colony. Recover spider colony when you regain consciousness)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spider Colony Suit&lt;br /&gt;
*Tools d10&lt;br /&gt;
*Cosmic Control d10&lt;br /&gt;
*Durability Life Support d8&lt;br /&gt;
*Flight d8&lt;br /&gt;
**SFX: Afflict &#039;&#039;(Add a d6 and step up your effect die by +1 when inflicting cosmic disruption complication on a target)&#039;&#039;&lt;br /&gt;
*Limit: Exhausted &#039;&#039;(Destruction of suit regains 1 PP. Rebuild colony suit by activating an opportunity or during a Transition Scene)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Specialties==&lt;br /&gt;
*Science d8&lt;br /&gt;
*Tech d8&lt;br /&gt;
&lt;br /&gt;
==Milestones==&lt;br /&gt;
What&#039;s with the creepy bug guy?&lt;br /&gt;
*&#039;&#039;&#039;1 XP&#039;&#039;&#039; Offer a solution involving spiders that is relevant to the current situation.&lt;br /&gt;
*&#039;&#039;&#039;3 XP&#039;&#039;&#039; Create an asset that progresses the party in a relevant way to the next plot point.&lt;br /&gt;
*&#039;&#039;&#039;10 XP&#039;&#039;&#039; Establish a persistent team asset that establishes Gene&#039;s relevance as a Wanderer.&lt;br /&gt;
===Milestone 2===&lt;br /&gt;
*&#039;&#039;&#039;1 XP&#039;&#039;&#039; when&lt;br /&gt;
*&#039;&#039;&#039;3 XP&#039;&#039;&#039; when &lt;br /&gt;
*&#039;&#039;&#039;10 XP&#039;&#039;&#039; when &lt;br /&gt;
&lt;br /&gt;
==Personal Information==&lt;br /&gt;
*Real Name: Gene Sanderson&lt;br /&gt;
Gene grew up with an arachnid fascination that proved instrumental in his school aspirations. It was useful having an idea someone had not come up with before, thus the thesis that lead to his dissertation and a PhD regarding spider silk and applied physics and cosmic radiation. He knew that with the right unknown key factors that he could develop superior collection and transmission material for cosmic energy.&lt;br /&gt;
&lt;br /&gt;
Patu digua, measuring in at a fraction of a millimeter, had shown very adaptive properties. When it was subjected to an energy rich, food scarce environment, it made a transition which would validate Dr Sanderson&#039;s beliefs that an earthbound creature could survive on something other than its normal level of nutrients. Tests were then moved to outer space where Patu digua adapted further. Their webs were found to specifically capture cosmic radiation which were more abundant outside of Earth&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
Elated, Gene moved his research to deep space on a dedicated research platform in an attempt to further perfect the ground breaking silk that his little Cosmicam Patu digua could produce. Little did Gene know, isolation in deep space had some draw backs, mostly psychological and social. He had a hard time not going stir crazy and he ended up playing with his spiders more than was healthy. He could imagine that they were talking to him, so he started talking back. As it so happens, the spiders were talking to him and took the developing relationship as an opportunity to save Gene&#039;s life.&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to the scientist, a lethal wave of cosmic radiation was heading his way. So the spiders told Gene about it and they took it upon themselves to protect their creator. This involved a very intrusive introduction of the spiders making their way into Gene. The transition for Gene was not pleasant, but he survived the threat and with the spiders help was able to rebuild the systems within the platform.&lt;br /&gt;
&lt;br /&gt;
The infusion of cosmic energy into his system sustained him but it also changed him. He was able to go without food and process O2 and H2O from the environment around him. His senses were razors edge sharp, he felt nimble like a spider. But he could now control and talk the the spiders, like a hive mind effect.&lt;br /&gt;
&lt;br /&gt;
The next couple of days, born out of necessity and the desire to invent brought together a suit and a dedicated ecology of spiders that maintained it. The work was enlightening and rewarding. Gene found he was able to with the host of spiders absorb and control cosmic energy. Oh the wonders.&lt;br /&gt;
&lt;br /&gt;
It was not too far into his journey of discovery, weeks really, that the slavers came.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Wanderers_of_the_Galaxy|Back to the main page]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spinner&amp;diff=294887</id>
		<title>Spinner</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spinner&amp;diff=294887"/>
		<updated>2016-01-21T02:36:01Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changing/Combat Stats==&lt;br /&gt;
*Current PP:  &lt;br /&gt;
*Current Stress:&lt;br /&gt;
**Physical:  &lt;br /&gt;
**Mental:&lt;br /&gt;
**Emotional:&lt;br /&gt;
*Current Trauma:&lt;br /&gt;
*XP: &lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
Solo d, Buddy d, Team d&lt;br /&gt;
&lt;br /&gt;
==Distinctions==&lt;br /&gt;
&lt;br /&gt;
*Distinction&lt;br /&gt;
*Distinction&lt;br /&gt;
*Distinction&lt;br /&gt;
&lt;br /&gt;
==Power Sets==&lt;br /&gt;
===Powerset 1===&lt;br /&gt;
*Power&lt;br /&gt;
*Power&lt;br /&gt;
*Power&lt;br /&gt;
**SFX:  &#039;&#039;(Effect)&#039;&#039;&lt;br /&gt;
*Limit:  &#039;&#039;(Effect)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Powerset 2===&lt;br /&gt;
*Power&lt;br /&gt;
*Power&lt;br /&gt;
**SFX:  &#039;&#039;(Effect)&#039;&#039;&lt;br /&gt;
*Limit:  &#039;&#039;(Effect)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Specialties==&lt;br /&gt;
*Specialty&lt;br /&gt;
*Specialty&lt;br /&gt;
&lt;br /&gt;
==Milestones==&lt;br /&gt;
===Milestone 1===&lt;br /&gt;
*&#039;&#039;&#039;1 XP&#039;&#039;&#039; when&lt;br /&gt;
*&#039;&#039;&#039;3 XP&#039;&#039;&#039; when &lt;br /&gt;
*&#039;&#039;&#039;10 XP&#039;&#039;&#039; when &lt;br /&gt;
===Milestone 2===&lt;br /&gt;
*&#039;&#039;&#039;1 XP&#039;&#039;&#039; when&lt;br /&gt;
*&#039;&#039;&#039;3 XP&#039;&#039;&#039; when &lt;br /&gt;
*&#039;&#039;&#039;10 XP&#039;&#039;&#039; when &lt;br /&gt;
&lt;br /&gt;
==Personal Information==&lt;br /&gt;
*Real Name:  &lt;br /&gt;
*&#039;&#039;&#039;Whatever else you want to mention!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Wanderers_of_the_Galaxy|Back to the main page]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wanderers_of_the_Galaxy&amp;diff=294886</id>
		<title>Wanderers of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wanderers_of_the_Galaxy&amp;diff=294886"/>
		<updated>2016-01-21T02:34:49Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: Created page with &amp;quot;Spinner&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinner]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spinner&amp;diff=294885</id>
		<title>Spinner</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spinner&amp;diff=294885"/>
		<updated>2016-01-21T02:33:50Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changing/Combat Stats==&lt;br /&gt;
*Current PP:  &lt;br /&gt;
*Current Stress:&lt;br /&gt;
**Physical:  &lt;br /&gt;
**Mental:&lt;br /&gt;
**Emotional:&lt;br /&gt;
*Current Trauma:&lt;br /&gt;
*XP: &lt;br /&gt;
&lt;br /&gt;
==Affiliations==&lt;br /&gt;
&lt;br /&gt;
Solo d, Buddy d, Team d&lt;br /&gt;
&lt;br /&gt;
==Distinctions==&lt;br /&gt;
&lt;br /&gt;
*Distinction&lt;br /&gt;
*Distinction&lt;br /&gt;
*Distinction&lt;br /&gt;
&lt;br /&gt;
==Power Sets==&lt;br /&gt;
===Powerset 1===&lt;br /&gt;
*Power&lt;br /&gt;
*Power&lt;br /&gt;
*Power&lt;br /&gt;
**SFX:  &#039;&#039;(Effect)&#039;&#039;&lt;br /&gt;
*Limit:  &#039;&#039;(Effect)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Powerset 2===&lt;br /&gt;
*Power&lt;br /&gt;
*Power&lt;br /&gt;
**SFX:  &#039;&#039;(Effect)&#039;&#039;&lt;br /&gt;
*Limit:  &#039;&#039;(Effect)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Specialties==&lt;br /&gt;
*Specialty&lt;br /&gt;
*Specialty&lt;br /&gt;
&lt;br /&gt;
==Milestones==&lt;br /&gt;
===Milestone 1===&lt;br /&gt;
*&#039;&#039;&#039;1 XP&#039;&#039;&#039; when&lt;br /&gt;
*&#039;&#039;&#039;3 XP&#039;&#039;&#039; when &lt;br /&gt;
*&#039;&#039;&#039;10 XP&#039;&#039;&#039; when &lt;br /&gt;
===Milestone 2===&lt;br /&gt;
*&#039;&#039;&#039;1 XP&#039;&#039;&#039; when&lt;br /&gt;
*&#039;&#039;&#039;3 XP&#039;&#039;&#039; when &lt;br /&gt;
*&#039;&#039;&#039;10 XP&#039;&#039;&#039; when &lt;br /&gt;
&lt;br /&gt;
==Personal Information==&lt;br /&gt;
*Real Name:  &lt;br /&gt;
*&#039;&#039;&#039;Whatever else you want to mention!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[MHR:_Annihilation|Back to the main page]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wanders_of_the_Galaxy&amp;diff=294884</id>
		<title>Wanders of the Galaxy</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wanders_of_the_Galaxy&amp;diff=294884"/>
		<updated>2016-01-21T02:32:56Z</updated>

		<summary type="html">&lt;p&gt;Apostlyte: Created page with &amp;quot;Spinner&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinner]]&lt;/div&gt;</summary>
		<author><name>Apostlyte</name></author>
	</entry>
</feed>