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	<updated>2026-05-15T02:04:16Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:Lizardfolk&amp;diff=282553</id>
		<title>Yagura:Lizardfolk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:Lizardfolk&amp;diff=282553"/>
		<updated>2015-05-12T16:48:14Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;youtube link: m7JyqAPTAd8 Also check this for aarakocra &amp;lt;br&amp;gt;Maybe aarakocra and [https://that70sgame.wordpress.com/2014/09/14/dd-5e-tengu/ tengu] are subraces of Birdfolk.  ==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;youtube link: m7JyqAPTAd8 Also check this for aarakocra&lt;br /&gt;
&amp;lt;br&amp;gt;Maybe aarakocra and [https://that70sgame.wordpress.com/2014/09/14/dd-5e-tengu/ tengu] are subraces of Birdfolk.&lt;br /&gt;
&lt;br /&gt;
==Lizardfolk==&lt;br /&gt;
&lt;br /&gt;
Lizardfolk are humanoid lizard people. They lay eggs, have tails and scaly skin, and have a very primitive culture. Lizardfolk are very capable swimmers, though they do not always live near bodies of water. Their diet includes many plants and animals which would be poisonous to other creatures, including some rocks besides salt. This results in their skin producing a reactive coating which slowly corrodes metals and makes contact with most metals very uncomfortable. Therefore lizardfolk have little reason to mine, and avoid using bare metals when possible. Lizardfolk settlements are usually made of wood, with little stone, and designed to integrate with the natural surroundings. Lizardfolk, especially the Ishin, are more attuned to nature than other creatures. Humans often call lizardfolk “the beast that talks.” However, they do have culture and a civilization of sorts, and they hold territory, enforce a type of justice, and make art. There are two subraces of lizardfolk: the Ishin and Vonaylu.&lt;br /&gt;
&lt;br /&gt;
====Ishin====&lt;br /&gt;
The Ishin are short (option to be small) and telepathic. When speed is important they prefer to run on all fours, but this precludes them from carrying things in their hands. They are an enigma to all other races, but the Ishin who wish to deal with outsiders can learn to behave in a less mysterious, creepy fashion. The Ishin are driven to serve their tribes, recognizing no familial distinction, only tribal identity. Ishin are fractured, however, into many tribes that sometimes war with each other. Ishin often form bonds so close as to function as nearly identical copies of one another, two bodies with the same mind. Ishin are fast and capable climbers, with some tribes living high in jungle canopies and rarely visiting the soil below.&lt;br /&gt;
&lt;br /&gt;
Need to add description.&lt;br /&gt;
&lt;br /&gt;
====Vonaylu====&lt;br /&gt;
The Vonaylu are much larger than the Ishin, strong and tough. They lack the telepathic abilities of their cousins, but make up for it with keen senses, fast reflexes, and a bite attack. They see individuality as a great evil, and see the act of subsuming their will to those in power as the test of civilization. Even the leaders among the Vonaylu make all their decisions based off sets of arbitrary laws or religious teachings. Vonaylu do one thing their entire lives, determined when they are still in the egg. To outsiders it seems as though Vonaylu have no free will other than what it takes to react to one’s surroundings. Vonaylu are incapable of appreciating or making music of any kind. Rhythm itself seems a concept they cannot grasp, and they dislike the sound of singing that humans and other races make. They do however greatly appreciate poetry, especially that which is carefully constructed to follow recognizable rules. Vonaylu build out of stone more often than do Ishin, and their décor nearly always includes realistic representations of Vonaylu and other living creatures. Plants are not thought by Vonaylu to be living things, but rather physical expressions of the will of the natural world, like artwork. &lt;br /&gt;
&lt;br /&gt;
Need to add description.&lt;br /&gt;
&lt;br /&gt;
====Lizardfolk Traits====&lt;br /&gt;
* Dex +1&lt;br /&gt;
* Medium size, speed 30&lt;br /&gt;
* Some social penalty when dealing with non-lizardfolk&lt;br /&gt;
* Max Dex modifier in metal armor is 1 less.&lt;br /&gt;
* Something about healing faster&lt;br /&gt;
* Darkvision 10 ft. ??&lt;br /&gt;
&lt;br /&gt;
=====Ishin Traits=====&lt;br /&gt;
* Wis +2&lt;br /&gt;
* At character creation can choose to be Small size, speed 25&lt;br /&gt;
* Climb speed 20, swim speed 30&lt;br /&gt;
* Telepathic to a range of 120 ft. but only with other Ishin. Telepathic to a range of 10 ft. with other creatures.&lt;br /&gt;
* If you carry nothing in your hands and take the dash action, you can run on all fours and gain an extra 20 ft. of movement.&lt;br /&gt;
* You can make the Disengage action as an Immediate action ??&lt;br /&gt;
&lt;br /&gt;
=====Vonaylu Traits=====&lt;br /&gt;
* Str +1, Con +1&lt;br /&gt;
* Swim speed 20&lt;br /&gt;
* You have a bite attack with which you are proficient. It deals 1d4 + Str modifier damage.&lt;br /&gt;
* Proficiency in one of the following: Perception, History of Vonaylu society, Stealth, Survival, Reflex saves&lt;br /&gt;
* Disadvantage vs. charm, Adv. vs. fear&lt;br /&gt;
* Your AC is 12 + Dex modifier unless your armor is better.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=282541</id>
		<title>Yagura:Bill</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=282541"/>
		<updated>2015-05-12T16:07:25Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Races: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incorporating the [http://www.dnd-wiki.org/wiki/System_Reference_Document SRD] into this [[Yagura:SRD|SRD]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Help:Cheatsheet Mediawiki Cheatsheet]&lt;br /&gt;
&lt;br /&gt;
=Incorporation notes=&lt;br /&gt;
==Races:==&lt;br /&gt;
&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Lizardfolk_Variant_%283.5e_Race%29 Lizardfolk] &lt;br /&gt;
Or, [[Yagura:Lizardfolk|this version]] from 5th ed.&lt;br /&gt;
&lt;br /&gt;
==NPC classes:==&lt;br /&gt;
* Adept [http://www.dnd-wiki.org/wiki/Adept_(3.5e_NPC_Class)]&lt;br /&gt;
* Warrior [http://www.dnd-wiki.org/wiki/Warrior_%283.5e_NPC_Class%29]&lt;br /&gt;
* &amp;quot;ninja&amp;quot; [http://www.dnd-wiki.org/wiki/Ninja_%283.5e_Class%29] (there are only ever 2 of these, the master and his apprentice. They lead the cult of the Mistress of Shadows.)&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
30 Classes: [Balance Point noted if necessary]&lt;br /&gt;
* &#039;&#039;Assassin&#039;&#039; [http://www.dnd-wiki.org/wiki/Assassin,_Tome_%283.5e_Class%29]&lt;br /&gt;
* &#039;&#039;Barbarian [http://www.dnd-wiki.org/wiki/Barbarian,_Tome_%283.5e_Class%29] (Berzerker)&#039;&#039;&lt;br /&gt;
* Bard [http://www.dnd-wiki.org/wiki/Bard,_Tome_%283.5e_Class%29] (don&#039;t use, just reference it for the actual bard)&lt;br /&gt;
* &#039;&#039;Cleric&#039;&#039;&lt;br /&gt;
* Druid&lt;br /&gt;
* Dread Necromancer [http://www.tgdmb.com/viewtopic.php?t=49161]&lt;br /&gt;
* Elementalist [http://www.dnd-wiki.org/wiki/Elementalist_%283.5e_Class%29]&lt;br /&gt;
* Fighter [http://www.dnd-wiki.org/wiki/Fighter,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Fire mage [http://www.dnd-wiki.org/wiki/Fire_Mage_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Jester [http://www.dnd-wiki.org/wiki/Jester_%283.5e_Class%29] (Shadow Agent of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Knight [http://www.dnd-wiki.org/wiki/Knight,_Tome_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* &#039;&#039;Monk&#039;&#039; [http://www.dnd-wiki.org/wiki/Monk,_Tome_%283.5e_Class%29] (rename needed)&lt;br /&gt;
* Ninja [http://www.dnd-wiki.org/wiki/Ninja,_Tome_%283.5e_Class%29] (Shadow Rogue of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Paladin [http://www.dnd-wiki.org/wiki/Paladin,_Tome_%283.5e_Class%29] (strip it of the religious aspects, make it a palace guard)&lt;br /&gt;
* Priest [http://www.dnd-wiki.org/wiki/Priest_%283.5e_Class%29] (Shadow Priest of the Cult of the Mistress of Shadows, all domains available)&lt;br /&gt;
* Puppeteer [http://www.dnd-wiki.org/wiki/Puppeteer_%283.5e_Class%29] (maybe a name change) [BP-1]&lt;br /&gt;
* Ranger [http://www.dnd-wiki.org/wiki/Ranger,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Rogue [BP-1]&lt;br /&gt;
* Ronin [http://www.dnd-wiki.org/wiki/Ronin_%283.5e_Class%29] (Shadow Warrior of the Cult of the Mistress of Shadows, very weak but maybe fitting for NPC guards) [BP-1]&lt;br /&gt;
* Samurai [http://www.dnd-wiki.org/wiki/Samurai,_Tome_%283.5e_Class%29] (Shadow Knight of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Shadowcaster[http://www.dnd-wiki.org/wiki/Shadowcaster_%283.5e_Class%29] (of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Sorcerer [http://www.dnd-wiki.org/wiki/Sorcerer,_Tome_%283.5e_Class%29] (consider whether or not it fits at all, it might not)&lt;br /&gt;
* Soulborn [http://www.dnd-wiki.org/wiki/Soulborn_%283.5e_Class%29] (Shadowborn of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Spirit Shaman [http://www.dnd-wiki.org/wiki/Spirit_Shaman_%283.5e_Class%29] / or the shaman here [http://tgdmb.com/viewtopic.php?t=52667#top], more like a necro&lt;br /&gt;
* Summoner [http://www.dnd-wiki.org/wiki/Summoner_%283.5e_Class%29]&lt;br /&gt;
* Templar [http://www.dnd-wiki.org/wiki/Templar_%283.5e_Class%29]&lt;br /&gt;
* Thief Acrobat[http://www.dnd-wiki.org/wiki/Thief_Acrobat_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Totemist [http://www.dnd-wiki.org/wiki/Totemist_%283.5e_Class%29] (the Behir totem&#039;s range needs to be a cone, not line)&lt;br /&gt;
* Warlock [http://www.dnd-wiki.org/wiki/Warlock_%283.5e_Class%29]&lt;br /&gt;
* Wintersmith [http://www.dnd-wiki.org/wiki/Wintersmith_%283.5e_Class%29]&lt;br /&gt;
* Witch [http://www.dnd-wiki.org/wiki/Witch_%283.5e_Class%29] (maybe a name change, I can&#039;t get past it)&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Tome_of_Prowess_%283.5e_Sourcebook%29] (This will require quite a bit of rewriting to strip it of its &amp;quot;change from&amp;quot; verbage. Also, the Dowsing skill is stupid and the class lists will have to be reworked.)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Armor [http://www.dnd-wiki.org/wiki/Tome_Armor_%283.5e_Variant_Rule%29], also look [http://www.tgdmb.com/viewtopic.php?t=53563 here]&lt;br /&gt;
* Magic items [http://www.dnd-wiki.org/wiki/Tome_Magic_Items_%283.5e_Variant_Rule%29], also look [http://www.tgdmb.com/viewtopic.php?t=53704 here]&lt;br /&gt;
&lt;br /&gt;
==Other Rules==&lt;br /&gt;
* [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Big_Fat_Squares] (changes ranges for bows and spells)&lt;br /&gt;
* Multi-weapon [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Revised_Multi-Weapon_Combat] (something like this anyway)&lt;br /&gt;
* Creature scaling [http://www.dnd-wiki.org/wiki/User:Tarkisflux/Rants/Revised_Creature_Scaling]&lt;br /&gt;
* hit points [http://www.dnd-wiki.org/wiki/Better_Hit_Points_%283.5e_Variant_Rule%29]&lt;br /&gt;
* saves [http://www.dnd-wiki.org/wiki/More_Stable_Saves_%283.5e_Variant_Rule%29]&lt;br /&gt;
* full attacks [http://www.dnd-wiki.org/wiki/Better_Full_Attacks_%283.5e_Variant_Rule%29] (If you full attack all secondary attacks are at -5, otherwise as a standard action all secondary attacks are at -5,-10,-15 etc. Maybe rework this too.)&lt;br /&gt;
* initiative [http://www.dnd-wiki.org/wiki/Better_Initiative_%283.5e_Variant_Rule%29]&lt;br /&gt;
* level-based benefits [http://www.dnd-wiki.org/wiki/New_Level-Dependent_Benefits_%283.5e_Variant_Rule%29] (consider it)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Static_Spell_Points_%283.5e_Variant_Rule%29] (this would require a rather large amount of work to impliment but it is pretty awesome and removes my desire to rewrite the entire spells list)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule%29] (another to consider)&lt;br /&gt;
* turning [http://www.dnd-wiki.org/wiki/CR-Based_Turning_%283.5e_Variant_Rule%29]&lt;br /&gt;
* poisons [http://www.dnd-wiki.org/wiki/Better_Poisons_%283.5e_Variant_Rule%29]&lt;br /&gt;
* counterspelling [http://www.dnd-wiki.org/wiki/Better_Counterspelling_%283.5e_Variant_Rule%29] (Rewrite it to &amp;quot;dispel&amp;quot; is a magical action any spellcaster can attempt, not a spell. You set the level and expend a spell of that level. Otherwise this is great.)&lt;br /&gt;
* Armor gives you Damage Conversion which changes hp damage to &amp;quot;non-lethal&amp;quot; damage, making both healing &amp;amp; armor better.&lt;br /&gt;
* Does havign the edge prevent opponents from making a 5&#039; step w/o provoking? It should.&lt;br /&gt;
* &amp;quot;Immediate Action&amp;quot; is a reaction. Why is it not called a Reaction? An opportunity attack is a reaction. Small, fast weapons allow you to make an OA 1/round without spending your Reaction.&lt;br /&gt;
* All &amp;quot;magic&amp;quot; is a focus of the innate ability latent in all living beings. Some focus this into totally awesome fighting moves, some into reality-bending magic. Making it big and flashy means building up a pool of mana and spending it down, whereas others just tap into it a little at a time and cannot pool it up. All classes are magical; a mundane class is an NPC (the majority of the world). Sword masters grow up into super heroes.&lt;br /&gt;
* Every other being uses Pathfinder build information with Tome combat rules. Magic is very rare among those using Pathfinder, and those who practice it do so like a newb.&lt;br /&gt;
* Magic item bonuses should be quite varied (so I can have +1 Cha bracers and a +1 Cha tiara for a total of +2, each item having other things on it as well). But there should be limits as to how much of a boost you can get from the total of all bonus types. It hampers the game to have players try to get any many bonus types as possible to go well outside the range of the RNG, so stick with the RNG-friendly limits and relax on the bonus type limitations. This applies to ability score bonuses, damage, to-hit, hp, saves, etc.&lt;br /&gt;
* Something needs to be done about chargen. Making a really strong human with a 16 Str should seem less stupid when compared to a dwarf with 20 Str. That 4 Str equates to the same to-hit bonuses gained from 2 levels or 2 feats. What&#039;s the human getting for making a more realistic character?&lt;br /&gt;
&lt;br /&gt;
==Errata==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/User:Surgo/Possible_Tome_Errata possibly]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
The world is a dark place, but not just because it is dangerous, vast, and largely unknown. Men are dark beings of evil intent, greed, dishonor, and violence. There are no knights of royal bearing and chivalrous discipline. There are no paladins or clerics of gods of honor, valor, grace, or mercy. What gods there once were are forgotten, their priests hunted and killed, their temples desecrated. Gods were made again, from the people who shone brightest or who saught the glory. Mankind cannot help but worship. The leaders of old were simply followed, then reveared, later worshipped. The deaths of these new gods became religeous, their tombs the new temples. Tales were told far and wide of the world before. The hermit emperor who could not die, nor rule his empire from his palace; the betreyal of the sun when she turned life into unlife and how the ancients abandoned her and each night hoped she would never return; the flying auroch heffer who suckled the beasts of the wild, giving them new form and culture like man; the giants who once ruled the world and created orcs and goblins; the tyrants and despots who wielded godmagic to control the lives of men, and how the new gods rose up against them to create a new world.&lt;br /&gt;
&lt;br /&gt;
The undead hordes succeeded in killing almost everything that was, leaving the world bereft and harsh. Fires consumed much, from those undead who caught fire and became walking bonfires. Ghosts and those who drained warmth created frozen lakes that held back water from the plains below, encasing towns in ice that crushed ill-prepared roofs - then left, leaving dams to thaw into floods and towns to suddenly turn to swamps rotting in the mists. Only that which was crafted in magic could withstand the centuries. Magic having no where to go, inhabited the beings of life. The more intelligent and imbued with magic a creature was, the more drawn it was to objects containing magic, so in even a bear&#039;s den one might find some trinket from ancient times that the bear cared for as if it were a cub.&lt;br /&gt;
&lt;br /&gt;
Language, customs, cultures, and craft all lost, the world is fragmented again. &amp;quot;Combine&amp;quot; is a misunderstood word that means simply &amp;quot;old&amp;quot; to some, &amp;quot;unity&amp;quot; to others, &amp;quot;the land of the gods&amp;quot; in some circles, or a legendary place that exists only in tales, for surely the world was never united by one people. Life is cheap, morals are few and oft ignored, and where two men are gathered one will achieve power over another.&lt;br /&gt;
&lt;br /&gt;
==The Moon==&lt;br /&gt;
You are the remnant of the Empire&#039;s small outpost on Luclin (Tongar), only a few centuries after the Sundering. However, that&#039;s not really what the people know.&lt;br /&gt;
&lt;br /&gt;
The leadership has determined that since they don&#039;t know how to get back, the important thing is to establish their own empire in their new home. To that end they have obscured the truth from the people to ensure no one tries to get to the planet, which isn&#039;t possible anyway because reasons.&lt;br /&gt;
&lt;br /&gt;
You are members of the last bastion of civilization, trying to expand your territories to ensure the future of your nation, the XXXXXXXX. The kingdom has a mixture of the standard fantasy races. &lt;br /&gt;
&lt;br /&gt;
===Other people of the world===&lt;br /&gt;
* The enigmatic people of the Warring States of the Third Mystic Hegemony of the Serpent Emperor (based loosely on ancient China&#039;s warring states period - they are oriental in culture and closest to Xiongnu. The &amp;quot;serpent emperor&amp;quot; was once a Shissar but the hegemonics killed their slavemasters and took over the government so &amp;quot;serpent emperor&amp;quot; is no longer a serpent at all, but once was). Matriarchal and spiritual, but largely uncivilized. They sometimes keep beastmen as pets, being very careful to raise them with the animals of their tribes and never to speak to them (to avoid the beastmen learning how to be like them). Their language and religion is much like Tengri, and they call the world Tongar Akaidusella (just Tongar outside of ceremony) which means &amp;quot;God&#039;s birthing basket&amp;quot;. Most of their people go around unclothed, they dance but do not sing, they do not hold land but instead respect only strength where rights are concerned, and they are prone to violence based on little more than whimsy. I&#039;m not sure what race this is.&lt;br /&gt;
* Primitive bands of &amp;quot;beastmen&amp;quot; or &amp;quot;ferals&amp;quot;. These are groups of humanoids who were once raised by animals, lived their lives in the wild, lost civilization and culture and humanity, and are very slowly finding ways to react to each other in less animalistic fashions (decendants of feral children). They are very strong and agile, very capable humanoid animals, but cannot speak, have no craft whatsoever (always naked, don&#039;t build homes, etc), and HUNT other humanoids. Very dangerous, very prolific. They have tribes that stay with herds of animals, learning to be like the animals and each other, and rarely mix at all with those of other tribes. They tend to act just like their animals, except that they will aggressively attack anyone who attempts to take their land or endanger their tribe.&lt;br /&gt;
* Natives of the world are largely classified as Outsiders. The only humanoids are the civilized races that moved there from the world above. Other race ides can be found [http://www.tgdmb.com/viewtopic.php?t=54924&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 here]&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
The players are a part of the Combine remnant on the moon, which they call Tongar after the hegemonic term. But, they don&#039;t know that. Instead they are told they are the last civilization on a world once controlled by their kind. The goal is not just to keep civilization alive, but to expand into new territory and slaughter their enemies.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Movement,_Position,_and_Distance&amp;diff=282339</id>
		<title>Yagura:SRD:Movement, Position, and Distance</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Movement,_Position,_and_Distance&amp;diff=282339"/>
		<updated>2015-05-08T19:39:51Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Movement, Position, and Distance==&lt;br /&gt;
&lt;br /&gt;
Miniatures are on the 30mm scale—a miniature figure of a six-foot-tall human is approximately 30mm tall. A square on the battle grid is 1 inch across, representing a 5-foot-by-5-foot area.&lt;br /&gt;
&lt;br /&gt;
===Tactical Movement===&lt;br /&gt;
&lt;br /&gt;
====How Far Can Your Character Move?====&lt;br /&gt;
&lt;br /&gt;
Your speed is determined by your race and your encumbrance. Your speed while unarmored is your base land speed.&lt;br /&gt;
&lt;br /&gt;
=====Encumbrance=====&lt;br /&gt;
&lt;br /&gt;
A character encumbered by carrying a large amount of gear, treasure, or fallen comrades may move slower than normal.&lt;br /&gt;
&lt;br /&gt;
=====Hampered Movement=====&lt;br /&gt;
&lt;br /&gt;
Difficult terrain, obstacles, or poor visibility can hamper movement.&lt;br /&gt;
&lt;br /&gt;
=====Movement in Combat=====&lt;br /&gt;
&lt;br /&gt;
Generally, you can move your speed in a [[Yagura:SRD:Round|round]] and still do something (take a [[Yagura:SRD:Move Actions|move action]] and a [[Yagura:SRD:Standard Actions|standard action]]).&lt;br /&gt;
&lt;br /&gt;
If you do nothing but move (that is, if you use both of your actions in a [[Yagura:SRD:Round|round]] to move your speed), you can move double your speed.&lt;br /&gt;
&lt;br /&gt;
If you spend the entire [[Yagura:SRD:Round|round]] running, you can move quadruple your speed. If you do something that requires a full [[Yagura:SRD:Round|round]] you can only take a [[Yagura:SRD:5-Foot Step|5-foot step]].&lt;br /&gt;
&lt;br /&gt;
=====Bonuses to Speed=====&lt;br /&gt;
&lt;br /&gt;
Some class abilities, many spells, and many magic items can affect a character’s speed. Always apply any modifiers to a character’s speed before adjusting the character’s speed based on encumbrance, and remember that multiple bonuses of the same type to a character’s speed don’t stack.&lt;br /&gt;
&lt;br /&gt;
====Measuring Distance====&lt;br /&gt;
&lt;br /&gt;
=====Diagonals=====&lt;br /&gt;
&lt;br /&gt;
When measuring distance, the first diagonal counts as 1 square (5 ft.), the second counts as 2 squares (10 ft.), the third counts as 1, the fourth as 2, and so on.&lt;br /&gt;
&lt;br /&gt;
You can’t move diagonally past a corner (even by taking a [[Yagura:SRD:5-Foot Step|5-foot step]]). You can move diagonally past a creature, even an opponent.&lt;br /&gt;
&lt;br /&gt;
You can also move diagonally past other impassable obstacles, such as pits.&lt;br /&gt;
&lt;br /&gt;
=====Closest Creature=====&lt;br /&gt;
&lt;br /&gt;
When it’s important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die.&lt;br /&gt;
&lt;br /&gt;
====Moving through a Square====&lt;br /&gt;
&lt;br /&gt;
=====Friend=====&lt;br /&gt;
&lt;br /&gt;
You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with [[Yagura:SRD:Cover|cover]].&lt;br /&gt;
&lt;br /&gt;
=====Opponent=====&lt;br /&gt;
&lt;br /&gt;
You can’t move through a square occupied by an opponent, unless the opponent is [[Yagura:SRD:Helpless|helpless]]. You can move through a square occupied by a [[Yagura:SRD:Helpless|helpless]] opponent without penalty. (Some creatures, particularly very large ones, may present an obstacle even when [[Yagura:SRD:Helpless|helpless]]. In such cases, each square you move through counts as 2 squares.)&lt;br /&gt;
&lt;br /&gt;
=====Ending Your Movement=====&lt;br /&gt;
&lt;br /&gt;
You can’t end your movement in the same square as another creature unless it is [[Yagura:SRD:Helpless|helpless]] or you and the other creature are vastly different in size.&lt;br /&gt;
&lt;br /&gt;
=====Tumbling=====&lt;br /&gt;
&lt;br /&gt;
A trained character can attempt to tumble through a square occupied by an opponent (see the [[Yagura:SRD:Tumble Skill|Tumble]] skill).&lt;br /&gt;
&lt;br /&gt;
=====Square Occupied by Creature Three Sizes Larger or Smaller=====&lt;br /&gt;
&lt;br /&gt;
Any creature can move through a square occupied by a creature three [[Yagura:SRD:Size Category|size categories]] larger than it is.&lt;br /&gt;
&lt;br /&gt;
A big creature can move through a square occupied by a creature three [[Yagura:SRD:Size Category|size categories]] smaller than it is.&lt;br /&gt;
&lt;br /&gt;
=====Designated Exceptions=====&lt;br /&gt;
&lt;br /&gt;
Some creatures break the above rules. A creature that completely fills the squares it occupies cannot be moved past, even with the [[Yagura:SRD:Tumble Skill|Tumble]] skill or similar special abilities.&lt;br /&gt;
&lt;br /&gt;
====Terrain and Obstacles====&lt;br /&gt;
&lt;br /&gt;
=====Difficult Terrain=====&lt;br /&gt;
&lt;br /&gt;
Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) You can’t [[Yagura:SRD:Run|run]] or [[Yagura:SRD:Charge|charge]] across difficult terrain.&lt;br /&gt;
&lt;br /&gt;
If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.&lt;br /&gt;
&lt;br /&gt;
Flying and [[Yagura:SRD:Incorporeal|incorporeal]] creatures are not hampered by difficult terrain.&lt;br /&gt;
&lt;br /&gt;
=====Obstacles=====&lt;br /&gt;
&lt;br /&gt;
Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t completely block it each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If you don’t have sufficient movement to cross the barrier and move into the square on the other side, you can’t cross the barrier. Some obstacles may also require a [[Yagura:SRD:Skill Check|skill check]] to cross.&lt;br /&gt;
&lt;br /&gt;
On the other hand, some obstacles block movement entirely. A character can’t move through a blocking obstacle.&lt;br /&gt;
&lt;br /&gt;
Flying and [[Yagura:SRD:Incorporeal|incorporeal]] creatures can avoid most obstacles&lt;br /&gt;
&lt;br /&gt;
=====Squeezing=====&lt;br /&gt;
&lt;br /&gt;
In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a –4 penalty on [[Yagura:SRD:Attack Roll|attack rolls]] and a –4 penalty to [[Yagura:SRD:AC|AC]].&lt;br /&gt;
&lt;br /&gt;
When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.&lt;br /&gt;
&lt;br /&gt;
A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square.&lt;br /&gt;
&lt;br /&gt;
To squeeze through or into a space less than half your space’s width, you must use the [[Yagura:SRD:Escape Artist Skill|Escape Artist]] skill. You can’t attack while using [[Yagura:SRD:Escape Artist Skill|Escape Artist]] to squeeze through or into a narrow space, you take a –4 penalty to [[Yagura:SRD:AC|AC]], and you lose any [[Yagura:SRD:Dexterity|Dexterity]] bonus to [[Yagura:SRD:AC|AC]].&lt;br /&gt;
&lt;br /&gt;
====Special Movement Rules====&lt;br /&gt;
&lt;br /&gt;
These rules cover special movement situations.&lt;br /&gt;
&lt;br /&gt;
=====Accidentally Ending Movement in an Illegal Space=====&lt;br /&gt;
&lt;br /&gt;
Sometimes a character ends its movement while moving through a space where it’s not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there’s a legal position that’s closer.&lt;br /&gt;
&lt;br /&gt;
=====Double Movement Cost=====&lt;br /&gt;
&lt;br /&gt;
When your movement is hampered in some way, your movement usually costs double. For example, each square of movement through difficult terrain counts as 2 squares, and each diagonal move through such terrain counts as 3 squares (just as two diagonal moves normally do).&lt;br /&gt;
&lt;br /&gt;
If movement cost is doubled twice, then each square counts as 4 squares (or as 6 squares if moving diagonally). If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on. This is an exception to the general rule that two doublings are equivalent to a tripling.&lt;br /&gt;
&lt;br /&gt;
=====Minimum Movement=====&lt;br /&gt;
&lt;br /&gt;
Despite penalties to movement, you can take a [[Yagura:SRD:Full-Round Actions|full-round action]] to move 5 feet (1 square) in any direction, even diagonally. (This rule doesn’t allow you to move through impassable terrain or to move when all movement is prohibited.) Such movement provokes [[Yagura:SRD:Attack of Opportunity|attacks of opportunity]] as normal (despite the distance covered, this move isn’t a [[Yagura:SRD:5-Foot Step|5-foot step]]).&lt;br /&gt;
&lt;br /&gt;
====Movement Modes====&lt;br /&gt;
&lt;br /&gt;
Creatures may have modes of movement other than walking and running. These are natural, not magical, unless specifically noted.&lt;br /&gt;
&lt;br /&gt;
=====Burrow=====&lt;br /&gt;
&lt;br /&gt;
A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot [[Yagura:SRD:Charge|charge]] or [[Yagura:SRD:Full-Round Actions#Run|run]] while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing); see the individual creature descriptions for details.&lt;br /&gt;
&lt;br /&gt;
=====[[Yagura:SRD:Climb Skill|Climb]]=====&lt;br /&gt;
&lt;br /&gt;
A creature with a climb speed has a +8 racial bonus on all [[Climb]] checks. The creature must make a [[Climb]] check to climb any wall or slope with a [[Yagura:SRD:DC|DC]] of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single [[Climb]] check at a –5 penalty. Creatures cannot [[Yagura:SRD:Full-Round Actions#Run|run]] while climbing. A creature retains its [[Yagura:SRD:Dexterity|Dexterity]] bonus to [[Yagura:SRD:Armor Class|Armor Class]] (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature.&lt;br /&gt;
&lt;br /&gt;
=====Fly=====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;see also&#039;&#039; [[Yagura:SRD:Fly]]&lt;br /&gt;
&lt;br /&gt;
A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:&lt;br /&gt;
&lt;br /&gt;
* Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.&lt;br /&gt;
* Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.&lt;br /&gt;
* Average: The creature can fly as adroitly as a small bird. &lt;br /&gt;
* Poor: The creature flies as well as a very large bird.&lt;br /&gt;
* Clumsy: The creature can barely maneuver at all.&lt;br /&gt;
&lt;br /&gt;
A creature that flies can make dive attacks. A dive attack works just like a [[Yagura:SRD:Charge|charge]], but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the [[Yagura:SRD:Full-Round Actions#Run|run]] action while flying, provided it flies in a straight line.&lt;br /&gt;
&lt;br /&gt;
=====[[Yagura:SRD:Swim Skill|Swim]]=====&lt;br /&gt;
&lt;br /&gt;
A creature with a swim speed can move through water at its swim speed without making [[Swim]] checks. It has a +8 racial bonus on any [[Swim]] check to perform some special action or avoid a hazard. The creature can always can choose to take 10 on a [[Swim]] check, even if distracted or endangered. The creature can use the [[Yagura:SRD:Full-Round Actions#Run|run]] action while swimming, provided it swims in a straight line.&lt;br /&gt;
&lt;br /&gt;
===Big and Little Creatures in Combat=== &amp;lt;!-- http://www.dnd-wiki.org/wiki/User:Tarkisflux/Rants/Revised_Creature_Scaling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creatures smaller or larger than Medium have special rules relating to position. &lt;br /&gt;
&lt;br /&gt;
====Tiny, Diminutive, and Fine Creatures====&lt;br /&gt;
&lt;br /&gt;
Creatures smaller than Medium take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 1-1/4 feet across, so sixteen can fit into a single square. Fifty-six Diminutive creatures or 225 Fine creatures can fit into a single square. Creatures typically have a reach equal to the space they occupy, meaning Tiny or smaller creatures can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking [[Yagura:SRD:Attack of Opportunity|attacks of opportunity]]. They also can’t flank an enemy.&lt;br /&gt;
&lt;br /&gt;
====Small Creatures====&lt;br /&gt;
&lt;br /&gt;
Though Small creatures take up one quarter of a square (2-1/2 feet) and 4 Small creatures can fit within a square, Small creatures treat reach somewhat differently than Tiny and smaller creatures. A Small creature&#039;s reach being 2-1/2 feet is just enough to function virtually the same as a 5 foot reach as long as the Small creature occupies a square alone. If more than one Small creature occupies a square it forces the Small creatures to occupy a set quadrant of the square, pushing each other to the edges. A Small creature does not have adequate reach to strike an opponent in an adjacent square unless the quadrant of the square they occupy is adjacent. Therefore two halflings could occupy a single square and do battle with a human in an adjacent square, but if a third halfling were to occupy the square with the other two, that third halfling could not strike the human without using a reach weapon. Reach weapons in the hands of Small creatures grant 5 foot reach. A warband of kobolds are likely to carry spears, allowing 4 of them to attack a larger foe from the same square.&lt;br /&gt;
&lt;br /&gt;
====Large, Huge, Gargantuan, and Colossal Creatures====&lt;br /&gt;
&lt;br /&gt;
Very large creatures take up more than 1 square.&lt;br /&gt;
&lt;br /&gt;
Creatures typically have a reach equal to the space they occupy, meaning that creatures that take up more than one square typically have a reach equal to the breadth of the space they occupy.&lt;br /&gt;
&lt;br /&gt;
A creature with greater than normal natural reach usually gets an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] against you if you approach it, because you must enter and move within the range of its reach before you can attack it.&lt;br /&gt;
&lt;br /&gt;
Large or larger creatures using reach weapons can strike up to double their natural reach.&lt;br /&gt;
&lt;br /&gt;
=====Size Table=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ {{Anchor|Table: Creature Size and Scale}}&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; rowspan=&amp;quot;2&amp;quot; | Size&amp;lt;br /&amp;gt;Category&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Yagura:SRD:Stealth Skill|Stealth]]&amp;lt;br /&amp;gt;Modifier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Height or&amp;lt;br /&amp;gt;Length&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weight&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Space&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Natural Reach&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Yagura:SRD:Carrying Capacity|Carrying Capacity]] Mulitplier&lt;br /&gt;
|-&lt;br /&gt;
! Tall&lt;br /&gt;
! Long&lt;br /&gt;
! Biped&lt;br /&gt;
! Quadruped&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Fine || +16 || 6 in. or less || 1/8 lb. or less || 4 in. || 4 in. || 2 in. || ×1/16 || ×1/8&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Diminutive || +12 || 6 in.&amp;amp;ndash;1 ft. || 1/8 lb.&amp;amp;ndash;1 lb. || 8 in. || 8 in. || 4 in. || ×1/8 || ×3/16&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Tiny || +8 || 1 ft.&amp;amp;ndash;2 ft. || 1 lb.&amp;amp;ndash;8 lb. || 1-1/4 ft. || 1-1/4 ft. || 8 in. || ×1/4 || ×3/8&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Small || +4 || 2 ft.&amp;amp;ndash;4 ft. || 8 lb.&amp;amp;ndash;60 lb. || 2-1/2 ft. || 2-1/2 ft. || 1-1/4 ft. || ×1/2 || ×3/4&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Medium || +0 || 4 ft.&amp;amp;ndash;8 ft. || 60 lb.&amp;amp;ndash;500 lb. || 5 ft. || 5 ft. || 5 ft. || ×1 || ×1-1/2&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Large || &amp;amp;minus;4 || 8 ft.&amp;amp;ndash;16 ft. || 500 lb.&amp;amp;ndash;2 tons || 10 ft. || 10 ft. || 5 ft. || ×2 || ×3&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Huge || &amp;amp;minus;8 || 16 ft.&amp;amp;ndash;32 ft. || 2 tons&amp;amp;ndash;16 tons || 15 ft. || 15 ft. || 10 ft. || ×4 || ×6&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Gargantuan || &amp;amp;minus;12 || 32 ft.&amp;amp;ndash;64 ft. || 16 tons&amp;amp;ndash;125 tons || 20 ft. || 20 ft. || 15 ft. || ×8 || ×12&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Colossal || &amp;amp;minus;16 || 64 ft. or more || 125 tons or more || 30 ft. || 30 ft. || 20 ft. || ×16 || ×24&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# This modifier applies to the [[Yagura:SRD:Bull Rush|bull rush]], [[Yagura:SRD:Grapple|grapple]], [[Yagura:SRD:Overrun|overrun]], and [[Yagura:SRD:Trip|trip]] special attacks.&lt;br /&gt;
# Biped&#039;s height, quadruped&#039;s body length (nose to base of tail)&lt;br /&gt;
# Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more. A gaseous creature will weigh much less.&lt;br /&gt;
# These values are typical for creatures of the indicated size. Some exceptions exist.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Scaling Modifiers====&lt;br /&gt;
Whether a human attacks a gnoll or a giant attacks a wyvern, fights without a size discrepancy are generally the same. Combat between foes of different sizes introduces new modifiers depending on the difference in size.&lt;br /&gt;
&lt;br /&gt;
=====Being Smaller=====&lt;br /&gt;
Being smaller doesn&#039;t just affect your reach. If the difference in size is two or more sizes, the smaller creature&#039;s reach does not effectively threaten the larger foe (meaning no attacks can be made even if the larger creature is within the smaller creature&#039;s natural reach). A reach weapon does allow a creature to threaten a foe two sizes larger, but not three sizes larger. If a creature is too small to threaten an adjacent foe, the creature has to move into the foe&#039;s space to make melee attacks.&lt;br /&gt;
&lt;br /&gt;
Being much smaller than a foe also prevents a creature from attacking enough of the foe&#039;s body to incapacitate the larger creature merely by dealing hit point damage. If a creature is three sizes smaller than an opponent, attacks are limited to limb damage only. &lt;br /&gt;
&lt;br /&gt;
======Limb Damage======&lt;br /&gt;
Limb damage taken by the larger creature is nonlethal damage that does not contribute toward the total lethal or nonlethal damage a creature takes. Every creature has 6 Limb Locations, regardless of the structure of the creature (though it may be easier to conceive of the limb locations as coordinating to the head, torso, arms, and legs for humanoid-shaped creatures, feel free to describe it however you like). A single attack made by a smaller foe deals full and equal damage to three limb locations if the attacker is three sizes smaller, 2 limb locations if the attacker is four sizes smaller, or 1 limb location if the attacker is five sizes smaller. &lt;br /&gt;
&lt;br /&gt;
A creature&#039;s total lethal and nonlethal damage are added to the limb damage at each limb location. If this total exceeds the creature&#039;s total hit points, the limb location is disabled, imposing a -1 penalty to all d20 rolls made by the creature. If all 6 limb locations are disabled, further damage is no longer limb damage.&lt;br /&gt;
&lt;br /&gt;
A smaller attacker can deal normal damage by targeting vital areas, but this is generally difficult. Attackers three or more sizes smaller than their foe can attempt to grapple the larger foe and move to a vital area with an appropriate movement (be it swim, climb, flight, etc). Attacking a vital area is done as though the attacker were two sizes larger when calculating the attack modifier, the damage modifier, and the way limb damage is dealt.&lt;br /&gt;
&lt;br /&gt;
For example, a Diminutive bat attacks a Medium human commoner. The bat is 3 sizes smaller than the commoner, so the bat moves into the commoner&#039;s space, provoking an opportunity attack. The bat then bites, getting +4 to hit and -4 damage, dealing a total of 1 damage. Because the bat is 3 sizes smaller, this deals 1 limb damage to 3 of the commoner&#039;s 6 limb locations. If the bat successfully deals another 9 limb damage, 3 of the commoner&#039;s limb locations become disabled, imposing a -3 penalty to most rolls. If the bat somehow manages to keep attacking the commoner until all limb locations are disabled, the bat&#039;s next attacks deal lethal damage to the commoner.&lt;br /&gt;
&lt;br /&gt;
=====Being Larger=====&lt;br /&gt;
&lt;br /&gt;
Creatures 3 or more sizes larger than their foes gain special abilities when attacking the smaller creatures. When attacking a creature three or more sizes smaller, the attacker is treated as having the Improved Grab feat, and can throw a grabbed creature as an improvised range weapon with a range increment equal to the thrower&#039;s natural reach. When attacking a creature four or more sizes smaller, the attacker is treated as also having the Improved Trample feat, and the range increment for thrown creatures is two times the thrower&#039;s natural reach. When attacking a creature five or more sizes smaller, the attacker is treated as also having the Swallow Whole feat, and the range increment for thrown creatures is four times the thrower&#039;s natural reach.&lt;br /&gt;
&lt;br /&gt;
Also, all melee and ranged attacks made against creatures four sizes smaller are considered touch attacks.&lt;br /&gt;
&lt;br /&gt;
=====Scaling Combat Bonuses Table=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Attacker Is !! Attack&amp;lt;br&amp;gt;Modifier !! Damage&amp;lt;br&amp;gt;Modifier&amp;lt;sup&amp;gt;1, 2&amp;lt;/sup&amp;gt; !! Special Attack&amp;lt;br&amp;gt;Modifier&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Move&amp;lt;br&amp;gt;Into&amp;lt;br&amp;gt;Space? !! Limb&amp;lt;br&amp;gt;Damage&amp;lt;br&amp;gt;Only? !! Attacks&amp;lt;br&amp;gt;Are Touch? !! Throw&amp;lt;br&amp;gt;Range Inc. !! Special&amp;lt;br&amp;gt;Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Five sizes smaller || +16 || -16&amp;lt;sup&amp;gt; 4&amp;lt;/sup&amp;gt; || -64 || Yes || Yes (1/6) ||   ||    || &lt;br /&gt;
|- &lt;br /&gt;
| Four sizes smaller || +8 || -8&amp;lt;sup&amp;gt; 4&amp;lt;/sup&amp;gt; || -32 || Yes || Yes (2/6) ||   ||    || &lt;br /&gt;
|-&lt;br /&gt;
| Three sizes smaller || +4 || -4&amp;lt;sup&amp;gt; 4&amp;lt;/sup&amp;gt; || -16 || Yes || Yes (3/6) ||   ||    || &lt;br /&gt;
|- &lt;br /&gt;
| Two sizes smaller || +2 || -2 || -8 || Yes&amp;lt;sup&amp;gt;7&amp;lt;/sup&amp;gt; ||   ||   ||    || &lt;br /&gt;
|-&lt;br /&gt;
| One size smaller || +1 || -1 || -4 ||   ||   ||   ||    || &lt;br /&gt;
|- &lt;br /&gt;
| Same size || &amp;amp;ndash; || &amp;amp;ndash; || &amp;amp;ndash; ||   ||   ||   ||    || &lt;br /&gt;
|-&lt;br /&gt;
| One size larger || -1 || +1d6 (+2) || +4 ||   ||   ||   ||    || &lt;br /&gt;
|- &lt;br /&gt;
| Two sizes larger || -2 || +2d6 (+4) || +8 ||   ||   ||   ||    || &lt;br /&gt;
|-&lt;br /&gt;
| Three sizes larger || -4&amp;lt;sup&amp;gt; 6&amp;lt;/sup&amp;gt; || +4d6 (+8) || +16 ||   ||   ||   || reach x1 || Grab&lt;br /&gt;
|- &lt;br /&gt;
| Four sizes larger || -8&amp;lt;sup&amp;gt; 6&amp;lt;/sup&amp;gt; || +8d6 (+16) || +32 ||   ||   || Yes || reach x2 || Grab, Trample&lt;br /&gt;
|-&lt;br /&gt;
| Five sizes larger || -16&amp;lt;sup&amp;gt; 6&amp;lt;/sup&amp;gt; || +16d6 (+32) || +64 ||   ||   || Yes || reach x4 || Grab, Trample, Swallow Whole&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Damage modifier is applied once for the attack, and is not affected by multipliers or bonus damage.&lt;br /&gt;
# Two-handed weapons add the damage bonus listed in parenthesis in addition to the base damage. One-handed weapons wielded with two hands do not receive this benefit.&lt;br /&gt;
# This modifier applies to the [[SRD:Bull Rush|bull rush]], [[SRD:Grapple|grapple]], [[SRD:Overrun|overrun]], and [[SRD:Trip|trip]] special attacks.&lt;br /&gt;
# Unlike normal damage rolls, the minimum damage for these rolls is 0.&lt;br /&gt;
# If you deal damage to the vital area of a much larger creature with a melee attack (because you climbed, flew, swam, or otherwise reached the vital area) you are considered two sizes larger for the purposes of your attack.&lt;br /&gt;
# Unlike normal attack rolls, a roll of 20 is not an automatic hit.&lt;br /&gt;
# A reach weapon that doubles an attacker&#039;s natural reach effectively allows the attacker to avoid needing to move into the foe&#039;s space.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Movement,_Position,_and_Distance&amp;diff=282319</id>
		<title>Yagura:SRD:Movement, Position, and Distance</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Movement,_Position,_and_Distance&amp;diff=282319"/>
		<updated>2015-05-08T16:10:13Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Big and Little Creatures in Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Movement, Position, and Distance==&lt;br /&gt;
&lt;br /&gt;
Miniatures are on the 30mm scale—a miniature figure of a six-foot-tall human is approximately 30mm tall. A square on the battle grid is 1 inch across, representing a 5-foot-by-5-foot area.&lt;br /&gt;
&lt;br /&gt;
===Tactical Movement===&lt;br /&gt;
&lt;br /&gt;
====How Far Can Your Character Move?====&lt;br /&gt;
&lt;br /&gt;
Your speed is determined by your race and your encumbrance. Your speed while unarmored is your base land speed.&lt;br /&gt;
&lt;br /&gt;
=====Encumbrance=====&lt;br /&gt;
&lt;br /&gt;
A character encumbered by carrying a large amount of gear, treasure, or fallen comrades may move slower than normal.&lt;br /&gt;
&lt;br /&gt;
=====Hampered Movement=====&lt;br /&gt;
&lt;br /&gt;
Difficult terrain, obstacles, or poor visibility can hamper movement.&lt;br /&gt;
&lt;br /&gt;
=====Movement in Combat=====&lt;br /&gt;
&lt;br /&gt;
Generally, you can move your speed in a [[Yagura:SRD:Round|round]] and still do something (take a [[Yagura:SRD:Move Actions|move action]] and a [[Yagura:SRD:Standard Actions|standard action]]).&lt;br /&gt;
&lt;br /&gt;
If you do nothing but move (that is, if you use both of your actions in a [[Yagura:SRD:Round|round]] to move your speed), you can move double your speed.&lt;br /&gt;
&lt;br /&gt;
If you spend the entire [[Yagura:SRD:Round|round]] running, you can move quadruple your speed. If you do something that requires a full [[Yagura:SRD:Round|round]] you can only take a [[Yagura:SRD:5-Foot Step|5-foot step]].&lt;br /&gt;
&lt;br /&gt;
=====Bonuses to Speed=====&lt;br /&gt;
&lt;br /&gt;
Some class abilities, many spells, and many magic items can affect a character’s speed. Always apply any modifiers to a character’s speed before adjusting the character’s speed based on encumbrance, and remember that multiple bonuses of the same type to a character’s speed don’t stack.&lt;br /&gt;
&lt;br /&gt;
====Measuring Distance====&lt;br /&gt;
&lt;br /&gt;
=====Diagonals=====&lt;br /&gt;
&lt;br /&gt;
When measuring distance, the first diagonal counts as 1 square (5 ft.), the second counts as 2 squares (10 ft.), the third counts as 1, the fourth as 2, and so on.&lt;br /&gt;
&lt;br /&gt;
You can’t move diagonally past a corner (even by taking a [[Yagura:SRD:5-Foot Step|5-foot step]]). You can move diagonally past a creature, even an opponent.&lt;br /&gt;
&lt;br /&gt;
You can also move diagonally past other impassable obstacles, such as pits.&lt;br /&gt;
&lt;br /&gt;
=====Closest Creature=====&lt;br /&gt;
&lt;br /&gt;
When it’s important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die.&lt;br /&gt;
&lt;br /&gt;
====Moving through a Square====&lt;br /&gt;
&lt;br /&gt;
=====Friend=====&lt;br /&gt;
&lt;br /&gt;
You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with [[Yagura:SRD:Cover|cover]].&lt;br /&gt;
&lt;br /&gt;
=====Opponent=====&lt;br /&gt;
&lt;br /&gt;
You can’t move through a square occupied by an opponent, unless the opponent is [[Yagura:SRD:Helpless|helpless]]. You can move through a square occupied by a [[Yagura:SRD:Helpless|helpless]] opponent without penalty. (Some creatures, particularly very large ones, may present an obstacle even when [[Yagura:SRD:Helpless|helpless]]. In such cases, each square you move through counts as 2 squares.)&lt;br /&gt;
&lt;br /&gt;
=====Ending Your Movement=====&lt;br /&gt;
&lt;br /&gt;
You can’t end your movement in the same square as another creature unless it is [[Yagura:SRD:Helpless|helpless]] or you and the other creature are vastly different in size.&lt;br /&gt;
&lt;br /&gt;
=====Tumbling=====&lt;br /&gt;
&lt;br /&gt;
A trained character can attempt to tumble through a square occupied by an opponent (see the [[Yagura:SRD:Tumble Skill|Tumble]] skill).&lt;br /&gt;
&lt;br /&gt;
=====Square Occupied by Creature Three Sizes Larger or Smaller=====&lt;br /&gt;
&lt;br /&gt;
Any creature can move through a square occupied by a creature three [[Yagura:SRD:Size Category|size categories]] larger than it is.&lt;br /&gt;
&lt;br /&gt;
A big creature can move through a square occupied by a creature three [[Yagura:SRD:Size Category|size categories]] smaller than it is.&lt;br /&gt;
&lt;br /&gt;
=====Designated Exceptions=====&lt;br /&gt;
&lt;br /&gt;
Some creatures break the above rules. A creature that completely fills the squares it occupies cannot be moved past, even with the [[Yagura:SRD:Tumble Skill|Tumble]] skill or similar special abilities.&lt;br /&gt;
&lt;br /&gt;
====Terrain and Obstacles====&lt;br /&gt;
&lt;br /&gt;
=====Difficult Terrain=====&lt;br /&gt;
&lt;br /&gt;
Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) You can’t [[Yagura:SRD:Run|run]] or [[Yagura:SRD:Charge|charge]] across difficult terrain.&lt;br /&gt;
&lt;br /&gt;
If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.&lt;br /&gt;
&lt;br /&gt;
Flying and [[Yagura:SRD:Incorporeal|incorporeal]] creatures are not hampered by difficult terrain.&lt;br /&gt;
&lt;br /&gt;
=====Obstacles=====&lt;br /&gt;
&lt;br /&gt;
Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t completely block it each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If you don’t have sufficient movement to cross the barrier and move into the square on the other side, you can’t cross the barrier. Some obstacles may also require a [[Yagura:SRD:Skill Check|skill check]] to cross.&lt;br /&gt;
&lt;br /&gt;
On the other hand, some obstacles block movement entirely. A character can’t move through a blocking obstacle.&lt;br /&gt;
&lt;br /&gt;
Flying and [[Yagura:SRD:Incorporeal|incorporeal]] creatures can avoid most obstacles&lt;br /&gt;
&lt;br /&gt;
=====Squeezing=====&lt;br /&gt;
&lt;br /&gt;
In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a –4 penalty on [[Yagura:SRD:Attack Roll|attack rolls]] and a –4 penalty to [[Yagura:SRD:AC|AC]].&lt;br /&gt;
&lt;br /&gt;
When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.&lt;br /&gt;
&lt;br /&gt;
A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square.&lt;br /&gt;
&lt;br /&gt;
To squeeze through or into a space less than half your space’s width, you must use the [[Yagura:SRD:Escape Artist Skill|Escape Artist]] skill. You can’t attack while using [[Yagura:SRD:Escape Artist Skill|Escape Artist]] to squeeze through or into a narrow space, you take a –4 penalty to [[Yagura:SRD:AC|AC]], and you lose any [[Yagura:SRD:Dexterity|Dexterity]] bonus to [[Yagura:SRD:AC|AC]].&lt;br /&gt;
&lt;br /&gt;
====Special Movement Rules====&lt;br /&gt;
&lt;br /&gt;
These rules cover special movement situations.&lt;br /&gt;
&lt;br /&gt;
=====Accidentally Ending Movement in an Illegal Space=====&lt;br /&gt;
&lt;br /&gt;
Sometimes a character ends its movement while moving through a space where it’s not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there’s a legal position that’s closer.&lt;br /&gt;
&lt;br /&gt;
=====Double Movement Cost=====&lt;br /&gt;
&lt;br /&gt;
When your movement is hampered in some way, your movement usually costs double. For example, each square of movement through difficult terrain counts as 2 squares, and each diagonal move through such terrain counts as 3 squares (just as two diagonal moves normally do).&lt;br /&gt;
&lt;br /&gt;
If movement cost is doubled twice, then each square counts as 4 squares (or as 6 squares if moving diagonally). If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on. This is an exception to the general rule that two doublings are equivalent to a tripling.&lt;br /&gt;
&lt;br /&gt;
=====Minimum Movement=====&lt;br /&gt;
&lt;br /&gt;
Despite penalties to movement, you can take a [[Yagura:SRD:Full-Round Actions|full-round action]] to move 5 feet (1 square) in any direction, even diagonally. (This rule doesn’t allow you to move through impassable terrain or to move when all movement is prohibited.) Such movement provokes [[Yagura:SRD:Attack of Opportunity|attacks of opportunity]] as normal (despite the distance covered, this move isn’t a [[Yagura:SRD:5-Foot Step|5-foot step]]).&lt;br /&gt;
&lt;br /&gt;
====Movement Modes====&lt;br /&gt;
&lt;br /&gt;
Creatures may have modes of movement other than walking and running. These are natural, not magical, unless specifically noted.&lt;br /&gt;
&lt;br /&gt;
=====Burrow=====&lt;br /&gt;
&lt;br /&gt;
A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot [[Yagura:SRD:Charge|charge]] or [[Yagura:SRD:Full-Round Actions#Run|run]] while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing); see the individual creature descriptions for details.&lt;br /&gt;
&lt;br /&gt;
=====[[Yagura:SRD:Climb Skill|Climb]]=====&lt;br /&gt;
&lt;br /&gt;
A creature with a climb speed has a +8 racial bonus on all [[Climb]] checks. The creature must make a [[Climb]] check to climb any wall or slope with a [[Yagura:SRD:DC|DC]] of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single [[Climb]] check at a –5 penalty. Creatures cannot [[Yagura:SRD:Full-Round Actions#Run|run]] while climbing. A creature retains its [[Yagura:SRD:Dexterity|Dexterity]] bonus to [[Yagura:SRD:Armor Class|Armor Class]] (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature.&lt;br /&gt;
&lt;br /&gt;
=====Fly=====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;see also&#039;&#039; [[Yagura:SRD:Fly]]&lt;br /&gt;
&lt;br /&gt;
A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:&lt;br /&gt;
&lt;br /&gt;
* Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.&lt;br /&gt;
* Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.&lt;br /&gt;
* Average: The creature can fly as adroitly as a small bird. &lt;br /&gt;
* Poor: The creature flies as well as a very large bird.&lt;br /&gt;
* Clumsy: The creature can barely maneuver at all.&lt;br /&gt;
&lt;br /&gt;
A creature that flies can make dive attacks. A dive attack works just like a [[Yagura:SRD:Charge|charge]], but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the [[Yagura:SRD:Full-Round Actions#Run|run]] action while flying, provided it flies in a straight line.&lt;br /&gt;
&lt;br /&gt;
=====[[Yagura:SRD:Swim Skill|Swim]]=====&lt;br /&gt;
&lt;br /&gt;
A creature with a swim speed can move through water at its swim speed without making [[Swim]] checks. It has a +8 racial bonus on any [[Swim]] check to perform some special action or avoid a hazard. The creature can always can choose to take 10 on a [[Swim]] check, even if distracted or endangered. The creature can use the [[Yagura:SRD:Full-Round Actions#Run|run]] action while swimming, provided it swims in a straight line.&lt;br /&gt;
&lt;br /&gt;
===Big and Little Creatures in Combat=== &amp;lt;!-- http://www.dnd-wiki.org/wiki/User:Tarkisflux/Rants/Revised_Creature_Scaling --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creatures smaller or larger than Medium have special rules relating to position. &lt;br /&gt;
&lt;br /&gt;
=====Tiny, Diminutive, and Fine Creatures=====&lt;br /&gt;
&lt;br /&gt;
Creatures smaller than Medium take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 1-1/4 feet across, so sixteen can fit into a single square. Fifty-six Diminutive creatures or 225 Fine creatures can fit into a single square. Creatures typically have a reach equal to the space they occupy, meaning Tiny or smaller creatures can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking [[Yagura:SRD:Attack of Opportunity|attacks of opportunity]]. They also can’t flank an enemy.&lt;br /&gt;
&lt;br /&gt;
=====Small Creatures=====&lt;br /&gt;
&lt;br /&gt;
Though Small creatures take up one quarter of a square (2-1/2 feet) and 4 Small creatures can fit within a square, Small creatures treat reach somewhat differently than Tiny and smaller creatures. A Small creature&#039;s reach being 2-1/2 feet is just enough to function virtually the same as a 5 foot reach as long as the Small creature occupies a square alone. If more than one Small creature occupies a square it forces the Small creatures to occupy a set quadrant of the square, pushing each other to the edges. A Small creature does not have adequate reach to strike an opponent in an adjacent square unless the quadrant of the square they occupy is adjacent. Therefore two halflings could occupy a single square and do battle with a human in an adjacent square, but if a third halfling were to occupy the square with the other two, that third halfling could not strike the human without using a reach weapon. Reach weapons in the hands of Small creatures grant 5 foot reach. A warband of kobolds are likely to carry spears, allowing 4 of them to attack a larger foe from the same square.&lt;br /&gt;
&lt;br /&gt;
=====Large, Huge, Gargantuan, and Colossal Creatures=====&lt;br /&gt;
&lt;br /&gt;
Very large creatures take up more than 1 square.&lt;br /&gt;
&lt;br /&gt;
Creatures typically have a reach equal to the space they occupy, meaning that creatures that take up more than one square typically have a reach equal to the breadth of the space they occupy.&lt;br /&gt;
&lt;br /&gt;
A creature with greater than normal natural reach usually gets an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] against you if you approach it, because you must enter and move within the range of its reach before you can attack it.&lt;br /&gt;
&lt;br /&gt;
Large or larger creatures using reach weapons can strike up to double their natural reach.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ {{Anchor|Table: Creature Size and Scale}}&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; rowspan=&amp;quot;2&amp;quot; | Size&amp;lt;br /&amp;gt;Category&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Yagura:SRD:Stealth Skill|Stealth]]&amp;lt;br /&amp;gt;Modifier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Height or&amp;lt;br /&amp;gt;Length&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weight&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Space&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Natural Reach&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Yagura:SRD:Carrying Capacity|Carrying Capacity]] Mulitplier&lt;br /&gt;
|-&lt;br /&gt;
! Tall&lt;br /&gt;
! Long&lt;br /&gt;
! Biped&lt;br /&gt;
! Quadruped&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Fine || +16 || 6 in. or less || 1/8 lb. or less || 4 in. || 4 in. || 2 in. || ×1/16 || ×1/8&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Diminutive || +12 || 6 in.&amp;amp;ndash;1 ft. || 1/8 lb.&amp;amp;ndash;1 lb. || 8 in. || 8 in. || 4 in. || ×1/8 || ×3/16&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Tiny || +8 || 1 ft.&amp;amp;ndash;2 ft. || 1 lb.&amp;amp;ndash;8 lb. || 1-1/4 ft. || 1-1/4 ft. || 8 in. || ×1/4 || ×3/8&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Small || +4 || 2 ft.&amp;amp;ndash;4 ft. || 8 lb.&amp;amp;ndash;60 lb. || 2-1/2 ft. || 2-1/2 ft. || 1-1/4 ft. || ×1/2 || ×3/4&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Medium || +0 || 4 ft.&amp;amp;ndash;8 ft. || 60 lb.&amp;amp;ndash;500 lb. || 5 ft. || 5 ft. || 5 ft. || ×1 || ×1-1/2&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Large || &amp;amp;minus;4 || 8 ft.&amp;amp;ndash;16 ft. || 500 lb.&amp;amp;ndash;2 tons || 10 ft. || 10 ft. || 5 ft. || ×2 || ×3&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Huge || &amp;amp;minus;8 || 16 ft.&amp;amp;ndash;32 ft. || 2 tons&amp;amp;ndash;16 tons || 15 ft. || 15 ft. || 10 ft. || ×4 || ×6&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Gargantuan || &amp;amp;minus;12 || 32 ft.&amp;amp;ndash;64 ft. || 16 tons&amp;amp;ndash;125 tons || 20 ft. || 20 ft. || 15 ft. || ×8 || ×12&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Colossal || &amp;amp;minus;16 || 64 ft. or more || 125 tons or more || 30 ft. || 30 ft. || 20 ft. || ×16 || ×24&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# This modifier applies to the [[Yagura:SRD:Bull Rush|bull rush]], [[Yagura:SRD:Grapple|grapple]], [[Yagura:SRD:Overrun|overrun]], and [[Yagura:SRD:Trip|trip]] special attacks.&lt;br /&gt;
# Biped&#039;s height, quadruped&#039;s body length (nose to base of tail)&lt;br /&gt;
# Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more. A gaseous creature will weigh much less.&lt;br /&gt;
# These values are typical for creatures of the indicated size. Some exceptions exist.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Movement,_Position,_and_Distance&amp;diff=282316</id>
		<title>Yagura:SRD:Movement, Position, and Distance</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Movement,_Position,_and_Distance&amp;diff=282316"/>
		<updated>2015-05-08T16:02:34Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Big and Little Creatures in Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Movement, Position, and Distance==&lt;br /&gt;
&lt;br /&gt;
Miniatures are on the 30mm scale—a miniature figure of a six-foot-tall human is approximately 30mm tall. A square on the battle grid is 1 inch across, representing a 5-foot-by-5-foot area.&lt;br /&gt;
&lt;br /&gt;
===Tactical Movement===&lt;br /&gt;
&lt;br /&gt;
====How Far Can Your Character Move?====&lt;br /&gt;
&lt;br /&gt;
Your speed is determined by your race and your encumbrance. Your speed while unarmored is your base land speed.&lt;br /&gt;
&lt;br /&gt;
=====Encumbrance=====&lt;br /&gt;
&lt;br /&gt;
A character encumbered by carrying a large amount of gear, treasure, or fallen comrades may move slower than normal.&lt;br /&gt;
&lt;br /&gt;
=====Hampered Movement=====&lt;br /&gt;
&lt;br /&gt;
Difficult terrain, obstacles, or poor visibility can hamper movement.&lt;br /&gt;
&lt;br /&gt;
=====Movement in Combat=====&lt;br /&gt;
&lt;br /&gt;
Generally, you can move your speed in a [[Yagura:SRD:Round|round]] and still do something (take a [[Yagura:SRD:Move Actions|move action]] and a [[Yagura:SRD:Standard Actions|standard action]]).&lt;br /&gt;
&lt;br /&gt;
If you do nothing but move (that is, if you use both of your actions in a [[Yagura:SRD:Round|round]] to move your speed), you can move double your speed.&lt;br /&gt;
&lt;br /&gt;
If you spend the entire [[Yagura:SRD:Round|round]] running, you can move quadruple your speed. If you do something that requires a full [[Yagura:SRD:Round|round]] you can only take a [[Yagura:SRD:5-Foot Step|5-foot step]].&lt;br /&gt;
&lt;br /&gt;
=====Bonuses to Speed=====&lt;br /&gt;
&lt;br /&gt;
Some class abilities, many spells, and many magic items can affect a character’s speed. Always apply any modifiers to a character’s speed before adjusting the character’s speed based on encumbrance, and remember that multiple bonuses of the same type to a character’s speed don’t stack.&lt;br /&gt;
&lt;br /&gt;
====Measuring Distance====&lt;br /&gt;
&lt;br /&gt;
=====Diagonals=====&lt;br /&gt;
&lt;br /&gt;
When measuring distance, the first diagonal counts as 1 square (5 ft.), the second counts as 2 squares (10 ft.), the third counts as 1, the fourth as 2, and so on.&lt;br /&gt;
&lt;br /&gt;
You can’t move diagonally past a corner (even by taking a [[Yagura:SRD:5-Foot Step|5-foot step]]). You can move diagonally past a creature, even an opponent.&lt;br /&gt;
&lt;br /&gt;
You can also move diagonally past other impassable obstacles, such as pits.&lt;br /&gt;
&lt;br /&gt;
=====Closest Creature=====&lt;br /&gt;
&lt;br /&gt;
When it’s important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die.&lt;br /&gt;
&lt;br /&gt;
====Moving through a Square====&lt;br /&gt;
&lt;br /&gt;
=====Friend=====&lt;br /&gt;
&lt;br /&gt;
You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with [[Yagura:SRD:Cover|cover]].&lt;br /&gt;
&lt;br /&gt;
=====Opponent=====&lt;br /&gt;
&lt;br /&gt;
You can’t move through a square occupied by an opponent, unless the opponent is [[Yagura:SRD:Helpless|helpless]]. You can move through a square occupied by a [[Yagura:SRD:Helpless|helpless]] opponent without penalty. (Some creatures, particularly very large ones, may present an obstacle even when [[Yagura:SRD:Helpless|helpless]]. In such cases, each square you move through counts as 2 squares.)&lt;br /&gt;
&lt;br /&gt;
=====Ending Your Movement=====&lt;br /&gt;
&lt;br /&gt;
You can’t end your movement in the same square as another creature unless it is [[Yagura:SRD:Helpless|helpless]] or you and the other creature are vastly different in size.&lt;br /&gt;
&lt;br /&gt;
=====Tumbling=====&lt;br /&gt;
&lt;br /&gt;
A trained character can attempt to tumble through a square occupied by an opponent (see the [[Yagura:SRD:Tumble Skill|Tumble]] skill).&lt;br /&gt;
&lt;br /&gt;
=====Square Occupied by Creature Three Sizes Larger or Smaller=====&lt;br /&gt;
&lt;br /&gt;
Any creature can move through a square occupied by a creature three [[Yagura:SRD:Size Category|size categories]] larger than it is.&lt;br /&gt;
&lt;br /&gt;
A big creature can move through a square occupied by a creature three [[Yagura:SRD:Size Category|size categories]] smaller than it is.&lt;br /&gt;
&lt;br /&gt;
=====Designated Exceptions=====&lt;br /&gt;
&lt;br /&gt;
Some creatures break the above rules. A creature that completely fills the squares it occupies cannot be moved past, even with the [[Yagura:SRD:Tumble Skill|Tumble]] skill or similar special abilities.&lt;br /&gt;
&lt;br /&gt;
====Terrain and Obstacles====&lt;br /&gt;
&lt;br /&gt;
=====Difficult Terrain=====&lt;br /&gt;
&lt;br /&gt;
Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) You can’t [[Yagura:SRD:Run|run]] or [[Yagura:SRD:Charge|charge]] across difficult terrain.&lt;br /&gt;
&lt;br /&gt;
If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.&lt;br /&gt;
&lt;br /&gt;
Flying and [[Yagura:SRD:Incorporeal|incorporeal]] creatures are not hampered by difficult terrain.&lt;br /&gt;
&lt;br /&gt;
=====Obstacles=====&lt;br /&gt;
&lt;br /&gt;
Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t completely block it each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If you don’t have sufficient movement to cross the barrier and move into the square on the other side, you can’t cross the barrier. Some obstacles may also require a [[Yagura:SRD:Skill Check|skill check]] to cross.&lt;br /&gt;
&lt;br /&gt;
On the other hand, some obstacles block movement entirely. A character can’t move through a blocking obstacle.&lt;br /&gt;
&lt;br /&gt;
Flying and [[Yagura:SRD:Incorporeal|incorporeal]] creatures can avoid most obstacles&lt;br /&gt;
&lt;br /&gt;
=====Squeezing=====&lt;br /&gt;
&lt;br /&gt;
In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a –4 penalty on [[Yagura:SRD:Attack Roll|attack rolls]] and a –4 penalty to [[Yagura:SRD:AC|AC]].&lt;br /&gt;
&lt;br /&gt;
When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.&lt;br /&gt;
&lt;br /&gt;
A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square.&lt;br /&gt;
&lt;br /&gt;
To squeeze through or into a space less than half your space’s width, you must use the [[Yagura:SRD:Escape Artist Skill|Escape Artist]] skill. You can’t attack while using [[Yagura:SRD:Escape Artist Skill|Escape Artist]] to squeeze through or into a narrow space, you take a –4 penalty to [[Yagura:SRD:AC|AC]], and you lose any [[Yagura:SRD:Dexterity|Dexterity]] bonus to [[Yagura:SRD:AC|AC]].&lt;br /&gt;
&lt;br /&gt;
====Special Movement Rules====&lt;br /&gt;
&lt;br /&gt;
These rules cover special movement situations.&lt;br /&gt;
&lt;br /&gt;
=====Accidentally Ending Movement in an Illegal Space=====&lt;br /&gt;
&lt;br /&gt;
Sometimes a character ends its movement while moving through a space where it’s not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there’s a legal position that’s closer.&lt;br /&gt;
&lt;br /&gt;
=====Double Movement Cost=====&lt;br /&gt;
&lt;br /&gt;
When your movement is hampered in some way, your movement usually costs double. For example, each square of movement through difficult terrain counts as 2 squares, and each diagonal move through such terrain counts as 3 squares (just as two diagonal moves normally do).&lt;br /&gt;
&lt;br /&gt;
If movement cost is doubled twice, then each square counts as 4 squares (or as 6 squares if moving diagonally). If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on. This is an exception to the general rule that two doublings are equivalent to a tripling.&lt;br /&gt;
&lt;br /&gt;
=====Minimum Movement=====&lt;br /&gt;
&lt;br /&gt;
Despite penalties to movement, you can take a [[Yagura:SRD:Full-Round Actions|full-round action]] to move 5 feet (1 square) in any direction, even diagonally. (This rule doesn’t allow you to move through impassable terrain or to move when all movement is prohibited.) Such movement provokes [[Yagura:SRD:Attack of Opportunity|attacks of opportunity]] as normal (despite the distance covered, this move isn’t a [[Yagura:SRD:5-Foot Step|5-foot step]]).&lt;br /&gt;
&lt;br /&gt;
====Movement Modes====&lt;br /&gt;
&lt;br /&gt;
Creatures may have modes of movement other than walking and running. These are natural, not magical, unless specifically noted.&lt;br /&gt;
&lt;br /&gt;
=====Burrow=====&lt;br /&gt;
&lt;br /&gt;
A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot [[Yagura:SRD:Charge|charge]] or [[Yagura:SRD:Full-Round Actions#Run|run]] while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing); see the individual creature descriptions for details.&lt;br /&gt;
&lt;br /&gt;
=====[[Yagura:SRD:Climb Skill|Climb]]=====&lt;br /&gt;
&lt;br /&gt;
A creature with a climb speed has a +8 racial bonus on all [[Climb]] checks. The creature must make a [[Climb]] check to climb any wall or slope with a [[Yagura:SRD:DC|DC]] of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single [[Climb]] check at a –5 penalty. Creatures cannot [[Yagura:SRD:Full-Round Actions#Run|run]] while climbing. A creature retains its [[Yagura:SRD:Dexterity|Dexterity]] bonus to [[Yagura:SRD:Armor Class|Armor Class]] (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature.&lt;br /&gt;
&lt;br /&gt;
=====Fly=====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;see also&#039;&#039; [[Yagura:SRD:Fly]]&lt;br /&gt;
&lt;br /&gt;
A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:&lt;br /&gt;
&lt;br /&gt;
* Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.&lt;br /&gt;
* Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.&lt;br /&gt;
* Average: The creature can fly as adroitly as a small bird. &lt;br /&gt;
* Poor: The creature flies as well as a very large bird.&lt;br /&gt;
* Clumsy: The creature can barely maneuver at all.&lt;br /&gt;
&lt;br /&gt;
A creature that flies can make dive attacks. A dive attack works just like a [[Yagura:SRD:Charge|charge]], but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the [[Yagura:SRD:Full-Round Actions#Run|run]] action while flying, provided it flies in a straight line.&lt;br /&gt;
&lt;br /&gt;
=====[[Yagura:SRD:Swim Skill|Swim]]=====&lt;br /&gt;
&lt;br /&gt;
A creature with a swim speed can move through water at its swim speed without making [[Swim]] checks. It has a +8 racial bonus on any [[Swim]] check to perform some special action or avoid a hazard. The creature can always can choose to take 10 on a [[Swim]] check, even if distracted or endangered. The creature can use the [[Yagura:SRD:Full-Round Actions#Run|run]] action while swimming, provided it swims in a straight line.&lt;br /&gt;
&lt;br /&gt;
===Big and Little Creatures in Combat===&lt;br /&gt;
&lt;br /&gt;
Creatures smaller or larger than Medium have special rules relating to position. &lt;br /&gt;
&lt;br /&gt;
=====Tiny, Diminutive, and Fine Creatures=====&lt;br /&gt;
&lt;br /&gt;
Creatures smaller than Medium take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 1-1/4 feet across, so sixteen can fit into a single square. Fifty-six Diminutive creatures or 225 Fine creatures can fit into a single square. Creatures typically have a reach equal to the space they occupy, meaning Tiny or smaller creatures can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking [[Yagura:SRD:Attack of Opportunity|attacks of opportunity]]. They also can’t flank an enemy.&lt;br /&gt;
&lt;br /&gt;
=====Small Creatures=====&lt;br /&gt;
&lt;br /&gt;
Though Small creatures take up one quarter of a square (2-1/2 feet) and 4 Small creatures can fit within a square, Small creatures treat reach somewhat differently than Tiny and smaller creatures. A Small creature&#039;s reach being 2-1/2 feet is just enough to function virtually the same as a 5 foot reach as long as the Small creature occupies a square alone. If more than one Small creature occupies a square it forces the Small creatures to occupy a set quadrant of the square, pushing each other to the edges. A Small creature does not have adequate reach to strike an opponent in an adjacent square unless the quadrant of the square they occupy is adjacent. Therefore two halflings could occupy a single square and do battle with a human in an adjacent square, but if a third halfling were to occupy the square with the other two, that third halfling could not strike the human without using a reach weapon. Reach weapons in the hands of Small creatures grant 5 foot reach. A warband of kobolds are likely to carry spears, allowing 4 of them to attack a larger foe from the same square.&lt;br /&gt;
&lt;br /&gt;
=====Large, Huge, Gargantuan, and Colossal Creatures=====&lt;br /&gt;
&lt;br /&gt;
Very large creatures take up more than 1 square.&lt;br /&gt;
&lt;br /&gt;
Creatures typically have a reach equal to the space they occupy, meaning that creatures that take up more than one square typically have a reach equal to the breadth of the space they occupy.&lt;br /&gt;
&lt;br /&gt;
A creature with greater than normal natural reach usually gets an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] against you if you approach it, because you must enter and move within the range of its reach before you can attack it.&lt;br /&gt;
&lt;br /&gt;
Large or larger creatures using reach weapons can strike up to double their natural reach.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ {{Anchor|Table: Creature Size and Scale}}&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; rowspan=&amp;quot;2&amp;quot; | Size&amp;lt;br /&amp;gt;Category&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Yagura:SRD:Stealth Skill|Stealth]]&amp;lt;br /&amp;gt;Modifier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Height or&amp;lt;br /&amp;gt;Length&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weight&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Space&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Natural Reach&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Yagura:SRD:Carrying Capacity|Carrying Capacity]] Mulitplier&lt;br /&gt;
|-&lt;br /&gt;
! Tall&lt;br /&gt;
! Long&lt;br /&gt;
! Biped&lt;br /&gt;
! Quadruped&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Fine || +16 || 6 in. or less || 1/8 lb. or less || 4 in. || 4 in. || 2 in. || ×1/16 || ×1/8&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Diminutive || +12 || 6 in.&amp;amp;ndash;1 ft. || 1/8 lb.&amp;amp;ndash;1 lb. || 8 in. || 8 in. || 4 in. || ×1/8 || ×3/16&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Tiny || +8 || 1 ft.&amp;amp;ndash;2 ft. || 1 lb.&amp;amp;ndash;8 lb. || 1-1/4 ft. || 1-1/4 ft. || 8 in. || ×1/4 || ×3/8&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Small || +4 || 2 ft.&amp;amp;ndash;4 ft. || 8 lb.&amp;amp;ndash;60 lb. || 2-1/2 ft. || 2-1/2 ft. || 1-1/4 ft. || ×1/2 || ×3/4&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Medium || +0 || 4 ft.&amp;amp;ndash;8 ft. || 60 lb.&amp;amp;ndash;500 lb. || 5 ft. || 5 ft. || 5 ft. || ×1 || ×1-1/2&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Large || &amp;amp;minus;4 || 8 ft.&amp;amp;ndash;16 ft. || 500 lb.&amp;amp;ndash;2 tons || 10 ft. || 10 ft. || 5 ft. || ×2 || ×3&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Huge || &amp;amp;minus;8 || 16 ft.&amp;amp;ndash;32 ft. || 2 tons&amp;amp;ndash;16 tons || 15 ft. || 15 ft. || 10 ft. || ×4 || ×6&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Gargantuan || &amp;amp;minus;12 || 32 ft.&amp;amp;ndash;64 ft. || 16 tons&amp;amp;ndash;125 tons || 20 ft. || 20 ft. || 15 ft. || ×8 || ×12&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Colossal || &amp;amp;minus;16 || 64 ft. or more || 125 tons or more || 30 ft. || 30 ft. || 20 ft. || ×16 || ×24&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# This modifier applies to the [[Yagura:SRD:Bull Rush|bull rush]], [[Yagura:SRD:Grapple|grapple]], [[Yagura:SRD:Overrun|overrun]], and [[Yagura:SRD:Trip|trip]] special attacks.&lt;br /&gt;
# Biped&#039;s height, quadruped&#039;s body length (nose to base of tail)&lt;br /&gt;
# Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more. A gaseous creature will weigh much less.&lt;br /&gt;
# These values are typical for creatures of the indicated size. Some exceptions exist.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Movement,_Position,_and_Distance&amp;diff=282300</id>
		<title>Yagura:SRD:Movement, Position, and Distance</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Movement,_Position,_and_Distance&amp;diff=282300"/>
		<updated>2015-05-07T21:32:52Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;==Movement, Position, and Distance==  Miniatures are on the 30mm scale—a miniature figure of a six-foot-tall human is approximately 30mm tall. A square on the battle grid is...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Movement, Position, and Distance==&lt;br /&gt;
&lt;br /&gt;
Miniatures are on the 30mm scale—a miniature figure of a six-foot-tall human is approximately 30mm tall. A square on the battle grid is 1 inch across, representing a 5-foot-by-5-foot area.&lt;br /&gt;
&lt;br /&gt;
===Tactical Movement===&lt;br /&gt;
&lt;br /&gt;
====How Far Can Your Character Move?====&lt;br /&gt;
&lt;br /&gt;
Your speed is determined by your race and your armor (see Table: Tactical Speed). Your speed while unarmored is your base land speed.&lt;br /&gt;
&lt;br /&gt;
=====Encumbrance=====&lt;br /&gt;
&lt;br /&gt;
A character encumbered by carrying a large amount of gear, treasure, or fallen comrades may move slower than normal.&lt;br /&gt;
&lt;br /&gt;
=====Hampered Movement=====&lt;br /&gt;
&lt;br /&gt;
Difficult terrain, obstacles, or poor visibility can hamper movement.&lt;br /&gt;
&lt;br /&gt;
=====Movement in Combat=====&lt;br /&gt;
&lt;br /&gt;
Generally, you can move your speed in a [[SRD:Round|round]] and still do something (take a [[SRD:Move Actions|move action]] and a [[SRD:Standard Actions|standard action]]).&lt;br /&gt;
&lt;br /&gt;
If you do nothing but move (that is, if you use both of your actions in a [[SRD:Round|round]] to move your speed), you can move double your speed.&lt;br /&gt;
&lt;br /&gt;
If you spend the entire [[SRD:Round|round]] running, you can move quadruple your speed. If you do something that requires a full [[SRD:Round|round]] you can only take a [[SRD:5-Foot Step|5-foot step]].&lt;br /&gt;
&lt;br /&gt;
=====Bonuses to Speed=====&lt;br /&gt;
&lt;br /&gt;
A [[SRD:Barbarian|barbarian]] has a +10 foot bonus to his speed (unless he’s wearing heavy armor). Experienced [[SRD:Monk|monk]]s also have higher speed (unless they’re wearing armor of any sort). In addition, many spells and magic items can affect a character’s speed. Always apply any modifiers to a character’s speed before adjusting the character’s speed based on armor or encumbrance, and remember that multiple bonuses of the same type to a character’s speed don’t stack.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
{{Anchor|Table: Tactical Speed}}&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Race !! No Armor or Light Armor !! Medium or Heavy Armor &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | [[SRD:Humans (Race)|Human]], [[SRD:Elves (Race)|elf]], [[SRD:Half-Elves (Race)|half-elf]], [[SRD:Half-Orcs (Race)|half-orc]] ||30 ft.(6 squares) ||20 ft.(4 squares) &lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;left&amp;quot; | [[SRD:Dwarves (Race)|Dwarf]] ||20 ft.(4 squares) ||20 ft.(4 squares) &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; | [[SRD:Halflings (Race)|Halfling]], [[SRD:Gnomes (Race)|gnome]] ||20 ft.(4 squares) ||15 ft.(3 squares) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Measuring Distance====&lt;br /&gt;
&lt;br /&gt;
=====Diagonals=====&lt;br /&gt;
&lt;br /&gt;
When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.&lt;br /&gt;
&lt;br /&gt;
You can’t move diagonally past a corner (even by taking a [[SRD:5-Foot Step|5-foot step]]). You can move diagonally past a creature, even an opponent.&lt;br /&gt;
&lt;br /&gt;
You can also move diagonally past other impassable obstacles, such as pits.&lt;br /&gt;
&lt;br /&gt;
=====Closest Creature=====&lt;br /&gt;
&lt;br /&gt;
When it’s important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die.&lt;br /&gt;
&lt;br /&gt;
====Moving through a Square====&lt;br /&gt;
&lt;br /&gt;
=====Friend=====&lt;br /&gt;
&lt;br /&gt;
You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with [[SRD:Cover|cover]].&lt;br /&gt;
&lt;br /&gt;
=====Opponent=====&lt;br /&gt;
&lt;br /&gt;
You can’t move through a square occupied by an opponent, unless the opponent is [[SRD:Helpless|helpless]]. You can move through a square occupied by a [[SRD:Helpless|helpless]] opponent without penalty. (Some creatures, particularly very large ones, may present an obstacle even when [[SRD:Helpless|helpless]]. In such cases, each square you move through counts as 2 squares.)&lt;br /&gt;
&lt;br /&gt;
=====Ending Your Movement=====&lt;br /&gt;
&lt;br /&gt;
You can’t end your movement in the same square as another creature unless it is [[SRD:Helpless|helpless]].&lt;br /&gt;
&lt;br /&gt;
=====Overrun=====&lt;br /&gt;
&lt;br /&gt;
During your movement you can attempt to move through a square occupied by an opponent.&lt;br /&gt;
&lt;br /&gt;
=====Tumbling=====&lt;br /&gt;
&lt;br /&gt;
A trained character can attempt to tumble through a square occupied by an opponent (see the [[SRD:Tumble Skill|Tumble]] skill).&lt;br /&gt;
&lt;br /&gt;
=====Very Small Creature=====&lt;br /&gt;
&lt;br /&gt;
A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes [[SRD:Attack of Opportunity|attacks of opportunity]] when doing so.&lt;br /&gt;
&lt;br /&gt;
=====Square Occupied by Creature Three Sizes Larger or Smaller=====&lt;br /&gt;
&lt;br /&gt;
Any creature can move through a square occupied by a creature three [[SRD:Size Category|size categories]] larger than it is.&lt;br /&gt;
&lt;br /&gt;
A big creature can move through a square occupied by a creature three [[SRD:Size Category|size categories]] smaller than it is.&lt;br /&gt;
&lt;br /&gt;
=====Designated Exceptions=====&lt;br /&gt;
&lt;br /&gt;
Some creatures break the above rules. A creature that completely fills the squares it occupies cannot be moved past, even with the [[SRD:Tumble Skill|Tumble]] skill or similar special abilities.&lt;br /&gt;
&lt;br /&gt;
====Terrain and Obstacles====&lt;br /&gt;
&lt;br /&gt;
=====Difficult Terrain=====&lt;br /&gt;
&lt;br /&gt;
Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) You can’t [[SRD:Run|run]] or [[SRD:Charge|charge]] across difficult terrain.&lt;br /&gt;
&lt;br /&gt;
If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.&lt;br /&gt;
&lt;br /&gt;
Flying and [[SRD:Incorporeal|incorporeal]] creatures are not hampered by difficult terrain.&lt;br /&gt;
&lt;br /&gt;
=====Obstacles=====&lt;br /&gt;
&lt;br /&gt;
Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t completely block it each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If you don’t have sufficient movement to cross the barrier and move into the square on the other side, you can’t cross the barrier. Some obstacles may also require a [[SRD:Skill Check|skill check]] to cross.&lt;br /&gt;
&lt;br /&gt;
On the other hand, some obstacles block movement entirely. A character can’t move through a blocking obstacle.&lt;br /&gt;
&lt;br /&gt;
Flying and [[SRD:Incorporeal|incorporeal]] creatures can avoid most obstacles&lt;br /&gt;
&lt;br /&gt;
=====Squeezing=====&lt;br /&gt;
&lt;br /&gt;
In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a –4 penalty on [[SRD:Attack Roll|attack rolls]] and a –4 penalty to [[SRD:AC|AC]].&lt;br /&gt;
&lt;br /&gt;
When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.&lt;br /&gt;
&lt;br /&gt;
A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square.&lt;br /&gt;
&lt;br /&gt;
To squeeze through or into a space less than half your space’s width, you must use the [[SRD:Escape Artist Skill|Escape Artist]] skill. You can’t attack while using [[SRD:Escape Artist Skill|Escape Artist]] to squeeze through or into a narrow space, you take a –4 penalty to [[SRD:AC|AC]], and you lose any [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]].&lt;br /&gt;
&lt;br /&gt;
====Special Movement Rules====&lt;br /&gt;
&lt;br /&gt;
These rules [[SRD:Cover|cover]] special movement situations.&lt;br /&gt;
&lt;br /&gt;
=====Accidentally Ending Movement in an Illegal Space=====&lt;br /&gt;
&lt;br /&gt;
Sometimes a character ends its movement while moving through a space where it’s not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there’s a legal position that’s closer.&lt;br /&gt;
&lt;br /&gt;
=====Double Movement Cost=====&lt;br /&gt;
&lt;br /&gt;
When your movement is hampered in some way, your movement usually costs double. For example, each square of movement through difficult terrain counts as 2 squares, and each diagonal move through such terrain counts as 3 squares (just as two diagonal moves normally do).&lt;br /&gt;
&lt;br /&gt;
If movement cost is doubled twice, then each square counts as 4 squares (or as 6 squares if moving diagonally). If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on. This is an exception to the general rule that two doublings are equivalent to a tripling.&lt;br /&gt;
&lt;br /&gt;
=====Minimum Movement=====&lt;br /&gt;
&lt;br /&gt;
Despite penalties to movement, you can take a [[SRD:Full-Round Actions|full-round action]] to move 5 feet (1 square) in any direction, even diagonally. (This rule doesn’t allow you to move through impassable terrain or to move when all movement is prohibited.) Such movement provokes [[SRD:Attack of Opportunity|attacks of opportunity]] as normal (despite the distance covered, this move isn’t a [[SRD:5-Foot Step|5-foot step]]).&lt;br /&gt;
&lt;br /&gt;
====Movement Modes====&lt;br /&gt;
&lt;br /&gt;
Creatures may have modes of movement other than walking and running. These are natural, not magical, unless specifically noted.&lt;br /&gt;
&lt;br /&gt;
=====Burrow=====&lt;br /&gt;
&lt;br /&gt;
A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot [[SRD:Charge|charge]] or [[SRD:Full-Round Actions#Run|run]] while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing); see the individual creature descriptions for details.&lt;br /&gt;
&lt;br /&gt;
=====[[SRD:Climb Skill|Climb]]=====&lt;br /&gt;
&lt;br /&gt;
A creature with a climb speed has a +8 racial bonus on all [[Climb]] checks. The creature must make a [[Climb]] check to climb any wall or slope with a [[SRD:DC|DC]] of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single [[Climb]] check at a –5 penalty. Creatures cannot [[SRD:Full-Round Actions#Run|run]] while climbing. A creature retains its [[SRD:Dexterity|Dexterity]] bonus to [[SRD:Armor Class|Armor Class]] (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature.&lt;br /&gt;
&lt;br /&gt;
=====Fly=====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;see also&#039;&#039; [[SRD:Fly]]&lt;br /&gt;
&lt;br /&gt;
A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:&lt;br /&gt;
&lt;br /&gt;
* Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.&lt;br /&gt;
* Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.&lt;br /&gt;
* Average: The creature can fly as adroitly as a small bird. &lt;br /&gt;
* Poor: The creature flies as well as a very large bird.&lt;br /&gt;
* Clumsy: The creature can barely maneuver at all.&lt;br /&gt;
&lt;br /&gt;
A creature that flies can make dive attacks. A dive attack works just like a [[SRD:Charge|charge]], but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the [[SRD:Full-Round Actions#Run|run]] action while flying, provided it flies in a straight line.&lt;br /&gt;
&lt;br /&gt;
=====[[SRD:Swim Skill|Swim]]=====&lt;br /&gt;
&lt;br /&gt;
A creature with a swim speed can move through water at its swim speed without making [[Swim]] checks. It has a +8 racial bonus on any [[Swim]] check to perform some special action or avoid a hazard. The creature can always can choose to take 10 on a [[Swim]] check, even if distracted or endangered. The creature can use the [[SRD:Full-Round Actions#Run|run]] action while swimming, provided it swims in a straight line.&lt;br /&gt;
&lt;br /&gt;
===Big and Little Creatures in Combat===&lt;br /&gt;
&lt;br /&gt;
Creatures smaller than Small or larger than Medium have special rules relating to position. &lt;br /&gt;
&lt;br /&gt;
=====Tiny, Diminutive, and Fine Creatures=====&lt;br /&gt;
&lt;br /&gt;
Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. Twenty-five Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an [[SRD:Attack of Opportunity|attack of opportunity]] from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking [[SRD:Attack of Opportunity|attacks of opportunity]]. They also can’t flank an enemy.&lt;br /&gt;
&lt;br /&gt;
=====Large, Huge, Gargantuan, and Colossal Creatures=====&lt;br /&gt;
&lt;br /&gt;
Very large creatures take up more than 1 square.&lt;br /&gt;
&lt;br /&gt;
Creatures that take up more than 1 square typically have a natural reach of 10 feet or more, meaning that they can reach targets even if they aren’t in adjacent squares.&lt;br /&gt;
&lt;br /&gt;
Unlike when someone uses a reach weapon, a creature with greater than normal natural reach (more than 5 feet) still threatens squares adjacent to it. A creature with greater than normal natural reach usually gets an [[SRD:Attack of Opportunity|attack of opportunity]] against you if you approach it, because you must enter and move within the range of its reach before you can attack it. (This [[SRD:Attack of Opportunity|attack of opportunity]] is not provoked if you take a [[SRD:5-Foot Step|5-foot step]].)&lt;br /&gt;
&lt;br /&gt;
Large or larger creatures using reach weapons can strike up to double their natural reach but can’t strike at their natural reach or less.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ {{Anchor|Table: Creature Size and Scale}}&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;left&amp;quot; rowspan=&amp;quot;2&amp;quot; | Size&amp;lt;br /&amp;gt;Category&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Attack and&amp;lt;br /&amp;gt;AC Modifier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special Attacks&amp;lt;br /&amp;gt;Modifier&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[SRD:Hide Skill|Hide]]&amp;lt;br /&amp;gt;Modifier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Height or&amp;lt;br /&amp;gt;Length&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weight&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Space&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Natural Reach&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[SRD:Carrying Capacity|Carrying Capacity]] Mulitplier&lt;br /&gt;
|-&lt;br /&gt;
! Tall&lt;br /&gt;
! Long&lt;br /&gt;
! Biped&lt;br /&gt;
! Quadruped&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Fine || +8 || &amp;amp;minus;16 || +16 || 6 in. or less || 1/8 lb. or less || 1/2 ft. || 0 ft. || 0 ft. || ×1/8 || ×1/4&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Diminutive || +4 || &amp;amp;minus;12 || +12 || 6 in.&amp;amp;ndash;1 ft. || 1/8 lb.&amp;amp;ndash;1 lb. || 1 ft. || 0 ft. || 0 ft. || ×1/4 || ×1/2&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Tiny || +2 || &amp;amp;minus;8 || +8 || 1 ft.&amp;amp;ndash;2 ft. || 1 lb.&amp;amp;ndash;8 lb. || 2-1/2 ft. || 0 ft. || 0 ft. || ×1/2 || ×3/4&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Small || +1 || &amp;amp;minus;4 || +4 || 2 ft.&amp;amp;ndash;4 ft. || 8 lb.&amp;amp;ndash;60 lb. || 5 ft. || 5 ft. || 5 ft. || ×3/4 || ×1&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Medium || +0 || +0 || +0 || 4 ft.&amp;amp;ndash;8 ft. || 60 lb.&amp;amp;ndash;500 lb. || 5 ft. || 5 ft. || 5 ft. || ×1 || ×1-1/2&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Large || &amp;amp;minus;1 || +4 || &amp;amp;minus;4 || 8 ft.&amp;amp;ndash;16 ft. || 500 lb.&amp;amp;ndash;2 tons || 10 ft. || 10 ft. || 5 ft. || ×2 || ×3&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Huge || &amp;amp;minus;2 || +8 || &amp;amp;minus;8 || 16 ft.&amp;amp;ndash;32 ft. || 2 tons&amp;amp;ndash;16 tons || 15 ft. || 15 ft. || 10 ft. || ×4 || ×6&lt;br /&gt;
|- &lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Gargantuan || &amp;amp;minus;4 || +12 || &amp;amp;minus;12 || 32 ft.&amp;amp;ndash;64 ft. || 16 tons&amp;amp;ndash;125 tons || 20 ft. || 20 ft. || 15 ft. || ×8 || ×12&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;left&amp;quot; | Colossal || &amp;amp;minus;8 || +16 || &amp;amp;minus;16 || 64 ft. or more || 125 tons or more || 30 ft. || 30 ft. || 20 ft. || ×16 || ×24&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;11&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# This modifier applies to the [[SRD:Bull Rush|bull rush]], [[SRD:Grapple|grapple]], [[SRD:Overrun|overrun]], and [[SRD:Trip|trip]] special attacks.&lt;br /&gt;
# Biped&#039;s height, quadruped&#039;s body length (nose to base of tail)&lt;br /&gt;
# Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more. A gaseous creature will weigh much less.&lt;br /&gt;
# These values are typical for creatures of the indicated size. Some exceptions exist.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Combat&amp;diff=282299</id>
		<title>Yagura:SRD:Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Combat&amp;diff=282299"/>
		<updated>2015-05-07T21:30:18Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;=Combat=  {| cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;vertical-align:top&amp;quot; |- | width=&amp;quot;25%&amp;quot; style=&amp;quot;vertical-align:top&amp;quot; | ;&amp;lt;BIG&amp;gt;About Combat&amp;lt;/BIG&amp;gt; *[[Yagura:SRD:How Combat Works|How Combat Works]...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Combat=&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; style=&amp;quot;vertical-align:top&amp;quot; |&lt;br /&gt;
;&amp;lt;BIG&amp;gt;About Combat&amp;lt;/BIG&amp;gt;&lt;br /&gt;
*[[Yagura:SRD:How Combat Works|How Combat Works]]&lt;br /&gt;
*[[Yagura:SRD:Initiative|Initiative]]&lt;br /&gt;
*[[Yagura:SRD:Attacks of Opportunity|Attacks of Opportunity]]&lt;br /&gt;
*[[Yagura:SRD:Movement, Position, and Distance|Movement, Position, and Distance]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;BIG&amp;gt;Statistics&amp;lt;/BIG&amp;gt;&lt;br /&gt;
*[[Yagura:SRD:Attack Roll|Attack Roll]]&lt;br /&gt;
*[[Yagura:SRD:Attack Damage|Attack Damage]]&lt;br /&gt;
*[[Yagura:SRD:Armor Class|Armor Class]]&lt;br /&gt;
*[[Yagura:SRD:Loss of Hit Points|Hit Points]]&lt;br /&gt;
*[[Yagura:SRD:Movement Speed|Speed]]&lt;br /&gt;
*[[Yagura:SRD:Saving Throw|Saving Throw]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;BIG&amp;gt;Combat Modifiers&amp;lt;/BIG&amp;gt;&lt;br /&gt;
*[[Yagura:SRD:Favorable and Unfavorable Conditions|Favorable and Unfavorable Conditions]]&lt;br /&gt;
*[[Yagura:SRD:Cover|Cover]]&lt;br /&gt;
*[[Yagura:SRD:Concealment|Concealment]]&lt;br /&gt;
*[[Yagura:SRD:Flanking|Flanking]]&lt;br /&gt;
*[[Yagura:SRD:Helpless Defenders|Helpless Defenders]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;BIG&amp;gt;Injury and Death&amp;lt;/BIG&amp;gt;&lt;br /&gt;
*[[Yagura:SRD:Loss of Hit Points|Loss of Hit Points]]&lt;br /&gt;
*[[Yagura:SRD:Healing|Healing]]&lt;br /&gt;
*[[Yagura:SRD:Temporary Hit Points|Temporary Hit Points]]&lt;br /&gt;
*[[Yagura:SRD:Nonlethal Damage|Nonlethal Damage]]&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; style=&amp;quot;vertical-align:top&amp;quot; |&lt;br /&gt;
;&amp;lt;BIG&amp;gt;Actions&amp;lt;/BIG&amp;gt;&lt;br /&gt;
*[[Yagura:SRD:Action Types|Action Types]]&lt;br /&gt;
*[[Yagura:SRD:Standard Actions|Standard Actions]]&lt;br /&gt;
*[[Yagura:SRD:Move Actions|Move Actions]]&lt;br /&gt;
*[[Yagura:SRD:Full-Round Actions|Full-Round Actions]]&lt;br /&gt;
*[[Yagura:SRD:Free Actions|Free Actions]]&lt;br /&gt;
*[[Yagura:SRD:Swift Actions|Swift Actions]]&lt;br /&gt;
*[[Yagura:SRD:Immediate Actions|Immediate Actions]]&lt;br /&gt;
*[[Yagura:SRD:Special Attacks|Special Attacks]]&lt;br /&gt;
*[[Yagura:SRD:Special Initiative Actions|Special Initiative Actions]]&lt;br /&gt;
*[[Yagura:SRD:Miscellaneous Actions|Miscellaneous Actions]]&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;BIG&amp;gt;Special Attacks&amp;lt;/BIG&amp;gt;&lt;br /&gt;
*[[Yagura:SRD:Aid Another|Aid Another]]&lt;br /&gt;
*[[Yagura:SRD:Bull Rush|Bull Rush]]&lt;br /&gt;
*[[Yagura:SRD:Charge|Charge]]&lt;br /&gt;
*[[Yagura:SRD:Disarm|Disarm]]&lt;br /&gt;
*[[Yagura:SRD:Feint|Feint]]&lt;br /&gt;
*[[Yagura:SRD:Grapple|Grapple]]&lt;br /&gt;
*[[Yagura:SRD:Manufactured and Natural Weapon Fighting|Manufactured and Natural Weapon Fighting]]&lt;br /&gt;
*[[Yagura:SRD:Mounted Combat|Mounted Combat]]&lt;br /&gt;
*[[Yagura:SRD:Natural Weapons|Natural Weapons]]&lt;br /&gt;
*[[Yagura:SRD:Overrun|Overrun]]&lt;br /&gt;
*[[Yagura:SRD:Sunder|Sunder]]&lt;br /&gt;
*[[Yagura:SRD:Throw Splash Weapon|Throw Splash Weapon]]&lt;br /&gt;
*[[Yagura:SRD:Trip|Trip]]&lt;br /&gt;
*[[Yagura:SRD:Turn or Rebuke Undead|Turn (or Rebuke) Undead]]&lt;br /&gt;
*[[Yagura:SRD:Two-Weapon Fighting|Two-Weapon Fighting]]&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; style=&amp;quot;vertical-align:top&amp;quot; |&lt;br /&gt;
;&amp;lt;BIG&amp;gt;Conditions&amp;lt;/BIG&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Yagura:SRD:Ability Burn|Ability Burn]]&lt;br /&gt;
* [[Yagura:SRD:Ability Damaged|Ability Damaged]]&lt;br /&gt;
* [[Yagura:SRD:Ability Drained|Ability Drained]]&lt;br /&gt;
* [[Yagura:SRD:Blinded|Blinded]]&lt;br /&gt;
* [[Yagura:SRD:Blown Away|Blown Away]]&lt;br /&gt;
* [[Yagura:SRD:Checked|Checked]]&lt;br /&gt;
* [[Yagura:SRD:Confused|Confused]]&lt;br /&gt;
* [[Yagura:SRD:Cowering|Cowering]]&lt;br /&gt;
* [[Yagura:SRD:Dazed|Dazed]]&lt;br /&gt;
* [[Yagura:SRD:Dazzled|Dazzled]]&lt;br /&gt;
* [[Yagura:SRD:Dead|Dead]]&lt;br /&gt;
* [[Yagura:SRD:Deafened|Deafened]]&lt;br /&gt;
* [[Yagura:SRD:Disabled|Disabled]]&lt;br /&gt;
* [[Yagura:SRD:Dying|Dying]]&lt;br /&gt;
* [[Yagura:SRD:Energy Drained|Energy Drained]]&lt;br /&gt;
* [[Yagura:SRD:Entangled|Entangled]]&lt;br /&gt;
* [[Yagura:SRD:Exhausted|Exhausted]]&lt;br /&gt;
* [[Yagura:SRD:Fascinated|Fascinated]]&lt;br /&gt;
* [[Yagura:SRD:Fatigued|Fatigued]]&lt;br /&gt;
* [[Yagura:SRD:Flat-Footed|Flat-Footed]]&lt;br /&gt;
* [[Yagura:SRD:Frightened|Frightened]]&lt;br /&gt;
* [[Yagura:SRD:Grappling|Grappling]]&lt;br /&gt;
* [[Yagura:SRD:Helpless|Helpless]]&lt;br /&gt;
* [[Yagura:SRD:Incorporeal|Incorporeal]]&lt;br /&gt;
* [[Yagura:SRD:Invisible|Invisible]]&lt;br /&gt;
* [[Yagura:SRD:Knocked Down|Knocked Down]]&lt;br /&gt;
* [[Yagura:SRD:Nauseated|Nauseated]]&lt;br /&gt;
* [[Yagura:SRD:Panicked|Panicked]]&lt;br /&gt;
* [[Yagura:SRD:Paralyzed|Paralyzed]]&lt;br /&gt;
* [[Yagura:SRD:Petrified|Petrified]]&lt;br /&gt;
* [[Yagura:SRD:Pinned|Pinned]]&lt;br /&gt;
* [[Yagura:SRD:Prone|Prone]]&lt;br /&gt;
* [[Yagura:SRD:Shaken|Shaken]]&lt;br /&gt;
* [[Yagura:SRD:Sickened|Sickened]]&lt;br /&gt;
* [[Yagura:SRD:Stable|Stable]]&lt;br /&gt;
* [[Yagura:SRD:Staggered|Staggered]]&lt;br /&gt;
* [[Yagura:SRD:Stunned|Stunned]]&lt;br /&gt;
* [[Yagura:SRD:Turned|Turned]]&lt;br /&gt;
* [[Yagura:SRD:Unconscious|Unconscious]]&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; style=&amp;quot;vertical-align:top&amp;quot; |&lt;br /&gt;
;&amp;lt;BIG&amp;gt;Effects&amp;lt;/BIG&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[Yagura:SRD:Acid Effect|Acid]]&lt;br /&gt;
* [[Yagura:SRD:Air Effect|Air]]&lt;br /&gt;
* [[Yagura:SRD:Chaotic Effect|Chaotic]]&lt;br /&gt;
* [[Yagura:SRD:Cold Effect|Cold]]&lt;br /&gt;
* [[Yagura:SRD:Darkness Effect|Darkness]]&lt;br /&gt;
* [[Yagura:SRD:Death Effect|Death]]&lt;br /&gt;
* [[Yagura:SRD:Earth Effect|Earth]]&lt;br /&gt;
* [[Yagura:SRD:Electricity Effect|Electricity]]&lt;br /&gt;
* [[Yagura:SRD:Evil Effect|Evil]]&lt;br /&gt;
* [[Yagura:SRD:Fear Effect|Fear]]&lt;br /&gt;
* [[Yagura:SRD:Fire Effect|Fire]]&lt;br /&gt;
* [[Yagura:SRD:Force Effect|Force]]&lt;br /&gt;
* [[Yagura:SRD:Good Effect|Good]]&lt;br /&gt;
* [[Yagura:SRD:Language-Dependent Effect|Language-Dependent]]&lt;br /&gt;
* [[Yagura:SRD:Lawful Effect|Lawful]]&lt;br /&gt;
* [[Yagura:SRD:Light Effect|Light Effect]]&lt;br /&gt;
* [[Yagura:SRD:Mind-Affecting Effect|Mind-Affecting]]&lt;br /&gt;
* [[Yagura:SRD:Sonic Effect|Sonic]]&lt;br /&gt;
* [[Yagura:SRD:Water Effect|Water]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Basics&amp;diff=282281</id>
		<title>Yagura:SRD:Basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Basics&amp;diff=282281"/>
		<updated>2015-05-07T15:28:27Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Rounding Fractions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
&lt;br /&gt;
=====The Core Mechanic=====&lt;br /&gt;
&lt;br /&gt;
Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this:&lt;br /&gt;
&lt;br /&gt;
* Roll a d20.&lt;br /&gt;
&lt;br /&gt;
* Add any relevant [[Yagura:SRD:Modifiers|modifiers]].&lt;br /&gt;
&lt;br /&gt;
* Compare the result to a target number.&lt;br /&gt;
&lt;br /&gt;
If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.&lt;br /&gt;
&lt;br /&gt;
===Dice===&lt;br /&gt;
&lt;br /&gt;
Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result.&lt;br /&gt;
&lt;br /&gt;
=====d%=====&lt;br /&gt;
&lt;br /&gt;
Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100.&lt;br /&gt;
&lt;br /&gt;
===Rounding Fractions===&lt;br /&gt;
&lt;br /&gt;
In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exception:&#039;&#039; Certain rolls, have a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
===Multiplying===&lt;br /&gt;
&lt;br /&gt;
Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1=3).&lt;br /&gt;
&lt;br /&gt;
When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A [[Yagura:SRD:Creatures|creature]] whose [[Yagura:SRD:Size|size]] doubles (thus multiplying its weight by 8) and then is [[Yagura:SRD:Petrified|turned to stone]] (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a [[Yagura:SRD:Blinded|blinded]] creature attempting to negotiate [[Yagura:SRD:Difficult Terrain|difficult terrain]] would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice).&lt;br /&gt;
&lt;br /&gt;
[[Yagura:SRD|SRD home]]&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=282251</id>
		<title>Yagura:Bill</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=282251"/>
		<updated>2015-05-06T19:13:28Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incorporating the [http://www.dnd-wiki.org/wiki/System_Reference_Document SRD] into this [[Yagura:SRD|SRD]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Help:Cheatsheet Mediawiki Cheatsheet]&lt;br /&gt;
&lt;br /&gt;
=Incorporation notes=&lt;br /&gt;
==Races:==&lt;br /&gt;
&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Lizardfolk_Variant_%283.5e_Race%29] (Renamed, but not Iksar - the lizardy inhabitants of &amp;quot;Kunark&amp;quot; are related but separated by centuries and have a different name and stats.)&lt;br /&gt;
&lt;br /&gt;
==NPC classes:==&lt;br /&gt;
* Adept [http://www.dnd-wiki.org/wiki/Adept_(3.5e_NPC_Class)]&lt;br /&gt;
* Warrior [http://www.dnd-wiki.org/wiki/Warrior_%283.5e_NPC_Class%29]&lt;br /&gt;
* &amp;quot;ninja&amp;quot; [http://www.dnd-wiki.org/wiki/Ninja_%283.5e_Class%29] (there are only ever 2 of these, the master and his apprentice. They lead the cult of the Mistress of Shadows.)&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
30 Classes: [Balance Point noted if necessary]&lt;br /&gt;
* &#039;&#039;Assassin&#039;&#039; [http://www.dnd-wiki.org/wiki/Assassin,_Tome_%283.5e_Class%29]&lt;br /&gt;
* &#039;&#039;Barbarian [http://www.dnd-wiki.org/wiki/Barbarian,_Tome_%283.5e_Class%29] (Berzerker)&#039;&#039;&lt;br /&gt;
* Bard [http://www.dnd-wiki.org/wiki/Bard,_Tome_%283.5e_Class%29] (don&#039;t use, just reference it for the actual bard)&lt;br /&gt;
* &#039;&#039;Cleric&#039;&#039;&lt;br /&gt;
* Druid&lt;br /&gt;
* Dread Necromancer [http://www.tgdmb.com/viewtopic.php?t=49161]&lt;br /&gt;
* Elementalist [http://www.dnd-wiki.org/wiki/Elementalist_%283.5e_Class%29]&lt;br /&gt;
* Fighter [http://www.dnd-wiki.org/wiki/Fighter,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Fire mage [http://www.dnd-wiki.org/wiki/Fire_Mage_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Jester [http://www.dnd-wiki.org/wiki/Jester_%283.5e_Class%29] (Shadow Agent of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Knight [http://www.dnd-wiki.org/wiki/Knight,_Tome_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* &#039;&#039;Monk&#039;&#039; [http://www.dnd-wiki.org/wiki/Monk,_Tome_%283.5e_Class%29] (rename needed)&lt;br /&gt;
* Ninja [http://www.dnd-wiki.org/wiki/Ninja,_Tome_%283.5e_Class%29] (Shadow Rogue of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Paladin [http://www.dnd-wiki.org/wiki/Paladin,_Tome_%283.5e_Class%29] (strip it of the religious aspects, make it a palace guard)&lt;br /&gt;
* Priest [http://www.dnd-wiki.org/wiki/Priest_%283.5e_Class%29] (Shadow Priest of the Cult of the Mistress of Shadows, all domains available)&lt;br /&gt;
* Puppeteer [http://www.dnd-wiki.org/wiki/Puppeteer_%283.5e_Class%29] (maybe a name change) [BP-1]&lt;br /&gt;
* Ranger [http://www.dnd-wiki.org/wiki/Ranger,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Rogue [BP-1]&lt;br /&gt;
* Ronin [http://www.dnd-wiki.org/wiki/Ronin_%283.5e_Class%29] (Shadow Warrior of the Cult of the Mistress of Shadows, very weak but maybe fitting for NPC guards) [BP-1]&lt;br /&gt;
* Samurai [http://www.dnd-wiki.org/wiki/Samurai,_Tome_%283.5e_Class%29] (Shadow Knight of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Shadowcaster[http://www.dnd-wiki.org/wiki/Shadowcaster_%283.5e_Class%29] (of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Sorcerer [http://www.dnd-wiki.org/wiki/Sorcerer,_Tome_%283.5e_Class%29] (consider whether or not it fits at all, it might not)&lt;br /&gt;
* Soulborn [http://www.dnd-wiki.org/wiki/Soulborn_%283.5e_Class%29] (Shadowborn of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Spirit Shaman [http://www.dnd-wiki.org/wiki/Spirit_Shaman_%283.5e_Class%29] / or the shaman here [http://tgdmb.com/viewtopic.php?t=52667#top], more like a necro&lt;br /&gt;
* Summoner [http://www.dnd-wiki.org/wiki/Summoner_%283.5e_Class%29]&lt;br /&gt;
* Templar [http://www.dnd-wiki.org/wiki/Templar_%283.5e_Class%29]&lt;br /&gt;
* Thief Acrobat[http://www.dnd-wiki.org/wiki/Thief_Acrobat_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Totemist [http://www.dnd-wiki.org/wiki/Totemist_%283.5e_Class%29] (the Behir totem&#039;s range needs to be a cone, not line)&lt;br /&gt;
* Warlock [http://www.dnd-wiki.org/wiki/Warlock_%283.5e_Class%29]&lt;br /&gt;
* Wintersmith [http://www.dnd-wiki.org/wiki/Wintersmith_%283.5e_Class%29]&lt;br /&gt;
* Witch [http://www.dnd-wiki.org/wiki/Witch_%283.5e_Class%29] (maybe a name change, I can&#039;t get past it)&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Tome_of_Prowess_%283.5e_Sourcebook%29] (This will require quite a bit of rewriting to strip it of its &amp;quot;change from&amp;quot; verbage. Also, the Dowsing skill is stupid and the class lists will have to be reworked.)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Armor [http://www.dnd-wiki.org/wiki/Tome_Armor_%283.5e_Variant_Rule%29], also look [http://www.tgdmb.com/viewtopic.php?t=53563 here]&lt;br /&gt;
* Magic items [http://www.dnd-wiki.org/wiki/Tome_Magic_Items_%283.5e_Variant_Rule%29], also look [http://www.tgdmb.com/viewtopic.php?t=53704 here]&lt;br /&gt;
&lt;br /&gt;
==Other Rules==&lt;br /&gt;
* [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Big_Fat_Squares] (changes ranges for bows and spells)&lt;br /&gt;
* Multi-weapon [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Revised_Multi-Weapon_Combat] (something like this anyway)&lt;br /&gt;
* Creature scaling [http://www.dnd-wiki.org/wiki/User:Tarkisflux/Rants/Revised_Creature_Scaling]&lt;br /&gt;
* hit points [http://www.dnd-wiki.org/wiki/Better_Hit_Points_%283.5e_Variant_Rule%29]&lt;br /&gt;
* saves [http://www.dnd-wiki.org/wiki/More_Stable_Saves_%283.5e_Variant_Rule%29]&lt;br /&gt;
* full attacks [http://www.dnd-wiki.org/wiki/Better_Full_Attacks_%283.5e_Variant_Rule%29] (If you full attack all secondary attacks are at -5, otherwise as a standard action all secondary attacks are at -5,-10,-15 etc. Maybe rework this too.)&lt;br /&gt;
* initiative [http://www.dnd-wiki.org/wiki/Better_Initiative_%283.5e_Variant_Rule%29]&lt;br /&gt;
* level-based benefits [http://www.dnd-wiki.org/wiki/New_Level-Dependent_Benefits_%283.5e_Variant_Rule%29] (consider it)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Static_Spell_Points_%283.5e_Variant_Rule%29] (this would require a rather large amount of work to impliment but it is pretty awesome and removes my desire to rewrite the entire spells list)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule%29] (another to consider)&lt;br /&gt;
* turning [http://www.dnd-wiki.org/wiki/CR-Based_Turning_%283.5e_Variant_Rule%29]&lt;br /&gt;
* poisons [http://www.dnd-wiki.org/wiki/Better_Poisons_%283.5e_Variant_Rule%29]&lt;br /&gt;
* counterspelling [http://www.dnd-wiki.org/wiki/Better_Counterspelling_%283.5e_Variant_Rule%29] (Rewrite it to &amp;quot;dispel&amp;quot; is a magical action any spellcaster can attempt, not a spell. You set the level and expend a spell of that level. Otherwise this is great.)&lt;br /&gt;
* Armor gives you Damage Conversion which changes hp damage to &amp;quot;non-lethal&amp;quot; damage, making both healing &amp;amp; armor better.&lt;br /&gt;
* Does havign the edge prevent opponents from making a 5&#039; step w/o provoking? It should.&lt;br /&gt;
* &amp;quot;Immediate Action&amp;quot; is a reaction. Why is it not called a Reaction? An opportunity attack is a reaction. Small, fast weapons allow you to make an OA 1/round without spending your Reaction.&lt;br /&gt;
* All &amp;quot;magic&amp;quot; is a focus of the innate ability latent in all living beings. Some focus this into totally awesome fighting moves, some into reality-bending magic. Making it big and flashy means building up a pool of mana and spending it down, whereas others just tap into it a little at a time and cannot pool it up. All classes are magical; a mundane class is an NPC (the majority of the world). Sword masters grow up into super heroes.&lt;br /&gt;
* Every other being uses Pathfinder build information with Tome combat rules. Magic is very rare among those using Pathfinder, and those who practice it do so like a newb.&lt;br /&gt;
* Magic item bonuses should be quite varied (so I can have +1 Cha bracers and a +1 Cha tiara for a total of +2, each item having other things on it as well). But there should be limits as to how much of a boost you can get from the total of all bonus types. It hampers the game to have players try to get any many bonus types as possible to go well outside the range of the RNG, so stick with the RNG-friendly limits and relax on the bonus type limitations. This applies to ability score bonuses, damage, to-hit, hp, saves, etc.&lt;br /&gt;
* Something needs to be done about chargen. Making a really strong human with a 16 Str should seem less stupid when compared to a dwarf with 20 Str. That 4 Str equates to the same to-hit bonuses gained from 2 levels or 2 feats. What&#039;s the human getting for making a more realistic character?&lt;br /&gt;
&lt;br /&gt;
==Errata==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/User:Surgo/Possible_Tome_Errata possibly]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
The world is a dark place, but not just because it is dangerous, vast, and largely unknown. Men are dark beings of evil intent, greed, dishonor, and violence. There are no knights of royal bearing and chivalrous discipline. There are no paladins or clerics of gods of honor, valor, grace, or mercy. What gods there once were are forgotten, their priests hunted and killed, their temples desecrated. Gods were made again, from the people who shone brightest or who saught the glory. Mankind cannot help but worship. The leaders of old were simply followed, then reveared, later worshipped. The deaths of these new gods became religeous, their tombs the new temples. Tales were told far and wide of the world before. The hermit emperor who could not die, nor rule his empire from his palace; the betreyal of the sun when she turned life into unlife and how the ancients abandoned her and each night hoped she would never return; the flying auroch heffer who suckled the beasts of the wild, giving them new form and culture like man; the giants who once ruled the world and created orcs and goblins; the tyrants and despots who wielded godmagic to control the lives of men, and how the new gods rose up against them to create a new world.&lt;br /&gt;
&lt;br /&gt;
The undead hordes succeeded in killing almost everything that was, leaving the world bereft and harsh. Fires consumed much, from those undead who caught fire and became walking bonfires. Ghosts and those who drained warmth created frozen lakes that held back water from the plains below, encasing towns in ice that crushed ill-prepared roofs - then left, leaving dams to thaw into floods and towns to suddenly turn to swamps rotting in the mists. Only that which was crafted in magic could withstand the centuries. Magic having no where to go, inhabited the beings of life. The more intelligent and imbued with magic a creature was, the more drawn it was to objects containing magic, so in even a bear&#039;s den one might find some trinket from ancient times that the bear cared for as if it were a cub.&lt;br /&gt;
&lt;br /&gt;
Language, customs, cultures, and craft all lost, the world is fragmented again. &amp;quot;Combine&amp;quot; is a misunderstood word that means simply &amp;quot;old&amp;quot; to some, &amp;quot;unity&amp;quot; to others, &amp;quot;the land of the gods&amp;quot; in some circles, or a legendary place that exists only in tales, for surely the world was never united by one people. Life is cheap, morals are few and oft ignored, and where two men are gathered one will achieve power over another.&lt;br /&gt;
&lt;br /&gt;
==The Moon==&lt;br /&gt;
You are the remnant of the Empire&#039;s small outpost on Luclin (Tongar), only a few centuries after the Sundering. However, that&#039;s not really what the people know.&lt;br /&gt;
&lt;br /&gt;
The leadership has determined that since they don&#039;t know how to get back, the important thing is to establish their own empire in their new home. To that end they have obscured the truth from the people to ensure no one tries to get to the planet, which isn&#039;t possible anyway because reasons.&lt;br /&gt;
&lt;br /&gt;
You are members of the last bastion of civilization, trying to expand your territories to ensure the future of your nation, the XXXXXXXX. The kingdom has a mixture of the standard fantasy races. &lt;br /&gt;
&lt;br /&gt;
===Other people of the world===&lt;br /&gt;
* The enigmatic people of the Warring States of the Third Mystic Hegemony of the Serpent Emperor (based loosely on ancient China&#039;s warring states period - they are oriental in culture and closest to Xiongnu. The &amp;quot;serpent emperor&amp;quot; was once a Shissar but the hegemonics killed their slavemasters and took over the government so &amp;quot;serpent emperor&amp;quot; is no longer a serpent at all, but once was). Matriarchal and spiritual, but largely uncivilized. They sometimes keep beastmen as pets, being very careful to raise them with the animals of their tribes and never to speak to them (to avoid the beastmen learning how to be like them). Their language and religion is much like Tengri, and they call the world Tongar Akaidusella (just Tongar outside of ceremony) which means &amp;quot;God&#039;s birthing basket&amp;quot;. Most of their people go around unclothed, they dance but do not sing, they do not hold land but instead respect only strength where rights are concerned, and they are prone to violence based on little more than whimsy. I&#039;m not sure what race this is.&lt;br /&gt;
* Primitive bands of &amp;quot;beastmen&amp;quot; or &amp;quot;ferals&amp;quot;. These are groups of humanoids who were once raised by animals, lived their lives in the wild, lost civilization and culture and humanity, and are very slowly finding ways to react to each other in less animalistic fashions (decendants of feral children). They are very strong and agile, very capable humanoid animals, but cannot speak, have no craft whatsoever (always naked, don&#039;t build homes, etc), and HUNT other humanoids. Very dangerous, very prolific. They have tribes that stay with herds of animals, learning to be like the animals and each other, and rarely mix at all with those of other tribes. They tend to act just like their animals, except that they will aggressively attack anyone who attempts to take their land or endanger their tribe.&lt;br /&gt;
* Natives of the world are largely classified as Outsiders. The only humanoids are the civilized races that moved there from the world above. Other race ides can be found [http://www.tgdmb.com/viewtopic.php?t=54924&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 here]&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
The players are a part of the Combine remnant on the moon, which they call Tongar after the hegemonic term. But, they don&#039;t know that. Instead they are told they are the last civilization on a world once controlled by their kind. The goal is not just to keep civilization alive, but to expand into new territory and slaughter their enemies.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=282250</id>
		<title>Yagura:Bill</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=282250"/>
		<updated>2015-05-06T19:12:59Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incorporating the [http://www.dnd-wiki.org/wiki/System_Reference_Document SRD] into this [[Yagura:SRD|SRD]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Help:Cheatsheet Mediawiki Cheatsheet]&lt;br /&gt;
&lt;br /&gt;
=Incorporation notes=&lt;br /&gt;
==Races:==&lt;br /&gt;
&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Lizardfolk_Variant_%283.5e_Race%29] (Renamed, but not Iksar - the lizardy inhabitants of &amp;quot;Kunark&amp;quot; are related but separated by centuries and have a different name and stats.)&lt;br /&gt;
&lt;br /&gt;
==NPC classes:==&lt;br /&gt;
* Adept [http://www.dnd-wiki.org/wiki/Adept_(3.5e_NPC_Class)]&lt;br /&gt;
* Warrior [http://www.dnd-wiki.org/wiki/Warrior_%283.5e_NPC_Class%29]&lt;br /&gt;
* &amp;quot;ninja&amp;quot; [http://www.dnd-wiki.org/wiki/Ninja_%283.5e_Class%29] (there are only ever 2 of these, the master and his apprentice. They lead the cult of the Mistress of Shadows.)&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
30 Classes: [Balance Point noted if necessary]&lt;br /&gt;
* &#039;&#039;Assassin&#039;&#039; [http://www.dnd-wiki.org/wiki/Assassin,_Tome_%283.5e_Class%29]&lt;br /&gt;
* &#039;&#039;Barbarian [http://www.dnd-wiki.org/wiki/Barbarian,_Tome_%283.5e_Class%29] (Berzerker)&#039;&#039;&lt;br /&gt;
* Bard [http://www.dnd-wiki.org/wiki/Bard,_Tome_%283.5e_Class%29] (don&#039;t use, just reference it for the actual bard)&lt;br /&gt;
* &#039;&#039;Cleric&#039;&#039;&lt;br /&gt;
* Druid&lt;br /&gt;
* Dread Necromancer [http://www.tgdmb.com/viewtopic.php?t=49161]&lt;br /&gt;
* Elementalist [http://www.dnd-wiki.org/wiki/Elementalist_%283.5e_Class%29]&lt;br /&gt;
* Fighter [http://www.dnd-wiki.org/wiki/Fighter,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Fire mage [http://www.dnd-wiki.org/wiki/Fire_Mage_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Jester [http://www.dnd-wiki.org/wiki/Jester_%283.5e_Class%29] (Shadow Agent of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Knight [http://www.dnd-wiki.org/wiki/Knight,_Tome_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* &#039;&#039;Monk&#039;&#039; [http://www.dnd-wiki.org/wiki/Monk,_Tome_%283.5e_Class%29] (rename needed)&lt;br /&gt;
* Ninja [http://www.dnd-wiki.org/wiki/Ninja,_Tome_%283.5e_Class%29] (Shadow Rogue of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Paladin [http://www.dnd-wiki.org/wiki/Paladin,_Tome_%283.5e_Class%29] (strip it of the religious aspects, make it a palace guard)&lt;br /&gt;
* Priest [http://www.dnd-wiki.org/wiki/Priest_%283.5e_Class%29] (Shadow Priest of the Cult of the Mistress of Shadows, all domains available)&lt;br /&gt;
* Puppeteer [http://www.dnd-wiki.org/wiki/Puppeteer_%283.5e_Class%29] (maybe a name change) [BP-1]&lt;br /&gt;
* Ranger [http://www.dnd-wiki.org/wiki/Ranger,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Rogue [BP-1]&lt;br /&gt;
* Ronin [http://www.dnd-wiki.org/wiki/Ronin_%283.5e_Class%29] (Shadow Warrior of the Cult of the Mistress of Shadows, very weak but maybe fitting for NPC guards) [BP-1]&lt;br /&gt;
* Samurai [http://www.dnd-wiki.org/wiki/Samurai,_Tome_%283.5e_Class%29] (Shadow Knight of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Shadowcaster[http://www.dnd-wiki.org/wiki/Shadowcaster_%283.5e_Class%29] (of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Sorcerer [http://www.dnd-wiki.org/wiki/Sorcerer,_Tome_%283.5e_Class%29] (consider whether or not it fits at all, it might not)&lt;br /&gt;
* Soulborn [http://www.dnd-wiki.org/wiki/Soulborn_%283.5e_Class%29] (Shadowborn of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Spirit Shaman [http://www.dnd-wiki.org/wiki/Spirit_Shaman_%283.5e_Class%29] / or the shaman here [http://tgdmb.com/viewtopic.php?t=52667#top], more like a necro&lt;br /&gt;
* Summoner [http://www.dnd-wiki.org/wiki/Summoner_%283.5e_Class%29]&lt;br /&gt;
* Templar [http://www.dnd-wiki.org/wiki/Templar_%283.5e_Class%29]&lt;br /&gt;
* Thief Acrobat[http://www.dnd-wiki.org/wiki/Thief_Acrobat_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Totemist [http://www.dnd-wiki.org/wiki/Totemist_%283.5e_Class%29] (the Behir totem&#039;s range needs to be a cone, not line)&lt;br /&gt;
* Warlock [http://www.dnd-wiki.org/wiki/Warlock_%283.5e_Class%29]&lt;br /&gt;
* Wintersmith [http://www.dnd-wiki.org/wiki/Wintersmith_%283.5e_Class%29]&lt;br /&gt;
* Witch [http://www.dnd-wiki.org/wiki/Witch_%283.5e_Class%29] (maybe a name change, I can&#039;t get past it)&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Tome_of_Prowess_%283.5e_Sourcebook%29] (This will require quite a bit of rewriting to strip it of its &amp;quot;change from&amp;quot; verbage. Also, the Dowsing skill is stupid and the class lists will have to be reworked.)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Armor [http://www.dnd-wiki.org/wiki/Tome_Armor_%283.5e_Variant_Rule%29], also look [http://www.tgdmb.com/viewtopic.php?t=53563|here]&lt;br /&gt;
* Magic items [http://www.dnd-wiki.org/wiki/Tome_Magic_Items_%283.5e_Variant_Rule%29], also look [http://www.tgdmb.com/viewtopic.php?t=53704|here]&lt;br /&gt;
&lt;br /&gt;
==Other Rules==&lt;br /&gt;
* [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Big_Fat_Squares] (changes ranges for bows and spells)&lt;br /&gt;
* Multi-weapon [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Revised_Multi-Weapon_Combat] (something like this anyway)&lt;br /&gt;
* Creature scaling [http://www.dnd-wiki.org/wiki/User:Tarkisflux/Rants/Revised_Creature_Scaling]&lt;br /&gt;
* hit points [http://www.dnd-wiki.org/wiki/Better_Hit_Points_%283.5e_Variant_Rule%29]&lt;br /&gt;
* saves [http://www.dnd-wiki.org/wiki/More_Stable_Saves_%283.5e_Variant_Rule%29]&lt;br /&gt;
* full attacks [http://www.dnd-wiki.org/wiki/Better_Full_Attacks_%283.5e_Variant_Rule%29] (If you full attack all secondary attacks are at -5, otherwise as a standard action all secondary attacks are at -5,-10,-15 etc. Maybe rework this too.)&lt;br /&gt;
* initiative [http://www.dnd-wiki.org/wiki/Better_Initiative_%283.5e_Variant_Rule%29]&lt;br /&gt;
* level-based benefits [http://www.dnd-wiki.org/wiki/New_Level-Dependent_Benefits_%283.5e_Variant_Rule%29] (consider it)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Static_Spell_Points_%283.5e_Variant_Rule%29] (this would require a rather large amount of work to impliment but it is pretty awesome and removes my desire to rewrite the entire spells list)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule%29] (another to consider)&lt;br /&gt;
* turning [http://www.dnd-wiki.org/wiki/CR-Based_Turning_%283.5e_Variant_Rule%29]&lt;br /&gt;
* poisons [http://www.dnd-wiki.org/wiki/Better_Poisons_%283.5e_Variant_Rule%29]&lt;br /&gt;
* counterspelling [http://www.dnd-wiki.org/wiki/Better_Counterspelling_%283.5e_Variant_Rule%29] (Rewrite it to &amp;quot;dispel&amp;quot; is a magical action any spellcaster can attempt, not a spell. You set the level and expend a spell of that level. Otherwise this is great.)&lt;br /&gt;
* Armor gives you Damage Conversion which changes hp damage to &amp;quot;non-lethal&amp;quot; damage, making both healing &amp;amp; armor better.&lt;br /&gt;
* Does havign the edge prevent opponents from making a 5&#039; step w/o provoking? It should.&lt;br /&gt;
* &amp;quot;Immediate Action&amp;quot; is a reaction. Why is it not called a Reaction? An opportunity attack is a reaction. Small, fast weapons allow you to make an OA 1/round without spending your Reaction.&lt;br /&gt;
* All &amp;quot;magic&amp;quot; is a focus of the innate ability latent in all living beings. Some focus this into totally awesome fighting moves, some into reality-bending magic. Making it big and flashy means building up a pool of mana and spending it down, whereas others just tap into it a little at a time and cannot pool it up. All classes are magical; a mundane class is an NPC (the majority of the world). Sword masters grow up into super heroes.&lt;br /&gt;
* Every other being uses Pathfinder build information with Tome combat rules. Magic is very rare among those using Pathfinder, and those who practice it do so like a newb.&lt;br /&gt;
* Magic item bonuses should be quite varied (so I can have +1 Cha bracers and a +1 Cha tiara for a total of +2, each item having other things on it as well). But there should be limits as to how much of a boost you can get from the total of all bonus types. It hampers the game to have players try to get any many bonus types as possible to go well outside the range of the RNG, so stick with the RNG-friendly limits and relax on the bonus type limitations. This applies to ability score bonuses, damage, to-hit, hp, saves, etc.&lt;br /&gt;
* Something needs to be done about chargen. Making a really strong human with a 16 Str should seem less stupid when compared to a dwarf with 20 Str. That 4 Str equates to the same to-hit bonuses gained from 2 levels or 2 feats. What&#039;s the human getting for making a more realistic character?&lt;br /&gt;
&lt;br /&gt;
==Errata==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/User:Surgo/Possible_Tome_Errata possibly]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
The world is a dark place, but not just because it is dangerous, vast, and largely unknown. Men are dark beings of evil intent, greed, dishonor, and violence. There are no knights of royal bearing and chivalrous discipline. There are no paladins or clerics of gods of honor, valor, grace, or mercy. What gods there once were are forgotten, their priests hunted and killed, their temples desecrated. Gods were made again, from the people who shone brightest or who saught the glory. Mankind cannot help but worship. The leaders of old were simply followed, then reveared, later worshipped. The deaths of these new gods became religeous, their tombs the new temples. Tales were told far and wide of the world before. The hermit emperor who could not die, nor rule his empire from his palace; the betreyal of the sun when she turned life into unlife and how the ancients abandoned her and each night hoped she would never return; the flying auroch heffer who suckled the beasts of the wild, giving them new form and culture like man; the giants who once ruled the world and created orcs and goblins; the tyrants and despots who wielded godmagic to control the lives of men, and how the new gods rose up against them to create a new world.&lt;br /&gt;
&lt;br /&gt;
The undead hordes succeeded in killing almost everything that was, leaving the world bereft and harsh. Fires consumed much, from those undead who caught fire and became walking bonfires. Ghosts and those who drained warmth created frozen lakes that held back water from the plains below, encasing towns in ice that crushed ill-prepared roofs - then left, leaving dams to thaw into floods and towns to suddenly turn to swamps rotting in the mists. Only that which was crafted in magic could withstand the centuries. Magic having no where to go, inhabited the beings of life. The more intelligent and imbued with magic a creature was, the more drawn it was to objects containing magic, so in even a bear&#039;s den one might find some trinket from ancient times that the bear cared for as if it were a cub.&lt;br /&gt;
&lt;br /&gt;
Language, customs, cultures, and craft all lost, the world is fragmented again. &amp;quot;Combine&amp;quot; is a misunderstood word that means simply &amp;quot;old&amp;quot; to some, &amp;quot;unity&amp;quot; to others, &amp;quot;the land of the gods&amp;quot; in some circles, or a legendary place that exists only in tales, for surely the world was never united by one people. Life is cheap, morals are few and oft ignored, and where two men are gathered one will achieve power over another.&lt;br /&gt;
&lt;br /&gt;
==The Moon==&lt;br /&gt;
You are the remnant of the Empire&#039;s small outpost on Luclin (Tongar), only a few centuries after the Sundering. However, that&#039;s not really what the people know.&lt;br /&gt;
&lt;br /&gt;
The leadership has determined that since they don&#039;t know how to get back, the important thing is to establish their own empire in their new home. To that end they have obscured the truth from the people to ensure no one tries to get to the planet, which isn&#039;t possible anyway because reasons.&lt;br /&gt;
&lt;br /&gt;
You are members of the last bastion of civilization, trying to expand your territories to ensure the future of your nation, the XXXXXXXX. The kingdom has a mixture of the standard fantasy races. &lt;br /&gt;
&lt;br /&gt;
===Other people of the world===&lt;br /&gt;
* The enigmatic people of the Warring States of the Third Mystic Hegemony of the Serpent Emperor (based loosely on ancient China&#039;s warring states period - they are oriental in culture and closest to Xiongnu. The &amp;quot;serpent emperor&amp;quot; was once a Shissar but the hegemonics killed their slavemasters and took over the government so &amp;quot;serpent emperor&amp;quot; is no longer a serpent at all, but once was). Matriarchal and spiritual, but largely uncivilized. They sometimes keep beastmen as pets, being very careful to raise them with the animals of their tribes and never to speak to them (to avoid the beastmen learning how to be like them). Their language and religion is much like Tengri, and they call the world Tongar Akaidusella (just Tongar outside of ceremony) which means &amp;quot;God&#039;s birthing basket&amp;quot;. Most of their people go around unclothed, they dance but do not sing, they do not hold land but instead respect only strength where rights are concerned, and they are prone to violence based on little more than whimsy. I&#039;m not sure what race this is.&lt;br /&gt;
* Primitive bands of &amp;quot;beastmen&amp;quot; or &amp;quot;ferals&amp;quot;. These are groups of humanoids who were once raised by animals, lived their lives in the wild, lost civilization and culture and humanity, and are very slowly finding ways to react to each other in less animalistic fashions (decendants of feral children). They are very strong and agile, very capable humanoid animals, but cannot speak, have no craft whatsoever (always naked, don&#039;t build homes, etc), and HUNT other humanoids. Very dangerous, very prolific. They have tribes that stay with herds of animals, learning to be like the animals and each other, and rarely mix at all with those of other tribes. They tend to act just like their animals, except that they will aggressively attack anyone who attempts to take their land or endanger their tribe.&lt;br /&gt;
* Natives of the world are largely classified as Outsiders. The only humanoids are the civilized races that moved there from the world above. Other race ides can be found [http://www.tgdmb.com/viewtopic.php?t=54924&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 here]&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
The players are a part of the Combine remnant on the moon, which they call Tongar after the hegemonic term. But, they don&#039;t know that. Instead they are told they are the last civilization on a world once controlled by their kind. The goal is not just to keep civilization alive, but to expand into new territory and slaughter their enemies.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Skills_Overview&amp;diff=282180</id>
		<title>Yagura:SRD:Skills Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Skills_Overview&amp;diff=282180"/>
		<updated>2015-05-04T22:45:22Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;==Skills Overview==  {| class=&amp;quot;column&amp;quot; | * Skills Summary * Skill Descriptions * Yagura:SRD:Table of Skill Sy...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skills Overview==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;column&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[Yagura:SRD:Skills Summary|Skills Summary]]&lt;br /&gt;
* [[Yagura:SRD:Skill Descriptions|Skill Descriptions]]&lt;br /&gt;
* [[Yagura:SRD:Table of Skill Synergies|Table of Skill Synergies]]&lt;br /&gt;
* [[Yagura:SRD:Using Skills|Using Skills]]&lt;br /&gt;
** [[Yagura:SRD:Using Skills#Skill Checks|Skill Checks]]&lt;br /&gt;
** [[Yagura:SRD:Using Skills#Combining Skill Attempts|Combining Skill Attempts]]&lt;br /&gt;
** [[Yagura:SRD:Using Skills#Ability Checks|Ability Checks]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;|&lt;br /&gt;
* [[Yagura:SRD:Skills|Skill List]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;|&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;* [[Yagura:SRD:Skills by Type|Skill List by Type]]&lt;br /&gt;
** [[Yagura:SRD:Skills by Type#Key Ability|Key Ability]] ([[Yagura:SRD:Skills by Type#Strength|Str]], [[Yagura:SRD:Skills by Type#Dexterity|Dex]], [[Yagura:SRD:Skills by Type#Constitution|Con]], [[Yagura:SRD:Skills by Type#Intelligence|Int]], [[Yagura:SRD:Skills by Type#Wisdom|Wis]], [[Yagura:SRD:Skills by Type#Charisma|Cha]], [[Yagura:SRD:Skills by Type#None|None]])&lt;br /&gt;
** [[Yagura:SRD:Skills by Type#Trained Only|Trained Only]]&lt;br /&gt;
** [[Yagura:SRD:Skills by Type#Armor Check Penalty|Armor Check Penalty]]&lt;br /&gt;
** [[Yagura:SRD:Skills by Type#Special|Special]]&lt;br /&gt;
** [[Yagura:SRD:Skills by Type#Magic|Magic]]&lt;br /&gt;
** [[Yagura:SRD:Skills by Type#Psionic|Psionic]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Dwarves_(Race)&amp;diff=282016</id>
		<title>Yagura:SRD:Dwarves (Race)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Dwarves_(Race)&amp;diff=282016"/>
		<updated>2015-05-01T16:59:55Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Dwarven Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dwarven Background=&lt;br /&gt;
Stubbornly territorial, advanced architecture of grandeur and stability carved into mountainsides and extending below, labor and artistry working hand-in-hand, a commitment to clan and tradition, and a common history respected by all - these common threads unite all dwarves.&lt;br /&gt;
&lt;br /&gt;
==Short and Stout==&lt;br /&gt;
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.&lt;br /&gt;
&lt;br /&gt;
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their facial hair, which is often worn long.&lt;br /&gt;
&lt;br /&gt;
==Unchanging Legacy==&lt;br /&gt;
Dwarves can live to be more than 400 years old, a secret well-kept from the other races. Their traditions allow them to exist for centuries without any noticeable change, so other races recognizing the difference between an elderly dwarf and one 200 years younger is rare. The oldest living dwarves often remember a very different world, granting them a perspective on the world that shorter-lived races such as humans and halflings lack.&lt;br /&gt;
&lt;br /&gt;
Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the clan.&lt;br /&gt;
&lt;br /&gt;
Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud. A clan that loses the respect of other clans is a clan that loses property, wealth, and territory. While clan infighting is avoided at high costs, a dwarf&#039;s loyalty is not to his or her race, but to the clan alone.&lt;br /&gt;
&lt;br /&gt;
==All Work, All Fight, All for the Clan==&lt;br /&gt;
Dwarven cities are amalgamations of territory held by individual clans, usually with no common governance, save what can be agreed upon by the clans. These settlements exist both above ground and cut deeply underground, often in mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of metalwork and stonecarving, and prefer that which is made to be enduring, rugged, and well-designed. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike travel, so enterprising humans and other races frequently handle trade in dwarven goods along extended routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.&lt;br /&gt;
&lt;br /&gt;
The chief unit of dwarven society is the clan, and dwarves respect clan structure and hierarchy. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names or clan name in oaths and curses. Indeed, the primary way a dwarf gains an identity and a sense of righteousness is through the familial bond of the clan. Clanless dwarves form into &amp;quot;bands&amp;quot; which, though structured much like a clan and sometimes as powerful and influential, are not as well-respected. Outcast dwarves, accepted in neither clan nor band, have short lives of misery and shame, usually as slaves.&lt;br /&gt;
&lt;br /&gt;
Dwarves make their way in the world by serving the clan, usually as artisans or laborers. Even clan leaders learn a trade, for dwarves who do not work together are not seen as being loyal to the clan. All dwarves are expected to know how to fight, and to be willing at any time to defend their clan. Some with aptitude make a living through warfare, especially when other races are willing to pay a premium for the courage and loyalty of a dwarven mercenary. &lt;br /&gt;
&lt;br /&gt;
Clans keep slaves, of a sort. Those unskilled in work or battle, non-dwarves who have not proven themselves to be tremendously exceptional, outcast dwarves, and children of the clan occupy the lowest caste of the clan membership. The term for this caste varies, but usually means &amp;quot;babies&amp;quot; or &amp;quot;helpless&amp;quot;. They must obey actual clan members, are not allowed to own anything, are not allowed to represent the clan in any way, and are sometimes traded as possessions between clans. However, most children are cherished by their parents enough that they do not live as slaves of other races live, and grow up to be full and fiercely loyal members of the clan. While many of the single women of the clan are of this caste, most remain so out of a desire to be caretakers of the clan&#039;s children. The dwarven sense of justice is such that even these lowly clan members regarded as property are not often treated with cruelty.&lt;br /&gt;
&lt;br /&gt;
Dwarven clans send out lone adventurers or adventuring groups for numerous reasons. Some are simply scouts, attempting to learn as much as they can about a place rarely visited by the clan. Other adventuring dwarves are on a mission to amass wealth, knowledge, power, and allies for themselves, and by extension their clan. A dwarf might seek to restore a clan&#039;s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having lost position. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods or clans. Or a dwarf might search for the spear wielded by a mighty ancestor, lost on the field of battle centuries ago.&lt;br /&gt;
&lt;br /&gt;
==All Are Outsiders==&lt;br /&gt;
Dwarves get along passably well with most other races. &amp;quot;The difference between an acquaintance and a friend is about a hundred years,&amp;quot; is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf&#039;s trust. Relations within a clan are always the strongest, as the clan is family, and few who are not members of the clan ever know the full loyalty and love of a dwarf.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Elves&#039;&#039;&#039;. &amp;quot;It&#039;s not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Gnomes&#039;&#039;&#039;. &amp;quot;Barely tolerable as a group, but if you get one alone they start making sense. Not even a human can be as unpredictable and flighty as a gnome. The mischief they get into is the least that they deserve. But you have to give them credit, they are clever. And crafty, and shifty, and usually crazy. Just when you think they gone running from the slightest danger, they&#039;ll appear with double the numbers in a flanking position. You never know what a gnome&#039;s going to do, but at least the worst they cause they bring on themselves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Halflings&#039;&#039;&#039;. &amp;quot;Sure, they&#039;re pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Humans&#039;&#039;&#039;. &amp;quot;You take the time to get to know a human, and by then the human’s on her deathbed. If you’re lucky, she’s got kin—a daughter or granddaughter, maybe—who’s got hands and heart as good as hers. That’s when you can make a human friend. And watch them go! They set their hearts on something, they’ll get it, whether it’s a dragon’s hoard or an empire’s throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dwarven Names==&lt;br /&gt;
A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.&lt;br /&gt;
&lt;br /&gt;
:Male Names:&lt;br /&gt;
::Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal&lt;br /&gt;
&lt;br /&gt;
:Female Names:&lt;br /&gt;
::Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra&lt;br /&gt;
&lt;br /&gt;
:Clan Names:&lt;br /&gt;
::Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Dwarven Traits=&lt;br /&gt;
&lt;br /&gt;
* [[Yagura:SRD:Constitution|+2 Constitution]], [[Yagura:SRD:Charisma|–2 Charisma]].&lt;br /&gt;
* Humanoid (Dwarf)&lt;br /&gt;
* size Medium&lt;br /&gt;
* Dwarf [[Yagura:SRD:Base Land Speed|base land speed]] is 20 feet. However, dwarves can move at this speed even when wearing [[Yagura:SRD:Armor|medium or heavy armor]] or when carrying a [[Yagura:SRD:Carrying Capacity|medium or heavy load]] (unlike other creatures, whose speed is reduced in such situations).&lt;br /&gt;
* [[Yagura:SRD:Darkvision|Darkvision]] A dwarf can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a dwarf can function just fine with no light at all. From 31-60 feet total darkness appears as low light.&lt;br /&gt;
* Stonecunning: This ability grants a dwarf a +2 racial bonus on [[SRD:Search Skill|Search]] checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A hill dwarf who merely comes within 10 feet of unusual stonework can make a [[SRD:Search Skill|Search]] check as if he were actively searching, and a hill dwarf can use the [[SRD:Search Skill|Search]] skill to find stonework traps as a [[SRD:Rogue|rogue]] can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a [[SRD:Humans (Race)|human]] can sense which way is up.&lt;br /&gt;
* Armor Familiarity: All dwarves are proficient with the use of shields, and while not unclothed increase their armor bonus to AC by +1.&lt;br /&gt;
* Stability: A hill dwarf gains a +4 bonus on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rushed]] or [[SRD:Trip|tripped]] when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).&lt;br /&gt;
* +2 racial bonus on [[SRD:Saving Throw|saving throws]] against [[SRD:Poisons|poison]].&lt;br /&gt;
* +2 racial bonus on [[SRD:Saving Throw|saving throws]] against [[SRD:Spells|spells]] and [[SRD:Spell-Like Ability|spell-like effects]].&lt;br /&gt;
&amp;lt;!-- * +1 racial bonus on [[SRD:Attack Roll|attack rolls]] against [[SRD:Orc|orcs]] and [[SRD:Goblinoid Subtype|goblinoids]].&lt;br /&gt;
* +4 dodge bonus to [[SRD:Armor Class|Armor Class]] against monsters of the [[SRD:Giant Type|giant type]]. Any time a creature loses its [[SRD:Dexterity|Dexterity]] bonus (if any) to [[SRD:Armor Class|Armor Class]], such as when it’s caught [[SRD:Flat-Footed|flat-footed]], it loses its dodge bonus, too. --&amp;gt;&lt;br /&gt;
* +2 racial bonus on [[SRD:Appraise Skill|Appraise]] checks that are related to stone or metal items.&lt;br /&gt;
* +2 racial bonus on [[SRD:Craft Skill|Craft]] checks that are related to stone or metal.&lt;br /&gt;
* [[SRD:Automatic Language|Automatic Languages]]: Common and Dwarven. &lt;br /&gt;
* [[SRD:Bonus Language|Bonus Languages]]: Elven, Giant, Gnome, Goblin, Orc, Terran, and Undercommon.&lt;br /&gt;
&lt;br /&gt;
{{Yagura Random Starting Ages&lt;br /&gt;
|race=Dwarf&lt;br /&gt;
|base=20&lt;br /&gt;
|simp=1d6&lt;br /&gt;
|moder=3d6&lt;br /&gt;
|comp=6d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Yagura Aging Effects&lt;br /&gt;
|race=Dwarf&lt;br /&gt;
|mid=50&lt;br /&gt;
|old=290&lt;br /&gt;
|vene=398&lt;br /&gt;
|max=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Yagura Random Heights and Weights&lt;br /&gt;
|race=Dwarf&lt;br /&gt;
|mbaseft=3&lt;br /&gt;
|mbasein=9&lt;br /&gt;
|mmodin=2d4&lt;br /&gt;
|mbaselb=130&lt;br /&gt;
|mmodlb=2d6&lt;br /&gt;
|fbaseft=3&lt;br /&gt;
|fbasein=7&lt;br /&gt;
|fmodin=2d4&lt;br /&gt;
|fbaselb=100&lt;br /&gt;
|fmodlb=2d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SRD Race Footer}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Dwarves_(Race)&amp;diff=282015</id>
		<title>Yagura:SRD:Dwarves (Race)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Dwarves_(Race)&amp;diff=282015"/>
		<updated>2015-05-01T16:58:19Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Dwarven Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dwarven Background=&lt;br /&gt;
Stubbornly territorial, advanced architecture of grandeur and stability carved into mountainsides and extending below, labor and artistry working hand-in-hand, a commitment to clan and tradition, and a common history respected by all - these common threads unite all dwarves.&lt;br /&gt;
&lt;br /&gt;
==Short and Stout==&lt;br /&gt;
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.&lt;br /&gt;
&lt;br /&gt;
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their facial hair, which is often worn long.&lt;br /&gt;
&lt;br /&gt;
==Unchanging Legacy==&lt;br /&gt;
Dwarves can live to be more than 400 years old, a secret well-kept from the other races. Their traditions allow them to exist for centuries without any noticeable change, so other races recognizing the difference between an elderly dwarf and one 200 years younger is rare. The oldest living dwarves often remember a very different world, granting them a perspective on the world that shorter-lived races such as humans and halflings lack.&lt;br /&gt;
&lt;br /&gt;
Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the clan.&lt;br /&gt;
&lt;br /&gt;
Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud. A clan that loses the respect of other clans is a clan that loses property, wealth, and territory. While clan infighting is avoided at high costs, a dwarf&#039;s loyalty is not to his or her race, but to the clan alone.&lt;br /&gt;
&lt;br /&gt;
==All Work, All Fight, All for the Clan==&lt;br /&gt;
Dwarven cities are amalgamations of territory held by individual clans, usually with no common governance, save what can be agreed upon by the clans. These settlements exist both above ground and cut deeply underground, often in mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of metalwork and stonecarving, and prefer that which is made to be enduring, rugged, and well-designed. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike travel, so enterprising humans and other races frequently handle trade in dwarven goods along extended routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them.&lt;br /&gt;
&lt;br /&gt;
The chief unit of dwarven society is the clan, and dwarves respect clan structure and hierarchy. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names or clan name in oaths and curses. Indeed, the primary way a dwarf gains an identity and a sense of righteousness is through the familial bond of the clan. Clanless dwarves form into &amp;quot;bands&amp;quot; which, though structured much like a clan and sometimes as powerful and influential, are not as well-respected. Outcast dwarves, accepted in neither clan nor band, have short lives of misery and shame, usually as slaves.&lt;br /&gt;
&lt;br /&gt;
Dwarves make their way in the world by serving the clan, usually as artisans or laborers. Even clan leaders learn a trade, for dwarves who do not work together are not seen as being loyal to the clan. All dwarves are expected to know how to fight, and to be willing at any time to defend their clan. Some with aptitude make a living through warfare, especially when other races are willing to pay a premium for the courage and loyalty of a dwarven mercenary. &lt;br /&gt;
&lt;br /&gt;
Clans keep slaves, of a sort. Those unskilled in work or battle, non-dwarves who have not proven themselves to be tremendously exceptional, outcast dwarves, and children of the clan occupy the lowest caste of the clan membership. The term for this caste varies, but usually means &amp;quot;babies&amp;quot; or &amp;quot;helpless&amp;quot;. They must obey actual clan members, are not allowed to own anything, are not allowed to represent the clan in any way, and are sometimes traded as possessions between clans. However, most children are cherished by their parents enough that they do not live as slaves of other races live, and grow up to be full and fiercely loyal members of the clan. While many of the single women of the clan are of this caste, most remain so out of a desire to be caretakers of the clan&#039;s children. The dwarven sense of justice is such that even these lowly clan members regarded as property are not often treated with cruelty.&lt;br /&gt;
&lt;br /&gt;
Dwarven clans send out lone adventurers or adventuring groups for numerous reasons. Some are simply scouts, attempting to learn as much as they can about a place rarely visited by the clan. Other adventuring dwarves are on a mission to amass wealth, knowledge, power, and allies for themselves, and by extension their clan. A dwarf might seek to restore a clan&#039;s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having lost position. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods or clans. Or a dwarf might search for the spear wielded by a mighty ancestor, lost on the field of battle centuries ago.&lt;br /&gt;
&lt;br /&gt;
==All Are Outsiders==&lt;br /&gt;
Dwarves get along passably well with most other races. &amp;quot;The difference between an acquaintance and a friend is about a hundred years,&amp;quot; is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member of a short-lived race like humans to earn a dwarf&#039;s trust. Relations within a clan are always the strongest, as the clan is family, and few who are not members of the clan ever know the full loyalty and love of a dwarf.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Elves&#039;&#039;&#039;. &amp;quot;It&#039;s not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf’s good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Gnomes&#039;&#039;&#039;. &amp;quot;Barely tolerable as a group, but if you get one alone they start making sense. Not even a human can be as unpredictable and flighty as a gnome. The mischief they get into is the least that they deserve. But you have to give them credit, they are clever. And crafty, and shifty, and usually crazy. Just when you think they gone running from the slightest danger, they&#039;ll appear with double the numbers in a flanking position. You never know what a gnome&#039;s going to do, but at least the worst they cause they bring on themselves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Halflings&#039;&#039;&#039;. &amp;quot;Sure, they&#039;re pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Humans&#039;&#039;&#039;. &amp;quot;You take the time to get to know a human, and by then the human’s on her deathbed. If you’re lucky, she’s got kin—a daughter or granddaughter, maybe—who’s got hands and heart as good as hers. That’s when you can make a human friend. And watch them go! They set their hearts on something, they’ll get it, whether it’s a dragon’s hoard or an empire’s throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Dwarven Names==&lt;br /&gt;
A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.&lt;br /&gt;
&lt;br /&gt;
:Male Names:&lt;br /&gt;
::Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal&lt;br /&gt;
&lt;br /&gt;
:Female Names:&lt;br /&gt;
::Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra&lt;br /&gt;
&lt;br /&gt;
:Clan Names:&lt;br /&gt;
::Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Dwarven Traits=&lt;br /&gt;
&lt;br /&gt;
* [[Yagura:SRD:Constitution|+2 Constitution]], [[Yagura:SRD:Charisma|–2 Charisma]].&lt;br /&gt;
* Humanoid (Dwarf)&lt;br /&gt;
* size Medium&lt;br /&gt;
* Dwarf [[Yagura:SRD:Base Land Speed|base land speed]] is 20 feet. However, dwarves can move at this speed even when wearing [[Yagura:SRD:Armor|medium or heavy armor]] or when carrying a [[Yagura:SRD:Carrying Capacity|medium or heavy load]] (unlike other creatures, whose speed is reduced in such situations).&lt;br /&gt;
* [[Yagura:SRD:Darkvision]] A dwarf can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a dwarf can function just fine with no light at all.&lt;br /&gt;
* Stonecunning: This ability grants a dwarf a +2 racial bonus on [[SRD:Search Skill|Search]] checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A hill dwarf who merely comes within 10 feet of unusual stonework can make a [[SRD:Search Skill|Search]] check as if he were actively searching, and a hill dwarf can use the [[SRD:Search Skill|Search]] skill to find stonework traps as a [[SRD:Rogue|rogue]] can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a [[SRD:Humans (Race)|human]] can sense which way is up.&lt;br /&gt;
* Armor Familiarity: All dwarves are proficient with the use of shields, and while not unclothed increase their armor bonus to AC by +1.&lt;br /&gt;
* Stability: A hill dwarf gains a +4 bonus on [[SRD:Ability Check|ability checks]] made to resist being [[SRD:Bull Rush|bull rushed]] or [[SRD:Trip|tripped]] when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).&lt;br /&gt;
* +2 racial bonus on [[SRD:Saving Throw|saving throws]] against [[SRD:Poisons|poison]].&lt;br /&gt;
* +2 racial bonus on [[SRD:Saving Throw|saving throws]] against [[SRD:Spells|spells]] and [[SRD:Spell-Like Ability|spell-like effects]].&lt;br /&gt;
&amp;lt;!-- * +1 racial bonus on [[SRD:Attack Roll|attack rolls]] against [[SRD:Orc|orcs]] and [[SRD:Goblinoid Subtype|goblinoids]].&lt;br /&gt;
* +4 dodge bonus to [[SRD:Armor Class|Armor Class]] against monsters of the [[SRD:Giant Type|giant type]]. Any time a creature loses its [[SRD:Dexterity|Dexterity]] bonus (if any) to [[SRD:Armor Class|Armor Class]], such as when it’s caught [[SRD:Flat-Footed|flat-footed]], it loses its dodge bonus, too. --&amp;gt;&lt;br /&gt;
* +2 racial bonus on [[SRD:Appraise Skill|Appraise]] checks that are related to stone or metal items.&lt;br /&gt;
* +2 racial bonus on [[SRD:Craft Skill|Craft]] checks that are related to stone or metal.&lt;br /&gt;
* [[SRD:Automatic Language|Automatic Languages]]: Common and Dwarven. &lt;br /&gt;
* [[SRD:Bonus Language|Bonus Languages]]: Elven, Giant, Gnome, Goblin, Orc, Terran, and Undercommon.&lt;br /&gt;
&lt;br /&gt;
{{Yagura Random Starting Ages&lt;br /&gt;
|race=Dwarf&lt;br /&gt;
|base=20&lt;br /&gt;
|simp=1d6&lt;br /&gt;
|moder=3d6&lt;br /&gt;
|comp=6d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Yagura Aging Effects&lt;br /&gt;
|race=Dwarf&lt;br /&gt;
|mid=50&lt;br /&gt;
|old=290&lt;br /&gt;
|vene=398&lt;br /&gt;
|max=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Yagura Random Heights and Weights&lt;br /&gt;
|race=Dwarf&lt;br /&gt;
|mbaseft=3&lt;br /&gt;
|mbasein=9&lt;br /&gt;
|mmodin=2d4&lt;br /&gt;
|mbaselb=130&lt;br /&gt;
|mmodlb=2d6&lt;br /&gt;
|fbaseft=3&lt;br /&gt;
|fbasein=7&lt;br /&gt;
|fmodin=2d4&lt;br /&gt;
|fbaselb=100&lt;br /&gt;
|fmodlb=2d6&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SRD Race Footer}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Deep_Ones_(Race)&amp;diff=282014</id>
		<title>Yagura:SRD:Deep Ones (Race)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Deep_Ones_(Race)&amp;diff=282014"/>
		<updated>2015-05-01T16:48:59Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Origins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Deep Ones=&lt;br /&gt;
The [[Yagura:SRD:Dwarves_(Race)|dwarves]] and [[Yagura:SRD:Gnomes_(Race)|gnomes]], while originating from the same people long ago, are rarely referred to as a collective group. When they are, human scholars usually use the term &#039;&#039;Deep Ones&#039;&#039;, simply because they came from deep under the surface of the earth. Dwarves call their ancient ancestors the Dwerrow while gnomes call them the Noldwer. Even so, there is rarely any call for even dwarves and gnomes to refer to their common ancestors.&lt;br /&gt;
&lt;br /&gt;
Though neither dwarves nor gnomes are fond of the fact, most people understand that the two peoples are related somehow. Some think of dwarves and gnomes as cousin races, others think of them as different ethnicities of the same race, and most often gnomes are thought to have branched off from the dwarves.&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
The common story of the origins of the dwarves is usually given thus:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long ago, the god of the deep world created a people to serve him, the dwerrow. This was before any living being existed in the world, so there was no food for the dwerrow. They ate the stone itself until they found veins of gold, which filled them with life and awoken the first thoughts. Their creator saw that they were no longer just animals, and told them to not eat of the stone and earth any longer, but to eat of the other animals he would create for them. As the dwerrow traveled through the caverns and cracks between the stone, they desired to create as their god had done, and so some began working the stone and metals to make anything they could imagine. Others began to lead and take power, each claiming a people for himself - these were the first clans. One clan, the Gnome clan, devoted itself to finding new lands and ensuring the dwerrow could safely migrate there. They separated themselves from the wisdom of the dwerrow and were held in contempt. When the dwerrow first discovered the Feet of the Sky, they called themselves &amp;quot;dwarf&amp;quot; to celebrate their mastery of two worlds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The common story of the origins of the gnomes is usually given thus:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When the noldwer, the people of the stone, traveled deep in the world that belonged only to them, they became saddened by their struggles. The noldwer had little to eat and fought for food. One great leader took the brightest minds with the keenest eyes to rule over the noldwer. They would seek out new caves rich with food, carving new tunnels, constructing bridges and supports, refining the first metals, recording our first histories, creating a new way for the noldwer to think and believe. He called this ruling caste the Gnomes. Their subjects grew lazy under the leadership of the gnomes, and often rebelled. For their grumbling and dissatisfaction with every brilliant solution, new discovery, and new location rich with resources, the gnomes called the lesser noldwer Dwarves, &amp;quot;the grumblers&amp;quot;. When the gnomes discovered the Feet of the Sky they left the dwarves there to fend for themselves, knowing that deep below lie boundless resources for the best and brightest of the noldwer if they no longer had to provide for the dwarves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The actual truth of the matter is lost to the mists of time.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Deep_Ones_(Race)&amp;diff=282013</id>
		<title>Yagura:SRD:Deep Ones (Race)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Deep_Ones_(Race)&amp;diff=282013"/>
		<updated>2015-05-01T16:48:29Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;=Deep Ones= The dwarves and gnomes, while originating from the same people long ago, are rarely referred to as a col...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Deep Ones=&lt;br /&gt;
The [[Yagura:SRD:Dwarves_(Race)|dwarves]] and [[Yagura:SRD:Gnomes_(Race)|gnomes]], while originating from the same people long ago, are rarely referred to as a collective group. When they are, human scholars usually use the term &#039;&#039;Deep Ones&#039;&#039;, simply because they came from deep under the surface of the earth. Dwarves call their ancient ancestors the Dwerrow while gnomes call them the Noldwer. Even so, there is rarely any call for even dwarves and gnomes to refer to their common ancestors.&lt;br /&gt;
&lt;br /&gt;
Though neither dwarves nor gnomes are fond of the fact, most people understand that the two peoples are related somehow. Some think of dwarves and gnomes as cousin races, others think of them as different ethnicities of the same race, and most often gnomes are thought to have branched off from the dwarves.&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
The common story of the origins of the dwarves is usually given thus:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long ago, the god of the deep world created a people to serve him, the dwerrow. This was before any living being existed in the world, so there was no food for the dwerrow. They ate the stone itself until they found veins of gold, which filled them with life and awoken the first thoughts. Their creator saw that they were no longer just animals, and told them to not eat of the stone and earth any longer, but to eat of the other animals he would create for them. As the dwerrow traveled through the caverns and cracks between the stone, they desired to create as their god had done, and so some began working the stone and metals to make anything they could imagine. Others began to lead and take power, each claiming a people for himself - these were the first clans. One clan, the Gnome clan, devoted itself to finding new lands and ensuring the dwerrow could safely migrate there. They separated themselves from the wisdom of the dwerrow and were held in contempt. When the dwerrow first discovered the Feet of the Sky, they called themselves &amp;quot;dwarf&amp;quot; to celebrate their mastery of two worlds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The common story of the origins of the gnomes is usually given thus:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When the noldwer, the people of the stone, traveled deep in the dark places, they became saddened by their struggles. The noldwer had little to eat and fought for food. One great leader took the brightest minds with the keenest eyes to rule over the noldwer. They would seek out new caves rich with food, carving new tunnels, constructing bridges and supports, refining the first metals, recording our first histories, creating a new way for the noldwer to think and believe. He called this ruling caste the Gnomes. Their subjects grew lazy under the leadership of the gnomes, and often rebelled. For their grumbling and dissatisfaction with every brilliant solution, new discovery, and new location rich with resources, the gnomes called the lesser noldwer Dwarves, &amp;quot;the grumblers&amp;quot;. When the gnomes discovered the Feet of the Sky they left the dwarves there to fend for themselves, knowing that deep below lie boundless resources for the best and brightest of the noldwer if they no longer had to provide for the dwarves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The actual truth of the matter is lost to the mists of time.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Races&amp;diff=282008</id>
		<title>Yagura:SRD:Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Races&amp;diff=282008"/>
		<updated>2015-05-01T16:03:36Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About Races=&lt;br /&gt;
&lt;br /&gt;
* [[Yagura:SRD:Character Descriptions|Character Descriptions]]&lt;br /&gt;
** [[Yagura:SRD:Character Descriptions#Character Size|Character Size]]&lt;br /&gt;
** [[Yagura:SRD:Character Descriptions#Race and Languages|Race and Languages]]&lt;br /&gt;
** [[Yagura:SRD:Character Descriptions#Vital Statistics|Vital Statistics]]&lt;br /&gt;
* [[Yagura:SRD:Creatures as Races|Creatures as Races]]&amp;lt;noinclude&amp;gt;&lt;br /&gt;
* [[Yagura:SRD:Templates|Templates]]&lt;br /&gt;
* [[Yagura:SRD:Races by HD and ECL|Races by HD and ECL]]&lt;br /&gt;
** [[Yagura:SRD:Races by HD and ECL#Races by Hit Dice|Hit Dice]]&lt;br /&gt;
** [[Yagura:SRD:Races by HD and ECL#Races by Effective Character Level|Effective Character Level]]&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;column&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Standard Races&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Yagura:SRD:Deep Ones (Race)|Deep Ones]]&lt;br /&gt;
** [[Yagura:SRD:Dwarves (Race)|Dwarves]]&lt;br /&gt;
** [[Yagura:SRD:Gnomes (Race)|Gnomes]]&lt;br /&gt;
* [[Yagura:SRD:Elves (Race)|Elves]]&lt;br /&gt;
** [[Yagura:SRD:Storm Elves (Race)|Storm Elves]]&lt;br /&gt;
** [[Yagura:SRD:Dark Elves (Race)|Dark Elves]]&lt;br /&gt;
** [[Yagura:SRD:Wood Elves (Race)|Wood Elves]]&lt;br /&gt;
** [[Yagura:SRD:Sea Elves (Race)|Sea Elves]]&lt;br /&gt;
* [[Yagura:SRD:Humans (Race)|Humans]]&lt;br /&gt;
** [[Yagura:SRD:Barbarians (Race)|Barbarians]]&lt;br /&gt;
** [[Yagura:SRD:Halflings (Race)|Halflings]]&lt;br /&gt;
** [[Yagura:SRD:Imperials (Race)|Imperials]]&lt;br /&gt;
** [[Yagura:SRD:Odites (Race)|Odites]]&lt;br /&gt;
* [[Yagura:SRD:Trolls (Race)|Trolls]]&lt;br /&gt;
* [[Yagura:SRD:Monstrous Races|Monstrous Races]] (not playable as PCs)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following section is probably not necessary.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;{{Anchor|Other Races}}&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;column&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[Yagura:SRD:Archons, Hound (Race)|Archons, Hound]]&lt;br /&gt;
* [[Yagura:SRD:Azers (Race)|Azers]]&lt;br /&gt;
* [[Yagura:SRD:Bugbears (Race)|Bugbears]]&lt;br /&gt;
* [[Yagura:SRD:Centaurs (Race)|Centaurs]]&lt;br /&gt;
* [[Yagura:SRD:Doppelgangers (Race)|Doppelgangers]]&lt;br /&gt;
* [[Yagura:SRD:Dwarves, Deep (Race)|Dwarves, Deep]]&lt;br /&gt;
* [[Yagura:SRD:Dwarves, Mountain (Race)|Dwarves, Mountain]]&lt;br /&gt;
* [[Yagura:SRD:Elves, Aquatic (Race)|Elves, Aquatic]]&lt;br /&gt;
* [[Yagura:SRD:Elves, Dark&amp;amp;mdash;Drow (Race)|Elves, Dark&amp;amp;mdash;Drow]]&lt;br /&gt;
* [[Yagura:SRD:Elves, Gray (Race)|Elves, Gray]]&lt;br /&gt;
* [[Yagura:SRD:Elves, Wild (Race)|Elves, Wild]]&lt;br /&gt;
|&lt;br /&gt;
* [[Yagura:SRD:Elves, Wood (Race)|Elves, Wood]]&lt;br /&gt;
* [[Yagura:SRD:Gargoyles (Race)|Gargoyles]]&lt;br /&gt;
* [[Yagura:SRD:Gargoyles&amp;amp;mdash;Kapoacinths (Race)|Gargoyles&amp;amp;mdash;Kapoacinths]]&lt;br /&gt;
* [[Yagura:SRD:Genies&amp;amp;mdash;Jann (Race)|Genies&amp;amp;mdash;Jann]]&lt;br /&gt;
* [[Yagura:SRD:Giants, Hill (Race)|Giants, Hill]]&lt;br /&gt;
* [[Yagura:SRD:Giants, Stone (Race)|Giants, Stone]]&lt;br /&gt;
* [[Yagura:SRD:Gnolls (Race)|Gnolls]]&lt;br /&gt;
* [[Yagura:SRD:Gnomes, Deep&amp;amp;mdash;Svirfneblin (Race)|Gnomes, Deep&amp;amp;mdash;Svirfneblin]]&lt;br /&gt;
* [[Yagura:SRD:Gnomes, Forest (Race)|Gnomes, Forest]]&lt;br /&gt;
* [[Yagura:SRD:Goblins (Race)|Goblins]]&lt;br /&gt;
* [[Yagura:SRD:Goblins&amp;amp;mdash;Blues (Race)|Goblins&amp;amp;mdash;Blues]]&lt;br /&gt;
|&lt;br /&gt;
* [[Yagura:SRD:Grimlocks (Race)|Grimlocks]]&lt;br /&gt;
* [[Yagura:SRD:Halflings, Deep (Race)|Halflings, Deep]]&lt;br /&gt;
* [[Yagura:SRD:Halflings&amp;amp;mdash;Tallfellows (Race)|Halflings&amp;amp;mdash;Tallfellows]]&lt;br /&gt;
* [[Yagura:SRD:Hobgoblins (Race)|Hobgoblins]]&lt;br /&gt;
* [[Yagura:SRD:Kobolds (Race)|Kobolds]]&lt;br /&gt;
* [[Yagura:SRD:Lizardfolk (Race)|Lizardfolk]]&lt;br /&gt;
* [[Yagura:SRD:Merfolk (Race)|Merfolk]]&lt;br /&gt;
* [[Yagura:SRD:Minotaurs (Race)|Minotaurs]]&lt;br /&gt;
* [[Yagura:SRD:Ogre Mages (Race)|Ogre Mages]]&lt;br /&gt;
* [[Yagura:SRD:Ogres (Race)|Ogres]]&lt;br /&gt;
* [[Yagura:SRD:Ogres&amp;amp;mdash;Merrows (Race)|Ogres&amp;amp;mdash;Merrows]]&lt;br /&gt;
|&lt;br /&gt;
* [[Yagura:SRD:Orcs (Race)|Orcs]]&lt;br /&gt;
* [[Yagura:SRD:Planetouched&amp;amp;mdash;Aasimars (Race)|Planetouched&amp;amp;mdash;Aasimars]]&lt;br /&gt;
* [[Yagura:SRD:Planetouched&amp;amp;mdash;Tieflings (Race)|Planetouched&amp;amp;mdash;Tieflings]]&lt;br /&gt;
* [[Yagura:SRD:Sprites&amp;amp;mdash;Pixies (Race)|Sprites&amp;amp;mdash;Pixies]]&lt;br /&gt;
* [[Yagura:SRD:Rakshasas (Race)|Rakshasas]]&lt;br /&gt;
* [[Yagura:SRD:Satyrs (Race)|Satyrs]]&lt;br /&gt;
* [[Yagura:SRD:Troglodytes (Race)|Troglodytes]]&lt;br /&gt;
* [[Yagura:SRD:Trolls (Race)|Trolls]]&lt;br /&gt;
* [[Yagura:SRD:Trolls&amp;amp;mdash;Scrags (Race)|Trolls&amp;amp;mdash;Scrags]]&lt;br /&gt;
* [[Yagura:SRD:Unbodied (Race)|Unbodied]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SRD Footer}}&lt;br /&gt;
[[Category:Navigation]]&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Races&amp;diff=282007</id>
		<title>Yagura:SRD:Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Races&amp;diff=282007"/>
		<updated>2015-05-01T15:00:16Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About Races=&lt;br /&gt;
&lt;br /&gt;
* [[Yagura:SRD:Character Descriptions|Character Descriptions]]&lt;br /&gt;
** [[Yagura:SRD:Character Descriptions#Character Size|Character Size]]&lt;br /&gt;
** [[Yagura:SRD:Character Descriptions#Race and Languages|Race and Languages]]&lt;br /&gt;
** [[Yagura:SRD:Character Descriptions#Vital Statistics|Vital Statistics]]&lt;br /&gt;
* [[Yagura:SRD:Creatures as Races|Creatures as Races]]&amp;lt;noinclude&amp;gt;&lt;br /&gt;
* [[Yagura:SRD:Templates|Templates]]&lt;br /&gt;
* [[Yagura:SRD:Races by HD and ECL|Races by HD and ECL]]&lt;br /&gt;
** [[Yagura:SRD:Races by HD and ECL#Races by Hit Dice|Hit Dice]]&lt;br /&gt;
** [[Yagura:SRD:Races by HD and ECL#Races by Effective Character Level|Effective Character Level]]&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;column&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Standard Races&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Yagura:SRD:XXXXX (Race)|XXXXX]]&lt;br /&gt;
** [[Yagura:SRD:Dwarves (Race)|Dwarves]]&lt;br /&gt;
** [[Yagura:SRD:Gnomes (Race)|Gnomes]]&lt;br /&gt;
* [[Yagura:SRD:Elves (Race)|Elves]]&lt;br /&gt;
** [[Yagura:SRD:Storm Elves (Race)|Storm Elves]]&lt;br /&gt;
** [[Yagura:SRD:Dark Elves (Race)|Dark Elves]]&lt;br /&gt;
** [[Yagura:SRD:Wood Elves (Race)|Wood Elves]]&lt;br /&gt;
** [[Yagura:SRD:Sea Elves (Race)|Sea Elves]]&lt;br /&gt;
* [[Yagura:SRD:Humans (Race)|Humans]]&lt;br /&gt;
** [[Yagura:SRD:Barbarians (Race)|Barbarians]]&lt;br /&gt;
** [[Yagura:SRD:Halflings (Race)|Halflings]]&lt;br /&gt;
** [[Yagura:SRD:Imperials (Race)|Imperials]]&lt;br /&gt;
** [[Yagura:SRD:Odites (Race)|Odites]]&lt;br /&gt;
* [[Yagura:SRD:Lizardfolk (Race)|Lizardfolk]]&lt;br /&gt;
* [[Yagura:SRD:Trolls (Race)|Trolls]]&lt;br /&gt;
* [[Yagura:SRD:Monstrous Races|Monstrous Races]] (not playable as PCs)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following section is probably not necessary.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;{{Anchor|Other Races}}&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;column&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* [[Yagura:SRD:Archons, Hound (Race)|Archons, Hound]]&lt;br /&gt;
* [[Yagura:SRD:Azers (Race)|Azers]]&lt;br /&gt;
* [[Yagura:SRD:Bugbears (Race)|Bugbears]]&lt;br /&gt;
* [[Yagura:SRD:Centaurs (Race)|Centaurs]]&lt;br /&gt;
* [[Yagura:SRD:Doppelgangers (Race)|Doppelgangers]]&lt;br /&gt;
* [[Yagura:SRD:Dwarves, Deep (Race)|Dwarves, Deep]]&lt;br /&gt;
* [[Yagura:SRD:Dwarves, Mountain (Race)|Dwarves, Mountain]]&lt;br /&gt;
* [[Yagura:SRD:Elves, Aquatic (Race)|Elves, Aquatic]]&lt;br /&gt;
* [[Yagura:SRD:Elves, Dark&amp;amp;mdash;Drow (Race)|Elves, Dark&amp;amp;mdash;Drow]]&lt;br /&gt;
* [[Yagura:SRD:Elves, Gray (Race)|Elves, Gray]]&lt;br /&gt;
* [[Yagura:SRD:Elves, Wild (Race)|Elves, Wild]]&lt;br /&gt;
|&lt;br /&gt;
* [[Yagura:SRD:Elves, Wood (Race)|Elves, Wood]]&lt;br /&gt;
* [[Yagura:SRD:Gargoyles (Race)|Gargoyles]]&lt;br /&gt;
* [[Yagura:SRD:Gargoyles&amp;amp;mdash;Kapoacinths (Race)|Gargoyles&amp;amp;mdash;Kapoacinths]]&lt;br /&gt;
* [[Yagura:SRD:Genies&amp;amp;mdash;Jann (Race)|Genies&amp;amp;mdash;Jann]]&lt;br /&gt;
* [[Yagura:SRD:Giants, Hill (Race)|Giants, Hill]]&lt;br /&gt;
* [[Yagura:SRD:Giants, Stone (Race)|Giants, Stone]]&lt;br /&gt;
* [[Yagura:SRD:Gnolls (Race)|Gnolls]]&lt;br /&gt;
* [[Yagura:SRD:Gnomes, Deep&amp;amp;mdash;Svirfneblin (Race)|Gnomes, Deep&amp;amp;mdash;Svirfneblin]]&lt;br /&gt;
* [[Yagura:SRD:Gnomes, Forest (Race)|Gnomes, Forest]]&lt;br /&gt;
* [[Yagura:SRD:Goblins (Race)|Goblins]]&lt;br /&gt;
* [[Yagura:SRD:Goblins&amp;amp;mdash;Blues (Race)|Goblins&amp;amp;mdash;Blues]]&lt;br /&gt;
|&lt;br /&gt;
* [[Yagura:SRD:Grimlocks (Race)|Grimlocks]]&lt;br /&gt;
* [[Yagura:SRD:Halflings, Deep (Race)|Halflings, Deep]]&lt;br /&gt;
* [[Yagura:SRD:Halflings&amp;amp;mdash;Tallfellows (Race)|Halflings&amp;amp;mdash;Tallfellows]]&lt;br /&gt;
* [[Yagura:SRD:Hobgoblins (Race)|Hobgoblins]]&lt;br /&gt;
* [[Yagura:SRD:Kobolds (Race)|Kobolds]]&lt;br /&gt;
* [[Yagura:SRD:Lizardfolk (Race)|Lizardfolk]]&lt;br /&gt;
* [[Yagura:SRD:Merfolk (Race)|Merfolk]]&lt;br /&gt;
* [[Yagura:SRD:Minotaurs (Race)|Minotaurs]]&lt;br /&gt;
* [[Yagura:SRD:Ogre Mages (Race)|Ogre Mages]]&lt;br /&gt;
* [[Yagura:SRD:Ogres (Race)|Ogres]]&lt;br /&gt;
* [[Yagura:SRD:Ogres&amp;amp;mdash;Merrows (Race)|Ogres&amp;amp;mdash;Merrows]]&lt;br /&gt;
|&lt;br /&gt;
* [[Yagura:SRD:Orcs (Race)|Orcs]]&lt;br /&gt;
* [[Yagura:SRD:Planetouched&amp;amp;mdash;Aasimars (Race)|Planetouched&amp;amp;mdash;Aasimars]]&lt;br /&gt;
* [[Yagura:SRD:Planetouched&amp;amp;mdash;Tieflings (Race)|Planetouched&amp;amp;mdash;Tieflings]]&lt;br /&gt;
* [[Yagura:SRD:Sprites&amp;amp;mdash;Pixies (Race)|Sprites&amp;amp;mdash;Pixies]]&lt;br /&gt;
* [[Yagura:SRD:Rakshasas (Race)|Rakshasas]]&lt;br /&gt;
* [[Yagura:SRD:Satyrs (Race)|Satyrs]]&lt;br /&gt;
* [[Yagura:SRD:Troglodytes (Race)|Troglodytes]]&lt;br /&gt;
* [[Yagura:SRD:Trolls (Race)|Trolls]]&lt;br /&gt;
* [[Yagura:SRD:Trolls&amp;amp;mdash;Scrags (Race)|Trolls&amp;amp;mdash;Scrags]]&lt;br /&gt;
* [[Yagura:SRD:Unbodied (Race)|Unbodied]]&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{SRD Footer}}&lt;br /&gt;
[[Category:Navigation]]&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Druid&amp;diff=281481</id>
		<title>Yagura:SRD:Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Druid&amp;diff=281481"/>
		<updated>2015-04-22T16:48:07Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Druid=&lt;br /&gt;
&lt;br /&gt;
===Making a Druid===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:&#039;&#039;&#039; Complex.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Druid&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
!  rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!  rowspan=&amp;quot;2&amp;quot; | [[Yagura:SRD:BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; | [[Yagura:SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
!  rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
!  colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! [[Yagura:SRD:Saving Throw#Fortitude|Fort]] || [[Yagura:SRD:Saving Throw#Reflex|Ref]] || [[Yagura:SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Animal Companion|Animal Companion]], [[#Nature Sense|Nature Sense]], [[#Wild Empathy|Wild Empathy]]&lt;br /&gt;
|3||1||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|4||2||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Trackless Step|Trackless Step]]&lt;br /&gt;
|4||2||1||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Resist Nature’s Lure|Resist Nature’s Lure]]&lt;br /&gt;
|5||3||2||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] (1/day)&lt;br /&gt;
|5||3||2||1||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] (2/day)&lt;br /&gt;
|5||3||3||2||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] (3/day)&lt;br /&gt;
|6||4||3||2||1||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] ([[Yagura:SRD:Large|Large]])&lt;br /&gt;
|6||4||3||3||2||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Venom Immunity|Venom Immunity]]&lt;br /&gt;
|6||4||4||3||2||1||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] (4/day)&lt;br /&gt;
|6||4||4||3||3||2||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] ([[Yagura:SRD:Tiny|Tiny]])&lt;br /&gt;
|6||5||4||4||3||2||1||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] ([[Yagura:SRD:Plant Type|plant]])&lt;br /&gt;
|6||5||4||4||3||3||2||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#A Thousand Faces|A Thousand Faces]]&lt;br /&gt;
|6||5||5||4||4||3||2||1||—||—&lt;br /&gt;
|- &lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] (5/day)&lt;br /&gt;
|6||5||5||4||4||3||3||2||—||—&lt;br /&gt;
|- &lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Timeless Body|Timeless Body]], [[#Wild Shape|Wild Shape]] ([[Yagura:SRD:Huge|Huge]])&lt;br /&gt;
|6||5||5||5||4||4||3||2||1||—&lt;br /&gt;
|- &lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] ([[Yagura:SRD:Elemental|elemental]] 1/day)&lt;br /&gt;
|6||5||5||5||4||4||3||3||2||—&lt;br /&gt;
|- &lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5||5||5||5||4||4||3||2||1&lt;br /&gt;
|- &lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] (6/day, [[Yagura:SRD:Elemental|elemental]] 2/day)&lt;br /&gt;
|6||5||5||5||5||4||4||3||3||2&lt;br /&gt;
|- &lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5||5||5||5||5||4||4||3||3&lt;br /&gt;
|- &lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] ([[Yagura:SRD:Elemental|elemental]] 3/day, [[Yagura:SRD:Huge|Huge]] [[Yagura:SRD:Elemental Type|elemental]])&lt;br /&gt;
|6||5||5||5||5||5||4||4||4||4&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Class Skills &amp;lt;!--  (4 + [[Yagura:SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Yagura:SRD:Concentration Skill|Concentration]] ([[Yagura:SRD:Constitution|Con]]), [[Yagura:SRD:Craft Skill|Craft]] ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Diplomacy Skill|Diplomacy]] ([[Yagura:SRD:Charisma|Cha]]), [[Yagura:SRD:Handle Animal Skill|Handle Animal]] ([[Yagura:SRD:Charisma|Cha]]), [[Yagura:SRD:Heal Skill|Heal]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Knowledge Skill|Knowledge]] (nature) ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Listen Skill|Listen]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Profession Skill|Profession]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Ride Skill|Ride]] ([[Yagura:SRD:Dexterity|Dex]]), [[Yagura:SRD:Spellcraft Skill|Spellcraft]] ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Spot Skill|Spot]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Survival Skill|Survival]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Swim Skill|Swim]] ([[Yagura:SRD:Strength|Str]]) --&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
As a druid, all of the following are class features. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; You are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. You are also proficient with all natural attacks (claw, bite, and so forth) of any form you assume with wild shape (see below).&lt;br /&gt;
&lt;br /&gt;
You are proficient with [[Yagura:SRD:Armor Proficiency (Light)|light]] and [[Yagura:SRD:Armor Proficiency (Medium)|medium]] [[Yagura:SRD:Armor|armor]] but are prohibited from wearing metal armor; thus, you may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the &#039;&#039;[[Yagura:SRD:Ironwood|ironwood]]&#039;&#039; spell so that it functions as though it were steel. See the &#039;&#039;[[Yagura:SRD:Ironwood|ironwood]]&#039;&#039; spell description) Druids are proficient with [[Yagura:SRD:Shield Proficiency|shields]] (except [[Yagura:SRD:Tower Shield Proficiency|tower shields]]) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like [[Yagura:SRD:Class|class]] abilities while doing so and for 24 hours thereafter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Spells&amp;quot;&amp;gt;Spells&amp;lt;/span&amp;gt;:&#039;&#039;&#039; You cast divine spells, which are drawn from the [[Yagura:SRD:Druid Spell List|druid spell list]]. You must choose and prepare your spells in advance (see below).&lt;br /&gt;
&lt;br /&gt;
To prepare or cast a spell, you must have a [[Yagura:SRD:Wisdom|Wisdom]] score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + ½ your caster level + your [[Yagura:SRD:Wisdom|Wisdom]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table: The Druid. In addition, you receive bonus spells per day if you have a high [[Yagura:SRD:Wisdom|Wisdom]] score. &lt;br /&gt;
&lt;br /&gt;
You meditate or pray for your spells. You must choose a time at which you must spend 1 hour each day in quiet contemplation or supplication to regain your daily allotment of spells. Time spent resting has no effect on whether you can prepare spells. You may prepare and cast any spell on the druid spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spontaneous Casting:&#039;&#039;&#039; You can channel stored spell energy into summoning spells that you haven’t prepared ahead of time. You can “lose” a prepared spell in order to cast any &#039;&#039;summon nature’s ally&#039;&#039; spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &#039;&#039;&#039;Chaotic, Evil, Good, and Lawful Spells:&#039;&#039;&#039; A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Languages:&#039;&#039;&#039; Your bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available because of race.&lt;br /&gt;
&lt;br /&gt;
You also know Druidic, a secret language known only to druids, which you learn upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, you know it in addition to your regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Animal Companion&amp;quot;&amp;gt;Animal Companion&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You may begin play with an [[#The Druid&#039;s Animal Companion|animal companion]] selected from the following list: [[Yagura:SRD:Badger|badger]], [[Yagura:SRD:Camel|camel]], [[Yagura:SRD:Dire Rat|dire rat]], [[Yagura:SRD:Dog|dog]], [[Yagura:SRD:Riding Dog|riding dog]], [[Yagura:SRD:Eagle|eagle]], [[Yagura:SRD:Hawk|hawk]], horse ([[Yagura:SRD:Light Horse|light]] or [[Yagura:SRD:Heavy Horse|heavy]]), [[Yagura:SRD:Owl|owl]], [[Yagura:SRD:Pony|pony]], snake ([[Yagura:SRD:Small Viper|Small]] or [[Yagura:SRD:Medium Viper|Medium viper]]), or [[Yagura:SRD:Wolf|wolf]]. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: [[Yagura:SRD:Crocodile|crocodile]], [[Yagura:SRD:Porpoise|porpoise]], [[Yagura:SRD:Medium Shark|Medium shark]], and [[Yagura:SRD:Squid|squid]]. This [[Yagura:SRD:Animal Type|animal]] is a loyal companion that accompanies you on your adventures as appropriate for its kind.&lt;br /&gt;
&lt;br /&gt;
A 1st-level druid’s companion is completely typical for its kind except as noted below. As you advance in druid levels, the [[Yagura:SRD:Animal Type|animal]]’s power increases as shown on the table. If you release your companion from service, you may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an [[Yagura:SRD:Animal Type|animal]] companion that has perished.&lt;br /&gt;
&lt;br /&gt;
At 4th level or higher you may select from the [[#The Druid&#039;s Animal Companion|alternative lists of animals]] (see below). Should you select an [[Yagura:SRD:Animal Type|animal]] companion from one of these alternative lists, the creature gains abilities as if your druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from your druid level and compare the result with the druid level entry on the table to determine the animal companion’s [[Yagura:SRD:Powers|powers]]. (If this adjustment would reduce your effective level to 0 or lower, you can’t have that [[Yagura:SRD:Animal Type|animal]] as a companion.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Nature Sense&amp;quot;&amp;gt;Nature Sense&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You gain a +2 bonus on [[Yagura:SRD:Knowledge Skill|Knowledge]] (nature) and [[Yagura:SRD:Survival Skill|Survival]] checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Wild Empathy&amp;quot;&amp;gt;Wild Empathy&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You can improve the attitude of an [[Yagura:SRD:Animal Type|animal]]. This ability functions just like a [[Yagura:SRD:Diplomacy Skill|Diplomacy]] check made to improve the attitude of a person. You roll 1d20 and add your druid level and your [[Yagura:SRD:Charisma|Charisma]] modifier to determine the wild empathy check result.&lt;br /&gt;
&lt;br /&gt;
The typical domestic [[Yagura:SRD:Animal Type|animal]] has a starting attitude of indifferent, while wild [[Yagura:SRD:Animal Type|animals]] are usually unfriendly.&lt;br /&gt;
&lt;br /&gt;
To use wild empathy, you and the [[Yagura:SRD:Animal Type|animal]] must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an [[Yagura:SRD:Animal Type|animal]] in this way takes 1 minute but, as with influencing people, it might take more or less time.&lt;br /&gt;
&lt;br /&gt;
You can also use this ability to influence a [[Yagura:SRD:Magical Beast Type|magical beast]] with an [[Yagura:SRD:Intelligence|Intelligence]] score of 1 or 2, but you take a –4 penalty on the check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Woodland Stride&amp;quot;&amp;gt;Woodland Stride&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; Starting at 2nd level, you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Trackless Step&amp;quot;&amp;gt;Trackless Step&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; Starting at 3rd level, you leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Resist Nature’s Lure&amp;quot;&amp;gt;Resist Nature’s Lure&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; Starting at 4th level, you gain a +4 bonus on [[Yagura:SRD:Saving Throw|saving throws]] against the [[Yagura:SRD:Spell-Like Ability|spell-like abilities]] of [[Yagura:SRD:Fey Type|fey]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Wild Shape&amp;quot;&amp;gt;Wild Shape&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 5th level, you gain the ability to turn yourself into any Small or Medium [[Yagura:SRD:Animal Type|animal]] and back again once per day. Your options for new forms include all creatures with the [[Yagura:SRD:Animal Type|animal]] type. This ability functions like the [[Yagura:SRD:Alternate Form|alternate form]] special ability, except as noted here.  The effect lasts for 1 hour per druid level, or until you change back. Changing form (to [[Yagura:SRD:Animal Type|animal]] or back) is a [[Yagura:SRD:Standard Actions|standard action]] and doesn’t provoke an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]].  Each time you use wild shape, you regain lost [[Yagura:SRD:Hit Points|hit points]] as if you had rested for a night.&lt;br /&gt;
&lt;br /&gt;
Any gear worn or carried by you melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at your feet.&lt;br /&gt;
&lt;br /&gt;
The form chosen must be that of an [[Yagura:SRD:Animal Type|animal]] with which you are familiar.&lt;br /&gt;
&lt;br /&gt;
You lose your ability to speak while in [[Yagura:SRD:Animal Type|animal]] form because you are limited to the sounds that a normal, untrained [[Yagura:SRD:Animal Type|animal]] can make, but you can communicate normally with other [[Yagura:SRD:Animal Type|animals]] of the same general grouping as your new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)&lt;br /&gt;
&lt;br /&gt;
You can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid&#039;&#039;.&#039;&#039; In addition, you gain the ability to take the shape of a Large [[Yagura:SRD:Animal Type|animal]] at 8th level, a Tiny [[Yagura:SRD:Animal Type|animal]] at 11th level, and a Huge [[Yagura:SRD:Animal Type|animal]] at 15th level.&lt;br /&gt;
&lt;br /&gt;
The new form’s [[Yagura:SRD:Hit Dice|Hit Dice]] can’t exceed your druid level.&lt;br /&gt;
&lt;br /&gt;
At 12th level, you become able to use wild shape to change into a [[Yagura:SRD:Plant Type|plant creature]] with the same size restrictions as for [[Yagura:SRD:Animal Type|animal]] forms. (You can’t use this ability to take the form of a [[Yagura:SRD:Plant Type|plant]] that isn’t a creature.)&lt;br /&gt;
&lt;br /&gt;
At 16th level, you become able to use wild shape to change into a Small, Medium, or Large [[Yagura:SRD:Elemental|elemental]] (air, earth, fire, or water) once per day. These [[Yagura:SRD:Elemental Type|elemental]] forms are in addition to your normal wild shape usage. In addition to the normal effects of wild shape, you gain all the [[Yagura:SRD:Elemental Type|elemental]]’s extraordinary, supernatural, and [[Yagura:SRD:Spell-Like Ability|spell-like abilities]]. You also gain the [[Yagura:SRD:Elemental Type|elemental]]’s [[Yagura:SRD:Feats|feats]] for as long as you maintain the wild shape, but you retain your own creature type.&lt;br /&gt;
&lt;br /&gt;
At 18th level, you become able to assume [[Yagura:SRD:Elemental Type|elemental]] form twice per day, and at 20th level you can do so three times per day. At 20th level, you may use this wild shape ability to change into a Huge [[Yagura:SRD:Elemental Type|elemental]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Venom Immunity&amp;quot;&amp;gt;Venom Immunity&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 9th level, you gain immunity to all poisons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;A Thousand Faces&amp;quot;&amp;gt;A Thousand Faces&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 13th level, you gain the ability to change your appearance at will, as if using the &#039;&#039;[[Yagura:SRD:Disguise Self|disguise self]]&#039;&#039; spell, but only while in your normal form. This affects your body but not your possessions. It is not an illusory effect, but a minor physical alteration of your appearance, within the limits described for the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Timeless Body&amp;quot;&amp;gt;Timeless Body&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; After attaining 15th level, you no longer take [[Yagura:SRD:Ability Scores|ability score]] penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.&lt;br /&gt;
&lt;br /&gt;
Bonuses still accrue, and you still die of old age when your time is up.&lt;br /&gt;
&lt;br /&gt;
====Ex-Druids====&lt;br /&gt;
&lt;br /&gt;
A druid who ceases to revere nature or teaches the Druidic language to a nondruid loses all spells and druid abilities (including his animal companion, but not including weapon, armor, and shield proficiencies). He cannot thereafter gain levels as a druid until he atones (see the [[SRD:Atonement|atonement]] spell description).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Druid&#039;s Animal Companion====&lt;br /&gt;
&lt;br /&gt;
A [[Yagura:SRD:Druid|druid]]’s [[Yagura:SRD:Animal Type|animal]] companion is different from a [[Yagura:SRD:Animal Type|normal animal]] of its kind in many ways. A [[Yagura:SRD:Druid|druid]]’s [[Yagura:SRD:Animal Type|animal]] companion is superior to a normal [[Yagura:SRD:Animal Type|animal]] of its kind and has special [[Yagura:SRD:Powers|powers]], as described below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{#vardefine: odd|0}}&lt;br /&gt;
|-&lt;br /&gt;
! [[#Class Level|Class&amp;lt;br/&amp;gt;Level]] || [[#Bonus HD|Bonus&amp;lt;br/&amp;gt;HD]] || [[#Natural Armor Adj.|Natural&amp;lt;br/&amp;gt;Armor Adj.]] || [[#Str/Dex Adj.|Str/Dex&amp;lt;br/&amp;gt;Adj.]] || [[#Bonus Tricks|Bonus&amp;lt;br/&amp;gt;Tricks]] || Special&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 1st–2nd ||+0||+0||+0||1|| class=&amp;quot;left&amp;quot; | [[#Link|Link]], [[#Share Spells|Share Spells]]&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 3rd–5th ||+2||+2||+1||2|| class=&amp;quot;left&amp;quot; | [[#Evasion|Evasion]]&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 6th–8th ||+4||+4||+2||3|| class=&amp;quot;left&amp;quot; | [[#Devotion|Devotion]]&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 9th–11th ||+6||+6||+3||4|| class=&amp;quot;left&amp;quot; | [[#Multiattack|Multiattack]]&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 12th–14th ||+8||+8||+4||5|| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 15th–17th ||+10||+10||+5||6|| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;left&amp;quot; | 18th–20th ||+12||+12||+6||7|| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Animal Companion Basics&amp;quot;&amp;gt;Animal Companion Basics&amp;lt;/span&amp;gt;:&#039;&#039;&#039; Use the base statistics for a creature of the companion’s kind, but make the following changes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span id=&amp;quot;Class Level&amp;quot;&amp;gt;Class Level&amp;lt;/span&amp;gt;:&#039;&#039; Your [[Yagura:SRD:Druid|druid]] level. Your class levels stack with levels of any other [[Yagura:SRD:Classes|classes]] that are entitled to an [[Yagura:SRD:Animal Type|animal]] companion for the purpose of determining the companion’s abilities and the alternative lists available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span id=&amp;quot;Bonus HD&amp;quot;&amp;gt;Bonus HD&amp;lt;/span&amp;gt;:&#039;&#039; Extra eight-sided (d8) [[Yagura:SRD:Hit Dice|Hit Dice]], each of which gains a [[Yagura:SRD:Constitution|Consitution]] modifier, as normal. Remember that extra [[Yagura:SRD:Hit Dice|Hit Dice]] improve the [[Yagura:SRD:Animal Type|animal]] companion’s base attack and base save bonuses. An [[Yagura:SRD:Animal Type|animal]] companion’s [[Yagura:SRD:Base Attack Bonus|base attack bonus]] is the same as that of a [[Yagura:SRD:Druid|druid]] of a level equal to the [[Yagura:SRD:Animal Type|animal]]’s [[Yagura:SRD:Hit Dice|HD]]. An [[Yagura:SRD:Animal Type|animal]] companion has good [[Yagura:SRD:Fortitude Save|Fortitude]] and [[Yagura:SRD:Reflex Save|Reflex saves]] (treat it as a character whose level equals the [[Yagura:SRD:Animal Type|animal]]’s [[Yagura:SRD:Hit Dice|HD]]). An [[Yagura:SRD:Animal Type|animal]] companion gains additional [[Yagura:SRD:Skill Points|skill points]] and [[Yagura:SRD:Feats|feats]] for bonus [[Yagura:SRD:Hit Dice|HD]] as normal for advancing a monster’s [[Yagura:SRD:Hit Dice|Hit Dice]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span id=&amp;quot;Natural Armor Adj.&amp;quot;&amp;gt;Natural Armor Adj.&amp;lt;/span&amp;gt;:&#039;&#039; The number noted here is an improvement to the [[Yagura:SRD:Animal Type|animal]] companion’s existing [[Yagura:SRD:Natural Armor Bonus|natural armor bonus]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span id=&amp;quot;Str/Dex Adj.&amp;quot;&amp;gt;Str/Dex Adj.&amp;lt;/span&amp;gt;:&#039;&#039; Add this value to the [[Yagura:SRD:Animal Type|animal]] companion’s [[Yagura:SRD:Strength|Strength]] and [[Yagura:SRD:Dexterity|Dexterity]] scores.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span id=&amp;quot;Bonus Tricks&amp;quot;&amp;gt;Bonus Tricks&amp;lt;/span&amp;gt;:&#039;&#039; The value given in this column is the total number of “bonus” tricks that the [[Yagura:SRD:Animal Type|animal]] knows in addition to any that you might choose to teach it (see the [[Yagura:SRD:Handle Animal Skill|Handle Animal]] skill). These bonus tricks don’t require any training time or [[Yagura:SRD:Handle Animal Skill|Handle Animal]] checks, and they don’t count against the normal limit of tricks known by the [[Yagura:SRD:Animal Type|animal]]. You select these bonus tricks, and once selected, they can’t be changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span id=&amp;quot;Link&amp;quot;&amp;gt;Link&amp;lt;/span&amp;gt; ([[Yagura:SRD:Ex#Extraordinary|Ex]]):&#039;&#039; You can handle your [[Yagura:SRD:Animal Type|animal]] companion as a [[Yagura:SRD:Free Actions|free action]], or push it as a [[Yagura:SRD:Move Actions|move action]], even if you don&#039;t have any ranks in the [[Yagura:SRD:Handle Animal Skill|Handle Animal]] skill. You gain a +4 circumstance bonus on all wild empathy checks and [[Yagura:SRD:Handle Animal Skill|Handle Animal]] checks made regarding an [[Yagura:SRD:Animal Type|animal]] companion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span id=&amp;quot;Share Spells&amp;quot;&amp;gt;Share Spells&amp;lt;/span&amp;gt; ([[Yagura:SRD:Ex#Extraordinary|Ex]]):&#039;&#039; At your option, you may have any spell (but not any [[Yagura:SRD:Spell-Like Ability|spell-like ability]]) you cast upon yourself also affect your [[Yagura:SRD:Animal Type|animal]] companion. The [[Yagura:SRD:Animal Type|animal]] companion must be within 5 feet of you at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the [[Yagura:SRD:Animal Type|animal]] companion if the companion moves farther than 5 feet away and will not affect the [[Yagura:SRD:Animal Type|animal]] again, even if it returns to you before the duration expires.&lt;br /&gt;
&lt;br /&gt;
Additionally, you may cast a spell with a target of “You” on your [[Yagura:SRD:Animal Type|animal]] companion (as a touch range spell) instead of on yourself. You and your [[Yagura:SRD:Animal Type|animal]] companion can share spells even if the spells normally do not affect creatures of the companion’s type ([[Yagura:SRD:Animal Type|animal]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span id=&amp;quot;Evasion&amp;quot;&amp;gt;Evasion&amp;lt;/span&amp;gt; ([[Yagura:SRD:Ex#Extraordinary|Ex]]):&#039;&#039; If an [[Yagura:SRD:Animal Type|animal]] companion is subjected to an attack that normally allows a [[Yagura:SRD:Saving Throw|Reflex]] [[Yagura:SRD:Saving Throw|saving throw]] for half damage, it takes no damage if it makes a successful [[Yagura:SRD:Saving Throw|saving throw]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span id=&amp;quot;Devotion&amp;quot;&amp;gt;Devotion&amp;lt;/span&amp;gt; ([[Yagura:SRD:Ex#Extraordinary|Ex]]):&#039;&#039; An [[Yagura:SRD:Animal Type|animal]] companion gains a +4 morale bonus on [[Yagura:SRD:Will Save|Will saves]] against enchantment spells and effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span id=&amp;quot;Multiattack&amp;quot;&amp;gt;Multiattack&amp;lt;/span&amp;gt;:&#039;&#039; An [[Yagura:SRD:Animal Type|animal]] companion gains [[Yagura:SRD:Multiattack|Multiattack]] as a bonus [[Yagura:SRD:Feats|feat]] if it has three or more natural attacks and does not already have that [[Yagura:SRD:Feats|feat]]. If it does not have the requisite three or more natural attacks, the [[Yagura:SRD:Animal Type|animal]] companion instead gains a second attack with its primary [[Yagura:SRD:Natural Weapon|natural weapon]], albeit at a –5 penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span id=&amp;quot;Improved Evasion&amp;quot;&amp;gt;[[Yagura:SRD:Evasion and Improved Evasion#Improved Evasion|Improved Evasion]]&amp;lt;/span&amp;gt; ([[Yagura:SRD:Ex#Extraordinary|Ex]]):&#039;&#039; When subjected to an attack that normally allows a [[Yagura:SRD:Saving Throw|Reflex]] [[Yagura:SRD:Saving Throw|saving throw]] for half damage, an [[Yagura:SRD:Animal Type|animal]] companion takes no damage if it makes a successful [[Yagura:SRD:Saving Throw|saving throw]] and only half damage if the [[Yagura:SRD:Saving Throw|saving throw]] fails.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Alternative Animal Companions&amp;quot;&amp;gt;Alternative Animal Companions&amp;lt;/span&amp;gt;:&#039;&#039;&#039; If high enough level you can select your [[Yagura:SRD:Animal Type|animal]] companion from one of the following lists, applying the indicated adjustment to your druid level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;column&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
;4th Level or Higher (Level –3):&lt;br /&gt;
: [[Yagura:SRD:Ape|Ape]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Black Bear|Bear, black]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Bison|Bison]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Boar|Boar]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Cheetah|Cheetah]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Crocodile|Crocodile]] ([[Yagura:SRD:Animal Type|animal]])&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
: [[Yagura:SRD:Dire Badger|Dire badger]]&lt;br /&gt;
: [[Yagura:SRD:Dire Bat|Dire bat]]&lt;br /&gt;
: [[Yagura:SRD:Dire Weasel|Dire weasel]]&lt;br /&gt;
: [[Yagura:SRD:Leopard|Leopard]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Monitor Lizard|Lizard, monitor]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Large Shark|Shark, Large]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Constrictor Snake|Snake, constrictor]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Large Viper|Snake, Large viper]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Wolverine|Wolverine]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
|&lt;br /&gt;
;7th Level or Higher (Level –6):&lt;br /&gt;
: [[Yagura:SRD:Brown Bear|Bear, brown]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Dire Wolverine|Dire wolverine]]&lt;br /&gt;
: [[Yagura:SRD:Giant Crocodile|Crocodile, giant]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Deinonychus|Deinonychus]] (dinosaur)&lt;br /&gt;
: [[Yagura:SRD:Dire Ape|Dire ape]]&lt;br /&gt;
: [[Yagura:SRD:Dire Boar|Dire boar]]&lt;br /&gt;
: [[Yagura:SRD:Dire Wolf|Dire wolf]]&lt;br /&gt;
: [[Yagura:SRD:Elasmosaurus|Elasmosaurus]] (dinosaur)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
: [[Yagura:SRD:Lion|Lion]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Rhinoceros|Rhinoceros]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Huge Viper|Snake, Huge viper]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Tiger|Tiger]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
|&lt;br /&gt;
;10th Level or Higher (Level –9):&lt;br /&gt;
: [[Yagura:SRD:Polar Bear|Bear, polar]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Dire Lion|Dire lion]]&lt;br /&gt;
: [[Yagura:SRD:Megaraptor|Megaraptor]] (dinosaur)&lt;br /&gt;
: [[Yagura:SRD:Huge Shark|Shark, Huge]] ([[Yagura:SRD:Animal Type|animal]])&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
: [[Yagura:SRD:Giant Constrictor Snake|Snake, giant constrictor]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Orca|Whale, orca]] ([[Yagura:SRD:Animal Type|animal]])&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;13th Level or Higher (Level –12):&lt;br /&gt;
: [[Yagura:SRD:Dire Bear|Dire bear]]&lt;br /&gt;
: [[Yagura:SRD:Elephant|Elephant]] ([[Yagura:SRD:Animal Type|animal]])&lt;br /&gt;
: [[Yagura:SRD:Giant Octopus|Octopus, giant]] ([[Yagura:SRD:Animal Type|animal]])&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;16th Level or Higher (Level –15):&lt;br /&gt;
: [[Yagura:SRD:Dire Shark|Dire shark]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
: [[Yagura:SRD:Dire Tiger|Dire tiger]]&lt;br /&gt;
: [[Yagura:SRD:Giant Squid|Squid, giant]] ([[Yagura:SRD:Animal Type|animal]])&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
: [[Yagura:SRD:Triceratops|Triceratops]] (dinosaur)&lt;br /&gt;
: [[Yagura:SRD:Tyrannosaurus|Tyrannosaurus]] (dinosaur)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# Available only in an aquatic environment.&lt;br /&gt;
|}&amp;lt;/onlyinclude&amp;gt;&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Druid&amp;diff=281476</id>
		<title>Yagura:SRD:Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Druid&amp;diff=281476"/>
		<updated>2015-04-22T16:32:05Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;=Druid=  ===Making a Druid===  &amp;#039;&amp;#039;&amp;#039;Starting Age:&amp;#039;&amp;#039;&amp;#039; Complex.  {| class=&amp;quot;wikitable&amp;quot; |+ Table: The Druid Hit Die: d8 |- !  rowspan=&amp;quot;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Druid=&lt;br /&gt;
&lt;br /&gt;
===Making a Druid===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:&#039;&#039;&#039; Complex.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Druid&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
!  rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!  rowspan=&amp;quot;2&amp;quot; | [[Yagura:SRD:BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; | [[Yagura:SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
!  rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
!  colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! [[Yagura:SRD:Saving Throw#Fortitude|Fort]] || [[Yagura:SRD:Saving Throw#Reflex|Ref]] || [[Yagura:SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Animal Companion|Animal Companion]], [[#Nature Sense|Nature Sense]], [[#Wild Empathy|Wild Empathy]]&lt;br /&gt;
|3||1||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Woodland Stride|Woodland Stride]]&lt;br /&gt;
|4||2||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Trackless Step|Trackless Step]]&lt;br /&gt;
|4||2||1||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Resist Nature’s Lure|Resist Nature’s Lure]]&lt;br /&gt;
|5||3||2||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] (1/day)&lt;br /&gt;
|5||3||2||1||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] (2/day)&lt;br /&gt;
|5||3||3||2||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] (3/day)&lt;br /&gt;
|6||4||3||2||1||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] ([[Yagura:SRD:Large|Large]])&lt;br /&gt;
|6||4||3||3||2||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Venom Immunity|Venom Immunity]]&lt;br /&gt;
|6||4||4||3||2||1||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] (4/day)&lt;br /&gt;
|6||4||4||3||3||2||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] ([[Yagura:SRD:Tiny|Tiny]])&lt;br /&gt;
|6||5||4||4||3||2||1||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] ([[Yagura:SRD:Plant Type|plant]])&lt;br /&gt;
|6||5||4||4||3||3||2||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#A Thousand Faces|A Thousand Faces]]&lt;br /&gt;
|6||5||5||4||4||3||2||1||—||—&lt;br /&gt;
|- &lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] (5/day)&lt;br /&gt;
|6||5||5||4||4||3||3||2||—||—&lt;br /&gt;
|- &lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Timeless Body|Timeless Body]], [[#Wild Shape|Wild Shape]] ([[Yagura:SRD:Huge|Huge]])&lt;br /&gt;
|6||5||5||5||4||4||3||2||1||—&lt;br /&gt;
|- &lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] ([[Yagura:SRD:Elemental|elemental]] 1/day)&lt;br /&gt;
|6||5||5||5||4||4||3||3||2||—&lt;br /&gt;
|- &lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5||5||5||5||4||4||3||2||1&lt;br /&gt;
|- &lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] (6/day, [[Yagura:SRD:Elemental|elemental]] 2/day)&lt;br /&gt;
|6||5||5||5||5||4||4||3||3||2&lt;br /&gt;
|- &lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5||5||5||5||5||4||4||3||3&lt;br /&gt;
|- &lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wild Shape|Wild Shape]] ([[Yagura:SRD:Elemental|elemental]] 3/day, [[Yagura:SRD:Huge|Huge]] [[Yagura:SRD:Elemental Type|elemental]])&lt;br /&gt;
|6||5||5||5||5||5||4||4||4||4&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Class Skills &amp;lt;!--  (4 + [[Yagura:SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Yagura:SRD:Concentration Skill|Concentration]] ([[Yagura:SRD:Constitution|Con]]), [[Yagura:SRD:Craft Skill|Craft]] ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Diplomacy Skill|Diplomacy]] ([[Yagura:SRD:Charisma|Cha]]), [[Yagura:SRD:Handle Animal Skill|Handle Animal]] ([[Yagura:SRD:Charisma|Cha]]), [[Yagura:SRD:Heal Skill|Heal]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Knowledge Skill|Knowledge]] (nature) ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Listen Skill|Listen]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Profession Skill|Profession]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Ride Skill|Ride]] ([[Yagura:SRD:Dexterity|Dex]]), [[Yagura:SRD:Spellcraft Skill|Spellcraft]] ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Spot Skill|Spot]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Survival Skill|Survival]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Swim Skill|Swim]] ([[Yagura:SRD:Strength|Str]]) --&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
As a druid, all of the following are class features. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; You are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. You are also proficient with all natural attacks (claw, bite, and so forth) of any form you assume with wild shape (see below).&lt;br /&gt;
&lt;br /&gt;
You are proficient with [[Yagura:SRD:Armor Proficiency (Light)|light]] and [[Yagura:SRD:Armor Proficiency (Medium)|medium]] [[Yagura:SRD:Armor|armor]] but are prohibited from wearing metal armor; thus, you may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the &#039;&#039;[[Yagura:SRD:Ironwood|ironwood]]&#039;&#039; spell so that it functions as though it were steel. See the &#039;&#039;[[Yagura:SRD:Ironwood|ironwood]]&#039;&#039; spell description) Druids are proficient with [[Yagura:SRD:Shield Proficiency|shields]] (except [[Yagura:SRD:Tower Shield Proficiency|tower shields]]) but must use only wooden ones.&lt;br /&gt;
&lt;br /&gt;
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like [[Yagura:SRD:Class|class]] abilities while doing so and for 24 hours thereafter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Spells&amp;quot;&amp;gt;Spells&amp;lt;/span&amp;gt;:&#039;&#039;&#039; You cast divine spells, which are drawn from the [[Yagura:SRD:Druid Spell List|druid spell list]]. You must choose and prepare your spells in advance (see below).&lt;br /&gt;
&lt;br /&gt;
To prepare or cast a spell, you must have a [[Yagura:SRD:Wisdom|Wisdom]] score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + ½ your caster level + your [[Yagura:SRD:Wisdom|Wisdom]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table: The Druid. In addition, you receive bonus spells per day if you have a high [[Yagura:SRD:Wisdom|Wisdom]] score. &lt;br /&gt;
&lt;br /&gt;
You meditate or pray for your spells. You must choose a time at which you must spend 1 hour each day in quiet contemplation or supplication to regain your daily allotment of spells. Time spent resting has no effect on whether you can prepare spells. You may prepare and cast any spell on the druid spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spontaneous Casting:&#039;&#039;&#039; You can channel stored spell energy into summoning spells that you haven’t prepared ahead of time. You can “lose” a prepared spell in order to cast any &#039;&#039;summon nature’s ally&#039;&#039; spell of the same level or lower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &#039;&#039;&#039;Chaotic, Evil, Good, and Lawful Spells:&#039;&#039;&#039; A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bonus Languages:&#039;&#039;&#039; Your bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available because of race.&lt;br /&gt;
&lt;br /&gt;
You also know Druidic, a secret language known only to druids, which you learn upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, you know it in addition to your regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Animal Companion&amp;quot;&amp;gt;Animal Companion&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You may begin play with an [[#The Druid&#039;s Animal Companion|animal companion]] selected from the following list: [[Yagura:SRD:Badger|badger]], [[Yagura:SRD:Camel|camel]], [[Yagura:SRD:Dire Rat|dire rat]], [[Yagura:SRD:Dog|dog]], [[Yagura:SRD:Riding Dog|riding dog]], [[Yagura:SRD:Eagle|eagle]], [[Yagura:SRD:Hawk|hawk]], horse ([[Yagura:SRD:Light Horse|light]] or [[Yagura:SRD:Heavy Horse|heavy]]), [[Yagura:SRD:Owl|owl]], [[Yagura:SRD:Pony|pony]], snake ([[Yagura:SRD:Small Viper|Small]] or [[Yagura:SRD:Medium Viper|Medium viper]]), or [[Yagura:SRD:Wolf|wolf]]. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: [[Yagura:SRD:Crocodile|crocodile]], [[Yagura:SRD:Porpoise|porpoise]], [[Yagura:SRD:Medium Shark|Medium shark]], and [[Yagura:SRD:Squid|squid]]. This [[Yagura:SRD:Animal Type|animal]] is a loyal companion that accompanies you on your adventures as appropriate for its kind.&lt;br /&gt;
&lt;br /&gt;
A 1st-level druid’s companion is completely typical for its kind except as noted below. As you advance in druid levels, the [[Yagura:SRD:Animal Type|animal]]’s power increases as shown on the table. If you release your companion from service, you may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an [[Yagura:SRD:Animal Type|animal]] companion that has perished.&lt;br /&gt;
&lt;br /&gt;
At 4th level or higher you may select from the [[#The Druid&#039;s Animal Companion|alternative lists of animals]] (see below). Should you select an [[Yagura:SRD:Animal Type|animal]] companion from one of these alternative lists, the creature gains abilities as if your druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from your druid level and compare the result with the druid level entry on the table to determine the animal companion’s [[Yagura:SRD:Powers|powers]]. (If this adjustment would reduce your effective level to 0 or lower, you can’t have that [[Yagura:SRD:Animal Type|animal]] as a companion.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Nature Sense&amp;quot;&amp;gt;Nature Sense&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You gain a +2 bonus on [[Yagura:SRD:Knowledge Skill|Knowledge]] (nature) and [[Yagura:SRD:Survival Skill|Survival]] checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Wild Empathy&amp;quot;&amp;gt;Wild Empathy&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You can improve the attitude of an [[Yagura:SRD:Animal Type|animal]]. This ability functions just like a [[Yagura:SRD:Diplomacy Skill|Diplomacy]] check made to improve the attitude of a person. You roll 1d20 and add your druid level and your [[Yagura:SRD:Charisma|Charisma]] modifier to determine the wild empathy check result.&lt;br /&gt;
&lt;br /&gt;
The typical domestic [[Yagura:SRD:Animal Type|animal]] has a starting attitude of indifferent, while wild [[Yagura:SRD:Animal Type|animals]] are usually unfriendly.&lt;br /&gt;
&lt;br /&gt;
To use wild empathy, you and the [[Yagura:SRD:Animal Type|animal]] must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an [[Yagura:SRD:Animal Type|animal]] in this way takes 1 minute but, as with influencing people, it might take more or less time.&lt;br /&gt;
&lt;br /&gt;
You can also use this ability to influence a [[Yagura:SRD:Magical Beast Type|magical beast]] with an [[Yagura:SRD:Intelligence|Intelligence]] score of 1 or 2, but you take a –4 penalty on the check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Woodland Stride&amp;quot;&amp;gt;Woodland Stride&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; Starting at 2nd level, you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Trackless Step&amp;quot;&amp;gt;Trackless Step&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; Starting at 3rd level, you leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Resist Nature’s Lure&amp;quot;&amp;gt;Resist Nature’s Lure&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; Starting at 4th level, you gain a +4 bonus on [[Yagura:SRD:Saving Throw|saving throws]] against the [[Yagura:SRD:Spell-Like Ability|spell-like abilities]] of [[Yagura:SRD:Fey Type|fey]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Wild Shape&amp;quot;&amp;gt;Wild Shape&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 5th level, you gain the ability to turn yourself into any Small or Medium [[Yagura:SRD:Animal Type|animal]] and back again once per day. Your options for new forms include all creatures with the [[Yagura:SRD:Animal Type|animal]] type. This ability functions like the [[Yagura:SRD:Alternate Form|alternate form]] special ability, except as noted here.  The effect lasts for 1 hour per druid level, or until you change back. Changing form (to [[Yagura:SRD:Animal Type|animal]] or back) is a [[Yagura:SRD:Standard Actions|standard action]] and doesn’t provoke an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]].  Each time you use wild shape, you regain lost [[Yagura:SRD:Hit Points|hit points]] as if you had rested for a night.&lt;br /&gt;
&lt;br /&gt;
Any gear worn or carried by you melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at your feet.&lt;br /&gt;
&lt;br /&gt;
The form chosen must be that of an [[Yagura:SRD:Animal Type|animal]] with which you are familiar.&lt;br /&gt;
&lt;br /&gt;
You lose your ability to speak while in [[Yagura:SRD:Animal Type|animal]] form because you are limited to the sounds that a normal, untrained [[Yagura:SRD:Animal Type|animal]] can make, but you can communicate normally with other [[Yagura:SRD:Animal Type|animals]] of the same general grouping as your new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)&lt;br /&gt;
&lt;br /&gt;
You can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid&#039;&#039;.&#039;&#039; In addition, you gain the ability to take the shape of a Large [[Yagura:SRD:Animal Type|animal]] at 8th level, a Tiny [[Yagura:SRD:Animal Type|animal]] at 11th level, and a Huge [[Yagura:SRD:Animal Type|animal]] at 15th level.&lt;br /&gt;
&lt;br /&gt;
The new form’s [[Yagura:SRD:Hit Dice|Hit Dice]] can’t exceed your druid level.&lt;br /&gt;
&lt;br /&gt;
At 12th level, you become able to use wild shape to change into a [[Yagura:SRD:Plant Type|plant creature]] with the same size restrictions as for [[Yagura:SRD:Animal Type|animal]] forms. (You can’t use this ability to take the form of a [[Yagura:SRD:Plant Type|plant]] that isn’t a creature.)&lt;br /&gt;
&lt;br /&gt;
At 16th level, you become able to use wild shape to change into a Small, Medium, or Large [[Yagura:SRD:Elemental|elemental]] (air, earth, fire, or water) once per day. These [[Yagura:SRD:Elemental Type|elemental]] forms are in addition to your normal wild shape usage. In addition to the normal effects of wild shape, you gain all the [[Yagura:SRD:Elemental Type|elemental]]’s extraordinary, supernatural, and [[Yagura:SRD:Spell-Like Ability|spell-like abilities]]. You also gain the [[Yagura:SRD:Elemental Type|elemental]]’s [[Yagura:SRD:Feats|feats]] for as long as you maintain the wild shape, but you retain your own creature type.&lt;br /&gt;
&lt;br /&gt;
At 18th level, you become able to assume [[Yagura:SRD:Elemental Type|elemental]] form twice per day, and at 20th level you can do so three times per day. At 20th level, you may use this wild shape ability to change into a Huge [[Yagura:SRD:Elemental Type|elemental]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Venom Immunity&amp;quot;&amp;gt;Venom Immunity&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 9th level, you gain immunity to all poisons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;A Thousand Faces&amp;quot;&amp;gt;A Thousand Faces&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 13th level, you gain the ability to change your appearance at will, as if using the &#039;&#039;[[Yagura:SRD:Disguise Self|disguise self]]&#039;&#039; spell, but only while in your normal form. This affects your body but not your possessions. It is not an illusory effect, but a minor physical alteration of your appearance, within the limits described for the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Timeless Body&amp;quot;&amp;gt;Timeless Body&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; After attaining 15th level, you no longer take [[Yagura:SRD:Ability Scores|ability score]] penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.&lt;br /&gt;
&lt;br /&gt;
Bonuses still accrue, and you still die of old age when your time is up.&lt;br /&gt;
&lt;br /&gt;
{{:Yagura:SRD:Druid&#039;s Animal Companion}}&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Monk&amp;diff=276311</id>
		<title>Yagura:SRD:Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Monk&amp;diff=276311"/>
		<updated>2015-01-23T22:37:37Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Naming Your Fighting Style */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pugil=&lt;br /&gt;
&lt;br /&gt;
Those who follow the arts of war and combat began not with a sword, but with a fist, shieldless and unarmored against predators of the world. The pugil is a sort of fighter that focuses on the simplest aspect of battle, refining it into a unique self-magic that manifests as superhuman but seemingly natural abilities.&lt;br /&gt;
&lt;br /&gt;
Pugils are highly maneuverable, difficult to hit, and capable of changing what kind of fighter they are from one round to the next through their fighting styles.&lt;br /&gt;
&lt;br /&gt;
===Making a Pugil===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; As a class that focuses on combat, Strength and Constitution are always useful. However, the primary ability scores for a pugil are either Dexterity or Wisdom, which are functionally of equal value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races:&#039;&#039;&#039; The first pugils were humans, training in a secretive and isolated school. Eventually they branched out, starting schools in distant lands, but the majority of pugils remain human. The discipline and devotion of the training does not attract many halflings, and the concept of not wielding armor and weapons in combat seems pointless to dwarves. Elves and gnomes usually become pugils for very different reasons, the elves seeking self-perfection and the gnomes seeking merely to investigate the class to discover what is possible as a pugil. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength, so some ogres are drawn to the life of a pugil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Gold:&#039;&#039;&#039; 2d4&amp;amp;times;10 gp (50 gp).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:&#039;&#039;&#039; As [[Yagura:SRD:Pugil|Pugil]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Pugil&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Yagura:SRD:BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[Yagura:SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Armored in Life|Armor Bonus]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Yagura:SRD:Saving Throw#Fortitude|Fort]] || [[Yagura:SRD:Saving Throw#Reflex|Ref]] || [[Yagura:SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- &lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Armored in Life|Armored in Life]], [[#Fatal Strike|Fatal Strike]], [[#Willow Step|Willow Step]], [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +4&lt;br /&gt;
|- &lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Rain of Flowers|Rain of Flowers]], [[#Abundant Leap|Abundant Leap]]&lt;br /&gt;
| +5&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +5&lt;br /&gt;
|- &lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Soul|Diamond Soul]]&lt;br /&gt;
| +6&lt;br /&gt;
|- &lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +6&lt;br /&gt;
|- &lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Walk of a Thousand Steps|Walk of a Thousand Steps]]&lt;br /&gt;
| +7&lt;br /&gt;
|- &lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +7&lt;br /&gt;
|- &lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Soul|Immaculate Diamond Soul]]&lt;br /&gt;
| +8&lt;br /&gt;
|- &lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master Fighting Style|Master Fighting Style]]&lt;br /&gt;
| +8&lt;br /&gt;
|- &lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Leap of the Clouds|Leap of the Clouds]]&lt;br /&gt;
| +9&lt;br /&gt;
|- &lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +11/+6/+6 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master Fighting Style|Master Fighting Style]]&lt;br /&gt;
| +9&lt;br /&gt;
|- &lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +12/+7/+7 || +8 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master of the Four Winds|Master of the Four Winds]]&lt;br /&gt;
| +10&lt;br /&gt;
|- &lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +13/+8/+8 || +8 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master Fighting Style|Master Fighting Style]]&lt;br /&gt;
| +10&lt;br /&gt;
|- &lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +14/+9/+9 || +9 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master of the Four Seasons|Master of the Four Seasons]]&lt;br /&gt;
| +11&lt;br /&gt;
|- &lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +15/+10/+10 || +9 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master Fighting Style|Grand Master Fighting Style]]&lt;br /&gt;
| +11&lt;br /&gt;
|- &lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +16/+11/+11/+11 || +10 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Soul|Master of Diamond Soul]]&lt;br /&gt;
| +12&lt;br /&gt;
|- &lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +17/+12/+12/+12 || +10 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master Fighting Style|Grand Master Fighting Style]]&lt;br /&gt;
| +12&lt;br /&gt;
|- &lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +18/+13/+13/+13 || +11 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Perfect Mastery|Perfect Mastery]]&lt;br /&gt;
| +13&lt;br /&gt;
|- &lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +19/+14/+14/+14 || +11 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master Fighting Style|Grand Master Fighting Style]]&lt;br /&gt;
| +13&lt;br /&gt;
|- &lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +20/+15/+15/+15 || +12 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master of Flowers|Grand Master of Flowers]]&lt;br /&gt;
| +14&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Class Skills &amp;lt;!-- ([[Skill Points::4]] + [[Yagura:SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[Yagura:SRD:Constitution|Con]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (all skills, taken individually) ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[Yagura:SRD:Wisdom|Wis]])&lt;br /&gt;
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[Yagura:SRD:Dexterity|Dex]]).&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
As a pugil, all of the following are class features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; You are proficient with all simple weapons. You are not proficient with any armor or shields of any kind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Armored in Life&amp;quot;&amp;gt;Armored in Life&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 1) You have a special Armor bonus whenever you are not using armor or shields in which you are not proficient. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. Every even numbered class level, the Armored in Life bonus increases by 1. If you wear armor in which you are proficient (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to your Armored in Life Armor Bonus. If you wear armor in which you are proficient that grants an armor bonus you retain your Armored in Life Armor Bonus, but the armor bonuses do not stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Willow Step&amp;quot;&amp;gt;Willow Step&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 1) A true pugil does not seek to outrun the fist, but to anticipate it. If you would be allowed to add your Dexterity modifier to a Reflex Save or Armor Class, you may add your Wisdom bonus (if positive) instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Fatal Strike&amp;quot;&amp;gt;Fatal Strike&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; (lvl 1) You have a [[Yagura:SRD:Natural Weapon|natural weapon]] Slam in addition to however else you are capable of attacking. This attack can be made with any part of your body, regardless of what might be held in your hands or whether or not you are hindered somehow. As a natural slam attack, if you use no other natural or manufactured weapons you add your Strength and a half to damage and may make iterative attacks if you have sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half your Strength modifier to damage. Your slam attack does a base of 1d8 damage for a Medium sized pugil and does more or less damage as appropriate if you are larger or smaller than medium size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Fighting Style&amp;quot;&amp;gt;Fighting Style&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvls 1, 3, 5, 7) You learn a Fighting Style. Each Fighting style requires a [[Yagura:SRD:Swift Actions|Swift Action]] to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Fighting Style Abilities:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Fighting Style Abilities&amp;quot;&amp;gt;Fighting Style Abilities&amp;lt;/span&amp;gt;&lt;br /&gt;
:While Active, your Fighting Style: &lt;br /&gt;
:* provides a +4 Dodge Bonus to AC.&lt;br /&gt;
:* provides a +4 Dodge Bonus to Saving Throws.&lt;br /&gt;
:* forces any opponent struck by your slam attack to make a Fortitude Save (DC 10 + ½ your character level + your Wisdom Modifier) or become [[Yagura:SRD:Stunned|stunned]] for one round. This can only affect any single opponent once per round.&lt;br /&gt;
:* allows you to make an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] against any opponent who attacks you. This attack of opportunity must be a [[Yagura:SRD:Trip|trip]] or [[Yagura:SRD:Disarm|disarm]] attempt.&lt;br /&gt;
:* provides you with [[Yagura:SRD:Concealment|concealment]].&lt;br /&gt;
:* provides you with [[Yagura:SRD:Blindsense|blindsense]] and [[Yagura:SRD:Scent|scent]].&lt;br /&gt;
:* provides a +30&#039; Insight Bonus to your movement rate.&lt;br /&gt;
:* allows your slam attacks to ignore [[Yagura:SRD:Hardness|hardness]] and [[Yagura:SRD:Damage Reduction|DR]].&lt;br /&gt;
:* provides any bonuses it gives to your slam attack to any attack you make with any weapon.&lt;br /&gt;
:* causes your slam attack to inflict piercing damage and to inflict 2 points of [[Yagura:SRD:Constitution|Constitution]] damage.&lt;br /&gt;
:* causes your slam attack to inflict slashing damage and to reduce your opponent&#039;s movement rate by 10&#039; every time they suffer damage from it. This movement rate reduction can be healed like ability damage (treating 5&#039; of movement as 1 point of ability damage).&lt;br /&gt;
:* allows you to move through occupied spaces as if they were unoccupied and you provoke no [[Yagura:SRD:Attack of Opportunity|attacks of opportunity]] for your movement.&lt;br /&gt;
:* allows you to make [[Yagura:SRD:Jump Skill|Jump]] checks as if you had a running start, regardless of your movement, and you take no penalty for attempting to land without falling prone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Rain of Flowers&amp;quot;&amp;gt;Rain of Flowers&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 2) Any time you inflict lethal damage, you may elect to inflict [[Yagura:SRD:Nonlethal Damage|non-lethal damage]] instead. Any time you inflict non-lethal damage, you may elect to inflict lethal damage instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Abundant Leap&amp;quot;&amp;gt;Abundant Leap&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 2) Your ability to jump is unbounded by your height. In addition, the DC for any [[Yagura:SRD:Jump|jump check]] is divided by two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Diamond Soul&amp;quot;&amp;gt;Diamond Soul&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvls 4, 8, 16) You gain [[Yagura:SRD:Spell Resistance|Spell Resistance]] equal to 5 + your character level. At 8th level, your soul becomes immaculate and your Spell Resistance improves to 10 + character level, and at 16th level you master your diamond soul and your spell resistance improves to 15 + character level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Walk of a Thousand Steps&amp;quot;&amp;gt;Walk of a Thousand Steps&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 6) Once per day, you may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this Fighting Style is still a Swift Action. Other Fighting Styles may be activated during this period, though their duration is normally going to be only 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;Master Fighting Style&amp;quot;&amp;gt;Master Fighting Style&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvls 9, 11, 13) You learn a Master Fighting Style. Each Master Fighting style requires a [[Yagura:SRD:Swift Actions|Swift Action]] to activate, lasts one round, and is usable at will. Each Master Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Master Fighting Style Abilities. When you gain a new Master Fighting Style, you may replace one of your Fighting Styles with a different Fighting Style.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Master Fighting Style Abilities&amp;quot;&amp;gt;Master Fighting Style Abilities&amp;lt;/span&amp;gt;&lt;br /&gt;
:While Active, your Master Fighting Style:&lt;br /&gt;
:* allows you to teleport yourself and everything you are physically carrying 60 feet in any direction as a [[Yagura:SRD:Free Actions|free action]] usable once per round.&lt;br /&gt;
:* provides total [[Yagura:SRD:Concealment|concealment]].&lt;br /&gt;
:* provides you the effect of a &#039;&#039;[[Yagura:SRD:True Seeing|true seeing]]&#039;&#039; spell.&lt;br /&gt;
:* transforms your slam attacks into Force effects that inflict Force damage.&lt;br /&gt;
:* affects any creature struck with your slam attack with a &#039;&#039;[[Yagura:SRD:Banishment|banishment]]&#039;&#039; effect that transports it back to its home plane unless it succeeds at a Will save (DC 10 + ½ character level + Wisdom Modifier). Outsiders suffer a -4 penalty to their saving throw. A creature so banished may not return to the plane from which it was banished for a year. This can only affect any single opponent once per round.&lt;br /&gt;
:* forces any creature struck by your slam attack to make a Reflex Save (DC 10 + ½ character level + Wisdom Modifier) or be [[Yagura:SRD:Helpless|helpless]] for one round. This can only affect any single opponent once per round.&lt;br /&gt;
:* provides you the effect of an &#039;&#039;[[Yagura:SRD:Air Walk|air walk]]&#039;&#039; spell, and gives you a +20&#039; competence bonus to your speed.&lt;br /&gt;
:* affects any opponent you successfully [[Yagura:SRD:Trip|trip]] or [[Yagura:SRD:Bull Rush|bull rush]] with the violent thrust version of &#039;&#039;[[Yagura:SRD:Telekinesis|telekinesis]]&#039;&#039;, with a caster level equal to your character level. There is no saving throw against this effect.&lt;br /&gt;
:* allows you to shoot fire out of your hands or mouth as a standard action. The fire can be shot out to medium range, requires a [[Yagura:SRD:Touch Attack|ranged touch attack]], and inflicts 1d6 of fire damage per character level if it hits.&lt;br /&gt;
:* causes your slam attack to inflict vile damage.&lt;br /&gt;
:* forces every creature within 10 feet of you to make a Will save (DC 10 + ½ character level + Wisdom Modifier) or become [[Yagura:SRD:Panicked|panicked]] for one minute.&lt;br /&gt;
:* affects any target you strike with your slam attack with a targeted version of &#039;&#039;[[Yagura:SRD:Greater Dispel Magic|greater dispelling]]&#039;&#039; with a caster level equal to your character level.&lt;br /&gt;
:* causes 5d6 of Sonic damage to everything within 30 feet of you when you inflict damage with your slam attack against any target. You are immune to Sonic damage while your Master Fighting Style is active.&lt;br /&gt;
:* Instead of gaining a Master Fighting Style Ability, you may choose two regular Fighting Style Abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Leap of the Clouds&amp;quot;&amp;gt;Leap of the Clouds&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 10) The DC for any jump check is divided by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Master of the Four Winds&amp;quot;&amp;gt;Master of the Four Winds&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 12) Your breath of life is carried on the winds of fate. If you are restored to life, you gain no experience debt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Master of the Four Seasons&amp;quot;&amp;gt;Master of the Four Seasons&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 14) Time passes relentlessly in the world, but for you, the change of seasons is as no change at all. You no longer appear to age, never accumulate any additional penalties for growing older, and will never die of old age.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Grand Master Fighting Style&amp;quot;&amp;gt;Grand Master Fighting Style&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039;  (lvls 15, 17, 19) You learn a Grand Master Fighting Style. Each Grand Master Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Grand Master Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Grand Master Fighting Style Abilities. When you gain a new Grand Master Fighting Style, you may replace one of your Fighting Styles or Master Fighting Style with a different Style of the same type.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Grand Master Fighting Style Abilities&amp;quot;&amp;gt;Grand Master Fighting Style Abilities&amp;lt;/span&amp;gt;&lt;br /&gt;
:While Active, your Grand Master Fighting Style:&lt;br /&gt;
:* makes you and everything you are carrying [[Yagura:SRD:Incorporeal Subtype|incorporeal]], your slam attacks are incorporeal touch attacks.&lt;br /&gt;
:* provides you the effect of a &#039;&#039;[[Yagura:SRD:Foresight|foresight]]&#039;&#039; spell.&lt;br /&gt;
:* slows down time to the point where you can act twice each round. You do not gain an extra [[Yagura:SRD:Swift Actions|Swift Action]] during your extra actions.&lt;br /&gt;
:* allows you to punch a hole through space and time, allowing you to open a travel version of &#039;&#039;[[Yagura:SRD:Gate|gate]]&#039;&#039; with a slam attack.&lt;br /&gt;
:* prevents all [Teleport] effects from entering or exiting within 1 mile of your location.&lt;br /&gt;
:* causes your slam attacks to reduce the [[Yagura:SRD:Spell Resistance|spell resistance]] of enemies by an equal amount to the damage the slam attack inflicts.&lt;br /&gt;
:* forces every creature struck with your slam attack to make a Fortitude save (DC 10 + ½ character level + Wisdom Modifier) or die. This can only affect any single opponent once per round.&lt;br /&gt;
:* affects any target you strike with your slam attack with a &#039;&#039;[[Yagura:SRD:Disintegrate|disintegrate]]&#039;&#039; effect, with a caster level equal to your character level (DC 10 + ½ character level + Wisdom Modifier).&lt;br /&gt;
:* causes you to [[Yagura:SRD:Regeneration|regenerate]]. You recover a number of points of nonlethal damage each round equal to your character level. Unarmed or Slam attacks inflict regular damage.&lt;br /&gt;
:* forces any opponent you strike with your slam attack to make a Willpower save (DC 10 + ½ character level + Wisdom Modifier) or become [[Yagura:SRD:Feeblemind|feeble minded]]. This can only affect any single opponent once per round.&lt;br /&gt;
:* affects every target you strike with a slam attack with the violent thrust version of &#039;&#039;[[Yagura:SRD:Telekinesis|telekinesis]]&#039;&#039;, with a caster level equal to your character level. There is no saving throw against this effect.&lt;br /&gt;
:* Instead of gaining a Grand Master Fighting Style Ability, you may choose two Master Fighting Style Abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Perfect Mastery&amp;quot;&amp;gt;Perfect Mastery&amp;lt;/span&amp;gt;:&#039;&#039;&#039; (lvl 18) Once per day you may activate a Fighting Style, Master Fighting Style, or Grand Master Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this style is still a Swift Action. Other styles may be activated during this period, though their duration is normally going to be only 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Grand Master of Flowers&amp;quot;&amp;gt;Grand Master of Flowers&amp;lt;/span&amp;gt;:&#039;&#039;&#039; (lvl 20) You become an [[Yagura:SRD:Outsider Type|Outsider]], and immortal of legend. You gain the augmented subtype of his previous type, and has [[Yagura:SRD:Damage Reduction|Damage Reduction]] of 20/Epic.&lt;br /&gt;
&lt;br /&gt;
====Naming Your Fighting Style====&lt;br /&gt;
&lt;br /&gt;
Make up your own, use an [http://www.seventhsanctum.com/generate.php?Genname=mamove online generator], or use a chart like the following one:&lt;br /&gt;
&lt;br /&gt;
Roll a d10, or choose an adjective, an animal, and a noun:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! d10 !! Adjective !! Animal !! Noun&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Running || Ox || Fist&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Hungry || Tiger || Stance&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Angry || Dragon || Spinning Kick&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Naked || Crane || Attack&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Drunken || Monkey || Technique&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Fortunate || Turtle || Style&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Lazy || Manticore || Dance&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Swift || Serpent || Movement&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Powerful || Hummingbird || Touch&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Enlightened || Demon || Fu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Feel free to add any adjectives, animals, or nouns that you want, or to use a wholly different naming structure. There&#039;s no reason that your character&#039;s fighting style has to be called &amp;quot;Naked Tiger Stance&amp;quot; rather than &amp;quot;Skin of the Earth&amp;quot; or &amp;quot;Blue 42&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Monk&amp;diff=276310</id>
		<title>Yagura:SRD:Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Monk&amp;diff=276310"/>
		<updated>2015-01-23T22:36:48Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pugil=&lt;br /&gt;
&lt;br /&gt;
Those who follow the arts of war and combat began not with a sword, but with a fist, shieldless and unarmored against predators of the world. The pugil is a sort of fighter that focuses on the simplest aspect of battle, refining it into a unique self-magic that manifests as superhuman but seemingly natural abilities.&lt;br /&gt;
&lt;br /&gt;
Pugils are highly maneuverable, difficult to hit, and capable of changing what kind of fighter they are from one round to the next through their fighting styles.&lt;br /&gt;
&lt;br /&gt;
===Making a Pugil===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; As a class that focuses on combat, Strength and Constitution are always useful. However, the primary ability scores for a pugil are either Dexterity or Wisdom, which are functionally of equal value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races:&#039;&#039;&#039; The first pugils were humans, training in a secretive and isolated school. Eventually they branched out, starting schools in distant lands, but the majority of pugils remain human. The discipline and devotion of the training does not attract many halflings, and the concept of not wielding armor and weapons in combat seems pointless to dwarves. Elves and gnomes usually become pugils for very different reasons, the elves seeking self-perfection and the gnomes seeking merely to investigate the class to discover what is possible as a pugil. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength, so some ogres are drawn to the life of a pugil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Gold:&#039;&#039;&#039; 2d4&amp;amp;times;10 gp (50 gp).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:&#039;&#039;&#039; As [[Yagura:SRD:Pugil|Pugil]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Pugil&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Yagura:SRD:BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[Yagura:SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Armored in Life|Armor Bonus]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Yagura:SRD:Saving Throw#Fortitude|Fort]] || [[Yagura:SRD:Saving Throw#Reflex|Ref]] || [[Yagura:SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- &lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Armored in Life|Armored in Life]], [[#Fatal Strike|Fatal Strike]], [[#Willow Step|Willow Step]], [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +4&lt;br /&gt;
|- &lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Rain of Flowers|Rain of Flowers]], [[#Abundant Leap|Abundant Leap]]&lt;br /&gt;
| +5&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +5&lt;br /&gt;
|- &lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Soul|Diamond Soul]]&lt;br /&gt;
| +6&lt;br /&gt;
|- &lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +6&lt;br /&gt;
|- &lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Walk of a Thousand Steps|Walk of a Thousand Steps]]&lt;br /&gt;
| +7&lt;br /&gt;
|- &lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +7&lt;br /&gt;
|- &lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Soul|Immaculate Diamond Soul]]&lt;br /&gt;
| +8&lt;br /&gt;
|- &lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master Fighting Style|Master Fighting Style]]&lt;br /&gt;
| +8&lt;br /&gt;
|- &lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Leap of the Clouds|Leap of the Clouds]]&lt;br /&gt;
| +9&lt;br /&gt;
|- &lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +11/+6/+6 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master Fighting Style|Master Fighting Style]]&lt;br /&gt;
| +9&lt;br /&gt;
|- &lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +12/+7/+7 || +8 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master of the Four Winds|Master of the Four Winds]]&lt;br /&gt;
| +10&lt;br /&gt;
|- &lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +13/+8/+8 || +8 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master Fighting Style|Master Fighting Style]]&lt;br /&gt;
| +10&lt;br /&gt;
|- &lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +14/+9/+9 || +9 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master of the Four Seasons|Master of the Four Seasons]]&lt;br /&gt;
| +11&lt;br /&gt;
|- &lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +15/+10/+10 || +9 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master Fighting Style|Grand Master Fighting Style]]&lt;br /&gt;
| +11&lt;br /&gt;
|- &lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +16/+11/+11/+11 || +10 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Soul|Master of Diamond Soul]]&lt;br /&gt;
| +12&lt;br /&gt;
|- &lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +17/+12/+12/+12 || +10 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master Fighting Style|Grand Master Fighting Style]]&lt;br /&gt;
| +12&lt;br /&gt;
|- &lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +18/+13/+13/+13 || +11 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Perfect Mastery|Perfect Mastery]]&lt;br /&gt;
| +13&lt;br /&gt;
|- &lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +19/+14/+14/+14 || +11 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master Fighting Style|Grand Master Fighting Style]]&lt;br /&gt;
| +13&lt;br /&gt;
|- &lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +20/+15/+15/+15 || +12 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master of Flowers|Grand Master of Flowers]]&lt;br /&gt;
| +14&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Class Skills &amp;lt;!-- ([[Skill Points::4]] + [[Yagura:SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[Yagura:SRD:Constitution|Con]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (all skills, taken individually) ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[Yagura:SRD:Wisdom|Wis]])&lt;br /&gt;
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[Yagura:SRD:Dexterity|Dex]]).&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
As a pugil, all of the following are class features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; You are proficient with all simple weapons. You are not proficient with any armor or shields of any kind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Armored in Life&amp;quot;&amp;gt;Armored in Life&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 1) You have a special Armor bonus whenever you are not using armor or shields in which you are not proficient. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. Every even numbered class level, the Armored in Life bonus increases by 1. If you wear armor in which you are proficient (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to your Armored in Life Armor Bonus. If you wear armor in which you are proficient that grants an armor bonus you retain your Armored in Life Armor Bonus, but the armor bonuses do not stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Willow Step&amp;quot;&amp;gt;Willow Step&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 1) A true pugil does not seek to outrun the fist, but to anticipate it. If you would be allowed to add your Dexterity modifier to a Reflex Save or Armor Class, you may add your Wisdom bonus (if positive) instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Fatal Strike&amp;quot;&amp;gt;Fatal Strike&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; (lvl 1) You have a [[Yagura:SRD:Natural Weapon|natural weapon]] Slam in addition to however else you are capable of attacking. This attack can be made with any part of your body, regardless of what might be held in your hands or whether or not you are hindered somehow. As a natural slam attack, if you use no other natural or manufactured weapons you add your Strength and a half to damage and may make iterative attacks if you have sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half your Strength modifier to damage. Your slam attack does a base of 1d8 damage for a Medium sized pugil and does more or less damage as appropriate if you are larger or smaller than medium size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Fighting Style&amp;quot;&amp;gt;Fighting Style&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvls 1, 3, 5, 7) You learn a Fighting Style. Each Fighting style requires a [[Yagura:SRD:Swift Actions|Swift Action]] to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Fighting Style Abilities:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Fighting Style Abilities&amp;quot;&amp;gt;Fighting Style Abilities&amp;lt;/span&amp;gt;&lt;br /&gt;
:While Active, your Fighting Style: &lt;br /&gt;
:* provides a +4 Dodge Bonus to AC.&lt;br /&gt;
:* provides a +4 Dodge Bonus to Saving Throws.&lt;br /&gt;
:* forces any opponent struck by your slam attack to make a Fortitude Save (DC 10 + ½ your character level + your Wisdom Modifier) or become [[Yagura:SRD:Stunned|stunned]] for one round. This can only affect any single opponent once per round.&lt;br /&gt;
:* allows you to make an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] against any opponent who attacks you. This attack of opportunity must be a [[Yagura:SRD:Trip|trip]] or [[Yagura:SRD:Disarm|disarm]] attempt.&lt;br /&gt;
:* provides you with [[Yagura:SRD:Concealment|concealment]].&lt;br /&gt;
:* provides you with [[Yagura:SRD:Blindsense|blindsense]] and [[Yagura:SRD:Scent|scent]].&lt;br /&gt;
:* provides a +30&#039; Insight Bonus to your movement rate.&lt;br /&gt;
:* allows your slam attacks to ignore [[Yagura:SRD:Hardness|hardness]] and [[Yagura:SRD:Damage Reduction|DR]].&lt;br /&gt;
:* provides any bonuses it gives to your slam attack to any attack you make with any weapon.&lt;br /&gt;
:* causes your slam attack to inflict piercing damage and to inflict 2 points of [[Yagura:SRD:Constitution|Constitution]] damage.&lt;br /&gt;
:* causes your slam attack to inflict slashing damage and to reduce your opponent&#039;s movement rate by 10&#039; every time they suffer damage from it. This movement rate reduction can be healed like ability damage (treating 5&#039; of movement as 1 point of ability damage).&lt;br /&gt;
:* allows you to move through occupied spaces as if they were unoccupied and you provoke no [[Yagura:SRD:Attack of Opportunity|attacks of opportunity]] for your movement.&lt;br /&gt;
:* allows you to make [[Yagura:SRD:Jump Skill|Jump]] checks as if you had a running start, regardless of your movement, and you take no penalty for attempting to land without falling prone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Rain of Flowers&amp;quot;&amp;gt;Rain of Flowers&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 2) Any time you inflict lethal damage, you may elect to inflict [[Yagura:SRD:Nonlethal Damage|non-lethal damage]] instead. Any time you inflict non-lethal damage, you may elect to inflict lethal damage instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Abundant Leap&amp;quot;&amp;gt;Abundant Leap&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 2) Your ability to jump is unbounded by your height. In addition, the DC for any [[Yagura:SRD:Jump|jump check]] is divided by two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Diamond Soul&amp;quot;&amp;gt;Diamond Soul&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvls 4, 8, 16) You gain [[Yagura:SRD:Spell Resistance|Spell Resistance]] equal to 5 + your character level. At 8th level, your soul becomes immaculate and your Spell Resistance improves to 10 + character level, and at 16th level you master your diamond soul and your spell resistance improves to 15 + character level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Walk of a Thousand Steps&amp;quot;&amp;gt;Walk of a Thousand Steps&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 6) Once per day, you may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this Fighting Style is still a Swift Action. Other Fighting Styles may be activated during this period, though their duration is normally going to be only 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;Master Fighting Style&amp;quot;&amp;gt;Master Fighting Style&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvls 9, 11, 13) You learn a Master Fighting Style. Each Master Fighting style requires a [[Yagura:SRD:Swift Actions|Swift Action]] to activate, lasts one round, and is usable at will. Each Master Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Master Fighting Style Abilities. When you gain a new Master Fighting Style, you may replace one of your Fighting Styles with a different Fighting Style.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Master Fighting Style Abilities&amp;quot;&amp;gt;Master Fighting Style Abilities&amp;lt;/span&amp;gt;&lt;br /&gt;
:While Active, your Master Fighting Style:&lt;br /&gt;
:* allows you to teleport yourself and everything you are physically carrying 60 feet in any direction as a [[Yagura:SRD:Free Actions|free action]] usable once per round.&lt;br /&gt;
:* provides total [[Yagura:SRD:Concealment|concealment]].&lt;br /&gt;
:* provides you the effect of a &#039;&#039;[[Yagura:SRD:True Seeing|true seeing]]&#039;&#039; spell.&lt;br /&gt;
:* transforms your slam attacks into Force effects that inflict Force damage.&lt;br /&gt;
:* affects any creature struck with your slam attack with a &#039;&#039;[[Yagura:SRD:Banishment|banishment]]&#039;&#039; effect that transports it back to its home plane unless it succeeds at a Will save (DC 10 + ½ character level + Wisdom Modifier). Outsiders suffer a -4 penalty to their saving throw. A creature so banished may not return to the plane from which it was banished for a year. This can only affect any single opponent once per round.&lt;br /&gt;
:* forces any creature struck by your slam attack to make a Reflex Save (DC 10 + ½ character level + Wisdom Modifier) or be [[Yagura:SRD:Helpless|helpless]] for one round. This can only affect any single opponent once per round.&lt;br /&gt;
:* provides you the effect of an &#039;&#039;[[Yagura:SRD:Air Walk|air walk]]&#039;&#039; spell, and gives you a +20&#039; competence bonus to your speed.&lt;br /&gt;
:* affects any opponent you successfully [[Yagura:SRD:Trip|trip]] or [[Yagura:SRD:Bull Rush|bull rush]] with the violent thrust version of &#039;&#039;[[Yagura:SRD:Telekinesis|telekinesis]]&#039;&#039;, with a caster level equal to your character level. There is no saving throw against this effect.&lt;br /&gt;
:* allows you to shoot fire out of your hands or mouth as a standard action. The fire can be shot out to medium range, requires a [[Yagura:SRD:Touch Attack|ranged touch attack]], and inflicts 1d6 of fire damage per character level if it hits.&lt;br /&gt;
:* causes your slam attack to inflict vile damage.&lt;br /&gt;
:* forces every creature within 10 feet of you to make a Will save (DC 10 + ½ character level + Wisdom Modifier) or become [[Yagura:SRD:Panicked|panicked]] for one minute.&lt;br /&gt;
:* affects any target you strike with your slam attack with a targeted version of &#039;&#039;[[Yagura:SRD:Greater Dispel Magic|greater dispelling]]&#039;&#039; with a caster level equal to your character level.&lt;br /&gt;
:* causes 5d6 of Sonic damage to everything within 30 feet of you when you inflict damage with your slam attack against any target. You are immune to Sonic damage while your Master Fighting Style is active.&lt;br /&gt;
:* Instead of gaining a Master Fighting Style Ability, you may choose two regular Fighting Style Abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Leap of the Clouds&amp;quot;&amp;gt;Leap of the Clouds&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 10) The DC for any jump check is divided by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Master of the Four Winds&amp;quot;&amp;gt;Master of the Four Winds&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 12) Your breath of life is carried on the winds of fate. If you are restored to life, you gain no experience debt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Master of the Four Seasons&amp;quot;&amp;gt;Master of the Four Seasons&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 14) Time passes relentlessly in the world, but for you, the change of seasons is as no change at all. You no longer appear to age, never accumulate any additional penalties for growing older, and will never die of old age.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Grand Master Fighting Style&amp;quot;&amp;gt;Grand Master Fighting Style&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039;  (lvls 15, 17, 19) You learn a Grand Master Fighting Style. Each Grand Master Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Grand Master Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Grand Master Fighting Style Abilities. When you gain a new Grand Master Fighting Style, you may replace one of your Fighting Styles or Master Fighting Style with a different Style of the same type.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Grand Master Fighting Style Abilities&amp;quot;&amp;gt;Grand Master Fighting Style Abilities&amp;lt;/span&amp;gt;&lt;br /&gt;
:While Active, your Grand Master Fighting Style:&lt;br /&gt;
:* makes you and everything you are carrying [[Yagura:SRD:Incorporeal Subtype|incorporeal]], your slam attacks are incorporeal touch attacks.&lt;br /&gt;
:* provides you the effect of a &#039;&#039;[[Yagura:SRD:Foresight|foresight]]&#039;&#039; spell.&lt;br /&gt;
:* slows down time to the point where you can act twice each round. You do not gain an extra [[Yagura:SRD:Swift Actions|Swift Action]] during your extra actions.&lt;br /&gt;
:* allows you to punch a hole through space and time, allowing you to open a travel version of &#039;&#039;[[Yagura:SRD:Gate|gate]]&#039;&#039; with a slam attack.&lt;br /&gt;
:* prevents all [Teleport] effects from entering or exiting within 1 mile of your location.&lt;br /&gt;
:* causes your slam attacks to reduce the [[Yagura:SRD:Spell Resistance|spell resistance]] of enemies by an equal amount to the damage the slam attack inflicts.&lt;br /&gt;
:* forces every creature struck with your slam attack to make a Fortitude save (DC 10 + ½ character level + Wisdom Modifier) or die. This can only affect any single opponent once per round.&lt;br /&gt;
:* affects any target you strike with your slam attack with a &#039;&#039;[[Yagura:SRD:Disintegrate|disintegrate]]&#039;&#039; effect, with a caster level equal to your character level (DC 10 + ½ character level + Wisdom Modifier).&lt;br /&gt;
:* causes you to [[Yagura:SRD:Regeneration|regenerate]]. You recover a number of points of nonlethal damage each round equal to your character level. Unarmed or Slam attacks inflict regular damage.&lt;br /&gt;
:* forces any opponent you strike with your slam attack to make a Willpower save (DC 10 + ½ character level + Wisdom Modifier) or become [[Yagura:SRD:Feeblemind|feeble minded]]. This can only affect any single opponent once per round.&lt;br /&gt;
:* affects every target you strike with a slam attack with the violent thrust version of &#039;&#039;[[Yagura:SRD:Telekinesis|telekinesis]]&#039;&#039;, with a caster level equal to your character level. There is no saving throw against this effect.&lt;br /&gt;
:* Instead of gaining a Grand Master Fighting Style Ability, you may choose two Master Fighting Style Abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Perfect Mastery&amp;quot;&amp;gt;Perfect Mastery&amp;lt;/span&amp;gt;:&#039;&#039;&#039; (lvl 18) Once per day you may activate a Fighting Style, Master Fighting Style, or Grand Master Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this style is still a Swift Action. Other styles may be activated during this period, though their duration is normally going to be only 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Grand Master of Flowers&amp;quot;&amp;gt;Grand Master of Flowers&amp;lt;/span&amp;gt;:&#039;&#039;&#039; (lvl 20) You become an [[Yagura:SRD:Outsider Type|Outsider]], and immortal of legend. You gain the augmented subtype of his previous type, and has [[Yagura:SRD:Damage Reduction|Damage Reduction]] of 20/Epic.&lt;br /&gt;
&lt;br /&gt;
====Naming Your Fighting Style====&lt;br /&gt;
&lt;br /&gt;
Make up your own, use an [http://www.seventhsanctum.com/generate.php?Genname=mamove online generator], or use a chart like the following one:&lt;br /&gt;
&lt;br /&gt;
Roll a d10, or choose an adjective, an animal, and a noun:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! d10 !! Adjective !! Animal !! Noun&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Running || Ox || Fist&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Hungry || Tiger || Stance&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Angry || Dragon || Spinning Kick&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Naked || Crane || Attack&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Drunken || Monkey || Technique&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Fortunate || Turtle || Style&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Lazy || Manticore || Dance&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Swift || Serpent || Movement&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Powerful || Hummingbird || Touch&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Enlightened || Demon || Fu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note from the authors:&#039;&#039;&#039; Feel free to add any adjectives, animals, or nouns that you want, or to use a wholly different naming structure. There&#039;s no reason that your character&#039;s fighting style has to be called &amp;quot;Naked Tiger Stance&amp;quot; rather than &amp;quot;Skin of the Earth&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=276283</id>
		<title>Yagura:Bill</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=276283"/>
		<updated>2015-01-23T16:54:13Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incorporating the [http://www.dnd-wiki.org/wiki/System_Reference_Document SRD] into this [[Yagura:SRD|SRD]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Help:Cheatsheet Mediawiki Cheatsheet]&lt;br /&gt;
&lt;br /&gt;
=Incorporation notes=&lt;br /&gt;
==Races:==&lt;br /&gt;
&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Lizardfolk_Variant_%283.5e_Race%29] (Renamed, but not Iksar - the lizardy inhabitants of &amp;quot;Kunark&amp;quot; are related but separated by centuries and have a different name and stats.)&lt;br /&gt;
&lt;br /&gt;
==NPC classes:==&lt;br /&gt;
* Adept [http://www.dnd-wiki.org/wiki/Adept_(3.5e_NPC_Class)]&lt;br /&gt;
* Warrior [http://www.dnd-wiki.org/wiki/Warrior_%283.5e_NPC_Class%29]&lt;br /&gt;
* &amp;quot;ninja&amp;quot; [http://www.dnd-wiki.org/wiki/Ninja_%283.5e_Class%29] (there are only ever 2 of these, the master and his apprentice. They lead the cult of the Mistress of Shadows.)&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
30 Classes: [Balance Point noted if necessary]&lt;br /&gt;
* &#039;&#039;Assassin&#039;&#039; [http://www.dnd-wiki.org/wiki/Assassin,_Tome_%283.5e_Class%29]&lt;br /&gt;
* &#039;&#039;Barbarian [http://www.dnd-wiki.org/wiki/Barbarian,_Tome_%283.5e_Class%29] (Berzerker)&#039;&#039;&lt;br /&gt;
* Bard [http://www.dnd-wiki.org/wiki/Bard,_Tome_%283.5e_Class%29] (don&#039;t use, just reference it for the actual bard)&lt;br /&gt;
* &#039;&#039;Cleric&#039;&#039;&lt;br /&gt;
* Druid&lt;br /&gt;
* Dread Necromancer [http://www.tgdmb.com/viewtopic.php?t=49161]&lt;br /&gt;
* Elementalist [http://www.dnd-wiki.org/wiki/Elementalist_%283.5e_Class%29]&lt;br /&gt;
* Fighter [http://www.dnd-wiki.org/wiki/Fighter,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Fire mage [http://www.dnd-wiki.org/wiki/Fire_Mage_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Jester [http://www.dnd-wiki.org/wiki/Jester_%283.5e_Class%29] (Shadow Agent of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Knight [http://www.dnd-wiki.org/wiki/Knight,_Tome_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* &#039;&#039;Monk&#039;&#039; [http://www.dnd-wiki.org/wiki/Monk,_Tome_%283.5e_Class%29] (rename needed)&lt;br /&gt;
* Ninja [http://www.dnd-wiki.org/wiki/Ninja,_Tome_%283.5e_Class%29] (Shadow Rogue of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Paladin [http://www.dnd-wiki.org/wiki/Paladin,_Tome_%283.5e_Class%29] (strip it of the religious aspects, make it a palace guard)&lt;br /&gt;
* Priest [http://www.dnd-wiki.org/wiki/Priest_%283.5e_Class%29] (Shadow Priest of the Cult of the Mistress of Shadows, all domains available)&lt;br /&gt;
* Puppeteer [http://www.dnd-wiki.org/wiki/Puppeteer_%283.5e_Class%29] (maybe a name change) [BP-1]&lt;br /&gt;
* Ranger [http://www.dnd-wiki.org/wiki/Ranger,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Rogue [BP-1]&lt;br /&gt;
* Ronin [http://www.dnd-wiki.org/wiki/Ronin_%283.5e_Class%29] (Shadow Warrior of the Cult of the Mistress of Shadows, very weak but maybe fitting for NPC guards) [BP-1]&lt;br /&gt;
* Samurai [http://www.dnd-wiki.org/wiki/Samurai,_Tome_%283.5e_Class%29] (Shadow Knight of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Shadowcaster[http://www.dnd-wiki.org/wiki/Shadowcaster_%283.5e_Class%29] (of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Sorcerer [http://www.dnd-wiki.org/wiki/Sorcerer,_Tome_%283.5e_Class%29] (consider whether or not it fits at all, it might not)&lt;br /&gt;
* Soulborn [http://www.dnd-wiki.org/wiki/Soulborn_%283.5e_Class%29] (Shadowborn of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Spirit Shaman [http://www.dnd-wiki.org/wiki/Spirit_Shaman_%283.5e_Class%29] / or the shaman here [http://tgdmb.com/viewtopic.php?t=52667#top], more like a necro&lt;br /&gt;
* Summoner [http://www.dnd-wiki.org/wiki/Summoner_%283.5e_Class%29]&lt;br /&gt;
* Templar [http://www.dnd-wiki.org/wiki/Templar_%283.5e_Class%29]&lt;br /&gt;
* Thief Acrobat[http://www.dnd-wiki.org/wiki/Thief_Acrobat_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Totemist [http://www.dnd-wiki.org/wiki/Totemist_%283.5e_Class%29] (the Behir totem&#039;s range needs to be a cone, not line)&lt;br /&gt;
* Warlock [http://www.dnd-wiki.org/wiki/Warlock_%283.5e_Class%29]&lt;br /&gt;
* Wintersmith [http://www.dnd-wiki.org/wiki/Wintersmith_%283.5e_Class%29]&lt;br /&gt;
* Witch [http://www.dnd-wiki.org/wiki/Witch_%283.5e_Class%29] (maybe a name change, I can&#039;t get past it)&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Tome_of_Prowess_%283.5e_Sourcebook%29] (This will require quite a bit of rewriting to strip it of its &amp;quot;change from&amp;quot; verbage. Also, the Dowsing skill is stupid and the class lists will have to be reworked.)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Armor [http://www.dnd-wiki.org/wiki/Tome_Armor_%283.5e_Variant_Rule%29]&lt;br /&gt;
* Magic items [http://www.dnd-wiki.org/wiki/Tome_Magic_Items_%283.5e_Variant_Rule%29]&lt;br /&gt;
&lt;br /&gt;
==Other Rules==&lt;br /&gt;
* [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Big_Fat_Squares] (changes ranges for bows and spells)&lt;br /&gt;
* Multi-weapon [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Revised_Multi-Weapon_Combat] (something like this anyway)&lt;br /&gt;
* Creature scaling [http://www.dnd-wiki.org/wiki/User:Tarkisflux/Rants/Revised_Creature_Scaling]&lt;br /&gt;
* hit points [http://www.dnd-wiki.org/wiki/Better_Hit_Points_%283.5e_Variant_Rule%29]&lt;br /&gt;
* saves [http://www.dnd-wiki.org/wiki/More_Stable_Saves_%283.5e_Variant_Rule%29]&lt;br /&gt;
* full attacks [http://www.dnd-wiki.org/wiki/Better_Full_Attacks_%283.5e_Variant_Rule%29] (If you full attack all secondary attacks are at -5, otherwise as a standard action all secondary attacks are at -5,-10,-15 etc. Maybe rework this too.)&lt;br /&gt;
* initiative [http://www.dnd-wiki.org/wiki/Better_Initiative_%283.5e_Variant_Rule%29]&lt;br /&gt;
* level-based benefits [http://www.dnd-wiki.org/wiki/New_Level-Dependent_Benefits_%283.5e_Variant_Rule%29] (consider it)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Static_Spell_Points_%283.5e_Variant_Rule%29] (this would require a rather large amount of work to impliment but it is pretty awesome and removes my desire to rewrite the entire spells list)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule%29] (another to consider)&lt;br /&gt;
* turning [http://www.dnd-wiki.org/wiki/CR-Based_Turning_%283.5e_Variant_Rule%29]&lt;br /&gt;
* poisons [http://www.dnd-wiki.org/wiki/Better_Poisons_%283.5e_Variant_Rule%29]&lt;br /&gt;
* counterspelling [http://www.dnd-wiki.org/wiki/Better_Counterspelling_%283.5e_Variant_Rule%29] (Rewrite it to &amp;quot;dispel&amp;quot; is a magical action any spellcaster can attempt, not a spell. You set the level and expend a spell of that level. Otherwise this is great.)&lt;br /&gt;
* Armor gives you Damage Conversion which changes hp damage to &amp;quot;non-lethal&amp;quot; damage, making both healing &amp;amp; armor better.&lt;br /&gt;
* Does havign the edge prevent opponents from making a 5&#039; step w/o provoking? It should.&lt;br /&gt;
* &amp;quot;Immediate Action&amp;quot; is a reaction. Why is it not called a Reaction? An opportunity attack is a reaction. Small, fast weapons allow you to make an OA 1/round without spending your Reaction.&lt;br /&gt;
* All &amp;quot;magic&amp;quot; is a focus of the innate ability latent in all living beings. Some focus this into totally awesome fighting moves, some into reality-bending magic. Making it big and flashy means building up a pool of mana and spending it down, whereas others just tap into it a little at a time and cannot pool it up. All classes are magical; a mundane class is an NPC (the majority of the world). Sword masters grow up into super heroes.&lt;br /&gt;
* Every other being uses Pathfinder build information with Tome combat rules. Magic is very rare among those using Pathfinder, and those who practice it do so like a newb.&lt;br /&gt;
* Magic item bonuses should be quite varied (so I can have +1 Cha bracers and a +1 Cha tiara for a total of +2, each item having other things on it as well). But there should be limits as to how much of a boost you can get from the total of all bonus types. It hampers the game to have players try to get any many bonus types as possible to go well outside the range of the RNG, so stick with the RNG-friendly limits and relax on the bonus type limitations. This applies to ability score bonuses, damage, to-hit, hp, saves, etc.&lt;br /&gt;
* Something needs to be done about chargen. Making a really strong human with a 16 Str should seem less stupid when compared to a dwarf with 20 Str. That 4 Str equates to the same to-hit bonuses gained from 2 levels or 2 feats. What&#039;s the human getting for making a more realistic character?&lt;br /&gt;
&lt;br /&gt;
==Errata==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/User:Surgo/Possible_Tome_Errata possibly]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
The world is a dark place, but not just because it is dangerous, vast, and largely unknown. Men are dark beings of evil intent, greed, dishonor, and violence. There are no knights of royal bearing and chivalrous discipline. There are no paladins or clerics of gods of honor, valor, grace, or mercy. What gods there once were are forgotten, their priests hunted and killed, their temples desecrated. Gods were made again, from the people who shone brightest or who saught the glory. Mankind cannot help but worship. The leaders of old were simply followed, then reveared, later worshipped. The deaths of these new gods became religeous, their tombs the new temples. Tales were told far and wide of the world before. The hermit emperor who could not die, nor rule his empire from his palace; the betreyal of the sun when she turned life into unlife and how the ancients abandoned her and each night hoped she would never return; the flying auroch heffer who suckled the beasts of the wild, giving them new form and culture like man; the giants who once ruled the world and created orcs and goblins; the tyrants and despots who wielded godmagic to control the lives of men, and how the new gods rose up against them to create a new world.&lt;br /&gt;
&lt;br /&gt;
The undead hordes succeeded in killing almost everything that was, leaving the world bereft and harsh. Fires consumed much, from those undead who caught fire and became walking bonfires. Ghosts and those who drained warmth created frozen lakes that held back water from the plains below, encasing towns in ice that crushed ill-prepared roofs - then left, leaving dams to thaw into floods and towns to suddenly turn to swamps rotting in the mists. Only that which was crafted in magic could withstand the centuries. Magic having no where to go, inhabited the beings of life. The more intelligent and imbued with magic a creature was, the more drawn it was to objects containing magic, so in even a bear&#039;s den one might find some trinket from ancient times that the bear cared for as if it were a cub.&lt;br /&gt;
&lt;br /&gt;
Language, customs, cultures, and craft all lost, the world is fragmented again. &amp;quot;Combine&amp;quot; is a misunderstood word that means simply &amp;quot;old&amp;quot; to some, &amp;quot;unity&amp;quot; to others, &amp;quot;the land of the gods&amp;quot; in some circles, or a legendary place that exists only in tales, for surely the world was never united by one people. Life is cheap, morals are few and oft ignored, and where two men are gathered one will achieve power over another.&lt;br /&gt;
&lt;br /&gt;
==The Moon==&lt;br /&gt;
You are the remnant of the Empire&#039;s small outpost on Luclin (Tongar), only a few centuries after the Sundering. However, that&#039;s not really what the people know.&lt;br /&gt;
&lt;br /&gt;
The leadership has determined that since they don&#039;t know how to get back, the important thing is to establish their own empire in their new home. To that end they have obscured the truth from the people to ensure no one tries to get to the planet, which isn&#039;t possible anyway because reasons.&lt;br /&gt;
&lt;br /&gt;
You are members of the last bastion of civilization, trying to expand your territories to ensure the future of your nation, the XXXXXXXX. The kingdom has a mixture of the standard fantasy races. &lt;br /&gt;
&lt;br /&gt;
===Other people of the world===&lt;br /&gt;
* The enigmatic people of the Warring States of the Third Mystic Hegemony of the Serpent Emperor (based loosely on ancient China&#039;s warring states period - they are oriental in culture and closest to Xiongnu. The &amp;quot;serpent emperor&amp;quot; was once a Shissar but the hegemonics killed their slavemasters and took over the government so &amp;quot;serpent emperor&amp;quot; is no longer a serpent at all, but once was). Matriarchal and spiritual, but largely uncivilized. They sometimes keep beastmen as pets, being very careful to raise them with the animals of their tribes and never to speak to them (to avoid the beastmen learning how to be like them). Their language and religion is much like Tengri, and they call the world Tongar Akaidusella (just Tongar outside of ceremony) which means &amp;quot;God&#039;s birthing basket&amp;quot;. Most of their people go around unclothed, they dance but do not sing, they do not hold land but instead respect only strength where rights are concerned, and they are prone to violence based on little more than whimsy. I&#039;m not sure what race this is.&lt;br /&gt;
* Primitive bands of &amp;quot;beastmen&amp;quot; or &amp;quot;ferals&amp;quot;. These are groups of humanoids who were once raised by animals, lived their lives in the wild, lost civilization and culture and humanity, and are very slowly finding ways to react to each other in less animalistic fashions (decendants of feral children). They are very strong and agile, very capable humanoid animals, but cannot speak, have no craft whatsoever (always naked, don&#039;t build homes, etc), and HUNT other humanoids. Very dangerous, very prolific. They have tribes that stay with herds of animals, learning to be like the animals and each other, and rarely mix at all with those of other tribes. They tend to act just like their animals, except that they will aggressively attack anyone who attempts to take their land or endanger their tribe.&lt;br /&gt;
* Natives of the world are largely classified as Outsiders. The only humanoids are the civilized races that moved there from the world above. Other race ides can be found [http://www.tgdmb.com/viewtopic.php?t=54924&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 here]&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
The players are a part of the Combine remnant on the moon, which they call Tongar after the hegemonic term. But, they don&#039;t know that. Instead they are told they are the last civilization on a world once controlled by their kind. The goal is not just to keep civilization alive, but to expand into new territory and slaughter their enemies.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Assassin&amp;diff=276282</id>
		<title>Yagura:SRD:Assassin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Assassin&amp;diff=276282"/>
		<updated>2015-01-23T16:52:22Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Assassin=&lt;br /&gt;
{{quote|I kill people. Individually, you are a person. Collectively, I think you count as people.}}&lt;br /&gt;
&lt;br /&gt;
An assassin is a master of the art of killing, a vicious weapon honed by experience and inclination to learn the myriad ways to end a life. Unlike common warriors or rogues, an Assassin does not study various fighting arts or muddle his training with martial dirty tricks, he instead studies the anatomy of the various creatures of wildly different anatomies and forms of existence, and he uses this knowledge to place his blows in areas vital for biological or mystical reasons. Stealth and sudden violence are his hallmarks, and various exotic tools and killing methods become his tools.&lt;br /&gt;
&lt;br /&gt;
While most societies consider assassination to be a vile art, or at best a dishonorable or unvalorous one, the reasons that drive these killers vary. Cold-hearted mercenaries share a skill set with dedicated demon-hunters, differing only in the application of their skills. Only the most naïve student of ethics believes that all killing is evil, or that nobility cannot be found in a mercifully quick death. &lt;br /&gt;
&lt;br /&gt;
===Making an Assassin===&lt;br /&gt;
&lt;br /&gt;
The most obvious strength of the Assassin is their ability to hand out incredible amounts of damage. BUT. They may only use Death Attack, at most, every other round and their Medium BAB makes it a little uncertain about whether or not the attack will hit. Their spellcasting can be very useful and interesting--Color Spray is a good spell to have at very low levels, because it can remove an enemy from a fight in one action. The various Image illusion spells can be put to creative use, and Invisibility and Greater Invisibility can be used to let the Assassin get a Death Attack off every other round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Intelligence and Dexterity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Gold:&#039;&#039;&#039; 6d4 x 10 gp (150 gp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:&#039;&#039;&#039; As [[Yagura:SRD:Rogue|Rogue]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Assassin&lt;br /&gt;
Hit Die: d6&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[Yagura:SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Yagura:SRD:Saving Throw#Fortitude|Fort]] || [[Yagura:SRD:Saving Throw#Reflex|Ref]] || [[Yagura:SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Poison Use|Poison Use]], [[#Death Attack|Death Attack]] +3d6, [[#Personal Immunity|Personal Immunity]], [[#Spellcasting|Spellcasting]]&lt;br /&gt;
|—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Uncanny Dodge|Uncanny Dodge]], [[#Death Attack|Death Attack]] +4d6&lt;br /&gt;
|0||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Hide in Plain Sight|Hide in Plain Sight]], [[#Death Attack|Death Attack]] +5d6&lt;br /&gt;
|1||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Cloak of Discretion|Cloak of Discretion]], [[#Death Attack|Death Attack]] +6d6&lt;br /&gt;
|2||0||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Trapfinding|Trapfinding]], [[#Trapmaking|Trapmaking]], [[#Personal Immunity|Personal Immunity]], [[#Death Attack|Death Attack]] +7d6&lt;br /&gt;
|3||1||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Palm Weapon|Palm Weapon]], [[#Death Attack|Death Attack]] +8d6&lt;br /&gt;
|3||2||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Full Death Attack|Full Death Attack]], [[#Personal Immunity|Personal Immunity]], [[#Death Attack|Death Attack]] +9d6&lt;br /&gt;
|3||2||0||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Nerve of the Killer|Nerve of the Killer]], [[#Death Attack|Death Attack]] +10d6&lt;br /&gt;
|3||3||1||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]], [[#Personal Immunity|Personal Immunity]], [[#Death Attack|Death Attack]] +11d6&lt;br /&gt;
|3||3||2||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Skill Mastery|Skill Mastery]], [[#Death Attack|Death Attack]] +12d6&lt;br /&gt;
|3||3||2||0||—||—&lt;br /&gt;
|- &lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Poisonmaster|Poisonmaster]], [[#Personal Immunity|Personal Immunity]], [[#Death Attack|Death Attack]] +13d6&lt;br /&gt;
|3||3||3||1||—||—&lt;br /&gt;
|- &lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Positioner|Positioner]], [[#Death Attack|Death Attack]] +14d6&lt;br /&gt;
|3||3||3||2||—||—&lt;br /&gt;
|- &lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Exotic Method|Exotic Method]], [[#Death Attack|Death Attack]] +15d6&lt;br /&gt;
|3||3||3||2||0||—&lt;br /&gt;
|- &lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Positioner|Positioner]], [[#Death Attack|Death Attack]] +16d6&lt;br /&gt;
|3||3||3||3||1||—&lt;br /&gt;
|- &lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+6 || +9 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Killer’s Proof|Killer&#039;s Proof]], [[#Death Attack|Death Attack]] +17d6&lt;br /&gt;
|3||3||3||3||2||—&lt;br /&gt;
|- &lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+7 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Exotic Method|Exotic Method]], [[#Death Attack|Death Attack]] +18d6&lt;br /&gt;
|3||3||3||3||2||0&lt;br /&gt;
|- &lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+7 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Death by a Thousand Cuts|Death by a Thousand Cuts]], [[#Death Attack|Death Attack]] +19d6&lt;br /&gt;
|3||3||3||3||3||1&lt;br /&gt;
|- &lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+8 || +11 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Mind Blank|Mind Blank]], [[#Death Attack|Death Attack]] +20d6&lt;br /&gt;
|3||3||3||3||3||2&lt;br /&gt;
|- &lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+9 || +11 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Exotic Method|Exotic Method]], [[#Death Attack|Death Attack]] +21d6&lt;br /&gt;
|3||3||3||3||3||3&lt;br /&gt;
|- &lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+10 || +12 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Killing Strike|Killing Strike]], [[#Death Attack|Death Attack]] +22d6&lt;br /&gt;
|3||3||3||3||3||3&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;41&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Class Skills &amp;lt;!-- ([[Skill Points::6]] + [[Yagura:SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Property Link|Skill|SRD:Balance Skill|Balance&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Bluff Skill|Bluff&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Climb Skill|Climb&amp;lt;/span&amp;gt; ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Concentration Skill|Concentration&amp;lt;/span&amp;gt; ([[Yagura:SRD:Constitution|Con]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Craft Skill|Craft&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Disable Device Skill|Disable Device&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Disguise Skill|Disguise&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Hide Skill|Hide&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Jump Skill|Jump&amp;lt;/span&amp;gt; ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge&amp;lt;/span&amp;gt; (all skills, taken individually) ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Listen Skill|Listen&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]])&lt;br /&gt;
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Perform Skill|Perform&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Profession Skill|Profession&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Search Skill|Search&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Spot Skill|Spot&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Survival Skill|Survival&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Swim Skill|Swim&amp;lt;/span&amp;gt; ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Tumble Skill|Tumble&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]).&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
As an assassin, all of the following are class features. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; You are proficient with all simple weapons, light martial weapons, repeating crossbows, and hand crossbows. At first level, you gain proficiency with one Exotic Weapon of your choice. You are proficient with Light Armor but not with shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Spells&amp;quot;&amp;gt;Spells&amp;lt;/span&amp;gt;:&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: Assassin Spells Known&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|-&lt;br /&gt;
! 0&amp;amp;nbsp;&amp;amp;nbsp; || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| 1st || 4 || — || — || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 2nd || 5 || 2 || — || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 3rd || 6 || 3 || — || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 4th || 6 || 3 || 2 || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 5th || 6 || 4 || 3 || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 6th || 6 || 4 || 3 || — || — || — || —&lt;br /&gt;
|- &lt;br /&gt;
| 7th || 6 || 4 || 4 || 2 || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 8th || 6 || 4 || 4 || 3 || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 9th || 6 || 4 || 4 || 3 || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 10th || 6 || 4 || 4 || 4 || 2 || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 11th || 6 || 4 || 4 || 4 || 3 || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 12th || 6 || 4 || 4 || 4 || 3 || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 13th || 6 || 4 || 4 || 4 || 4 || 2 || — &lt;br /&gt;
|- &lt;br /&gt;
| 14th || 6 || 4 || 4 || 4 || 4 || 3 || — &lt;br /&gt;
|- &lt;br /&gt;
| 15th || 6 || 4 || 4 || 4 || 4 || 3 || — &lt;br /&gt;
|- &lt;br /&gt;
| 16th || 6 || 4 || 4 || 4 || 4 || 4 || 2 &lt;br /&gt;
|- &lt;br /&gt;
| 17th || 6 || 4 || 4 || 4 || 4 || 4 || 3 &lt;br /&gt;
|- &lt;br /&gt;
| 18th || 6 || 4 || 4 || 4 || 4 || 4 || 3 &lt;br /&gt;
|- &lt;br /&gt;
| 19th || 6 || 4 || 4 || 4 || 4 || 4 || 4 &lt;br /&gt;
|- &lt;br /&gt;
| 20th || 6 || 4 || 4 || 4 || 4 || 4 || 4 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Spellcasting&amp;quot;&amp;gt;Spellcasting&amp;lt;/span&amp;gt;&#039;&#039;&#039; You are an Arcane Spellcaster with the same spells per day and spells known progression as a [[Yagura:SRD:Bard|Bard]], except that you gain no more than three spell slots per level. Your spells known may be chosen from the Sorcerer/Wizard list, and must be from the schools of [[Yagura:SRD:Divination School|Divination]], [[Yagura:SRD:Illusion School|Illusion]], or [[Yagura:SRD:Necromancy School|Necromancy]]. &lt;br /&gt;
To cast an assassin spell, you must have an Intelligence at least equal to 10 + the Spell level. The DC of your spells is Intelligence based and the bonus spells are Intelligence based.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Poison Use&amp;quot;&amp;gt;Poison Use&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You may prepare, apply, and use poison without any chance of poisoning yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Death Attack&amp;quot;&amp;gt;Death Attack&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You may spend a full-round action to study an opponent who would be denied a Dexterity bonus if you instead attacked that target. While studying the target your Initiative improves by +2. After studying, your next attack against the studied target is a Death Attack if made within 1 round. A Death Attack inflicts a number of extra dice of damage equal to your assassin level plus two dice, but only if the target is denied a Dexterity Bonus to AC against that attack. A target with a Dexterity score of 0 or less is always considered to be denied their Dexterity bonus for the purposes of qualifying for a Death Attack study round or attack. Special attacks such as a coup de grace may be a Death Attack. Assassins are well trained in eliminating magical or distant opponents, and do not have to meet the stringent requirements of a sneak attack, though if you have both sneak attack and death attack, they stack if you meet the requirements of both. As long as the victim is denied a Dexterity bonus against attacks from you during the study action and the attack itself, it counts as a death attack. You may load a crossbow simultaneously with your action to study your target if you have a Base Attack Bonus of +1 or more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Personal Immunity&amp;quot;&amp;gt;Personal Immunity&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At levels 1, 5, 7, and 9 you choose 4 poisons to which you are totally immune, regardless of the strength of the poison. At level 11 you become immune to all poisons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Uncanny Dodge&amp;quot;&amp;gt;Uncanny Dodge&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 2nd level you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Hide in Plain Sight&amp;quot;&amp;gt;Hide in Plain Sight&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 3rd level you can hide in unusual locations, and may hide in areas without cover or concealment without penalty. You may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Cloak of Discretion&amp;quot;&amp;gt;Cloak of Discretion&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 4th level you are protected by a constant [[Yagura:SRD:Nondetection|Nondetection]] effect, with a caster level equal to your character level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Trapfinding&amp;quot;&amp;gt;Trapfinding&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 5th level you can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
You can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
If you beat a trap’s DC by 10 or more with a Disable Device check you can study a trap, figure out how it works, and bypass it (with your party) without disarming it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Trapmaking&amp;quot;&amp;gt;Trapmaking&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 5th level you learn to build simple mechanical traps in out of common materials. As long as you have access to ropes, flexible material like green wood, and weapon-grade materials like sharpened wooden sticks or steel weapons, you can build an improvised trap in 10 minutes. You can build any non-magical trap on the &amp;quot;CR 1&amp;quot; trap list that doesn’t involve a pit. These traps have a Search DC equal to 20 + your character level, have a BAB equal to your own, and are always single-use traps. You may add poison to these traps, if you have access to it, but it will dry out in an hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Palm Weapon&amp;quot;&amp;gt;Palm Weapon&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 6th level you learn to conceal weapons with supernatural skill. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Full Death Attack&amp;quot;&amp;gt;Full Death Attack&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 7th level if you study an opponent to perform a Death Attack, you can make a full attack during the next round where every attack inflicts Death Attack damage as long as the target was denied a Dexterity bonus to AC against the first attack in the full attack action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Nerve of the Killer&amp;quot;&amp;gt;Nerve of the Killer&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]): &#039;&#039;&#039; At 8th level you gain a limited immunity to compulsion and charm effects. While studying a target for a Death Attack, and for one round afterward, you gain a +2 resistance bonus to all saves and [[Yagura:SRD:Spell Resistance|spell resistance]] equal to 10 + your character level. &lt;br /&gt;
&lt;br /&gt;
Additionally, this effect blocks any attempt to possess or to exercise mental control over you (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as &#039;&#039;dominate person&#039;&#039;). The protection does not prevent such effects from targeting you, but it suppresses the effect for the duration of the this ability. If this ability ends before the effect granting mental control does, mental control again becomes possible. Likewise, this ability keeps out a possessing life force but does not expel one if it is in place before the spell is cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Improved Uncanny Dodge&amp;quot;&amp;gt;Improved Uncanny Dodge&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 9th level you can no longer be flanked. This defense denies another character the ability to sneak attack by flanking you, unless the attacker has at least four more levels in a class that provides sneak attack than your character level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Skill Mastery&amp;quot;&amp;gt;Skill Mastery&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 10th level you become so certain in the use of certain skills that you can use them reliably even under adverse conditions. When making a skill check with Climb, Disable Device, Hide, Move Silently, Search, Spellcraft, Use Magic Device, Use Rope, or Swim, you may take 10 even if stress and distractions would normally prevent you from doing so. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Poisonmaster&amp;quot;&amp;gt;Poisonmaster&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 11th level you learn alchemic secrets for creating short-term poisons. By expending an entire healer’s kit worth of materials and an hour of time, you can synthesize one dose of any poison. This poison degrades to uselessness in one week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Exotic Method&amp;quot;&amp;gt;Exotic Method&amp;lt;/span&amp;gt;:&#039;&#039;&#039; At 13th, 16th, and 19th level you learn an exotic method of killing from the list below. Once chosen, this method does not change. The same method can be selected multiple times, increasing the number of times per day it can be used.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Carrier&amp;quot;&amp;gt;Carrier&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Three times per day, you can cast &#039;&#039;[[Yagura:SRD:Contagion|contagion]]&#039;&#039; as a swift action spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Poison of the Cockatrice&amp;quot;&amp;gt;Poison of the Cockatrice&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Twice per day, you can cast &#039;&#039;[[Yagura:SRD:Flesh to Stone|flesh to stone]]&#039;&#039; as a swift action spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Killer Faerie Arts&amp;quot;&amp;gt;Killer Faerie Arts&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Twice per day, you can cast &#039;&#039;[[Yagura:SRD:Polymorph|polymorph other]]&#039;&#039; as a swift action spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Proxy Assassin&amp;quot;&amp;gt;Proxy Assassin&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Twice per day, you can cast &#039;&#039;[[Yagura:SRD:Summon Monster VII|summon monster vii]]&#039;&#039; as a spell-like ability. This effect lasts 10 minutes.&lt;br /&gt;
:*&#039;&#039;&amp;lt;span id=&amp;quot;Death By Plane&amp;quot;&amp;gt;Death By Plane&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Once per day, you can cast &#039;&#039;[[Yagura:SRD:Plane Shift|plane shift]]&#039;&#039; as a spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Dimesional Rip&amp;quot;&amp;gt;Dimesional Rip&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Once per day, you can cast &#039;&#039;[[Yagura:SRD:Implosion|implosion]]&#039;&#039; as a spell-like ability. The duration of this effect is three rounds.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;New School&amp;quot;&amp;gt;New School&amp;lt;/span&amp;gt;:&#039;&#039; you may now choose spells known from a new school of magic, or from the cleric or druid spell list but limited to the schools of magic to which you already have access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Positioner&amp;quot;&amp;gt;Positioner&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 12th and 14th level you gain an ability that should aid you in positioning yourself for a more difficult kill. At each level choose one of the following abilities, which can be used at will.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Inner Breath&amp;quot;&amp;gt;Inner Breath&amp;lt;/span&amp;gt;:&#039;&#039; You may hold your breath an additional number of minutes equal to your assassin level.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Light Stride&amp;quot;&amp;gt;Light Stride&amp;lt;/span&amp;gt;:&#039;&#039; You may walk on water for up to 1 round/level per day.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Shift&amp;quot;&amp;gt;Shift&amp;lt;/span&amp;gt;:&#039;&#039; By spending a full round concentrating, you may transport yourself up to 5 feet in any direction, completely bypassing any intervening obstructions. The distance transported increases by 5 feet for every additional round spent concentrating, up to 1 round per 3 levels.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Shifting Visage&amp;quot;&amp;gt;Shifting Visage&amp;lt;/span&amp;gt;:&#039;&#039; You may cast &#039;&#039;disguise self&#039;&#039; as a 0-level spell, however at this lower level the duration lasts 5 minutes.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Shadowed&amp;quot;&amp;gt;Shadowed&amp;lt;/span&amp;gt;:&#039;&#039; You may cast &#039;&#039;darkness&#039;&#039; as a 0-level spell, however at this lower level the duration lasts 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Killer’s Proof&amp;quot;&amp;gt;Killer’s Proof&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 15th level you learn to steal the souls of those you kill. If you are holding an onyx worth at least 100 GP when you kill an enemy, you may place their soul (if any) within the gem as if you have cast &#039;&#039;soul bind&#039;&#039; on the target at the moment of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Death by a Thousand Cuts&amp;quot;&amp;gt;Death by a Thousand Cuts&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 17th level you have learned to kill even the hardiest of foes by reducing their physical form to shambles. Every successful Death Attack inflicts a cumulative -2 Dexterity penalty to the victim. These penalties last one day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Mind Blank&amp;quot;&amp;gt;Mind Blank&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 18th level you are protected by a constant &#039;&#039;[[Yagura:SRD:Mind Blank|mind blank]]&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Killing Strike&amp;quot;&amp;gt;Killing Strike&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 20th level your Death Attacks bypass your victim’s DR and hardness. Additionally, rolls of a 6 on your Death Attack damage dice explode infinitely, and every Death Attack that threatens a critical hit automatically confirms and grants an additional +2d6 Death Attack damage dice.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Assassin&amp;diff=276279</id>
		<title>Yagura:SRD:Assassin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Assassin&amp;diff=276279"/>
		<updated>2015-01-23T16:25:41Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Assassin=&lt;br /&gt;
{{quote|I kill people. Individually, you are a person. Collectively, I think you count as people.}}&lt;br /&gt;
&lt;br /&gt;
An assassin is a master of the art of killing, a vicious weapon honed by experience and inclination to learn the myriad ways to end a life. Unlike common warriors or rogues, an Assassin does not study various fighting arts or muddle his training with martial dirty tricks, he instead studies the anatomy of the various creatures of wildly different anatomies and forms of existence, and he uses this knowledge to place his blows in areas vital for biological or mystical reasons. Stealth and sudden violence are his hallmarks, and various exotic tools and killing methods become his tools.&lt;br /&gt;
&lt;br /&gt;
While most societies consider assassination to be a vile art, or at best a dishonorable or unvalorous one, the reasons that drive these killers vary. Cold-hearted mercenaries share a skill set with dedicated demon-hunters, differing only in the application of their skills. Only the most naïve student of ethics believes that all killing is evil, or that nobility cannot be found in a mercifully quick death. &lt;br /&gt;
&lt;br /&gt;
===Making an Assassin===&lt;br /&gt;
&lt;br /&gt;
The most obvious strength of the Assassin is their ability to hand out incredible amounts of damage. BUT. They may only use Death Attack, at most, every other round and their Medium BAB makes it a little uncertain about whether or not the attack will hit. Their spellcasting can be very useful and interesting--Color Spray is a good spell to have at very low levels, because it can remove an enemy from a fight in one action. The various Image illusion spells can be put to creative use, and Invisibility and Greater Invisibility can be used to let the Assassin get a Death Attack off every other round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Intelligence and Dexterity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Gold:&#039;&#039;&#039; 6d4 x 10 gp (150 gp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:&#039;&#039;&#039; As [[Yagura:SRD:Rogue|Rogue]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Assassin&lt;br /&gt;
Hit Die: d6&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[Yagura:SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Yagura:SRD:Saving Throw#Fortitude|Fort]] || [[Yagura:SRD:Saving Throw#Reflex|Ref]] || [[Yagura:SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Poison Use|Poison Use]], [[#Death Attack|Death Attack]] +3d6, [[#Personal Immunity|Personal Immunity]], [[#Spellcasting|Spellcasting]]&lt;br /&gt;
|—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Uncanny Dodge|Uncanny Dodge]], [[#Death Attack|Death Attack]] +4d6&lt;br /&gt;
|0||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Hide in Plain Sight|Hide in Plain Sight]], [[#Death Attack|Death Attack]] +5d6&lt;br /&gt;
|1||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Cloak of Discretion|Cloak of Discretion]], [[#Death Attack|Death Attack]] +6d6&lt;br /&gt;
|2||0||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Trapfinding|Trapfinding]], [[#Trapmaking|Trapmaking]], [[#Personal Immunity|Personal Immunity]], [[#Death Attack|Death Attack]] +7d6&lt;br /&gt;
|3||1||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Palm Weapon|Palm Weapon]], [[#Death Attack|Death Attack]] +8d6&lt;br /&gt;
|3||2||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Full Death Attack|Full Death Attack]], [[#Personal Immunity|Personal Immunity]], [[#Death Attack|Death Attack]] +9d6&lt;br /&gt;
|3||2||0||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Nerve of the Killer|Nerve of the Killer]], [[#Death Attack|Death Attack]] +10d6&lt;br /&gt;
|3||3||1||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]], [[#Personal Immunity|Personal Immunity]], [[#Death Attack|Death Attack]] +11d6&lt;br /&gt;
|3||3||2||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Skill Mastery|Skill Mastery]], [[#Death Attack|Death Attack]] +12d6&lt;br /&gt;
|3||3||2||0||—||—&lt;br /&gt;
|- &lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Poisonmaster|Poisonmaster]], [[#Personal Immunity|Personal Immunity]], [[#Death Attack|Death Attack]] +13d6&lt;br /&gt;
|3||3||3||1||—||—&lt;br /&gt;
|- &lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Death Attack|Death Attack]] +14d6&lt;br /&gt;
|3||3||3||2||—||—&lt;br /&gt;
|- &lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Exotic Method|Exotic Method]], [[#Death Attack|Death Attack]] +15d6&lt;br /&gt;
|3||3||3||2||0||—&lt;br /&gt;
|- &lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Death Attack|Death Attack]] +16d6&lt;br /&gt;
|3||3||3||3||1||—&lt;br /&gt;
|- &lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+6 || +9 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Killer’s Proof|Killer&#039;s Proof]], [[#Death Attack|Death Attack]] +17d6&lt;br /&gt;
|3||3||3||3||2||—&lt;br /&gt;
|- &lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+7 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Exotic Method|Exotic Method]], [[#Death Attack|Death Attack]] +18d6&lt;br /&gt;
|3||3||3||3||2||0&lt;br /&gt;
|- &lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+7 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Death by a Thousand Cuts|Death by a Thousand Cuts]], [[#Death Attack|Death Attack]] +19d6&lt;br /&gt;
|3||3||3||3||3||1&lt;br /&gt;
|- &lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+8 || +11 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Mind Blank|Mind Blank]], [[#Death Attack|Death Attack]] +20d6&lt;br /&gt;
|3||3||3||3||3||2&lt;br /&gt;
|- &lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+9 || +11 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Exotic Method|Exotic Method]], [[#Death Attack|Death Attack]] +21d6&lt;br /&gt;
|3||3||3||3||3||3&lt;br /&gt;
|- &lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+10 || +12 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Killing Strike|Killing Strike]], [[#Death Attack|Death Attack]] +22d6&lt;br /&gt;
|3||3||3||3||3||3&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;41&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Class Skills &amp;lt;!-- ([[Skill Points::6]] + [[Yagura:SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Property Link|Skill|SRD:Balance Skill|Balance&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Bluff Skill|Bluff&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Climb Skill|Climb&amp;lt;/span&amp;gt; ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Concentration Skill|Concentration&amp;lt;/span&amp;gt; ([[Yagura:SRD:Constitution|Con]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Craft Skill|Craft&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Disable Device Skill|Disable Device&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Disguise Skill|Disguise&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Hide Skill|Hide&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Jump Skill|Jump&amp;lt;/span&amp;gt; ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge&amp;lt;/span&amp;gt; (all skills, taken individually) ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Listen Skill|Listen&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]])&lt;br /&gt;
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Perform Skill|Perform&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Profession Skill|Profession&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Search Skill|Search&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Spot Skill|Spot&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Survival Skill|Survival&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Swim Skill|Swim&amp;lt;/span&amp;gt; ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Tumble Skill|Tumble&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]).&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
As an assassin, all of the following are class features. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; You are proficient with all simple weapons, light martial weapons, repeating crossbows, and hand crossbows. At first level, you gain proficiency with one Exotic Weapon of your choice. You are proficient with Light Armor but not with shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Spells&amp;quot;&amp;gt;Spells&amp;lt;/span&amp;gt;:&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: Assassin Spells Known&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|-&lt;br /&gt;
! 0&amp;amp;nbsp;&amp;amp;nbsp; || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| 1st || 4 || — || — || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 2nd || 5 || 2 || — || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 3rd || 6 || 3 || — || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 4th || 6 || 3 || 2 || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 5th || 6 || 4 || 3 || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 6th || 6 || 4 || 3 || — || — || — || —&lt;br /&gt;
|- &lt;br /&gt;
| 7th || 6 || 4 || 4 || 2 || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 8th || 6 || 4 || 4 || 3 || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 9th || 6 || 4 || 4 || 3 || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 10th || 6 || 4 || 4 || 4 || 2 || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 11th || 6 || 4 || 4 || 4 || 3 || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 12th || 6 || 4 || 4 || 4 || 3 || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 13th || 6 || 4 || 4 || 4 || 4 || 2 || — &lt;br /&gt;
|- &lt;br /&gt;
| 14th || 6 || 4 || 4 || 4 || 4 || 3 || — &lt;br /&gt;
|- &lt;br /&gt;
| 15th || 6 || 4 || 4 || 4 || 4 || 3 || — &lt;br /&gt;
|- &lt;br /&gt;
| 16th || 6 || 4 || 4 || 4 || 4 || 4 || 2 &lt;br /&gt;
|- &lt;br /&gt;
| 17th || 6 || 4 || 4 || 4 || 4 || 4 || 3 &lt;br /&gt;
|- &lt;br /&gt;
| 18th || 6 || 4 || 4 || 4 || 4 || 4 || 3 &lt;br /&gt;
|- &lt;br /&gt;
| 19th || 6 || 4 || 4 || 4 || 4 || 4 || 4 &lt;br /&gt;
|- &lt;br /&gt;
| 20th || 6 || 4 || 4 || 4 || 4 || 4 || 4 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Spellcasting&amp;quot;&amp;gt;Spellcasting&amp;lt;/span&amp;gt;&#039;&#039;&#039; You are an Arcane Spellcaster with the same spells per day and spells known progression as a [[Yagura:SRD:Bard|Bard]], except that you gain no more than three spell slots per level. Your spells known may be chosen from the Sorcerer/Wizard list, and must be from the schools of [[Yagura:SRD:Divination School|Divination]], [[Yagura:SRD:Illusion School|Illusion]], or [[Yagura:SRD:Necromancy School|Necromancy]]. &lt;br /&gt;
To cast an assassin spell, you must have an Intelligence at least equal to 10 + the Spell level. The DC of your spells is Intelligence based and the bonus spells are Intelligence based.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Poison Use&amp;quot;&amp;gt;Poison Use&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You may prepare, apply, and use poison without any chance of poisoning yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Death Attack&amp;quot;&amp;gt;Death Attack&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You may spend a full-round action to study an opponent who would be denied a Dexterity bonus if you instead attacked that target. While studying the target your Initiative improves by +2. After studying, your next attack against the studied target is a Death Attack if made within 1 round. A Death Attack inflicts a number of extra dice of damage equal to your assassin level plus two dice, but only if the target is denied a Dexterity Bonus to AC against that attack. A target with a Dexterity score of 0 or less is always considered to be denied their Dexterity bonus for the purposes of qualifying for a Death Attack study round or attack. Special attacks such as a coup de grace may be a Death Attack. Assassins are well trained in eliminating magical or distant opponents, and do not have to meet the stringent requirements of a sneak attack, though if you have both sneak attack and death attack, they stack if you meet the requirements of both. As long as the victim is denied a Dexterity bonus against attacks from you during the study action and the attack itself, it counts as a death attack. You may load a crossbow simultaneously with your action to study your target if you have a Base Attack Bonus of +1 or more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Personal Immunity&amp;quot;&amp;gt;Personal Immunity&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At levels 1, 5, 7, and 9 you choose 4 poisons to which you are totally immune, regardless of the strength of the poison. At level 11 you become immune to all poisons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Uncanny Dodge&amp;quot;&amp;gt;Uncanny Dodge&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 2nd level you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Hide in Plain Sight&amp;quot;&amp;gt;Hide in Plain Sight&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 3rd level you can hide in unusual locations, and may hide in areas without cover or concealment without penalty. You may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Cloak of Discretion&amp;quot;&amp;gt;Cloak of Discretion&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 4th level you are protected by a constant [[Yagura:SRD:Nondetection|Nondetection]] effect, with a caster level equal to your character level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Trapfinding&amp;quot;&amp;gt;Trapfinding&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 5th level you can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
You can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
If you beat a trap’s DC by 10 or more with a Disable Device check you can study a trap, figure out how it works, and bypass it (with your party) without disarming it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Trapmaking&amp;quot;&amp;gt;Trapmaking&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 5th level you learn to build simple mechanical traps in out of common materials. As long as you have access to ropes, flexible material like green wood, and weapon-grade materials like sharpened wooden sticks or steel weapons, you can build an improvised trap in 10 minutes. You can build any non-magical trap on the &amp;quot;CR 1&amp;quot; trap list that doesn’t involve a pit. These traps have a Search DC equal to 20 + your character level, have a BAB equal to your own, and are always single-use traps. You may add poison to these traps, if you have access to it, but it will dry out in an hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Palm Weapon&amp;quot;&amp;gt;Palm Weapon&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 6th level you learn to conceal weapons with supernatural skill. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Full Death Attack&amp;quot;&amp;gt;Full Death Attack&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 7th level if you study an opponent to perform a Death Attack, you can make a full attack during the next round where every attack inflicts Death Attack damage as long as the target was denied a Dexterity bonus to AC against the first attack in the full attack action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Nerve of the Killer&amp;quot;&amp;gt;Nerve of the Killer&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]): &#039;&#039;&#039; At 8th level you gain a limited immunity to compulsion and charm effects. While studying a target for a Death Attack, and for one round afterward, you gain a +2 resistance bonus to all saves and [[Yagura:SRD:Spell Resistance|spell resistance]] equal to 10 + your character level. &lt;br /&gt;
&lt;br /&gt;
Additionally, this effect blocks any attempt to possess or to exercise mental control over you (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as &#039;&#039;dominate person&#039;&#039;). The protection does not prevent such effects from targeting you, but it suppresses the effect for the duration of the this ability. If this ability ends before the effect granting mental control does, mental control again becomes possible. Likewise, this ability keeps out a possessing life force but does not expel one if it is in place before the spell is cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Improved Uncanny Dodge&amp;quot;&amp;gt;Improved Uncanny Dodge&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 9th level you can no longer be flanked. This defense denies another character the ability to sneak attack by flanking you, unless the attacker has at least four more levels in a class that provides sneak attack than your character level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Skill Mastery&amp;quot;&amp;gt;Skill Mastery&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 10th level you become so certain in the use of certain skills that you can use them reliably even under adverse conditions. When making a skill check with Climb, Disable Device, Hide, Move Silently, Search, Spellcraft, Use Magic Device, Use Rope, or Swim, you may take 10 even if stress and distractions would normally prevent you from doing so. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Poisonmaster&amp;quot;&amp;gt;Poisonmaster&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 11th level you learn alchemic secrets for creating short-term poisons. By expending an entire healer’s kit worth of materials and an hour of time, you can synthesize one dose of any poison. This poison degrades to uselessness in one week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Exotic Method&amp;quot;&amp;gt;Exotic Method&amp;lt;/span&amp;gt;:&#039;&#039;&#039; At 13th, 16th, and 19th level you learn an exotic method of killing from the list below. Once chosen, this method does not change. The same method can be selected multiple times, increasing the number of times per day it can be used.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Carrier&amp;quot;&amp;gt;Carrier&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Three times per day, you can cast &#039;&#039;[[Yagura:SRD:Contagion|contagion]]&#039;&#039; as a swift action spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Poison of the Cockatrice&amp;quot;&amp;gt;Poison of the Cockatrice&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Twice per day, you can cast &#039;&#039;[[Yagura:SRD:Flesh to Stone|flesh to stone]]&#039;&#039; as a swift action spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Killer Faerie Arts&amp;quot;&amp;gt;Killer Faerie Arts&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Twice per day, you can cast &#039;&#039;[[Yagura:SRD:Polymorph|polymorph other]]&#039;&#039; as a swift action spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Proxy Assassin&amp;quot;&amp;gt;Proxy Assassin&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Twice per day, you can cast &#039;&#039;[[Yagura:SRD:Summon Monster VII|summon monster vii]]&#039;&#039; as a spell-like ability. This effect lasts 10 minutes.&lt;br /&gt;
:*&#039;&#039;&amp;lt;span id=&amp;quot;Death By Plane&amp;quot;&amp;gt;Death By Plane&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Once per day, you can cast &#039;&#039;[[Yagura:SRD:Plane Shift|plane shift]]&#039;&#039; as a spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Dimesional Rip&amp;quot;&amp;gt;Dimesional Rip&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Once per day, you can cast &#039;&#039;[[Yagura:SRD:Implosion|implosion]]&#039;&#039; as a spell-like ability. The duration of this effect is three rounds.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;New School&amp;quot;&amp;gt;New School&amp;lt;/span&amp;gt;:&#039;&#039; you may now choose spells known from a new school of magic, or from the cleric or druid spell list but limited to the schools of magic to which you already have access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Killer’s Proof&amp;quot;&amp;gt;Killer’s Proof&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 15th level you learn to steal the souls of those you kill. If you are holding an onyx worth at least 100 GP when you kill an enemy, you may place their soul (if any) within the gem as if you have cast &#039;&#039;soul bind&#039;&#039; on the target at the moment of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Death by a Thousand Cuts&amp;quot;&amp;gt;Death by a Thousand Cuts&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 17th level you have learned to kill even the hardiest of foes by reducing their physical form to shambles. Every successful Death Attack inflicts a cumulative -2 Dexterity penalty to the victim. These penalties last one day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Mind Blank&amp;quot;&amp;gt;Mind Blank&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 18th level you are protected by a constant &#039;&#039;[[Yagura:SRD:Mind Blank|mind blank]]&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Killing Strike&amp;quot;&amp;gt;Killing Strike&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 20th level your Death Attacks bypass your victim’s DR and hardness. Additionally, rolls of a 6 on your Death Attack damage dice explode infinitely, and every Death Attack that threatens a critical hit automatically confirms and grants an additional +2d6 Death Attack damage dice.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Assassin&amp;diff=276278</id>
		<title>Yagura:SRD:Assassin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Assassin&amp;diff=276278"/>
		<updated>2015-01-23T16:21:44Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Assassin=&lt;br /&gt;
{{quote|I kill people. Individually, you are a person. Collectively, I think you count as people.}}&lt;br /&gt;
&lt;br /&gt;
An assassin is a master of the art of killing, a vicious weapon honed by experience and inclination to learn the myriad ways to end a life. Unlike common warriors or rogues, an Assassin does not study various fighting arts or muddle his training with martial dirty tricks, he instead studies the anatomy of the various creatures of wildly different anatomies and forms of existence, and he uses this knowledge to place his blows in areas vital for biological or mystical reasons. Stealth and sudden violence are his hallmarks, and various exotic tools and killing methods become his tools.&lt;br /&gt;
&lt;br /&gt;
While most societies consider assassination to be a vile art, or at best a dishonorable or unvalorous one, the reasons that drive these killers vary. Cold-hearted mercenaries share a skill set with dedicated demon-hunters, differing only in the application of their skills. Only the most naïve student of ethics believes that all killing is evil, or that nobility cannot be found in a mercifully quick death. &lt;br /&gt;
&lt;br /&gt;
===Making an Assassin===&lt;br /&gt;
&lt;br /&gt;
The most obvious strength of the Assassin is their ability to hand out incredible amounts of damage. BUT. They may only use Death Attack, at most, every other round and their Medium BAB makes it a little uncertain about whether or not the attack will hit. Their spellcasting can be very useful and interesting--Color Spray is a good spell to have at very low levels, because it can remove an enemy from a fight in one action. The various Image illusion spells can be put to creative use, and Invisibility and Greater Invisibility can be used to let the Assassin get a Death Attack off every other round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Intelligence and Dexterity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Gold:&#039;&#039;&#039; 6d4 x 10 gp (150 gp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:&#039;&#039;&#039; As [[Yagura:SRD:Rogue|Rogue]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Assassin&lt;br /&gt;
Hit Die: d6&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[Yagura:SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Yagura:SRD:Saving Throw#Fortitude|Fort]] || [[Yagura:SRD:Saving Throw#Reflex|Ref]] || [[Yagura:SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Poison Use|Poison Use]], [[#Death Attack|Death Attack]] +3d6, [[#Personal Immunity|Personal Immunity]], [[#Spellcasting|Spellcasting]]&lt;br /&gt;
|—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Uncanny Dodge|Uncanny Dodge]], [[#Death Attack|Death Attack]] +4d6&lt;br /&gt;
|0||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Hide in Plain Sight|Hide in Plain Sight]], [[#Death Attack|Death Attack]] +5d6&lt;br /&gt;
|1||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Cloak of Discretion|Cloak of Discretion]], [[#Death Attack|Death Attack]] +6d6&lt;br /&gt;
|2||0||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Trapfinding|Trapfinding]], [[#Trapmaking|Trapmaking]], [[#Death Attack|Death Attack]] +7d6&lt;br /&gt;
|3||1||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Palm Weapon|Palm Weapon]], [[#Death Attack|Death Attack]] +8d6&lt;br /&gt;
|3||2||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Full Death Attack|Full Death Attack]], [[#Death Attack|Death Attack]] +9d6&lt;br /&gt;
|3||2||0||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Nerve of the Killer|Nerve of the Killer]], [[#Death Attack|Death Attack]] +10d6&lt;br /&gt;
|3||3||1||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]], [[#Death Attack|Death Attack]] +11d6&lt;br /&gt;
|3||3||2||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Skill Mastery|Skill Mastery]], [[#Death Attack|Death Attack]] +12d6&lt;br /&gt;
|3||3||2||0||—||—&lt;br /&gt;
|- &lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Poisonmaster|Poisonmaster]], [[#Death Attack|Death Attack]] +13d6&lt;br /&gt;
|3||3||3||1||—||—&lt;br /&gt;
|- &lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Personal Immunity|Personal Immunity]], [[#Death Attack|Death Attack]] +14d6&lt;br /&gt;
|3||3||3||2||—||—&lt;br /&gt;
|- &lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Exotic Method|Exotic Method]], [[#Death Attack|Death Attack]] +15d6&lt;br /&gt;
|3||3||3||2||0||—&lt;br /&gt;
|- &lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Personal Immunity|Personal Immunity]], [[#Death Attack|Death Attack]] +16d6&lt;br /&gt;
|3||3||3||3||1||—&lt;br /&gt;
|- &lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+6 || +9 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Killer’s Proof|Killer&#039;s Proof]], [[#Death Attack|Death Attack]] +17d6&lt;br /&gt;
|3||3||3||3||2||—&lt;br /&gt;
|- &lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+7 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Exotic Method|Exotic Method]], [[#Death Attack|Death Attack]] +18d6&lt;br /&gt;
|3||3||3||3||2||0&lt;br /&gt;
|- &lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+7 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Death by a Thousand Cuts|Death by a Thousand Cuts]], [[#Death Attack|Death Attack]] +19d6&lt;br /&gt;
|3||3||3||3||3||1&lt;br /&gt;
|- &lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+8 || +11 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Mind Blank|Mind Blank]], [[#Death Attack|Death Attack]] +20d6&lt;br /&gt;
|3||3||3||3||3||2&lt;br /&gt;
|- &lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+9 || +11 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Exotic Method|Exotic Method]], [[#Death Attack|Death Attack]] +21d6&lt;br /&gt;
|3||3||3||3||3||3&lt;br /&gt;
|- &lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+10 || +12 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Killing Strike|Killing Strike]], [[#Death Attack|Death Attack]] +22d6&lt;br /&gt;
|3||3||3||3||3||3&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;41&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Class Skills &amp;lt;!-- ([[Skill Points::6]] + [[Yagura:SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Property Link|Skill|SRD:Balance Skill|Balance&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Bluff Skill|Bluff&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Climb Skill|Climb&amp;lt;/span&amp;gt; ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Concentration Skill|Concentration&amp;lt;/span&amp;gt; ([[Yagura:SRD:Constitution|Con]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Craft Skill|Craft&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Disable Device Skill|Disable Device&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Disguise Skill|Disguise&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Hide Skill|Hide&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Jump Skill|Jump&amp;lt;/span&amp;gt; ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge&amp;lt;/span&amp;gt; (all skills, taken individually) ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Listen Skill|Listen&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]])&lt;br /&gt;
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Perform Skill|Perform&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Profession Skill|Profession&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Search Skill|Search&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Spot Skill|Spot&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Survival Skill|Survival&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Swim Skill|Swim&amp;lt;/span&amp;gt; ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Tumble Skill|Tumble&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]).&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
As an assassin, all of the following are class features. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; You are proficient with all simple weapons, light martial weapons, repeating crossbows, and hand crossbows. At first level, you gain proficiency with one Exotic Weapon of your choice. You are proficient with Light Armor but not with shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Spells&amp;quot;&amp;gt;Spells&amp;lt;/span&amp;gt;:&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: Assassin Spells Known&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|-&lt;br /&gt;
! 0&amp;amp;nbsp;&amp;amp;nbsp; || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| 1st || 4 || — || — || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 2nd || 5 || 2 || — || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 3rd || 6 || 3 || — || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 4th || 6 || 3 || 2 || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 5th || 6 || 4 || 3 || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 6th || 6 || 4 || 3 || — || — || — || —&lt;br /&gt;
|- &lt;br /&gt;
| 7th || 6 || 4 || 4 || 2 || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 8th || 6 || 4 || 4 || 3 || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 9th || 6 || 4 || 4 || 3 || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 10th || 6 || 4 || 4 || 4 || 2 || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 11th || 6 || 4 || 4 || 4 || 3 || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 12th || 6 || 4 || 4 || 4 || 3 || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 13th || 6 || 4 || 4 || 4 || 4 || 2 || — &lt;br /&gt;
|- &lt;br /&gt;
| 14th || 6 || 4 || 4 || 4 || 4 || 3 || — &lt;br /&gt;
|- &lt;br /&gt;
| 15th || 6 || 4 || 4 || 4 || 4 || 3 || — &lt;br /&gt;
|- &lt;br /&gt;
| 16th || 6 || 4 || 4 || 4 || 4 || 4 || 2 &lt;br /&gt;
|- &lt;br /&gt;
| 17th || 6 || 4 || 4 || 4 || 4 || 4 || 3 &lt;br /&gt;
|- &lt;br /&gt;
| 18th || 6 || 4 || 4 || 4 || 4 || 4 || 3 &lt;br /&gt;
|- &lt;br /&gt;
| 19th || 6 || 4 || 4 || 4 || 4 || 4 || 4 &lt;br /&gt;
|- &lt;br /&gt;
| 20th || 6 || 4 || 4 || 4 || 4 || 4 || 4 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Spellcasting&amp;quot;&amp;gt;Spellcasting&amp;lt;/span&amp;gt;&#039;&#039;&#039; You are an Arcane Spellcaster with the same spells per day and spells known progression as a [[Yagura:SRD:Bard|Bard]], except that you gain no more than three spell slots per level. Your spells known may be chosen from the Sorcerer/Wizard list, and must be from the schools of [[Yagura:SRD:Divination School|Divination]], [[Yagura:SRD:Illusion School|Illusion]], or [[Yagura:SRD:Necromancy School|Necromancy]]. &lt;br /&gt;
To cast an assassin spell, you must have an Intelligence at least equal to 10 + the Spell level. The DC of your spells is Intelligence based and the bonus spells are Intelligence based.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Poison Use&amp;quot;&amp;gt;Poison Use&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You may prepare, apply, and use poison without any chance of poisoning yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Death Attack&amp;quot;&amp;gt;Death Attack&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You may spend a full-round action to study an opponent who would be denied a Dexterity bonus if you instead attacked that target. While studying the target your Initiative improves by +2. After studying, your next attack against the studied target is a Death Attack if made within 1 round. A Death Attack inflicts a number of extra dice of damage equal to your assassin level plus two dice, but only if the target is denied a Dexterity Bonus to AC against that attack. A target with a Dexterity score of 0 or less is always considered to be denied their Dexterity bonus for the purposes of qualifying for a Death Attack study round or attack. Special attacks such as a coup de grace may be a Death Attack. Assassins are well trained in eliminating magical or distant opponents, and do not have to meet the stringent requirements of a sneak attack, though if you have both sneak attack and death attack, they stack if you meet the requirements of both. As long as the victim is denied a Dexterity bonus against attacks from you during the study action and the attack itself, it counts as a death attack. You may load a crossbow simultaneously with your action to study your target if you have a Base Attack Bonus of +1 or more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Personal Immunity&amp;quot;&amp;gt;Personal Immunity&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At levels 1, 5, 7, and 12 you choose 4 poisons to which you are totally immune, regardless of the strength of the poison. At level 14 you become immune to all poisons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Uncanny Dodge&amp;quot;&amp;gt;Uncanny Dodge&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 2nd level you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Hide in Plain Sight&amp;quot;&amp;gt;Hide in Plain Sight&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 3rd level you can hide in unusual locations, and may hide in areas without cover or concealment without penalty. You may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Cloak of Discretion&amp;quot;&amp;gt;Cloak of Discretion&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 4th level you are protected by a constant [[Yagura:SRD:Nondetection|Nondetection]] effect, with a caster level equal to your character level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Trapfinding&amp;quot;&amp;gt;Trapfinding&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 5th level you can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
You can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
If you beat a trap’s DC by 10 or more with a Disable Device check you can study a trap, figure out how it works, and bypass it (with your party) without disarming it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Trapmaking&amp;quot;&amp;gt;Trapmaking&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 5th level you learn to build simple mechanical traps in out of common materials. As long as you have access to ropes, flexible material like green wood, and weapon-grade materials like sharpened wooden sticks or steel weapons, you can build an improvised trap in 10 minutes. You can build any non-magical trap on the &amp;quot;CR 1&amp;quot; trap list that doesn’t involve a pit. These traps have a Search DC equal to 20 + your character level, have a BAB equal to your own, and are always single-use traps. You may add poison to these traps, if you have access to it, but it will dry out in an hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Palm Weapon&amp;quot;&amp;gt;Palm Weapon&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 6th level you learn to conceal weapons with supernatural skill. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Full Death Attack&amp;quot;&amp;gt;Full Death Attack&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 7th level if you study an opponent to perform a Death Attack, you can make a full attack during the next round where every attack inflicts Death Attack damage as long as the target was denied a Dexterity bonus to AC against the first attack in the full attack action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Nerve of the Killer&amp;quot;&amp;gt;Nerve of the Killer&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]): &#039;&#039;&#039; At 8th level you gain a limited immunity to compulsion and charm effects. While studying a target for a Death Attack, and for one round afterward, you gain a +2 resistance bonus to all saves and [[Yagura:SRD:Spell Resistance|spell resistance]] equal to 10 + your character level. &lt;br /&gt;
&lt;br /&gt;
Additionally, this effect blocks any attempt to possess or to exercise mental control over you (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as &#039;&#039;dominate person&#039;&#039;). The protection does not prevent such effects from targeting you, but it suppresses the effect for the duration of the this ability. If this ability ends before the effect granting mental control does, mental control again becomes possible. Likewise, this ability keeps out a possessing life force but does not expel one if it is in place before the spell is cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Improved Uncanny Dodge&amp;quot;&amp;gt;Improved Uncanny Dodge&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 9th level you can no longer be flanked. This defense denies another character the ability to sneak attack by flanking you, unless the attacker has at least four more levels in a class that provides sneak attack than your character level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Skill Mastery&amp;quot;&amp;gt;Skill Mastery&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 10th level you become so certain in the use of certain skills that you can use them reliably even under adverse conditions. When making a skill check with Climb, Disable Device, Hide, Move Silently, Search, Spellcraft, Use Magic Device, Use Rope, or Swim, you may take 10 even if stress and distractions would normally prevent you from doing so. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Poisonmaster&amp;quot;&amp;gt;Poisonmaster&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 11th level you learn alchemic secrets for creating short-term poisons. By expending an entire healer’s kit worth of materials and an hour of time, you can synthesize one dose of any poison. This poison degrades to uselessness in one week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Exotic Method&amp;quot;&amp;gt;Exotic Method&amp;lt;/span&amp;gt;:&#039;&#039;&#039; At 13th, 16th, and 19th level you learn an exotic method of killing from the list below. Once chosen, this method does not change. The same method can be selected multiple times, increasing the number of times per day it can be used.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Carrier&amp;quot;&amp;gt;Carrier&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Three times per day, you can cast &#039;&#039;[[Yagura:SRD:Contagion|contagion]]&#039;&#039; as a swift action spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Poison of the Cockatrice&amp;quot;&amp;gt;Poison of the Cockatrice&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Twice per day, you can cast &#039;&#039;[[Yagura:SRD:Flesh to Stone|flesh to stone]]&#039;&#039; as a swift action spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Killer Faerie Arts&amp;quot;&amp;gt;Killer Faerie Arts&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Twice per day, you can cast &#039;&#039;[[Yagura:SRD:Polymorph|polymorph other]]&#039;&#039; as a swift action spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Proxy Assassin&amp;quot;&amp;gt;Proxy Assassin&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Twice per day, you can cast &#039;&#039;[[Yagura:SRD:Summon Monster VII|summon monster vii]]&#039;&#039; as a spell-like ability. This effect lasts 10 minutes.&lt;br /&gt;
:*&#039;&#039;&amp;lt;span id=&amp;quot;Death By Plane&amp;quot;&amp;gt;Death By Plane&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Once per day, you can cast &#039;&#039;[[Yagura:SRD:Plane Shift|plane shift]]&#039;&#039; as a spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Dimesional Rip&amp;quot;&amp;gt;Dimesional Rip&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Once per day, you can cast &#039;&#039;[[Yagura:SRD:Implosion|implosion]]&#039;&#039; as a spell-like ability. The duration of this effect is three rounds.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;New School&amp;quot;&amp;gt;New School&amp;lt;/span&amp;gt;:&#039;&#039; you may now choose spells known from a new school of magic, or from the cleric or druid spell list but limited to the schools of magic to which you already have access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Killer’s Proof&amp;quot;&amp;gt;Killer’s Proof&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 15th level you learn to steal the souls of those you kill. If you are holding an onyx worth at least 100 GP when you kill an enemy, you may place their soul (if any) within the gem as if you have cast &#039;&#039;soul bind&#039;&#039; on the target at the moment of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Death by a Thousand Cuts&amp;quot;&amp;gt;Death by a Thousand Cuts&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 17th level you have learned to kill even the hardiest of foes by reducing their physical form to shambles. Every successful Death Attack inflicts a cumulative -2 Dexterity penalty to the victim. These penalties last one day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Mind Blank&amp;quot;&amp;gt;Mind Blank&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 18th level you are protected by a constant &#039;&#039;[[Yagura:SRD:Mind Blank|mind blank]]&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Killing Strike&amp;quot;&amp;gt;Killing Strike&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 20th level your Death Attacks bypass your victim’s DR and hardness. Additionally, rolls of a 6 on your Death Attack damage dice explode infinitely, and every Death Attack that threatens a critical hit automatically confirms and grants an additional +2d6 Death Attack damage dice.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Assassin&amp;diff=276277</id>
		<title>Yagura:SRD:Assassin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Assassin&amp;diff=276277"/>
		<updated>2015-01-23T16:19:13Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;=Assassin= {{quote|I kill people. Individually, you are a person. Collectively, I think you count as people.}}  An assassin is a master of the art of killing, a vicious weapon...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Assassin=&lt;br /&gt;
{{quote|I kill people. Individually, you are a person. Collectively, I think you count as people.}}&lt;br /&gt;
&lt;br /&gt;
An assassin is a master of the art of killing, a vicious weapon honed by experience and inclination to learn the myriad ways to end a life. Unlike common warriors or rogues, an Assassin does not study various fighting arts or muddle his training with martial dirty tricks, he instead studies the anatomy of the various creatures of wildly different anatomies and forms of existence, and he uses this knowledge to place his blows in areas vital for biological or mystical reasons. Stealth and sudden violence are his hallmarks, and various exotic tools and killing methods become his tools.&lt;br /&gt;
&lt;br /&gt;
While most societies consider assassination to be a vile art, or at best a dishonorable or unvalorous one, the reasons that drive these killers vary. Cold-hearted mercenaries share a skill set with dedicated demon-hunters, differing only in the application of their skills. Only the most naïve student of ethics believes that all killing is evil, or that nobility cannot be found in a mercifully quick death. &lt;br /&gt;
&lt;br /&gt;
===Making an Assassin===&lt;br /&gt;
&lt;br /&gt;
The most obvious strength of the Assassin is their ability to hand out incredible amounts of damage. BUT. They may only use Death Attack, at most, every other round and their Medium BAB makes it a little uncertain about whether or not the attack will hit. Their spellcasting can be very useful and interesting--Color Spray is a good spell to have at very low levels, because it can remove an enemy from a fight in one action. The various Image illusion spells can be put to creative use, and Invisibility and Greater Invisibility can be used to let the Assassin get a Death Attack off every other round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; Intelligence and Dexterity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races:&#039;&#039;&#039; Any&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Gold:&#039;&#039;&#039; 6d4 x 10 gp (150 gp)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:&#039;&#039;&#039; As [[Yagura:SRD:Rogue|Rogue]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Assassin&lt;br /&gt;
Hit Die: d6&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[Yagura:SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Yagura:SRD:Saving Throw#Fortitude|Fort]] || [[Yagura:SRD:Saving Throw#Reflex|Ref]] || [[Yagura:SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Poison Use|Poison Use]], [[#Death Attack|Death Attack]] +3d6, [[#Personal Immunity|Personal Immunity]], [[#Spellcasting|Spellcasting]]&lt;br /&gt;
|—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Uncanny Dodge|Uncanny Dodge]], [[#Death Attack|Death Attack]] +4d6&lt;br /&gt;
|0||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Hide in Plain Sight|Hide in Plain Sight]], [[#Death Attack|Death Attack]] +5d6&lt;br /&gt;
|1||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Cloak of Discretion|Cloak of Discretion]], [[#Death Attack|Death Attack]] +6d6&lt;br /&gt;
|2||0||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +1&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Trapfinding|Trapfinding]], [[#Trapmaking|Trapmaking]], [[#Death Attack|Death Attack]] +7d6&lt;br /&gt;
|3||1||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Palm Weapon|Palm Weapon]], [[#Death Attack|Death Attack]] +8d6&lt;br /&gt;
|3||2||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Full Death Attack|Full Death Attack]], [[#Death Attack|Death Attack]] +9d6&lt;br /&gt;
|3||2||0||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Nerve of the Killer|Nerve of the Killer]], [[#Death Attack|Death Attack]] +10d6&lt;br /&gt;
|3||3||1||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]], [[#Death Attack|Death Attack]] +11d6&lt;br /&gt;
|3||3||2||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Skill Mastery|Skill Mastery]], [[#Death Attack|Death Attack]] +12d6&lt;br /&gt;
|3||3||2||0||—||—&lt;br /&gt;
|- &lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +7 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Poisonmaster|Poisonmaster]], [[#Death Attack|Death Attack]] +13d6&lt;br /&gt;
|3||3||3||1||—||—&lt;br /&gt;
|- &lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Personal Immunity|Personal Immunity]], [[#Death Attack|Death Attack]] +14d6&lt;br /&gt;
|3||3||3||2||—||—&lt;br /&gt;
|- &lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +8 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Exotic Method|Exotic Method]], [[#Death Attack|Death Attack]] +15d6&lt;br /&gt;
|3||3||3||2||0||—&lt;br /&gt;
|- &lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +9 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Personal Immunity|Personal Immunity]], [[#Death Attack|Death Attack]] +16d6&lt;br /&gt;
|3||3||3||3||1||—&lt;br /&gt;
|- &lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+6 || +9 || +9 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Killer’s Proof|Killer&#039;s Proof]], [[#Death Attack|Death Attack]] +17d6&lt;br /&gt;
|3||3||3||3||2||—&lt;br /&gt;
|- &lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+7 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Exotic Method|Exotic Method]], [[#Death Attack|Death Attack]] +18d6&lt;br /&gt;
|3||3||3||3||2||0&lt;br /&gt;
|- &lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+7 || +10 || +10 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Death by a Thousand Cuts|Death by a Thousand Cuts]], [[#Death Attack|Death Attack]] +19d6&lt;br /&gt;
|3||3||3||3||3||1&lt;br /&gt;
|- &lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+8 || +11 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Mind Blank|Mind Blank]], [[#Death Attack|Death Attack]] +20d6&lt;br /&gt;
|3||3||3||3||3||2&lt;br /&gt;
|- &lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+9 || +11 || +11 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Exotic Method|Exotic Method]], [[#Death Attack|Death Attack]] +21d6&lt;br /&gt;
|3||3||3||3||3||3&lt;br /&gt;
|- &lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+10 || +12 || +12 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Killing Strike|Killing Strike]], [[#Death Attack|Death Attack]] +22d6&lt;br /&gt;
|3||3||3||3||3||3&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;41&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Class Skills &amp;lt;!-- ([[Skill Points::6]] + [[Yagura:SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Property Link|Skill|SRD:Balance Skill|Balance&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Bluff Skill|Bluff&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Climb Skill|Climb&amp;lt;/span&amp;gt; ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Concentration Skill|Concentration&amp;lt;/span&amp;gt; ([[Yagura:SRD:Constitution|Con]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Craft Skill|Craft&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Disable Device Skill|Disable Device&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Disguise Skill|Disguise&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Hide Skill|Hide&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Jump Skill|Jump&amp;lt;/span&amp;gt; ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge&amp;lt;/span&amp;gt; (all skills, taken individually) ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Listen Skill|Listen&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]])&lt;br /&gt;
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Perform Skill|Perform&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Profession Skill|Profession&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Search Skill|Search&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft&amp;lt;/span&amp;gt; ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Spot Skill|Spot&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Survival Skill|Survival&amp;lt;/span&amp;gt; ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Swim Skill|Swim&amp;lt;/span&amp;gt; ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Tumble Skill|Tumble&amp;lt;/span&amp;gt; ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device&amp;lt;/span&amp;gt; ([[Yagura:SRD:Charisma|Cha]]).&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
As an assassin, all of the following are class features. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; You are proficient with all simple weapons, light martial weapons, repeating crossbows, and hand crossbows. At first level, you gain proficiency with one Exotic Weapon of your choice. You are proficient with Light Armor but not with shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Spells&amp;quot;&amp;gt;Spells&amp;lt;/span&amp;gt;:&#039;&#039;&#039; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: Assassin Spells Known&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Spells Known&lt;br /&gt;
|-&lt;br /&gt;
! 0&amp;amp;nbsp;&amp;amp;nbsp; || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| 1st || 4 || — || — || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 2nd || 5 || 2 || — || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 3rd || 6 || 3 || — || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 4th || 6 || 3 || 2 || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 5th || 6 || 4 || 3 || — || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 6th || 6 || 4 || 3 || — || — || — || —&lt;br /&gt;
|- &lt;br /&gt;
| 7th || 6 || 4 || 4 || 2 || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 8th || 6 || 4 || 4 || 3 || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 9th || 6 || 4 || 4 || 3 || — || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 10th || 6 || 4 || 4 || 4 || 2 || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 11th || 6 || 4 || 4 || 4 || 3 || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 12th || 6 || 4 || 4 || 4 || 3 || — || — &lt;br /&gt;
|- &lt;br /&gt;
| 13th || 6 || 4 || 4 || 4 || 4 || 2 || — &lt;br /&gt;
|- &lt;br /&gt;
| 14th || 6 || 4 || 4 || 4 || 4 || 3 || — &lt;br /&gt;
|- &lt;br /&gt;
| 15th || 6 || 4 || 4 || 4 || 4 || 3 || — &lt;br /&gt;
|- &lt;br /&gt;
| 16th || 6 || 4 || 4 || 4 || 4 || 4 || 2 &lt;br /&gt;
|- &lt;br /&gt;
| 17th || 6 || 4 || 4 || 4 || 4 || 4 || 3 &lt;br /&gt;
|- &lt;br /&gt;
| 18th || 6 || 4 || 4 || 4 || 4 || 4 || 3 &lt;br /&gt;
|- &lt;br /&gt;
| 19th || 6 || 4 || 4 || 4 || 4 || 4 || 4 &lt;br /&gt;
|- &lt;br /&gt;
| 20th || 6 || 4 || 4 || 4 || 4 || 4 || 4 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Spellcasting&amp;quot;&amp;gt;Spellcasting&amp;lt;/span&amp;gt;&#039;&#039;&#039; You are an Arcane Spellcaster with the same spells per day and spells known progression as a [[Yagura:SRD:Bard|Bard]], except that you gain no more than three spell slots per level. Your spells known may be chosen from the Sorcerer/Wizard list, and must be from the schools of [[Yagura:SRD:Divination School|Divination]], [[Yagura:SRD:Illusion School|Illusion]], or [[Yagura:SRD:Necromancy School|Necromancy]]. &lt;br /&gt;
To cast an assassin spell, you must have an Intelligence at least equal to 10 + the Spell level. The DC of your spells is Intelligence based and the bonus spells are Intelligence based.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Poison Use&amp;quot;&amp;gt;Poison Use&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You may prepare, apply, and use poison without any chance of poisoning yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Death Attack&amp;quot;&amp;gt;Death Attack&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; You may spend a full-round action to study an opponent who would be denied a Dexterity bonus if you instead attacked that target. If you do so, your next attack is a Death Attack if made within 1 round. A Death Attack inflicts a number of extra dice of damage equal to your assassin level plus two dice, but only if the target is denied a Dexterity Bonus to AC against that attack. A target with a Dexterity score of 0 or less is always considered to be denied their Dexterity bonus for the purposes of qualifying for a Death Attack study round or attack. Special attacks such as a coup de grace may be a Death Attack. Assassins are well trained in eliminating magical or distant opponents, and do not have to meet the stringent requirements of a sneak attack, though if you have both sneak attack and death attack, they stack if you meet the requirements of both. As long as the victim is denied a Dexterity bonus against attacks from you during the study action and the attack itself, it counts as a death attack. You may load a crossbow simultaneously with your action to study your target if you have a Base Attack Bonus of +1 or more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Personal Immunity&amp;quot;&amp;gt;Personal Immunity&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At levels 1, 5, 7, and 12 you choose 4 poisons to which you are totally immune, regardless of the strength of the poison. At level 14 you become immune to all poisons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Uncanny Dodge&amp;quot;&amp;gt;Uncanny Dodge&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 2nd level you can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Hide in Plain Sight&amp;quot;&amp;gt;Hide in Plain Sight&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 3rd level you can hide in unusual locations, and may hide in areas without cover or concealment without penalty. You may even hide while being observed. This ability does not remove the -10 penalty for moving at full speed, or the -20 penalty for running or fighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Cloak of Discretion&amp;quot;&amp;gt;Cloak of Discretion&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 4th level you are protected by a constant [[Yagura:SRD:Nondetection|Nondetection]] effect, with a caster level equal to your character level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Trapfinding&amp;quot;&amp;gt;Trapfinding&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 5th level you can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
You can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.&lt;br /&gt;
If you beat a trap’s DC by 10 or more with a Disable Device check you can study a trap, figure out how it works, and bypass it (with your party) without disarming it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Trapmaking&amp;quot;&amp;gt;Trapmaking&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 5th level you learn to build simple mechanical traps in out of common materials. As long as you have access to ropes, flexible material like green wood, and weapon-grade materials like sharpened wooden sticks or steel weapons, you can build an improvised trap in 10 minutes. You can build any non-magical trap on the &amp;quot;CR 1&amp;quot; trap list that doesn’t involve a pit. These traps have a Search DC equal to 20 + your character level, have a BAB equal to your own, and are always single-use traps. You may add poison to these traps, if you have access to it, but it will dry out in an hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Palm Weapon&amp;quot;&amp;gt;Palm Weapon&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 6th level you learn to conceal weapons with supernatural skill. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Full Death Attack&amp;quot;&amp;gt;Full Death Attack&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 7th level if you study an opponent to perform a Death Attack, you can make a full attack during the next round where every attack inflicts Death Attack damage as long as the target was denied a Dexterity bonus to AC against the first attack in the full attack action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Nerve of the Killer&amp;quot;&amp;gt;Nerve of the Killer&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]): &#039;&#039;&#039; At 8th level you gain a limited immunity to compulsion and charm effects. While studying a target for a Death Attack, and for one round afterward, you gain a +2 resistance bonus to all saves and [[Yagura:SRD:Spell Resistance|spell resistance]] equal to 10 + your character level. &lt;br /&gt;
&lt;br /&gt;
Additionally, this effect blocks any attempt to possess or to exercise mental control over you (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as &#039;&#039;dominate person&#039;&#039;). The protection does not prevent such effects from targeting you, but it suppresses the effect for the duration of the this ability. If this ability ends before the effect granting mental control does, mental control again becomes possible. Likewise, this ability keeps out a possessing life force but does not expel one if it is in place before the spell is cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Improved Uncanny Dodge&amp;quot;&amp;gt;Improved Uncanny Dodge&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 9th level you can no longer be flanked. This defense denies another character the ability to sneak attack by flanking you, unless the attacker has at least four more levels in a class that provides sneak attack than your character level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Skill Mastery&amp;quot;&amp;gt;Skill Mastery&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 10th level you become so certain in the use of certain skills that you can use them reliably even under adverse conditions. When making a skill check with Climb, Disable Device, Hide, Move Silently, Search, Spellcraft, Use Magic Device, Use Rope, or Swim, you may take 10 even if stress and distractions would normally prevent you from doing so. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Poisonmaster&amp;quot;&amp;gt;Poisonmaster&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 11th level you learn alchemic secrets for creating short-term poisons. By expending an entire healer’s kit worth of materials and an hour of time, you can synthesize one dose of any poison. This poison degrades to uselessness in one week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Exotic Method&amp;quot;&amp;gt;Exotic Method&amp;lt;/span&amp;gt;:&#039;&#039;&#039; At 13th, 16th, and 19th level you learn an exotic method of killing from the list below. Once chosen, this method does not change. The same method can be selected multiple times, increasing the number of times per day it can be used.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Carrier&amp;quot;&amp;gt;Carrier&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Three times per day, you can cast &#039;&#039;[[Yagura:SRD:Contagion|contagion]]&#039;&#039; as a swift action spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Poison of the Cockatrice&amp;quot;&amp;gt;Poison of the Cockatrice&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Twice per day, you can cast &#039;&#039;[[Yagura:SRD:Flesh to Stone|flesh to stone]]&#039;&#039; as a swift action spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Killer Faerie Arts&amp;quot;&amp;gt;Killer Faerie Arts&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Twice per day, you can cast &#039;&#039;[[Yagura:SRD:Polymorph|polymorph other]]&#039;&#039; as a swift action spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Proxy Assassin&amp;quot;&amp;gt;Proxy Assassin&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Twice per day, you can cast &#039;&#039;[[Yagura:SRD:Summon Monster VII|summon monster vii]]&#039;&#039; as a spell-like ability. This effect lasts 10 minutes.&lt;br /&gt;
:*&#039;&#039;&amp;lt;span id=&amp;quot;Death By Plane&amp;quot;&amp;gt;Death By Plane&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Once per day, you can cast &#039;&#039;[[Yagura:SRD:Plane Shift|plane shift]]&#039;&#039; as a spell-like ability.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;Dimesional Rip&amp;quot;&amp;gt;Dimesional Rip&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Spell-Like|Sp]]):&#039;&#039; Once per day, you can cast &#039;&#039;[[Yagura:SRD:Implosion|implosion]]&#039;&#039; as a spell-like ability. The duration of this effect is three rounds.&lt;br /&gt;
:* &#039;&#039;&amp;lt;span id=&amp;quot;New School&amp;quot;&amp;gt;New School&amp;lt;/span&amp;gt;:&#039;&#039; you may now choose spells known from a new school of magic, or from the cleric or druid spell list but limited to the schools of magic to which you already have access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Killer’s Proof&amp;quot;&amp;gt;Killer’s Proof&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 15th level you learn to steal the souls of those you kill. If you are holding an onyx worth at least 100 GP when you kill an enemy, you may place their soul (if any) within the gem as if you have cast &#039;&#039;soul bind&#039;&#039; on the target at the moment of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Death by a Thousand Cuts&amp;quot;&amp;gt;Death by a Thousand Cuts&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; At 17th level you have learned to kill even the hardiest of foes by reducing their physical form to shambles. Every successful Death Attack inflicts a cumulative -2 Dexterity penalty to the victim. These penalties last one day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Mind Blank&amp;quot;&amp;gt;Mind Blank&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 18th level you are protected by a constant &#039;&#039;[[Yagura:SRD:Mind Blank|mind blank]]&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Killing Strike&amp;quot;&amp;gt;Killing Strike&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; At 20th level your Death Attacks bypass your victim’s DR and hardness. Additionally, rolls of a 6 on your Death Attack damage dice explode infinitely, and every Death Attack that threatens a critical hit automatically confirms and grants an additional +2d6 Death Attack damage dice.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=276276</id>
		<title>Yagura:Bill</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=276276"/>
		<updated>2015-01-23T15:23:25Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incorporating the [http://www.dnd-wiki.org/wiki/System_Reference_Document SRD] into this [[Yagura:SRD|SRD]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Help:Cheatsheet Mediawiki Cheatsheet]&lt;br /&gt;
&lt;br /&gt;
=Incorporation notes=&lt;br /&gt;
==Races:==&lt;br /&gt;
&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Lizardfolk_Variant_%283.5e_Race%29] (Renamed, but not Iksar - the lizardy inhabitants of &amp;quot;Kunark&amp;quot; are related but separated by centuries and have a different name and stats.)&lt;br /&gt;
&lt;br /&gt;
==NPC classes:==&lt;br /&gt;
* Adept [http://www.dnd-wiki.org/wiki/Adept_(3.5e_NPC_Class)]&lt;br /&gt;
* Warrior [http://www.dnd-wiki.org/wiki/Warrior_%283.5e_NPC_Class%29]&lt;br /&gt;
* &amp;quot;ninja&amp;quot; [http://www.dnd-wiki.org/wiki/Ninja_%283.5e_Class%29] (there are only ever 2 of these, the master and his apprentice. They lead the cult of the Mistress of Shadows.)&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
30 Classes: [Balance Point noted if necessary]&lt;br /&gt;
* Assassin [http://www.dnd-wiki.org/wiki/Assassin,_Tome_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* &#039;&#039;Barbarian [http://www.dnd-wiki.org/wiki/Barbarian,_Tome_%283.5e_Class%29] (Berzerker)&#039;&#039;&lt;br /&gt;
* Bard [http://www.dnd-wiki.org/wiki/Bard,_Tome_%283.5e_Class%29] (don&#039;t use, just reference it for the actual bard)&lt;br /&gt;
* &#039;&#039;Cleric&#039;&#039;&lt;br /&gt;
* Druid&lt;br /&gt;
* Dread Necromancer [http://www.tgdmb.com/viewtopic.php?t=49161]&lt;br /&gt;
* Elementalist [http://www.dnd-wiki.org/wiki/Elementalist_%283.5e_Class%29]&lt;br /&gt;
* Fighter [http://www.dnd-wiki.org/wiki/Fighter,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Fire mage [http://www.dnd-wiki.org/wiki/Fire_Mage_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Jester [http://www.dnd-wiki.org/wiki/Jester_%283.5e_Class%29] (Shadow Agent of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Knight [http://www.dnd-wiki.org/wiki/Knight,_Tome_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* &#039;&#039;Monk&#039;&#039; [http://www.dnd-wiki.org/wiki/Monk,_Tome_%283.5e_Class%29] (rename needed)&lt;br /&gt;
* Ninja [http://www.dnd-wiki.org/wiki/Ninja,_Tome_%283.5e_Class%29] (Shadow Rogue of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Paladin [http://www.dnd-wiki.org/wiki/Paladin,_Tome_%283.5e_Class%29] (strip it of the religious aspects, make it a palace guard)&lt;br /&gt;
* Priest [http://www.dnd-wiki.org/wiki/Priest_%283.5e_Class%29] (Shadow Priest of the Cult of the Mistress of Shadows, all domains available)&lt;br /&gt;
* Puppeteer [http://www.dnd-wiki.org/wiki/Puppeteer_%283.5e_Class%29] (maybe a name change) [BP-1]&lt;br /&gt;
* Ranger [http://www.dnd-wiki.org/wiki/Ranger,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Rogue [BP-1]&lt;br /&gt;
* Ronin [http://www.dnd-wiki.org/wiki/Ronin_%283.5e_Class%29] (Shadow Warrior of the Cult of the Mistress of Shadows, very weak but maybe fitting for NPC guards) [BP-1]&lt;br /&gt;
* Samurai [http://www.dnd-wiki.org/wiki/Samurai,_Tome_%283.5e_Class%29] (Shadow Knight of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Shadowcaster[http://www.dnd-wiki.org/wiki/Shadowcaster_%283.5e_Class%29] (of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Sorcerer [http://www.dnd-wiki.org/wiki/Sorcerer,_Tome_%283.5e_Class%29] (consider whether or not it fits at all, it might not)&lt;br /&gt;
* Soulborn [http://www.dnd-wiki.org/wiki/Soulborn_%283.5e_Class%29] (Shadowborn of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Spirit Shaman [http://www.dnd-wiki.org/wiki/Spirit_Shaman_%283.5e_Class%29] / or the shaman here [http://tgdmb.com/viewtopic.php?t=52667#top], more like a necro&lt;br /&gt;
* Summoner [http://www.dnd-wiki.org/wiki/Summoner_%283.5e_Class%29]&lt;br /&gt;
* Templar [http://www.dnd-wiki.org/wiki/Templar_%283.5e_Class%29]&lt;br /&gt;
* Thief Acrobat[http://www.dnd-wiki.org/wiki/Thief_Acrobat_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Totemist [http://www.dnd-wiki.org/wiki/Totemist_%283.5e_Class%29] (the Behir totem&#039;s range needs to be a cone, not line)&lt;br /&gt;
* Warlock [http://www.dnd-wiki.org/wiki/Warlock_%283.5e_Class%29]&lt;br /&gt;
* Wintersmith [http://www.dnd-wiki.org/wiki/Wintersmith_%283.5e_Class%29]&lt;br /&gt;
* Witch [http://www.dnd-wiki.org/wiki/Witch_%283.5e_Class%29] (maybe a name change, I can&#039;t get past it)&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Tome_of_Prowess_%283.5e_Sourcebook%29] (This will require quite a bit of rewriting to strip it of its &amp;quot;change from&amp;quot; verbage. Also, the Dowsing skill is stupid and the class lists will have to be reworked.)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Armor [http://www.dnd-wiki.org/wiki/Tome_Armor_%283.5e_Variant_Rule%29]&lt;br /&gt;
* Magic items [http://www.dnd-wiki.org/wiki/Tome_Magic_Items_%283.5e_Variant_Rule%29]&lt;br /&gt;
&lt;br /&gt;
==Other Rules==&lt;br /&gt;
* [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Big_Fat_Squares] (changes ranges for bows and spells)&lt;br /&gt;
* Multi-weapon [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Revised_Multi-Weapon_Combat] (something like this anyway)&lt;br /&gt;
* Creature scaling [http://www.dnd-wiki.org/wiki/User:Tarkisflux/Rants/Revised_Creature_Scaling]&lt;br /&gt;
* hit points [http://www.dnd-wiki.org/wiki/Better_Hit_Points_%283.5e_Variant_Rule%29]&lt;br /&gt;
* saves [http://www.dnd-wiki.org/wiki/More_Stable_Saves_%283.5e_Variant_Rule%29]&lt;br /&gt;
* full attacks [http://www.dnd-wiki.org/wiki/Better_Full_Attacks_%283.5e_Variant_Rule%29] (If you full attack all secondary attacks are at -5, otherwise as a standard action all secondary attacks are at -5,-10,-15 etc. Maybe rework this too.)&lt;br /&gt;
* initiative [http://www.dnd-wiki.org/wiki/Better_Initiative_%283.5e_Variant_Rule%29]&lt;br /&gt;
* level-based benefits [http://www.dnd-wiki.org/wiki/New_Level-Dependent_Benefits_%283.5e_Variant_Rule%29] (consider it)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Static_Spell_Points_%283.5e_Variant_Rule%29] (this would require a rather large amount of work to impliment but it is pretty awesome and removes my desire to rewrite the entire spells list)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule%29] (another to consider)&lt;br /&gt;
* turning [http://www.dnd-wiki.org/wiki/CR-Based_Turning_%283.5e_Variant_Rule%29]&lt;br /&gt;
* poisons [http://www.dnd-wiki.org/wiki/Better_Poisons_%283.5e_Variant_Rule%29]&lt;br /&gt;
* counterspelling [http://www.dnd-wiki.org/wiki/Better_Counterspelling_%283.5e_Variant_Rule%29] (Rewrite it to &amp;quot;dispel&amp;quot; is a magical action any spellcaster can attempt, not a spell. You set the level and expend a spell of that level. Otherwise this is great.)&lt;br /&gt;
* Armor gives you Damage Conversion which changes hp damage to &amp;quot;non-lethal&amp;quot; damage, making both healing &amp;amp; armor better.&lt;br /&gt;
* Does havign the edge prevent opponents from making a 5&#039; step w/o provoking? It should.&lt;br /&gt;
* &amp;quot;Immediate Action&amp;quot; is a reaction. Why is it not called a Reaction? An opportunity attack is a reaction. Small, fast weapons allow you to make an OA 1/round without spending your Reaction.&lt;br /&gt;
* All &amp;quot;magic&amp;quot; is a focus of the innate ability latent in all living beings. Some focus this into totally awesome fighting moves, some into reality-bending magic. Making it big and flashy means building up a pool of mana and spending it down, whereas others just tap into it a little at a time and cannot pool it up. All classes are magical; a mundane class is an NPC (the majority of the world). Sword masters grow up into super heroes.&lt;br /&gt;
* Every other being uses Pathfinder build information with Tome combat rules. Magic is very rare among those using Pathfinder, and those who practice it do so like a newb.&lt;br /&gt;
* Magic item bonuses should be quite varied (so I can have +1 Cha bracers and a +1 Cha tiara for a total of +2, each item having other things on it as well). But there should be limits as to how much of a boost you can get from the total of all bonus types. It hampers the game to have players try to get any many bonus types as possible to go well outside the range of the RNG, so stick with the RNG-friendly limits and relax on the bonus type limitations. This applies to ability score bonuses, damage, to-hit, hp, saves, etc.&lt;br /&gt;
* Something needs to be done about chargen. Making a really strong human with a 16 Str should seem less stupid when compared to a dwarf with 20 Str. That 4 Str equates to the same to-hit bonuses gained from 2 levels or 2 feats. What&#039;s the human getting for making a more realistic character?&lt;br /&gt;
&lt;br /&gt;
==Errata==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/User:Surgo/Possible_Tome_Errata possibly]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
The world is a dark place, but not just because it is dangerous, vast, and largely unknown. Men are dark beings of evil intent, greed, dishonor, and violence. There are no knights of royal bearing and chivalrous discipline. There are no paladins or clerics of gods of honor, valor, grace, or mercy. What gods there once were are forgotten, their priests hunted and killed, their temples desecrated. Gods were made again, from the people who shone brightest or who saught the glory. Mankind cannot help but worship. The leaders of old were simply followed, then reveared, later worshipped. The deaths of these new gods became religeous, their tombs the new temples. Tales were told far and wide of the world before. The hermit emperor who could not die, nor rule his empire from his palace; the betreyal of the sun when she turned life into unlife and how the ancients abandoned her and each night hoped she would never return; the flying auroch heffer who suckled the beasts of the wild, giving them new form and culture like man; the giants who once ruled the world and created orcs and goblins; the tyrants and despots who wielded godmagic to control the lives of men, and how the new gods rose up against them to create a new world.&lt;br /&gt;
&lt;br /&gt;
The undead hordes succeeded in killing almost everything that was, leaving the world bereft and harsh. Fires consumed much, from those undead who caught fire and became walking bonfires. Ghosts and those who drained warmth created frozen lakes that held back water from the plains below, encasing towns in ice that crushed ill-prepared roofs - then left, leaving dams to thaw into floods and towns to suddenly turn to swamps rotting in the mists. Only that which was crafted in magic could withstand the centuries. Magic having no where to go, inhabited the beings of life. The more intelligent and imbued with magic a creature was, the more drawn it was to objects containing magic, so in even a bear&#039;s den one might find some trinket from ancient times that the bear cared for as if it were a cub.&lt;br /&gt;
&lt;br /&gt;
Language, customs, cultures, and craft all lost, the world is fragmented again. &amp;quot;Combine&amp;quot; is a misunderstood word that means simply &amp;quot;old&amp;quot; to some, &amp;quot;unity&amp;quot; to others, &amp;quot;the land of the gods&amp;quot; in some circles, or a legendary place that exists only in tales, for surely the world was never united by one people. Life is cheap, morals are few and oft ignored, and where two men are gathered one will achieve power over another.&lt;br /&gt;
&lt;br /&gt;
==The Moon==&lt;br /&gt;
You are the remnant of the Empire&#039;s small outpost on Luclin (Tongar), only a few centuries after the Sundering. However, that&#039;s not really what the people know.&lt;br /&gt;
&lt;br /&gt;
The leadership has determined that since they don&#039;t know how to get back, the important thing is to establish their own empire in their new home. To that end they have obscured the truth from the people to ensure no one tries to get to the planet, which isn&#039;t possible anyway because reasons.&lt;br /&gt;
&lt;br /&gt;
You are members of the last bastion of civilization, trying to expand your territories to ensure the future of your nation, the XXXXXXXX. The kingdom has a mixture of the standard fantasy races. &lt;br /&gt;
&lt;br /&gt;
===Other people of the world===&lt;br /&gt;
* The enigmatic people of the Warring States of the Third Mystic Hegemony of the Serpent Emperor (based loosely on ancient China&#039;s warring states period - they are oriental in culture and closest to Xiongnu. The &amp;quot;serpent emperor&amp;quot; was once a Shissar but the hegemonics killed their slavemasters and took over the government so &amp;quot;serpent emperor&amp;quot; is no longer a serpent at all, but once was). Matriarchal and spiritual, but largely uncivilized. They sometimes keep beastmen as pets, being very careful to raise them with the animals of their tribes and never to speak to them (to avoid the beastmen learning how to be like them). Their language and religion is much like Tengri, and they call the world Tongar Akaidusella (just Tongar outside of ceremony) which means &amp;quot;God&#039;s birthing basket&amp;quot;. Most of their people go around unclothed, they dance but do not sing, they do not hold land but instead respect only strength where rights are concerned, and they are prone to violence based on little more than whimsy. I&#039;m not sure what race this is.&lt;br /&gt;
* Primitive bands of &amp;quot;beastmen&amp;quot; or &amp;quot;ferals&amp;quot;. These are groups of humanoids who were once raised by animals, lived their lives in the wild, lost civilization and culture and humanity, and are very slowly finding ways to react to each other in less animalistic fashions (decendants of feral children). They are very strong and agile, very capable humanoid animals, but cannot speak, have no craft whatsoever (always naked, don&#039;t build homes, etc), and HUNT other humanoids. Very dangerous, very prolific. They have tribes that stay with herds of animals, learning to be like the animals and each other, and rarely mix at all with those of other tribes. They tend to act just like their animals, except that they will aggressively attack anyone who attempts to take their land or endanger their tribe.&lt;br /&gt;
* Natives of the world are largely classified as Outsiders. The only humanoids are the civilized races that moved there from the world above. Other race ides can be found [http://www.tgdmb.com/viewtopic.php?t=54924&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 here]&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
The players are a part of the Combine remnant on the moon, which they call Tongar after the hegemonic term. But, they don&#039;t know that. Instead they are told they are the last civilization on a world once controlled by their kind. The goal is not just to keep civilization alive, but to expand into new territory and slaughter their enemies.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Cleric&amp;diff=276243</id>
		<title>Yagura:SRD:Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Cleric&amp;diff=276243"/>
		<updated>2015-01-22T21:22:15Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;=Cleric=  ===Making a Cleric===  &amp;#039;&amp;#039;&amp;#039;Starting Age:&amp;#039;&amp;#039;&amp;#039; Complex.  {| class=&amp;quot;wikitable&amp;quot; |+ Table: The Cleric Hit Die: d8 |- !  rowspa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Cleric=&lt;br /&gt;
&lt;br /&gt;
===Making a Cleric===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:&#039;&#039;&#039; Complex.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Cleric&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
!  rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
!  rowspan=&amp;quot;2&amp;quot; | [[Yagura:SRD:BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; | [[Yagura:SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
!  rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
!  colspan=&amp;quot;10&amp;quot; | [[#Spells|Spells per Day]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
! [[Yagura:SRD:Saving Throw#Fortitude|Fort]] || [[Yagura:SRD:Saving Throw#Reflex|Ref]] || [[Yagura:SRD:Saving Throw#Will|Will]]&lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +0 || +2 || +0 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Turn or Rebuke Undead|Turn or Rebuke Undead]]&lt;br /&gt;
|3||1+1||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +1 || +3 || +0 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|4||2+1||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +1 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|4||2+1||1+1||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|5||3+1||2+1||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +3 || +4 || +1 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|5||3+1||2+1||1+1||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +4 || +5 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|5||3+1||3+1||2+1||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +5 || +5 || +2 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||4+1||3+1||2+1||1+1||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +2 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||4+1||3+1||3+1||2+1||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +3 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||4+1||4+1||3+1||2+1||1+1||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||4+1||4+1||3+1||3+1||2+1||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +8/+3 || +7 || +3 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5+1||4+1||4+1||3+1||2+1||1+1||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5+1||4+1||4+1||3+1||3+1||2+1||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +9/+4 || +8 || +4 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5+1||5+1||4+1||4+1||3+1||2+1||1+1||—||—&lt;br /&gt;
|- &lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +10/+5 || +9 || +4 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5+1||5+1||4+1||4+1||3+1||3+1||2+1||—||—&lt;br /&gt;
|- &lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +9 || +5 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5+1||5+1||5+1||4+1||4+1||3+1||2+1||1+1||—&lt;br /&gt;
|- &lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5+1||5+1||5+1||4+1||4+1||3+1||3+1||2+1||—&lt;br /&gt;
|- &lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +5 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5+1||5+1||5+1||5+1||4+1||4+1||3+1||2+1||1+1&lt;br /&gt;
|- &lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5+1||5+1||5+1||5+1||4+1||4+1||3+1||3+1||2+1&lt;br /&gt;
|- &lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +6 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5+1||5+1||5+1||5+1||5+1||4+1||4+1||3+1||3+1&lt;br /&gt;
|- &lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +12 || +6 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |&lt;br /&gt;
|6||5+1||5+1||5+1||5+1||5+1||4+1||4+1||4+1||4+1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;foot&amp;quot; colspan=&amp;quot;16&amp;quot; |&lt;br /&gt;
# In addition to the stated number of spells per day for 1st-through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The &amp;quot;+1&amp;quot; in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Class Skills &amp;lt;!--  (2 + [[Yagura:SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Yagura:SRD:Concentration Skill|Concentration]] ([[Yagura:SRD:Constitution|Con]]), [[Yagura:SRD:Craft Skill|Craft]] ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Diplomacy Skill|Diplomacy]] ([[Yagura:SRD:Charisma|Cha]]), [[Yagura:SRD:Heal Skill|Heal]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Knowledge Skill|Knowledge]] (arcana) ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Knowledge Skill|Knowledge]] (history) ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Knowledge Skill|Knowledge]] (religion) ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Knowledge Skill|Knowledge]] (the planes) ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Profession Skill|Profession]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Spellcraft Skill|Spellcraft]] ([[Yagura:SRD:Intelligence|Int]]). --&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Domains and Class Skills&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Yagura:SRD:Animal Domain|Animal Domain]]&amp;amp;mdash;[[Yagura:SRD:Knowledge Skill|Knowledge]] (nature) ([[Yagura:SRD:Intelligence|Int]])&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Yagura:SRD:Plant Domain|Plant Domain]]&amp;amp;mdash;[[Yagura:SRD:Knowledge Skill|Knowledge]] (nature) ([[Yagura:SRD:Intelligence|Int]])&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Yagura:SRD:Knowledge Domain|Knowledge Domain]]&amp;amp;mdash;[[Yagura:SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[Yagura:SRD:Intelligence|Int]])&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Yagura:SRD:Travel Domain|Travel Domain]]&amp;amp;mdash;[[Yagura:SRD:Survival Skill|Survival]] ([[Yagura:SRD:Wisdom|Wis]])&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Yagura:SRD:Trickery Domain|Trickery Domain]]&amp;amp;mdash;[[Yagura:SRD:Bluff Skill|Bluff]] ([[Yagura:SRD:Charisma|Cha]]), [[Yagura:SRD:Disguise Skill|Disguise]] ([[Yagura:SRD:Charisma|Cha]]), [[Yagura:SRD:Hide Skill|Hide]] ([[Yagura:SRD:Dexterity|Dex]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
As a cleric, all of the following are class features. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; You are proficient with all [[Yagura:SRD:Simple Weapon Proficiency|simple weapons]], with all types of armor ([[Yagura:SRD:Armor Proficiency (Light)|light]], [[Yagura:SRD:Armor Proficiency (Medium)|medium]], and [[Yagura:SRD:Armor Proficiency (Heavy)|heavy]]), and with [[Yagura:SRD:Shield Proficiency|shields]] (except [[Yagura:SRD:Tower Shield Proficiency|tower shields]]).&lt;br /&gt;
&lt;br /&gt;
If you choose the [[Yagura:SRD:War Domain|War domain]] you receives the [[Yagura:SRD:Weapon Focus|Weapon Focus]] feat related to your deity’s weapon as a bonus feat. You also proficient with that weapon, regardless of the type of weapon it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Aura ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s [[Yagura:SRD:Alignment|alignment]] (see the [[Yagura:SRD:Detect Evil|detect evil]] spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Spells&amp;quot;&amp;gt;Spells&amp;lt;/span&amp;gt;:&#039;&#039;&#039; You cast divine spells, which are drawn from the [[Yagura:SRD:Cleric Spell List|cleric spell list]]. You must choose and prepare your spells in advance (see below).&lt;br /&gt;
&lt;br /&gt;
To prepare or cast a spell, you must have a [[Yagura:SRD:Wisdom|Wisdom]] score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + ½ your caster level + your [[Yagura:SRD:Wisdom|Wisdom]] modifier.&lt;br /&gt;
&lt;br /&gt;
Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table: The Cleric. In addition, you receive bonus spells per day if you have a high [[Yagura:SRD:Wisdom|Wisdom]] score. You also get one [[Yagura:SRD:Cleric Domains|domain spell]] of each spell level you can cast, starting at 1st level. When you prepare a spell in a domain spell slot, it must come from one of your two domains (see [[#Deity, Domains, and Domain Spells|Deity, Domains, and Domain Spells]], below).&lt;br /&gt;
&lt;br /&gt;
You meditate or pray for your spells. You must choose a time at which you must spend 1 hour each day in quiet contemplation or supplication to regain your daily allotment of spells. Time spent resting has no effect on whether you can prepare spells. You may prepare and cast any spell on the cleric spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Deity, Domains, and Domain Spells&amp;quot;&amp;gt;Deity, Domains, and Domain Spells&amp;lt;/span&amp;gt;:&#039;&#039;&#039; Your deity influences &amp;lt;!-- your [[Yagura:SRD:Alignment|alignment]], --&amp;gt;what magic you can perform, your values, and how others see you. You choose [[Yagura:SRD:Cleric Domains|two domains]] from among those belonging to your deity.&amp;lt;!-- You can select an alignment domain (Chaos, Evil, Good, or Law) only if your alignment matches that domain.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are not devoted to a particular deity, you still select two domains to represent your spiritual inclinations and abilities.&amp;lt;!-- The restriction on alignment domains still applies.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each domain gives you access to a domain spell at each spell level you can cast, from 1st on up, as well as a granted power. You get the granted powers of both the domains selected.&lt;br /&gt;
&lt;br /&gt;
With access to two domain spells at a given spell level, you prepare one or the other each day in your domain spell slot. If a domain spell is not on the cleric spell list, you can prepare it only in your domain spell slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spontaneous Casting:&#039;&#039;&#039; &amp;lt;!-- A good cleric (or a neutral cleric of a good deity) --&amp;gt; You can channel stored spell energy into [[:Category:Healing|healing spells]] that you did not prepare ahead of time. You can &amp;quot;lose&amp;quot; any prepared spell that is not a domain spell in order to cast any &#039;&#039;[[Yagura:SRD:Cure Spells|cure]]&#039;&#039; spell of the same spell level or lower (a &#039;&#039;[[Yagura:SRD:Cure Spells|cure]]&#039;&#039; spell is any spell with &amp;quot;cure&amp;quot; in its name). If you are a cleric who rebukes undead you instead channel &#039;&#039;[[Yagura:SRD:Inflict Spells|inflict]]&#039;&#039; spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to &#039;&#039;[[Yagura:SRD:Cure Spells|cure]]&#039;&#039; spells but can convert them to &#039;&#039;[[Yagura:SRD:Inflict Spells|inflict]]&#039;&#039; spells (an &#039;&#039;[[Yagura:SRD:Inflict Spells|inflict]]&#039;&#039; spell is one with “inflict” in its name).&lt;br /&gt;
&lt;br /&gt;
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either &#039;&#039;[[Yagura:SRD:Cure Spells|cure]]&#039;&#039; spells or &#039;&#039;[[Yagura:SRD:Inflict Spells|inflict]]&#039;&#039; spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chaotic, Evil, Good, and Lawful Spells:&#039;&#039;&#039; A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Turn or Rebuke Undead&amp;quot;&amp;gt;Turn or Rebuke Undead&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; You have the power to affect undead creatures by channeling the power of your faith through your holy symbol (see [[Yagura:SRD:Turn or Rebuke Undead|Turn or Rebuke Undead]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity --&amp;gt;You must choose whether your turning ability &amp;lt;!--functions as that of a good cleric or an evil cleric --&amp;gt;can turn and destroy undead creatures, or can rebuke and command such creatures. Once this choice is made, it cannot be reversed. This decision also determines whether you can cast spontaneous &#039;&#039;[[Yagura:SRD:Cure Spells|cure]]&#039;&#039; or &#039;&#039;[[Yagura:SRD:Inflict Spells|inflict]]&#039;&#039; spells (see above).&lt;br /&gt;
&lt;br /&gt;
You may attempt to turn undead a number of times per day equal to 3 + your [[Yagura:SRD:Charisma|Charisma]] modifier. &amp;lt;!-- With 5 or more ranks in [[Yagura:SRD:Knowledge Skill|Knowledge]] (religion) gets a +2 bonus on turning checks against undead. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Languages:&#039;&#039;&#039; Your bonus language options include Celestial, Abyssal, and Infernal. These choices are in addition to the bonus languages available because of your race.&lt;br /&gt;
&lt;br /&gt;
====Ex-Clerics====&lt;br /&gt;
&lt;br /&gt;
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the &#039;&#039;[[Yagura:SRD:Atonement|atonement]]&#039;&#039; spell description).&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Monk&amp;diff=276171</id>
		<title>Yagura:SRD:Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Monk&amp;diff=276171"/>
		<updated>2015-01-22T04:15:49Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pugil=&lt;br /&gt;
&lt;br /&gt;
Those who follow the arts of war and combat began not with a sword, but with a fist, shieldless and unarmored against predators of the world. The pugil is a sort of fighter that focuses on the simplest aspect of battle, refining it into a unique self-magic that manifests as superhuman but seemingly natural abilities.&lt;br /&gt;
&lt;br /&gt;
Pugils are highly maneuverable, difficult to hit, and capable of changing what kind of fighter they are from one round to the next through their fighting styles.&lt;br /&gt;
&lt;br /&gt;
===Making a Pugil===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; As a class that focuses on combat, Strength and Constitution are always useful. However, the primary ability scores for a pugil are either Dexterity or Wisdom, which are functionally of equal value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races:&#039;&#039;&#039; The first pugils were humans, training in a secretive and isolated school. Eventually they branched out, starting schools in distant lands, but the majority of pugils remain human. The discipline and devotion of the training does not attract many halflings, and the concept of not wielding armor and weapons in combat seems pointless to dwarves. Elves and gnomes usually become pugils for very different reasons, the elves seeking self-perfection and the gnomes seeking merely to investigate the class to discover what is possible as a pugil. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength, so some ogres are drawn to the life of a pugil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Gold:&#039;&#039;&#039; 2d4&amp;amp;times;10 gp (50 gp).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:&#039;&#039;&#039; As [[Yagura:SRD:Pugil|Pugil]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Pugil&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Yagura:SRD:BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[Yagura:SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Armored in Life|Armor Bonus]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Yagura:SRD:Saving Throw#Fortitude|Fort]] || [[Yagura:SRD:Saving Throw#Reflex|Ref]] || [[Yagura:SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- &lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Armored in Life|Armored in Life]], [[#Fatal Strike|Fatal Strike]], [[#Willow Step|Willow Step]], [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +4&lt;br /&gt;
|- &lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Rain of Flowers|Rain of Flowers]], [[#Abundant Leap|Abundant Leap]]&lt;br /&gt;
| +5&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +5&lt;br /&gt;
|- &lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Soul|Diamond Soul]]&lt;br /&gt;
| +6&lt;br /&gt;
|- &lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +6&lt;br /&gt;
|- &lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Walk of a Thousand Steps|Walk of a Thousand Steps]]&lt;br /&gt;
| +7&lt;br /&gt;
|- &lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +7&lt;br /&gt;
|- &lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Soul|Immaculate Diamond Soul]]&lt;br /&gt;
| +8&lt;br /&gt;
|- &lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master Fighting Style|Master Fighting Style]]&lt;br /&gt;
| +8&lt;br /&gt;
|- &lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Leap of the Clouds|Leap of the Clouds]]&lt;br /&gt;
| +9&lt;br /&gt;
|- &lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +11/+6/+6 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master Fighting Style|Master Fighting Style]]&lt;br /&gt;
| +9&lt;br /&gt;
|- &lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +12/+7/+7 || +8 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master of the Four Winds|Master of the Four Winds]]&lt;br /&gt;
| +10&lt;br /&gt;
|- &lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +13/+8/+8 || +8 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master Fighting Style|Master Fighting Style]]&lt;br /&gt;
| +10&lt;br /&gt;
|- &lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +14/+9/+9 || +9 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master of the Four Seasons|Master of the Four Seasons]]&lt;br /&gt;
| +11&lt;br /&gt;
|- &lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +15/+10/+10 || +9 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master Fighting Style|Grand Master Fighting Style]]&lt;br /&gt;
| +11&lt;br /&gt;
|- &lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +16/+11/+11/+11 || +10 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Soul|Master of Diamond Soul]]&lt;br /&gt;
| +12&lt;br /&gt;
|- &lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +17/+12/+12/+12 || +10 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master Fighting Style|Grand Master Fighting Style]]&lt;br /&gt;
| +12&lt;br /&gt;
|- &lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +18/+13/+13/+13 || +11 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Perfect Mastery|Perfect Mastery]]&lt;br /&gt;
| +13&lt;br /&gt;
|- &lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +19/+14/+14/+14 || +11 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master Fighting Style|Grand Master Fighting Style]]&lt;br /&gt;
| +13&lt;br /&gt;
|- &lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +20/+15/+15/+15 || +12 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master of Flowers|Grand Master of Flowers]]&lt;br /&gt;
| +14&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Class Skills &amp;lt;!-- ([[Skill Points::4]] + [[Yagura:SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[Yagura:SRD:Constitution|Con]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (all skills, taken individually) ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[Yagura:SRD:Wisdom|Wis]])&lt;br /&gt;
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[Yagura:SRD:Dexterity|Dex]]).&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
As a pugil, all of the following are class features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; You are proficient with all simple weapons. You are not proficient with any armor or shields of any kind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Armored in Life&amp;quot;&amp;gt;Armored in Life&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 1) You have a special Armor bonus whenever you are not using armor or shields in which you are not proficient. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. Every even numbered class level, the Armored in Life bonus increases by 1. If you wear armor in which you are proficient (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to your Armored in Life Armor Bonus. If you wear armor in which you are proficient that grants an armor bonus you retain your Armored in Life Armor Bonus, but the armor bonuses do not stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Willow Step&amp;quot;&amp;gt;Willow Step&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 1) A true pugil does not seek to outrun the fist, but to anticipate it. If you would be allowed to add your Dexterity modifier to a Reflex Save or Armor Class, you may add your Wisdom bonus (if positive) instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Fatal Strike&amp;quot;&amp;gt;Fatal Strike&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):&#039;&#039;&#039; (lvl 1) You have a [[Yagura:SRD:Natural Weapon|natural weapon]] Slam in addition to however else you are capable of attacking. This attack can be made with any part of your body, regardless of what might be held in your hands or whether or not you are hindered somehow. As a natural slam attack, if you use no other natural or manufactured weapons you add your Strength and a half to damage and may make iterative attacks if you have sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half your Strength modifier to damage. Your slam attack does a base of 1d8 damage for a Medium sized pugil and does more or less damage as appropriate if you are larger or smaller than medium size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Fighting Style&amp;quot;&amp;gt;Fighting Style&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvls 1, 3, 5, 7) You learn a Fighting Style. Each Fighting style requires a [[Yagura:SRD:Swift Actions|Swift Action]] to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Fighting Style Abilities:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Fighting Style Abilities&amp;quot;&amp;gt;Fighting Style Abilities&amp;lt;/span&amp;gt;&lt;br /&gt;
:While Active, your Fighting Style: &lt;br /&gt;
:* provides a +4 Dodge Bonus to AC.&lt;br /&gt;
:* provides a +4 Dodge Bonus to Saving Throws.&lt;br /&gt;
:* forces any opponent struck by your slam attack to make a Fortitude Save (DC 10 + ½ your character level + your Wisdom Modifier) or become [[Yagura:SRD:Stunned|stunned]] for one round. This can only affect any single opponent once per round.&lt;br /&gt;
:* allows you to make an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] against any opponent who attacks you. This attack of opportunity must be a [[Yagura:SRD:Trip|trip]] or [[Yagura:SRD:Disarm|disarm]] attempt.&lt;br /&gt;
:* provides you with [[Yagura:SRD:Concealment|concealment]].&lt;br /&gt;
:* provides you with [[Yagura:SRD:Blindsense|blindsense]] and [[Yagura:SRD:Scent|scent]].&lt;br /&gt;
:* provides a +30&#039; Insight Bonus to your movement rate.&lt;br /&gt;
:* allows your slam attacks to ignore [[Yagura:SRD:Hardness|hardness]] and [[Yagura:SRD:Damage Reduction|DR]].&lt;br /&gt;
:* provides any bonuses it gives to your slam attack to any attack you make with any weapon.&lt;br /&gt;
:* causes your slam attack to inflict piercing damage and to inflict 2 points of [[Yagura:SRD:Constitution|Constitution]] damage.&lt;br /&gt;
:* causes your slam attack to inflict slashing damage and to reduce your opponent&#039;s movement rate by 10&#039; every time they suffer damage from it. This movement rate reduction can be healed like ability damage (treating 5&#039; of movement as 1 point of ability damage).&lt;br /&gt;
:* allows you to move through occupied spaces as if they were unoccupied and you provoke no [[Yagura:SRD:Attack of Opportunity|attacks of opportunity]] for your movement.&lt;br /&gt;
:* allows you to make [[Yagura:SRD:Jump Skill|Jump]] checks as if you had a running start, regardless of your movement, and you take no penalty for attempting to land without falling prone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Rain of Flowers&amp;quot;&amp;gt;Rain of Flowers&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 2) Any time you inflict lethal damage, you may elect to inflict [[Yagura:SRD:Nonlethal Damage|non-lethal damage]] instead. Any time you inflict non-lethal damage, you may elect to inflict lethal damage instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Abundant Leap&amp;quot;&amp;gt;Abundant Leap&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 2) Your ability to jump is unbounded by your height. In addition, the DC for any [[Yagura:SRD:Jump|jump check]] is divided by two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Diamond Soul&amp;quot;&amp;gt;Diamond Soul&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvls 4, 8, 16) You gain [[Yagura:SRD:Spell Resistance|Spell Resistance]] equal to 5 + your character level. At 8th level, your soul becomes immaculate and your Spell Resistance improves to 10 + character level, and at 16th level you master your diamond soul and your spell resistance improves to 15 + character level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Walk of a Thousand Steps&amp;quot;&amp;gt;Walk of a Thousand Steps&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 6) Once per day, you may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this Fighting Style is still a Swift Action. Other Fighting Styles may be activated during this period, though their duration is normally going to be only 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;Master Fighting Style&amp;quot;&amp;gt;Master Fighting Style&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvls 9, 11, 13) You learn a Master Fighting Style. Each Master Fighting style requires a [[Yagura:SRD:Swift Actions|Swift Action]] to activate, lasts one round, and is usable at will. Each Master Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Master Fighting Style Abilities. When you gain a new Master Fighting Style, you may replace one of your Fighting Styles with a different Fighting Style.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Master Fighting Style Abilities&amp;quot;&amp;gt;Master Fighting Style Abilities&amp;lt;/span&amp;gt;&lt;br /&gt;
:While Active, your Master Fighting Style:&lt;br /&gt;
:* allows you to teleport yourself and everything you are physically carrying 60 feet in any direction as a [[Yagura:SRD:Free Actions|free action]] usable once per round.&lt;br /&gt;
:* provides total [[Yagura:SRD:Concealment|concealment]].&lt;br /&gt;
:* provides you the effect of a &#039;&#039;[[Yagura:SRD:True Seeing|true seeing]]&#039;&#039; spell.&lt;br /&gt;
:* transforms your slam attacks into Force effects that inflict Force damage.&lt;br /&gt;
:* affects any creature struck with your slam attack with a &#039;&#039;[[Yagura:SRD:Banishment|banishment]]&#039;&#039; effect that transports it back to its home plane unless it succeeds at a Will save (DC 10 + ½ character level + Wisdom Modifier). Outsiders suffer a -4 penalty to their saving throw. A creature so banished may not return to the plane from which it was banished for a year. This can only affect any single opponent once per round.&lt;br /&gt;
:* forces any creature struck by your slam attack to make a Reflex Save (DC 10 + ½ character level + Wisdom Modifier) or be [[Yagura:SRD:Helpless|helpless]] for one round. This can only affect any single opponent once per round.&lt;br /&gt;
:* provides you the effect of an &#039;&#039;[[Yagura:SRD:Air Walk|air walk]]&#039;&#039; spell, and gives you a +20&#039; competence bonus to your speed.&lt;br /&gt;
:* affects any opponent you successfully [[Yagura:SRD:Trip|trip]] or [[Yagura:SRD:Bull Rush|bull rush]] with the violent thrust version of &#039;&#039;[[Yagura:SRD:Telekinesis|telekinesis]]&#039;&#039;, with a caster level equal to your character level. There is no saving throw against this effect.&lt;br /&gt;
:* allows you to shoot fire out of your hands or mouth as a standard action. The fire can be shot out to medium range, requires a [[Yagura:SRD:Touch Attack|ranged touch attack]], and inflicts 1d6 of fire damage per character level if it hits.&lt;br /&gt;
:* causes your slam attack to inflict vile damage.&lt;br /&gt;
:* forces every creature within 10 feet of you to make a Will save (DC 10 + ½ character level + Wisdom Modifier) or become [[Yagura:SRD:Panicked|panicked]] for one minute.&lt;br /&gt;
:* affects any target you strike with your slam attack with a targeted version of &#039;&#039;[[Yagura:SRD:Greater Dispel Magic|greater dispelling]]&#039;&#039; with a caster level equal to your character level.&lt;br /&gt;
:* causes 5d6 of Sonic damage to everything within 30 feet of you when you inflict damage with your slam attack against any target. You are immune to Sonic damage while your Master Fighting Style is active.&lt;br /&gt;
:* Instead of gaining a Master Fighting Style Ability, you may choose two regular Fighting Style Abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Leap of the Clouds&amp;quot;&amp;gt;Leap of the Clouds&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 10) The DC for any jump check is divided by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Master of the Four Winds&amp;quot;&amp;gt;Master of the Four Winds&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 12) Your breath of life is carried on the winds of fate. If you are restored to life, you gain no experience debt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Master of the Four Seasons&amp;quot;&amp;gt;Master of the Four Seasons&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 14) Time passes relentlessly in the world, but for you, the change of seasons is as no change at all. You no longer appear to age, never accumulate any additional penalties for growing older, and will never die of old age.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Grand Master Fighting Style&amp;quot;&amp;gt;Grand Master Fighting Style&amp;lt;/span&amp;gt; ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039;  (lvls 15, 17, 19) You learn a Grand Master Fighting Style. Each Grand Master Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Grand Master Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Grand Master Fighting Style Abilities. When you gain a new Grand Master Fighting Style, you may replace one of your Fighting Styles or Master Fighting Style with a different Style of the same type.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Grand Master Fighting Style Abilities&amp;quot;&amp;gt;Grand Master Fighting Style Abilities&amp;lt;/span&amp;gt;&lt;br /&gt;
:While Active, your Grand Master Fighting Style:&lt;br /&gt;
:* makes you and everything you are carrying [[Yagura:SRD:Incorporeal Subtype|incorporeal]], your slam attacks are incorporeal touch attacks.&lt;br /&gt;
:* provides you the effect of a &#039;&#039;[[Yagura:SRD:Foresight|foresight]]&#039;&#039; spell.&lt;br /&gt;
:* slows down time to the point where you can act twice each round. You do not gain an extra [[Yagura:SRD:Swift Actions|Swift Action]] during your extra actions.&lt;br /&gt;
:* allows you to punch a hole through space and time, allowing you to open a travel version of &#039;&#039;[[Yagura:SRD:Gate|gate]]&#039;&#039; with a slam attack.&lt;br /&gt;
:* prevents all [Teleport] effects from entering or exiting within 1 mile of your location.&lt;br /&gt;
:* causes your slam attacks to reduce the [[Yagura:SRD:Spell Resistance|spell resistance]] of enemies by an equal amount to the damage the slam attack inflicts.&lt;br /&gt;
:* forces every creature struck with your slam attack to make a Fortitude save (DC 10 + ½ character level + Wisdom Modifier) or die. This can only affect any single opponent once per round.&lt;br /&gt;
:* affects any target you strike with your slam attack with a &#039;&#039;[[Yagura:SRD:Disintegrate|disintegrate]]&#039;&#039; effect, with a caster level equal to your character level (DC 10 + ½ character level + Wisdom Modifier).&lt;br /&gt;
:* causes you to [[Yagura:SRD:Regeneration|regenerate]]. You recover a number of points of nonlethal damage each round equal to your character level. Unarmed or Slam attacks inflict regular damage.&lt;br /&gt;
:* forces any opponent you strike with your slam attack to make a Willpower save (DC 10 + ½ character level + Wisdom Modifier) or become [[Yagura:SRD:Feeblemind|feeble minded]]. This can only affect any single opponent once per round.&lt;br /&gt;
:* affects every target you strike with a slam attack with the violent thrust version of &#039;&#039;[[Yagura:SRD:Telekinesis|telekinesis]]&#039;&#039;, with a caster level equal to your character level. There is no saving throw against this effect.&lt;br /&gt;
:* Instead of gaining a Grand Master Fighting Style Ability, you may choose two Master Fighting Style Abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Perfect Mastery&amp;quot;&amp;gt;Perfect Mastery&amp;lt;/span&amp;gt;:&#039;&#039;&#039; (lvl 18) Once per day you may activate a Fighting Style, Master Fighting Style, or Grand Master Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this style is still a Swift Action. Other styles may be activated during this period, though their duration is normally going to be only 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span id=&amp;quot;Grand Master of Flowers&amp;quot;&amp;gt;Grand Master of Flowers&amp;lt;/span&amp;gt;:&#039;&#039;&#039; (lvl 20) You become an [[Yagura:SRD:Outsider Type|Outsider]], and immortal of legend. You gain the augmented subtype of his previous type, and has [[Yagura:SRD:Damage Reduction|Damage Reduction]] of 20/Epic.&lt;br /&gt;
&lt;br /&gt;
====Naming Your Fighting Style====&lt;br /&gt;
&lt;br /&gt;
Roll a d10, or choose an adjective, an animal, and a noun:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! d10 !! Adjective !! Animal !! Noun&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Running || Ox || Fist&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Hungry || Tiger || Stance&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Angry || Dragon || Spinning Kick&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Naked || Crane || Attack&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Drunken || Monkey || Technique&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Fortunate || Turtle || Style&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Lazy || Manticore || Dance&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Swift || Serpent || Movement&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Powerful || Hummingbird || Touch&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Enlightened || Demon || Fu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note from the authors:&#039;&#039;&#039; Feel free to add any adjectives, animals, or nouns that you want, or to use a wholly different naming structure. There&#039;s no reason that your character&#039;s fighting style has to be called &amp;quot;Naked Tiger Stance&amp;quot; rather than &amp;quot;Skin of the Earth&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Monk&amp;diff=271202</id>
		<title>Yagura:SRD:Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Monk&amp;diff=271202"/>
		<updated>2014-10-02T17:07:19Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;=Monk=  Fantasy literature&amp;#039;s view of the &amp;quot;martial artist&amp;quot; has about as much to do with a real martial artist as its view of salamanders has to do with real salamanders. But le...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Monk=&lt;br /&gt;
&lt;br /&gt;
Fantasy literature&#039;s view of the &amp;quot;martial artist&amp;quot; has about as much to do with a real martial artist as its view of salamanders has to do with real salamanders. But let&#039;s face the facts: Monks are totally sweet. They flip out and kill people with their hands. A Monk does not practice any &amp;quot;real&amp;quot; martial art, we call those people &amp;quot;[[Fighter (3.5e Class)|Fighters]]&amp;quot; – a Monk practices an entirely magical martial art that only works in areas where badgers can talk and winged horses can fly.&lt;br /&gt;
&lt;br /&gt;
Every Monk follows a different martial path that involves jumping super high and having glowing things coming off of their hands when they perform their super moves. Some monks use weapons, but most just use their hands and feet to devastating effect. Some Monks shout the names of their techniques in battle to demoralize their opponents, others stay aloof and silent during even the toughest of challenges. &lt;br /&gt;
&lt;br /&gt;
===Making a Monk===&lt;br /&gt;
&lt;br /&gt;
Monks are a combat class. They&#039;re meant to be good in combat and have a high [[Yagura:SRD:Base Attack Bonus|Base Attack Bonus]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; You have a choice to crank either [[Yagura:SRD:Dexterity|Dexterity]] or [[Yagura:SRD:Wisdom|Wisdom]]; they&#039;ll both do the same thing for you. Aside from that, the Monk is a normal combat class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races:&#039;&#039;&#039; Because the martial paths of a Monk embrace all manners of comportment, from Stoic Lawfulness to Boisterous Chaos, almost every sapient race has those who take up the monk&#039;s path. With its lack of emphasis on ranged weaponry, few of the slower races turn towards these magical combat styles, and [[Yagura:SRD:Halfling|halflings]] and [[Yagura:SRD:Dwarves|dwarves]] rarely become monks. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength, so [[Yagura:SRD:Orc|orcs]] are as likely to become monks as kuo-toa are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Gold:&#039;&#039;&#039; 2d4&amp;amp;times;10 gp (50 gp).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:&#039;&#039;&#039; As [[Yagura:SRD:Monk|Monk]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: The Monk&lt;br /&gt;
Hit Die: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Yagura:SRD:BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[Yagura:SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Armored in Life|Armor Bonus]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Yagura:SRD:Saving Throw#Fortitude|Fort]] || [[Yagura:SRD:Saving Throw#Reflex|Ref]] || [[Yagura:SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- &lt;br /&gt;
|1st|| class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Armored in Life|Armored in Life]], [[#Fatal Strike|Fatal Strike]], [[#Willow Step|Willow Step]], [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +4&lt;br /&gt;
|- &lt;br /&gt;
|2nd|| class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Rain of Flowers|Rain of Flowers]], [[#Abundant Leap|Abundant Leap]]&lt;br /&gt;
| +5&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| class=&amp;quot;left&amp;quot; | +3 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +5&lt;br /&gt;
|- &lt;br /&gt;
|4th||class=&amp;quot;left&amp;quot; | +4 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Soul|Diamond Soul]]&lt;br /&gt;
| +6&lt;br /&gt;
|- &lt;br /&gt;
|5th||class=&amp;quot;left&amp;quot; | +5 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +6&lt;br /&gt;
|- &lt;br /&gt;
|6th||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Walk of a Thousand Steps|Walk of a Thousand Steps]]&lt;br /&gt;
| +7&lt;br /&gt;
|- &lt;br /&gt;
|7th||class=&amp;quot;left&amp;quot; | +7/+2 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Fighting Style|Fighting Style]]&lt;br /&gt;
| +7&lt;br /&gt;
|- &lt;br /&gt;
|8th||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Soul|Immaculate Diamond Soul]]&lt;br /&gt;
| +8&lt;br /&gt;
|- &lt;br /&gt;
|9th||class=&amp;quot;left&amp;quot; | +9/+4 || +6 || +6 || +6&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master Fighting Style|Master Fighting Style]]&lt;br /&gt;
| +8&lt;br /&gt;
|- &lt;br /&gt;
|10th||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Leap of the Clouds|Leap of the Clouds]]&lt;br /&gt;
| +9&lt;br /&gt;
|- &lt;br /&gt;
|11th||class=&amp;quot;left&amp;quot; | +11/+6/+6 || +7 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master Fighting Style|Master Fighting Style]]&lt;br /&gt;
| +9&lt;br /&gt;
|- &lt;br /&gt;
|12th||class=&amp;quot;left&amp;quot; | +12/+7/+7 || +8 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master of the Four Winds|Master of the Four Winds]]&lt;br /&gt;
| +10&lt;br /&gt;
|- &lt;br /&gt;
|13th||class=&amp;quot;left&amp;quot; | +13/+8/+8 || +8 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master Fighting Style|Master Fighting Style]]&lt;br /&gt;
| +10&lt;br /&gt;
|- &lt;br /&gt;
|14th||class=&amp;quot;left&amp;quot; | +14/+9/+9 || +9 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Master of the Four Seasons|Master of the Four Seasons]]&lt;br /&gt;
| +11&lt;br /&gt;
|- &lt;br /&gt;
|15th||class=&amp;quot;left&amp;quot; | +15/+10/+10 || +9 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master Fighting Style|Grand Master Fighting Style]]&lt;br /&gt;
| +11&lt;br /&gt;
|- &lt;br /&gt;
|16th||class=&amp;quot;left&amp;quot; | +16/+11/+11/+11 || +10 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Soul|Master of Diamond Soul]]&lt;br /&gt;
| +12&lt;br /&gt;
|- &lt;br /&gt;
|17th||class=&amp;quot;left&amp;quot; | +17/+12/+12/+12 || +10 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master Fighting Style|Grand Master Fighting Style]]&lt;br /&gt;
| +12&lt;br /&gt;
|- &lt;br /&gt;
|18th||class=&amp;quot;left&amp;quot; | +18/+13/+13/+13 || +11 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Perfect Mastery|Perfect Mastery]]&lt;br /&gt;
| +13&lt;br /&gt;
|- &lt;br /&gt;
|19th||class=&amp;quot;left&amp;quot; | +19/+14/+14/+14 || +11 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master Fighting Style|Grand Master Fighting Style]]&lt;br /&gt;
| +13&lt;br /&gt;
|- &lt;br /&gt;
|20th||class=&amp;quot;left&amp;quot; | +20/+15/+15/+15 || +12 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Grand Master of Flowers|Grand Master of Flowers]]&lt;br /&gt;
| +14&lt;br /&gt;
|- class=&amp;quot;noalt&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Class Skills &amp;lt;!-- ([[Skill Points::4]] + [[Yagura:SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[Yagura:SRD:Constitution|Con]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (all skills, taken individually) ([[Yagura:SRD:Intelligence|Int]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[Yagura:SRD:Wisdom|Wis]])&lt;br /&gt;
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[Yagura:SRD:Dexterity|Dex]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[Yagura:SRD:Charisma|Cha]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[Yagura:SRD:Wisdom|Wis]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[Yagura:SRD:Strength|Str]]), &lt;br /&gt;
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[Yagura:SRD:Dexterity|Dex]]).&lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
As a monk, all of the following are class features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon and Armor Proficiency:&#039;&#039;&#039; You are proficient with all simple weapons. You are not proficient with any armor or shields of any kind.&lt;br /&gt;
&lt;br /&gt;
=====Armored in Life ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):===== (lvl 1) You have a special Armor bonus whenever you are not using armor or shields in which you are not proficient. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. Every even numbered class level, the Armored in Life bonus increases by 1. If you wear armor in which you are proficient (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to your Armored in Life Armor Bonus. If you wear armor in which you are proficient that grants an armor bonus you retain your Armored in Life Armor Bonus, but the armor bonuses do not stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Willow Step}} ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 1) A true monk does not seek to outrun the fist, but to anticipate it. If you would be allowed to add your Dexterity modifier to a Reflex Save or Armor Class, you may add your Wisdom bonus (if positive) instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Fatal Strike}} ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 1) You have a [[Yagura:SRD:Natural Weapon|natural weapon]] Slam in addition to however else you is capable of attacking. As a natural slam attack, if you use no other natural or manufactured weapons you add your Strength and a half to damage and may make iterative attacks if you have sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half your Strength modifier to damage. Your slam attack does a base of 1d8 damage for a Medium sized monk and does more or less damage as appropriate if you are larger or smaller than medium size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Fighting Style}} ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvls 1, 3, 5, 7) You learn a Fighting Style. Each Fighting style requires a [[Yagura:SRD:Swift Actions|Swift Action]] to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Fighting Style Abilities:&lt;br /&gt;
&lt;br /&gt;
=====Fighting Style Abilities=====&lt;br /&gt;
While Active, your Fighting Style: &lt;br /&gt;
* provides a +4 Dodge Bonus to AC.&lt;br /&gt;
* provides a +4 Dodge Bonus to Saving Throws.&lt;br /&gt;
* forces any opponent struck by your slam attack to make a Fortitude Save (DC 10 + ½ your character level + your Wisdom Modifier) or become [[Yagura:SRD:Stunned|stunned]] for one round. This can only affect any single opponent once per round.&lt;br /&gt;
* allows you to make an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] against any opponent who attacks you. This attack of opportunity must be a [[Yagura:SRD:Trip|trip]] or [[Yagura:SRD:Disarm|disarm]] attempt.&lt;br /&gt;
* provides you with [[Yagura:SRD:Concealment|concealment]].&lt;br /&gt;
* provides you with [[Yagura:SRD:Blindsense|blindsense]] and [[Yagura:SRD:Scent|scent]].&lt;br /&gt;
* provides a +30&#039; Insight Bonus to your movement rate.&lt;br /&gt;
* allows your slam attacks to ignore [[Yagura:SRD:Hardness|hardness]] and [[Yagura:SRD:Damage Reduction|DR]].&lt;br /&gt;
* provides any bonuses it gives to your slam attack to any attack you make with any weapon.&lt;br /&gt;
* causes your slam attack to inflict piercing damage and to inflict 2 points of [[Yagura:SRD:Constitution|Constitution]] damage.&lt;br /&gt;
* causes your slam attack to inflict slashing damage and to reduce your opponent&#039;s movement rate by 10&#039; every time they suffer damage from it. This movement rate reduction can be healed like ability damage (treating 5&#039; of movement as 1 point of ability damage).&lt;br /&gt;
* allows you to move through occupied spaces as if they were unoccupied and you provoke no [[Yagura:SRD:Attack of Opportunity|attacks of opportunity]] for your movement.&lt;br /&gt;
* allows you to make [[Yagura:SRD:Jump Skill|Jump]] checks as if you had a running start, regardless of your movement, and you take no penalty for attempting to land without falling prone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Rain of Flowers}} ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 2) Any time you inflict lethal damage, you may elect to inflict [[Yagura:SRD:Nonlethal Damage|non-lethal damage]] instead. Any time you inflict non-lethal damage, you may elect to inflict lethal damage instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Abundant Leap}} ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 2) Your ability to jump is unbounded by your height. In addition, the DC for any [[Yagura:SRD:Jump|jump check]] is divided by two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Diamond Soul}} ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvls 4, 8, 16) You gain [[Yagura:SRD:Spell Resistance|Spell Resistance]] equal to 5 + your character level. At 8th level, your soul becomes immaculate and your Spell Resistance improves to 10 + character level, and at 16th level you master your diamond soul and your spell resistance improves to 15 + character level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Walk of a Thousand Steps}} ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 6) Once per day, you may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this Fighting Style is still a Swift Action. Other Fighting Styles may be activated during this period, though their duration is normally going to be only 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Master Fighting Style}} ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvls 9, 11, 13) You learn a Master Fighting Style. Each Master Fighting style requires a [[Yagura:SRD:Swift Actions|Swift Action]] to activate, lasts one round, and is usable at will. Each Master Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Master Fighting Style Abilities. When you gain a new Master Fighting Style, you may replace one of your Fighting Styles with a different Fighting Style.&lt;br /&gt;
&lt;br /&gt;
=====Master Fighting Style Abilities=====&lt;br /&gt;
While Active, your Master Fighting Style:&lt;br /&gt;
* allows you to teleport yourself and everything you are physically carrying 60 feet in any direction as a [[Yagura:SRD:Free Actions|free action]] usable once per round.&lt;br /&gt;
* provides total [[Yagura:SRD:Concealment|concealment]].&lt;br /&gt;
* provides you the effect of a &#039;&#039;[[Yagura:SRD:True Seeing|true seeing]]&#039;&#039; spell.&lt;br /&gt;
* transforms your slam attacks into Force effects that inflict Force damage.&lt;br /&gt;
* affects any creature struck with your slam attack with a &#039;&#039;[[Yagura:SRD:Banishment|banishment]]&#039;&#039; effect that transports it back to its home plane unless it succeeds at a Will save (DC 10 + ½ character level + Wisdom Modifier). Outsiders suffer a -4 penalty to their saving throw. A creature so banished may not return to the plane from which it was banished for a year. This can only affect any single opponent once per round.&lt;br /&gt;
* forces any creature struck by your slam attack to make a Reflex Save (DC 10 + ½ character level + Wisdom Modifier) or be [[Yagura:SRD:Helpless|helpless]] for one round. This can only affect any single opponent once per round.&lt;br /&gt;
* provides you the effect of an &#039;&#039;[[Yagura:SRD:Air Walk|air walk]]&#039;&#039; spell, and gives you a +20&#039; competence bonus to your speed.&lt;br /&gt;
* affects any opponent you successfully [[Yagura:SRD:Trip|trip]] or [[Yagura:SRD:Bull Rush|bull rush]] with the violent thrust version of &#039;&#039;[[Yagura:SRD:Telekinesis|telekinesis]]&#039;&#039;, with a caster level equal to your character level. There is no saving throw against this effect.&lt;br /&gt;
* allows you to shoot fire out of your hands or mouth as a standard action. The fire can be shot out to medium range, requires a [[Yagura:SRD:Touch Attack|ranged touch attack]], and inflicts 1d6 of fire damage per character level if it hits.&lt;br /&gt;
* causes your slam attack to inflict vile damage.&lt;br /&gt;
* forces every creature within 10 feet of you to make a Will save (DC 10 + ½ character level + Wisdom Modifier) or become [[Yagura:SRD:Panicked|panicked]] for one minute.&lt;br /&gt;
* affects any target you strike with your slam attack with a targeted version of &#039;&#039;[[Yagura:SRD:Greater Dispel Magic|greater dispelling]]&#039;&#039; with a caster level equal to your character level.&lt;br /&gt;
* causes 5d6 of Sonic damage to everything within 30 feet of you when you inflict damage with your slam attack against any target. You are immune to Sonic damage while your Master Fighting Style is active.&lt;br /&gt;
* Instead of gaining a Master Fighting Style Ability, you may choose two regular Fighting Style Abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Leap of the Clouds}} ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 10) The DC for any jump check is divided by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Master of the Four Winds}} ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 12) Your breath of life is carried on the winds of fate. If you are restored to life, you gain no experience debt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Master of the Four Seasons}} ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039; (lvl 14) Time passes relentlessly in the world, but for you, the change of seasons is as no change at all. You no longer appear to age, never accumulate any additional penalties for growing older, and will never die of old age.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Grand Master Fighting Style}} ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):&#039;&#039;&#039;  (lvls 15, 17, 19) You learn a Grand Master Fighting Style. Each Grand Master Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Grand Master Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Grand Master Fighting Style Abilities. When you gain a new Grand Master Fighting Style, you may replace one of your Fighting Styles or Master Fighting Style with a different Style of the same type.&lt;br /&gt;
&lt;br /&gt;
=====Grand Master Fighting Style Abilities=====&lt;br /&gt;
While Active, your Grand Master Fighting Style:&lt;br /&gt;
* makes you and everything you are carrying [[Yagura:SRD:Incorporeal Subtype|incorporeal]], your slam attacks are incorporeal touch attacks.&lt;br /&gt;
* provides you the effect of a &#039;&#039;[[Yagura:SRD:Foresight|foresight]]&#039;&#039; spell.&lt;br /&gt;
* slows down time to the point where you can act twice each round. You do not gain an extra [[Yagura:SRD:Swift Actions|Swift Action]] during your extra actions.&lt;br /&gt;
* allows you to punch a hole through space and time, allowing you to open a travel version of &#039;&#039;[[Yagura:SRD:Gate|gate]]&#039;&#039; with a slam attack.&lt;br /&gt;
* prevents all [Teleport] effects from entering or exiting within 1 mile of your location.&lt;br /&gt;
* causes your slam attacks to reduce the [[Yagura:SRD:Spell Resistance|spell resistance]] of enemies by an equal amount to the damage the slam attack inflicts.&lt;br /&gt;
* forces every creature struck with your slam attack to make a Fortitude save (DC 10 + ½ character level + Wisdom Modifier) or die. This can only affect any single opponent once per round.&lt;br /&gt;
* affects any target you strike with your slam attack with a &#039;&#039;[[Yagura:SRD:Disintegrate|disintegrate]]&#039;&#039; effect, with a caster level equal to your character level (DC 10 + ½ character level + Wisdom Modifier).&lt;br /&gt;
* causes you to [[Yagura:SRD:Regeneration|regenerate]]. You recover a number of points of nonlethal damage each round equal to your character level. Unarmed or Slam attacks inflict regular damage.&lt;br /&gt;
* forces any opponent you strike with your slam attack to make a Willpower save (DC 10 + ½ character level + Wisdom Modifier) or become [[Yagura:SRD:Feeblemind|feeble minded]]. This can only affect any single opponent once per round.&lt;br /&gt;
* affects every target you strike with a slam attack with the violent thrust version of &#039;&#039;[[Yagura:SRD:Telekinesis|telekinesis]]&#039;&#039;, with a caster level equal to your character level. There is no saving throw against this effect.&lt;br /&gt;
* Instead of gaining a Grand Master Fighting Style Ability, you may choose two Master Fighting Style Abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Perfect Mastery}}:&#039;&#039;&#039; (lvl 18) Once per day you may activate a Fighting Style, Master Fighting Style, or Grand Master Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this style is still a Swift Action. Other styles may be activated during this period, though their duration is normally going to be only 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Anchor|Grand Master of Flowers}}:&#039;&#039;&#039; (lvl 20) You become an [[Yagura:SRD:Outsider Type|Outsider]], and immortal of legend. You gain the augmented subtype of his previous type, and has [[Yagura:SRD:Damage Reduction|Damage Reduction]] of 20/Epic.&lt;br /&gt;
&lt;br /&gt;
====Naming Your Fighting Style====&lt;br /&gt;
&lt;br /&gt;
Roll a d10, or choose an adjective, an animal, and a noun:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! d10 !! Adjective !! Animal !! Noun&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Running || Ox || Fist&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Hungry || Tiger || Stance&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Angry || Dragon || Spinning Kick&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Naked || Crane || Attack&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Drunken || Monkey || Technique&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Fortunate || Turtle || Style&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Lazy || Manticore || Dance&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Swift || Serpent || Movement&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Powerful || Hummingbird || Touch&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Enlightened || Demon || Fu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note from the authors:&#039;&#039;&#039; Feel free to add any adjectives, animals, or nouns that you want. There&#039;s no reason that your character&#039;s fighting style has to be called &amp;quot;Naked Tiger Stance&amp;quot; rather than &amp;quot;Astonished Centaur Defense&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=271195</id>
		<title>Yagura:Bill</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=271195"/>
		<updated>2014-10-02T16:12:52Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incorporating the [http://www.dnd-wiki.org/wiki/System_Reference_Document SRD] into this [[Yagura:SRD|SRD]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Help:Cheatsheet Mediawiki Cheatsheet]&lt;br /&gt;
&lt;br /&gt;
=Incorporation notes=&lt;br /&gt;
==Races:==&lt;br /&gt;
&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Lizardfolk_Variant_%283.5e_Race%29] (Renamed, but not Iksar - the lizardy inhabitants of &amp;quot;Kunark&amp;quot; are related but separated by centuries and have a different name and stats.)&lt;br /&gt;
&lt;br /&gt;
==NPC classes:==&lt;br /&gt;
* Adept [http://www.dnd-wiki.org/wiki/Adept_(3.5e_NPC_Class)]&lt;br /&gt;
* Warrior [http://www.dnd-wiki.org/wiki/Warrior_%283.5e_NPC_Class%29]&lt;br /&gt;
* &amp;quot;ninja&amp;quot; [http://www.dnd-wiki.org/wiki/Ninja_%283.5e_Class%29] (there are only ever 2 of these, the master and his apprentice. They lead the cult of the Mistress of Shadows.)&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
30 Classes: [Balance Point noted if necessary]&lt;br /&gt;
* Assassin [http://www.dnd-wiki.org/wiki/Assassin,_Tome_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Barbarian [http://www.dnd-wiki.org/wiki/Barbarian,_Tome_%283.5e_Class%29] (Berzerker)&lt;br /&gt;
* Bard [http://www.dnd-wiki.org/wiki/Bard,_Tome_%283.5e_Class%29] (don&#039;t use, just reference it for the actual bard)&lt;br /&gt;
* Cleric&lt;br /&gt;
* Druid&lt;br /&gt;
* Elementalist [http://www.dnd-wiki.org/wiki/Elementalist_%283.5e_Class%29]&lt;br /&gt;
* Fighter [http://www.dnd-wiki.org/wiki/Fighter,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Fire mage [http://www.dnd-wiki.org/wiki/Fire_Mage_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Jester [http://www.dnd-wiki.org/wiki/Jester_%283.5e_Class%29] (Shadow Agent of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Knight [http://www.dnd-wiki.org/wiki/Knight,_Tome_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Monk [http://www.dnd-wiki.org/wiki/Monk,_Tome_%283.5e_Class%29] (rename needed)&lt;br /&gt;
* Ninja [http://www.dnd-wiki.org/wiki/Ninja,_Tome_%283.5e_Class%29] (Shadow Rogue of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Paladin [http://www.dnd-wiki.org/wiki/Paladin,_Tome_%283.5e_Class%29] (strip it of the religious aspects, make it a palace guard)&lt;br /&gt;
* Priest [http://www.dnd-wiki.org/wiki/Priest_%283.5e_Class%29] (Shadow Priest of the Cult of the Mistress of Shadows, all domains available)&lt;br /&gt;
* Puppeteer [http://www.dnd-wiki.org/wiki/Puppeteer_%283.5e_Class%29] (maybe a name change) [BP-1]&lt;br /&gt;
* Ranger [http://www.dnd-wiki.org/wiki/Ranger,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Rogue [BP-1]&lt;br /&gt;
* Ronin [http://www.dnd-wiki.org/wiki/Ronin_%283.5e_Class%29] (Shadow Warrior of the Cult of the Mistress of Shadows) [BP-1]&lt;br /&gt;
* Samurai [http://www.dnd-wiki.org/wiki/Samurai,_Tome_%283.5e_Class%29] (Shadow Knight of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Shadowcaster[http://www.dnd-wiki.org/wiki/Shadowcaster_%283.5e_Class%29] (of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Sorcerer [http://www.dnd-wiki.org/wiki/Sorcerer,_Tome_%283.5e_Class%29] (consider whether or not it fits at all, it might not)&lt;br /&gt;
* Soulborn [http://www.dnd-wiki.org/wiki/Soulborn_%283.5e_Class%29] (Shadowborn of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Spirit Shaman [http://www.dnd-wiki.org/wiki/Spirit_Shaman_%283.5e_Class%29] / or the shaman here [http://tgdmb.com/viewtopic.php?t=52667#top], more like a necro&lt;br /&gt;
* Summoner [http://www.dnd-wiki.org/wiki/Summoner_%283.5e_Class%29]&lt;br /&gt;
* Templar [http://www.dnd-wiki.org/wiki/Templar_%283.5e_Class%29]&lt;br /&gt;
* Thief Acrobat[http://www.dnd-wiki.org/wiki/Thief_Acrobat_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Totemist [http://www.dnd-wiki.org/wiki/Totemist_%283.5e_Class%29] (maybe of the Cult)&lt;br /&gt;
* Warlock [http://www.dnd-wiki.org/wiki/Warlock_%283.5e_Class%29]&lt;br /&gt;
* Wintersmith [http://www.dnd-wiki.org/wiki/Wintersmith_%283.5e_Class%29]&lt;br /&gt;
* Witch [http://www.dnd-wiki.org/wiki/Witch_%283.5e_Class%29] (maybe a name change, I can&#039;t get past it)&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Tome_of_Prowess_%283.5e_Sourcebook%29] (This will require quite a bit of rewriting to strip it of its &amp;quot;change from&amp;quot; verbage. Also, the Dowsing skill is stupid and the class lists will have to be reworked.)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Armor [http://www.dnd-wiki.org/wiki/Tome_Armor_%283.5e_Variant_Rule%29]&lt;br /&gt;
* Magic items [http://www.dnd-wiki.org/wiki/Tome_Magic_Items_%283.5e_Variant_Rule%29]&lt;br /&gt;
&lt;br /&gt;
==Other Rules==&lt;br /&gt;
* [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Big_Fat_Squares] (changes ranges for bows and spells)&lt;br /&gt;
* Multi-weapon [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Revised_Multi-Weapon_Combat] (something like this anyway)&lt;br /&gt;
* Creature scaling [http://www.dnd-wiki.org/wiki/User:Tarkisflux/Rants/Revised_Creature_Scaling]&lt;br /&gt;
* hit points [http://www.dnd-wiki.org/wiki/Better_Hit_Points_%283.5e_Variant_Rule%29]&lt;br /&gt;
* saves [http://www.dnd-wiki.org/wiki/More_Stable_Saves_%283.5e_Variant_Rule%29]&lt;br /&gt;
* full attacks [http://www.dnd-wiki.org/wiki/Better_Full_Attacks_%283.5e_Variant_Rule%29] (If you full attack all secondary attacks are at -5, otherwise as a standard action all secondary attacks are at -5,-10,-15 etc. Maybe rework this too.)&lt;br /&gt;
* initiative [http://www.dnd-wiki.org/wiki/Better_Initiative_%283.5e_Variant_Rule%29]&lt;br /&gt;
* level-based benefits [http://www.dnd-wiki.org/wiki/New_Level-Dependent_Benefits_%283.5e_Variant_Rule%29] (consider it)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Static_Spell_Points_%283.5e_Variant_Rule%29] (this would require a rather large amount of work to impliment but it is pretty awesome and removes my desire to rewrite the entire spells list)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule%29] (another to consider)&lt;br /&gt;
* turning [http://www.dnd-wiki.org/wiki/CR-Based_Turning_%283.5e_Variant_Rule%29]&lt;br /&gt;
* poisons [http://www.dnd-wiki.org/wiki/Better_Poisons_%283.5e_Variant_Rule%29]&lt;br /&gt;
* counterspelling [http://www.dnd-wiki.org/wiki/Better_Counterspelling_%283.5e_Variant_Rule%29] (Rewrite it to &amp;quot;dispel&amp;quot; is a magical action any spellcaster can attempt, not a spell. You set the level and expend a spell of that level. Otherwise this is great.)&lt;br /&gt;
* Armor gives you Damage Conversion which changes hp damage to &amp;quot;non-lethal&amp;quot; damage, making both healing &amp;amp; armor better.&lt;br /&gt;
* Does havign the edge prevent opponents from making a 5&#039; step w/o provoking? It should.&lt;br /&gt;
* &amp;quot;Immediate Action&amp;quot; is a reaction. Why is it not called a Reaction? An opportunity attack is a reaction. Small, fast weapons allow you to make an OA 1/round without spending your Reaction.&lt;br /&gt;
* All &amp;quot;magic&amp;quot; is a focus of the innate ability latent in all living beings. Some focus this into totally awesome fighting moves, some into reality-bending magic. Making it big and flashy means building up a pool of mana and spending it down, whereas others just tap into it a little at a time and cannot pool it up. All classes are magical; a mundane class is an NPC (the majority of the world). Sword masters grow up into super heroes.&lt;br /&gt;
* Every other being uses Pathfinder build information with Tome combat rules. Magic is very rare among those using Pathfinder, and those who practice it do so like a newb.&lt;br /&gt;
* Magic item bonuses should be quite varied (so I can have +1 Cha bracers and a +1 Cha tiara for a total of +2, each item having other things on it as well). But there should be limits as to how much of a boost you can get from the total of all bonus types. It hampers the game to have players try to get any many bonus types as possible to go well outside the range of the RNG, so stick with the RNG-friendly limits and relax on the bonus type limitations. This applies to ability score bonuses, damage, to-hit, hp, saves, etc.&lt;br /&gt;
* Something needs to be done about chargen. Making a really strong human with a 16 Str should seem less stupid when compared to a dwarf with 20 Str. That 4 Str equates to the same to-hit bonuses gained from 2 levels or 2 feats. What&#039;s the human getting for making a more realistic character?&lt;br /&gt;
&lt;br /&gt;
==Errata==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/User:Surgo/Possible_Tome_Errata possibly]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
The world is a dark place, but not just because it is dangerous, vast, and largely unknown. Men are dark beings of evil intent, greed, dishonor, and violence. There are no knights of royal bearing and chivalrous discipline. There are no paladins or clerics of gods of honor, valor, grace, or mercy. What gods there once were are forgotten, their priests hunted and killed, their temples desecrated. Gods were made again, from the people who shone brightest or who saught the glory. Mankind cannot help but worship. The leaders of old were simply followed, then reveared, later worshipped. The deaths of these new gods became religeous, their tombs the new temples. Tales were told far and wide of the world before. The hermit emperor who could not die, nor rule his empire from his palace; the betreyal of the sun when she turned life into unlife and how the ancients abandoned her and each night hoped she would never return; the flying auroch heffer who suckled the beasts of the wild, giving them new form and culture like man; the giants who once ruled the world and created orcs and goblins; the tyrants and despots who wielded godmagic to control the lives of men, and how the new gods rose up against them to create a new world.&lt;br /&gt;
&lt;br /&gt;
The undead hordes succeeded in killing almost everything that was, leaving the world bereft and harsh. Fires consumed much, from those undead who caught fire and became walking bonfires. Ghosts and those who drained warmth created frozen lakes that held back water from the plains below, encasing towns in ice that crushed ill-prepared roofs - then left, leaving dams to thaw into floods and towns to suddenly turn to swamps rotting in the mists. Only that which was crafted in magic could withstand the centuries. Magic having no where to go, inhabited the beings of life. The more intelligent and imbued with magic a creature was, the more drawn it was to objects containing magic, so in even a bear&#039;s den one might find some trinket from ancient times that the bear cared for as if it were a cub.&lt;br /&gt;
&lt;br /&gt;
Language, customs, cultures, and craft all lost, the world is fragmented again. &amp;quot;Combine&amp;quot; is a misunderstood word that means simply &amp;quot;old&amp;quot; to some, &amp;quot;unity&amp;quot; to others, &amp;quot;the land of the gods&amp;quot; in some circles, or a legendary place that exists only in tales, for surely the world was never united by one people. Life is cheap, morals are few and oft ignored, and where two men are gathered one will achieve power over another.&lt;br /&gt;
&lt;br /&gt;
==The Moon==&lt;br /&gt;
You are the remnant of the Empire&#039;s small outpost on Luclin (Tongar), only a few centuries after the Sundering. However, that&#039;s not really what the people know.&lt;br /&gt;
&lt;br /&gt;
The leadership has determined that since they don&#039;t know how to get back, the important thing is to establish their own empire in their new home. To that end they have obscured the truth from the people to ensure no one tries to get to the planet, which isn&#039;t possible anyway because reasons.&lt;br /&gt;
&lt;br /&gt;
You are members of the last bastion of civilization, trying to expand your territories to ensure the future of your nation, the XXXXXXXX. The kingdom has a mixture of the standard fantasy races. &lt;br /&gt;
&lt;br /&gt;
===Other people of the world===&lt;br /&gt;
* The enigmatic people of the Warring States of the Third Mystic Hegemony of the Serpent Emperor (based loosely on ancient China&#039;s warring states period - they are oriental in culture and closest to Xiongnu. The &amp;quot;serpent emperor&amp;quot; was once a Shissar but the hegemonics killed their slavemasters and took over the government so &amp;quot;serpent emperor&amp;quot; is no longer a serpent at all, but once was). Matriarchal and spiritual, but largely uncivilized. They sometimes keep beastmen as pets, being very careful to raise them with the animals of their tribes and never to speak to them (to avoid the beastmen learning how to be like them). Their language and religion is much like Tengri, and they call the world Tongar Akaidusella (just Tongar outside of ceremony) which means &amp;quot;God&#039;s birthing basket&amp;quot;. Most of their people go around unclothed, they dance but do not sing, they do not hold land but instead respect only strength where rights are concerned, and they are prone to violence based on little more than whimsy. I&#039;m not sure what race this is.&lt;br /&gt;
* Primitive bands of &amp;quot;beastmen&amp;quot; or &amp;quot;ferals&amp;quot;. These are groups of humanoids who were once raised by animals, lived their lives in the wild, lost civilization and culture and humanity, and are very slowly finding ways to react to each other in less animalistic fashions (decendants of feral children). They are very strong and agile, very capable humanoid animals, but cannot speak, have no craft whatsoever (always naked, don&#039;t build homes, etc), and HUNT other humanoids. Very dangerous, very prolific. They have tribes that stay with herds of animals, learning to be like the animals and each other, and rarely mix at all with those of other tribes. They tend to act just like their animals, except that they will aggressively attack anyone who attempts to take their land or endanger their tribe.&lt;br /&gt;
* Natives of the world are largely classified as Outsiders. The only humanoids are the civilized races that moved there from the world above. Other race ides can be found [http://www.tgdmb.com/viewtopic.php?t=54924&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 here]&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
The players are a part of the Combine remnant on the moon, which they call Tongar after the hegemonic term. But, they don&#039;t know that. Instead they are told they are the last civilization on a world once controlled by their kind. The goal is not just to keep civilization alive, but to expand into new territory and slaughter their enemies.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Attack_of_Opportunity&amp;diff=271143</id>
		<title>Yagura:SRD:Attack of Opportunity</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Attack_of_Opportunity&amp;diff=271143"/>
		<updated>2014-10-01T15:45:32Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Attacks of Opportunity=&lt;br /&gt;
&lt;br /&gt;
Sometimes a combatant in a melee lets his guard down. In this case, combatants near him can take advantage of his lapse in defense to attack him for free. These free attacks are called attacks of opportunity, or AoOs.&lt;br /&gt;
&lt;br /&gt;
=====Threatened Squares=====&lt;br /&gt;
&lt;br /&gt;
You threaten all squares into which you can make a [[Yagura:SRD:Melee Attack|melee attack]], even when it is not your action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you’re unarmed or armed with a non-melee weapon (such as a bow), you don’t normally threaten any squares and thus can’t make AoOs.&lt;br /&gt;
&lt;br /&gt;
======Reach Weapons======&lt;br /&gt;
&lt;br /&gt;
Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make [[Yagura:SRD:Melee Attack|melee attacks]] only against creatures up to 5 feet (1 square) away. However, Small and Medium creatures wielding [[Yagura:SRD:Weapon Categories#Reach Weapons|reach weapons]] threaten more squares than a typical creature. In addition, most creatures larger than Medium have a natural reach of 10 feet or more.&lt;br /&gt;
&lt;br /&gt;
=====Provoking an Attack of Opportunity=====&lt;br /&gt;
&lt;br /&gt;
Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing an action within a threatened square.&lt;br /&gt;
&lt;br /&gt;
======Moving======&lt;br /&gt;
&lt;br /&gt;
Moving out of a threatened square (but not into a threatened square) usually provokes an attack of opportunity from the threatening opponent. There are two common methods of avoiding such an attack: the 5-foot-step and the [[Yagura:SRD:Full-Round Actions#Withdraw|Withdraw]] action (see [[Yagura:SRD:Action Types #Table: Actions in Combat|Table: Actions in Combat]]).&lt;br /&gt;
&lt;br /&gt;
======Performing a Distracting Act======&lt;br /&gt;
&lt;br /&gt;
Some actions, when performed in a threatened square, provoke attacks of opportunity as you divert your attention from the battle. [[Yagura:SRD:Action Types#Table: Actions in Combat|Table: Actions in Combat]] notes many of the actions that provoke AoOs.&lt;br /&gt;
&lt;br /&gt;
Remember that even actions that normally provoke AoOs may have exceptions to this rule.&lt;br /&gt;
&lt;br /&gt;
=====Making an Attack of Opportunity=====&lt;br /&gt;
&lt;br /&gt;
An attack of opportunity is a single [[Yagura:SRD:Melee Attack|melee attack]], and you can only make one per [[Yagura:SRD:Round|round]]. You don’t have to make an AoO if you don’t want to.&lt;br /&gt;
&lt;br /&gt;
An experienced character gets additional regular [[Yagura:SRD:Melee Attack|melee attacks]] (by using the full attack action), but at a lower attack bonus. You make your attack of opportunity, however, at your normal attack bonus—even if you’ve already attacked in the [[Yagura:SRD:Round|round]].&lt;br /&gt;
&lt;br /&gt;
An attack of opportunity “interrupts” the normal flow of actions in the [[Yagura:SRD:Round|round]]. If an AoO is provoked, immediately resolve the AoO, then continue with the next character’s turn (or complete the current turn, if the AoO was provoked in the midst of a character’s turn).&lt;br /&gt;
&lt;br /&gt;
======Economy of Opportunity======&lt;br /&gt;
&lt;br /&gt;
Each character can make only one attack of opportunity per round. Some abilities and [[Yagura:SRD:Feats|feats]] increase the number of AoOs you have available. If you have a Base Attack Bonus high enough to warrant gaining additional attacks, you also get additional AoOs. So a character with a BAB of +6 can make 2 AoOs each round. A character with a BAB of +11 can make 3, and a character with 16 can make 4. &lt;br /&gt;
&lt;br /&gt;
This does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate AoOs (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same [[Yagura:SRD:Round|round]] doesn’t count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Attack_of_Opportunity&amp;diff=271142</id>
		<title>Yagura:SRD:Attack of Opportunity</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Attack_of_Opportunity&amp;diff=271142"/>
		<updated>2014-10-01T15:39:14Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;=Attacks of Opportunity=  Sometimes a combatant in a melee lets his guard down. In this case, combatants near him can take advantage of his lapse in defense to attack him for ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Attacks of Opportunity=&lt;br /&gt;
&lt;br /&gt;
Sometimes a combatant in a melee lets his guard down. In this case, combatants near him can take advantage of his lapse in defense to attack him for free. These free attacks are called attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
=====Threatened Squares=====&lt;br /&gt;
&lt;br /&gt;
You threaten all squares into which you can make a [[Yagura:SRD:Melee Attack|melee attack]], even when it is not your action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you’re unarmed or armed with a non-melee weapon (such as a bow), you don’t normally threaten any squares and thus can’t make attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
======Reach Weapons======&lt;br /&gt;
&lt;br /&gt;
Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make [[Yagura:SRD:Melee Attack|melee attacks]] only against creatures up to 5 feet (1 square) away. However, Small and Medium creatures wielding [[Yagura:SRD:Weapon Categories#Reach Weapons|reach weapons]] threaten more squares than a typical creature. In addition, most creatures larger than Medium have a natural reach of 10 feet or more.&lt;br /&gt;
&lt;br /&gt;
=====Provoking an Attack of Opportunity=====&lt;br /&gt;
&lt;br /&gt;
Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing an action within a threatened square.&lt;br /&gt;
&lt;br /&gt;
======Moving======&lt;br /&gt;
&lt;br /&gt;
Moving out of a threatened square (but not into a threatened square) usually provokes an attack of opportunity from the threatening opponent. There are two common methods of avoiding such an attack: the 5-foot-step and the [[Yagura:SRD:Full-Round Actions#Withdraw|Withdraw]] action (see [[Yagura:SRD:Action Types #Table: Actions in Combat|Table: Actions in Combat]]).&lt;br /&gt;
&lt;br /&gt;
======Performing a Distracting Act======&lt;br /&gt;
&lt;br /&gt;
Some actions, when performed in a threatened square, provoke attacks of opportunity as you divert your attention from the battle. [[Yagura:SRD:Action Types#Table: Actions in Combat|Table: Actions in Combat]] notes many of the actions that provoke attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
Remember that even actions that normally provoke attacks of opportunity may have exceptions to this rule.&lt;br /&gt;
&lt;br /&gt;
=====Making an Attack of Opportunity=====&lt;br /&gt;
&lt;br /&gt;
An attack of opportunity is a single [[Yagura:SRD:Melee Attack|melee attack]], and you can only make one per [[Yagura:SRD:Round|round]]. You don’t have to make an attack of opportunity if you don’t want to.&lt;br /&gt;
&lt;br /&gt;
An experienced character gets additional regular [[Yagura:SRD:Melee Attack|melee attacks]] (by using the full attack action), but at a lower attack bonus. You make your attack of opportunity, however, at your normal attack bonus—even if you’ve already attacked in the [[Yagura:SRD:Round|round]].&lt;br /&gt;
&lt;br /&gt;
An attack of opportunity “interrupts” the normal flow of actions in the [[Yagura:SRD:Round|round]]. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s turn).&lt;br /&gt;
&lt;br /&gt;
======Economy of Opportunity======&lt;br /&gt;
&lt;br /&gt;
Each character can make only one attack of opportunity per round. Some abilities and [[Yagura:SRD:Feats|feats]] increase the number of attacks of opportunity you have available. This does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same [[Yagura:SRD:Round|round]] doesn’t count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Saving_Throw&amp;diff=271140</id>
		<title>Yagura:SRD:Saving Throw</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Saving_Throw&amp;diff=271140"/>
		<updated>2014-10-01T15:29:56Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;===Saving Throws===  Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an Yagura:SRD:Attack Roll|at...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Saving Throws===&lt;br /&gt;
&lt;br /&gt;
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an [[Yagura:SRD:Attack Roll|attack roll]], a saving throw is a d20 roll plus a bonus based on your [[Yagura:SRD:Classes|class]], level, and an [[Yagura:SRD:Ability Scores|ability score]]. Your saving throw modifier is: Base save bonus + [[Yagura:SRD:Ability Scores|ability modifier]].&lt;br /&gt;
&lt;br /&gt;
=====Saving Throw Types=====&lt;br /&gt;
&lt;br /&gt;
The three different kinds of saving throws are Fortitude, Reflex, and Will:&lt;br /&gt;
&lt;br /&gt;
======Fortitude======&lt;br /&gt;
&lt;br /&gt;
These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your [[Yagura:SRD:Constitution|Constitution]] modifier to your Fortitude saving throws.&lt;br /&gt;
&lt;br /&gt;
======Reflex======&lt;br /&gt;
&lt;br /&gt;
These saves test your ability to dodge area attacks. Apply your [[Yagura:SRD:Dexterity|Dexterity]] modifier to your Reflex saving throws.&lt;br /&gt;
&lt;br /&gt;
======Will======&lt;br /&gt;
&lt;br /&gt;
These saves reflect your resistance to mental influence as well as many magical effects. Apply your [[Yagura:SRD:Wisdom|Wisdom]] modifier to your Will saving throws.&lt;br /&gt;
&lt;br /&gt;
=====Saving Throw Difficulty Class=====&lt;br /&gt;
&lt;br /&gt;
The [[Yagura:SRD:DC|DC]] for a save is determined by the attack itself.&lt;br /&gt;
&lt;br /&gt;
=====Automatic Failures and Successes=====&lt;br /&gt;
&lt;br /&gt;
A natural 1 (the d20 comes up 1) on a saving throw is always a failure (and may cause damage to exposed items; see [[Yagura:SRD:Breaking and Entering#Saving Throws|Items Surviving after a Saving Throw]]). A natural 20 (the d20 comes up 20) is always a success.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271137</id>
		<title>Yagura:SRD:Casting Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271137"/>
		<updated>2014-10-01T15:16:25Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Concentration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Casting Spells=&lt;br /&gt;
&lt;br /&gt;
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Spell==&lt;br /&gt;
&lt;br /&gt;
First you must choose which spell to cast. If you’re a [[Yagura:SRD:Prepared_Spells|prepared]] spellcaster, you select from among spells prepared earlier in the day. If you’re a spontaneous spellcaster, you can select any spell you know, provided you are capable of casting spells of that level or higher.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.&lt;br /&gt;
&lt;br /&gt;
If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to prepare or learn a specific version of the spell.&lt;br /&gt;
&lt;br /&gt;
Once you’ve cast a spell you gain [[Yagura:SRD:Spellcasting_Strain|strain]] based on the spell&#039;s level and your caster level. If you have not yet reached your spellcasting strain threshold you may cast the spell again, or any other spell you have available to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Concentration==&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must manage the interruption with a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check. The more distracting the interruption, the higher the [[Yagura:SRD:DC|DC]], and when attempting to cast a spell you always add the level of the spell to the DC. If you fail the check, you suffer a -2 penalty to the save DC and to the [[Yagura:SRD:Casting Spells#Spell Power|spell power]]. If you fail the check by more than 5, you lose the spell without effect.  &lt;br /&gt;
&lt;br /&gt;
=====Injury=====&lt;br /&gt;
&lt;br /&gt;
If while trying to cast a spell you take damage, you must make a [[Yagura:SRD:Concentration Skill#Manage_Interruption|Concentration]] check [[Yagura:SRD:DC|DC]] 10 + 1 per 3 points of damage taken + spell level being cast. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] provoked by the spell or a contingent attack, such as a readied action).&lt;br /&gt;
&lt;br /&gt;
If you are taking continuous damage half the damage is considered to take place while you are casting a spell. Repeated damage does not count as continuous damage.&lt;br /&gt;
&lt;br /&gt;
=====Grappling or Pinned=====&lt;br /&gt;
&lt;br /&gt;
If you are being [[Yagura:SRD:Grappling|grappled]] you may only cast spells without somatic components and whose material components (if any) you have in hand. Even so, the Concentration check DC is equal to the highest of your opponents&#039; grapple checks + spell level being cast.&lt;br /&gt;
&lt;br /&gt;
=====Other Distractions=====&lt;br /&gt;
&lt;br /&gt;
Other distracting events can require a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check to avoid an interruption, starting at DC 5 + spell level being cast &lt;br /&gt;
&lt;br /&gt;
* DC +0 - Minor distractions (in a busy but peaceful crowd of people, in a high wind with blinding rain or sleet)&lt;br /&gt;
* DC +5 - Vigorous motion (riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion), violent weather (wind-driven hail, dust, or debris)&lt;br /&gt;
* DC +10 - Violent motion (on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion), being [[Yagura:SRD:Entangled|entangled]]&lt;br /&gt;
&lt;br /&gt;
==Casting Defensively==&lt;br /&gt;
&lt;br /&gt;
Casting a spell while within an area threatened by an enemy provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]]. This attack can be avoided by casting defensively, which requires a successful [[Yagura:SRD:Arcana Skill|Arcana]], [[Yagura:SRD:Geomancy Skill|Geomancy]], or [[Yagura:SRD:Thaumaturgy Skill|Thaumaturgy]] skill check DC 15 + spell level being cast. If you succeed you provoke no opportunity attacks; if you fail you provoke as normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Counterspells==&lt;br /&gt;
&lt;br /&gt;
It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of a spell (or the use of a spell-like ability) by another character. Counterspelling works even if one spell is divine and the other arcane.&lt;br /&gt;
&lt;br /&gt;
You can counter any spell that traces its line of effect through your square. This counterspelling area can be extended by 5 feet by wielding a magic wand or a magic weapon with which you are proficient (wizards commonly use staves for this purpose). Reach or ranged weapons can be used but still only extend the counterspelling area by 5 feet. To counter a spell, you make an Attack of Opportunity on the spell against an armor class equal to the spell&#039;s saving throw DC, or the DC it would have if the spell allowed for a saving throw. As this is not a melee or ranged spell you add your casting ability modifier to your base attack bonus to determine your attack bonus. If the spell is of a higher level than you can cast, your attack automatically misses. If you hit, you gain [[Yagura:SRD:Spellcasting_Strain|strain]] as if you had just cast a spell of equal level to the spell you are counterspelling (the final level of the spell after metamagic feats have been applied is the level of the spell for these purposes), and the spell is successfully dispelled.&lt;br /&gt;
&lt;br /&gt;
When a spell is dispelled by an opponent the spell is cast (or ability used) but takes no effect.&lt;br /&gt;
&lt;br /&gt;
You need not cast any specific spell in order to counterspell, you simply take strain. However, thematically the idea is that the same spell, a very similar spell, or a spell with an opposing effect is used, and for dramatic purposes a successful counterspell should be described in this fashion.&lt;br /&gt;
&lt;br /&gt;
=====Readying to Counterspell=====&lt;br /&gt;
&lt;br /&gt;
You can follow the normal rules to ready an action in case an opponent casts a spell. You can declare your readied action to be a counterspell, in which case the only difference between this and the normal counterspell rules is that an attack of opportunity is not used but your normal actions are.&lt;br /&gt;
&lt;br /&gt;
Of course, you can also cast any other spell as a readied action in order to force your opponent to make a Concentration check, or you can use the &#039;&#039;dispel magic&#039;&#039; spell to counter a spell being cast (see the spell description).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caster Level==&lt;br /&gt;
&lt;br /&gt;
Your caster level is equal to your [[Yagura:SRD:Classes|class]] level in a class that grants the ability to cast spells. You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level. &lt;br /&gt;
&lt;br /&gt;
In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level but also to your caster level check to overcome your target’s [[Yagura:SRD:Spell Resistance|spell resistance]] and to the caster level used in dispel checks (both the dispel check and the [[Yagura:SRD:DC|DC]] of the check). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell Power==&lt;br /&gt;
&lt;br /&gt;
Most numeric effects of a spell are determined by the spell&#039;s level, and not by [[Yagura:SRD:Casting Spells#Caster Level|caster&#039;s level]]. Any reference to caster level within a spell, such as &amp;quot;1d6 per caster level&amp;quot; or &amp;quot;one target per two caster levels&amp;quot; or similar reference, is calculated as if the caster&#039;s level was equal to the spell power in the following table. An exception is made for range, which is listed by spell level in the following table.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: Spell Power&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spell Power !! Close Range !! Medium Range !! Long Range&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 2 || 30&#039; || 60&#039; || 120&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || 35&#039; || 70&#039; || 140&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 40&#039; || 80&#039; || 160&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 45&#039; || 90&#039; || 180&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 || 50&#039; || 100&#039; || 200&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 12 || 55&#039; || 110&#039; || 220&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 14 || 60&#039; || 120&#039; || 240&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || 65&#039; || 130&#039; || 260&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 18 || 70&#039; || 140&#039; || 280&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 20 || 75&#039; || 150&#039; || 300&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Thus a &#039;&#039;fireball&#039;&#039; always does 8d6 damage at up to 180&#039;, a &#039;&#039;charm person&#039;&#039; always lasts for 4 hours and only targets within 35&#039;, and &#039;&#039;fabricate&#039;&#039; always affects up to 120 cubic feet of material. If you want the spell to deal more, last longer, go farther, or affect a larger area you need to apply metamagic effects to it or cast a version of the spell that is a higher level.&lt;br /&gt;
&lt;br /&gt;
=====Dispel Magic=====&lt;br /&gt;
&lt;br /&gt;
An exception is made for &#039;&#039;dispel magic&#039;&#039; and &#039;&#039;greater dispel magic&#039;&#039;. These spells use your [[Yagura:SRD:Casting Spells#Caster Level|caster level]] rather than spell power to determine your likelihood of dispelling an effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spell’s Result==&lt;br /&gt;
&lt;br /&gt;
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful [[Yagura:SRD:Saving Throw|saving throws]] (if any were allowed), you can apply whatever results a spell entails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Spell Effects==&lt;br /&gt;
&lt;br /&gt;
Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools.&lt;br /&gt;
&lt;br /&gt;
=====Attacks=====&lt;br /&gt;
&lt;br /&gt;
Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke [[Yagura:SRD:Undead Type|undead]] count as attacks. All spells that opponents resist with [[Yagura:SRD:Saving Throw|saving throws]], that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don’t harm anyone.&lt;br /&gt;
&lt;br /&gt;
=====Bonus Types=====&lt;br /&gt;
&lt;br /&gt;
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.&lt;br /&gt;
&lt;br /&gt;
=====Bringing Back the Dead=====&lt;br /&gt;
&lt;br /&gt;
Several spells have the power to restore slain characters to life.&lt;br /&gt;
&lt;br /&gt;
When a living creature dies, its soul departs its body, and what happens to it next is hotly debated among those who care about such things. Bringing someone back from the [[Yagura:SRD:Dead|dead]] means retrieving his or her soul and returning it to his or her body.&lt;br /&gt;
&lt;br /&gt;
======Experience Debt======&lt;br /&gt;
&lt;br /&gt;
Any creature brought back to life usually suffers experience debt. This replaces all references to the loss of levels. The amount of debt accrued is equal to half of the amount of XP required to get from the previous level to the current level. Level 1 characters do not gain experience debt.&lt;br /&gt;
&lt;br /&gt;
Experience debt can be paid for by the character who has the experience debt, or by any willing character not being affected by any magical effect, as long as the XP spent to pay down the debt does not result in an XP total that is less than the minimum required to keep the current level.&lt;br /&gt;
&lt;br /&gt;
The next level cannot be attained unless a character has no experience debt.&lt;br /&gt;
&lt;br /&gt;
======Preventing Revivification======&lt;br /&gt;
&lt;br /&gt;
Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using &#039;&#039;raise dead&#039;&#039; or &#039;&#039;resurrection &#039;&#039;to restore the slain character to life. Casting &#039;&#039;trap the soul &#039;&#039;prevents any sort of revivification unless the soul is first released.&lt;br /&gt;
&lt;br /&gt;
======Revivification against One&#039;s Will======&lt;br /&gt;
&lt;br /&gt;
A soul cannot be returned to life if it does not wish to be. A soul knows the name and motivations of the character attempting to revive it and may refuse to return on that basis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combining Magical Effects==&lt;br /&gt;
&lt;br /&gt;
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:&lt;br /&gt;
&lt;br /&gt;
=====Stacking Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells that provide bonuses or penalties on [[Yagura:SRD:Attack Roll|attack rolls]], [[Yagura:SRD:Attack Damage|damage rolls]], [[Yagura:SRD:Saving Throw|saving throws]], and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see Bonus Types, above). &lt;br /&gt;
&lt;br /&gt;
======Different Bonus Names======&lt;br /&gt;
&lt;br /&gt;
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus.&lt;br /&gt;
&lt;br /&gt;
======Same Effect More than Once in Different Strengths======&lt;br /&gt;
&lt;br /&gt;
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the largest or most powerful one applies.&lt;br /&gt;
&lt;br /&gt;
======Same Effect with Differing Results======&lt;br /&gt;
&lt;br /&gt;
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.&lt;br /&gt;
&lt;br /&gt;
======One Effect Makes Another Irrelevant======&lt;br /&gt;
&lt;br /&gt;
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.&lt;br /&gt;
&lt;br /&gt;
======Multiple Mental Control Effects======&lt;br /&gt;
&lt;br /&gt;
Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects ability to act. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.&lt;br /&gt;
&lt;br /&gt;
=====Spells with Opposite Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell’s description. &lt;br /&gt;
&lt;br /&gt;
=====Instantaneous Effects=====&lt;br /&gt;
&lt;br /&gt;
Two or more spells with instantaneous durations work cumulatively when they affect the same target.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271136</id>
		<title>Yagura:SRD:Casting Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271136"/>
		<updated>2014-10-01T15:14:36Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Experience Debt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Casting Spells=&lt;br /&gt;
&lt;br /&gt;
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Spell==&lt;br /&gt;
&lt;br /&gt;
First you must choose which spell to cast. If you’re a [[Yagura:SRD:Prepared_Spells|prepared]] spellcaster, you select from among spells prepared earlier in the day. If you’re a spontaneous spellcaster, you can select any spell you know, provided you are capable of casting spells of that level or higher.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.&lt;br /&gt;
&lt;br /&gt;
If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to prepare or learn a specific version of the spell.&lt;br /&gt;
&lt;br /&gt;
Once you’ve cast a spell you gain [[Yagura:SRD:Spellcasting_Strain|strain]] based on the spell&#039;s level and your caster level. If you have not yet reached your spellcasting strain threshold you may cast the spell again, or any other spell you have available to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Concentration==&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must manage the interruption with a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check. The more distracting the interruption, the higher the [[Yagura:SRD:DC|DC]], and when attempting to cast a spell you always add the level of the spell to the DC. If you fail the check, you suffer a -2 penalty to the save DC and to the spell power. If you fail the check by more than 5, you lose the spell without effect.  &lt;br /&gt;
&lt;br /&gt;
=====Injury=====&lt;br /&gt;
&lt;br /&gt;
If while trying to cast a spell you take damage, you must make a [[Yagura:SRD:Concentration Skill#Manage_Interruption|Concentration]] check [[Yagura:SRD:DC|DC]] 10 + 1 per 3 points of damage taken + spell level being cast. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] provoked by the spell or a contingent attack, such as a readied action).&lt;br /&gt;
&lt;br /&gt;
If you are taking continuous damage half the damage is considered to take place while you are casting a spell. Repeated damage does not count as continuous damage.&lt;br /&gt;
&lt;br /&gt;
=====Grappling or Pinned=====&lt;br /&gt;
&lt;br /&gt;
If you are being [[Yagura:SRD:Grappling|grappled]] you may only cast spells without somatic components and whose material components (if any) you have in hand. Even so, the Concentration check DC is equal to the highest of your opponents&#039; grapple checks + spell level being cast.&lt;br /&gt;
&lt;br /&gt;
=====Other Distractions=====&lt;br /&gt;
&lt;br /&gt;
Other distracting events can require a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check to avoid an interruption, starting at DC 5 + spell level being cast &lt;br /&gt;
&lt;br /&gt;
* DC +0 - Minor distractions (in a busy but peaceful crowd of people, in a high wind with blinding rain or sleet)&lt;br /&gt;
* DC +5 - Vigorous motion (riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion), violent weather (wind-driven hail, dust, or debris)&lt;br /&gt;
* DC +10 - Violent motion (on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion), being [[Yagura:SRD:Entangled|entangled]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Casting Defensively==&lt;br /&gt;
&lt;br /&gt;
Casting a spell while within an area threatened by an enemy provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]]. This attack can be avoided by casting defensively, which requires a successful [[Yagura:SRD:Arcana Skill|Arcana]], [[Yagura:SRD:Geomancy Skill|Geomancy]], or [[Yagura:SRD:Thaumaturgy Skill|Thaumaturgy]] skill check DC 15 + spell level being cast. If you succeed you provoke no opportunity attacks; if you fail you provoke as normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Counterspells==&lt;br /&gt;
&lt;br /&gt;
It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of a spell (or the use of a spell-like ability) by another character. Counterspelling works even if one spell is divine and the other arcane.&lt;br /&gt;
&lt;br /&gt;
You can counter any spell that traces its line of effect through your square. This counterspelling area can be extended by 5 feet by wielding a magic wand or a magic weapon with which you are proficient (wizards commonly use staves for this purpose). Reach or ranged weapons can be used but still only extend the counterspelling area by 5 feet. To counter a spell, you make an Attack of Opportunity on the spell against an armor class equal to the spell&#039;s saving throw DC, or the DC it would have if the spell allowed for a saving throw. As this is not a melee or ranged spell you add your casting ability modifier to your base attack bonus to determine your attack bonus. If the spell is of a higher level than you can cast, your attack automatically misses. If you hit, you gain [[Yagura:SRD:Spellcasting_Strain|strain]] as if you had just cast a spell of equal level to the spell you are counterspelling (the final level of the spell after metamagic feats have been applied is the level of the spell for these purposes), and the spell is successfully dispelled.&lt;br /&gt;
&lt;br /&gt;
When a spell is dispelled by an opponent the spell is cast (or ability used) but takes no effect.&lt;br /&gt;
&lt;br /&gt;
You need not cast any specific spell in order to counterspell, you simply take strain. However, thematically the idea is that the same spell, a very similar spell, or a spell with an opposing effect is used, and for dramatic purposes a successful counterspell should be described in this fashion.&lt;br /&gt;
&lt;br /&gt;
=====Readying to Counterspell=====&lt;br /&gt;
&lt;br /&gt;
You can follow the normal rules to ready an action in case an opponent casts a spell. You can declare your readied action to be a counterspell, in which case the only difference between this and the normal counterspell rules is that an attack of opportunity is not used but your normal actions are.&lt;br /&gt;
&lt;br /&gt;
Of course, you can also cast any other spell as a readied action in order to force your opponent to make a Concentration check, or you can use the &#039;&#039;dispel magic&#039;&#039; spell to counter a spell being cast (see the spell description).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caster Level==&lt;br /&gt;
&lt;br /&gt;
Your caster level is equal to your [[Yagura:SRD:Classes|class]] level in a class that grants the ability to cast spells. You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level. &lt;br /&gt;
&lt;br /&gt;
In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level but also to your caster level check to overcome your target’s [[Yagura:SRD:Spell Resistance|spell resistance]] and to the caster level used in dispel checks (both the dispel check and the [[Yagura:SRD:DC|DC]] of the check). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell Power==&lt;br /&gt;
&lt;br /&gt;
Most numeric effects of a spell are determined by the spell&#039;s level, and not by [[Yagura:SRD:Casting Spells#Caster Level|caster&#039;s level]]. Any reference to caster level within a spell, such as &amp;quot;1d6 per caster level&amp;quot; or &amp;quot;one target per two caster levels&amp;quot; or similar reference, is calculated as if the caster&#039;s level was equal to the spell power in the following table. An exception is made for range, which is listed by spell level in the following table.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: Spell Power&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spell Power !! Close Range !! Medium Range !! Long Range&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 2 || 30&#039; || 60&#039; || 120&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || 35&#039; || 70&#039; || 140&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 40&#039; || 80&#039; || 160&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 45&#039; || 90&#039; || 180&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 || 50&#039; || 100&#039; || 200&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 12 || 55&#039; || 110&#039; || 220&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 14 || 60&#039; || 120&#039; || 240&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || 65&#039; || 130&#039; || 260&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 18 || 70&#039; || 140&#039; || 280&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 20 || 75&#039; || 150&#039; || 300&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Thus a &#039;&#039;fireball&#039;&#039; always does 8d6 damage at up to 180&#039;, a &#039;&#039;charm person&#039;&#039; always lasts for 4 hours and only targets within 35&#039;, and &#039;&#039;fabricate&#039;&#039; always affects up to 120 cubic feet of material. If you want the spell to deal more, last longer, go farther, or affect a larger area you need to apply metamagic effects to it or cast a version of the spell that is a higher level.&lt;br /&gt;
&lt;br /&gt;
=====Dispel Magic=====&lt;br /&gt;
&lt;br /&gt;
An exception is made for &#039;&#039;dispel magic&#039;&#039; and &#039;&#039;greater dispel magic&#039;&#039;. These spells use your [[Yagura:SRD:Casting Spells#Caster Level|caster level]] rather than spell power to determine your likelihood of dispelling an effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spell’s Result==&lt;br /&gt;
&lt;br /&gt;
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful [[Yagura:SRD:Saving Throw|saving throws]] (if any were allowed), you can apply whatever results a spell entails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Spell Effects==&lt;br /&gt;
&lt;br /&gt;
Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools.&lt;br /&gt;
&lt;br /&gt;
=====Attacks=====&lt;br /&gt;
&lt;br /&gt;
Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke [[Yagura:SRD:Undead Type|undead]] count as attacks. All spells that opponents resist with [[Yagura:SRD:Saving Throw|saving throws]], that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don’t harm anyone.&lt;br /&gt;
&lt;br /&gt;
=====Bonus Types=====&lt;br /&gt;
&lt;br /&gt;
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.&lt;br /&gt;
&lt;br /&gt;
=====Bringing Back the Dead=====&lt;br /&gt;
&lt;br /&gt;
Several spells have the power to restore slain characters to life.&lt;br /&gt;
&lt;br /&gt;
When a living creature dies, its soul departs its body, and what happens to it next is hotly debated among those who care about such things. Bringing someone back from the [[Yagura:SRD:Dead|dead]] means retrieving his or her soul and returning it to his or her body.&lt;br /&gt;
&lt;br /&gt;
======Experience Debt======&lt;br /&gt;
&lt;br /&gt;
Any creature brought back to life usually suffers experience debt. This replaces all references to the loss of levels. The amount of debt accrued is equal to half of the amount of XP required to get from the previous level to the current level. Level 1 characters do not gain experience debt.&lt;br /&gt;
&lt;br /&gt;
Experience debt can be paid for by the character who has the experience debt, or by any willing character not being affected by any magical effect, as long as the XP spent to pay down the debt does not result in an XP total that is less than the minimum required to keep the current level.&lt;br /&gt;
&lt;br /&gt;
The next level cannot be attained unless a character has no experience debt.&lt;br /&gt;
&lt;br /&gt;
======Preventing Revivification======&lt;br /&gt;
&lt;br /&gt;
Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using &#039;&#039;raise dead&#039;&#039; or &#039;&#039;resurrection &#039;&#039;to restore the slain character to life. Casting &#039;&#039;trap the soul &#039;&#039;prevents any sort of revivification unless the soul is first released.&lt;br /&gt;
&lt;br /&gt;
======Revivification against One&#039;s Will======&lt;br /&gt;
&lt;br /&gt;
A soul cannot be returned to life if it does not wish to be. A soul knows the name and motivations of the character attempting to revive it and may refuse to return on that basis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combining Magical Effects==&lt;br /&gt;
&lt;br /&gt;
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:&lt;br /&gt;
&lt;br /&gt;
=====Stacking Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells that provide bonuses or penalties on [[Yagura:SRD:Attack Roll|attack rolls]], [[Yagura:SRD:Attack Damage|damage rolls]], [[Yagura:SRD:Saving Throw|saving throws]], and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see Bonus Types, above). &lt;br /&gt;
&lt;br /&gt;
======Different Bonus Names======&lt;br /&gt;
&lt;br /&gt;
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus.&lt;br /&gt;
&lt;br /&gt;
======Same Effect More than Once in Different Strengths======&lt;br /&gt;
&lt;br /&gt;
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the largest or most powerful one applies.&lt;br /&gt;
&lt;br /&gt;
======Same Effect with Differing Results======&lt;br /&gt;
&lt;br /&gt;
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.&lt;br /&gt;
&lt;br /&gt;
======One Effect Makes Another Irrelevant======&lt;br /&gt;
&lt;br /&gt;
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.&lt;br /&gt;
&lt;br /&gt;
======Multiple Mental Control Effects======&lt;br /&gt;
&lt;br /&gt;
Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects ability to act. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.&lt;br /&gt;
&lt;br /&gt;
=====Spells with Opposite Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell’s description. &lt;br /&gt;
&lt;br /&gt;
=====Instantaneous Effects=====&lt;br /&gt;
&lt;br /&gt;
Two or more spells with instantaneous durations work cumulatively when they affect the same target.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271135</id>
		<title>Yagura:SRD:Casting Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271135"/>
		<updated>2014-10-01T15:12:40Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Casting Spells=&lt;br /&gt;
&lt;br /&gt;
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Spell==&lt;br /&gt;
&lt;br /&gt;
First you must choose which spell to cast. If you’re a [[Yagura:SRD:Prepared_Spells|prepared]] spellcaster, you select from among spells prepared earlier in the day. If you’re a spontaneous spellcaster, you can select any spell you know, provided you are capable of casting spells of that level or higher.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.&lt;br /&gt;
&lt;br /&gt;
If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to prepare or learn a specific version of the spell.&lt;br /&gt;
&lt;br /&gt;
Once you’ve cast a spell you gain [[Yagura:SRD:Spellcasting_Strain|strain]] based on the spell&#039;s level and your caster level. If you have not yet reached your spellcasting strain threshold you may cast the spell again, or any other spell you have available to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Concentration==&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must manage the interruption with a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check. The more distracting the interruption, the higher the [[Yagura:SRD:DC|DC]], and when attempting to cast a spell you always add the level of the spell to the DC. If you fail the check, you suffer a -2 penalty to the save DC and to the spell power. If you fail the check by more than 5, you lose the spell without effect.  &lt;br /&gt;
&lt;br /&gt;
=====Injury=====&lt;br /&gt;
&lt;br /&gt;
If while trying to cast a spell you take damage, you must make a [[Yagura:SRD:Concentration Skill#Manage_Interruption|Concentration]] check [[Yagura:SRD:DC|DC]] 10 + 1 per 3 points of damage taken + spell level being cast. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] provoked by the spell or a contingent attack, such as a readied action).&lt;br /&gt;
&lt;br /&gt;
If you are taking continuous damage half the damage is considered to take place while you are casting a spell. Repeated damage does not count as continuous damage.&lt;br /&gt;
&lt;br /&gt;
=====Grappling or Pinned=====&lt;br /&gt;
&lt;br /&gt;
If you are being [[Yagura:SRD:Grappling|grappled]] you may only cast spells without somatic components and whose material components (if any) you have in hand. Even so, the Concentration check DC is equal to the highest of your opponents&#039; grapple checks + spell level being cast.&lt;br /&gt;
&lt;br /&gt;
=====Other Distractions=====&lt;br /&gt;
&lt;br /&gt;
Other distracting events can require a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check to avoid an interruption, starting at DC 5 + spell level being cast &lt;br /&gt;
&lt;br /&gt;
* DC +0 - Minor distractions (in a busy but peaceful crowd of people, in a high wind with blinding rain or sleet)&lt;br /&gt;
* DC +5 - Vigorous motion (riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion), violent weather (wind-driven hail, dust, or debris)&lt;br /&gt;
* DC +10 - Violent motion (on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion), being [[Yagura:SRD:Entangled|entangled]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Casting Defensively==&lt;br /&gt;
&lt;br /&gt;
Casting a spell while within an area threatened by an enemy provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]]. This attack can be avoided by casting defensively, which requires a successful [[Yagura:SRD:Arcana Skill|Arcana]], [[Yagura:SRD:Geomancy Skill|Geomancy]], or [[Yagura:SRD:Thaumaturgy Skill|Thaumaturgy]] skill check DC 15 + spell level being cast. If you succeed you provoke no opportunity attacks; if you fail you provoke as normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Counterspells==&lt;br /&gt;
&lt;br /&gt;
It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of a spell (or the use of a spell-like ability) by another character. Counterspelling works even if one spell is divine and the other arcane.&lt;br /&gt;
&lt;br /&gt;
You can counter any spell that traces its line of effect through your square. This counterspelling area can be extended by 5 feet by wielding a magic wand or a magic weapon with which you are proficient (wizards commonly use staves for this purpose). Reach or ranged weapons can be used but still only extend the counterspelling area by 5 feet. To counter a spell, you make an Attack of Opportunity on the spell against an armor class equal to the spell&#039;s saving throw DC, or the DC it would have if the spell allowed for a saving throw. As this is not a melee or ranged spell you add your casting ability modifier to your base attack bonus to determine your attack bonus. If the spell is of a higher level than you can cast, your attack automatically misses. If you hit, you gain [[Yagura:SRD:Spellcasting_Strain|strain]] as if you had just cast a spell of equal level to the spell you are counterspelling (the final level of the spell after metamagic feats have been applied is the level of the spell for these purposes), and the spell is successfully dispelled.&lt;br /&gt;
&lt;br /&gt;
When a spell is dispelled by an opponent the spell is cast (or ability used) but takes no effect.&lt;br /&gt;
&lt;br /&gt;
You need not cast any specific spell in order to counterspell, you simply take strain. However, thematically the idea is that the same spell, a very similar spell, or a spell with an opposing effect is used, and for dramatic purposes a successful counterspell should be described in this fashion.&lt;br /&gt;
&lt;br /&gt;
=====Readying to Counterspell=====&lt;br /&gt;
&lt;br /&gt;
You can follow the normal rules to ready an action in case an opponent casts a spell. You can declare your readied action to be a counterspell, in which case the only difference between this and the normal counterspell rules is that an attack of opportunity is not used but your normal actions are.&lt;br /&gt;
&lt;br /&gt;
Of course, you can also cast any other spell as a readied action in order to force your opponent to make a Concentration check, or you can use the &#039;&#039;dispel magic&#039;&#039; spell to counter a spell being cast (see the spell description).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caster Level==&lt;br /&gt;
&lt;br /&gt;
Your caster level is equal to your [[Yagura:SRD:Classes|class]] level in a class that grants the ability to cast spells. You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level. &lt;br /&gt;
&lt;br /&gt;
In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level but also to your caster level check to overcome your target’s [[Yagura:SRD:Spell Resistance|spell resistance]] and to the caster level used in dispel checks (both the dispel check and the [[Yagura:SRD:DC|DC]] of the check). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell Power==&lt;br /&gt;
&lt;br /&gt;
Most numeric effects of a spell are determined by the spell&#039;s level, and not by [[Yagura:SRD:Casting Spells#Caster Level|caster&#039;s level]]. Any reference to caster level within a spell, such as &amp;quot;1d6 per caster level&amp;quot; or &amp;quot;one target per two caster levels&amp;quot; or similar reference, is calculated as if the caster&#039;s level was equal to the spell power in the following table. An exception is made for range, which is listed by spell level in the following table.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: Spell Power&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spell Power !! Close Range !! Medium Range !! Long Range&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 2 || 30&#039; || 60&#039; || 120&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || 35&#039; || 70&#039; || 140&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 40&#039; || 80&#039; || 160&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 45&#039; || 90&#039; || 180&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 || 50&#039; || 100&#039; || 200&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 12 || 55&#039; || 110&#039; || 220&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 14 || 60&#039; || 120&#039; || 240&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || 65&#039; || 130&#039; || 260&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 18 || 70&#039; || 140&#039; || 280&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 20 || 75&#039; || 150&#039; || 300&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Thus a &#039;&#039;fireball&#039;&#039; always does 8d6 damage at up to 180&#039;, a &#039;&#039;charm person&#039;&#039; always lasts for 4 hours and only targets within 35&#039;, and &#039;&#039;fabricate&#039;&#039; always affects up to 120 cubic feet of material. If you want the spell to deal more, last longer, go farther, or affect a larger area you need to apply metamagic effects to it or cast a version of the spell that is a higher level.&lt;br /&gt;
&lt;br /&gt;
=====Dispel Magic=====&lt;br /&gt;
&lt;br /&gt;
An exception is made for &#039;&#039;dispel magic&#039;&#039; and &#039;&#039;greater dispel magic&#039;&#039;. These spells use your [[Yagura:SRD:Casting Spells#Caster Level|caster level]] rather than spell power to determine your likelihood of dispelling an effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spell’s Result==&lt;br /&gt;
&lt;br /&gt;
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful [[Yagura:SRD:Saving Throw|saving throws]] (if any were allowed), you can apply whatever results a spell entails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Spell Effects==&lt;br /&gt;
&lt;br /&gt;
Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools.&lt;br /&gt;
&lt;br /&gt;
=====Attacks=====&lt;br /&gt;
&lt;br /&gt;
Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke [[Yagura:SRD:Undead Type|undead]] count as attacks. All spells that opponents resist with [[Yagura:SRD:Saving Throw|saving throws]], that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don’t harm anyone.&lt;br /&gt;
&lt;br /&gt;
=====Bonus Types=====&lt;br /&gt;
&lt;br /&gt;
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.&lt;br /&gt;
&lt;br /&gt;
=====Bringing Back the Dead=====&lt;br /&gt;
&lt;br /&gt;
Several spells have the power to restore slain characters to life.&lt;br /&gt;
&lt;br /&gt;
When a living creature dies, its soul departs its body, and what happens to it next is hotly debated among those who care about such things. Bringing someone back from the [[Yagura:SRD:Dead|dead]] means retrieving his or her soul and returning it to his or her body.&lt;br /&gt;
&lt;br /&gt;
======Experience Debt======&lt;br /&gt;
&lt;br /&gt;
Any creature brought back to life usually suffers experience debt. This replaces all references to the loss of levels. The amount of debt accrued is equal to half of the amount of XP required to get from the previous level to the current level. Level 1 characters do not gain experience debt.&lt;br /&gt;
&lt;br /&gt;
Experience debt can be paid for by the character who has the experience debt, or by any willing character not being affected by any magical effect, as long as the XP spent to pay down the debt does not result in an XP total that is less than the minimum required to keep the current level.&lt;br /&gt;
&lt;br /&gt;
======Preventing Revivification======&lt;br /&gt;
&lt;br /&gt;
Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using &#039;&#039;raise dead&#039;&#039; or &#039;&#039;resurrection &#039;&#039;to restore the slain character to life. Casting &#039;&#039;trap the soul &#039;&#039;prevents any sort of revivification unless the soul is first released.&lt;br /&gt;
&lt;br /&gt;
======Revivification against One&#039;s Will======&lt;br /&gt;
&lt;br /&gt;
A soul cannot be returned to life if it does not wish to be. A soul knows the name and motivations of the character attempting to revive it and may refuse to return on that basis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combining Magical Effects==&lt;br /&gt;
&lt;br /&gt;
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:&lt;br /&gt;
&lt;br /&gt;
=====Stacking Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells that provide bonuses or penalties on [[Yagura:SRD:Attack Roll|attack rolls]], [[Yagura:SRD:Attack Damage|damage rolls]], [[Yagura:SRD:Saving Throw|saving throws]], and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see Bonus Types, above). &lt;br /&gt;
&lt;br /&gt;
======Different Bonus Names======&lt;br /&gt;
&lt;br /&gt;
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus.&lt;br /&gt;
&lt;br /&gt;
======Same Effect More than Once in Different Strengths======&lt;br /&gt;
&lt;br /&gt;
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the largest or most powerful one applies.&lt;br /&gt;
&lt;br /&gt;
======Same Effect with Differing Results======&lt;br /&gt;
&lt;br /&gt;
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.&lt;br /&gt;
&lt;br /&gt;
======One Effect Makes Another Irrelevant======&lt;br /&gt;
&lt;br /&gt;
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.&lt;br /&gt;
&lt;br /&gt;
======Multiple Mental Control Effects======&lt;br /&gt;
&lt;br /&gt;
Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects ability to act. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.&lt;br /&gt;
&lt;br /&gt;
=====Spells with Opposite Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell’s description. &lt;br /&gt;
&lt;br /&gt;
=====Instantaneous Effects=====&lt;br /&gt;
&lt;br /&gt;
Two or more spells with instantaneous durations work cumulatively when they affect the same target.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271128</id>
		<title>Yagura:SRD:Casting Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271128"/>
		<updated>2014-10-01T14:43:32Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Readying to Counterspell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Casting Spells=&lt;br /&gt;
&lt;br /&gt;
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Spell==&lt;br /&gt;
&lt;br /&gt;
First you must choose which spell to cast. If you’re a [[Yagura:SRD:Prepared_Spells|prepared]] spellcaster, you select from among spells prepared earlier in the day. If you’re a spontaneous spellcaster, you can select any spell you know, provided you are capable of casting spells of that level or higher.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.&lt;br /&gt;
&lt;br /&gt;
If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to prepare or learn a specific version of the spell.&lt;br /&gt;
&lt;br /&gt;
Once you’ve cast a spell you gain [[Yagura:SRD:Spellcasting_Strain|strain]] based on the spell&#039;s level and your caster level. If you have not yet reached your spellcasting strain threshold you may cast the spell again, or any other spell you have available to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Concentration==&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must manage the interruption with a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check. The more distracting the interruption, the higher the [[Yagura:SRD:DC|DC]], and when attempting to cast a spell you always add the level of the spell to the DC. If you fail the check, you suffer a -2 penalty to the save DC and to the spell power. If you fail the check by more than 5, you lose the spell without effect.  &lt;br /&gt;
&lt;br /&gt;
=====Injury=====&lt;br /&gt;
&lt;br /&gt;
If while trying to cast a spell you take damage, you must make a [[Yagura:SRD:Concentration Skill#Manage_Interruption|Concentration]] check [[Yagura:SRD:DC|DC]] 10 + 1 per 3 points of damage taken + spell level being cast. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] provoked by the spell or a contingent attack, such as a readied action).&lt;br /&gt;
&lt;br /&gt;
If you are taking continuous damage half the damage is considered to take place while you are casting a spell. Repeated damage does not count as continuous damage.&lt;br /&gt;
&lt;br /&gt;
=====Grappling or Pinned=====&lt;br /&gt;
&lt;br /&gt;
If you are being [[Yagura:SRD:Grappling|grappled]] you may only cast spells without somatic components and whose material components (if any) you have in hand. Even so, the Concentration check DC is equal to the highest of your opponents&#039; grapple checks + spell level being cast.&lt;br /&gt;
&lt;br /&gt;
=====Other Distractions=====&lt;br /&gt;
&lt;br /&gt;
Other distracting events can require a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check to avoid an interruption, starting at DC 5 + spell level being cast &lt;br /&gt;
&lt;br /&gt;
* DC +0 - Minor distractions (in a busy but peaceful crowd of people, in a high wind with blinding rain or sleet)&lt;br /&gt;
* DC +5 - Vigorous motion (riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion), violent weather (wind-driven hail, dust, or debris)&lt;br /&gt;
* DC +10 - Violent motion (on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion), being [[Yagura:SRD:Entangled|entangled]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Casting Defensively==&lt;br /&gt;
&lt;br /&gt;
Casting a spell while within an area threatened by an enemy provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]]. This attack can be avoided by casting defensively, which requires a successful [[Yagura:SRD:Arcana Skill|Arcana]], [[Yagura:SRD:Geomancy Skill|Geomancy]], or [[Yagura:SRD:Thaumaturgy Skill|Thaumaturgy]] skill check DC 15 + spell level being cast. If you succeed you provoke no opportunity attacks; if you fail you provoke as normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Counterspells==&lt;br /&gt;
&lt;br /&gt;
It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of a spell (or the use of a spell-like ability) by another character. Counterspelling works even if one spell is divine and the other arcane.&lt;br /&gt;
&lt;br /&gt;
You can counter any spell that traces its line of effect through your square. This counterspelling area can be extended by 5 feet by wielding a magic wand or a magic weapon with which you are proficient (wizards commonly use staves for this purpose). Reach or ranged weapons can be used but still only extend the counterspelling area by 5 feet. To counter a spell, you make an Attack of Opportunity on the spell against an armor class equal to the spell&#039;s saving throw DC, or the DC it would have if the spell allowed for a saving throw. As this is not a melee or ranged spell you add your casting ability modifier to your base attack bonus to determine your attack bonus. If the spell is of a higher level than you can cast, your attack automatically misses. If you hit, you gain [[Yagura:SRD:Spellcasting_Strain|strain]] as if you had just cast a spell of equal level to the spell you are counterspelling (the final level of the spell after metamagic feats have been applied is the level of the spell for these purposes), and the spell is successfully dispelled.&lt;br /&gt;
&lt;br /&gt;
When a spell is dispelled by an opponent the spell is cast (or ability used) but takes no effect.&lt;br /&gt;
&lt;br /&gt;
You need not cast any specific spell in order to counterspell, you simply take strain. However, thematically the idea is that the same spell, a very similar spell, or a spell with an opposing effect is used, and for dramatic purposes a successful counterspell should be described in this fashion.&lt;br /&gt;
&lt;br /&gt;
=====Readying to Counterspell=====&lt;br /&gt;
&lt;br /&gt;
You can follow the normal rules to ready an action in case an opponent casts a spell. You can declare your readied action to be a counterspell, in which case the only difference between this and the normal counterspell rules is that an attack of opportunity is not used but your normal actions are.&lt;br /&gt;
&lt;br /&gt;
Of course, you can also cast any other spell as a readied action in order to force your opponent to make a Concentration check, or you can use the &#039;&#039;dispel magic&#039;&#039; spell to counter a spell being cast (see the spell description).&lt;br /&gt;
&lt;br /&gt;
==Caster Level==&lt;br /&gt;
&lt;br /&gt;
A spell’s power often depends on its [[SRD:Caster Level|caster level]], which for most spellcasting characters is equal to your [[SRD:Class|class]] level in the [[SRD:Class|class]] you’re using to cast the spell. &lt;br /&gt;
&lt;br /&gt;
You can cast a spell at a lower [[SRD:Caster Level|caster level]] than normal, but the [[SRD:Caster Level|caster level]] you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same [[SRD:Caster Level|caster level]]. &lt;br /&gt;
&lt;br /&gt;
In the event that a [[SRD:Class|class]] feature, domain granted power, or other special ability provides an adjustment to your [[SRD:Caster Level|caster level]], that adjustment applies not only to effects based on [[SRD:Caster Level|caster level]] (such as range, duration, and damage dealt) but also to your [[SRD:Caster Level|caster level]] check to overcome your target’s [[SRD:Spell Resistance|spell resistance]] and to the [[SRD:Caster Level|caster level]] used in dispel checks (both the dispel check and the [[SRD:DC|DC]] of the check). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell Failure==&lt;br /&gt;
&lt;br /&gt;
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.&lt;br /&gt;
&lt;br /&gt;
Spells also fail if your concentration is broken and might fail if you’re wearing armor while casting a spell with somatic components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spell’s Result==&lt;br /&gt;
&lt;br /&gt;
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful [[SRD:Saving Throw|saving throws]] (if any were allowed), you can apply whatever results a spell entails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Spell Effects==&lt;br /&gt;
&lt;br /&gt;
Many special spell effects are handled according to the school of the spells in question Certain other special spell features are found across spell schools.&lt;br /&gt;
&lt;br /&gt;
=====Attacks=====&lt;br /&gt;
&lt;br /&gt;
Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke [[SRD:Undead Type|undead]] count as attacks. All spells that opponents resist with [[SRD:Saving Throw|saving throws]], that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don’t harm anyone.&lt;br /&gt;
&lt;br /&gt;
=====Bonus Types=====&lt;br /&gt;
&lt;br /&gt;
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.&lt;br /&gt;
&lt;br /&gt;
=====Bringing Back the Dead=====&lt;br /&gt;
&lt;br /&gt;
Several spells have the power to restore slain characters to life.&lt;br /&gt;
&lt;br /&gt;
When a living creature dies, its soul departs its body, leaves the [[SRD:Material Plane|Material Plane]], travels through the [[SRD:Astral Plane|Astral Plane]], and goes to abide on the plane where the creature’s deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the [[SRD:Dead|dead]] means retrieving his or her soul and returning it to his or her body.&lt;br /&gt;
&lt;br /&gt;
======Level Loss======&lt;br /&gt;
&lt;br /&gt;
Any creature brought back to life usually loses one level of experience. The character’s new XP total is midway between the minimum needed for his or her new (reduced) level and the minimum needed for the next one. If the character was 1st level at the time of death, he or she loses 2 points of [[SRD:Constitution|Constitution]] instead of losing a level.&lt;br /&gt;
&lt;br /&gt;
This level loss or [[SRD:Constitution|Constitution]] loss cannot be repaired by any mortal means, even &#039;&#039;wish &#039;&#039;or &#039;&#039;miracle. &#039;&#039;A revived character can regain a lost level by earning XP through further adventuring. A revived character who was 1st level at the time of death can regain lost points of [[SRD:Constitution|Constitution]] by improving his or her [[SRD:Constitution|Constitution]] score when he or she attains a level that allows an [[SRD:Ability Scores|ability score]] increase.&lt;br /&gt;
&lt;br /&gt;
======Preventing Revivification======&lt;br /&gt;
&lt;br /&gt;
Enemies can take steps to make it more difficult for a character to be returned from the [[SRD:Dead|dead]]. Keeping the body prevents others from using &#039;&#039;[[SRD:Raise Dead|raise dead]] &#039;&#039;or &#039;&#039;[[SRD:Resurrection|resurrection]] &#039;&#039;to restore the slain character to life. Casting &#039;&#039;[[SRD:Trap the Soul|trap the soul]] &#039;&#039;prevents any sort of revivification unless the soul is first released.&lt;br /&gt;
&lt;br /&gt;
======Revivification against One&#039;s Will======&lt;br /&gt;
&lt;br /&gt;
A soul cannot be returned to life if it does not wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combining Magical Effects==&lt;br /&gt;
&lt;br /&gt;
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:&lt;br /&gt;
&lt;br /&gt;
=====Stacking Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells that provide bonuses or penalties on [[SRD:Attack Roll|attack rolls]], [[SRD:Attack Damage|damage rolls]], [[SRD:Saving Throw|saving throws]], and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see Bonus Types, above). &lt;br /&gt;
&lt;br /&gt;
======Different Bonus Names======&lt;br /&gt;
&lt;br /&gt;
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus.&lt;br /&gt;
&lt;br /&gt;
======Same Effect More than Once in Different [[SRD:Strength|Strength]]s======&lt;br /&gt;
&lt;br /&gt;
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the best one applies.&lt;br /&gt;
&lt;br /&gt;
======Same Effect with Differing Results======&lt;br /&gt;
&lt;br /&gt;
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.&lt;br /&gt;
&lt;br /&gt;
======One Effect Makes Another Irrelevant======&lt;br /&gt;
&lt;br /&gt;
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.&lt;br /&gt;
&lt;br /&gt;
======Multiple Mental Control Effects======&lt;br /&gt;
&lt;br /&gt;
Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects ability to act. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed [[SRD:Charisma Check|Charisma check]]s to determine which one the creature obeys.&lt;br /&gt;
&lt;br /&gt;
=====Spells with Opposite Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell’s description. &lt;br /&gt;
&lt;br /&gt;
=====Instantaneous Effects=====&lt;br /&gt;
&lt;br /&gt;
Two or more spells with instantaneous durations work cumulatively when they affect the same target.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271127</id>
		<title>Yagura:SRD:Casting Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271127"/>
		<updated>2014-10-01T14:41:36Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Counterspells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Casting Spells=&lt;br /&gt;
&lt;br /&gt;
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Spell==&lt;br /&gt;
&lt;br /&gt;
First you must choose which spell to cast. If you’re a [[Yagura:SRD:Prepared_Spells|prepared]] spellcaster, you select from among spells prepared earlier in the day. If you’re a spontaneous spellcaster, you can select any spell you know, provided you are capable of casting spells of that level or higher.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.&lt;br /&gt;
&lt;br /&gt;
If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to prepare or learn a specific version of the spell.&lt;br /&gt;
&lt;br /&gt;
Once you’ve cast a spell you gain [[Yagura:SRD:Spellcasting_Strain|strain]] based on the spell&#039;s level and your caster level. If you have not yet reached your spellcasting strain threshold you may cast the spell again, or any other spell you have available to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Concentration==&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must manage the interruption with a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check. The more distracting the interruption, the higher the [[Yagura:SRD:DC|DC]], and when attempting to cast a spell you always add the level of the spell to the DC. If you fail the check, you suffer a -2 penalty to the save DC and to the spell power. If you fail the check by more than 5, you lose the spell without effect.  &lt;br /&gt;
&lt;br /&gt;
=====Injury=====&lt;br /&gt;
&lt;br /&gt;
If while trying to cast a spell you take damage, you must make a [[Yagura:SRD:Concentration Skill#Manage_Interruption|Concentration]] check [[Yagura:SRD:DC|DC]] 10 + 1 per 3 points of damage taken + spell level being cast. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] provoked by the spell or a contingent attack, such as a readied action).&lt;br /&gt;
&lt;br /&gt;
If you are taking continuous damage half the damage is considered to take place while you are casting a spell. Repeated damage does not count as continuous damage.&lt;br /&gt;
&lt;br /&gt;
=====Grappling or Pinned=====&lt;br /&gt;
&lt;br /&gt;
If you are being [[Yagura:SRD:Grappling|grappled]] you may only cast spells without somatic components and whose material components (if any) you have in hand. Even so, the Concentration check DC is equal to the highest of your opponents&#039; grapple checks + spell level being cast.&lt;br /&gt;
&lt;br /&gt;
=====Other Distractions=====&lt;br /&gt;
&lt;br /&gt;
Other distracting events can require a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check to avoid an interruption, starting at DC 5 + spell level being cast &lt;br /&gt;
&lt;br /&gt;
* DC +0 - Minor distractions (in a busy but peaceful crowd of people, in a high wind with blinding rain or sleet)&lt;br /&gt;
* DC +5 - Vigorous motion (riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion), violent weather (wind-driven hail, dust, or debris)&lt;br /&gt;
* DC +10 - Violent motion (on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion), being [[Yagura:SRD:Entangled|entangled]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Casting Defensively==&lt;br /&gt;
&lt;br /&gt;
Casting a spell while within an area threatened by an enemy provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]]. This attack can be avoided by casting defensively, which requires a successful [[Yagura:SRD:Arcana Skill|Arcana]], [[Yagura:SRD:Geomancy Skill|Geomancy]], or [[Yagura:SRD:Thaumaturgy Skill|Thaumaturgy]] skill check DC 15 + spell level being cast. If you succeed you provoke no opportunity attacks; if you fail you provoke as normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Counterspells==&lt;br /&gt;
&lt;br /&gt;
It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of a spell (or the use of a spell-like ability) by another character. Counterspelling works even if one spell is divine and the other arcane.&lt;br /&gt;
&lt;br /&gt;
You can counter any spell that traces its line of effect through your square. This counterspelling area can be extended by 5 feet by wielding a magic wand or a magic weapon with which you are proficient (wizards commonly use staves for this purpose). Reach or ranged weapons can be used but still only extend the counterspelling area by 5 feet. To counter a spell, you make an Attack of Opportunity on the spell against an armor class equal to the spell&#039;s saving throw DC, or the DC it would have if the spell allowed for a saving throw. As this is not a melee or ranged spell you add your casting ability modifier to your base attack bonus to determine your attack bonus. If the spell is of a higher level than you can cast, your attack automatically misses. If you hit, you gain [[Yagura:SRD:Spellcasting_Strain|strain]] as if you had just cast a spell of equal level to the spell you are counterspelling (the final level of the spell after metamagic feats have been applied is the level of the spell for these purposes), and the spell is successfully dispelled.&lt;br /&gt;
&lt;br /&gt;
When a spell is dispelled by an opponent the spell is cast (or ability used) but takes no effect.&lt;br /&gt;
&lt;br /&gt;
You need not cast any specific spell in order to counterspell, you simply take strain. However, thematically the idea is that the same spell, a very similar spell, or a spell with an opposing effect is used, and for dramatic purposes a successful counterspell should be described in this fashion.&lt;br /&gt;
&lt;br /&gt;
=====Readying to Counterspell=====&lt;br /&gt;
&lt;br /&gt;
You can follow the normal rules to ready an action in cast an opponent casts a spell. You can declare your readied action to be a counterspell, in which case the only difference between this and the normal counterspell rules is that an attack of opportunity is not used but your normal actions are.&lt;br /&gt;
&lt;br /&gt;
Of course, you can also cast any other spell as a readied action in order to force your opponent to make a Concentration check, or you can use the &#039;&#039;dispel magic&#039;&#039; spell to counter a spell being cast (see the spell description).&lt;br /&gt;
&lt;br /&gt;
==Caster Level==&lt;br /&gt;
&lt;br /&gt;
A spell’s power often depends on its [[SRD:Caster Level|caster level]], which for most spellcasting characters is equal to your [[SRD:Class|class]] level in the [[SRD:Class|class]] you’re using to cast the spell. &lt;br /&gt;
&lt;br /&gt;
You can cast a spell at a lower [[SRD:Caster Level|caster level]] than normal, but the [[SRD:Caster Level|caster level]] you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same [[SRD:Caster Level|caster level]]. &lt;br /&gt;
&lt;br /&gt;
In the event that a [[SRD:Class|class]] feature, domain granted power, or other special ability provides an adjustment to your [[SRD:Caster Level|caster level]], that adjustment applies not only to effects based on [[SRD:Caster Level|caster level]] (such as range, duration, and damage dealt) but also to your [[SRD:Caster Level|caster level]] check to overcome your target’s [[SRD:Spell Resistance|spell resistance]] and to the [[SRD:Caster Level|caster level]] used in dispel checks (both the dispel check and the [[SRD:DC|DC]] of the check). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell Failure==&lt;br /&gt;
&lt;br /&gt;
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.&lt;br /&gt;
&lt;br /&gt;
Spells also fail if your concentration is broken and might fail if you’re wearing armor while casting a spell with somatic components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spell’s Result==&lt;br /&gt;
&lt;br /&gt;
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful [[SRD:Saving Throw|saving throws]] (if any were allowed), you can apply whatever results a spell entails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Spell Effects==&lt;br /&gt;
&lt;br /&gt;
Many special spell effects are handled according to the school of the spells in question Certain other special spell features are found across spell schools.&lt;br /&gt;
&lt;br /&gt;
=====Attacks=====&lt;br /&gt;
&lt;br /&gt;
Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke [[SRD:Undead Type|undead]] count as attacks. All spells that opponents resist with [[SRD:Saving Throw|saving throws]], that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don’t harm anyone.&lt;br /&gt;
&lt;br /&gt;
=====Bonus Types=====&lt;br /&gt;
&lt;br /&gt;
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.&lt;br /&gt;
&lt;br /&gt;
=====Bringing Back the Dead=====&lt;br /&gt;
&lt;br /&gt;
Several spells have the power to restore slain characters to life.&lt;br /&gt;
&lt;br /&gt;
When a living creature dies, its soul departs its body, leaves the [[SRD:Material Plane|Material Plane]], travels through the [[SRD:Astral Plane|Astral Plane]], and goes to abide on the plane where the creature’s deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the [[SRD:Dead|dead]] means retrieving his or her soul and returning it to his or her body.&lt;br /&gt;
&lt;br /&gt;
======Level Loss======&lt;br /&gt;
&lt;br /&gt;
Any creature brought back to life usually loses one level of experience. The character’s new XP total is midway between the minimum needed for his or her new (reduced) level and the minimum needed for the next one. If the character was 1st level at the time of death, he or she loses 2 points of [[SRD:Constitution|Constitution]] instead of losing a level.&lt;br /&gt;
&lt;br /&gt;
This level loss or [[SRD:Constitution|Constitution]] loss cannot be repaired by any mortal means, even &#039;&#039;wish &#039;&#039;or &#039;&#039;miracle. &#039;&#039;A revived character can regain a lost level by earning XP through further adventuring. A revived character who was 1st level at the time of death can regain lost points of [[SRD:Constitution|Constitution]] by improving his or her [[SRD:Constitution|Constitution]] score when he or she attains a level that allows an [[SRD:Ability Scores|ability score]] increase.&lt;br /&gt;
&lt;br /&gt;
======Preventing Revivification======&lt;br /&gt;
&lt;br /&gt;
Enemies can take steps to make it more difficult for a character to be returned from the [[SRD:Dead|dead]]. Keeping the body prevents others from using &#039;&#039;[[SRD:Raise Dead|raise dead]] &#039;&#039;or &#039;&#039;[[SRD:Resurrection|resurrection]] &#039;&#039;to restore the slain character to life. Casting &#039;&#039;[[SRD:Trap the Soul|trap the soul]] &#039;&#039;prevents any sort of revivification unless the soul is first released.&lt;br /&gt;
&lt;br /&gt;
======Revivification against One&#039;s Will======&lt;br /&gt;
&lt;br /&gt;
A soul cannot be returned to life if it does not wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combining Magical Effects==&lt;br /&gt;
&lt;br /&gt;
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:&lt;br /&gt;
&lt;br /&gt;
=====Stacking Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells that provide bonuses or penalties on [[SRD:Attack Roll|attack rolls]], [[SRD:Attack Damage|damage rolls]], [[SRD:Saving Throw|saving throws]], and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see Bonus Types, above). &lt;br /&gt;
&lt;br /&gt;
======Different Bonus Names======&lt;br /&gt;
&lt;br /&gt;
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus.&lt;br /&gt;
&lt;br /&gt;
======Same Effect More than Once in Different [[SRD:Strength|Strength]]s======&lt;br /&gt;
&lt;br /&gt;
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the best one applies.&lt;br /&gt;
&lt;br /&gt;
======Same Effect with Differing Results======&lt;br /&gt;
&lt;br /&gt;
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.&lt;br /&gt;
&lt;br /&gt;
======One Effect Makes Another Irrelevant======&lt;br /&gt;
&lt;br /&gt;
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.&lt;br /&gt;
&lt;br /&gt;
======Multiple Mental Control Effects======&lt;br /&gt;
&lt;br /&gt;
Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects ability to act. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed [[SRD:Charisma Check|Charisma check]]s to determine which one the creature obeys.&lt;br /&gt;
&lt;br /&gt;
=====Spells with Opposite Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell’s description. &lt;br /&gt;
&lt;br /&gt;
=====Instantaneous Effects=====&lt;br /&gt;
&lt;br /&gt;
Two or more spells with instantaneous durations work cumulatively when they affect the same target.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271125</id>
		<title>Yagura:SRD:Casting Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271125"/>
		<updated>2014-10-01T14:40:04Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Counterspells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Casting Spells=&lt;br /&gt;
&lt;br /&gt;
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Spell==&lt;br /&gt;
&lt;br /&gt;
First you must choose which spell to cast. If you’re a [[Yagura:SRD:Prepared_Spells|prepared]] spellcaster, you select from among spells prepared earlier in the day. If you’re a spontaneous spellcaster, you can select any spell you know, provided you are capable of casting spells of that level or higher.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.&lt;br /&gt;
&lt;br /&gt;
If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to prepare or learn a specific version of the spell.&lt;br /&gt;
&lt;br /&gt;
Once you’ve cast a spell you gain [[Yagura:SRD:Spellcasting_Strain|strain]] based on the spell&#039;s level and your caster level. If you have not yet reached your spellcasting strain threshold you may cast the spell again, or any other spell you have available to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Concentration==&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must manage the interruption with a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check. The more distracting the interruption, the higher the [[Yagura:SRD:DC|DC]], and when attempting to cast a spell you always add the level of the spell to the DC. If you fail the check, you suffer a -2 penalty to the save DC and to the spell power. If you fail the check by more than 5, you lose the spell without effect.  &lt;br /&gt;
&lt;br /&gt;
=====Injury=====&lt;br /&gt;
&lt;br /&gt;
If while trying to cast a spell you take damage, you must make a [[Yagura:SRD:Concentration Skill#Manage_Interruption|Concentration]] check [[Yagura:SRD:DC|DC]] 10 + 1 per 3 points of damage taken + spell level being cast. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] provoked by the spell or a contingent attack, such as a readied action).&lt;br /&gt;
&lt;br /&gt;
If you are taking continuous damage half the damage is considered to take place while you are casting a spell. Repeated damage does not count as continuous damage.&lt;br /&gt;
&lt;br /&gt;
=====Grappling or Pinned=====&lt;br /&gt;
&lt;br /&gt;
If you are being [[Yagura:SRD:Grappling|grappled]] you may only cast spells without somatic components and whose material components (if any) you have in hand. Even so, the Concentration check DC is equal to the highest of your opponents&#039; grapple checks + spell level being cast.&lt;br /&gt;
&lt;br /&gt;
=====Other Distractions=====&lt;br /&gt;
&lt;br /&gt;
Other distracting events can require a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check to avoid an interruption, starting at DC 5 + spell level being cast &lt;br /&gt;
&lt;br /&gt;
* DC +0 - Minor distractions (in a busy but peaceful crowd of people, in a high wind with blinding rain or sleet)&lt;br /&gt;
* DC +5 - Vigorous motion (riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion), violent weather (wind-driven hail, dust, or debris)&lt;br /&gt;
* DC +10 - Violent motion (on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion), being [[Yagura:SRD:Entangled|entangled]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Casting Defensively==&lt;br /&gt;
&lt;br /&gt;
Casting a spell while within an area threatened by an enemy provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]]. This attack can be avoided by casting defensively, which requires a successful [[Yagura:SRD:Arcana Skill|Arcana]], [[Yagura:SRD:Geomancy Skill|Geomancy]], or [[Yagura:SRD:Thaumaturgy Skill|Thaumaturgy]] skill check DC 15 + spell level being cast. If you succeed you provoke no opportunity attacks; if you fail you provoke as normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Counterspells==&lt;br /&gt;
&lt;br /&gt;
It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of a spell (or the use of a spell-like ability) by another character. Counterspelling works even if one spell is divine and the other arcane.&lt;br /&gt;
&lt;br /&gt;
You can counter any spell that traces its line of effect through your square. This counterspelling area can be extended by 5 feet by wielding a magic wand or a magic weapon with which you are proficient (wizards commonly use staves for this purpose). To counter a spell, you make an Attack of Opportunity on the spell against an armor class equal to the spell&#039;s saving throw DC, or the DC it would have if the spell allowed for a saving throw. As this is not a melee or ranged spell you add your casting ability modifier to your base attack bonus to determine your attack bonus. If the spell is of a higher level than you can cast, your attack automatically misses. If you hit, you gain [[Yagura:SRD:Spellcasting_Strain|strain]] as if you had just cast a spell of equal level to the spell you are counterspelling (the final level of the spell after metamagic feats have been applied is the level of the spell for these purposes), and the spell is successfully dispelled.&lt;br /&gt;
&lt;br /&gt;
When a spell is dispelled by an opponent the spell is cast (or ability used) but takes no effect.&lt;br /&gt;
&lt;br /&gt;
You need not cast any specific spell in order to counterspell, you simply take strain. However, thematically the idea is that the same spell, a very similar spell, or a spell with an opposing effect is used, and for dramatic purposes a successful counterspell should be described in this fashion.&lt;br /&gt;
&lt;br /&gt;
=====Readying to Counterspell=====&lt;br /&gt;
&lt;br /&gt;
You can follow the normal rules to ready an action in cast an opponent casts a spell. You can declare your readied action to be a counterspell, in which case the only difference between this and the normal counterspell rules is that an attack of opportunity is not used but your normal actions are.&lt;br /&gt;
&lt;br /&gt;
Of course, you can also cast any other spell as a readied action in order to force your opponent to make a Concentration check, or you can use the &#039;&#039;dispel magic&#039;&#039; spell to counter a spell being cast (see the spell description).&lt;br /&gt;
&lt;br /&gt;
==Caster Level==&lt;br /&gt;
&lt;br /&gt;
A spell’s power often depends on its [[SRD:Caster Level|caster level]], which for most spellcasting characters is equal to your [[SRD:Class|class]] level in the [[SRD:Class|class]] you’re using to cast the spell. &lt;br /&gt;
&lt;br /&gt;
You can cast a spell at a lower [[SRD:Caster Level|caster level]] than normal, but the [[SRD:Caster Level|caster level]] you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same [[SRD:Caster Level|caster level]]. &lt;br /&gt;
&lt;br /&gt;
In the event that a [[SRD:Class|class]] feature, domain granted power, or other special ability provides an adjustment to your [[SRD:Caster Level|caster level]], that adjustment applies not only to effects based on [[SRD:Caster Level|caster level]] (such as range, duration, and damage dealt) but also to your [[SRD:Caster Level|caster level]] check to overcome your target’s [[SRD:Spell Resistance|spell resistance]] and to the [[SRD:Caster Level|caster level]] used in dispel checks (both the dispel check and the [[SRD:DC|DC]] of the check). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell Failure==&lt;br /&gt;
&lt;br /&gt;
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.&lt;br /&gt;
&lt;br /&gt;
Spells also fail if your concentration is broken and might fail if you’re wearing armor while casting a spell with somatic components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spell’s Result==&lt;br /&gt;
&lt;br /&gt;
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful [[SRD:Saving Throw|saving throws]] (if any were allowed), you can apply whatever results a spell entails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Spell Effects==&lt;br /&gt;
&lt;br /&gt;
Many special spell effects are handled according to the school of the spells in question Certain other special spell features are found across spell schools.&lt;br /&gt;
&lt;br /&gt;
=====Attacks=====&lt;br /&gt;
&lt;br /&gt;
Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke [[SRD:Undead Type|undead]] count as attacks. All spells that opponents resist with [[SRD:Saving Throw|saving throws]], that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don’t harm anyone.&lt;br /&gt;
&lt;br /&gt;
=====Bonus Types=====&lt;br /&gt;
&lt;br /&gt;
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.&lt;br /&gt;
&lt;br /&gt;
=====Bringing Back the Dead=====&lt;br /&gt;
&lt;br /&gt;
Several spells have the power to restore slain characters to life.&lt;br /&gt;
&lt;br /&gt;
When a living creature dies, its soul departs its body, leaves the [[SRD:Material Plane|Material Plane]], travels through the [[SRD:Astral Plane|Astral Plane]], and goes to abide on the plane where the creature’s deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the [[SRD:Dead|dead]] means retrieving his or her soul and returning it to his or her body.&lt;br /&gt;
&lt;br /&gt;
======Level Loss======&lt;br /&gt;
&lt;br /&gt;
Any creature brought back to life usually loses one level of experience. The character’s new XP total is midway between the minimum needed for his or her new (reduced) level and the minimum needed for the next one. If the character was 1st level at the time of death, he or she loses 2 points of [[SRD:Constitution|Constitution]] instead of losing a level.&lt;br /&gt;
&lt;br /&gt;
This level loss or [[SRD:Constitution|Constitution]] loss cannot be repaired by any mortal means, even &#039;&#039;wish &#039;&#039;or &#039;&#039;miracle. &#039;&#039;A revived character can regain a lost level by earning XP through further adventuring. A revived character who was 1st level at the time of death can regain lost points of [[SRD:Constitution|Constitution]] by improving his or her [[SRD:Constitution|Constitution]] score when he or she attains a level that allows an [[SRD:Ability Scores|ability score]] increase.&lt;br /&gt;
&lt;br /&gt;
======Preventing Revivification======&lt;br /&gt;
&lt;br /&gt;
Enemies can take steps to make it more difficult for a character to be returned from the [[SRD:Dead|dead]]. Keeping the body prevents others from using &#039;&#039;[[SRD:Raise Dead|raise dead]] &#039;&#039;or &#039;&#039;[[SRD:Resurrection|resurrection]] &#039;&#039;to restore the slain character to life. Casting &#039;&#039;[[SRD:Trap the Soul|trap the soul]] &#039;&#039;prevents any sort of revivification unless the soul is first released.&lt;br /&gt;
&lt;br /&gt;
======Revivification against One&#039;s Will======&lt;br /&gt;
&lt;br /&gt;
A soul cannot be returned to life if it does not wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combining Magical Effects==&lt;br /&gt;
&lt;br /&gt;
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:&lt;br /&gt;
&lt;br /&gt;
=====Stacking Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells that provide bonuses or penalties on [[SRD:Attack Roll|attack rolls]], [[SRD:Attack Damage|damage rolls]], [[SRD:Saving Throw|saving throws]], and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see Bonus Types, above). &lt;br /&gt;
&lt;br /&gt;
======Different Bonus Names======&lt;br /&gt;
&lt;br /&gt;
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus.&lt;br /&gt;
&lt;br /&gt;
======Same Effect More than Once in Different [[SRD:Strength|Strength]]s======&lt;br /&gt;
&lt;br /&gt;
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the best one applies.&lt;br /&gt;
&lt;br /&gt;
======Same Effect with Differing Results======&lt;br /&gt;
&lt;br /&gt;
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.&lt;br /&gt;
&lt;br /&gt;
======One Effect Makes Another Irrelevant======&lt;br /&gt;
&lt;br /&gt;
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.&lt;br /&gt;
&lt;br /&gt;
======Multiple Mental Control Effects======&lt;br /&gt;
&lt;br /&gt;
Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects ability to act. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed [[SRD:Charisma Check|Charisma check]]s to determine which one the creature obeys.&lt;br /&gt;
&lt;br /&gt;
=====Spells with Opposite Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell’s description. &lt;br /&gt;
&lt;br /&gt;
=====Instantaneous Effects=====&lt;br /&gt;
&lt;br /&gt;
Two or more spells with instantaneous durations work cumulatively when they affect the same target.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271124</id>
		<title>Yagura:SRD:Casting Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271124"/>
		<updated>2014-10-01T14:12:25Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Casting Spells=&lt;br /&gt;
&lt;br /&gt;
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Spell==&lt;br /&gt;
&lt;br /&gt;
First you must choose which spell to cast. If you’re a [[Yagura:SRD:Prepared_Spells|prepared]] spellcaster, you select from among spells prepared earlier in the day. If you’re a spontaneous spellcaster, you can select any spell you know, provided you are capable of casting spells of that level or higher.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.&lt;br /&gt;
&lt;br /&gt;
If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to prepare or learn a specific version of the spell.&lt;br /&gt;
&lt;br /&gt;
Once you’ve cast a spell you gain [[Yagura:SRD:Spellcasting_Strain|strain]] based on the spell&#039;s level and your caster level. If you have not yet reached your spellcasting strain threshold you may cast the spell again, or any other spell you have available to cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Concentration==&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must manage the interruption with a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check. The more distracting the interruption, the higher the [[Yagura:SRD:DC|DC]], and when attempting to cast a spell you always add the level of the spell to the DC. If you fail the check, you suffer a -2 penalty to the save DC and to the spell power. If you fail the check by more than 5, you lose the spell without effect.  &lt;br /&gt;
&lt;br /&gt;
=====Injury=====&lt;br /&gt;
&lt;br /&gt;
If while trying to cast a spell you take damage, you must make a [[Yagura:SRD:Concentration Skill#Manage_Interruption|Concentration]] check [[Yagura:SRD:DC|DC]] 10 + 1 per 3 points of damage taken + spell level being cast. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] provoked by the spell or a contingent attack, such as a readied action).&lt;br /&gt;
&lt;br /&gt;
If you are taking continuous damage half the damage is considered to take place while you are casting a spell. Repeated damage does not count as continuous damage.&lt;br /&gt;
&lt;br /&gt;
=====Grappling or Pinned=====&lt;br /&gt;
&lt;br /&gt;
If you are being [[Yagura:SRD:Grappling|grappled]] you may only cast spells without somatic components and whose material components (if any) you have in hand. Even so, the Concentration check DC is equal to the highest of your opponents&#039; grapple checks + spell level being cast.&lt;br /&gt;
&lt;br /&gt;
=====Other Distractions=====&lt;br /&gt;
&lt;br /&gt;
Other distracting events can require a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check to avoid an interruption, starting at DC 5 + spell level being cast &lt;br /&gt;
&lt;br /&gt;
* DC +0 - Minor distractions (in a busy but peaceful crowd of people, in a high wind with blinding rain or sleet)&lt;br /&gt;
* DC +5 - Vigorous motion (riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion), violent weather (wind-driven hail, dust, or debris)&lt;br /&gt;
* DC +10 - Violent motion (on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion), being [[Yagura:SRD:Entangled|entangled]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Casting Defensively==&lt;br /&gt;
&lt;br /&gt;
Casting a spell while within an area threatened by an enemy provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]]. This attack can be avoided by casting defensively, which requires a successful [[Yagura:SRD:Arcana Skill|Arcana]], [[Yagura:SRD:Geomancy Skill|Geomancy]], or [[Yagura:SRD:Thaumaturgy Skill|Thaumaturgy]] skill check DC 15 + spell level being cast. If you succeed you provoke no opportunity attacks; if you fail you provoke as normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Counterspells==&lt;br /&gt;
&lt;br /&gt;
It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.&lt;br /&gt;
&lt;br /&gt;
=====How Counterspells Work=====&lt;br /&gt;
&lt;br /&gt;
To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a [[SRD:Standard Actions|standard action]].)&lt;br /&gt;
&lt;br /&gt;
If the target of your counterspell tries to cast a spell, make a [[SRD:Spellcraft Skill|Spellcraft]] check ([[SRD:DC|DC]] 15 + the spell’s level). This check is a [[SRD:Free Actions|free action]]. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things.&lt;br /&gt;
&lt;br /&gt;
To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.&lt;br /&gt;
&lt;br /&gt;
=====Counterspelling Metamagic Spells=====&lt;br /&gt;
&lt;br /&gt;
Metamagic [[SRD:Feats|feats]] are not taken into account when determining whether a spell can be countered&lt;br /&gt;
&lt;br /&gt;
=====Specific Exceptions=====&lt;br /&gt;
&lt;br /&gt;
Some spells specifically counter each other, especially when they have diametrically opposed effects.&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Dispel Magic &#039;&#039;as a Counterspell=====&lt;br /&gt;
&lt;br /&gt;
You can use &#039;&#039;dispel magic &#039;&#039;to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting. However, &#039;&#039;dispel magic &#039;&#039;doesn’t always work as a counterspell (see the spell description).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caster Level==&lt;br /&gt;
&lt;br /&gt;
A spell’s power often depends on its [[SRD:Caster Level|caster level]], which for most spellcasting characters is equal to your [[SRD:Class|class]] level in the [[SRD:Class|class]] you’re using to cast the spell. &lt;br /&gt;
&lt;br /&gt;
You can cast a spell at a lower [[SRD:Caster Level|caster level]] than normal, but the [[SRD:Caster Level|caster level]] you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same [[SRD:Caster Level|caster level]]. &lt;br /&gt;
&lt;br /&gt;
In the event that a [[SRD:Class|class]] feature, domain granted power, or other special ability provides an adjustment to your [[SRD:Caster Level|caster level]], that adjustment applies not only to effects based on [[SRD:Caster Level|caster level]] (such as range, duration, and damage dealt) but also to your [[SRD:Caster Level|caster level]] check to overcome your target’s [[SRD:Spell Resistance|spell resistance]] and to the [[SRD:Caster Level|caster level]] used in dispel checks (both the dispel check and the [[SRD:DC|DC]] of the check). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spell Failure==&lt;br /&gt;
&lt;br /&gt;
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.&lt;br /&gt;
&lt;br /&gt;
Spells also fail if your concentration is broken and might fail if you’re wearing armor while casting a spell with somatic components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Spell’s Result==&lt;br /&gt;
&lt;br /&gt;
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful [[SRD:Saving Throw|saving throws]] (if any were allowed), you can apply whatever results a spell entails.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Spell Effects==&lt;br /&gt;
&lt;br /&gt;
Many special spell effects are handled according to the school of the spells in question Certain other special spell features are found across spell schools.&lt;br /&gt;
&lt;br /&gt;
=====Attacks=====&lt;br /&gt;
&lt;br /&gt;
Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke [[SRD:Undead Type|undead]] count as attacks. All spells that opponents resist with [[SRD:Saving Throw|saving throws]], that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don’t harm anyone.&lt;br /&gt;
&lt;br /&gt;
=====Bonus Types=====&lt;br /&gt;
&lt;br /&gt;
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.&lt;br /&gt;
&lt;br /&gt;
=====Bringing Back the Dead=====&lt;br /&gt;
&lt;br /&gt;
Several spells have the power to restore slain characters to life.&lt;br /&gt;
&lt;br /&gt;
When a living creature dies, its soul departs its body, leaves the [[SRD:Material Plane|Material Plane]], travels through the [[SRD:Astral Plane|Astral Plane]], and goes to abide on the plane where the creature’s deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the [[SRD:Dead|dead]] means retrieving his or her soul and returning it to his or her body.&lt;br /&gt;
&lt;br /&gt;
======Level Loss======&lt;br /&gt;
&lt;br /&gt;
Any creature brought back to life usually loses one level of experience. The character’s new XP total is midway between the minimum needed for his or her new (reduced) level and the minimum needed for the next one. If the character was 1st level at the time of death, he or she loses 2 points of [[SRD:Constitution|Constitution]] instead of losing a level.&lt;br /&gt;
&lt;br /&gt;
This level loss or [[SRD:Constitution|Constitution]] loss cannot be repaired by any mortal means, even &#039;&#039;wish &#039;&#039;or &#039;&#039;miracle. &#039;&#039;A revived character can regain a lost level by earning XP through further adventuring. A revived character who was 1st level at the time of death can regain lost points of [[SRD:Constitution|Constitution]] by improving his or her [[SRD:Constitution|Constitution]] score when he or she attains a level that allows an [[SRD:Ability Scores|ability score]] increase.&lt;br /&gt;
&lt;br /&gt;
======Preventing Revivification======&lt;br /&gt;
&lt;br /&gt;
Enemies can take steps to make it more difficult for a character to be returned from the [[SRD:Dead|dead]]. Keeping the body prevents others from using &#039;&#039;[[SRD:Raise Dead|raise dead]] &#039;&#039;or &#039;&#039;[[SRD:Resurrection|resurrection]] &#039;&#039;to restore the slain character to life. Casting &#039;&#039;[[SRD:Trap the Soul|trap the soul]] &#039;&#039;prevents any sort of revivification unless the soul is first released.&lt;br /&gt;
&lt;br /&gt;
======Revivification against One&#039;s Will======&lt;br /&gt;
&lt;br /&gt;
A soul cannot be returned to life if it does not wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combining Magical Effects==&lt;br /&gt;
&lt;br /&gt;
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:&lt;br /&gt;
&lt;br /&gt;
=====Stacking Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells that provide bonuses or penalties on [[SRD:Attack Roll|attack rolls]], [[SRD:Attack Damage|damage rolls]], [[SRD:Saving Throw|saving throws]], and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see Bonus Types, above). &lt;br /&gt;
&lt;br /&gt;
======Different Bonus Names======&lt;br /&gt;
&lt;br /&gt;
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus.&lt;br /&gt;
&lt;br /&gt;
======Same Effect More than Once in Different [[SRD:Strength|Strength]]s======&lt;br /&gt;
&lt;br /&gt;
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the best one applies.&lt;br /&gt;
&lt;br /&gt;
======Same Effect with Differing Results======&lt;br /&gt;
&lt;br /&gt;
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.&lt;br /&gt;
&lt;br /&gt;
======One Effect Makes Another Irrelevant======&lt;br /&gt;
&lt;br /&gt;
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.&lt;br /&gt;
&lt;br /&gt;
======Multiple Mental Control Effects======&lt;br /&gt;
&lt;br /&gt;
Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects ability to act. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed [[SRD:Charisma Check|Charisma check]]s to determine which one the creature obeys.&lt;br /&gt;
&lt;br /&gt;
=====Spells with Opposite Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell’s description. &lt;br /&gt;
&lt;br /&gt;
=====Instantaneous Effects=====&lt;br /&gt;
&lt;br /&gt;
Two or more spells with instantaneous durations work cumulatively when they affect the same target.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271123</id>
		<title>Yagura:SRD:Casting Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Casting_Spells&amp;diff=271123"/>
		<updated>2014-10-01T14:08:35Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;=Casting Spells=  Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.  ===...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Casting Spells=&lt;br /&gt;
&lt;br /&gt;
Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.&lt;br /&gt;
&lt;br /&gt;
===Choosing a Spell===&lt;br /&gt;
&lt;br /&gt;
First you must choose which spell to cast. If you’re a [[Yagura:SRD:Prepared_Spells|prepared]] spellcaster, you select from among spells prepared earlier in the day. If you’re a spontaneous spellcaster, you can select any spell you know, provided you are capable of casting spells of that level or higher.&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.&lt;br /&gt;
&lt;br /&gt;
If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to prepare or learn a specific version of the spell.&lt;br /&gt;
&lt;br /&gt;
Once you’ve cast a spell you gain [[Yagura:SRD:Spellcasting_Strain|strain]] based on the spell&#039;s level and your caster level. If you have not yet reached your spellcasting strain threshold you may cast the spell again, or any other spell you have available to cast.&lt;br /&gt;
&lt;br /&gt;
===Concentration===&lt;br /&gt;
&lt;br /&gt;
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must manage the interruption with a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check. The more distracting the interruption, the higher the [[Yagura:SRD:DC|DC]], and when attempting to cast a spell you always add the level of the spell to the DC. If you fail the check, you suffer a -2 penalty to the save DC and to the spell power. If you fail the check by more than 5, you lose the spell without effect.  &lt;br /&gt;
&lt;br /&gt;
=====Injury=====&lt;br /&gt;
&lt;br /&gt;
If while trying to cast a spell you take damage, you must make a [[Yagura:SRD:Concentration Skill#Manage_Interruption|Concentration]] check [[Yagura:SRD:DC|DC]] 10 + 1 per 3 points of damage taken + spell level being cast. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]] provoked by the spell or a contingent attack, such as a readied action).&lt;br /&gt;
&lt;br /&gt;
If you are taking continuous damage half the damage is considered to take place while you are casting a spell. Repeated damage does not count as continuous damage.&lt;br /&gt;
&lt;br /&gt;
=====Grappling or Pinned=====&lt;br /&gt;
&lt;br /&gt;
If you are being [[Yagura:SRD:Grappling|grappled]] you may only cast spells without somatic components and whose material components (if any) you have in hand. Even so, the Concentration check DC is equal to the highest of your opponents&#039; grapple checks + spell level being cast.&lt;br /&gt;
&lt;br /&gt;
=====Other Distractions=====&lt;br /&gt;
&lt;br /&gt;
Other distracting events can require a [[Yagura:SRD:Concentration Skill#Manage Interruption|Concentration]] check to avoid an interruption, starting at DC 5 + spell level being cast &lt;br /&gt;
&lt;br /&gt;
* DC +0 - Minor distractions (in a busy but peaceful crowd of people, in a high wind with blinding rain or sleet)&lt;br /&gt;
* DC +5 - Vigorous motion (riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion), violent weather (wind-driven hail, dust, or debris)&lt;br /&gt;
* DC +10 - Violent motion (on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion), being [[Yagura:SRD:Entangled|entangled]]&lt;br /&gt;
&lt;br /&gt;
===Casting Defensively===&lt;br /&gt;
&lt;br /&gt;
Casting a spell while within an area threatened by an enemy provokes an [[Yagura:SRD:Attack of Opportunity|attack of opportunity]]. This attack can be avoided by casting defensively, which requires a successful [[Yagura:SRD:Arcana Skill|Arcana]], [[Yagura:SRD:Geomancy Skill|Geomancy]], or [[Yagura:SRD:Thaumaturgy Skill|Thaumaturgy]] skill check DC 15 + spell level being cast. If you succeed you provoke no opportunity attacks; if you fail you provoke as normal.&lt;br /&gt;
&lt;br /&gt;
===Counterspells===&lt;br /&gt;
&lt;br /&gt;
It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.&lt;br /&gt;
&lt;br /&gt;
=====How Counterspells Work=====&lt;br /&gt;
&lt;br /&gt;
To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a [[SRD:Standard Actions|standard action]].)&lt;br /&gt;
&lt;br /&gt;
If the target of your counterspell tries to cast a spell, make a [[SRD:Spellcraft Skill|Spellcraft]] check ([[SRD:DC|DC]] 15 + the spell’s level). This check is a [[SRD:Free Actions|free action]]. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things.&lt;br /&gt;
&lt;br /&gt;
To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.&lt;br /&gt;
&lt;br /&gt;
=====Counterspelling Metamagic Spells=====&lt;br /&gt;
&lt;br /&gt;
Metamagic [[SRD:Feats|feats]] are not taken into account when determining whether a spell can be countered&lt;br /&gt;
&lt;br /&gt;
=====Specific Exceptions=====&lt;br /&gt;
&lt;br /&gt;
Some spells specifically counter each other, especially when they have diametrically opposed effects.&lt;br /&gt;
&lt;br /&gt;
=====&#039;&#039;Dispel Magic &#039;&#039;as a Counterspell=====&lt;br /&gt;
&lt;br /&gt;
You can use &#039;&#039;dispel magic &#039;&#039;to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting. However, &#039;&#039;dispel magic &#039;&#039;doesn’t always work as a counterspell (see the spell description).&lt;br /&gt;
&lt;br /&gt;
===Caster Level===&lt;br /&gt;
&lt;br /&gt;
A spell’s power often depends on its [[SRD:Caster Level|caster level]], which for most spellcasting characters is equal to your [[SRD:Class|class]] level in the [[SRD:Class|class]] you’re using to cast the spell. &lt;br /&gt;
&lt;br /&gt;
You can cast a spell at a lower [[SRD:Caster Level|caster level]] than normal, but the [[SRD:Caster Level|caster level]] you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same [[SRD:Caster Level|caster level]]. &lt;br /&gt;
&lt;br /&gt;
In the event that a [[SRD:Class|class]] feature, domain granted power, or other special ability provides an adjustment to your [[SRD:Caster Level|caster level]], that adjustment applies not only to effects based on [[SRD:Caster Level|caster level]] (such as range, duration, and damage dealt) but also to your [[SRD:Caster Level|caster level]] check to overcome your target’s [[SRD:Spell Resistance|spell resistance]] and to the [[SRD:Caster Level|caster level]] used in dispel checks (both the dispel check and the [[SRD:DC|DC]] of the check). &lt;br /&gt;
&lt;br /&gt;
===Spell Failure===&lt;br /&gt;
&lt;br /&gt;
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.&lt;br /&gt;
&lt;br /&gt;
Spells also fail if your concentration is broken and might fail if you’re wearing armor while casting a spell with somatic components.&lt;br /&gt;
&lt;br /&gt;
===The Spell’s Result===&lt;br /&gt;
&lt;br /&gt;
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful [[SRD:Saving Throw|saving throws]] (if any were allowed), you can apply whatever results a spell entails.&lt;br /&gt;
&lt;br /&gt;
===Special Spell Effects===&lt;br /&gt;
&lt;br /&gt;
Many special spell effects are handled according to the school of the spells in question Certain other special spell features are found across spell schools.&lt;br /&gt;
&lt;br /&gt;
=====Attacks=====&lt;br /&gt;
&lt;br /&gt;
Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke [[SRD:Undead Type|undead]] count as attacks. All spells that opponents resist with [[SRD:Saving Throw|saving throws]], that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don’t harm anyone.&lt;br /&gt;
&lt;br /&gt;
=====Bonus Types=====&lt;br /&gt;
&lt;br /&gt;
Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.&lt;br /&gt;
&lt;br /&gt;
=====Bringing Back the Dead=====&lt;br /&gt;
&lt;br /&gt;
Several spells have the power to restore slain characters to life.&lt;br /&gt;
&lt;br /&gt;
When a living creature dies, its soul departs its body, leaves the [[SRD:Material Plane|Material Plane]], travels through the [[SRD:Astral Plane|Astral Plane]], and goes to abide on the plane where the creature’s deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the [[SRD:Dead|dead]] means retrieving his or her soul and returning it to his or her body.&lt;br /&gt;
&lt;br /&gt;
======Level Loss======&lt;br /&gt;
&lt;br /&gt;
Any creature brought back to life usually loses one level of experience. The character’s new XP total is midway between the minimum needed for his or her new (reduced) level and the minimum needed for the next one. If the character was 1st level at the time of death, he or she loses 2 points of [[SRD:Constitution|Constitution]] instead of losing a level.&lt;br /&gt;
&lt;br /&gt;
This level loss or [[SRD:Constitution|Constitution]] loss cannot be repaired by any mortal means, even &#039;&#039;wish &#039;&#039;or &#039;&#039;miracle. &#039;&#039;A revived character can regain a lost level by earning XP through further adventuring. A revived character who was 1st level at the time of death can regain lost points of [[SRD:Constitution|Constitution]] by improving his or her [[SRD:Constitution|Constitution]] score when he or she attains a level that allows an [[SRD:Ability Scores|ability score]] increase.&lt;br /&gt;
&lt;br /&gt;
======Preventing Revivification======&lt;br /&gt;
&lt;br /&gt;
Enemies can take steps to make it more difficult for a character to be returned from the [[SRD:Dead|dead]]. Keeping the body prevents others from using &#039;&#039;[[SRD:Raise Dead|raise dead]] &#039;&#039;or &#039;&#039;[[SRD:Resurrection|resurrection]] &#039;&#039;to restore the slain character to life. Casting &#039;&#039;[[SRD:Trap the Soul|trap the soul]] &#039;&#039;prevents any sort of revivification unless the soul is first released.&lt;br /&gt;
&lt;br /&gt;
======Revivification against One&#039;s Will======&lt;br /&gt;
&lt;br /&gt;
A soul cannot be returned to life if it does not wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.&lt;br /&gt;
&lt;br /&gt;
===Combining Magical Effects===&lt;br /&gt;
&lt;br /&gt;
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:&lt;br /&gt;
&lt;br /&gt;
=====Stacking Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells that provide bonuses or penalties on [[SRD:Attack Roll|attack rolls]], [[SRD:Attack Damage|damage rolls]], [[SRD:Saving Throw|saving throws]], and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see Bonus Types, above). &lt;br /&gt;
&lt;br /&gt;
======Different Bonus Names======&lt;br /&gt;
&lt;br /&gt;
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus.&lt;br /&gt;
&lt;br /&gt;
======Same Effect More than Once in Different [[SRD:Strength|Strength]]s======&lt;br /&gt;
&lt;br /&gt;
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the best one applies.&lt;br /&gt;
&lt;br /&gt;
======Same Effect with Differing Results======&lt;br /&gt;
&lt;br /&gt;
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.&lt;br /&gt;
&lt;br /&gt;
======One Effect Makes Another Irrelevant======&lt;br /&gt;
&lt;br /&gt;
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.&lt;br /&gt;
&lt;br /&gt;
======Multiple Mental Control Effects======&lt;br /&gt;
&lt;br /&gt;
Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects ability to act. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed [[SRD:Charisma Check|Charisma check]]s to determine which one the creature obeys.&lt;br /&gt;
&lt;br /&gt;
=====Spells with Opposite Effects=====&lt;br /&gt;
&lt;br /&gt;
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell’s description. &lt;br /&gt;
&lt;br /&gt;
=====Instantaneous Effects=====&lt;br /&gt;
&lt;br /&gt;
Two or more spells with instantaneous durations work cumulatively when they affect the same target.&lt;br /&gt;
&lt;br /&gt;
{{SRD Spell Footer}}&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Spellcasting_Strain&amp;diff=271082</id>
		<title>Yagura:SRD:Spellcasting Strain</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Spellcasting_Strain&amp;diff=271082"/>
		<updated>2014-09-30T20:49:57Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spellcasting Strain=&lt;br /&gt;
&lt;br /&gt;
Every character with magical ability suffers some level of strain when casting spells. Training and experience allow a character to withstand this strain without any negative effects, to a point. Therefore this strain threshold is a measure of the spellcasting ability available to a character.mana-based casting a real and balanced option.&lt;br /&gt;
&lt;br /&gt;
==== Strain Tolerance ====&lt;br /&gt;
&lt;br /&gt;
Your strain tolerance is a number representing the total amount of strain you can accumulate before suffering negative effects. Your strain tolerance is determined by your class, but not by your level or ability scores.&lt;br /&gt;
&lt;br /&gt;
== Casting a Spell ==&lt;br /&gt;
&lt;br /&gt;
First you must [[Yagura:SRD:Casting_Spells#Choosing_a_Spell|select a spell]] to cast, as normal. If you prepare your spells you may only cast spells which you have prepared. Casting a prepared spell does not make the spell unprepared. If you cast spontaneously you may cast any spell that you know.&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, you have to channel a portion of the magic through your own body. This is taxing both physically and mentally, and is the basic limiting factor that determines how many spells you can cast without resting. Every spell has a strain cost, which depends on the level of the spell and your caster level, as shown on the tables below. At high class levels, some spells have no strain cost, which one would expect - a powerful spellcaster can cast basic spells all day long.&lt;br /&gt;
&lt;br /&gt;
Whenever you cast a spell, you suffer strain equal to the spell&#039;s strain cost. As you cast more spells, the strain accumulates. As long your total accumulated strain is lower than your strain tolerance, you suffer no ill effect. Continuing to cast spells once your strain is over your tolerance, however, is extremely taxing on your body and mind.&lt;br /&gt;
&lt;br /&gt;
As soon as your total strain exceeds your tolerance, you become [[Yagura:SRD:Fatigued|fatigued]] (even if you are normally immune to this condition; this is fatigue of the mind, not the body). If while fatigued you wish to cast another spell, you must first make a [[Yagura:SRD:Fortitude|Fortitude]] save with a DC equal to (20 + the spell&#039;s level + the amount of strain you have over your tolerance). If the save is successful, you cast the spell as normal. If the save is failed, the spell fizzles with no effect and you become [[Yagura:SRD:Exhausted|exhausted]] (even if you are normally immune to this condition). While exhausted you may not cast any spells. You cease to be exhausted after an hour of complete rest. &lt;br /&gt;
&lt;br /&gt;
== Recovering Strain ==&lt;br /&gt;
&lt;br /&gt;
Strain is lost at a rate of 1 strain every 15 minutes, regardless of your activity level. Fatigued due to excess strain goes away as soon as your total strain is no longer over your tolerance. However, you do not lose strain while exhausted.&lt;br /&gt;
&lt;br /&gt;
Meditative rest or sleep allows you to lose strain at double the rate.&lt;br /&gt;
&lt;br /&gt;
== Strain Costs ==&lt;br /&gt;
&lt;br /&gt;
The amount of strain it costs to cast a spell depends on your level and the type of caster you are, as defined by your spellcasting class.&lt;br /&gt;
&lt;br /&gt;
=== Alpha Casters ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;column&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;vertical-align:top&amp;quot; |&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: Strain Costs for Alpha Casters&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Strain Points&lt;br /&gt;
|- &lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|1st||5||8||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|2nd||5||8||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|3rd||3||5||8||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|4th||3||5||8||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|5th||2||3||5||8||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|6th||2||3||5||8||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|7th||1||2||3||5||8||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|8th||1||2||3||5||8||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|9th||0||1||2||3||5||8||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|10th||0||1||2||3||5||8||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|11th||0||0||1||2||3||5||8||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|12th||0||0||1||2||3||5||8||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|13th||0||0||0||1||2||3||5||8||—||—&lt;br /&gt;
|- &lt;br /&gt;
|14th||0||0||0||1||2||3||5||8||—||—&lt;br /&gt;
|- &lt;br /&gt;
|15th||0||0||0||0||1||2||3||5||8||—&lt;br /&gt;
|- &lt;br /&gt;
|16th||0||0||0||0||1||2||3||5||8||—&lt;br /&gt;
|- &lt;br /&gt;
|17th||0||0||0||0||0||1||2||3||5||8&lt;br /&gt;
|- &lt;br /&gt;
|18th||0||0||0||0||0||1||2||3||5||8&lt;br /&gt;
|- &lt;br /&gt;
|19th||0||0||0||0||0||1||2||3||5||8&lt;br /&gt;
|- &lt;br /&gt;
|20th||0||0||0||0||0||1||2||3||5||8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;vertical-align:top&amp;quot; |&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: Strain Costs for Beta Casters&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Strain Points&lt;br /&gt;
|- &lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|1st||8||—||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|2nd||5||8||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|2nd||5||8||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|4th||3||5||8||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|4th||3||5||8||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|4th||3||5||8||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|7th||2||3||5||8||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|8th||2||3||5||8||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|9th||2||3||5||8||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|10th||1||2||3||5||8||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|11th||1||2||3||5||8||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|12th||1||2||3||5||8||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|13th||0||1||2||3||5||8||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|14th||0||1||2||3||5||8||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|15th||0||1||2||3||5||8||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|16th||0||0||1||2||3||5||8||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|17th||0||0||1||2||3||5||8||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|18th||0||0||1||2||3||5||8||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|19th||0||0||1||2||3||5||8||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|20th||0||0||1||2||3||5||8||—||—||—&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;vertical-align:top&amp;quot; |&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: Strain Costs for Gamma Casters&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level || colspan=&amp;quot;10&amp;quot; | Strain Points&lt;br /&gt;
|- &lt;br /&gt;
! 0 || 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; || 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt; || 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; || 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; || 9&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|1st||—||—||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|2nd||—||—||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|3rd||—||—||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|4nd||5||8||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|5nd||5||8||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|6nd||5||8||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|7nd||5||8||—||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|8th||3||5||8||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|9th||3||5||8||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|10th||3||5||8||—||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|11th||2||3||5||8||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|12th||2||3||5||8||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|13th||2||3||5||8||—||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|14th||1||2||3||5||8||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|15th||1||2||3||5||8||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|16th||1||2||3||5||8||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|17th||1||2||3||5||8||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|18th||1||2||3||5||8||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|19th||1||2||3||5||8||—||—||—||—||—&lt;br /&gt;
|- &lt;br /&gt;
|20th||1||2||3||5||8||—||—||—||—||—&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spell Power====&lt;br /&gt;
Most numeric effects of a spell are determined primarily by the spell&#039;s level, and not by the caster&#039;s level. Any reference to caster level within a spell, such as &amp;quot;1d6 per caster level&amp;quot; or &amp;quot;one target per two caster levels&amp;quot; or similar reference, is calculated as if the caster&#039;s level was equal to the spell power in the following table. An exception is made for range, which is modified from the SRD progression and listed by spell level in the following table.&lt;br /&gt;
&lt;br /&gt;
{|  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Table: Spell Power&lt;br /&gt;
|-&lt;br /&gt;
! Spell Level !! Spell Power !! Close Range !! Medium Range !! Long Range&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 2 || 30&#039; || 60&#039; || 120&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4 || 35&#039; || 70&#039; || 140&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 40&#039; || 80&#039; || 160&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 8 || 45&#039; || 90&#039; || 180&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 10 || 50&#039; || 100&#039; || 200&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 12 || 55&#039; || 110&#039; || 220&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 14 || 60&#039; || 120&#039; || 240&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 16 || 65&#039; || 130&#039; || 260&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 18 || 70&#039; || 140&#039; || 280&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 20 || 75&#039; || 150&#039; || 300&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Thus a &#039;&#039;fireball&#039;&#039; always does 8d6 damage at up to 180&#039;, a &#039;&#039;charm person&#039;&#039; always lasts for 4 hours and only targets within 35&#039;, and &#039;&#039;fabricate&#039;&#039; always affects up to 120 cubic feet of material. If you want the spell to deal more, last longer, go farther, or affect a larger area you need to apply metamagic effects to it or cast a version of the spell that is a higher level.&lt;br /&gt;
&lt;br /&gt;
=====Dispel Magic=====&lt;br /&gt;
An exception is made for &#039;&#039;dispel magic&#039;&#039; and &#039;&#039;greater dispel magic&#039;&#039;. These spells use your level in the relevant casting class rather than spell power to determine your likelihood of dispelling an effect.&lt;br /&gt;
&lt;br /&gt;
====Spell DCs====&lt;br /&gt;
&lt;br /&gt;
All spells have a DC of 10 + half caster level + casting ability modifier. &lt;br /&gt;
&lt;br /&gt;
====Metamagic====&lt;br /&gt;
&lt;br /&gt;
Preparation casters are still required to apply any desired metamagic effects to their spells at preparation. These spells take up a slot of the appropriate level and a number of spell points based on that slot when cast.&lt;br /&gt;
&lt;br /&gt;
Spontaneous casters may choose to apply any metamagic feats that they know when casting a spell. They pay a cost in spell points based on the final level of the spell after all metamagic adjustments are complete. If the spell has a casting time of 1 full-round action or less, they must spend a swift action to apply metamagic effects. In the case of a quickened spell, this swift action also entails the entire casting of the spell. If the spell has a cast time of 1 round or more, they must spend an additional standard action to apply metamagic effects.&lt;br /&gt;
&lt;br /&gt;
Some specific adjustments and clarifications to metamagic appear below.&lt;br /&gt;
&lt;br /&gt;
=====Empower Spell=====&lt;br /&gt;
Empower Spell only carries a metamagic cost of 1 spell level, not 2. &lt;br /&gt;
&lt;br /&gt;
The reasons behind this are fairly straightforward. Casting an empowered spell of level X has an effect roughly equal to casting a spell of level X and a spell of level X-1. Since we know that the cost of casting those two spells is the same as the cost of casting a spell of level X+1, we charge the same amount for this metamagic effect.&lt;br /&gt;
&lt;br /&gt;
=====Heighten Spell=====&lt;br /&gt;
Heighten Spell increases the spell&#039;s level, which also increases the spell power of a spell. This is generally an inefficient way of boosting a spell&#039;s effect, but may be necessary to breach a defense.&lt;br /&gt;
&lt;br /&gt;
=====Widen Spell=====&lt;br /&gt;
Widen Spell increases both the length and the width of line effects. This grants a similar effect to lines as it does other areas.&lt;br /&gt;
&lt;br /&gt;
{{Underbar|&lt;br /&gt;
===Optional Caster Adjustments===&lt;br /&gt;
|The spell power system in particular lends itself to class adjustment that makes spellcasters dependent on additional attributes. If your spell power was equal to the listed amount -4 + an attribute modifier, then your spellcaster suddenly has an attribute that they may want to increase to boost their effectiveness. The important thing then would be to make it a different attribute than that which governed their spell DCs.&lt;br /&gt;
&lt;br /&gt;
As an example of this sort of adjustment, we present the following suggestions for the core caster classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bard:&#039;&#039;&#039; Intelligence adds to spell DC, Charisma adds to spell power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cleric:&#039;&#039;&#039; Charisma adds to spell DC, Wisdom adds to spell power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druid:&#039;&#039;&#039; Wisdom adds to spell DC, Charisma adds to spell power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladin:&#039;&#039;&#039; Charisma adds to spell DC and spell power. They have enough attributes to manage already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger:&#039;&#039;&#039; Wisdom adds to spell DC and spell power. They also have enough attributes to manage already.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerer:&#039;&#039;&#039; Charisma adds to spell DC, Intelligence adds to spell power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizard:&#039;&#039;&#039; Intelligence adds to spell DC, Wisdom adds to spell power.}}&amp;lt;/onlyinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Spellcasting_Strain&amp;diff=271081</id>
		<title>Yagura:SRD:Spellcasting Strain</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Spellcasting_Strain&amp;diff=271081"/>
		<updated>2014-09-30T20:37:17Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;=Spellcasting Strain=  Every character with magical ability suffers some level of strain when casting spells. Training and experience allow a character to withstand this strai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spellcasting Strain=&lt;br /&gt;
&lt;br /&gt;
Every character with magical ability suffers some level of strain when casting spells. Training and experience allow a character to withstand this strain without any negative effects, to a point. Therefore this strain threshold is a measure of the spellcasting ability available to a character.mana-based casting a real and balanced option.&lt;br /&gt;
&lt;br /&gt;
==== Strain Tolerance ====&lt;br /&gt;
&lt;br /&gt;
Your strain tolerance is a number representing the total amount of strain you can accumulate before suffering negative effects. Your strain tolerance is determined by your class, but not by your level or ability scores.&lt;br /&gt;
&lt;br /&gt;
== Casting a Spell ==&lt;br /&gt;
&lt;br /&gt;
First you must [[Yagura:SRD:Casting_Spells#Choosing_a_Spell|select a spell]] to cast, as normal. If you prepare your spells you may only cast spells which you have prepared. Casting a prepared spell does not make the spell unprepared. If you cast spontaneously you may cast any spell that you know.&lt;br /&gt;
&lt;br /&gt;
When you cast a spell, you have to channel a portion of the magic through your own body. This is taxing both physically and mentally, and is the basic limiting factor that determines how many spells you can cast without resting. Every spell has a strain cost, which depends on the level of the spell and your caster level, as shown on the tables below. At high class levels, some spells have no strain cost, which one would expect - a powerful spellcaster can cast basic spells all day long.&lt;br /&gt;
&lt;br /&gt;
Whenever you cast a spell, you suffer strain equal to the spell&#039;s strain cost. As you cast more spells, the strain accumulates. As long your total accumulated strain is lower than your strain tolerance, you suffer no ill effect. Continuing to cast spells once your strain is over your tolerance, however, is extremely taxing on your body and mind.&lt;br /&gt;
&lt;br /&gt;
As soon as your total strain exceeds your tolerance, you become [[Yagura:SRD:Fatigued|fatigued]] (even if you are normally immune to this condition; this is fatigue of the mind, not the body). If while fatigued you wish to cast another spell, you must first make a [[Yagura:SRD:Fortitude|Fortitude]] save with a DC equal to (20 + the spell&#039;s level + the amount of strain you have over your tolerance). If the save is successful, you cast the spell as normal. If the save is failed, the spell fizzles with no effect and you become [[Yagura:SRD:Exhausted|exhausted]] (even if you are normally immune to this condition). While exhausted you may not cast any spells. You cease to be exhausted after an hour of complete rest. &lt;br /&gt;
&lt;br /&gt;
== Recovering Strain ==&lt;br /&gt;
&lt;br /&gt;
Strain is lost at a rate of 1 strain every 15 minutes, regardless of your activity level. Fatigued due to excess strain goes away as soon as your total strain is no longer over your tolerance. However, you do not lose strain while exhausted.&lt;br /&gt;
&lt;br /&gt;
Meditative rest or sleep allows you to lose strain at double the rate.&lt;br /&gt;
&lt;br /&gt;
== Strain Costs ==&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Prepared_Spells&amp;diff=271075</id>
		<title>Yagura:SRD:Prepared Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Prepared_Spells&amp;diff=271075"/>
		<updated>2014-09-30T19:54:11Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Spell Selection and Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Prepared Spells=&lt;br /&gt;
&lt;br /&gt;
Some classes, such as the [[Yagura:SRD:Cleric|cleric]] and [[Yagura:SRD:Wizard|wizard]], must prepare a list of spells in order for them to be available to cast.&lt;br /&gt;
&lt;br /&gt;
==Preparing Spells==&lt;br /&gt;
&lt;br /&gt;
Your level in a spellcasting class limits the number of spells you can prepare. To prepare a spell you must have a casting ability score of at least 10 + the spell’s level.&lt;br /&gt;
&lt;br /&gt;
=====Preparation Environment=====&lt;br /&gt;
&lt;br /&gt;
To prepare any spell you must have enough peace, quiet, and comfort to allow for proper concentration. Your surroundings need not be luxurious, but they must be free from overt distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed [[Yagura:SRD:Saving Throw|saving throw]] you might experience while studying.&lt;br /&gt;
&lt;br /&gt;
=====Spell Preparation Time=====&lt;br /&gt;
&lt;br /&gt;
After resting you must engage in the required activity for your class (such as prayer for [[Yagura:SRD:Cleric|cleric]]s or studying a spellbook for [[Yagura:SRD:Wizard|wizard]]s) to prepare spells. Each spell you prepare takes 10 minutes of sustained focus and concentration, up to one full hour to prepare all of your spells. Removing any number of spells from your prepared list takes no time and can be done in any circumstance.&lt;br /&gt;
&lt;br /&gt;
=====Spell Selection and Preparation=====&lt;br /&gt;
&lt;br /&gt;
During the preparation period, you choose which spells to prepare. Spells already prepared from the previous preparation remain prepared, and you need not spend time preparing spells if you do not wish to change what spells you have prepared. &lt;br /&gt;
&lt;br /&gt;
You can repeat the preparation process as often as you like, time and circumstances permitting.&lt;br /&gt;
&lt;br /&gt;
=====Spell Slots=====&lt;br /&gt;
&lt;br /&gt;
The various [[Yagura:SRD:Classes|character class]] tables show how many spells of each level a character can prepare. These openings for spells are called spell slots. A spellcaster always has the option to trade a higher-level spell slot for lower-level spell slots that total the level of the slot traded out (i.e. a level 5 slot can trade into two level 2 slots and one level 1 slot). A spellcaster who lacks a high enough [[SRD:Ability Scores|ability score]] to cast spells that would otherwise be his or her due still gets the slots but must trade them out for spell slots of lower level.&lt;br /&gt;
&lt;br /&gt;
=====Death and Prepared Spell Retention=====&lt;br /&gt;
&lt;br /&gt;
If a spellcaster dies, all prepared spells stored in his or her mind are wiped away.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=271056</id>
		<title>Yagura:Bill</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=271056"/>
		<updated>2014-09-30T16:05:51Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Other Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incorporating the [http://www.dnd-wiki.org/wiki/System_Reference_Document SRD] into this [[Yagura:SRD|SRD]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Help:Cheatsheet Mediawiki Cheatsheet]&lt;br /&gt;
&lt;br /&gt;
=Incorporation notes=&lt;br /&gt;
==Races:==&lt;br /&gt;
&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Lizardfolk_Variant_%283.5e_Race%29] (Renamed, but not Iksar - the lizardy inhabitants of &amp;quot;Kunark&amp;quot; are related but separated by centuries and have a different name and stats.)&lt;br /&gt;
&lt;br /&gt;
==NPC classes:==&lt;br /&gt;
* Adept [http://www.dnd-wiki.org/wiki/Adept_(3.5e_NPC_Class)]&lt;br /&gt;
* Warrior [http://www.dnd-wiki.org/wiki/Warrior_%283.5e_NPC_Class%29]&lt;br /&gt;
* &amp;quot;ninja&amp;quot; [http://www.dnd-wiki.org/wiki/Ninja_%283.5e_Class%29] (there are only ever 2 of these, the master and his apprentice. They lead the cult of the Mistress of Shadows.)&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
30 Classes: [Balance Point noted if necessary]&lt;br /&gt;
* Assassin [http://www.dnd-wiki.org/wiki/Assassin,_Tome_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Barbarian [http://www.dnd-wiki.org/wiki/Barbarian,_Tome_%283.5e_Class%29] (Berzerker)&lt;br /&gt;
* Bard [http://www.dnd-wiki.org/wiki/Bard,_Tome_%283.5e_Class%29] (don&#039;t use, just reference it for the actual bard)&lt;br /&gt;
* Cleric&lt;br /&gt;
* Druid&lt;br /&gt;
* Elementalist [http://www.dnd-wiki.org/wiki/Elementalist_%283.5e_Class%29]&lt;br /&gt;
* Fighter [http://www.dnd-wiki.org/wiki/Fighter,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Fire mage [http://www.dnd-wiki.org/wiki/Fire_Mage_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Jester [http://www.dnd-wiki.org/wiki/Jester_%283.5e_Class%29] (Shadow Agent of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Knight [http://www.dnd-wiki.org/wiki/Knight,_Tome_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Monk [http://www.dnd-wiki.org/wiki/Monk,_Tome_%283.5e_Class%29] (rename needed)&lt;br /&gt;
* Ninja [http://www.dnd-wiki.org/wiki/Ninja,_Tome_%283.5e_Class%29] (Shadow Rogue of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Paladin [http://www.dnd-wiki.org/wiki/Paladin,_Tome_%283.5e_Class%29] (strip it of the religious aspects, make it a palace guard)&lt;br /&gt;
* Priest [http://www.dnd-wiki.org/wiki/Priest_%283.5e_Class%29] (Shadow Priest of the Cult of the Mistress of Shadows, all domains available)&lt;br /&gt;
* Puppeteer [http://www.dnd-wiki.org/wiki/Puppeteer_%283.5e_Class%29] (maybe a name change) [BP-1]&lt;br /&gt;
* Ranger [http://www.dnd-wiki.org/wiki/Ranger,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Rogue [BP-1]&lt;br /&gt;
* Ronin [http://www.dnd-wiki.org/wiki/Ronin_%283.5e_Class%29] (Shadow Warrior of the Cult of the Mistress of Shadows) [BP-1]&lt;br /&gt;
* Samurai [http://www.dnd-wiki.org/wiki/Samurai,_Tome_%283.5e_Class%29] (Shadow Knight of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Shadowcaster[http://www.dnd-wiki.org/wiki/Shadowcaster_%283.5e_Class%29] (of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Sorcerer [http://www.dnd-wiki.org/wiki/Sorcerer,_Tome_%283.5e_Class%29] (consider whether or not it fits at all, it might not)&lt;br /&gt;
* Soulborn [http://www.dnd-wiki.org/wiki/Soulborn_%283.5e_Class%29] (Shadowborn of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Spirit Shaman [http://www.dnd-wiki.org/wiki/Spirit_Shaman_%283.5e_Class%29]&lt;br /&gt;
* Summoner [http://www.dnd-wiki.org/wiki/Summoner_%283.5e_Class%29]&lt;br /&gt;
* Templar [http://www.dnd-wiki.org/wiki/Templar_%283.5e_Class%29]&lt;br /&gt;
* Thief Acrobat[http://www.dnd-wiki.org/wiki/Thief_Acrobat_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Totemist [http://www.dnd-wiki.org/wiki/Totemist_%283.5e_Class%29] (maybe of the Cult)&lt;br /&gt;
* Warlock [http://www.dnd-wiki.org/wiki/Warlock_%283.5e_Class%29]&lt;br /&gt;
* Wintersmith [http://www.dnd-wiki.org/wiki/Wintersmith_%283.5e_Class%29]&lt;br /&gt;
* Witch [http://www.dnd-wiki.org/wiki/Witch_%283.5e_Class%29] (maybe a name change, I can&#039;t get past it)&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Tome_of_Prowess_%283.5e_Sourcebook%29] (This will require quite a bit of rewriting to strip it of its &amp;quot;change from&amp;quot; verbage. Also, the Dowsing skill is stupid and the class lists will have to be reworked.)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Armor [http://www.dnd-wiki.org/wiki/Tome_Armor_%283.5e_Variant_Rule%29]&lt;br /&gt;
* Magic items [http://www.dnd-wiki.org/wiki/Tome_Magic_Items_%283.5e_Variant_Rule%29]&lt;br /&gt;
&lt;br /&gt;
==Other Rules==&lt;br /&gt;
* [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Big_Fat_Squares] (changes ranges for bows and spells)&lt;br /&gt;
* Multi-weapon [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Revised_Multi-Weapon_Combat] (something like this anyway)&lt;br /&gt;
* Creature scaling [http://www.dnd-wiki.org/wiki/User:Tarkisflux/Rants/Revised_Creature_Scaling]&lt;br /&gt;
* hit points [http://www.dnd-wiki.org/wiki/Better_Hit_Points_%283.5e_Variant_Rule%29]&lt;br /&gt;
* saves [http://www.dnd-wiki.org/wiki/More_Stable_Saves_%283.5e_Variant_Rule%29]&lt;br /&gt;
* full attacks [http://www.dnd-wiki.org/wiki/Better_Full_Attacks_%283.5e_Variant_Rule%29] (If you full attack all secondary attacks are at -5, otherwise as a standard action all secondary attacks are at -5,-10,-15 etc. Maybe rework this too.)&lt;br /&gt;
* initiative [http://www.dnd-wiki.org/wiki/Better_Initiative_%283.5e_Variant_Rule%29]&lt;br /&gt;
* level-based benefits [http://www.dnd-wiki.org/wiki/New_Level-Dependent_Benefits_%283.5e_Variant_Rule%29] (consider it)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Static_Spell_Points_%283.5e_Variant_Rule%29] (this would require a rather large amount of work to impliment but it is pretty awesome and removes my desire to rewrite the entire spells list)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule%29] (another to consider)&lt;br /&gt;
* turning [http://www.dnd-wiki.org/wiki/CR-Based_Turning_%283.5e_Variant_Rule%29]&lt;br /&gt;
* poisons [http://www.dnd-wiki.org/wiki/Better_Poisons_%283.5e_Variant_Rule%29]&lt;br /&gt;
* counterspelling [http://www.dnd-wiki.org/wiki/Better_Counterspelling_%283.5e_Variant_Rule%29] (Rewrite it to &amp;quot;dispel&amp;quot; is a magical action any spellcaster can attempt, not a spell. You set the level and expend a spell of that level. Otherwise this is great.)&lt;br /&gt;
* Armor gives you Damage Conversion which changes hp damage to &amp;quot;non-lethal&amp;quot; damage, making both healing &amp;amp; armor better.&lt;br /&gt;
* Does havign the edge prevent opponents from making a 5&#039; step w/o provoking? It should.&lt;br /&gt;
* &amp;quot;Immediate Action&amp;quot; is a reaction. Why is it not called a Reaction? An opportunity attack is a reaction. Small, fast weapons allow you to make an OA 1/round without spending your Reaction.&lt;br /&gt;
* All &amp;quot;magic&amp;quot; is a focus of the innate ability latent in all living beings. Some focus this into totally awesome fighting moves, some into reality-bending magic. Making it big and flashy means building up a pool of mana and spending it down, whereas others just tap into it a little at a time and cannot pool it up. All classes are magical; a mundane class is an NPC (the majority of the world). Sword masters grow up into super heroes.&lt;br /&gt;
* Every other being uses Pathfinder build information with Tome combat rules. Magic is very rare among those using Pathfinder, and those who practice it do so like a newb.&lt;br /&gt;
* Magic item bonuses should be quite varied (so I can have +1 Cha bracers and a +1 Cha tiara for a total of +2, each item having other things on it as well). But there should be limits as to how much of a boost you can get from the total of all bonus types. It hampers the game to have players try to get any many bonus types as possible to go well outside the range of the RNG, so stick with the RNG-friendly limits and relax on the bonus type limitations. This applies to ability score bonuses, damage, to-hit, hp, saves, etc.&lt;br /&gt;
* Something needs to be done about chargen. Making a really strong human with a 16 Str should seem less stupid when compared to a dwarf with 20 Str. That 4 Str equates to the same to-hit bonuses gained from 2 levels or 2 feats. What&#039;s the human getting for making a more realistic character?&lt;br /&gt;
&lt;br /&gt;
==Errata==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/User:Surgo/Possible_Tome_Errata possibly]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
The world is a dark place, but not just because it is dangerous, vast, and largely unknown. Men are dark beings of evil intent, greed, dishonor, and violence. There are no knights of royal bearing and chivalrous discipline. There are no paladins or clerics of gods of honor, valor, grace, or mercy. What gods there once were are forgotten, their priests hunted and killed, their temples desecrated. Gods were made again, from the people who shone brightest or who saught the glory. Mankind cannot help but worship. The leaders of old were simply followed, then reveared, later worshipped. The deaths of these new gods became religeous, their tombs the new temples. Tales were told far and wide of the world before. The hermit emperor who could not die, nor rule his empire from his palace; the betreyal of the sun when she turned life into unlife and how the ancients abandoned her and each night hoped she would never return; the flying auroch heffer who suckled the beasts of the wild, giving them new form and culture like man; the giants who once ruled the world and created orcs and goblins; the tyrants and despots who wielded godmagic to control the lives of men, and how the new gods rose up against them to create a new world.&lt;br /&gt;
&lt;br /&gt;
The undead hordes succeeded in killing almost everything that was, leaving the world bereft and harsh. Fires consumed much, from those undead who caught fire and became walking bonfires. Ghosts and those who drained warmth created frozen lakes that held back water from the plains below, encasing towns in ice that crushed ill-prepared roofs - then left, leaving dams to thaw into floods and towns to suddenly turn to swamps rotting in the mists. Only that which was crafted in magic could withstand the centuries. Magic having no where to go, inhabited the beings of life. The more intelligent and imbued with magic a creature was, the more drawn it was to objects containing magic, so in even a bear&#039;s den one might find some trinket from ancient times that the bear cared for as if it were a cub.&lt;br /&gt;
&lt;br /&gt;
Language, customs, cultures, and craft all lost, the world is fragmented again. &amp;quot;Combine&amp;quot; is a misunderstood word that means simply &amp;quot;old&amp;quot; to some, &amp;quot;unity&amp;quot; to others, &amp;quot;the land of the gods&amp;quot; in some circles, or a legendary place that exists only in tales, for surely the world was never united by one people. Life is cheap, morals are few and oft ignored, and where two men are gathered one will achieve power over another.&lt;br /&gt;
&lt;br /&gt;
==The Moon==&lt;br /&gt;
You are the remnant of the Empire&#039;s small outpost on Luclin (Tongar), only a few centuries after the Sundering. However, that&#039;s not really what the people know.&lt;br /&gt;
&lt;br /&gt;
The leadership has determined that since they don&#039;t know how to get back, the important thing is to establish their own empire in their new home. To that end they have obscured the truth from the people to ensure no one tries to get to the planet, which isn&#039;t possible anyway because reasons.&lt;br /&gt;
&lt;br /&gt;
You are members of the last bastion of civilization, trying to expand your territories to ensure the future of your nation, the XXXXXXXX. The kingdom has a mixture of the standard fantasy races. &lt;br /&gt;
&lt;br /&gt;
===Other people of the world===&lt;br /&gt;
* The enigmatic people of the Warring States of the Third Mystic Hegemony of the Serpent Emperor (based loosely on ancient China&#039;s warring states period - they are oriental in culture and closest to Xiongnu. The &amp;quot;serpent emperor&amp;quot; was once a Shissar but the hegemonics killed their slavemasters and took over the government so &amp;quot;serpent emperor&amp;quot; is no longer a serpent at all, but once was). Matriarchal and spiritual, but largely uncivilized. They sometimes keep beastmen as pets, being very careful to raise them with the animals of their tribes and never to speak to them (to avoid the beastmen learning how to be like them). Their language and religion is much like Tengri, and they call the world Tongar Akaidusella (just Tongar outside of ceremony) which means &amp;quot;God&#039;s birthing basket&amp;quot;. Most of their people go around unclothed, they dance but do not sing, they do not hold land but instead respect only strength where rights are concerned, and they are prone to violence based on little more than whimsy. I&#039;m not sure what race this is.&lt;br /&gt;
* Primitive bands of &amp;quot;beastmen&amp;quot; or &amp;quot;ferals&amp;quot;. These are groups of humanoids who were once raised by animals, lived their lives in the wild, lost civilization and culture and humanity, and are very slowly finding ways to react to each other in less animalistic fashions (decendants of feral children). They are very strong and agile, very capable humanoid animals, but cannot speak, have no craft whatsoever (always naked, don&#039;t build homes, etc), and HUNT other humanoids. Very dangerous, very prolific. They have tribes that stay with herds of animals, learning to be like the animals and each other, and rarely mix at all with those of other tribes. They tend to act just like their animals, except that they will aggressively attack anyone who attempts to take their land or endanger their tribe.&lt;br /&gt;
* Natives of the world are largely classified as Outsiders. The only humanoids are the civilized races that moved there from the world above. Other race ides can be found [http://www.tgdmb.com/viewtopic.php?t=54924&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 here]&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
The players are a part of the Combine remnant on the moon, which they call Tongar after the hegemonic term. But, they don&#039;t know that. Instead they are told they are the last civilization on a world once controlled by their kind. The goal is not just to keep civilization alive, but to expand into new territory and slaughter their enemies.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=271053</id>
		<title>Yagura:Bill</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:Bill&amp;diff=271053"/>
		<updated>2014-09-30T15:34:35Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: /* Other Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incorporating the [http://www.dnd-wiki.org/wiki/System_Reference_Document SRD] into this [[Yagura:SRD|SRD]]&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Help:Cheatsheet Mediawiki Cheatsheet]&lt;br /&gt;
&lt;br /&gt;
=Incorporation notes=&lt;br /&gt;
==Races:==&lt;br /&gt;
&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Lizardfolk_Variant_%283.5e_Race%29] (Renamed, but not Iksar - the lizardy inhabitants of &amp;quot;Kunark&amp;quot; are related but separated by centuries and have a different name and stats.)&lt;br /&gt;
&lt;br /&gt;
==NPC classes:==&lt;br /&gt;
* Adept [http://www.dnd-wiki.org/wiki/Adept_(3.5e_NPC_Class)]&lt;br /&gt;
* Warrior [http://www.dnd-wiki.org/wiki/Warrior_%283.5e_NPC_Class%29]&lt;br /&gt;
* &amp;quot;ninja&amp;quot; [http://www.dnd-wiki.org/wiki/Ninja_%283.5e_Class%29] (there are only ever 2 of these, the master and his apprentice. They lead the cult of the Mistress of Shadows.)&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
30 Classes: [Balance Point noted if necessary]&lt;br /&gt;
* Assassin [http://www.dnd-wiki.org/wiki/Assassin,_Tome_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Barbarian [http://www.dnd-wiki.org/wiki/Barbarian,_Tome_%283.5e_Class%29] (Berzerker)&lt;br /&gt;
* Bard [http://www.dnd-wiki.org/wiki/Bard,_Tome_%283.5e_Class%29] (don&#039;t use, just reference it for the actual bard)&lt;br /&gt;
* Cleric&lt;br /&gt;
* Druid&lt;br /&gt;
* Elementalist [http://www.dnd-wiki.org/wiki/Elementalist_%283.5e_Class%29]&lt;br /&gt;
* Fighter [http://www.dnd-wiki.org/wiki/Fighter,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Fire mage [http://www.dnd-wiki.org/wiki/Fire_Mage_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Jester [http://www.dnd-wiki.org/wiki/Jester_%283.5e_Class%29] (Shadow Agent of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Knight [http://www.dnd-wiki.org/wiki/Knight,_Tome_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Monk [http://www.dnd-wiki.org/wiki/Monk,_Tome_%283.5e_Class%29] (rename needed)&lt;br /&gt;
* Ninja [http://www.dnd-wiki.org/wiki/Ninja,_Tome_%283.5e_Class%29] (Shadow Rogue of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Paladin [http://www.dnd-wiki.org/wiki/Paladin,_Tome_%283.5e_Class%29] (strip it of the religious aspects, make it a palace guard)&lt;br /&gt;
* Priest [http://www.dnd-wiki.org/wiki/Priest_%283.5e_Class%29] (Shadow Priest of the Cult of the Mistress of Shadows, all domains available)&lt;br /&gt;
* Puppeteer [http://www.dnd-wiki.org/wiki/Puppeteer_%283.5e_Class%29] (maybe a name change) [BP-1]&lt;br /&gt;
* Ranger [http://www.dnd-wiki.org/wiki/Ranger,_Tome_%283.5e_Class%29]&lt;br /&gt;
* Rogue [BP-1]&lt;br /&gt;
* Ronin [http://www.dnd-wiki.org/wiki/Ronin_%283.5e_Class%29] (Shadow Warrior of the Cult of the Mistress of Shadows) [BP-1]&lt;br /&gt;
* Samurai [http://www.dnd-wiki.org/wiki/Samurai,_Tome_%283.5e_Class%29] (Shadow Knight of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Shadowcaster[http://www.dnd-wiki.org/wiki/Shadowcaster_%283.5e_Class%29] (of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Sorcerer [http://www.dnd-wiki.org/wiki/Sorcerer,_Tome_%283.5e_Class%29] (consider whether or not it fits at all, it might not)&lt;br /&gt;
* Soulborn [http://www.dnd-wiki.org/wiki/Soulborn_%283.5e_Class%29] (Shadowborn of the Cult of the Mistress of Shadows)&lt;br /&gt;
* Spirit Shaman [http://www.dnd-wiki.org/wiki/Spirit_Shaman_%283.5e_Class%29]&lt;br /&gt;
* Summoner [http://www.dnd-wiki.org/wiki/Summoner_%283.5e_Class%29]&lt;br /&gt;
* Templar [http://www.dnd-wiki.org/wiki/Templar_%283.5e_Class%29]&lt;br /&gt;
* Thief Acrobat[http://www.dnd-wiki.org/wiki/Thief_Acrobat_%283.5e_Class%29] [BP-1]&lt;br /&gt;
* Totemist [http://www.dnd-wiki.org/wiki/Totemist_%283.5e_Class%29] (maybe of the Cult)&lt;br /&gt;
* Warlock [http://www.dnd-wiki.org/wiki/Warlock_%283.5e_Class%29]&lt;br /&gt;
* Wintersmith [http://www.dnd-wiki.org/wiki/Wintersmith_%283.5e_Class%29]&lt;br /&gt;
* Witch [http://www.dnd-wiki.org/wiki/Witch_%283.5e_Class%29] (maybe a name change, I can&#039;t get past it)&lt;br /&gt;
* Wizard&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/Tome_of_Prowess_%283.5e_Sourcebook%29] (This will require quite a bit of rewriting to strip it of its &amp;quot;change from&amp;quot; verbage. Also, the Dowsing skill is stupid and the class lists will have to be reworked.)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
* Armor [http://www.dnd-wiki.org/wiki/Tome_Armor_%283.5e_Variant_Rule%29]&lt;br /&gt;
* Magic items [http://www.dnd-wiki.org/wiki/Tome_Magic_Items_%283.5e_Variant_Rule%29]&lt;br /&gt;
&lt;br /&gt;
==Other Rules==&lt;br /&gt;
* [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Big_Fat_Squares] (changes ranges for bows and spells)&lt;br /&gt;
* Multi-weapon [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Revised_Multi-Weapon_Combat] (something like this anyway)&lt;br /&gt;
* Creature scaling [http://www.dnd-wiki.org/wiki/User:Tarkisflux/Rants/Revised_Creature_Scaling]&lt;br /&gt;
* hit points [http://www.dnd-wiki.org/wiki/Better_Hit_Points_%283.5e_Variant_Rule%29]&lt;br /&gt;
* saves [http://www.dnd-wiki.org/wiki/More_Stable_Saves_%283.5e_Variant_Rule%29]&lt;br /&gt;
* full attacks [http://www.dnd-wiki.org/wiki/Better_Full_Attacks_%283.5e_Variant_Rule%29] (If you full attack all secondary attacks are at -5, otherwise as a standard action all secondary attacks are at -5,-10,-15 etc. Maybe rework this too.)&lt;br /&gt;
* initiative [http://www.dnd-wiki.org/wiki/Better_Initiative_%283.5e_Variant_Rule%29]&lt;br /&gt;
* level-based benefits [http://www.dnd-wiki.org/wiki/New_Level-Dependent_Benefits_%283.5e_Variant_Rule%29] (consider it)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Static_Spell_Points_%283.5e_Variant_Rule%29] (this would require a rather large amount of work to impliment but it is pretty awesome and removes my desire to rewrite the entire spells list)&lt;br /&gt;
* spell points [http://www.dnd-wiki.org/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule%29] (another to consider)&lt;br /&gt;
* turning [http://www.dnd-wiki.org/wiki/CR-Based_Turning_%283.5e_Variant_Rule%29]&lt;br /&gt;
* poisons [http://www.dnd-wiki.org/wiki/Better_Poisons_%283.5e_Variant_Rule%29]&lt;br /&gt;
* counterspelling [http://www.dnd-wiki.org/wiki/Better_Counterspelling_%283.5e_Variant_Rule%29] (Rewrite it to &amp;quot;dispel&amp;quot; is a magical action any spellcaster can attempt, not a spell. You set the level and expend a spell of that level. Otherwise this is great.)&lt;br /&gt;
* Armor gives you Damage Conversion which changes hp damage to &amp;quot;non-lethal&amp;quot; damage, making both healing &amp;amp; armor better.&lt;br /&gt;
* Does havign the edge prevent opponents from making a 5&#039; step w/o provoking? It should.&lt;br /&gt;
* &amp;quot;Immediate Action&amp;quot; is a reaction. Why is it not called a Reaction? An opportunity attack is a reaction. Small, fast weapons allow you to make an OA 1/round without spending your Reaction.&lt;br /&gt;
* All &amp;quot;magic&amp;quot; is a focus of the innate ability latent in all living beings. Some focus this into totally awesome fighting moves, some into reality-bending magic. Making it big and flashy means building up a pool of mana and spending it down, whereas others just tap into it a little at a time and cannot pool it up. All classes are magical; a mundane class is an NPC (the majority of the world). Sword masters grow up into super heroes.&lt;br /&gt;
* Every other being uses Pathfinder build information with Tome combat rules. Magic is very rare among those using Pathfinder, and those who practice it do so like a newb.&lt;br /&gt;
* There&#039;s a maximum ability score in effect. It is assumed that you will want max scores pretty much all of the time because it can mean the difference between other factors that come from feats and levels. So magic items can boost any and all of your ability scores, up to a max of x+4 for 3 scores and x for the rest. So if you are level 5 and want a 21 Str, that&#039;s okay. You can also have a 21 Con and Wis, but that means the max for your Dex, Int, and Cha is 17. Mind you, that means you&#039;re wearing a large smattering of magic items, and using potions or spells to get your scores that high. But it should be seen as nothing for your scores to be reliably maxed, at least for a time, once you&#039;re level 12 or so. At chargen the limit of 20 applies to all scores, regardless of racial ability modifiers.&lt;br /&gt;
&lt;br /&gt;
==Errata==&lt;br /&gt;
[http://www.dnd-wiki.org/wiki/User:Surgo/Possible_Tome_Errata possibly]&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
The world is a dark place, but not just because it is dangerous, vast, and largely unknown. Men are dark beings of evil intent, greed, dishonor, and violence. There are no knights of royal bearing and chivalrous discipline. There are no paladins or clerics of gods of honor, valor, grace, or mercy. What gods there once were are forgotten, their priests hunted and killed, their temples desecrated. Gods were made again, from the people who shone brightest or who saught the glory. Mankind cannot help but worship. The leaders of old were simply followed, then reveared, later worshipped. The deaths of these new gods became religeous, their tombs the new temples. Tales were told far and wide of the world before. The hermit emperor who could not die, nor rule his empire from his palace; the betreyal of the sun when she turned life into unlife and how the ancients abandoned her and each night hoped she would never return; the flying auroch heffer who suckled the beasts of the wild, giving them new form and culture like man; the giants who once ruled the world and created orcs and goblins; the tyrants and despots who wielded godmagic to control the lives of men, and how the new gods rose up against them to create a new world.&lt;br /&gt;
&lt;br /&gt;
The undead hordes succeeded in killing almost everything that was, leaving the world bereft and harsh. Fires consumed much, from those undead who caught fire and became walking bonfires. Ghosts and those who drained warmth created frozen lakes that held back water from the plains below, encasing towns in ice that crushed ill-prepared roofs - then left, leaving dams to thaw into floods and towns to suddenly turn to swamps rotting in the mists. Only that which was crafted in magic could withstand the centuries. Magic having no where to go, inhabited the beings of life. The more intelligent and imbued with magic a creature was, the more drawn it was to objects containing magic, so in even a bear&#039;s den one might find some trinket from ancient times that the bear cared for as if it were a cub.&lt;br /&gt;
&lt;br /&gt;
Language, customs, cultures, and craft all lost, the world is fragmented again. &amp;quot;Combine&amp;quot; is a misunderstood word that means simply &amp;quot;old&amp;quot; to some, &amp;quot;unity&amp;quot; to others, &amp;quot;the land of the gods&amp;quot; in some circles, or a legendary place that exists only in tales, for surely the world was never united by one people. Life is cheap, morals are few and oft ignored, and where two men are gathered one will achieve power over another.&lt;br /&gt;
&lt;br /&gt;
==The Moon==&lt;br /&gt;
You are the remnant of the Empire&#039;s small outpost on Luclin (Tongar), only a few centuries after the Sundering. However, that&#039;s not really what the people know.&lt;br /&gt;
&lt;br /&gt;
The leadership has determined that since they don&#039;t know how to get back, the important thing is to establish their own empire in their new home. To that end they have obscured the truth from the people to ensure no one tries to get to the planet, which isn&#039;t possible anyway because reasons.&lt;br /&gt;
&lt;br /&gt;
You are members of the last bastion of civilization, trying to expand your territories to ensure the future of your nation, the XXXXXXXX. The kingdom has a mixture of the standard fantasy races. &lt;br /&gt;
&lt;br /&gt;
===Other people of the world===&lt;br /&gt;
* The enigmatic people of the Warring States of the Third Mystic Hegemony of the Serpent Emperor (based loosely on ancient China&#039;s warring states period - they are oriental in culture and closest to Xiongnu. The &amp;quot;serpent emperor&amp;quot; was once a Shissar but the hegemonics killed their slavemasters and took over the government so &amp;quot;serpent emperor&amp;quot; is no longer a serpent at all, but once was). Matriarchal and spiritual, but largely uncivilized. They sometimes keep beastmen as pets, being very careful to raise them with the animals of their tribes and never to speak to them (to avoid the beastmen learning how to be like them). Their language and religion is much like Tengri, and they call the world Tongar Akaidusella (just Tongar outside of ceremony) which means &amp;quot;God&#039;s birthing basket&amp;quot;. Most of their people go around unclothed, they dance but do not sing, they do not hold land but instead respect only strength where rights are concerned, and they are prone to violence based on little more than whimsy. I&#039;m not sure what race this is.&lt;br /&gt;
* Primitive bands of &amp;quot;beastmen&amp;quot; or &amp;quot;ferals&amp;quot;. These are groups of humanoids who were once raised by animals, lived their lives in the wild, lost civilization and culture and humanity, and are very slowly finding ways to react to each other in less animalistic fashions (decendants of feral children). They are very strong and agile, very capable humanoid animals, but cannot speak, have no craft whatsoever (always naked, don&#039;t build homes, etc), and HUNT other humanoids. Very dangerous, very prolific. They have tribes that stay with herds of animals, learning to be like the animals and each other, and rarely mix at all with those of other tribes. They tend to act just like their animals, except that they will aggressively attack anyone who attempts to take their land or endanger their tribe.&lt;br /&gt;
* Natives of the world are largely classified as Outsiders. The only humanoids are the civilized races that moved there from the world above. Other race ides can be found [http://www.tgdmb.com/viewtopic.php?t=54924&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=0 here]&lt;br /&gt;
&lt;br /&gt;
===Plot===&lt;br /&gt;
The players are a part of the Combine remnant on the moon, which they call Tongar after the hegemonic term. But, they don&#039;t know that. Instead they are told they are the last civilization on a world once controlled by their kind. The goal is not just to keep civilization alive, but to expand into new territory and slaughter their enemies.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Learning_Spells&amp;diff=270970</id>
		<title>Yagura:SRD:Learning Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Learning_Spells&amp;diff=270970"/>
		<updated>2014-09-29T18:09:31Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;=Learning Spells=  There are a few methods spellcasters use to gain new spells: #Spellbooks, #Divine Inspiration, #Experimental Learning  ==Spellbooks==  Some spel...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Learning Spells=&lt;br /&gt;
&lt;br /&gt;
There are a few methods spellcasters use to gain new spells: [[#Spellbooks]], [[#Divine Inspiration]], [[#Experimental Learning]]&lt;br /&gt;
&lt;br /&gt;
==Spellbooks==&lt;br /&gt;
&lt;br /&gt;
Some spellcasters, such as the [[Yagura:SRD:Wizard|wizard]], keep their list of spells in a spellbook. This is a special tome filled with [[#Magical Writings|magical writing]], usually prepared by the caster who uses it. &lt;br /&gt;
&lt;br /&gt;
====Preparing Spells From Spellbooks====&lt;br /&gt;
&lt;br /&gt;
When attempting to [[Yagura:SRD:Prepared_Spells|prepare spells]] you must first know the spell, which can only be accomplished by recording it in a spellbook. If you know the spell then preparing it requires you to reference your spellbook to memorize the information necessary to cast the spell.&lt;br /&gt;
&lt;br /&gt;
If you do not have access to your spellbook you can use a borrowed spellbook to prepare a spell you already know, but preparation success is not assured. First, the you must decipher the [[#Magical Writings|writing]] in the book. Once a spell from another spellcaster’s book is deciphered, you must make a [[INSERTSKILLHERE]] check ([[Yagura:SRD:DC|DC]] 15 + spell’s level) to prepare the spell. If the check succeeds you can prepare the spell. You must repeat the check to prepare the spell again, no matter how many times you have prepared it before. If the check fails, you cannot try to prepare the spell from the same source again until the next day. (However, as explained above, you do not need to repeat a check to decipher the writing.)&lt;br /&gt;
&lt;br /&gt;
====Adding Spells to a Spellbook====&lt;br /&gt;
&lt;br /&gt;
Recording a spell in a spellbook requires you to have a casting ability score of at least 10 + the level of the spell.&lt;br /&gt;
&lt;br /&gt;
Some classes that use a spellbook automatically gain spells upon earning a new level in the class, in which case the spell instantly appears in the spellbook, filling the appropriate number of pages. &lt;br /&gt;
&lt;br /&gt;
Once you understand a new spell, you can record it into your spellbook. The process takes 24 hours, regardless of the spell’s level, and requires that you cast the spell (either casting from a scroll or by preparing it first and casting normally). A spell takes up one page of the spellbook per [[Yagura:SRD:Spell Level|spell level]]. Even a 0-level spell takes one page. A spellbook has one hundred pages. Materials for writing the spell cost 100 gp per page unless the spell is gained for free through a class feature.&lt;br /&gt;
&lt;br /&gt;
In most cases, spellcasters charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to the cost of buying a scroll of that spell.&lt;br /&gt;
&lt;br /&gt;
====Replacing and Copying Spellbooks====&lt;br /&gt;
&lt;br /&gt;
You can record a known spell in a spellbook any number of times, allowing you to copy a spellbook or replace one that is lost (assuming you can cast the spells that were in the lost spellbook). The process is the same as when normally [[#Adding Spells to a Spellbook|recording spells]], however once you have learned a spell and recorded it for the first time, recording it again becomes much easier. The time requirement and cost per page are halved.&lt;br /&gt;
&lt;br /&gt;
====Selling a Spellbook====&lt;br /&gt;
&lt;br /&gt;
Spellbooks can be sold for a gp amount equal to one-half the cost of inscribing the spells within (that is, one-half of 100 gp per page of spells). A spellbook entirely filled with spells (that is, with one hundred pages of spells inscribed in it) is worth 5,000 gp.&lt;br /&gt;
&lt;br /&gt;
===Magical Writings===&lt;br /&gt;
&lt;br /&gt;
To record a spell in written form, a character uses complex notation that describes the magical forces involved in the spell. The writer uses the same system regardless of language or culture. However, each character uses the system in a unique way. Another person’s magical writing remains incomprehensible to even the most powerful spellcaster until time is invested to study and decipher it.&lt;br /&gt;
&lt;br /&gt;
To decipher a magical writing (such as a single spell in written form in another’s spellbook or on a scroll), you must make a INSERTSKILLHERE check ([[Yagura:SRD:DC|DC]] 20 + the spell’s level). If the [[Yagura:SRD:Skill Check|skill check]] fails, you cannot attempt to read that particular spell again until the next day. A &#039;&#039;read magic &#039;&#039;spell automatically deciphers a magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.&lt;br /&gt;
&lt;br /&gt;
Once you decipher a particular magical writing, you do not need to decipher it again. Deciphering a magical writing allows you to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing was a scroll and you can cast that spell, you can attempt to use the scroll.&lt;br /&gt;
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==Divine Inspiration==&lt;br /&gt;
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Divine spellcasters who have a connection with powerful beings and forces outside of themselves are given their new spells by the being that empowers the spells. Usually this is the entire list of spells on that class&#039;s spell list, bestowed as soon as the level of the spell becomes able to be cast. However it is possible that spells could be specially granted or taken away by the patron of the spellcasting power, though this is quite rare.&lt;br /&gt;
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Divine inspiration only occurs if you have a casting ability score of at least 10 + the level of the spell.&lt;br /&gt;
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==Experimental Learning==&lt;br /&gt;
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Some classes, such as the [[Yagura:SRD:Sorcerer|sorcerer]], gain a certain number of selected spells based on the spellcasting class. Learning a spell through experimentation requires you to have a casting ability score of at least 10 + the level of the spell.&lt;br /&gt;
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Spellcasters who learn by experimentation spend a at least a few minutes each day experimenting with magical effects. New spells learned tend to be (but do not have to be) similar to the spells already known or spells the caster has witnessed.&lt;br /&gt;
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{{SRD Spell Footer}}&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Spontaneous_Spells&amp;diff=270961</id>
		<title>Yagura:SRD:Spontaneous Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Spontaneous_Spells&amp;diff=270961"/>
		<updated>2014-09-29T16:40:06Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;=Spontaneous Spells=  Spellcasters such as sorcerers cast spontaneously from their list of total known spells. A spontaneous spellcaster must have a ca...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spontaneous Spells=&lt;br /&gt;
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Spellcasters such as [[Yagura:SRD:Sorcerer|sorcerer]]s cast spontaneously from their list of total known spells. A spontaneous spellcaster must have a casting ability score of at least 10 + a spell’s level to cast the spell.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Yagura:SRD:Prepared_Spells&amp;diff=270960</id>
		<title>Yagura:SRD:Prepared Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Yagura:SRD:Prepared_Spells&amp;diff=270960"/>
		<updated>2014-09-29T16:35:55Z</updated>

		<summary type="html">&lt;p&gt;Bihlbo: Created page with &amp;quot;=Prepared Spells=  Some classes, such as the cleric and wizard, must prepare a list of spells in order for them to be available to ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Prepared Spells=&lt;br /&gt;
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Some classes, such as the [[Yagura:SRD:Cleric|cleric]] and [[Yagura:SRD:Wizard|wizard]], must prepare a list of spells in order for them to be available to cast.&lt;br /&gt;
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==Preparing Spells==&lt;br /&gt;
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Your level in a spellcasting class limits the number of spells you can prepare. To prepare a spell you must have a casting ability score of at least 10 + the spell’s level.&lt;br /&gt;
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=====Preparation Environment=====&lt;br /&gt;
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To prepare any spell you must have enough peace, quiet, and comfort to allow for proper concentration. Your surroundings need not be luxurious, but they must be free from overt distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed [[Yagura:SRD:Saving Throw|saving throw]] you might experience while studying.&lt;br /&gt;
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=====Spell Preparation Time=====&lt;br /&gt;
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After resting you must engage in the required activity for your class (such as prayer for [[Yagura:SRD:Cleric|cleric]]s or studying a spellbook for [[Yagura:SRD:Wizard|wizard]]s) to prepare spells. Each spell you prepare takes 10 minutes of sustained focus and concentration, up to one full hour to prepare all of your spells. Removing any number of spells from your prepared list takes no time and can be done in any circumstance.&lt;br /&gt;
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=====Spell Selection and Preparation=====&lt;br /&gt;
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During the preparation period, you choose which spells to prepare. Spells already prepared from the previous preparation remain prepared, and spellcasters who do not wish to change their prepared spells need not spend time preparing spells at all. &lt;br /&gt;
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You can repeat the preparation process as often as you like, time and circumstances permitting. &lt;br /&gt;
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=====Spell Slots=====&lt;br /&gt;
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The various [[Yagura:SRD:Classes|character class]] tables show how many spells of each level a character can prepare. These openings for spells are called spell slots. A spellcaster always has the option to trade a higher-level spell slot for lower-level spell slots that total the level of the slot traded out (i.e. a level 5 slot can trade into two level 2 slots and one level 1 slot). A spellcaster who lacks a high enough [[SRD:Ability Scores|ability score]] to cast spells that would otherwise be his or her due still gets the slots but must trade them out for spell slots of lower level.&lt;br /&gt;
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=====Death and Prepared Spell Retention=====&lt;br /&gt;
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If a spellcaster dies, all prepared spells stored in his or her mind are wiped away.&lt;/div&gt;</summary>
		<author><name>Bihlbo</name></author>
	</entry>
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