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	<updated>2026-05-15T10:33:16Z</updated>
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		<id>https://wiki.rpg.net/index.php?title=East_March&amp;diff=280573</id>
		<title>East March</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=East_March&amp;diff=280573"/>
		<updated>2015-03-31T19:33:02Z</updated>

		<summary type="html">&lt;p&gt;Escalation Lad: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Pathfinder. E6: Monster Slayers of East March ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Tough monster hunters patrol the borders of East March, the last best defence of the population against the monsters of wald and mountain. The hunters seek to gain bounty enough to retire, flush with gold, to live a life of freedom and honour. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; Pathfinder E6. Players cannot advance beyond L6, but the Seven Provinces are ruled by a clique of mystic theurges (the wizard/ cleric prestige class) , who are able to pass beyond the E6 cap and become immortal. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chargen:&#039;&#039;&#039; 20 build points , full hps and gold at L1. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Play&#039;&#039;&#039;: We&#039;d play selected levels : L1 , briefly L2 -&amp;gt; L4 and -&amp;gt; briefly L6. It is assumed that progression through levels 3 and 5 occur &#039;off screen&#039; as the result of several months&#039; or years&#039; grind and experience. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
All players would be asked to use Invisible Castle for rolls, entering game and character details for every roll so there is an observable trail. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
DAILY posting is normal, though characters can be put on ice easily for shorter or longer periods. I will puppet absent players&#039; characters assuming average rolls (e.g. 10 on d20) if the time limit is reached. This is a practical, not a punitive measure. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
[[&amp;quot;Heidi&amp;quot; Mooskind]], Wilder Guild wanderer &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Alabaster Of Bak-Tsing]], dwarf member of the Order of Fists &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Drith Kaxarix]], hobgoblin guilder from the outsider Greenskin Guild&amp;lt;br/&amp;gt;&lt;br /&gt;
[[&amp;quot;Leafscale&amp;quot;]] female Lizardfolk Druid &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Vandari_Torvalsdottir]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Yona Piper]], young human woman with bow and pipes, Knife-Juggler&#039;s Guild [player Mindstalk]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Party Kitty&#039;&#039;&#039; 40 goldhearts from captured weapons.&lt;br /&gt;
&lt;br /&gt;
== Setting: East March ==&lt;br /&gt;
The Seven Provinces is a Medieval German-feel setting, with cheery cobbled towns and turreted castles, but bounded by monster-infested walds and mountains. The theurges rule as wise, benevolent (or at least non-predatory) caste of rulers, able to use healing and other helpful magic to tend to their population of well-kept serfs. They have managed to dominate society entirely; other magic-user and fighter classes are subordinate to them; not least because it is only the theurges who can emerge [by breaking the E6 cap] as uber-mortals. &amp;lt;br/&amp;gt;&lt;br /&gt;
Fearful of military strife , they depend on the peasantry to form their own easily-dispersed militia. These companies of barely-trained slingers deal with low-level threats. Since the local milita are no match for the likes of ogres, dire animals or other larger monsters,the theurges licence specialist slayers to kill more dangerous monsters.&amp;lt;br/&amp;gt;&lt;br /&gt;
Most, perhaps all of the action takes place in one mountainous province, &#039;&#039;&#039;East March&#039;&#039;&#039;, which lies on the eastern borderlands of the known world. East March consists of small villages and a large town, Silver Spires, that nestle close to a large central lake. Mountain valleys run from the lake in all four directions of the compass. A red dragon, Crimsonos, resides in the mountains further to the east of East March. Crimsonos tends not to prey on people but his younger, smaller sister ravages the land, preferring humanfolk as fodder. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Currency:&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
*&#039;Coppers&#039;= 1cp&lt;br /&gt;
*&#039;Silverhearts&#039;=1sp. Copper coin with silver stud centre.&lt;br /&gt;
*&#039;Goldhearts&#039; =1 gp. Same, with gold centre. &lt;br /&gt;
* &#039;Allgolds&#039;=10gps Fully gold coins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Days&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Moon Day, Second day, Third day, Fourth day , Devils day, Angels day &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Months&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
(March=) First spring, middle spring,  late spring , first summer, etc..&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Post/ Communications:&#039;&#039;&#039; the guilds and theurges have sophisticated measures for communications.&amp;lt;br/&amp;gt;&lt;br /&gt;
Guilds, esp the UG: All guilders can be required to carry notes from town to town, usually when they are planning to head that way anyhoos.Refusing this task, Opening or losing a message would be considered a serious misdemeanour.&amp;lt;br/&amp;gt;&lt;br /&gt;
Theurges: have &#039;owl riders&#039;, novice boys and girls who carry urgent messages between towns. the griffon riders can also be employed where there is a threat of interception.&lt;br /&gt;
&lt;br /&gt;
== Player Class Types ==&lt;br /&gt;
&#039;&#039;&#039;Available races:&#039;&#039;&#039;There are no elves or half-orcs (because there are no orcs) in the setting; common races are human, hobgoblin, halfling, tielfling, gnome, dwarf, lizardfolk. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available classes:&#039;&#039;&#039; There is no paladin class available. The cleric class is only available to wannabe mystic theurges, or members of the Ghost Layers’ Guild (see below). The druid or barbarian class is only available to non-human races who escape human conventions (see below).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Characters can be either i) guild slayers; ii) trainee theurges , iii) Grey Wizards (non-theurge magicians) , or iv) outsiders (unrestricted by the social/ class system).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== i) Slayers Guilds===&lt;br /&gt;
Most human characters will belong to a Slayer&#039;s Guild. Slayers have been freed by dispensation from their status as peasants or artisans, and live free, dangerous lives as outsiders. They are paid generous bounties to kill the more dangerous beasts that threaten the borders. Slayers can be men or women, but guilds rarely accept non-humans. There are two types of guild: &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Universal Guild&#039;&#039;&#039;. Based in the far-off City of Gold, the Confederation’s bustling capital. The UG has arrangements with inns in larger towns and even some smaller settlements. It also has smaller guild houses in the capital town of each Province (in East March, Silver Spires). Through these the UG provides its members with basic lodging and (at guild houses) services like weapon smithing. &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Specialist guilds&#039;&#039;&#039;: offer training and equipping of particular specialists (archer heroes, furious fists [=monks], two handed swordsmen, etc). Are generally based in the City of Gold or a provincial capital and have few or no branches. In East March one such guild is the Silver Spires Sword School (two-handed sword fighting guild). &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Characters gain levels within a particular guild/class identity. Training must occur at the start of each new level within a specific guild to gain a class level. Membership of a new guild is usually free but may be based on selection, and carry obligations. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important guilds/classes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Universal Guild&#039;&#039;&#039;. Use ranger class but: &lt;br /&gt;
•	gains Universal Guild membership (free board and travel rations; free or cheap limited debt for mounting expeditions&lt;br /&gt;
•	gains class skills: Appraise (Int), Bluff(Cha), Gather Information (Cha) and Sense Motive (Wis).&lt;br /&gt;
•	loses wild empathy and animal companion &lt;br /&gt;
•	Common chosen enemy categories: Undead, Dragonsish (drakes, dragons, etc), Giant, Goblin, Lycanthropes, Animals,Vermin &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Note that Universal Guild members are not rangers , really, but tough, capable wandering slayers. A character has to be a wandering slayer to belong to the UG, rather than a fancy pants fighter specialist type.  UG guilders learn their trade on the road, sneering at the weapons guilders in their cloistered training halls. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Wilders’ Lodge”&#039;&#039;&#039;: use Ranger class as per core rules. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“[Various Weapons] Guild” :use Fighter class. Players start with a free +1 magic weapon. Examples: &lt;br /&gt;
o	Fellowship of the Quarterstaff&lt;br /&gt;
o	Archers’ Company &lt;br /&gt;
o	Axeman’s Union, etc…&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;“Breakers Guild”&#039;&#039;&#039;: use rogue class&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghostslayer’s Guild&#039;&#039;&#039;: Use cleric class but:&lt;br /&gt;
•	healing spells cannot be selected from the character’s highest spell level &lt;br /&gt;
•	lose aura. Not always the holiest of men, they use the theurges&#039; own charms and religio-magical paraphernalia to instrumental effect.&lt;br /&gt;
•	Are proficient in all martial weapons&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tomb robbers Guild&#039;&#039;&#039;: use rogue but :&lt;br /&gt;
•	Loses Sneak Attack&lt;br /&gt;
•	Gains and learns to use the Golden Dial of Zox, each point of which can be used once/ day: &lt;br /&gt;
o Turn Undead. As level I cleric with no cha bonus. o Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. o	Detect Undead: Reveals undead within 60 ft. o Hide from Undead: Undead can’t perceive one subject/level. o Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Order of Fists&#039;&#039;&#039;: use Monk class, naginata-like glaive is counted as a monk’s weapon. &lt;br /&gt;
*Guild HQ is in the capital city of the known world, The City of Gold, far from East March&lt;br /&gt;
*martial arts of the &#039;Fists&#039; variety were learned from the [Klingon-like] hobgoblins ; few humans seem to be resilient enough to learn them&lt;br /&gt;
*The Fists style, learned from the hobgoblins , includes the use of the (naginata, really) glaive. Glaives can thus be included as a martial arts &lt;br /&gt;
weapon.&lt;br /&gt;
*You have no Universal Guild membership, and may be regarded as an &amp;quot;exotic&amp;quot; by the UG folk&lt;br /&gt;
*Unlike most humans , Fists guilds folk tend to have a higher opinion of hobgoblins due to the origin of their art&lt;br /&gt;
*Start with max hps and gold&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knife-juggler’s Guild&#039;&#039;&#039; : use bard class. Morale boosters, tricksters, and collectors of lore who support elite slayer teams and spread word of their fame.The Knife Jugglers&#039; guild is the most secretive and the least trusted by the theurges. The theurges fear that they collect lore and news to establish an alternative account of the world and its workings, free of theurge control. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outsider&#039; Guilds&#039;&#039;&#039; : &#039;Outsider&#039; guilds, based in the capital city, were founded as a safe way to recruit dangerous but useful non-human slayers. They include a  Lizardfolk guild (the Bogland Band?) , for LF , and a Greenskin Guild for hobgoblins. They are treated with a measure of disdain (perhaps like &#039;native&#039; companies in a colonial force) but also have some cachet and mystique.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OTHER GUILDS CAN BE INVENTED BY PLAYERS TO SUIT A NEW CONCEPT....&lt;br /&gt;
&lt;br /&gt;
=== ii)Theurges ===&lt;br /&gt;
A powerful, supposedly immortal (if they ‘transcend’) overclass of mystics who rule the Seven Provinces. Men and women usually from the same families. Wear the archetypal robes of a wizard; pointed hat and flowing gorgeous star-studded cloaks. Follow a rigid path, (lower college) Wiz 1-3 followed by(upper college) Cler 1-3. Can transcend in a perilous ceremony to become (immortal?) mystic theurges. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beliefs:&#039;&#039;&#039;  The theurges profess a kind of gnosticsim based on the idea of a shared universal sentience. Their gods and saints are  theurge heroes/ martyrs/ leaders from the past , who are capable of superhuman prowess in a few cases [as the only class able to burst out of the E6 cap]. Perhaps even able to persist as long-lived (or even immortal?) leaders. The peasantry are happy to accept the theurges&#039; word that there is a universal consciousness that looks after the world, and requires their obedience and goodness. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Origins:&#039;&#039;&#039;  The world was once disunified and ruled by a ruthless military feudal order, like medieval europe&#039;s , with a totalitarian church. The theurges saw that this led to continuous warfare, crusade, etc., so managed somehow to wrest control from both the battle-obsessed barons and the hobgoblin warlords they struggled with. The tipping point was a huge inter racial war which threatened to cause chaos and death. Until then lesser players in the society, they intervened [we don&#039;t really know how, yet, nudge, nudge] and won control for themselves. They are  anti-military, which is the reason the guilds exist- they do the job of fighting but have no political power. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranks:&#039;&#039;&#039;theurges end to come from the same families, though  talented individuals from the populace are also inducted. A typical life path:&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
*Initiated by ‘the Spark’ into the  Lower College&lt;br /&gt;
*Wizard 1. “Initiates”. Wear  light blue robes without hats. &lt;br /&gt;
*Wizard 2+.  “Magicians”. Are formally ‘hatted’ and given  dark blue robes.&lt;br /&gt;
*At entry to level 4 initiated via the ‘Mystery’ into the Upper College  &lt;br /&gt;
*Wizard3/ Cleric 1-2 : “Mysterion” . Wear black robes. &lt;br /&gt;
*Wizard 3/ Cleric 3: “Master” . Wear white robes.&lt;br /&gt;
*At entry to level 7 initiated by the Ascendancy to the Infinite College&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*Mystic Theurge 1-3: wear white  robes, as Masters. Higher levels wear scarlet, silver or rainbow robes according to mysterious codes. &amp;lt;br/&amp;gt;&lt;br /&gt;
Theurges who are not initiated into the upper college continue to gain ranks at Wizards but can never thereafter enter the Upper College [ ‘capping’ at level 6].  Those who leave must adopt the grey robes of  unaffiliated wizards and sorcerers.&lt;br /&gt;
&lt;br /&gt;
===iii)Grey Wizards ===&lt;br /&gt;
&lt;br /&gt;
Non –theurge magic users : sorcerers (natural magic-users)or independent wizards who become active outside the supervision of the theurges. They are required to wear grey robes to show their lack of affiliation to the theurges (and cap at L6). &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== iv) Outsiders ===&lt;br /&gt;
&lt;br /&gt;
*Hobgoblins. Klingon-like adversaries of humankind. Unlike humans can be barbarians or druids; are frequently monks. &lt;br /&gt;
*Lizardfolk (also can be barbarians, druids) &lt;br /&gt;
*Dwarves and Gnomes can be almost any (non divine magic using) class- do not need to belong to a guild&lt;br /&gt;
*Halflings are gypsy-like wanderers; tend to be rogues or bards&lt;br /&gt;
*Human outsiders and outlaws.&lt;br /&gt;
*Tieflings are treated like humans .&lt;br /&gt;
&lt;br /&gt;
== Map of East March ==&lt;br /&gt;
[[File:EastMarch.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Guild Records of East March Bounties and Sightings ==&lt;br /&gt;
symbols:&amp;lt;br/&amp;gt;&lt;br /&gt;
dagger symbol:local defences &amp;lt;br/&amp;gt;&lt;br /&gt;
triangle symbol: guild facilities&amp;lt;br/&amp;gt;&lt;br /&gt;
Colours: High Bounty Threats. Goblinoid (green), Undead (grey), Giants (yellow), Dragonish (red). &lt;br /&gt;
[[File:table1.jpg]]&lt;br /&gt;
[[File:table2.jpg]]&lt;/div&gt;</summary>
		<author><name>Escalation Lad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vandari_Torvalsdottir&amp;diff=280572</id>
		<title>Vandari Torvalsdottir</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vandari_Torvalsdottir&amp;diff=280572"/>
		<updated>2015-03-31T19:31:02Z</updated>

		<summary type="html">&lt;p&gt;Escalation Lad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Vandari Torlsen&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Female human arcanist (white mage) 1 (Pathfinder RPG Advanced Class Guide 8, 79)&amp;lt;br /&amp;gt;&lt;br /&gt;
LG Medium humanoid (human)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init &#039;&#039;&#039;+7; &#039;&#039;&#039;Senses &#039;&#039;&#039;Perception +2&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC &#039;&#039;&#039;11, touch 11, flat-footed 10 (+1 Dex)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &#039;&#039;&#039;6 (1d6)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &#039;&#039;&#039;+0, &#039;&#039;&#039;Ref &#039;&#039;&#039;+1, &#039;&#039;&#039;Will &#039;&#039;&#039;+3&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed &#039;&#039;&#039;30 ft. (20 ft. in armor)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &#039;&#039;&#039;quarterstaff -1 (1d6-1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged &#039;&#039;&#039;light crossbow +1 (1d8/19-20)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks &#039;&#039;&#039;arcane reservoir (1/4), consume spells&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist (White Mage) Spells Prepared &#039;&#039;&#039;(CL 1st; concentration +6)&amp;lt;br /&amp;gt;&lt;br /&gt;
. . 1st—burning hands (DC 16), color spray (DC 16)&amp;lt;br /&amp;gt;&lt;br /&gt;
. . 0 (at will)—detect magic, light, prestidigitation, read magic&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Str &#039;&#039;&#039;8, &#039;&#039;&#039;Dex &#039;&#039;&#039;12, &#039;&#039;&#039;Con &#039;&#039;&#039;10, &#039;&#039;&#039;Int &#039;&#039;&#039;20, &#039;&#039;&#039;Wis &#039;&#039;&#039;12, &#039;&#039;&#039;Cha &#039;&#039;&#039;11&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &#039;&#039;&#039;+0; &#039;&#039;&#039;CMB &#039;&#039;&#039;-1; &#039;&#039;&#039;CMD &#039;&#039;&#039;10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats &#039;&#039;&#039;Improved Initiative, Scribe Scroll&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Traits &#039;&#039;&#039;knowledgeable caster, reactionary&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills &#039;&#039;&#039;Acrobatics -2 (-6 to jump), Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Linguistics +9, Perception +2, Spellcraft +9, Use Magic Device +4&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages &#039;&#039;&#039;Celestial, Common, Daemonic, Dwarven, Elven, Literacy, Undercommon&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SQ &#039;&#039;&#039;human arcanist, spontaneous healing&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Other Gear &#039;&#039;&#039;light crossbow, quarterstaff, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 94 gp&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Abilities&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 spells in spellbook&#039;&#039;&#039; Add one spell from the arcanist spell list to the arcanist’s spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Reservoir +1 DC or CL (4/day) (Su)&#039;&#039;&#039; Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consume Spells (Su)&#039;&#039;&#039; As a move action, expend a spell slot to add its spell levels to arcane reservoir.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledgeable Caster (1/day)&#039;&#039;&#039; Once per day when you cast a divination spell, you can cast that spell as if your caster level were 1 level higher in the appropriate class. You also gain a +1 trait bonus on any Knowledge checks associated with your sorcerer bloodline, if any.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spontaneous Healing (Cure Spells) (Su)&#039;&#039;&#039; Spend reservoir points &amp;amp; slot to cast any cleric cure spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Escalation Lad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=White_Mage&amp;diff=280571</id>
		<title>White Mage</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=White_Mage&amp;diff=280571"/>
		<updated>2015-03-31T19:30:30Z</updated>

		<summary type="html">&lt;p&gt;Escalation Lad: Escalation Lad moved page White Mage to Vandari Torvalsdottir: Name Change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Vandari Torvalsdottir]]&lt;/div&gt;</summary>
		<author><name>Escalation Lad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vandari_Torvalsdottir&amp;diff=280570</id>
		<title>Vandari Torvalsdottir</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vandari_Torvalsdottir&amp;diff=280570"/>
		<updated>2015-03-31T19:30:30Z</updated>

		<summary type="html">&lt;p&gt;Escalation Lad: Escalation Lad moved page White Mage to Vandari Torvalsdottir: Name Change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Vandari Torlsen&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Female human (Chelaxian) arcanist (white mage) 1 (Pathfinder RPG Advanced Class Guide 8, 79)&amp;lt;br /&amp;gt;&lt;br /&gt;
LG Medium humanoid (human)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init &#039;&#039;&#039;+7; &#039;&#039;&#039;Senses &#039;&#039;&#039;Perception +2&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC &#039;&#039;&#039;11, touch 11, flat-footed 10 (+1 Dex)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &#039;&#039;&#039;6 (1d6)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &#039;&#039;&#039;+0, &#039;&#039;&#039;Ref &#039;&#039;&#039;+1, &#039;&#039;&#039;Will &#039;&#039;&#039;+3&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed &#039;&#039;&#039;30 ft. (20 ft. in armor)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &#039;&#039;&#039;quarterstaff -1 (1d6-1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged &#039;&#039;&#039;light crossbow +1 (1d8/19-20)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks &#039;&#039;&#039;arcane reservoir (1/4), consume spells&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist (White Mage) Spells Prepared &#039;&#039;&#039;(CL 1st; concentration +6)&amp;lt;br /&amp;gt;&lt;br /&gt;
. . 1st—burning hands (DC 16), color spray (DC 16)&amp;lt;br /&amp;gt;&lt;br /&gt;
. . 0 (at will)—detect magic, light, prestidigitation, read magic&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Str &#039;&#039;&#039;8, &#039;&#039;&#039;Dex &#039;&#039;&#039;12, &#039;&#039;&#039;Con &#039;&#039;&#039;10, &#039;&#039;&#039;Int &#039;&#039;&#039;20, &#039;&#039;&#039;Wis &#039;&#039;&#039;12, &#039;&#039;&#039;Cha &#039;&#039;&#039;11&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &#039;&#039;&#039;+0; &#039;&#039;&#039;CMB &#039;&#039;&#039;-1; &#039;&#039;&#039;CMD &#039;&#039;&#039;10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats &#039;&#039;&#039;Improved Initiative, Scribe Scroll&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Traits &#039;&#039;&#039;knowledgeable caster, reactionary&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills &#039;&#039;&#039;Acrobatics -2 (-6 to jump), Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Linguistics +9, Perception +2, Spellcraft +9, Use Magic Device +4&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages &#039;&#039;&#039;Celestial, Common, Daemonic, Dwarven, Elven, Literacy, Undercommon&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SQ &#039;&#039;&#039;human arcanist, spontaneous healing&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Other Gear &#039;&#039;&#039;light crossbow, quarterstaff, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 94 gp&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Abilities&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 spells in spellbook&#039;&#039;&#039; Add one spell from the arcanist spell list to the arcanist’s spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Reservoir +1 DC or CL (4/day) (Su)&#039;&#039;&#039; Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consume Spells (Su)&#039;&#039;&#039; As a move action, expend a spell slot to add its spell levels to arcane reservoir.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledgeable Caster (1/day)&#039;&#039;&#039; Once per day when you cast a divination spell, you can cast that spell as if your caster level were 1 level higher in the appropriate class. You also gain a +1 trait bonus on any Knowledge checks associated with your sorcerer bloodline, if any.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spontaneous Healing (Cure Spells) (Su)&#039;&#039;&#039; Spend reservoir points &amp;amp; slot to cast any cleric cure spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Escalation Lad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vandari_Torvalsdottir&amp;diff=280569</id>
		<title>Vandari Torvalsdottir</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vandari_Torvalsdottir&amp;diff=280569"/>
		<updated>2015-03-31T19:29:47Z</updated>

		<summary type="html">&lt;p&gt;Escalation Lad: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Vandari Torlsen&amp;#039;&amp;#039;&amp;#039;&amp;lt;br /&amp;gt; Female human (Chelaxian) arcanist (white mage) 1 (Pathfinder RPG Advanced Class Guide 8, 79)&amp;lt;br /&amp;gt; LG Medium humanoid (human)&amp;lt;br /&amp;gt; &amp;#039;&amp;#039;&amp;#039;Init &amp;#039;&amp;#039;&amp;#039;+7; ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Vandari Torlsen&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Female human (Chelaxian) arcanist (white mage) 1 (Pathfinder RPG Advanced Class Guide 8, 79)&amp;lt;br /&amp;gt;&lt;br /&gt;
LG Medium humanoid (human)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init &#039;&#039;&#039;+7; &#039;&#039;&#039;Senses &#039;&#039;&#039;Perception +2&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC &#039;&#039;&#039;11, touch 11, flat-footed 10 (+1 Dex)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &#039;&#039;&#039;6 (1d6)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &#039;&#039;&#039;+0, &#039;&#039;&#039;Ref &#039;&#039;&#039;+1, &#039;&#039;&#039;Will &#039;&#039;&#039;+3&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed &#039;&#039;&#039;30 ft. (20 ft. in armor)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &#039;&#039;&#039;quarterstaff -1 (1d6-1)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged &#039;&#039;&#039;light crossbow +1 (1d8/19-20)&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks &#039;&#039;&#039;arcane reservoir (1/4), consume spells&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist (White Mage) Spells Prepared &#039;&#039;&#039;(CL 1st; concentration +6)&amp;lt;br /&amp;gt;&lt;br /&gt;
. . 1st—burning hands (DC 16), color spray (DC 16)&amp;lt;br /&amp;gt;&lt;br /&gt;
. . 0 (at will)—detect magic, light, prestidigitation, read magic&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Str &#039;&#039;&#039;8, &#039;&#039;&#039;Dex &#039;&#039;&#039;12, &#039;&#039;&#039;Con &#039;&#039;&#039;10, &#039;&#039;&#039;Int &#039;&#039;&#039;20, &#039;&#039;&#039;Wis &#039;&#039;&#039;12, &#039;&#039;&#039;Cha &#039;&#039;&#039;11&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &#039;&#039;&#039;+0; &#039;&#039;&#039;CMB &#039;&#039;&#039;-1; &#039;&#039;&#039;CMD &#039;&#039;&#039;10&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats &#039;&#039;&#039;Improved Initiative, Scribe Scroll&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Traits &#039;&#039;&#039;knowledgeable caster, reactionary&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills &#039;&#039;&#039;Acrobatics -2 (-6 to jump), Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (religion) +9, Linguistics +9, Perception +2, Spellcraft +9, Use Magic Device +4&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages &#039;&#039;&#039;Celestial, Common, Daemonic, Dwarven, Elven, Literacy, Undercommon&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SQ &#039;&#039;&#039;human arcanist, spontaneous healing&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Other Gear &#039;&#039;&#039;light crossbow, quarterstaff, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 94 gp&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Abilities&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
--------------------&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;+1 spells in spellbook&#039;&#039;&#039; Add one spell from the arcanist spell list to the arcanist’s spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Reservoir +1 DC or CL (4/day) (Su)&#039;&#039;&#039; Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consume Spells (Su)&#039;&#039;&#039; As a move action, expend a spell slot to add its spell levels to arcane reservoir.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Knowledgeable Caster (1/day)&#039;&#039;&#039; Once per day when you cast a divination spell, you can cast that spell as if your caster level were 1 level higher in the appropriate class. You also gain a +1 trait bonus on any Knowledge checks associated with your sorcerer bloodline, if any.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spontaneous Healing (Cure Spells) (Su)&#039;&#039;&#039; Spend reservoir points &amp;amp; slot to cast any cleric cure spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Escalation Lad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tolsha_Re&amp;diff=279403</id>
		<title>Tolsha Re</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tolsha_Re&amp;diff=279403"/>
		<updated>2015-03-12T02:19:46Z</updated>

		<summary type="html">&lt;p&gt;Escalation Lad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Tolsha Re&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Female elf druid 5&amp;lt;br/&amp;gt;&lt;br /&gt;
NG Medium humanoid (elf)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init &#039;&#039;&#039;+1; &#039;&#039;&#039;Senses &#039;&#039;&#039;low-light vision; Perception +12&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;AC &#039;&#039;&#039;19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +3 shield)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &#039;&#039;&#039;28 (5d8)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &#039;&#039;&#039;+5, &#039;&#039;&#039;Ref &#039;&#039;&#039;+3, &#039;&#039;&#039;Will &#039;&#039;&#039;+9; +2 vs. enchantments, +4 vs. fey and plant-targeted effects&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Immune &#039;&#039;&#039;sleep&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Speed &#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &#039;&#039;&#039;&#039;&#039;+1 scimitar&#039;&#039; +4 (1d6+1/18-20)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged &#039;&#039;&#039;&#039;&#039;+1 longbow&#039;&#039; +5 (1d8+1/×3)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks &#039;&#039;&#039;wild shape 1/day&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Druid Spells Prepared &#039;&#039;&#039;(CL 5th; concentration +9)&amp;lt;br/&amp;gt;&lt;br /&gt;
:3rd—call lightning[D] (DC 17), neutralize poison, remove disease&amp;lt;br/&amp;gt;&lt;br /&gt;
:2nd—delay poison, fog cloud[D], lesser restoration, sickening entanglement[ACG] (DC 16)&amp;lt;br/&amp;gt;&lt;br /&gt;
:1st—cure light wounds (2), entangle (DC 15), faerie fire, goodberry[D]&amp;lt;br/&amp;gt;&lt;br /&gt;
:0 (at will)—create water, know direction, purify food and drink (DC 14), stabilize&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;D&#039;&#039;&#039; Domain spell; &#039;&#039;&#039;Domain&#039;&#039;&#039; Weather (Seasons domain subdomain)&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Str &#039;&#039;&#039;11, &#039;&#039;&#039;Dex &#039;&#039;&#039;12, &#039;&#039;&#039;Con &#039;&#039;&#039;10, &#039;&#039;&#039;Int &#039;&#039;&#039;14, &#039;&#039;&#039;Wis &#039;&#039;&#039;18, &#039;&#039;&#039;Cha &#039;&#039;&#039;12&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &#039;&#039;&#039;+3; &#039;&#039;&#039;CMB &#039;&#039;&#039;+3; &#039;&#039;&#039;CMD &#039;&#039;&#039;14&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats &#039;&#039;&#039;Battlefield Healer, Brew Potion, Craft Wand&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Traits &#039;&#039;&#039;beacon of faith, hedge magician&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills &#039;&#039;&#039;Climb -2, Craft (alchemy) +9, Handle Animal +5, Heal +12, Knowledge (geography) +6, Knowledge (local) +3, Knowledge (nature) +10, Knowledge (religion) +5, Linguistics +3, Perception +12, Profession (herbalist) +10, Ride -1, Spellcraft +8 (+10 to identify magic item properties), Survival +12, Swim -2, Use Magic Device +2;&#039;&#039;&#039; Racial Modifiers &#039;&#039;&#039;+2 Perception, +2 Spellcraft to identify magic item properties&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages &#039;&#039;&#039;Common, Draconic, Druidic, Elven, Orc, Sylvan&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SQ &#039;&#039;&#039;elven magic, nature bond (Seasons domain), nature sense, trackless step, untouched by the seasons, wild empathy +6, woodland stride&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat Gear &#039;&#039;&#039;&#039;&#039;wand of cure light wounds (CL 5th, 50 charges)&#039;&#039;, antiplague (2), antitoxin (2), blight tonic, blood-clotter salve (2), bloodblock (5), bodybalm (2), healer&#039;s kit, poison ward salve (2), smelling salts (2), soothe syrup (2), stillgut (2), wismuth salix (2); &#039;&#039;&#039;Other Gear &#039;&#039;&#039;&#039;&#039;+1 ironwood chain shirt&#039;&#039;, &#039;&#039;+1 ironwood heavy wooden shield&#039;&#039;, &#039;&#039;+1 longbow&#039;&#039;, &#039;&#039;+1 scimitar&#039;&#039;, &#039;&#039;cloak of resistance +1&#039;&#039;, &#039;&#039;handy haversack&#039;&#039;, backpack, belt pouch, blanket, feed (per day) (5), flint and steel, holly and mistletoe, mess kit, pot, soap, spell component pouch, surgeon&#039;s tools, trail rations (5), waterskin, 24 gp, 4 sp, 6 cp&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Special Abilities&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Antitoxin&#039;&#039;&#039; This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Alchemical Power Component&lt;br /&gt;
Like antiplague, this substance can augment certain healing spells.&lt;br /&gt;
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Healer&#039;&#039;&#039; Concentration checks from dam count 50% of the dam for the DC.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Beacon of Faith (1/day)&#039;&#039;&#039; As a free action, cast domain or inquisition spell at 2 levels higher.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Druid Domain (Seasons)&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elven Immunities - Sleep&#039;&#039;&#039; You are immune to magic sleep effects.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elven Magic&#039;&#039;&#039; +2 to spellcraft checks to determine the properties of a magic item.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hedge Magician&#039;&#039;&#039; Magic item gp costs -5%.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039; See twice as far as a human in low light, distinguishing color and detail.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trackless Step (Ex)&#039;&#039;&#039; You do not leave a trail as you move through natural surroundings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Untouched by the Seasons (5 hours, 7/day) (Su)&#039;&#039;&#039; As per Endure Elements&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wild Empathy +6 (Ex)&#039;&#039;&#039; Improve the attitude of an animal, as if using Diplomacy.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wild Shape (5 hours, 1/day) (Su)&#039;&#039;&#039; Shapeshift into a different creature one or more times per day.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Woodland Stride (Ex)&#039;&#039;&#039; Move through undergrowth at normal speed.&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
At 600 years of Age, the Grey Elf Tolsha Rey was called the the Treesong from her bucolic life of acting as a healer and herbalist by the very trees themselves into a quest which leads her across the Flaeness. What adventures await the Druid?&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Escalation Lad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tolsha_Re&amp;diff=279402</id>
		<title>Tolsha Re</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tolsha_Re&amp;diff=279402"/>
		<updated>2015-03-12T02:18:52Z</updated>

		<summary type="html">&lt;p&gt;Escalation Lad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[b]Tolsha Re[/b]&lt;br /&gt;
Female elf druid 5&lt;br /&gt;
NG Medium humanoid (elf)&lt;br /&gt;
[b]Init [/b]+1; [b]Senses [/b]low-light vision; Perception +12&lt;br /&gt;
--------------------&lt;br /&gt;
[b]Defense[/b]&lt;br /&gt;
--------------------&lt;br /&gt;
[b]AC [/b]19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +3 shield)&lt;br /&gt;
[b]hp [/b]28 (5d8)&lt;br /&gt;
[b]Fort [/b]+5, [b]Ref [/b]+3, [b]Will [/b]+9; +2 vs. enchantments, +4 vs. fey and plant-targeted effects&lt;br /&gt;
[b]Immune [/b]sleep&lt;br /&gt;
--------------------&lt;br /&gt;
[b]Offense[/b]&lt;br /&gt;
--------------------&lt;br /&gt;
[b]Speed [/b]&lt;br /&gt;
[b]Melee [/b][i]+1 scimitar[/i] +4 (1d6+1/18-20)&lt;br /&gt;
[b]Ranged [/b][i]+1 longbow[/i] +5 (1d8+1/×3)&lt;br /&gt;
[b]Special Attacks [/b]wild shape 1/day&lt;br /&gt;
[b]Druid Spells Prepared [/b](CL 5th; concentration +9)&lt;br /&gt;
. . 3rd—call lightning[D] (DC 17), neutralize poison, remove disease&lt;br /&gt;
. . 2nd—delay poison, fog cloud[D], lesser restoration, sickening entanglement[ACG] (DC 16)&lt;br /&gt;
. . 1st—cure light wounds (2), entangle (DC 15), faerie fire, goodberry[D]&lt;br /&gt;
. . 0 (at will)—create water, know direction, purify food and drink (DC 14), stabilize&lt;br /&gt;
. . [b]D[/b] Domain spell; [b]Domain[/b] Weather (Seasons domain subdomain)&lt;br /&gt;
--------------------&lt;br /&gt;
[b]Statistics[/b]&lt;br /&gt;
--------------------&lt;br /&gt;
[b]Str [/b]11, [b]Dex [/b]12, [b]Con [/b]10, [b]Int [/b]14, [b]Wis [/b]18, [b]Cha [/b]12&lt;br /&gt;
[b]Base Atk [/b]+3; [b]CMB [/b]+3; [b]CMD [/b]14&lt;br /&gt;
[b]Feats [/b]Battlefield Healer, Brew Potion, Craft Wand&lt;br /&gt;
[b]Traits [/b]beacon of faith, hedge magician&lt;br /&gt;
[b]Skills [/b]Climb -2, Craft (alchemy) +9, Handle Animal +5, Heal +12, Knowledge (geography) +6, Knowledge (local) +3, Knowledge (nature) +10, Knowledge (religion) +5, Linguistics +3, Perception +12, Profession (herbalist) +10, Ride -1, Spellcraft +8 (+10 to identify magic item properties), Survival +12, Swim -2, Use Magic Device +2;[b] Racial Modifiers [/b]+2 Perception, +2 Spellcraft to identify magic item properties&lt;br /&gt;
[b]Languages [/b]Common, Draconic, Druidic, Elven, Orc, Sylvan&lt;br /&gt;
[b]SQ [/b]elven magic, nature bond (Seasons domain), nature sense, trackless step, untouched by the seasons, wild empathy +6, woodland stride&lt;br /&gt;
[b]Combat Gear [/b][i]wand of cure light wounds (CL 5th, 50 charges)[/i], antiplague (2), antitoxin (2), blight tonic, blood-clotter salve (2), bloodblock (5), bodybalm (2), healer&#039;s kit, poison ward salve (2), smelling salts (2), soothe syrup (2), stillgut (2), wismuth salix (2); [b]Other Gear [/b][i]+1 ironwood chain shirt[/i], [i]+1 ironwood heavy wooden shield[/i], [i]+1 longbow[/i], [i]+1 scimitar[/i], [i]cloak of resistance +1[/i], [i]handy haversack[/i], backpack, belt pouch, blanket, feed (per day) (5), flint and steel, holly and mistletoe, mess kit, pot, soap, spell component pouch, surgeon&#039;s tools, trail rations (5), waterskin, 24 gp, 4 sp, 6 cp&lt;br /&gt;
--------------------&lt;br /&gt;
[b]Special Abilities[/b]&lt;br /&gt;
--------------------&lt;br /&gt;
[b]Antitoxin[/b] This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Alchemical Power Component&lt;br /&gt;
Like antiplague, this substance can augment certain healing spells.&lt;br /&gt;
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.&lt;br /&gt;
[b]Battlefield Healer[/b] Concentration checks from dam count 50% of the dam for the DC.&lt;br /&gt;
[b]Beacon of Faith (1/day)[/b] As a free action, cast domain or inquisition spell at 2 levels higher.&lt;br /&gt;
[b]Druid Domain (Seasons)[/b] &lt;br /&gt;
[b]Elven Immunities - Sleep[/b] You are immune to magic sleep effects.&lt;br /&gt;
[b]Elven Magic[/b] +2 to spellcraft checks to determine the properties of a magic item.&lt;br /&gt;
[b]Hedge Magician[/b] Magic item gp costs -5%.&lt;br /&gt;
[b]Low-Light Vision[/b] See twice as far as a human in low light, distinguishing color and detail.&lt;br /&gt;
[b]Trackless Step (Ex)[/b] You do not leave a trail as you move through natural surroundings.&lt;br /&gt;
[b]Untouched by the Seasons (5 hours, 7/day) (Su)[/b] As per Endure Elements&lt;br /&gt;
[b]Wild Empathy +6 (Ex)[/b] Improve the attitude of an animal, as if using Diplomacy.&lt;br /&gt;
[b]Wild Shape (5 hours, 1/day) (Su)[/b] Shapeshift into a different creature one or more times per day.&lt;br /&gt;
[b]Woodland Stride (Ex)[/b] Move through undergrowth at normal speed.&lt;br /&gt;
--------------------&lt;br /&gt;
At 600 years of Age, the Grey Elf Tolsha Rey was called the the Treesong from her bucolic life of acting as a healer and herbalist by the very trees themselves into a quest which leads her across the Flaeness. What adventures await the Druid?&lt;br /&gt;
&lt;br /&gt;
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com&lt;br /&gt;
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.&lt;/div&gt;</summary>
		<author><name>Escalation Lad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rise_of_the_Damned&amp;diff=279190</id>
		<title>Rise of the Damned</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rise_of_the_Damned&amp;diff=279190"/>
		<updated>2015-03-08T21:31:49Z</updated>

		<summary type="html">&lt;p&gt;Escalation Lad: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Campaign Overview ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The air is ripe with death. More and more frequently long dead friends and family have been seen rising from their graves and wandering off into the horizon. Ghasts and spectres are spotted in the wilderness. Vampire raiding parties are attacking settlements and villages. Something has stirred the dead from their rest, and unless somebody rises up to stand against it the entire Flanaess could be at stake! Meanwhile fingers are being pointed at who is to blame for this calamity, and most of them are pointing to the Kingdom of Iuz - mostly because history as shown that when the world has turned upside down it&#039;s usually starts there...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[/Elin Creyr]]&#039;&#039;&#039; Halfling Ranger 5 played by JoanieSappho&lt;br /&gt;
*&#039;&#039;&#039;[[Mortimer]]&#039;&#039;&#039; Half-Elf Dirge Bard 5 played by Tomato Jam&lt;br /&gt;
*&#039;&#039;&#039;[[Calpurnia Spohr]]&#039;&#039;&#039; Half-Elf Rogue 5 played by  Mitch&lt;br /&gt;
*&#039;&#039;&#039;[[Radiant Nathaniel]]&#039;&#039;&#039; Human Fighter(Phalanx Soldier) 3/Sorcerer(Celestial Blooded) 2 played by PensivePanther&lt;br /&gt;
*&#039;&#039;&#039;[[Booster Bloomberg]]&#039;&#039;&#039; Gnome Evoker 5 played by Crinos&lt;br /&gt;
*&#039;&#039;&#039;[[Tolsha Re]]&#039;&#039;&#039; Grey Elf Druid 5 played by Escalation Lad&lt;br /&gt;
&lt;br /&gt;
== Inactive Player Characters ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Verias Gren]]&#039;&#039;&#039; Halfling Oracle 5 played by TCArknight - removed due to no activity&lt;br /&gt;
&lt;br /&gt;
== Useful External Links ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.d20pfsrd.com/ Pathfinder SRD]&#039;&#039;&#039; and &#039;&#039;&#039;[https://sites.google.com/site/pathfinderogc/ Pathfinder SRD on Google Docs]&#039;&#039;&#039; have the Pathfinder System Reference Document and everything you need to play.&lt;br /&gt;
*&#039;&#039;&#039;[http://www.canonfire.com/wiki/index.php?title=Main_Page Great Library of Greyhawk]&#039;&#039;&#039; is a wiki which has a lot of good information on regions and special characters in the Greyhawk setting.&lt;br /&gt;
*&#039;&#039;&#039;[http://ghmaps.net/ Greyhawk Maps]&#039;&#039;&#039; has some absolutely stunning maps of the Flanaess&lt;br /&gt;
*&#039;&#039;&#039;[http://ghmaps.net/wordpress/wp-content/uploads/2014/02/Perrenland.jpg Map of Perrenland]&#039;&#039;&#039; is from the same site above, very detailed map of Perrenland&lt;br /&gt;
*&#039;&#039;&#039;[http://greyhawk.wikia.com/wiki/Perrenland Perrenland Information]&#039;&#039;&#039; has a lot of information on the various communities and such of Perrenland and many other countries of the Flanaess&lt;br /&gt;
*&#039;&#039;&#039;[http://fc04.deviantart.net/fs70/f/2012/037/d/5/world_of_greyhawk_by_hero339-d4ou3m4.jpg Map of the Flanaess]&#039;&#039;&#039; is a really big map of the Flanaess&lt;br /&gt;
*&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Help:Wiki_markup Wiki Markup Language]&#039;&#039;&#039; for people like OMG who cannot format stuff on the wiki nicely&lt;/div&gt;</summary>
		<author><name>Escalation Lad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tolsha_Re&amp;diff=279189</id>
		<title>Tolsha Re</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tolsha_Re&amp;diff=279189"/>
		<updated>2015-03-08T21:31:29Z</updated>

		<summary type="html">&lt;p&gt;Escalation Lad: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Tolsha Re&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt; Female elf druid 5&amp;lt;br/&amp;gt; NG Medium humanoid (elf)&amp;lt;br/&amp;gt; &amp;#039;&amp;#039;&amp;#039;Init &amp;#039;&amp;#039;&amp;#039;+1; &amp;#039;&amp;#039;&amp;#039;Senses &amp;#039;&amp;#039;&amp;#039;low-light vision; Perception +12&amp;lt;br/&amp;gt; ---- &amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt; ---- &amp;#039;&amp;#039;&amp;#039;AC...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Tolsha Re&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Female elf druid 5&amp;lt;br/&amp;gt;&lt;br /&gt;
NG Medium humanoid (elf)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init &#039;&#039;&#039;+1; &#039;&#039;&#039;Senses &#039;&#039;&#039;low-light vision; Perception +12&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;AC &#039;&#039;&#039;19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +3 shield)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &#039;&#039;&#039;28 (5d8)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &#039;&#039;&#039;+5, &#039;&#039;&#039;Ref &#039;&#039;&#039;+3, &#039;&#039;&#039;Will &#039;&#039;&#039;+9; +2 vs. enchantments, +4 vs. fey and plant-targeted effects&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Immune &#039;&#039;&#039;sleep&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Speed &#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &#039;&#039;&#039;&#039;&#039;+1 scimitar&#039;&#039; +4 (1d6+1/18-20)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged &#039;&#039;&#039;&#039;&#039;+1 longbow&#039;&#039; +5 (1d8+1/×3)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks &#039;&#039;&#039;wild shape 1/day&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Druid Spells Prepared &#039;&#039;&#039;(CL 5th; concentration +9)&amp;lt;br/&amp;gt;&lt;br /&gt;
:3rd—call lightning[D] (DC 17), neutralize poison, remove disease&amp;lt;br/&amp;gt;&lt;br /&gt;
:2nd—delay poison, fog cloud[D], lesser restoration, sickening entanglement[ACG] (DC 16)&amp;lt;br/&amp;gt;&lt;br /&gt;
:1st—cure light wounds (2), entangle (DC 15), faerie fire, goodberry[D]&amp;lt;br/&amp;gt;&lt;br /&gt;
:0 (at will)—create water, know direction, purify food and drink (DC 14), stabilize&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;D&#039;&#039;&#039; Domain spell; &#039;&#039;&#039;Domain&#039;&#039;&#039; Weather (Seasons domain subdomain)&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Statistics&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Str &#039;&#039;&#039;11, &#039;&#039;&#039;Dex &#039;&#039;&#039;12, &#039;&#039;&#039;Con &#039;&#039;&#039;10, &#039;&#039;&#039;Int &#039;&#039;&#039;14, &#039;&#039;&#039;Wis &#039;&#039;&#039;18, &#039;&#039;&#039;Cha &#039;&#039;&#039;12&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &#039;&#039;&#039;+3; &#039;&#039;&#039;CMB &#039;&#039;&#039;+3; &#039;&#039;&#039;CMD &#039;&#039;&#039;14&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats &#039;&#039;&#039;Brew Potion, Combat Medic&amp;lt;sup&amp;gt;UC&amp;lt;/sup&amp;gt;, Craft Wand&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Traits &#039;&#039;&#039;beacon of faith, hedge magician&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills &#039;&#039;&#039;Climb -2, Craft (alchemy) +9, Handle Animal +5, Heal +12, Knowledge (geography) +6, Knowledge (local) +3, Knowledge (nature) +10, Knowledge (religion) +5, Linguistics +3, Perception +12, Profession (herbalist) +10, Ride -1, Spellcraft +8 (+10 to identify magic item properties), Survival +12, Swim -2, Use Magic Device +2;&#039;&#039;&#039; Racial Modifiers &#039;&#039;&#039;+2 Perception, +2 Spellcraft to identify magic item properties&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages &#039;&#039;&#039;Common, Draconic, Druidic, Elven, Orc, Sylvan&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SQ &#039;&#039;&#039;elven magic, nature bond (Seasons domain), nature sense, trackless step, untouched by the seasons, wild empathy +6, woodland stride&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat Gear &#039;&#039;&#039;&#039;&#039;wand of cure light wounds&#039;&#039;, antiplague (6), antitoxin (5), blight tonic (5), blood-clotter salve (5), bloodblock (6), bodybalm (6), healer&#039;s kit, padzahr (5), poison ward salve (5), smelling salts (5), soothe syrup (5), soul stimulant (5), stillgut (5), wismuth salix (5); &#039;&#039;&#039;Other Gear &#039;&#039;&#039;&#039;&#039;+1 ironwood chain shirt&#039;&#039;, &#039;&#039;+1 ironwood heavy wooden shield&#039;&#039;, &#039;&#039;+1 longbow&#039;&#039;, &#039;&#039;+1 scimitar&#039;&#039;, &#039;&#039;cloak of resistance +1&#039;&#039;, &#039;&#039;handy haversack&#039;&#039;, backpack, belt pouch, blanket, feed (per day) (5), flint and steel, holly and mistletoe, mess kit, pot, soap, spell component pouch, surgeon&#039;s tools, torch (10), trail rations (5), waterskin, 390 gp, 6 sp, 6 cp&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Special Abilities&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Antitoxin&#039;&#039;&#039; This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Alchemical Power Component&lt;br /&gt;
Like antiplague, this substance can augment certain healing spells.&lt;br /&gt;
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Beacon of Faith (1/day)&#039;&#039;&#039; As a free action, cast domain or inquisition spell at 2 levels higher.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat Medic&#039;&#039;&#039; May take 10 and not provoke attacks of opportunity when using Heal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Druid Domain (Seasons)&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elven Immunities - Sleep&#039;&#039;&#039; You are immune to magic sleep effects.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elven Magic&#039;&#039;&#039; +2 to spellcraft checks to determine the properties of a magic item.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hedge Magician&#039;&#039;&#039; Magic item gp costs -5%.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039; See twice as far as a human in low light, distinguishing color and detail.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trackless Step (Ex)&#039;&#039;&#039; You do not leave a trail as you move through natural surroundings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Untouched by the Seasons (5 hours, 7/day) (Su)&#039;&#039;&#039; As per Endure Elements&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wild Empathy +6 (Ex)&#039;&#039;&#039; Improve the attitude of an animal, as if using Diplomacy.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wild Shape (5 hours, 1/day) (Su)&#039;&#039;&#039; Shapeshift into a different creature one or more times per day.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Woodland Stride (Ex)&#039;&#039;&#039; Move through undergrowth at normal speed.&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
At 600 years of Age, the Grey Elf Tolsha Rey was called the the Treesong from her bucolic life of acting as a healer and herbalist by the very trees themselves into a quest which leads her across the Flaeness. What adventures await the Druid?&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Escalation Lad</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=/Tolsha_Re&amp;diff=279188</id>
		<title>/Tolsha Re</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=/Tolsha_Re&amp;diff=279188"/>
		<updated>2015-03-08T21:30:40Z</updated>

		<summary type="html">&lt;p&gt;Escalation Lad: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Tolsha Re&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt; Female elf druid 5&amp;lt;br/&amp;gt; NG Medium humanoid (elf)&amp;lt;br/&amp;gt; &amp;#039;&amp;#039;&amp;#039;Init &amp;#039;&amp;#039;&amp;#039;+1; &amp;#039;&amp;#039;&amp;#039;Senses &amp;#039;&amp;#039;&amp;#039;low-light vision; Perception +12&amp;lt;br/&amp;gt; ---- &amp;#039;&amp;#039;&amp;#039;Defense&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt; ---- &amp;#039;&amp;#039;&amp;#039;AC...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Tolsha Re&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Female elf druid 5&amp;lt;br/&amp;gt;&lt;br /&gt;
NG Medium humanoid (elf)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Init &#039;&#039;&#039;+1; &#039;&#039;&#039;Senses &#039;&#039;&#039;low-light vision; Perception +12&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;AC &#039;&#039;&#039;19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +3 shield)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;hp &#039;&#039;&#039;28 (5d8)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fort &#039;&#039;&#039;+5, &#039;&#039;&#039;Ref &#039;&#039;&#039;+3, &#039;&#039;&#039;Will &#039;&#039;&#039;+9; +2 vs. enchantments, +4 vs. fey and plant-targeted effects&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Immune &#039;&#039;&#039;sleep&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Speed &#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee &#039;&#039;&#039;&#039;&#039;+1 scimitar&#039;&#039; +4 (1d6+1/18-20)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged &#039;&#039;&#039;&#039;&#039;+1 longbow&#039;&#039; +5 (1d8+1/×3)&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Attacks &#039;&#039;&#039;wild shape 1/day&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Druid Spells Prepared &#039;&#039;&#039;(CL 5th; concentration +9)&amp;lt;br/&amp;gt;&lt;br /&gt;
:3rd—call lightning[D] (DC 17), neutralize poison, remove disease&amp;lt;br/&amp;gt;&lt;br /&gt;
:2nd—delay poison, fog cloud[D], lesser restoration, sickening entanglement[ACG] (DC 16)&amp;lt;br/&amp;gt;&lt;br /&gt;
:1st—cure light wounds (2), entangle (DC 15), faerie fire, goodberry[D]&amp;lt;br/&amp;gt;&lt;br /&gt;
:0 (at will)—create water, know direction, purify food and drink (DC 14), stabilize&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;D&#039;&#039;&#039; Domain spell; &#039;&#039;&#039;Domain&#039;&#039;&#039; Weather (Seasons domain subdomain)&amp;lt;br/&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Statistics&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Str &#039;&#039;&#039;11, &#039;&#039;&#039;Dex &#039;&#039;&#039;12, &#039;&#039;&#039;Con &#039;&#039;&#039;10, &#039;&#039;&#039;Int &#039;&#039;&#039;14, &#039;&#039;&#039;Wis &#039;&#039;&#039;18, &#039;&#039;&#039;Cha &#039;&#039;&#039;12&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base Atk &#039;&#039;&#039;+3; &#039;&#039;&#039;CMB &#039;&#039;&#039;+3; &#039;&#039;&#039;CMD &#039;&#039;&#039;14&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Feats &#039;&#039;&#039;Brew Potion, Combat Medic&amp;lt;sup&amp;gt;UC&amp;lt;/sup&amp;gt;, Craft Wand&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Traits &#039;&#039;&#039;beacon of faith, hedge magician&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills &#039;&#039;&#039;Climb -2, Craft (alchemy) +9, Handle Animal +5, Heal +12, Knowledge (geography) +6, Knowledge (local) +3, Knowledge (nature) +10, Knowledge (religion) +5, Linguistics +3, Perception +12, Profession (herbalist) +10, Ride -1, Spellcraft +8 (+10 to identify magic item properties), Survival +12, Swim -2, Use Magic Device +2;&#039;&#039;&#039; Racial Modifiers &#039;&#039;&#039;+2 Perception, +2 Spellcraft to identify magic item properties&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages &#039;&#039;&#039;Common, Draconic, Druidic, Elven, Orc, Sylvan&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SQ &#039;&#039;&#039;elven magic, nature bond (Seasons domain), nature sense, trackless step, untouched by the seasons, wild empathy +6, woodland stride&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat Gear &#039;&#039;&#039;&#039;&#039;wand of cure light wounds&#039;&#039;, antiplague (6), antitoxin (5), blight tonic (5), blood-clotter salve (5), bloodblock (6), bodybalm (6), healer&#039;s kit, padzahr (5), poison ward salve (5), smelling salts (5), soothe syrup (5), soul stimulant (5), stillgut (5), wismuth salix (5); &#039;&#039;&#039;Other Gear &#039;&#039;&#039;&#039;&#039;+1 ironwood chain shirt&#039;&#039;, &#039;&#039;+1 ironwood heavy wooden shield&#039;&#039;, &#039;&#039;+1 longbow&#039;&#039;, &#039;&#039;+1 scimitar&#039;&#039;, &#039;&#039;cloak of resistance +1&#039;&#039;, &#039;&#039;handy haversack&#039;&#039;, backpack, belt pouch, blanket, feed (per day) (5), flint and steel, holly and mistletoe, mess kit, pot, soap, spell component pouch, surgeon&#039;s tools, torch (10), trail rations (5), waterskin, 390 gp, 6 sp, 6 cp&amp;lt;br/&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Special Abilities&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Antitoxin&#039;&#039;&#039; This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.&lt;br /&gt;
&lt;br /&gt;
Alchemical Power Component&lt;br /&gt;
Like antiplague, this substance can augment certain healing spells.&lt;br /&gt;
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Beacon of Faith (1/day)&#039;&#039;&#039; As a free action, cast domain or inquisition spell at 2 levels higher.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat Medic&#039;&#039;&#039; May take 10 and not provoke attacks of opportunity when using Heal&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Druid Domain (Seasons)&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elven Immunities - Sleep&#039;&#039;&#039; You are immune to magic sleep effects.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elven Magic&#039;&#039;&#039; +2 to spellcraft checks to determine the properties of a magic item.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hedge Magician&#039;&#039;&#039; Magic item gp costs -5%.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039; See twice as far as a human in low light, distinguishing color and detail.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trackless Step (Ex)&#039;&#039;&#039; You do not leave a trail as you move through natural surroundings.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Untouched by the Seasons (5 hours, 7/day) (Su)&#039;&#039;&#039; As per Endure Elements&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wild Empathy +6 (Ex)&#039;&#039;&#039; Improve the attitude of an animal, as if using Diplomacy.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wild Shape (5 hours, 1/day) (Su)&#039;&#039;&#039; Shapeshift into a different creature one or more times per day.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Woodland Stride (Ex)&#039;&#039;&#039; Move through undergrowth at normal speed.&amp;lt;br/&amp;gt;&lt;br /&gt;
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At 600 years of Age, the Grey Elf Tolsha Rey was called the the Treesong from her bucolic life of acting as a healer and herbalist by the very trees themselves into a quest which leads her across the Flaeness. What adventures await the Druid?&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Escalation Lad</name></author>
	</entry>
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